Comprehensive Game Reviews
Comprehensive Game Reviews
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From AAA titles to indie games, we cover it all. Our comprehensive reviews provide detailed insights to help you find your next favorite game.
Tony Hawk’s Pro Skater 3 + 4 Review
Tony Hawk’s Pro Skater 3 + 4 ReviewTony Hawk’s Pro Skater 3 + 4 proves yet again the series’ over-the-top skateboarding formula is totally timeless, even if some of the changes to THPS4 miss the mark and the soundtrack has been fumbled.
IGN ArticlesJul 7
Review: Umamusume: Pretty Derby on Steam Makes the Game Even Better
Review: Umamusume: Pretty Derby on Steam Makes the Game Even BetterThe Umamusume: Pretty Derby global version is an addictive game that mixes the frustration of raising sims with excitement of horse racing.
Reviews Articles and News - SiliconeraJul 7
Tony Hawk's Pro Skater 3 + 4 Review – Skating It Safe
Tony Hawk's Pro Skater 3 + 4 Review – Skating It Safe Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PlayStation 4, Xbox One, Switch, PC Publisher: Activision Developer: Iron Galaxy Studios Rating: Teen Just as the Tony Hawk’s Pro Skater series made skateboarding more approachable through gameplay, it also brought an at-the-time alternative culture into the homes of players around the world. Tony Hawk’s Pro Skater 3 + 4, which combines a remake of arguably the most beloved entry in the series with a follow-up that represented the first major deviation into one homogenized package, masterfully recreates the gameplay pleasures of these games. THPS 3 + 4 is going to please any fan of the series, and it will highlight for newcomers the amusement these games packed in 2001 and 2002. However, it struggles to convey the context of these games to anyone not already familiar with their history, erasing the aforementioned deviation in the process. Booting up THPS 3 + 4 feels like it did more than two decades ago on my PlayStation 2, and hopping into my first run was an evocative moment. It’s a cliche, but these games look as good as my rose-tinted glasses make the originals appear in my memories (and after watching some old gameplay videos, those rose-tinted glasses are doing a ton of heavy lifting). The same can’t be said for the NPCs, though; they still look ridiculous. Part of the appeal of THPS has always been its ease of access into skateboarding culture, the way MTV and Jackass influences it and vice versa, and the way it shaped music and fashion sense for players around the world. Despite enjoying the gameplay of 3 + 4, I struggled throughout my time with the game to see that approachability. If you aren’t already aware of the series’ place in pop culture, this remake does nothing to bring you up to speed. I’d argue a remake, specifically, doesn’t need to do that, but given that Iron Galaxy has included additional, more modern songs, updated brands, new skaters, and more, it’s clear it wants 3 + 4 to fit into 2025. Crucially, though, despite including these touchstones of modern culture, they feel like inclusions built on brand deals and quick visits to stores like Vans and Zumiez rather than a deeper understanding of a once alt-culture’s rise into a worldwide phenomenon, or why these games were so impressionable in the early aughts. This became all the more apparent when I reached the back half of the package. THPS 4’s Career Mode had been sanded down to fit nicely within the rest of the original games rather than standing out as the series’ new direction. The open world-lite nature of THPS 4, which worked as both a foundational step to Tony Hawk’s later entries like Underground and American Wasteland and as an illuminating viewport into skate culture’s rise in society, is gone; in its place, a two-minute timer and a list of goals, just like in the first three games. It is, ultimately, a smart call and makes for a better game. But even as I was 100-percenting its levels, I couldn’t help but ask myself, “Does it make for a better remake?”   Though I prefer the remade version of 4 as it appears in this package, it inarguably loses much of its identity. Homogenizing THPS 4 strips away what made it different. While it is easily a better experience to play in the remake, with its more streamlined focus, it feels more like a THPS 3 add-on than a remake of a fourth game. This is not a modern way to play 4; it’s a different way to play 4. That said, turning THPS 4 into essentially a level pack for THPS 3, the best in the series, is incredibly satisfying from a pure gameplay standpoint. The two-minute run version of these games is the best way to explore and learn these levels, and new collectible placements, secret decks, secret shop unlocks, and skater stat boosts hidden throughout each breathe new life into these familiar hangs. I enjoyed that collecting cash and stats in each level directly affected my created-skater progression, allowing them to feel unique in a stacked roster of classic pros and series newcomers that make sense in a remake. Though there are welcome “game mods” that allow you to change how long a run is, alongside many others like perfect manual and grind balance or a never-bail setting, Iron Galaxy Studios makes it implicit that the two-minute run is the best way to play. Learning each level on a timer naturally quarters off spaces in a delightful way. “Okay, this run I’m going to focus on this half-pipe to reach the Sick Score, and my next run, I’ll focus on collecting the S-K-A-T-E letters,” are the kind of thoughts I had throughout my time with the game. And just when I started to grow bored with a level after collecting everything and completing its goals, the next level was there waiting for me, ready to refresh my interest and enjoyment. That was especially the case in the three new levels Iron Galaxy Studios created for THPS 4, specifically. These are incredible achievements of creativity, fitting in with the classic levels you know and love, both as combo-creating arenas and easter egg-infused playgrounds. While the name implies a pro skateboarding experience, THPS is actually a rolling platformer collectathon atop a skateboard. There is a ton of meat on this goal-based collectathon, but save for a few shake-ups to the formula with competition levels, if you don’t like its flavor, you will walk away from the table starving.   Multiplayer provides the type of shake-up I was left wanting after poring through the single-player Career Modes, letting me challenge other players in a variety of arcade experiences. While the rules differ, each ultimately boils down to high scores and long combos on the same levels from Career Mode. I’ll be having a lot of fun in THPS 3 + 4’s multiplayer suite, but it’s not without its minor caveats. I’m bewildered that there is no level voting between rounds; you play on the level 3 + 4 randomly selects for you. I’m just as confused by the lack of playlist options; there is just one moshpit mode that randomly decides the next minigame you’ll play, with no player choice involved, and two more modes that are specifically new additions. The new H-A-W-K mode, which tasks you with hiding H-A-W-K letters around a level for other skaters to find, and the Free Skate option, which lets you hang out in a level with up to seven other skaters, are welcome additions, though. The Create-A-Park suite is easier to use and more streamlined than ever before, but it is something I look forward to exploring as more players get their hands on it (to create better parks than I ever could). The THPS series shaped my music taste, fashion sense, and more while also delivering an incredibly fun timesink on my PlayStation 2. A perfect remake of these games would do the same all these years later, or at least remind me why they were so impressionable when I was growing up. While Iron Galaxy has excellently modernized the gameplay and graphics of these classics to feel right in 2025, I wish it had done a better job of highlighting the influence these games once had in their heyday.  Score: 8 About Game Informer's review system
Game Informer ReviewsJul 7
Review: Nova Hearts Romance Interrupted by Tedious Fights
Review: Nova Hearts Romance Interrupted by Tedious FightsThe concept behind Nova Hearts is good and I like some story elements, but I’m not a fan of its romance and hate its combat.
Reviews Articles and News - SiliconeraJul 4
Death Stranding 2: On the Beach review – Life, death, and a delivery man with a talking puppet
Death Stranding 2: On the Beach review – Life, death, and a delivery man with a talking puppet Death Stranding 2, like its predecessor, is a polarizing game for many. When you "get it," like I and many others do, you simply just feel it on an indescribable level and appreciate each of its head-scratching intricacies. If you didn't "get" the first game, the sequel likely won't change your mind. But for those with an open mind willing to give a truly original story and gameplay loop a genuine try, DS2 feels like the culmination of everything Kojima has wanted to do in his open-world games, creating something that feels like playable art when at its best. Keep on keeping on Screenshot by Destructoid From a gameplay perspective, DS2 improves on the original in many ways. The gameplay missions feel more varied in structure, offering changes of pace every now and then as opposed to consecutive delivery missions where you're walking for a few dozen minutes at a time. Like in the first, you're encouraged to make the journey easier by constructing roads, ziplines, vehicles, and other additions to the post-apocalyptic world to help yourself and others. It's always a joy to see a new construct pop out of nowhere, as it was made by another player in the living world, really driving forth the "connection" that Kojima was looking for in the series. It's this feeling of working together with strangers where a lot of the game's satisfaction and joy comes from, at least for me. A strategic approach is both encouraged and necessary for many of the game's missions, whether you're carrying important cargo over a mountain, infiltrating a base filled with ghost robot enemies with coffins on their back, dealing with giant mechs, or sneaking past horrifying and ghostly BT's so they don't overwhelm you. Unfortunately, combat in DS2 still feels a bit wonky, but it's still not the main focal point of the gameplay. Some missions require stealth, while others require a head-on approach, but you have to be careful in how you conduct yourself in the game so as not to actually kill any other human being and create a nuclear bomb-like Voidout that will render an area of the map unplayable for a time. While the combat leaves a lot to be desired, the rest of the game's seemingly passive gameplay segments where you deliver packages or rebuild society scratch an itch that's difficult to be explained, and won't resonate with everyone, even if a lot of it feels a bit dumbed down to appeal to more of an audience than the original game captured. Whimsical and nonsensical, but poignant Screenshot by Destructoid Death Stranding 2's story is as weird and unique as it is thought-provoking and emotional, bringing forward allure that made the original worth playing in spite of its gameplay that often felt lacking. Sam Porter Bridges' journey throughout Mexico and Australia is full of predictable twists and turns, but I still felt a lump in my throat throughout most of it. The majority of DS2 is not a happy game, so be prepared for some heavy themes and imagery as you make your way through Sam's 30-plus-hour-long story. Plot points include loss of human life, grief, violence, personal tragedy, isolation, and depression as you attempt to navigate the world around you and connect people together in an effort to bring the world back from the brink. Set against these serious themes, though, are the silly oddities and weird characters Kojima is known for. Returning characters like Fragile, Deadman, Heartman, and the villainous guitar-playing Higgs are joined by wild newcomers like Tarman (an old man who can navigate a massive airship through tar), Dollman (a spirit medium whose soul got inexplicably got trapped in a puppet), Rainy (a pregnant woman who can control the rain), and Tomorrow (barefoot Elle Fanning) in what may be Kojima's oddest adventure yet. Among the many people you meet along the journey in DS2 , there's also a pizza maker who teaches you a special melee attack, a VTuber you deliver packages to, and several real-life friends of Kojima who he scanned into the game, like the band CHVRCHES. It's just wacky. Still, the desire to progress through DS2's story and reach its emotional, stunning, and mind-bending conclusion is what drives you to finish each delivery, and "keep on keeping on" as the environment seemingly crumbles around you, and Sam, too. Screenshot by Destructoid The world of Death Stranding is one of the most unique and original creations in recent years, so I will always be happy to revisit it and its characters, especially considering that Kojima Productions' utilization of Guerrilla Games' Decima Engine has created what's arguably one of the best-looking titles ever made. Every environment character is richly vivid and realistic, and truly something to behold on a PS5 Pro. Listen closely and intently Screenshot by Destructoid Kojima's love of music and the soundtrack of his life is brought to fruition in DS2 with a music player that Sam can take on his journeys, but the most impactful songs happen as you're traveling through the world on a lengthy journey. These specific tunes are timed for moments in the game and pop up when you least expect them (or when you most need them after or during an arduous task), triggering all sorts of emotions and offering a reprieve from the sometimes-monotonous delivery driver journeys through the expansive landscapes of Mexico and Australia. The game's score accentuates these moments, composed once again by the talented Ludvig Forssell, utilizing the ultra-heartbreaking "BB's Theme" from the original game at its most crucial points to drive me to tears. It helps to evoke some deeply personal feelings and emotions that not many other games have been able to. The post Death Stranding 2: On the Beach review – Life, death, and a delivery man with a talking puppet appeared first on Destructoid .
Reviews Archive – DestructoidJul 3
Persona5: The Phantom X Review in Progress 
Persona5: The Phantom X Review in Progress A journey through the psyche that retreads old wounds.
IGN PC ReviewsJul 3
Mecha Break Review in Progress
Mecha Break Review in Progress
IGN PC ReviewsJul 2
Review: Persona 5: The Phantom X Is a Shadow of the Original
Review: Persona 5: The Phantom X Is a Shadow of the Original Persona 5: The Phantom X is the latest of Atlus’ efforts to turn it into every genre. After a dancing game, a Musou and a tactics RPG, here is the attempt to capitalize on the popularity of gacha games. After the Black Wings Game Studio game's release in China and South Korea over a year ago, it’s now reaching English and Japanese audiences. Persona 5 as a gacha is a concept that surprisingly makes sense. Gachas work through regular updates with story chapters that introduce new characters. Persona’s “gain a party member in each dungeon” progression system fits alarmingly well. Making this work requires a new cast though. Theoretically, it’s unlikely anyone would want to gamble to pull each of the original Phantom Thieves when you could just play Persona 5 . Instead of the usual gang, we get a new protagonist codenamed Wonder who is basically Joker with a 90s boy band haircut. He is introduced to the Metaverse by Lufel, an owl whose name I keep forgetting since I call him Owlgana so often. Imagine Morgana, but he can fly and uses big old-timey words. Also his vehicle form is a car, not a bus. Those are the only differences. Screenshot by Siliconera In Persona 5: The Phantom X , a mysterious force is using the Palaces in the Metaverse to drain the desires of ordinary people. An incident with a deranged bike courier causes Wonder to fall on his phone and enter the Metaverse. Once there, he unlocks his Persona and begins recruiting members for a new band of Phantom Thieves. Some of them are recruited through the traditional Persona way. Motoha Arai is a Chie/Ryuji hybrid with a personal connection to the first villain. Others are pulled from Contracts, aka a gacha system. It feels reductive to call this Persona 5 with gacha mechanics, and yet that is exactly it. If you’ve played a gacha game, you know what this means. There are daily goals, training modes and time-limited events. You have a multitude of currencies, upgrade items, and special character tickets, all of which can be earned or paid for. My experience with the genre is entirely HoYoVerse’s work, particularly Zenless Zone Zero , but the systems are practically identical. Screenshot by Siliconera But under that, this is Persona 5 . The same stylish UI is meticulously recreated. The dungeon navigation is tinged with stealth mechanics and hidden treasures. Combat involves the same turn-based system, with Baton Passes, All-Out Attacks, and navigator bonuses all present. There’s a Velvet Room (this one’s underwater) where you can fuse Personas. All this is wrapped up in a city life sim, during which you have to study, work part-time jobs, and hang out with your friends. Everything you’d expect from Persona 5 is here, just as you remember it. However, Persona 5: The Phantom X always feels like a lesser version. City life elements are no longer measured on a limited timeline, instead restricted by a daily energy meter. Dungeons strip out resource management tension (save rooms auto-heal you) and instead block progress with arbitrary level caps. Even the plot feels weaker. The original game's first target is a creepy school coach abusing his power. Here the first target is a man who… likes bumping into women on the subway? Screenshot by Siliconera The most egregious downgrade comes in the Persona system itself. Negotiation is out, as Personas leap straight into your compendium upon defeat. You’ll amass a small army as a result, but Wonder can only equip a maximum of three, a quarter of Joker’s maximum. Even building them feels limited, with fewer ability slots and a greater number of passives over battle actions. Personas feel less versatile all round here, which is a shame when the series is literally named for them. Persona 5: The Phantom X is a difficult game to recommend. As a gacha game, it’s elevated by lifting so much from Persona 5 . But the inverse is true, as the gacha elements have weakened a lot of what made the original game great. If you loved the style of Persona 5 and want something free and casual that lets you kick around in its world some more, there’s fun to be found in Persona 5: The Phantom X . But those who min-max the Fusion system or hate gachas are unlikely to be convinced. Persona 5: The Phantom X is out now for PCs and mobile devices. The post Review: Persona 5: The Phantom X Is a Shadow of the Original appeared first on Siliconera .
Reviews Articles and News - SiliconeraJun 29
FBC: Firebreak Review
FBC: Firebreak ReviewA compelling co-op shooter that doesn’t have the depth to keep things interesting long-term.
IGN PC ReviewsJun 27
Review: The Red Bell’s Lament Is Another Strong Voltage Otome Game
Review: The Red Bell’s Lament Is Another Strong Voltage Otome Game Voltage is a company well known for its otome games, but it’s really stepped things up with AmuLit’s Even if Tempest and The Red Bell’s Lament . While both titles are marked by some minor translation issues and hiccups at launch that, as we’ve seen in the past, ended up remedied by patches, they’re also notable for their strong leads, impressive stories, and captivating characters. This latest piece is yet another example of the good the company is doing for the genre, even if it is annoying to sometimes upon some Japanese text that got left in or some absent text. Vampires invested Hemeria, with various types killing humans and even inspiring cults that see their appearance as some sort of divine sign. Juliet Rose became a hunter after her village was attacked and her family killed. She’s so skilled that she’s a member of Elpis 7, the seven most notable ones in the country capable of even the most terrifying “aristos” class of the creatures that resembles humans. After getting a mysterious summons, she finds all legends gathered in one place for a rescue mission. Following Prince Roderick Lancaster being abducted by vampires and taken to their home realm of Nyx, Hemeria Royal Order Commander Garrett Welkin formed a new Elpis 8 group, which includes him, for a rescue mission heading into that other world for the first time.  https://www.youtube.com/watch?v=WU-s4o2eaqs Like other AmuLit otome, The Red Bell’s Lament prioritizes the narrative and tells a dark story with plenty of potential for bad ends. There is some romance, but it really prioritizes action, drama, and even thriller elements. I’d say if you appreciate the Bustafellows and Even if Tempest approaches to prioritizing the story and including an occasional romantic moment, this is the type of Voltage otome game you’d enjoy. However, since romance isn’t prioritized as heavily, those story beats fall on the backburner in favor of character development, worldbuilding, and setting up genuinely surprising twists.  The approach to romance means the “route” system is executed in a different sort of way in this Voltage otome game. The Red Bell’s Lament instead integrates everything into one storyline, which makes the included flowchart especially invaluable. As you’re going through the Nyx rescue mission, the decisions you make when going through Missions and choices you select affect possible endings. Given the number of unfortunate endings and range of better ones, as well as the need to collect Elgan Crowns to unlock things like a Special Story, it’s a genuinely invaluable asset. That, paired with a quality of life feature that brings you to branching points if you do make a selection that sends you to an early bad ending, keeps things from getting frustrating. For those more familiar with traditional visual novels with assigned routes it might be a bit tricky get accustomed to prioritizing certain choices and actions that might not even seem tied to people, but I genuinely appreciate this approach to storytelling in otome games more. Screenshots by Siliconera While The Red Bell’s Lament is primarily a visual novel, there are segments that can be a bit more active. During these Mission moments, you’ll find yourself in a space in which you move a piece around a board to trigger certain events, get Elgan Crowns, and reach the “finish.” This always involves performing actions within a set number of moves. It’s never especially challenging, but some situations might involve some thought to reach everything you should see. Again, I enjoyed the inclusion, as it does fit with the theme of things and adds a little more interaction. There are some times when the script might feel a bit uneven. The voice acting and casting is absolutely sublime. The general story is wonderful once you get into Nyx, with really solid character development for every cast member. Even people who aren’t romance options feel pretty well developed. However, there are times when the localization might read a little awkwardly. It isn’t a situation which reads like a AI translation programs ended up being used. Rather, some phrasing felt weird when I went through the story. An easy example with absolutely no spoilers is Juliet telling Asher at one point, “I guess this means we’re free to do as we please for the next while.” It sticks out when there are moments handled well, especially when considering different manners of speaking that might be more formal, like Rhodes’, or relaxed, like Jack’s. Screenshots by Siliconera Some awkward wording aside, the only real issues I noticed in The Red Bell’s Lament involves some bugs and instances when untranslated text didn’t make it into the game. I happened upon one choice in a cafe that didn’t involve actual responses, so I needed to… guess? There are times when labels or options will feature the original Japanese instead of localized text. I did run into one instance in which the game crashed when going through a Game 3 mission on the original Switch. However, after loading the virtual game card on the Switch 2 I noticed I didn’t experience that issue (or any other bugs). I’m going to give Voltage the benefit of the doubt here, as the company already noted it is aware of the issues and did patch Even if Tempest when it experienced problems at launch. Just know that at the moment, there will be rare instances where everything isn’t at its best until a patch or two appear. The Red Bell’s Lament is another example of Voltage offering a great otome game that feels different than what we’d expect due to its execution and story. It can be a little light on the romance, but there’s a strong narrative with genuine surprises and fantastic character development. It does feature some flaws at launch, both in terms of some missing translations and actual bugs that might cause issues with progression. However, I’m pretty confident the will be fixed, especially since Voltage made a statement, and result in this being one of the more interesting otome games on the Switch. Once a patch does appear, I think I'd consider it a must-buy for fans of the genre. The Red Bell’s Lament is available on the Nintendo Switch.  The post Review: The Red Bell’s Lament Is Another Strong Voltage Otome Game appeared first on Siliconera .
Reviews Articles and News - SiliconeraJun 25