PC Game Reviews
PC Game Reviews
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Our detailed reviews help you make informed decisions about your next PC game purchase. We provide a thorough analysis of gameplay, graphics, story, and more.
Review: Cassette Boy Experiments With Perspectives Like Fez
Review: Cassette Boy Experiments With Perspectives Like Fez When Polytron Corporation released Fez, we’d never really seen anything like it. A game that uses perspective to solve puzzles and make progress and shifting between 2D and 3D? Later, we’d see Superliminal and Viewfinder play with how we see things changing how the world works. Cassette Boy is a game in that same vein, only blinding The Legend of Zelda style action-RPG elements as we rotate our viewpoint to change the rules of the world. It’s also just as clever as many of these other games I’ve mentioned, and I hope this indie gets the attention it deserves. Cassette Boy begins with our avatar being addressed by a sparkling entity. It cryptically explains that the moon is gone because our character wasn’t looking at it. This being explains that perspective is everything, and illustrates examples showing that objects, entities, and buttons can disappear if you can’t see them. As such, it’s now up to you to recover the Moon Fragments to restore them to the sky. https://www.youtube.com/watch?v=Ic71W0L8SMo While Cassette Boy is a The Legend of Zelda- like in some ways, it really prioritizes puzzles and experimenting with our view of the world in a way I appreciated. After the opening introduction and acquiring a sword, we’re given the ability to use the shoulder buttons to rotate the world. In town, it means getting access to houses where you couldn’t previously see doors. More importantly, it means opportunities to start “hiding” enemies, switches, and blockades to make progress to different areas or turning the world fast enough to cause squares to pop up to provide opportunities to reach higher areas or damage foes. So as some of the earliest examples, there’ll be a situation where you rotate 90 degrees to completely hide a huge slime you couldn’t otherwise defeat at that point to slip past to the next area in a forest. For one boss, you rotate the world 360 degrees as quickly at the switches that will make a piece of ground pop up when the opponent is about to get near to damage it five times to win. You stand on a switch to open a door, then rotate the world to block it so you can then move and safely go through the doorway. In one situation, you move a box to a point where you need to rotate 360 degrees to lift yourself and the box up so you can jump.  Keep in mind, these are the earliest kinds of progression. In a true The Legend of Zelda and even Metroidvania type of fashion, Cassette Boy also eventually encourages returning to past areas or temporarily blocks off access to certain spots by hiding them behind a type of “trick” you haven’t learned yet. So you might see a shrine in the first forest you can’t reach yet or an area of town blocked off, but need to wait until you can see things the right way to get to that new place. These come in the forms of cassettes for the headphones you acquire early on that help you "focus" to change the way you see the world. Image via Wonderland Kazakiri and Pocketpair Yes, I mentioned a shrine. Like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom , there are portals to brief shrines in Cassette Boy . If you gain access to one of these optional spots, you’ll be posed with additional logic puzzles. I’ve never seen any combat-related ones in my time with the game. Each one I encountered seemed to build upon my knowledge of my abilities in ways that sometimes challenged me a bit more than the typical puzzles encountered when searching for bosses holding Moon Fragments. Which is good because, while the combat isn’t terrible, it does feel like closer to the earlier The Legend of Zelda NES and Game Boy games. The melee attacks with the sword didn’t have the sort of responsiveness and combos as some contemporaries, and aiming with the bow and arrow can be a pain even after you get used to knowing how long to hold it to shoot it proper distances. Another thing I appreciate about Cassette Boy is that it is a really minimalistic game. It relies about the same Game Boy style greenscale palette. While there are a few indoor area tile situations where this can be a lot when multiple designs are combined, it generally is really effective and eye-catching, while still making visual distinctions quite clear. Which is important since you do need to be very precise about positioning to solve puzzles. That’s a little frustrating sometimes, especially when it involves ensuring a dangerous enemy is blocked or that a blockade is 100% hidden. But the design philosophy really adds to the experience. Image via Wonderland Kazakiri and Pocketpair Likewise, that comes a bit with the script. This is a rather simple game and doesn’t feature a super intense narrative. There are some occasionally clever lines, though! And again, there is a minimalistic approach to it. For example, while there’s not a lot of dialogue for NPCs, we will see reactions to certain events. This happens with our avatar’s neighbor, Nell. Our protagonist themselves will also occasionally think about things happening, and those asides can be entertaining.  Cassette Boy is at its best when challenging you to rethink your perspective to solve puzzles in this The Legend of Zelda and Fez style adventure. There are times when it can really test you and make you think! The minimalistic design direction is also a highlight. However, some combat elements can occasionally feel finicky, especially when the bow is involved. It definitely can be quite clever, and it’s well worth at the very least trying the demo if you also enjoyed games like Fez.  Cassette Boy will come to PCs via Steam on January 15, 2026, and a demo is available. It will also eventually appear on the Switch, PS4, PS5, Xbox One, and Xbox Series X .  The post Review: Cassette Boy Experiments With Perspectives Like Fez appeared first on Siliconera .
PC News Category - SiliconeraJan 9
The Legend of Heroes: Trails beyond the Horizon Review
The Legend of Heroes: Trails beyond the Horizon ReviewOne small step for man, one giant leap for the Trails series.
IGN PC ArticlesJan 8
Hinako’s Parents From Silent Hill f Wish Everyone a Happy New Year
Hinako’s Parents From Silent Hill f Wish Everyone a Happy New Year Takeshi Masago and Tamami Hiraoka, who play Hinako’s father and mother in Silent Hill f , have uploaded a video of themselves wishing people a happy new year in character. You can watch the video on Masago’s YouTube channel. [Thanks, Inside Games !] The video is a little over thirty seconds long. After they both wish the viewer a happy new year, Hiraoka (who plays Kimie, Hinako's mother in Silent Hill f ) asks Masago (who plays Kanta, Hinako's father) what his resolution for 2026 is. He pulls out a kitchen knife and says that he wants to return to his job as a chef this year, with Kimie applauding and cheering him on. Kimie then reveals that she’s just happy if Kanta and Hinako can live a happy life in the new year. The short then ends with Kimie telling Hinako that they’ll be having hamburg steak for dinner, and Kanta yelling Hinako’s name. https://www.youtube.com/watch?v=MfeTZJ_65Hg As of the time of writing, the short has racked up over 118,000 views. Most of the top comments are from people saying that this was the happy ending or true ending they wanted to see. Masago also uploads videos of himself playing through Silent Hill f, with Hiraoka appearing on occasion as a guest. The actresses for Hinako and Rinko have also streamed themselves playing the game. Silent Hill f is available on the PS5, Xbox Series X, and Windows PC. You can read our review of it here . The post Hinako’s Parents From Silent Hill f Wish Everyone a Happy New Year appeared first on Siliconera .
PC News Category - SiliconeraJan 7
Review: Inazuma Eleven: Victory Road Is Packed With Experiences
Review: Inazuma Eleven: Victory Road Is Packed With Experiences Level-5 is officially two for two when it comes to games that successfully survived development hell. Fantasy Life i: The Girl Who Steals Time turned out exceptional , even with so many ideas packed into it. Now that Inazuma Eleven: Victory Road is here, it feels a bit like each mode might be one direction the final game could have took and Level-5 decided to finish them all and toss them in together. While it didn’t turn out as wonderfully as the latest Fantasy Life , it’s far better than I expected.  There are a lot of modes in Inazuma Eleven: Victory Road , so many that I must confess that it sometimes feels like each one felt like it could have been a full game in a way. Or, at the very least, that feels true for both the Story and Chronicle modes. Story Mode is the story of a new team and a new dream. Destin Billows (Unmei Sasanami) loved soccer, but was forced to give up on actively playing due to his health. He claims to be genuinely happy to be transferring to South Cirrus Junior High School, as it doesn’t have a team. However, after learning about the school delinquent Briar Bloomhurst (Jouji Sakurazaki), who was a star player and forced to abandon his dream, and being basically badgered into friendship by Cedric Freud (Heita Kisoji), to restore the football club.  https://www.youtube.com/watch?v=6ArR7UnwT8w It’s absolutely wild. Inazuma Eleven: Victory Road Story Mode feels like playing through a shonen sports manga. We see Destin and Briar meet and decide to move forward together. We watch Destin take part in rock-paper-scissors style RPG battles against members of the student council, police officers, nosy neighbors, and staircases. We pet and photograph cats. We kick illusionary soccer balls. We listen in on gossip from classmates. We find new teammates. I mean, we eventually also play soccer too, but the process of living life, seeing these kids at school, and getting a better understand of why it’s so important they bond and do well. I could see some folks get frustrated at exactly how long it takes to form the new football club and start hitting the field, but I adored the progression pace and story being told. But then, for people who want to get into actually playing faster and building up the “best” team, there’s Chronicle Mode. Our goal here is to help Vic, Misty, and Clark “Wandaba” Wonderbot get the strongest team of 11 players with the strongest Keishin to defeat the Mind Eaters who could make humanity extinct. This involves heading into soccer matches across time, reliving past Inazuma Eleven game and anime storylines. It’s a lot. Especially since Player Universe can be used recruit players and we use the Team Dock to put together our team. In general, it isn’t a bad place to start, since it begins with Mark Evans (Mamoru Endou) going through a tutorial that explains how to actually play soccer and is more about completing actual matches. We can choose Chronicle Battle, Route Unlock Battle, Rare Drop Battle, and Hero Battle to advance our goals. Success in matches is dependent on meeting the History Check, which involves certain actions during teams like “Pass to Kevin,” “Shoot as Kevin,” “Complete a Focus Battle,” “Complete a Focus Battle as Axel,” and “Play for Victory.” This means it can be tricky, but difficulty does scale up and does get more immediately into the game.  Images via Level-5 Like Story Mode, I’m a fan of this Inazuma Eleven: Victory Road mode, even though it involves a lot of grinding to get through it. Chronicle Mode still has a story structure. There’s still character building and team organization, which I love. The active soccer matches work well, and it isn’t difficult to pull off the extravagant special moves the series is known for. I also didn’t find it too difficult to pass the History Checks. The Focus Fields and Focus Battles are helpful for dealing with Zone defending, and I love how we have the standard shots, Long Shots to attack from a distance, and Shot Chains along with our Specials when enough Tension builds up via playing. The ease of play might be a bit of a downside, as I almost felt as though the CPU could have been a bit more intelligent and responsive to my actions. But then, there are so many routes here, with the Go Galaxy and LBX: Little Battlers eXperience ones added post-launch , so it’s genuinely possible that there’s so much that I haven’t hit the more challenging bouts. Plus allowing us to deplete enemy Keeper Power helps with getting one past the better goalies.  The Competition mode rounds things out. You can take part in essentially a quick match feature with preset teams, play in 1v1 and 2v2 games, and take part in online tournaments. The tournaments can involve seasonal rewards, to encourage constant participation. While there are a lot of options, including a Bond Town where you can create a town and explore, I feel like the campaign modes are stronger and a better time. It’s because all you really need to do is grind out characters to win, but that isn’t fun! Since I was coming into it so far after launch, I felt discouraged for a few hours. What’s worse is that sometimes I’d experience terrible lag. So even though I did invest five hours into that mode, my success could be affected by outside factors.  Images via Level-5 Inazuma Eleven: Victory Road is a lot, and it feels like an installment that attempts to cover almost every possible aspect of the series. It doesn’t top the earliest Mamoru Endo DS entries for me. However, there’s so much here that it feels like a mode exists for every possible player. Not to mention that it is admirable to see it not only released, but is genuinely good. There are some minor issues, such as balancing and NPC intelligence in matches. The CPU isn’t great about making decisions. However, the fact that we are seeing rebalancing and substantial updates like Re-Story make me wonder if this could eventually turn into a 9 out of 10 game in a few weeks or months with additional patches and fixes to things like online multiplayer.  Inazuma Eleven: Victory Road is available on the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC.  8 The post Review: Inazuma Eleven: Victory Road Is Packed With Experiences appeared first on Siliconera .
PC News Category - SiliconeraJan 3
Review: Angeline Era Is More Than a Tribute to Ys Style Games
Review: Angeline Era Is More Than a Tribute to Ys Style Games Angeline Era is a surprise. It’s one of those titles you might have missed as December began due to the number of releases and events. It feels like a loving reference to the earliest Ys games and similar early action-RPGs on the PS1 and PC. It is an examination of  trauma affects people. But more importantly, it’s a game you should play if you get a chance, as it is a valuable and important experience. Tets Kinoshta is headed to Era as Angeline Era began. Angels summoned him there, suggesting only he can collect and protect the nine bicones. After arriving and collecting two of them, he meets a wandering angel named Arkas who fell to earth when their ship Throne crash landed there. In the process, angels lost the ability to Shimmer. Arkas again asks Tets to gather the bicones, get to Throne, and dispel the storm surrounding it to allow angels to shimmer again. However, that means facing the fae princess Niamh McManann along the way. https://www.youtube.com/watch?v=Yizu73qqNi0 Angeline Era is many things all at once. When exploring areas and the world, it looks like a polygonal RPG. Bumping into people allows you to talk to them. (The dialogue is usually quite clever!) Bumping into enemies destroys them. There can also be light puzzle-solving elements. When in an overworld map, you can press a button to “search” an area for a level. If you find a spot to reach one, you go through a brief, 2D, first-person trek to reach the new space, which becomes an isolated slice of another space where you can find new enemies and encounters. There are times when it can feel like the priority is getting through a stage, pushing yourself for optimal jumps and placements, rather than fighting.  These levels and boss fights can feel really extraordinary sometimes. While there are RPG elements to them as in the Ys games, as we can manage equipment, stop at mirrors to restore health, and such, Angeline Era often feels more like a platformer. We jump and double jump to reach places and attack enemies at different positions. There are hazards to avoid and different paths to follow. When we get to major foes, the fights can be clever and challenging! The first fight against the various fish (which goes from two to eventually 32 on screen at once) feels like a bullet-hell affair. When we face Dulla and Han, it’s a more traditional type of foe with close range, ranged, projectile, and even what amounts to a one-hit KO move. This is all accompanied by a script that can sometimes initially feel goofy, humorous, over dramatic, and a send-up of early PS1 and PC adventures. Screenshots by Siliconera However, there’s so much more to the story than that. As someone goes through Angeline Era , they might wonder what’s happening with the angels, fae, Throne, and Shimmer ability. Alongside silly NPC dialogue, there can actually be poignant moments. So much so that when the more genuinely serious, thought-provoking, philosophical comes up, it fits in seamlessly and manages to make an already engaging experience even better. I fear I can’t say too much, because there’s so much going on that it would ruin things. That’s because Angeline Era isn’t just an action game like Ys in which Tets plays the Adol role and ends up being the hero to save the day. This is more than a tale about a conflict between angels and fae, and reclaiming an ability. It’s an examination into Tets too. We’re learning about this character’s life and who he is as a person.   Images via Analgesic Productions The gameplay in Angeline Era is challenging and entertaining, reminiscent of Ys games, but its story feels even more important. There’s so much to it that should be discovered firsthand and not spoiled that I fear anything I say could spoil too much. But the examination into who Tets is and the quest to save Era is executed well. The stage and boss fight design is great. Especially since the varied difficulty levels lets anyone enjoy it. It’s a game that begs you to check everywhere and see it through to the end. Angeline Era is available for PCs.  The post Review: Angeline Era Is More Than a Tribute to Ys Style Games appeared first on Siliconera .
PC News Category - SiliconeraJan 2
Skate Story Review
Skate Story ReviewEat the moon The post Skate Story Review appeared first on WellPlayed .
Reviews PC – WellPlayedJan 1
Asus ROG Strix G16 (2025) Review
Asus ROG Strix G16 (2025) ReviewSimilar in design to last year, the AMD version of the Asus ROG Strix G16 offers solid gaming performance in a bulky shell.
IGN PC ArticlesDec 31
Review: The Good Old Days Is a Goonies Style Adventure
Review: The Good Old Days Is a Goonies Style Adventure The Good Days is an adventure game with Metroidvania elements about a group of kids desperate to raise a massive amount of cash in a single day by any means possible, only with combat optional. There are also multiple ways to reach that goal and endings as a result. Sound unusual? That’s because Ryoh Tazaki’s Yokogo Systems is behind it. Tazaki also works for Onion Games as a developer on titles like Black Bird, Dandy Dungeon, and Million Onion Hotel . The result is a title that’s unusual, unorthodox, and maybe a little clumsy, but charming nonetheless. When I mentioned The Good Old Days channeling The Goonies , I wasn’t kidding, as the setup for the game is incredibly similar. In the small town of Arostia, a group of kids known as Sean, Bruce, Doc, and Foodie band together as The Noogies and search for treasure. While they get the chance to find it, it’s unfortunately under dire circumstances. Sean’s father disappeared and left a $30,000 debt behind. Bruce, Doc, and Foodie got captured and thrown into underground cells. The loan shark shows up at 10am and wants money by the time night falls. Rather than go to the police, Sean heads into the depths below the city to search for his missing friends and money by any means possible. However, Biff, Chuck, Frank, and their mother heard about Sean’s family’s troubles and hidden inheritance, and they’ll cause trouble for the crew. https://www.youtube.com/watch?v=VRNa5QhXUqM The Good Old Days is a timed adventure. You need to get through the day, finding money by exploring. Maybe you find a lottery ticket? Perhaps you beat foes? There are minigames! You could find the legendary hidden treasure Sean’s family buried down below! This could happen with none or all your friends. You have a lot of options. But it’s also quite deadly, as the underground is filled with bats, rats, ghosts, villainous humans, and environmental hazards. While the bulk of your time will be spent platforming and wandering underground, there will also be points of interest above to visit as you search for cash.  Part of the Metroidvania part of The Good Old Days is tied to each of the Noogies’ special abilities, much like how each member of The Goonies had unique traits. Sean is given bombs by the loan shark at the outset of the adventure, which can be used to progress past certain areas, and he’s also fairly average when it comes to moving and jumping. Foodie is slow, but he can headbutt foes and move boxes. Bruce is incredibly fast and has the furthest jump. He can perform an attack that hits above and below him at the same time too, though I didn’t find it as useful as Foodie’s. Meanwhile, Doc has a pretty good vertical leap and can use a radar that shows anything immediately around him. Images via Yokogo Systems There are other items that help along runs. Sean being able to blow up stronger doors is his “thing,” but that can be upgraded. You can get equipment that mitigates some hazards too, like diving gear that removes the threat water poses. These power-ups are maintained through playthroughs when you go with a new game+ run. Given the relatively short length and wealth of endings, it definitely feels like a game to run through at least twice.  However, I did notice two downsides. One is that the platforming can feel a little clunky. Nailing some of the jumps is really trying and troublesome, especially before Bruce is rescued. It is absolutely possible to beat a run without Bruce, mind you, but some of the layouts in the underground are frustrating. The other issue is I felt like there could have been more to Doc as a character. All the kids are charming when it comes to the story, and the narrative as a whole is interesting! (Especially since we learn more after each ending.) But since Doc essentially acts as a radar for unseen secrets and is the last character we unlock, I felt like he wasn’t as essential to the adventure. Is he a time-saver? Sure. But since bombs are unlimited and we’re exploring every nook and cranny anyway, I felt like there could have been more to him. Images via Yokogo Systems The Good Old Days captures the same sort of spirit as The Goonies , while also feeling like a unique Metroidvania. There are many ways to approach it and solve Sean’s money problems. All of them can be interesting. Can it get a little clunky? Yes. However, the nature of it and way it encourages replays does mean subsequent runs feel a little more manageable.  The Good Old Days is available on the Switch and PC.  The post Review: The Good Old Days Is a Goonies Style Adventure appeared first on Siliconera .
PC News Category - SiliconeraDec 30
Review: CorgiSpace Is a PICO-8 Game Celebration
Review: CorgiSpace Is a PICO-8 Game Celebration If you’ve never heard of it, PICO-8 is a virtual machine and “console” that runs on PCs and some homebrew devices, allowing people to make and share fun, free little game “cartridges.” ( Celeste Classic 2 is a game for the platform, as an example.) With CorgiSpace, we’re seeing Adam Saltsman celebrate what is possible within the limitations of the system in a UFO 50 style collection. While not as robust as the Mossmouth compilation, it’s inventive and well worth the $5 price of admission. Upon starting CorgiSpace for the first time, we’re presented with a number of wrapped, mystery cartridges with no explanation just like in UFO 50 . Each of the 13 offers a different approach and plays with the possibilities of certain genres. Puzzles? There are tons of them. Action games that may feel like platformers, Metroidvanias, or even RPGs? Yup. There are even titles with strategic elements. Will you like all 13 of the games? Maybe not. I found there’s a higher barrier to entry for some of them than in Mossmouth’s collection due to technical limitations. But I’d wager at least half of what’s here will click with most people, which isn’t bad considering what an amazing value it is.  https://www.youtube.com/watch?v=RaH_5CDT7Vo Now, before I get into specific game recommendations and assessments, there’s one issue with CorgiSpace that is persistent among all games in this PICO-8 collection. That is the lack of explanation. There is no insight or explanation provided when headed into pretty much every game, though in some cases it is a bit obvious ( Bandit Accountancy and Dust Bunny are perfect examples). If you head into a menu while in a game, you can see “controls,” but it’s mainly suggesting what cross and confirm buttons are and not offering an exact tutorial. I think a little explainer before heading into a game would have made a world of difference for some of the games. Considering other helpful and insightful information can appear on those pages, such as commentary from Saltsman that unlocks after playing a game once, I feel like there could have been room. Now, in terms of the collection in general, I feel like CorgiSpace excels when presenting a player with PICO-8 approaches to puzzle games. Like Kuiper Cargo is an incredible cargo delivery and package arranging puzzle that involves strategically picking upgrades so you can deliver more cargo and be a better delivery person. I loved it. Sebastian’s Quest is this fantastic approach to sokobon where you’re pushing gems to ensure the pug can eat certain things to eventually get to a point at which delicious cheese can be consumed. Mole Mole is another sokobon, but it also feels Bomberman -like due to needing to use bombs to clear walls and dirt to reach staircases. (But without blowing up the mole or stairs to the next level!) Dust Bunny involves cleaning up and removing all dust in small mazes, while also being very aware of the fact that white buffs will stick to the rabbit and keep you from getting every speck of dirt in certain spots. Dino Sort , while short, is one of my favorites in that it’s a logic puzzle where you must meet every dinosaur’s specific conditions in a small space to progress to the next level. Every CorgiSpace puzzle game I’ve played is varying degrees of fun, and sometimes even great in the case of Kuiper Cargo, Dino Sort, and Sebastian’s Quest .  I’d also say some of the action games with puzzle elements come out of this looking pretty good, though they falter due to the fact that there is no explanation as to what you’re doing. Vampire vs Pope Army features this hilarious premise where we are a vampire trying to wipe out every pope. You need to approach attacks in the right order, as sunlight can damage you, popes’ holiness “spheres” zap health, and you’ll need to grab badges that increase your health as you traverse the area. But because there are no explanations about what hurts you or how to approach things, it gets frustrating. Cave of Cards is similar in that you’re trying to get three-of-a-kind of spades, diamonds, hearts, and swords while chipping away at blockades around you. But there’s no explanation as to what any of those matches do or the point of it. Again, spending at least 15 minutes with it helps you work it out, but I do wish there’d been a little more explanation. Especially when I’d suddenly die to an unknown enemy. (It often was a mushroom. Even if it looks like a solid wall, if it’s mushroom-shaped I think it could still attack.) Once we get into the action games, then things start feeling a little less solid. There are some standouts here, to be clear. Skeleton Gelatin feels like a 2D Metroidvania with a slime that makes goo bubbles that help you get around things and solve puzzles. It’s thoughtful, easy to work things out, and makes you think. Rat Dreams is sort of an action-RPG-like game where it feels like traversing a dungeon filled with enemies. But since it relies on dodge rolls, it really takes getting used to in order to work out how to deal with enemies, survive, and succeed. Prince of Prussia is very cool once you figure out how to handle the 2D, stealth, nazi assassination game. However, since there’s no tutorial or explanation, it took me about 15 minutes to figure out how to even carry out an assassination and attack. (Jumping is also very frustrating there, since it involves using a dodge motion and many gaps involve spike-filled pits.) Bandit Accountancy sort of feels “there,” since you’re only swiftly sorting colored gems. While Derbis might appeal to some Astrosmash fans, the grappling hook element and difficulty figuring out what to shoot and how to grab left me so frustrated that I never played it after my initial 30 minute test. However, with the wealth of games there it does make it okay if a PICO-8 game in CorgiSpace doesn’t click with you. (I seriously didn’t like Derbis !) I think it’s also worth checking the ones you don’t think you’d like. There are sometimes hidden secrets in their menus. For example, in the Bandit Accountancy menu, I found Snake clones like one called Weasel with a cute, white, long weasel moving around an enclosed space to grow hearts, gradually getting bigger as it did.  Given how little it costs and how much you get, I feel like it’s worth taking a chance on the CorgiSpace PICO-8 game collection. The 13+ games there are pretty diverse. I do think the puzzle games are the real stars, though a few action titles can feel pretty special too. It would have been great if there had been better tutorials for some of the experiences. Still, I feel it’s worth a try. CorgiSpace is available on PCs now. The post Review: CorgiSpace Is a PICO-8 Game Celebration appeared first on Siliconera .
PC News Category - SiliconeraDec 28
Review: Death Howl Can Test Your Resolve
Review: Death Howl Can Test Your Resolve Games like Slay the Spire and Into the Breach involve careful plotting, deck-building, tactical awareness, and patience to succeed, and Death Howl is the latest new title to follow in their footsteps. The Outer Zone often references both types of genres, as well as soulslikes, when discussing its strategic affair. It’s an absolutely gorgeous game with some situations that can prove truly taxing. It can be a challenge! But some of the situations can prove quite daunting. I’d say in a good way, as it makes you think while surrounding you with an appropriate atmosphere.  Ro’s son is dead. However, the warrior won’t accept that. She is determined to do whatever it takes to retrieve Olvi, even if that means braving the dangers of the Spirit World. So she undertakes a ritual to traverse unknown areas and face opponents in the hopes of reuniting with him. It’s a dangerous path, one that involves fighting and taking Death Howls from fallen foes into Ro’s self. By wandering through realms, facing spirits, opening up nodes on skill trees to get Spirit Cards and abilities, grinding past spirit fights to get Death Howls and crafting materials, getting totems for boosts, and unlocking fast-travel via Sacred Groves, you can build better decks of cards with actions and attacks and come closer to Ro’s goals. https://www.youtube.com/watch?v=N7J4c7mzP2M While some roguelike games and strategy titles like this feature picking nodes on a map, Ro actually wanders through various realms in the Spirit World. Once you happen upon a Spirit, you choose the starting position on the grid from the initial row. You then get five cards from your deck dealt to you, with each one featuring a certain energy cost to them. Ro herself also has 20 health. Your goal will be to defeat the spirit you face, using different attacks and abilities to retaliate. Attacks may also have effects like poison or push, and actions might involve sprinting a certain distance to go further than usual or adding armor. You can have 20 cards in a deck,  I will warn you that Death Howl isn’t for everyone for a number of reasons, even though it is excellent example of things happening in the deckbuilding and tactical genres. The references to soulslike refer to the ambiance and difficulty. Even some standard enemies are really challenging, until you’ve faced them a few times and realized what their gimmick and range is. Speaking of which, RNG itself can be brutal and result in moments when you won’t have much of a chance. Which is a whole thing in standard roguelikes, but becomes extra punishing here. This means there’s a lot of grinding necessary to become strong enough to actually survive. At times, it might even feel a bit unbalanced.  Images via The Outer Zone Especially since Death Howl falls into the soulslike trap of often not explaining things to the degree necessary. This is very much a game where I felt like I learned by doing. If you aren’t familiar with titles like Into the Breach, Lost in Fantaland , and Slay the Spire , then Death Howl will confound you. It fill feature icons like skulls, drops of blood, shields, spirals, and plus signs next to cards and assume you know what that means. Enemy stats aren’t well explained. There’s nothing wrong with having a game where you need to work things out on your own, but it’s another thing to be aware of when it’s already quite challenging. However, because there is grinding in Death Howl and quite a few side quests, it doesn’t feel truly impossible. If you keep pushing forward and experimenting with which path you take through a realm, things might go better. I found sometimes I’d find a solution to get past an encounter that was troubling me or get the crafting materials I needed.  Images via The Outer Zone I also feel like, considering how fantastic the story is, it is worth weathering the storms you’ll face when aiding Ro on her journey. It’s a dark, sad tale that also incorporates lore as she encounters different individuals. It’s a haunting tale about grief, beautifully executed with its spritework and punctuated with battles that feel like they test your limits. It all comes together so well. The struggle in Death Howl is real, both in terms of its story and challenge. It’s meaningful and haunting. While it can mean going through quite a bit of grinding and dealing with major foes and a bit of unfair RNG, it is a battle worth fighting. Death Howl is available for PCs.  The post Review: Death Howl Can Test Your Resolve appeared first on Siliconera .
PC News Category - SiliconeraDec 25