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: Suikoden 1 and 2 HD Remaster Mark a Return of Extraordinary JRPGs
Review: Suikoden 1 and 2 HD Remaster Mark a Return of Extraordinary JRPGsSuikoden 1 and 2 HD Remaster might not have earth-shattering additions, but the graphical updates and quality of life adjustments make it a joy to return to these fantastic JRPGs games.
PC News Category - SiliconeraMar 5
Split Fiction Review
Split Fiction ReviewRadar Promotions The post Split Fiction Review appeared first on WellPlayed .
Reviews PC – WellPlayedMar 4
Review: Split Fiction Is a Creative and Heartfelt Co-Op Adventure
Review: Split Fiction Is a Creative and Heartfelt Co-Op AdventureSplit Fiction is a delightfully creative co-op adventure with a lot to say about human connection through creativity.
PC News Category - SiliconeraMar 4
Split Fiction Review
Split Fiction ReviewAn expertly crafted co-op adventure that pinballs from one genre extreme to another, Split Fiction is a rollercoaster of constantly refreshed gameplay ideas and styles – and one that’s very hard to walk away from.
IGN PC ArticlesMar 4
Review: Cabernet Lets You Make the Most of Life as a Vampire
Review: Cabernet Lets You Make the Most of Life as a VampireCabernet is a unique vampire games I’ve played, and I enjoyed maintaining the balance managing Liza’s life while dealing with pressing tasks.
PC News Category - SiliconeraMar 2
Review: Yu-Gi-Oh! Early Days Collection Brings Back Classic Titles
Review: Yu-Gi-Oh! Early Days Collection Brings Back Classic TitlesThe Yu-Gi-Oh! Early Days Collection is one of the most impressive sets of value and nostalgia with a handful of excellent games.
PC News Category - SiliconeraFeb 28
Review: Omega 6 Triangle Stars
Review: Omega 6 Triangle Stars Imagine, if you will, a trip through the stars. Imagine a mission to find a new planet Earth. Imagine having to battle hordes of angry aliens with nothing but your Rock Paper Scissors skills. Right, enough imagining. Time for the real thing. In this unique retro RPG, designed by Takaya Imamura (who, among Majora's Mask and having designed Captain Falcon, also gave us Tingle), we will explore strange planets in search of clues and answers to finding a new habitable planet for the human race. Along the way, we'll meet strange creatures that make you feel like a Starbucks barista at a spaceport in a Star Trek episode. But is this RPG for everyone? Screenshot by Destructoid Omega 6 Triangle Stars (Nintendo Switch, PC, [reviewed]) Developer: Takaya Imamura, Happymeal, Pleocene Publisher: Clear River Games, City Connection Released: February 28, 2025 MSRP: $29.99 Somewhere in the distant future, a wormhole has appeared near Mars. An influx of aliens has appeared through it and they all would like to live on Earth. Before people could wake up and vote for their favorite alt-right politician in power, all the major cities on Earth were occupied by those illegal... uh, aliens. Now it is up to two androids, Thunder and Kyla, created by Dr Victor Franklin, to step aboard the Omega 6 spacecraft and find a new habitable planet so that human beings can escape the alien tourist menace. https://www.youtube.com/watch?v=4s50Tkt9rAI Omega 6 feels like a retro RPG through and through, almost like a re-release of a long-lost Turbografx-16 RPG from the early 90s. And I don't mean it simply in the "pixelated graphics" sense, but all the systems, the presentation, and the mechanics feel downright old. That feeling would be hard to place for most Western gamers who perhaps grew up with Final Fantasy and Dragon Quest . Takaya Imamura's first game since 2016, when he worked as a supervisor on Star Fox Zero , feels rather indebted towards lesser-known classics such as Shining In The Darkness . In each town or planet you visit, the menu-based interface will allow you to perform various actions, such as "Move" or "Talk", even though often you will have to "Call Over" the character you want to speak with. In other places, you can "Buy" or "Sell". On the other hand, "Inspect" will allow you to interact with the locations by using a pointer-based interface, just like an Examine button in an Ace Attorney title, but for the most part, you're restricted to shuffling through choices. Screenshot by Destructoid And the game never really abandons this vintage framework, not even in the combat which is quite peculiar in its design. I'm not sure if this is a nod to the Rock Paper Scissors boss fights in Alex Kidd in Miracle World , but Thunder and Kyla will fight enemies by using cards with Rock, Paper, and Scissors signs. Each turn, you and your enemy pick a card and whoever wins gets to perform a successful hit. But things are not as easy as they seem, since most of the enemies' cards are usually hidden, depending on the character you're fighting, so you will have to employ a strategy between random guesses and trying to use your cards at the best possible time. While this works at first, it tends to get repetitive quite fast, since there's no real variety to the combat and there's quite a bit of it which can't be skipped. Screenshot by Destructoid Pretty soon in the game, Thunder and Kyla, along with their robot friends such as Headless, will be required to earn as much money as possible and the main way you will get to do it is by hunting down wanted criminals. And yes, you guessed it, when you capture one you will have to fight them. The writing, overall, keeps things light and quite amusing, even though there is not much that sticks out as particularly funny or memorable. It's a light chuckle situation, not really a barrel of laughs. The banter between the androids and the robots in the player team form the best part of the dialogue, at times almost reaching Cowboy Bebop-quality levels. Screenshot by Destructoid Indeed, the best part of Omega 6 is the character designs which are always unique and amusing. In this, the experience of Tamamura shines. The game is an adaptation of the original Omega 6 manga. Not to mention, also, the great Super Nintendo-like soundtrack that will keep us company on our journey through the stars I like how there aren't just random NPCs around, but each character feels like they bring something of interest, despite our interactions often being short and limited. Still, Omega 6 is a tough recommendation for anyone who hasn't dreamed of playing a retro first-person RPG, as there is not much that would convince someone to drop their second playthrough of Baldur's Gate 3 or that run of Avowed to join the crew. Still, I am pretty sure Omega 6 deserves its own dedicated audience and, why not, a little cult following. I just wished it had something more, in terms of gameplay, narrative, or combat, that could transform it into a wholehearted recommendation outside of that small niche. See you, space cowboys. The post Review: Omega 6 Triangle Stars appeared first on Destructoid .
PC Archives – DestructoidFeb 28
Amid 'Mixed' Steam User Review Rating, Capcom Issues Monster Hunter Wilds PC Troubleshooting Guide
Amid 'Mixed' Steam User Review Rating, Capcom Issues Monster Hunter Wilds PC Troubleshooting GuideCapcom has issued official advice for PC via Steam players of Monster Hunter Wilds after the game launched to a ‘mixed’ user review rating due to performance issues.
IGN PC ArticlesFeb 28
Review: Tomb Raider IV-VI Remastered Revitalises the Best and Worst of the Franchise
Review: Tomb Raider IV-VI Remastered Revitalises the Best and Worst of the Franchise Tomb Raider 4 is my favorite game of all time. I say this to get an obvious bias out of the way while reviewing Tomb Raider IV-VI Remastered . If this collection was that game alone, I’d slap a 10/10 on it, demand you all play it immediately and leave it at that. However, this is not just one game. Following on from last year’s remaster of the first three Tomb Raider games, Tomb Raider IV-VI Remastered does the same with the next three. The final three Tomb Raider games made by original developer Core Design, in fact – The Last Revelation , Chronicles and The Angel of Darkness . However, this may be a harder sell overall. Screenshot by Siliconera Not for Tomb Raider: The Last Revelation though. As a game that saw Core try and bring the series to an end, it feels like a huge extravagant attempt to deliver an adventure that cemented Lara’s legacy for good. Take all the best elements of the three games that came before it, stuff it in a blender and this is what comes out. It’s also a Tomb Raider game with a strong storyline for the first time, as Lara accidentally unseals Set, the Egyptian god of disorder. This kickstarts a potential apocalypse unless she can find the Armour of Horus and re-seal the dark deity. It’s still a goofy pulp adventure, but this gives the game greater stakes and helps expand Lara Croft as a character. As a result of this premise, the entire game is set in Egypt. This is a far cry from the first three games, which saw Lara flying across the world, uncovering the secrets of multiple civilizations. However, Core managed to maintain this kind of variety, even within a single country. Of course, there are pyramids and Horus and palaces to great pharaohs, but we also see the Roman influence as well as contemporary Egypt. There’s even a level set on a moving train. Screenshot by Siliconera But what Tomb Raider 4 does so well is taking the creaky old Tomb Raider engine and pushing it to its absolute limit. Obviously, it’s less impressive now than it was in 1999, but Core managed to throw in pole-climbing, laser sight aiming and rope swinging into an engine mostly built for pushing blocks around a grid. There’s a greater athleticism to Lara’s movements and the puzzle design is some of the best in the series. As the game progresses, you’ll encounter puzzles that involve assembling an ancient map of the stars, making use of mirror illusions and solving the classic water jug puzzle. The remaster barely has to do any work to bring out the best in this game. The same visual splash of paint its predecessors got last year is present, but it also feels faster. I don’t know if this is just down to an improved framerate or if they did tweak Lara’s movement directly, but it works wonderfully. It’s a buttery smooth experience that helps an already excellent game shine. If Tomb Raider IV-VI Remastered was just The Last Revelation , I’d call it essential. Screenshot by Siliconera However, while The Last Revelation is easily the gem of Tomb Raider IV-VI Remastered , it’s not all we have to discuss. Both Tomb Raider Chronicles and The Angel of Darkness are also here, and they are some of the more contentious entries in the series. Both were rushed, buggy and showed signs of how much the team was tired of the series by this point. There’s a reason these two games are the final games made by Core Design before the series was passed over to current owners Crystal Dynamics. Let’s start with Tomb Raider Chronicles . This is a game made over a span of only a few months, a desperate request from Eidos to release a game for the 2000 holiday season. It’s a much shorter anthology game, one built around several small adventures from Lara’s past. Because it’s an anthology, the quality constantly fluctuates. Screenshot by Siliconera The game starts strong in Rome, as Lara navigates the eerily quiet streets of the city, encountering strange machines and the remnants of its ancient history. It feels like a minor extension of The Last Revelation. Russia keeps this up, evoking strong comparisons with the industrial parts of past Tomb Raider games. Just a shame that it mostly hangs around a single submarine. The last two segments show signs of Core’s boredom with the series, as they were clearly determined to make anything else here. Ireland chases the contemporary survival horror boom, with an unarmed teenage Lara dealing with demons and fey beings. It’s got some fun ideas but the levels feel exceptionally short and forgettable. Screenshot by Siliconera And then there’s New York, an attempt to emulate the successes of The Matrix and Metal Gear Solid with a high-tech spy adventure. However, this is where the limitations of the engine begin to show. The introduction of stealth takedowns and fast-paced sniping fall apart quickly as the controls simply don’t work well for it. The original version of this section was also compounded by bugs, most of which crashed the game, corrupted your save or created invisible walls. Tomb Raider IV-VI Remastered does a great job ironing out these problems, as it was a much smoother experience this time around. However, it does nothing to correct the inherent design problems here, which are sadly just baked into the game. Screenshot by Siliconera Speaking of design problems baked into the game, Tomb Raider IV-VI Remastered rounds off with Tomb Raider: The Angel of Darkness . This was the first game in the series released for the PS2, notorious for almost killing the entire franchise. It’s an example of developer ambition far exceeding their capabilities. The original game launched with half its content missing, a broken control scheme and a general sense that the series had lost its way. It’s the only Tomb Raider game I’ve not played multiple times. The remaster does do a decent job in fixing many of the worst technical issues. The controls were the most obvious example of this, as they’re now much more responsive and align better with previous entries. The experience feels less buggy as some of the more egregious issues seem to have been ironed out. However, it’s far from perfect, as Lara’s overall movement is still sluggish and new bugs appear to have snuck their way in, such as when I got stuck under a bench within minutes of exploring a restored area at the start of the game. Screenshot by Siliconera The fixes don’t do much to solve the inherent problems with The Angel of Darkness , however. Following on from the feeling in Chronicles that Core wanted to make literally anything other than Tomb Raider , The Angel of Darkness is a moody murder mystery adventure game. There’s a lot of wandering around Paris talking to people and finding clues and little actual tomb raiding. Some of this can be interesting, but a lot of it feels half-baked and doesn’t feel like Tomb Raider . The adventure elements like NPC dialog trees and shops do little more than slow down the already plodding experience. Meanwhile, the strength-boosting mechanic remains as useless as ever, prompting endless moments of Lara refusing to open a door until she’s hung from a ledge for thirty seconds first. It adds nothing but padding. Screenshot by Siliconera As an overall package, Tomb Raider IV-VI Remastered is a great remaster. If you played the remaster of the original trilogy last year, you’ll know what to expect here. The blocky polygons of the original PS1 games have been swapped out in favor of newly created models and textures. However, the original graphics are still an option, available at the touch of a single button at any time. The modern controls, while not my personal preference, are a decent compromise between the original design and the expectations of a modern audience. The amount of work applied to The Angel of Darkness alone is impressive. As remasters go, this is a perfect example of how to do it right. Overall, Tomb Raider IV-VI Remastered is a mixed bag. It’s an excellent remaster that balances preservation and improvement. However, two-thirds of this package are games that are, at best, merely fine, even with improvements. For The Last Revelation though? It’s worth it for that alone.  Tomb Raider IV-VI Remastered is out now for PC, PS4, PS5, Xbox One, Xbox Series X/S and Nintendo Switch. The post Review: Tomb Raider IV-VI Remastered Revitalises the Best and Worst of the Franchise appeared first on Siliconera .
PC News Category - SiliconeraFeb 27
Review: Stories from Sol: The Gun-Dog Is a Succinct, Riveting Tale
Review: Stories from Sol: The Gun-Dog Is a Succinct, Riveting Tale I am always a sucker for a solid visual novel or adventure game, especially in the heavily underused sci-fi genre, which is why Stories from Sol: The Gun-Dog stuck out to me. Its retro-inspired aesthetic is immediately gripping with its stunning visuals and I am happy to reveal that the actual writing, story, and characters mostly match that high quality. In some ways, you could compare Stories from Sol: The Gun-Dog to the indie darling Mouthwashing from 2024. Both deal with crews handling an intense situation aboard a spaceship while playing out as a mystery adventure/visual novel title with one-of-a-kind graphics. While the similarities mostly stop there, if you liked Mouthwashing , this is a must, as I actually enjoyed it more overall. Image via Astrolabe Games My appreciation of Stories from Sol: The Gun-Dog starts with the eye-popping visuals. The developer Space Colony Studios touts its visuals as being inspired by PC-9800 titles, which it renders beautifully. For instance, you can opt for the classic green color palette for a nostalgic appearance or a more vibrant colorful aesthetic. I chose the latter for my adventure, which gave it a retro 1990s anime style that looks like how I remember older Gundam anime appearing (not how it actually is, sadly). The intricate details all throughout the spaceship The Gun-Dog is incredible from the borders to the little minute items to, of course, the cast of characters. Each crew member aboard The Gun-Dog is drastically different from one another, each with their own memorable designs and rich expressions. This game has some of the most expressive characters I’ve ever seen in a visual novel-like game. They constantly shift from happy to angry to frustrated, each with subtle or explosive movements that add such a nice touch to the visuals. Thankfully, the quality of Stories from Sol: The Gun-Dog extends beyond the visuals. The gameplay is pretty basic, fortunately, and involves a couple of options like moving around, talking to characters, looking at objects, and using items. There is, fortunately, no pixel-hunting here. The game smartly highlights each object you can interact with. In addition, the smaller scale of the ship helps with objectives. Rarely did I ever feel like I didn’t know what to do next. And even in the moments where I was a bit stuck, it didn’t take me but a moment or two to figure out what to do next. The exceptions to this were two instances of bugs I encountered where I had to reload a previous save due to what appeared to be pressing the skip dialogue too much and soft-locking my progress. Image via Astrolabe Games Outside of those rare instances, the difficulty is manageable. There are light puzzles like investigating for clues or unlocking a data pad. I never felt like they were too challenging or disruptive. This allows the gameplay to focus more on the actual story itself, which is great. The writing is pretty spectacular. This is a genuinely funny game with plenty of jokes throughout. The crew is full of memorable characters. The engineering chief is a difficult bear with a heart of gold. Dalton is the cadet that works in the hangar and is as hilariously as skittish as a deer. Then there are the more rival characters that antagonize the protagonist. Of course, the standout for me is your protagonist’s girlfriend that steals every scene she’s in with her bubbly, unforgettable personality. The story itself doesn’t go in too many wild directions, but it does just enough. There is a core mystery to the experience, which I won’t spoil here. It has enough twists and turns to keep the player on their feet. My favorite part about the story is the pacing. It never feels like the game wastes your time with unnecessary fetch quests. Even the major puzzles take a moment or two to complete. It feels like Stories from Sol: The Gun-Dog constantly has you on to the next story beat without needing a walkthrough every second. Better yet, it is a fairly short game at under 10 hours. It even goes beyond what I expected it to do. For instance, there is a climactic moment that feels like the end of the game. However, it goes beyond that with even more. Image via Astrolabe Games There is player choice, too, many times throughout the story. Do you pick a fight with the rival bullying you or ignore him and walk away? Characters react to these moments and they determine how later sequences go down. It does feel like many of the major story beats are set in stone to an extent. That said, the journey there can be vastly different depending on your choices. This encourages some replayability to see how certain chapters go down. Stories from Sol: The Gun-Dog is a surprise indie hit this year. If you like games like Mouthwashing that come out of nowhere, this is one to check out. The hook is the incredible graphics. It feels like what we remember a 1980s or 90s anime to look like. But it goes beyond that with minimally challenging gameplay, memorable characters, and witty writing. While I did run into some problematic bugs, I look forward to the next story in this sci-fi universe. Stories from Sol: The Gun-Dog releases for Nintendo Switch, PS4, PS5, and PC on February 20, 2025. The post Review: Stories from Sol: The Gun-Dog Is a Succinct, Riveting Tale appeared first on Siliconera .
PC News Category - SiliconeraFeb 26