Steam Deck Related News
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Pokemon TCG: The Best Destined Rivals Cards
Pokemon TCG: The Best Destined Rivals Cards The Pokemon Trading Card Game expansion Destined Rivals launches later in May 2025 . Here’s our overview of the set, so you know what to expect , and our picks for the best cards based on a varying criteria. The coolest Pokemon Trading Card Game Destined Rivals cards Is it weird to just say aesthetics ? The Illustration Rare cards featuring trainers with their star partners are inherently compelling. Even other special partner cards look good. Heck, we’re big fans of the Elite Trainer Box with its flat black-and-red design and would have loved card treatments to match. But even outside of looks, there are fundamentally cool cards in here. Lots are built around the Team Rocket faction, with underhanded tactics and their signature creatures. Thankfully, this time it isn’t relying upon indicating creatures are “mistreated” by giving them low HP and making them nearly useless? You still see some bad sportsmanship, though. Spidops likes to gang up on you. Houndoom burns and confuses simultaneously. Ampharos punishes opponents’ evolution with damage counters. Hypno mind-controls the opposing bench to swipe at its active pal. That’s not mentioning the dark faction’s, uh, Darkness Pokemon? Nidoking poisons for eight times the usual amount. Arbok has an ability to stop other abilities from entering play and swings its tail for a bunch of splash damage. There’s Muk, Crobat, Weezing, Sneasel… truly a lot to choose from here. Photo by Siliconera There’s also a dedicated Team Rocket Energy card, providing two Darkness or Psychic energy. With it, the super-strong Mewtwo ex can hit hard! The downside: you have to get at least three Rocket cards on the bench before it can hit at all. Even some out-of-type options use it well, like Moltres ex, which is happy to use it to fuel its normal attack, but can also Thanos-snap its foe to the discard pile with one. There are 11 Team Rocket Trainer cards in the set, most with effects that you’re used to, but slightly better with the faction restriction. The Stadium lets you draw two cards a turn, offering the foe nothing unless it’s a mirror match. Its Great Ball always catches something, but evolution or basic is a coin flip. Its dedicated Transceiver lets you choose which one of these you want from your deck. Our favorite combo, though? That’s Team Rocket’s Wobbuffet and Orbeetle . Orbeetle lets you move around damage counters at will, while Wobbuffet’s attack transfers counters from one bench creature to the opponent. The most interesting Pokemon TCG Destined Rivals cards The set’s focus on trainer’s Pokemon means that each essentially gets its own theme deck, cards designed to work together for a particular strategy. The Team Rocket collection is larger, and we hope that it might get more support in the future. But the rest? This is probably what we’re getting. Gold and Silver protagonist Ethan and recent companion Arven might be the headliners. Arven has a Mabosstiff, a Toedscruel and a Greedent, with no particular energy required and a dedicated sandwich item for efficient healing. It’s flexible, but may need an external centerpiece. Ethan’s party would only look nostalgic if you accidentally caught and used a ton of Fire types, with only a Pinsir and Sudowoodo with colorless attack options. He gets a dedicated Trainer to search for Pokemon and energy, and his Typhlosion’s attack needs you to have adventured as much as possible (into the discard pile) to really hit. His Ho-Oh is the star, speeding up your energy ramp and managing a decent attack in a pinch. Photo by Siliconera Gym leaders Misty and Marnie join as well. Misty stays within her Water type and is the only one to not get a dedicated Trainer card to assist, so there’s not a lot her Lapras and Gyarados can do to get your attention. The art’s fun, at least? Marnie similarly sticks to the darkness, running the Grimmsnarl, Scrafty, Liepard and Morpeko lines. They’re not fancy, but they’re built to quickly attack and get a lot of energy cards attached, so we could see someone making good use of them. Hoenn champion Steven and Sinnoh champion Cynthia round out the selection. Cynthia’s all about getting her Garchomp out and dealing a ton of damage while refilling your hand in the process. Her other Pokemon are essentially unplayable and don’t have a lot of synergy, but that Garchomp might be good enough to play anyway. Steven’s works a bit better, with a dedicated defense boost from Carbink, stadium card Granite Cave and an energy acceleration sweeper in his Metagross ex. The most meta-relevant P o kemon TCG Destined Rivals cards Because of the trainer’s connection, a lot of cards in this set don’t work universally. But hey, some do? Team Rocket’s Petrel is a functional reprint of Skyla, a popular Supporter card that lets you search for any Trainer card you want. That’ll be welcome for a lot of decks, no matter the strategy. The new Shaymin shields much of your bench from your opponent’s attack damage, but that would need to be a counter to a particular strategy to become competitive. There’s a new Rapidash with card draw, but a Stage 1 is a hard sell as a utility. Finally, Yanmega ex loads itself up with energy to attack when it swaps in, but then has to ship that energy to a benched creature. It could deal the final blow, or it could set up another fighter really quickly. Photo by Siliconera The cutest Destined Rivals cards It’s tougher to find these in this set! After all, so much of the cards are Pokemon at work , either as elite fighters for champions or prisoners of an evil gang. But they’re here if you look! Growlithe is sticking out its tongue in the woods. It’s hard to tell what Cetoddle and Breloom are up to, but they’re certainly having a good time. Even Misty’s Psyduck is having a rare no-migraine day and loving a lounge by the pool. The Pokemon Trading Card Game Scarlet & Violet: Destined Rivals expansion launches May 30, 2025. The post Pokemon TCG: The Best Destined Rivals Cards appeared first on Siliconera .
SiliconeraMay 16
Wishiwashi Is on My Favorite Pokemon TCG Pocket Celestial Guardians Cards
Wishiwashi Is on My Favorite Pokemon TCG Pocket Celestial Guardians Cards I would never expected Wishiwashi to be my star of the Pokemon TCG Pocket Celestial Guardians expansion, but both cards based on it in the set are shockingly impressive. The synergy between the two is perfect. With a little effort, you could easily creep up on opponents with a combination of Wishiwashi and Wishiwashi ex. Plus, both work quite well with existing cards in the set. Basically, this pair of cards becomes a duo to build an entire deck around in Pokemon TCG Pocket . Wishiwashi is only a 30 HP basic with one move, which lets you Call for Family for a single water energy to summon either Wishiwashi or Wishiwashi ex. The 170 HP Wishiwashi ex is your star, since School Storm starts at 30 damage for three water energy, but then deals an additional 40 damage for every extra Wishiwashi or Wishiwashi ex on the bench.  Since you know this would be a Wishiwashi-focused deck, it does mean spending a bit on Celestial Guardians. Your goal would be, ideally I think, to have at least two Wishiwashi ex cards and between four and five Wishiwashi. This way, you could always try and have one Wishiwashi in your active position and enough on the bench to get 150 damage dealt each turn.  Screenshots by Siliconera What’s wonderful about this pair is how they work with others already released. Include some Misty cards from Genetic Apex! This can help you get the three water energy you need for Wishiwashi ex’s attack from your Energy Zone more quickly. Want to get the Wishiwashi out of the way of the Wishiwashi ex? Use Leaf to let it retreat for free. And of course you want to have some Poke Ball item cards if you stacked your deck with these two types, since both are Basic Pokemon.  I also love how it’s easy to add a handy friend who isn’t a Wishiwashi, just in case you want a little extra coverage. The Space-Time Smackdown Regice, with its Crystal Body and 50 damage Frost Smash for two water energy, or the Manaphy that could use the one water energy Oceanic Gift to help add water energy to benched Wishiwashi ex cards could be great. Also, the Celestial Guardians Pyukumuku, with its Innards Out ability that deals 50 damage to an opponent who knocks it out, could help bide time as you add Wishiwashi to your bench. I didn’t expect Wishiwashi to be so much fun in Pokemon TCG Pocket , but preparing a deck with the two Celestial Guardians cards based on it really made my day. It ended up being so much testing which additional cards would work and seeing if I had everything that would make a deck a force to be reckoned with in-game. I love that it ended up getting so much attention here, and that it’s so easy to help ensure it is a viable combo with other expansions’ options. Pokemon TCG Pocket and the Celestial Guardians expansion are available now on mobile devices.  The post Wishiwashi Is on My Favorite Pokemon TCG Pocket Celestial Guardians Cards appeared first on Siliconera .
SiliconeraMay 10
Razer’s Joro and Basilisk Mobile are made for gaming on the go
Razer’s Joro and Basilisk Mobile are made for gaming on the goA pair of new offerings from peripheral giant Razer have mobile gaming in mind. Check out the Joro and Basilisk Mobile. All the comforts of home Do you play games on the go? We’re not talking about mobile games there, but full-on PC fare, by way of a laptop or even your Steam Deck. And … The post Razer’s Joro and Basilisk Mobile are made for gaming on the go appeared first on BrutalGamer .
BrutalGamerMay 8
Review: StarVaders Mixes Deckbuilding With Mech Tactics
Review: StarVaders Mixes Deckbuilding With Mech Tactics The roguelike genre’s gotten crowded over the last few years, which means I’m always delighted when a title comes up that feels like it does tread new ground. While StarVaders does feel a bit familiar, given we’re once again building a deck, taking turns on a grid to strategically wipe out enemies, and hopefully surviving an alien apocalypse, its welcoming nature, variety, and wealth of options for wiping out enemies mean it’s quite a promising prospect. Aliens are attacking earth. Things begin with Roxy fixing up a Gunner mech right as the assault begins. She vows to protect her loved ones and everyone else she can, now that she has a suit that lets her do it. But she’s only one of multiple pilots with units standing by. Each person and their mech, be it Gunner, Stinger, or Keeper, employs different tactics and uses different types of artifacts and cards to push back against invading enemies.  https://www.youtube.com/watch?v=hd_wWZvVCNI StarVader feels like it mixes up a lot of different types of genres, but in action I would say it reminds me most of a hybrid of Into the Breach and Mega Man Battle Network . There is a grid ahead of you with advancing aliens. If they get too close to the bottom of the grid (or certain criteria are met in some circumstances), they can start generating Doom. If you reach five Doom in a run, you’re all done. Success is tied to knowing which missions to take from the map, based on the assessments and potential rewards, building up your deck of cards showing the types of actions and movements to perform, and knowing when it is an acceptable time to basically overheat. When a turn starts in StarVader , five cards will be dealt to you from your deck. These can include ones that shoot, fire bombs, deal damage, allow you to move, provide buffs, summon a support, or involve an array of different types of tactical actions. You will be able to see the areas where enemy attacks will hit on their turn. It is up to you to immediately mitigate that damage by moving or defeating the foe that would hit you, while also taking out as many advancing enemies as you can before their turn. While foes will typically wait to act until their turn, there will be some enemies that respond and move whenever you move, so you need to take that into account as well.  Image via Pengonauts Now, here’s when Heat comes into play. All of these characters are in mechs. Every action you perform generates an amount of Heat. So a simple movement or fire card will cause one Heat to be added to your gauge, but more advanced or upgraded actions could increase it by more than that. (Likewise, you will occasionally get cards that give you an edge for a turn by causing ones in a certain category, like with “Fire” in the name, to generate no Heat.) If you Overheat by performing an action when that gauge is full, you can still perform that move and have your turn automatically end after! However, for the rest of that match the card will be Burned and inaccessible. A thing I really appreciated about this design direction is that StarVaders uses a risk/reward system to help frame gameplay, rather than leaving a person concerned about a mech and pilot’s health. Overheating can be advantageous in certain situations and, as long as you don’t go through your deck and need to reshuffle the discards back in, you don’t need to worry about the Burned cards. Getting hit by an enemy attack adds Junk cards to the discard, which are essentially blanks that take up space and do nothing. So you’re really able to focus on tearing through the increasingly numerous hordes of invaders and challenging bosses and prioritize the Doom they generate. Even if a situation gets sticky, being willing to push yourself could mean you’ll still brute force your way through a bad situation. I honestly felt it helped mitigate an occasional issue I’d have with RNG in roguelikes and sometimes a string of bad luck in options and deals ruining a run. Especially since you can reset three times in a match if the problem came down to human error. Images via Pengonauts This isn’t to say that won’t happen. I did have one string of bad luck. But StarVaders seems like a pretty fair tactical roguelike. Especially since it grows with you. Winning means more enemies, new pilots, and opportunities to boost levels. Losing means more knowledge, more opportunities to strengthen yourself, and again more to do. I really felt a sense of growth as I played, so much so that by the time I did hit the difficulties and runs that would provide more of a challenge, I developed enough knowledge of the game and experience with card and mech types I liked to brainstorm possible approaches. In fact, I think the fact that it did involve factoring in different sorts of “classes” with bullet types, ranges, and the Heat gauge meant I was more likely to play differently each time, adding more replay value. Also, I just generally love the ambiance around StarVaders . Yes, there is the same type of end of the world feeling as games like Into the Breach and Kaiju Wars . However, it also has the same sort of anime-esque flavor as something like Megaton Musashi . So even though it’s bleak, it is also hopeful and vibrant. Roxy’s story is a strong start, since we see how dire the situation is as she immediately heads out moments after preparing her Gunner. After I unlocked the Invasion difficulty, it suggested there’s some alternate reality and timeline elements going on. I do wish there were a few more story segments, since these people seem so colorful and detailed, but what is here lets us focus on gameplay more. I had absolutely no idea I’d enjoy StarVaders as much as I would, and it definitely adds something to the ever-growing roguelike genre. It’s compelling, but inviting. You’re given opportunities to learn, but it will absolutely challenge you once you’ve gotten accustomed to its nuances. There are plenty of options when developing your deck, making the prospect of additional playthroughs promising. Fans of the genre should check it out. StarVaders is available for PCs via Steam. A demo is available on itch.io . The post Review: StarVaders Mixes Deckbuilding With Mech Tactics appeared first on Siliconera .
SiliconeraMay 7
Review: Breath of Fire IV Remains a Delight on PC
Review: Breath of Fire IV Remains a Delight on PC The lack of new Breath of Fire games is downright criminal. Worse, it’s also not really easy to find entries on more modern platforms. Sure, the first two games are in the Nintendo Switch Online SNES library, but that also means dealing with the Breath of Fire II localization. I always felt like Breath of Fire IV is one of the more memorable entries, and the GOG release proves the PC version still holds up well. With Breath of Fire IV, Capcom created a story filled with political intrigue, legendary dragons, and the kind of unstoppable villain that seems difficult to properly defeat. Kingdoms are on edge, due a shaky peace with the Fou Empire and tentative alliances between everyone opposed to them. The problem is, Princess Nina of Wyndia can’t afford to sit back and wait for situations to grow more stable. Her elder sister Elina vanished while on a peacekeeping and morale-boosting journey. To avoid inciting any ill will, Nina heads out alone with the Woren leader Cray in search of answers, finding an amnesiac young man with a tie to dragons in the process. However, even with her efforts, current happenings in the Fou Empire will make conflicts unavoidable. https://www.youtube.com/watch?v=2tmvNxgXe4k The Breath of Fire series has always been interesting in how it will always involve protagonists named Ryu and Nina, often with similar sorts of circumstances, who are unique individuals going through unrelated situations each time. (Think of it like Final Fantasy, in a way.) I always loved what Breath of Fire IV did with its story, and the GOG release proves it holds up. By offering these differing viewpoints showing Nina, Ryu, and Fou-Lu’s perspectives at points, we’re offered a well-rounded take on events and get a better grasp of what’s going on in the world. Not to mention, in general, Breath of Fire IV doesn’t shy away from dark scenarios. The stark contrasts between it and other JRPGs of the period and, in some ways, entries in the series helps it stand out. As for gameplay, Capcom tried some things to set Breath of Fire IV apart from other turn-based JRPGs, and I feel like the combat system still holds up as a result. Our characters can end up feeling very unique, even from ones others might build up when playing the game, because of the Masters system that returned from Breath of Fire III . This allows our units to apprentice under designated Master NPCs to gain abilities and increase stats. So if you want Scias to learn how to Steal, you need Stoll to be his Master. Doing so would also provide an Agility boost in stat growth. While it will be in certain allies’ natures to naturally be associated with certain stats, such as Ershin getting high defense, it allows a sense of freedom I really appreciate about the entry. Especially with Ryu, since you really need to rely on the Master system to build him up into the protagonist you need, due to his other abilities being tied to dragons. Images via Capcom and GOG The actual turn-based combat offers some appreciated strategic elements as well. Yes, it does entail selecting actions, then watching as folks take their turns when going up against enemies. However there are some elements that make things a bit more involved. One is that you can execute combos. These can be tied to magic attacks and skills, which can be used by all allies who learn them if you have enough people participate by using qualifying attacks during a single turn, and can be character specific. So Scias could use Ice Sword if you have say Nina use one of her wind spells and Ershin use Blizzard by using a melee skill after that. So there can be a bit of planning to make use of good ally combinations to ensure the three people in-battle work together while the ones not present rest and defend in the back. I really feel like it holds up well because of the combination of the customization and plotting who will be around and active. When you’re not training and fighting, Breath of Fire IV features a bit of a different progression system for exploration than you might expect. For example, you’ll move along dotted lines on a map and find places you can enter with “?” marks or that are designated spots. There are quite a few puzzles, some of them actually challenging and with mechanics that can involve swapping between characters.  Images via Capcom and GOG The important thing to note about the GOG release of Breath of Fire IV is that the Capcom game not only runs, it runs incredibly well. I played it on both a Windows laptop and the Lenovo Legion Go, and in each case it worked flawlessly. The presentation is great. The audio sounded good. The rendering options are fantastic. It works incredibly well, so there’s no need for any concern about if it holds up. I also do see what GOG meant when it said the Marlok crane minigame is improved, as it seemed like the shadows were a bit clearer and my accuracy ended up being a bit better when loading crates onto the ship. In terms of execution, Capcom and GOG start us off in a good place. I will say that as much as I enjoyed Breath of Fire IV and getting to play it on PC again thanks to the GOG Dreamlist initiative, actually getting it to run right is finicky on a Steam Deck or handheld gaming PC like a Lenovo Legion Go! The page notes there is controller support. However, there are these minor issues in getting it running right. For example, to actually “start,” the start button on a controller probably won’t work. I had to press the left analog stick for the “confirm” action. There is key rebinding in the options, but I couldn’t get it to work right. Prior to the latest hotfix, I experienced an issue where I couldn’t get Nina to leave the North Desert Crash site, as she’d keep re-entering it even after I exited it via the world map. So while the game did work flawlessly on my Legion Go, issues like that mean it might be best to play it on a laptop so you do get access to keyboard inputs if controller support is leaving you a little flummoxed as to why it isn’t working right. Images via Capcom and GOG However, this is something that could be a moot point by the time people read this review. It seems GOG gets quite responsive about these things. Case in point is a rendering patch. Days after Breath of Fire IV launched on GOG Dreamlist on April 25, 2025 , the company shared a hotfix that allowed people to choose between bilinear and point sampled options, so you could determine if you wanted to smoothed effect or clearer spritework. So the support is absolutely there, and since two hotfixes already launched, it is possible that we’ll see other controller issues adjusted.  While I feel like there’s something lovable about most Breath of Fire games, Breath of Fire IV can feel like one of the most memorable ones due to its story and Capcom’s gameplay decisions. So much so that I feel like even without some light enhancements, it holds up well for its age. The extra work GOG put on on compatibility and features helps Breath of Fire IV feel even more worthwhile, even though using a controller with it can feel a bit frustrating as you first find your footing. Breath of Fire IV is available for PC via GOG, and it is also available on the original PlayStation . The post Review: Breath of Fire IV Remains a Delight on PC appeared first on Siliconera .
SiliconeraMay 6
Assassin’s Creed Shadows On Steam Deck Surprised Me More Than Getting Stabbed In The Neck
Assassin’s Creed Shadows On Steam Deck Surprised Me More Than Getting Stabbed In The NeckWhen I heard Ubisoft claim that Assassin’s Creed Shadows would be Steam Deck verified at launch , I responded by saying “yeah right” with all the sass I could muster. I’ve tested a lot of games on Steam Deck here at Kotaku. I’ve seen games that should be slam dunks on the device fall short, and even games with the… Read more...
KotakuApr 21
Early Steam Deck Prototype Seemingly Sold On Ebay For $2,000
Early Steam Deck Prototype Seemingly Sold On Ebay For $2,000Here’s something odd. Over on eBay someone seems to have spent $2,000 on a Steam Deck prototype which was being sold on the auction site for $3,000. Read more...
KotakuApr 9
Silent Hill f Will Be Playable on a Steam Deck
Silent Hill f Will Be Playable on a Steam DeckThe PC system requirements and product page say Silent Hill f is "playable" on a Steam Deck, but expect to do some tweaking on the new game.
SiliconeraApr 8
How to Perfect Dodge in South of Midnight
How to Perfect Dodge in South of Midnight As you go through South of Midnight , you'll regularly run into Haints, living embodiments of trauma who want hook-wielding protagonist Hazel dead. Luckily, you have plenty of tools to deal with them, including a snappy dodge that, with proper timing, can deal damage to your attackers. Perfect Dodges can be tricky to pull off, but if you master the timing, you can get through many early-game fights without having to swing your hooks. Here's how to pull off a Perfect Dodge in South of Midnight . Table of contents How Perfect Dodges work in South of Midnight Tips on how to use Perfect Dodging in South of Midnight How Perfect Dodges work in South of Midnight Image via Destructoid You learn how to dodge during your first encounter with a Haint, and it's a pretty bread-and-butter mechanic. Just hit the dodge button (the Circle button on the PlayStation 5 DualShock controller, in my case) while the Haint winds up its attack, and Hazel will roll out of the way. You'll get away just fine with proper timing. Executing a Perfect Dodge, however, asks a bit more of you. To perform a Perfect Dodge, you need to dodge the instant before an enemy takes a swing at you. If you're successful, Hazel lets out a burst of Thread energy that deals a healthy dose of damage to her attacker. As is the tradition in action-adventure combat, judging when an enemy or boss is about to attack relies on careful observation and practice. Thankfully, South of Midnight 's Perfect Dodge timing is more forgiving than Sekiro or Lies of P' s Perfect Parries. I've been playing Soulslike games for years, so I quickly mastered the timing. Tips on how to use Perfect Dodging in South of Midnight Image via Destructoid Once you've got the timing for the Perfect Dodge down, it becomes one of the best tools in your arsenal. The damage you deal with a Perfect Dodge is a burst, so if you time it right, you can hit multiple enemies with the rebound damage. One of South of Midnight's earliest level-up skills, the Rending Step, pairs up with Perfect Dodge. With this ability, you can dash into a forward slash after a successful dodge. It also works with a Perfect Dodge, so you can quickly deal a healthy chunk of damage if you sharpen your dodging game. The post How to Perfect Dodge in South of Midnight appeared first on Destructoid .
Steam Archives – DestructoidApr 7
Review: Keep Driving Is Worth the Trip
Review: Keep Driving Is Worth the Trip The journey often becomes the best part about any piece of media. Yes, it is satisfying to see things come to an end. Sure, there’s excitement about getting started. But the part from point A to point B is when it gets interesting. YCJY Games’ Keep Driving focuses on those moments. Sure, reaching the festival at the end is a great culminating moment of “I did it,” but everything getting up to that is what makes it so great. Who are you in Keep Driving ? Whoever you want to be. This is a freeform experience, which means you get to customize your identity. That comes down to your backstory, family situation, and car you drive. These choices help set up your starting position as you prepare for a road trip to see a concert states away with a friend.  https://www.youtube.com/watch?v=nT5YZlFKDgA Keep Driving is a sim through and through, though I feel like it sort of dances among the exact type. It’s a road trip and driving simulation for sure. You’re picking out the right way to reach the concert, achieving milestones and going through experiences along the way. There’s even something of turn-based “combat” when on the road and dealing with other vehicles and incidents. There’s resource management, as there will be events that will “hang” from your rearview mirror. Did you pack and manage to procure certain items like gas and food? How do you handle potential hitchhikers? It does get a bit easy when it comes to a successful drive and dealing with things like threats and challenges can repeat a bit, so I would advise pacing yourself and playing for a few days, then pausing for a few weeks before heading back. I also feel like there are other “sim” elements present here that make things feel a bit more involved. Inventory management is a big deal, since you’re limited in how much space is available in each vehicle. You’ll quickly learn which items are really important to you and rely upon them, so just ensuring you’re able to keep stocked up might be the only thing to keep in mind. Picking your upgrades and skills is a priority too, especially since your passengers also have abilities. There’s also some life sim elements to it. This comes up with selecting work, dealing with hitchhikers, and even choosing what exactly you decide to do. The concert is a possible goal, but does it become your priority and only one? Images via YCJY Games It’s so easy to play too! Runs in Keep Driving take a few hours, and there’s a lot of replay value to the game. It’s easy to jump in and figure out how to play. The controls are commonsense ones, and it just works. I didn’t experience any crashes or issues, and I’ve headed out on three trips so far. However, I might say it is perhaps a bit too easy. By my second run, I felt like I didn’t need to stress at all, and if you get to three then you’ll know exactly how to “win.” There’s little challenge and, while satisfying, it might feel tedious after you’ve gone on a few drives. But then, spacing them out and not playing them back-to-back like I did in the circumstances I did would probably help with that.  All of this is complemented by design decisions that make Keep Driving stand out among other games. We’re seeing everything from the side as we drive through this 2D world a la Oregon Trail . Impressive vistas and familiar takes on cities appear in the background. Spritework is used to recreate other vehicles and environmental elements. We’re always presented with all relevant information via what I felt was a well-organized UI.  Images via YCJY Games The only downside is that Keep Driving feels like it would be perfect on a Steam Deck or handheld PC… but it doesn’t support it really yet. Unless you’re okay with a virtual or actual keyboard up for driving. It’s not ideal, but controller support is promised . When that arrives, it will be a real force to be reckoned with. Keep Driving is about that brief moment of time when you get that freedom to pick up and go. Safety net? You have family. Obligations? You’re young and unencumbered. Opportunities? They’re absolutely everywhere. Each run can and will feel different, as there are so many options and multiple endings. The only downside is, if you marathon it and take multiple trips in a row, you may get bored due to how repetitive and easy it can be. Still, the road is open ahead of you, and it’s a joy to take off and drive. Keep Driving is available on the PC via Steam . The post Review: Keep Driving Is Worth the Trip appeared first on Siliconera .
SiliconeraApr 6