Ozzie Mejia
Hatoful Boyfriend: Holiday Star isn't a lump of coal by any means. Rather, it feels more like unwrapping a present and getting socks.
The story of Type-0 is an interesting one to witness, if only to see a darker Final Fantasy narrative and a more evil side of Cid. But it's a story that'll likely only satisfy FF completists and few others.
Unfortunately, the pacing is slower than a triceratops wading through a tar pit. Cooler dinos and greater objective variety should keep players coming back for more, but they're unfortunately locked behind a story that's more tedious than Jurassic World and unfolds just as slowly. This is without even mentioning that cutscenes can sometimes play twice and some story instances (I'm looking at you, Magnum!) will not only play out multiple times, they'll play out with the same unskippable dialogue, the same extended loading times, and the same objectives.
Deliver Us Mars is a decent narrative adventure, even with a fairly unmemorable story and some dull characters. The puzzles were simple enough and the beautiful environments were enough to make me want to keep going. Some control quirks and unpleasant character models did bog the experience down slightly, however. This game isn't bad to the point that I'd want to blast it into the sun, but it has enough quirks that it never fully reaches the stars like it should.
Forspoken's magical parkour system has a lot of potential and can be fun. It offers a novel means of traversal, if nothing else. However, the combat and the vast world aren't enough for me to overlook many of Forspoken's other issues, which mainly start with Frey Holland herself.
Developer ClockStone gave this a good effort, but there wasn't enough in LEGO Bricktales to keep me feeling interested. Even the story, which is typically a franchise strong suit felt underwhelming with half-hearted humor and nothing really memorable. That's not to say there isn't a foundation for something better in the future. The concept of using LEGO building to progress and doing it in your own way is a strong one, but without better tools, like blueprints and the like, the novelty wears off quickly. For now, LEGO Bricktales is a fun curiosity and little more than that.
Aztech Forgotten Gods tries and that's probably the best thing I can say about it. Lienzo journeyed forward with lofty ambitions and, like Mulaka before it, has laid down a foundation that makes me excited for their future projects. Gaming is a better place when stories like this, using atypical mythology, get to be told. Like Achtli, the studio will hopefully continue to grow and learn from its missteps to become the best it can be.
I'll throw Kitfox Games and Sundae Month a bone in this sense. Gaming needs more wholesome experiences like this and I'm glad Pupperazzi exists. If the team revisits this concept in the future, I'm excited for what it's capable of delivering. For now, I'll just look at this game as a ruff draft of something potentially greater.
The focus on speed and chaos is what ultimately undoes Mario Golf: Super Rush. I would say that when it comes to Mario Golf, slow and steady wins the race, except this game has shown me that racing and golf don't really mix.
I don't know if I'll see more games inspired by classic existential literature. Is a gaming adaptation of Camus' The Stranger on the way? Who knows? But for what it is, Metamorphosis is a pretty fun way to experience an all-time classic story.
The Academy has the kind of premise that should make it feel more special than it is. It certainly shines with its different array of puzzles. But the game's characters and their dialogue make this feel as exciting as Algebra class. I should feel more excited about the extracurriculars, but instead, The Academy's shortcomings had me watching the clock and waiting for the bell to ring.
Samurai Shodown manages to present a superb alternative to quicker, more bombastic fighters. This comes across as more of the thinking man's fighter, testing a player's reaction time and rewarding those who are able to read their opponents over those who try and go for meaningless combos.
Light Fall shows potential with its central premise and its core mechanic, but short levels, a run-of-the-mill story, and an all-too-brief campaign make it feel like there's some unrealized potential here.
Fe's charm is in its concept and its songs, as I learned new songs with different pitches and tones, and learned to communicate with new wildlife. It also has flashes of visual brilliance, thanks to its use of soothing water color landscapes. But a humdrum story, lack of direction, and inconsistent controls didn't leave me wanting an encore.
Nidhogg II is a case where bigger isn't always better. It's like trying to improve on a peanut butter and jelly sandwich. Sure, it's possible to add things to it, but the PB&J isn't something that really needs improving.
For simplistic multiplayer fun, Knight Squad is up for the job, even if there are a couple of kinks in its armor that players may have to look past.
Tacoma lays the foundation for a truly great story, but a short length and some unexplored ideas leave it feeling lacking.
It's not very effective
Beyond the core multi-person battles, Gang Beasts has little else to offer. There's almost nothing for solo players to truly sink their teeth into for an extended period and local multiplayer starts to get old after a while without the ability to add bots. That only leaves online play as the best way to experience Gang Beasts as it should be played, but playing online is a rocky prospect at the moment.
Dead Rising 3 offers more zombie-killing with cool new combo weapons/vehicles and a much bigger world. Unfortunately, a bigger world doesn't necessarily prove to be a better experience.