Jordan Helm
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In all one's years of investing in open-world RPGs, I've come to the willing conclusion that there exists two camps of people who end up enjoying said formula. People that enjoy them for what the game shows them -- world structure, quest design, emergent mechanics -- and people that enjoy them for how said game makes them feel and thereafter. How strongly the concept of serving a desired role or archetype impacts their method of play-style. How those very systems and means of dynamism in a reactive world affect their perception of such. But as polarizing as these two camps may sound at a glance, the one aspect either group often credits a hefty chunk of their enjoyment from is in the stand-alone moments.
While the most obvious answer to the question of disclosing the expected playtime of a game is to offer a heads-up on how long it may take to see the end credits, there's a part of me that believes (or maybe wants to believe) there's another possibility. Perhaps it's some clever little strategy from the developer's end to temper one's expectations so that when the reality of having invested far more time -- knowingly and voluntarily so -- hits, the response weighs more positively.
While notable absentees and a glaring lack of 21st century representation are hard to miss, Digital Eclipse's third entry in the Gold Master Series with Tetris Forever still stands as a welcome, at times eye-opening, look-back on the legacy of one of gaming's greatest IPs. A staunch reminder as to the simplicity, addiction and clever, mechanical wit at the heart of the falling-block premise. A premise whose game selection, while flawed, still carries with it an interesting look back on the many ways, good and bad, Tetris aimed to evolve and refine itself over the many years. Though it may retread old ground in parts, it's the wealth of material as much the care for the smaller details, where Digital Eclipse's reverence is most strongly felt. Not as complete or as comprehensive as one might've liked, Tetris Forever is still nonetheless a pleasant, worthwhile look back on one of gaming's and indeed all of culture's most-prized creations.
Mechanically-engaging and technically impressive when it wants to be, CYGNI: All Guns Blazing goes all in on spectacle with mixed results. Where its core energy-management system is an anxious-but-delightful thing to manage, it's most of what surrounds the gameplay that KeelWorks sadly don't fair as well on. Putting its immediate and dense introduction to one side, its lack of a stand-out musical or artistic identity, while not the end of the world, does mitigate a hefty chunk of how much enjoyment one can find. Particularly in such a visually-busy take on shmups as CYGNI is. Even so, a sufficient level of joy remains via those classically shmup-like moments of holding on to take down a boss or battling through an endless wave of hostiles and still coming out the other side unscathed. Its supposed unique standing doesn't always feel adequate, but CYGNI: All Guns Blazing still presides over an interesting-enough, modern-day take on the genre.
Ticking all the right boxes to keep one engaged, yet doing little else to stand out even in the confines of its own series, Cat Quest III provides a competent, at times charmingly so, quest for better loot and better opportunities to use it all on. How well you fair on that latter objective will depend on how detrimental you rate a kind of simplistic combat, whose only true barrier to entry are the gear numbers the game ends up dictated by. Yet even with this reliance on player levels and hidden numbers to deducw, what it may lack (or deliberately ignore) in depth, it makes up for with a sufficient loop of activities to hunt down and well-implemented visuals on top. Whether a fan of the series prior or entirely new to what The Gentlebros usually cook up, Cat Quest III still manages to make its island-hopping adventure, a curious one all the same.
An easy-to-grasp premise coupled with a campaign with an abundance of clever twists and turns, Kunitsu-Gami: Path of the Goddess stands as one of Capcom's most interesting ventures into smaller-scale experiences yet. A game that doesn't shy away from its smaller stature, yet never feels like it's sacrificing the quality of production we've come to expect and praise Capcom for. Some great artistic use of color and lighting on top, only emboldening further a game that feels miniature yet grand at the same time. The surprise isn't that Capcom can excel just as well on newer, smaller-scale projects. It's that for a premise revolving around a combination of combat, real-time tactics, overhead management and tower defense-style adaptation, Capcom and Kunitsu-Gami: Path of the Goddess have found a way to make such anxieties of the Strategy genre a still-perilous but altogether more exciting and interesting path worth taking.
Nihon Falcom needn't have gone about overhauling things as radically as they have. But with a newfound energy and purpose to its real-time/turn-based hybrid of a premise, as well as a bountiful amount of new and returning mechanics to experiment with, Trails Through Daybreak is nothing less than another fantastic reinvention for what was already some of if not the best turn-based combat in any JRPG series. Aided on top by that familiar dedication to player customization, intriguing world-building and that ongoing desire to spend a bit longer in getting the most out of the systems on show. Countless entries later, Trails continues to prove itself as one of the most satisfying and engaging role-playing experiences available. It wasn't exactly begging for such reinvention, but with The Legend of Heroes: Trails Through Daybreak, Nihon Falcom's opener to the Calvard arc is as close to perfect a new chapter as you can possibly get.
Even with its slightly unintuitive interface and occasionally-tedious boss encounters, V Rising does what so many survival-sandbox and loot-based RPGs alike get horribly wrong from the word go: having the base gameplay start from a point of enjoyment. While the task to build one's self up and survive the ongoing perils remain crucial to one's progression, it's thanks to the game's reframing of key genre pillars like gear score and meters to manage that make the experience far from the slog it may initially imply. While its introduction may lead many to suspect the same mounting tedium is coming, a host of well-integrated mechanics alongside that consistent balancing of the risks one may be willing to take make V Rising -- and now, its subsequent release onto PS5 -- a noteworthy accomplishment.
It would be an immense understatement to say Simogo have made the five-year wait for their follow-up release worth it. Lorelei and the Laser Eyes defies not just genre conventions, but that of tone, aesthetic and even presentation to craft a game of wild imagination and even wilder a delivery. Yet for all its leisurely skirting the boundaries between one perceived tone or form of presentation to the next, none of what is experienced amid the Hotel Letztes Jahr feels distracting or otherwise ill-fitting. Be it at its most satirical, surreal, strange, and on some occasions, psychologically unsettling. A masterfully-orchestrated series of puzzles that are both stand-alone and interconnected alike, a brilliant use of a more-restricted color palette emboldening its art-style and aesthetic. And best of all: one of the most curious, perplexing but ultimately satisfying mysteries to see fully unraveled and revealed in its truest form. Combined, Lorelei and the Laser Eyes stands as Simogo's best work to date. Even with a portfolio as creative as theirs, a release deserving of that most lofty of titles: magnum opus.
While many will feel it's one or two chapters short of a truly fleshed-out and fully-realized vision, Children of the Sun's short but lavish flair for the hyper-violent is one of both visual and audible delight throughout. With what might be one of the most interesting and quick-to-convince takes on shooter mechanics in many a year, developer Rene Rother's knack for the look and feel of such an onslaught allows both art-style and gameplay alike to boldly glisten. As divisive the in-game graphics and general presentation might wind up being. But it's in no small part thanks to composer Aidan Baker's treatment of sound on top that only emboldens Rother's vision more so as one of both depth and replayability. An easy-to-understand pitch that comes with just as easy a recommendation, Children of the Sun is a blistering but brilliant take on shooting as a puzzle to be solved.