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Also available on Xbox Series X, Switch 2, and Windows I never got into Warhammer or Warhammer 40k. I always thought it looked super cool, but I was never really into tabletop gaming until the past couple of years, and I knew I'd bankrupt myself on minis if I let myself get into it. I do, however, love wanton violence against invading aliens, so I played through the remaster of the first Space Marine game not too long ago. Long story short, it was awesome, so I picked up a copy of the sequel. After giving myself a little bit of time to play other games to cleanse my palate, I dove in and found that this sequel is every bit as glorious and addicting as the previous game. Like the first game, you play as the ultramarine Titus and are sent to the planet of Kodaku in response to a distress call. When you arrive, you find that the planet has been overrun by Tyranids and fight a desperate last stand battle for survival. Titus holds out valiantly, but in the end, his is overwhelmed and slain...or is he? By nothing less than the will and mercy of the Emperor, Titus clings to life just long enough for the techno priests to perform some insane operation to save his life and put him back in the fight. As his entire squad was wiped out, he is given command of a new squad with a new mission to fight the Tyranid invasion of Cadia. The story perfectly nails the grimdark tone I obsess over with a seemingly unwinnable fight, religious fanaticism, and a glimpse at the inner political workings of the Imperium. The gameplay is basically the same as in the first game but refined. The balance between and seamless integration of swordplay and gunplay really make this game stand out from the crowd of shooters. I'm not sure I'm going to say that it feels smoother than Gears of War, but it does do a better job of putting melee in an equally important position to ranged combat than Gears does. The most metal part of the game is when you have literally hundreds upon hundreds of Tyranid enemies swarming you and trying to climb whatever wall you happen to be on top of. Whether it's a melee weapon or a grenade, it's immensely satisfying to watch dozens and dozens of bodies just fall. Multiplayer has a few different game modes to choose from with most being cooperative but a few being your more traditional player vs player matches. More worth noting than the multiplayer, however, is the presentation and the visuals. Cut scenes and music are well crafted to deliver a sense of gravity to the narrative situation, and the game is absolutely beautiful. You've got the typical two modes to swap between - Performance at 1080p60 and Quality at 2160p30 - and as usual, I went for performance. Always prioritize frame rate over resolution. There are some noticeable drops in performance mode with the frame rate targeting 60 fps but often staying in 40s or 50s whereas quality does a much better job at keeping a stable target 30 fps, but with the frame rate only very rarely dropping below 40 fps and only briefly at that, I still thing performance is the mode to go for. I am absolutely not one of those guys who say "30 fps is unplayable, it has to be 60," but when the option is there, I will usually go for the higher frame rate even if it doesn't quite manage to hold 60. For fans of Warhammer 40k, Space Marine II is an absolutely non-negotiable must-play. For fans of third person shooters like Gears of War or Helldivers, I would consider this game a must-play unless you're one of those losers who refuses to play single player games. If you're just a fan of military sci-fi settings, it's still worth playing. Basically, unless you're a gaming pacifist who won't play games with any realistic violence at all, you should play this game. It's not perfect - there are some frame rate issues, objectives do get pretty repetitive now and then, and the game's level design is completely linear with no real side paths to take - but the game's strengths far outweigh its weaknesses. My Rating - AAlso available on PlayStation 4, Xbox One, Switch, Android, iOS, and PC Final Fantasy VII, along with Legend of Zelda: Ocarina of Time, is one of those games that defined gaming in the late 1990s and is still looked upon with abject reverence today. With the remake trilogy close to wrapping up, I figured I should revisit the original game before diving into Remake and Rebirth so that I can better appreciate, for good or ill, the changes and additions the remake games offer as well as just revisit this classic with the benefit of age as I last played this in 2011 when I was in college. My findings - it's a great game, but a lot of the reverence is due to nostalgia glasses. Final Fantasy VII, in addition to being the first game to appear on a competitor's system instead of a Nintendo console, also marked the series's shift to 3D. The story, put overly simplified, is about ecoterrorists waging a campaign against an oppressive and environmentally destructive corporatocracy. As events unfold and the plot progresses, you discover a planetary threat much greater than the Shin-ra company and shift your quest from fighting the capitalist pigs to fighting a psychotic demi-god intent on destroying the planet. It was a darker tone than previous Final Fantasy games, and a lot of that is down to presentation. Midgar is depicted as a dark, dirty urban sprawl of a city, and that dark and foreboding aesthetic helps reinforce this idea that the Shin-ra corporation is, if not inherently evil, at least maliciously apathetic and negligent. The game's graphics have not aged well, especially the pre-rendered backgrounds and heavily compressed video clips, but the music remains, in my opinion, the best of the series and, after Persona 4, the best video game soundtrack of all time. The battle theme, the title theme, and One-Winged Angel are genuine OST classics, and even almost thirty years after the game's release and fifteen years after my first playthrough, One-Winged Angel still gives me goosebumps every single time. Final Fantasy has always had superb music, but Final Fantasy VII is in a league of its own. In terms of aging as a game from 1997 played in 2026, it hasn't aged well overall, but that's largely down to the visuals and performance which I'll get to in a moment. I think the character models are just fine - I've never had an issue with the blocky polygonal 3D models of the PS1, N64, and Saturn, and character models do highly benefit from the increase in resolution - but the heavily compressed video and the pre-rendered backgrounds that sometimes make it hard to see where you need to where you're supposed to go and what's a wall vs what's a ladder hinder the overall smoothness of the experience a lot more than I remembered. When talking about graphics and sound, I always mention performance, too, and that's my big problem with this game. The modern releases, since no body in the 90s bothered saving any game's source code, apparently, are emulated, so you get a more or less straight replica of the PS1 experience. That great from the standpoint of experience the game authentically as the developers intended, but there are lot of potential benefits from running old games on new hardware that you lose when you're using an emulation solution that you can't tweak and modify. The big problem here isn't loading times - those aren't a problem at all - but the frame rate. The game runs at 15 fps. Combat takes place with a version of the Active Time Battle system, so while it's not truly turn based, it's close enough that the frame rate doesn't hinder your ability to play effectively. It does, however, feel very stuttery and just off. I'm not sure why the decision was made to put the battle frame rate at 15 fps. The overworld and most exploration is at 30 fps, so it's not all bad news, but that does make the drop to 15 fps in battle feel even more jarring. Modern releases allow you click the left thumb stick to run the game at 3x speed, and that feels infinitely smoother, but the trade-off is that things happen a bit too fast and you have a hard time seeing what attack or spell an enemy used or how effective your attack was. Revisiting Final Fantasy VII was a strange experience for me. In my head, it sits on this pedestal of JRPG divinity, but when I replayed it 29 years after its release, it just did not hold up to how I remembered it. That's probably partly because my previous playthrough was back when the Wii was my primary console, so I was more used to the somewhat blurry backgrounds and low frame rate. Part of it, I think, though, is that it just wasn't aged well. Don't get me wrong, it's still a fantastic game that I thoroughly enjoyed replaying. I just didn't enjoy it as much as I expected to. Since the story is one of my favorite parts of it, knowing what happens already probably dampened some of that, but I really can't stress enough how jarring that frame rate drop when you enter battle is and how frustrating to navigate some of the pre-rendered backgrounds can be. Thankfully, this game is cheap and playable on every piece of modern gaming hardware there is, and I do recommend giving it a play. It's okay if you don't finish it - it's a solid 35 to 50 hour RPG depending on how much you grind and how many of the game's side quests you make a point to finish - but I firmly believe that any JRPG fan ought to experience at least the Disc 1 of the game. My Rating - BAlso available on Xbox One, PlayStation 4, PlayStation 5, Switch, Switch 2, macOS, and PC I first bought Divinity Original Sin II several years ago to play with a few friends who had played it before but never finished it. Well, as is often the case when you have a group of adults trying to play the same co-op game while living in different cities, we never finished, either. We never got past Act 1. I never touched it after that because I couldn't really get into it. I didn't "get" CRPGs, so I hadn't been enjoying it that much. Years down the line, however, and I've now played a lot of DnD which got me into Baldur's Gate III which, as a CRPG, was when the genre finally clicked with me, so I decided to revisit Original Sin II after I finished Baldur's Gate. I haven't played the few games in the series that released prior to this, so going in with zero franchise context, the premise is basically that anyone who can use Source (magic) is rounded up and sent off to a concentration camp island called Fort Joy by the Magisters - basically a cross between the Knights Templar and the Gestapo. This is because they're blamed for the appearance of "Voidwoken," big monster bugs from another dimension. It's believed that using Source attracts the Voidwoken, so we have to contain you for the good of world, they claim. You and up to three of six main characters set off on an attempt to break the collars that prevent you from using your powers, hijack a Magister ship, and escape the island. As with most CRPGs, you have a number of ways of getting yourself to that end goal, and as with most games of any genre that I play, I chose to go full chaotic good and kill every single Magister I saw because they're basically just fantasy Nazis. That's Act 1. The three subsequent acts have you investigate the powers calling the shots and eventually, because this is the endgame of every RPG, opposing the Big Bad Evil Guy and saving the world. My game disc obviously says Xbox One, but I only ever actually played the Series X version, so that's all I can personally attest to, but it looks fantastic and runs beautifully on Series X. I've seen footage of the Switch and Switch 2 versions, and while the Switch version definitely looks like one to avoid with how blurry the graphical cutbacks made it, it looks like a pretty solid port on Switch 2, so Nintendo gamers aren't left out in the cold here. Switch 2 actually seems like a pretty ideal platform for this kind of game, I think, because it's a BEEFY RPG that took me around 80 hours to beat, and being able to play anywhere I have a little time would be a big boon. It is, sadly, only available digitally on Switch and Switch 2 (unless you want to cough up $175 for a copy of Limited Run's Switch printing), but that's increasingly unavoidable these days. When you start the game, you can either choose one of the pre-existing main characters to play as, or you can make your own custom character. Most people on Reddit seem to suggest picking a pre-made character because that way you get to go through four character-specific quest lines instead of only three, but I always go with a custom character when it's an option. Since I'd just finished Baldur's Gate III, I just remade that character; the dragonkin Vorkath Ironscale became the lizard Vorkath the Virtuous. I definitely get the point the folks on Reddit were making when they suggested playing a pre-made character, but for me, part of what immerses me in an RPG is playing a character is my own creation, so that's always going to be the preferable option for me personally. If you don't have any experience with CRPGs like Baldur's Gate, the old school Fallouts, or Tides of Numenera, Divinity Original Sin II might take some acclimation to get a feel for. It definitely did for me. After having Torment: Tides of Numenera and Baldur's Gate III under my belt, though, I started to appreciate the genre and was able to get fully immersed in Original Sin II. It's not a masterpiece - I ran into a few bugs I had to quickload to fix, and the quests are a bit too easy to miss and lock yourself out of for my taste - but it is excellent. It's definitely got me eyeing eBay for a copy of the previous Original Sin game, that's for sure. My Rating - AStar Fox for Switch 2 (I hate that there's no subtitle) is essentially a remake of a remake of a remake of a remake of a remake. Nintendo has basically made the original Star Fox game five times now. The first game on Super Nintendo was super advanced for the hardware, but it hasn't aged well with is jagged polygonal graphics and low frame rate. Star Fox 64 was a remake of that game which brough the power of the Nintendo 64's 64-bit computing to deliver in true 3D what the SNES's 16-bit hardware needed the Super FX chip in a cartridge to try to do. In 2011, they said "Hey, what if we remake a classic game but changed very little and put it on a handheld?" Thus, in 2011, Star Fox 64 3D was released for the 3DS. About 20 years after the Nintendo 64 title, Nintendo said "Man, the Wii U isn't selling all that well. Maybe we should do Star Fox again. But not a sequel. Just do another remake of the original but expand it with new ideas." There's a lot of the debate over whether or not Star Fox Zero is a remake or, as Miyamoto says, simply a "reimagining," but what it's definitely not a truly new Star Fox. Then ten years after that, Nintendo said "Man, the Switch 2 is selling really well. Maybe we can use that success to make people care about Star Fox again?" The premise of Star Fox is that an evil super genius monkey scientist named Andross, who was previously banished to the uninhabitable planet of Venom for treason, has somehow survived inhabiting an uninhabitable planet and built an army of robots plus a four-man mercenary group called Star Wolf whose parents didn't love them. Andross declares himself to be emperor of the Lylat system and begins conquering planet after planet in the star system as he moves towards its capital world, Corneria. General Pepper, commander of the Corneria Defense Force, contacts the mercenary group Star Fox - these guys did have parents who loved them - and hires them to help bolster the war effort. I'm not sure why he thought four mercenaries could do what the entire Cornerian fleet couldn't, but whatever. For the most part, Star Fox is a rail shooter. You fly through the levels with your path handled for you and shoot enemies while trying not to get shot, although you occasionally pilot a tank instead of a fighter and several levels do have an "all-range mode" segment where you can fly in full 3D like Star Wars Squadrons or Crimson Sky. Some levels have additional objectives that can affect the route you take through the game, but you always play seven levels. The first level is always defending Corneria itself, but from there, your actions affect the route the game takes, and some routes are MUCH more difficult than others. That gives the game a good bit of replay value which is definitely a positive as the game is pretty short to roll credits; a single playthrough took me about an hour and a half, I think, and that was with numerous deaths on the last two levels (I unintentionally picked the hard route). This replay value is further bolstered by medals to unlock for performance in each level, challenges, and multiplayer. There are two multiplayer modes, one competitive where you compete across three maps with different objectives, and one co-operative where you play through the campaign with one player acting as the pilot and one player acting as the gunner. First and foremost, the game is GORGEOUS. I was already impressed with Metroid Prime 4, but seeing a first party game made from the ground up for Switch 2 was breathtaking. Corneria, once pretty empty for hardware limitation reasons on N64, is a beautifully rendered albeit burning and ruined city, and the fur texture on the anthropomorphic characters looks great. The explosion effects look fantastic, lasers look as unrealistically visible and colorful as one would want, and the environmental details like water or nebulae really drive home that while it's a short arcade-style game, it's a premium experience that had a lot of effort and artistic talent put into its creation. The music is likewise virtually perfect, managing to hit an ideal balance between nostalgia with the new arrangements and performances of the Nintendo 64 soundtrack and new tracks and new musical flourishes. Just like they did with Super Mario RPG and Link's Awakening, Nintendo has proven that they know how a remake ought to be done. Star Fox may not be a game that you marathon for an entire weekend, but it's definitely a game that you'll repeatedly revisit. Trying a new route, trying a different difficulty, or just trying to improve your performance on a route and difficulty you previously played all give solid reason to keep booting up this title, and that's before you even consider the multiplayer elements. This is a game you could easily sink an entire evening or two into; just make sure you don't go in expecting a long campaign with a deep narrative. True to its arcade styling, Star Fox is intended to be all about short and action-packed playthroughs that you run repeatedly. It's perfectly designed as a comfort food game, and for those of us who grew up playing Star Fox on the Super Nintendo or Nintendo 64, there's probably a lot of comfort to be had here. My Rating - ASince Yoshi's Woolly World on the Wii U, I've been a huge fan of Yoshi platformers. Crafted World on Switch, while not as good as Woolly World, reinforced my love. When I saw that Switch 2 was getting an exclusive Yoshi game, I was stoked. Day one purchase for sure. Unfortunately, this game took a different direction than the last two and one I don't necessarily think was a net gain. What sets this game apart from its predecessors the most, I think, is the book. The titular "mysterious book," Mr. E., is actually a living talking book, but it can't read itself. Each of its chapters have a variety of creatures, and Mr. E. asks you to go and research each of these creatures. Each creature you choose to focus on has its own level, but creatures can appear outside of their specific level. The way you progress here is not by completing levels, although each level does have a "clear" objective. What you have to do is find different interactions with the creatures; each interaction is worth between one and three stars. Some are as simple as how it reacts to being ground pounded or what it tastes like when Yoshi eats it. Some of them are as obscure as taking a creature on your back to a specific hidden area that only appears in one level. At first, I didn't mind this at all. The discovery was fun. After the second chapter, though, it lost pretty much all of its charm for me. The challenge here wasn't clearing a level; it was finding increasingly frustratingly obscure creature interactions because you need a certain number of stars (total cumulative) to unlock the next chapter. I easily had enough to unlock all six of the main game chapters by the time I finished chapter one, and by the time I finished the sixth and final main chapter and rolled credits, I have enough stars to unlock the first two of the six post-game chapters and almost had the third one unlocked. No, the problem isn't difficulty; it's holding my attention. I got bored after a while. The levels were decently varied even if a bit drab feeling, but because it was always about interacting the creatures, it started to feel monotonous. I was wanting a solid platformer, not a taxonomic research game in the format of a platformer. Maybe that's on me for expecting it to play like the previous two games did, but it feels to me the way Resident Evil 5 felt to me; it's less that this is a bad game and more that I expected Genre A, but the game feels more like Genre B. Graphically, the game is cute. It's visuals aren't going to wow anyone - I don't see any reason this couldn't have run just fine on Switch - but the artstyle is cute. It has sort of a watercolor look, and I absolutely loved that they took the whole art design in that direction. The music was good but not especially memorable. That's really the game's overall problem - it's forgettable. The story is cute and simple, and it's clearly made to be accessible to young gamers as you can't really die; if you fall off a ledge or into a pit, you just immediately respawn where you were, and while enemies can "hurt" you, you don't actually have any hit points to lose. I'm all for accessibility, and I have long played games on low difficulty settings because I'm here for a power trip and a story, not something to conquer, but this takes it too far. New Super Luigi U got it perfect with Nabbit; most gamers who want some degree of challenge can play as Luigi like normal, but young players still getting a feel for video games can play as Nabbit and have invincibility. Invincibility is not the only option like it is here. I could overlook that, though, if the levels were good, but as I've mentioned, they feel monotonous. There is a decent variety of level designs, but it doesn't feel like it. The levels feel empty and same-y even when they're not. I never felt that way about Woolly World or Crafted World, and it made the last two-thirds of the game feel like a slog. I didn't even start the post-game levels because I just had zero desire to keep playing. Yoshi and the Mysterious Book isn't a bad game. The problem is that it's painfully okay. It's the kind of game that you wouldn't hate to play if it were all you had, but it's also not a game that most would ever want to replay or feel compelled to 100%. Artistically, they knocked it out of the park with the watercolor aesthetic; in terms of actual gameplay and level design, it's a disappointment. I can't stress enough that the game isn't bad, but it's not especially good, either. It's just...fine. If you see it on sale for $40 or less, it's not a bad buy for the occasional level or two, but there's no reason to pay the full $70 for it like I did. The game just isn't good enough to justify that price point. My Rating - DAlso available on Xbox Series X and PC Baldur's Gate III is a game I now know that I definitely should have played years ago when it first came out. I'd played Baldur's Gate: Dark Alliance on the Gamecube when I was in middle school, but that's as far as my experience with the series went. I'd never even played Dungeons and Dragons until about a year and a half ago. Once I did get heavily into DnD, however, I knew that I had to play this game. I actually got the collector's edition back in December as a birthday gift from my oldest childhood friend, but it took me six months to actually play it; I knew this would be an epic adventure that would consume my attention, so I decided to wait until summer when I could lose myself in the game during my annual two months of unemployment. As such, over the past two weeks, I have put 110 hours into this game, and those were 110 hours extremely well spent in my opinion. The premise of Baldur's Gate III, without giving big spoilers, is that you have been captured by an illithid - more commonly known as a mind flayer - and had a "tadpole" put into your brain via your eye socket. These parasitic tadpoles are how mind flayers reproduce; the tadpole matures in the host's brain, and once it's mature, the host undergoes "ceremorphosis" - the transformation into a mind flayer. This, obviously, is a cause for concern; most people would not want to become soulless brain eating cosmic horrors, and your player character is no different. You escape from the mind flayer ship that captured you, picking up an ally or two along the way, and eventually find yourself alone on a beach where said ship crashed. Thus begins your journey to find a cure for the tadpole in your brain and, maybe, defeat a Big Bad Evil Guy or two along the way. As Baldur's Gate III came out in 2023, it's based on the 5e (5th Edition) rules from 2014; I, on the other hand, have only played DnD using the 5.5e rules from 2024 (just an updated and slightly rebalanced version of the 5th edition rules), so while everything was very familiar to me as it would be to anyone who's played Dungeons and Dragons, there were a few small things that took me some getting used to. No video game can truly capture Dungeons and Dragons - no game, for example, gives me an option to seduce a random goblin to avoid combat or sneak up and pull a half-orc's pants down to gain an advantage on the first turn of combat - but Baldur's Gate III captures it as well as any video game possibly can. If you exclude the truly ridiculous possibilities that playing with multiple real human people create, this definitely does feel like an authentic DnD adventure. You can play with up to three friends for an even more authentic feeling DnD adventure, or you can do what I did and play solo and have your three companions just follow you as best as the computer can make then and then control everyone when combat begins. One of the things that I most appreciated that some games of this style that I've played (that aren't officially connected to Dungeons and Dragons) don't do is show the die rolls for things. It doesn't show you die rolls to hit with attacks or to roll for damage, but for a skill check - persuading someone to do something or picking a lock, for example - it shows you a d20 rolling and adds your bonuses to it to either succeed or fail based on that roll's DC (difficulty class; how hard it is to pass a check). I do wish that attack rolls, saving throws, etc. had been animated as well, but I loved that any d20 check was animated and done so well at that. The best thing, in my opinion, about Baldur's Gate III is also the best thing about Dungeons and Dragons in general; you have a ton of options at your disposal to solve problems and impact the world, and often those impacts won't be seen for dozens of hours. I found an owlbear nest in a cave when I was maybe 10 hours into the game. They're horrifying monsters, so I killed the adult owlbear and its cub. 100 hours later, I find out that if I'd let the cub live, I could have had an armored war owlbear help me in the final battle. That's the kind of far-reaching choice impact that really immerses me in a game. A very close second-best thing is the combat. I absolutely love turn-based combat - hence why Fire Emblem is my favorite Nintendo IP - but I don't think anyone does turn-based combat better than Dungeons and Dragons because it's half how strong are your characters and half how lucky are you. You can have your crappiest character roll a 20 on a d20 to hit and do massive damage with a critical hit; you can also have your best character roll a 1 and do nothing with a critical miss which allowed that foe to live and kill one of your other characters. At the end of the day, you are the mercy of the dice (whether your see every digital roll or not). The game's visuals, are unsurprisingly, gorgeous. The textures on armor and skin are wonderfully done; you can see the stubble on cheeks, you can see that dragonborn and kobalds have tough scaly skin, and you can see how smooth and slimy a mind flayer's tentacles are. As one should be able to expect from any decent fantasy game, the music is top tier especially in the optional boss fight against a certain infernal character. The effects, both visual and auditory, for the spells gives them a real feeling of power. When I cast Disintegrate, I can feel the impact of the force damage, and when I cast Fireball, I can see the smoldering and burning of the ground and objects nearby where the spell attack hit. Those details and a million small details I'm forgetting all work in tandem to create a fantasy game even more immersive to me than Skyrim or Breath of the Wild, and I never thought I'd play a fantasy game that gripping. Baldur's Gate III is an absolute masterpiece. There's no better way to describe it. I had some minor incidents of slowdown and a bit of screen tearing at the bottom of the screen on my base PS5 even with VRR enabled, but that may well have just been my particular console; I have an extremely finnicky and temperamental PS5. Even with that, though, this might be my new all-time favorite game. It's definitely in my top five at the worst. If you're already into DnD, this game is a perfect way to scratch that itch when your party can't seem to get on the same page with scheduling the next session. If you've never played DnD or used to but don't have a group where you live now, Baldur's Gate III can definitely introduce you to the game or scratch that existing itch for you. The Xbox and Playstation releases have official mod support, so while you'll obviously not get access to the full absurdity of PC modding, there are still hundreds and hundreds of mods to browse with everything from serious mods that attempt to bring the game up to the 5.5e ruleset all the way to stupid funny mods that let your druid Wild Shape into a car or give your character an unnecessarily large Ball Park frank. Unfortunately Switch and Switch 2 players are left out here (although the remasters of the first two Baldur's Gate games are on Switch), but if you have a Series X, a PS5, or a gaming PC, you need to experience Baldur's Gate III. It can be a little overwhelming at first with how much control you have over your character and your actions, but once you get a feel for it, it will probably end up being the most addictive game since Civilization. My Rating - SI'm a big fan of the Mario Tennis games. Mario Power Tennis was honest to God one of my favorite Gamecube games growing up. The series has had a rough go it lately - Mario Tennis: Ultra Smash on Wii U was...kinda garbage...but Mario Tennis Aces on Switch was excellent. How does Mario Tennis Fever hold up on Switch 2? It's not as good as Aces, but it's a lot better than Ultra Smash. The thing I go for immediately in any game is a story/adventure mode, even in sports games which Golf Story proved can absolutely have good single player adventures. In most sports games, it's either a "career mode" or just a series of back-to-back matches with some unimportant story dialogue thrown in between matches. I'm fine with that; if there's some kind of tangible progression, and I can play it solo and offline, I'm content. Mario Tennis Fever tries to go beyond that and do more. Unfortunately, it does a piss poor job of it. Mario Tennis Fever has an "Adventure" mode where you play as Mario after he, Luigi, and Peach have been turned into babies by monsters. You have to go through some tennis coaching that's over half of the adventure mode and really nothing but an excessively drawn out (albeit extremely effective) tutorial so that you can get good enough to defeat the monsters and undo their magic babification. Because apparently jumping on them or throwing them or hurling fire balls at them is too old school; we have to humiliate them to death by beating them at tennis. Outside of some "rank up" regular tennis matches, this tutorial is painfully boring. It's about five times longer than it had any business being, and it's not even fun like tutorial sections in most SRPGs. After you graduate from tennis training, you hop on an airship, immediately get shot down, and then proceed through a handful of environments playing tennis against random monsters and collecting magic tennis rackets. Eventually you find the monsters, beat them, and everyone's an adult again. Wahoo or whatever. It was not at any point exciting and only mildly interesting. Some of the boss fights were kind of fun, but that's basically the only part of the game that I found legitimately "fun." What this game does get right - which honestly is more important than the boring adventure mode - is the actual tennis gameplay. If you're doing random matches against AIs or playing online, this game is great. It feels wonderful to control, the character variety is fantastic, and fewer than half of the characters are unlocked by default, so you have something to work towards as you play through the game's various offline modes. That's something I wish more games still did - meaningful unlocks. The tennis courts themselves are okay - nothing to write home about, but not bad or overly lacking. If you don't care about the adventure mode, then this is a solid tennis game that fits in well with the rest of the Mario Tennis games. There are some non-traditional match single player challenges that add some variety (and are necessary to unlock all characters), but for the most part, Nintendo played it relatively safe with this one. No big new gimmick - the "Fever" shots are really just a twist on the unique power shots that have been around since the Gamecube title - but sometimes that's a good thing; Pokemon Legends ZA tried a new battle gimmick with real-time battles, and all of my friends and I hate it. So sometimes "if it ain't broke, don't fix it" is a good adage to follow. Mario Tennis Fever is fine. It won't change how you see the series or revolutionize how Mario Tennis is played like Mario Power Tennis did, but it also won't leave you feeling ripped off and disappointed like Mario Tennis: Ultra Smash did. Sometimes it's best to play it safe, and that's what Nintendo did here. The only thing new they tried was a more drawn-out adventure mode, and that completely sucked in my opinion. Fortunately, the tennis itself is rock solid with loads of characters to unlock and play as, so all things considered, I don't think it's as good as Mario Power Tennis or Mario Tennis Aces, but it's a solid game and definitely worth picking up if you're into sports games. My Rating - BFallout fans have been waiting for over a decade for a new Fallout game. If you count Fallout 76, we've still been waiting for eight years (six years at the time of this mod's initial release). Unfortunately, Bethesda decided that they'd rather keep making content expansions for the Fallout game nobody likes instead of making a new blockbuster adventure. Fortunately for fans, a team of mostly (but not exclusively) British modders said, "Fine, we'll do it ourselves. Chip chip cheerio." Probably. Or something to that effect. Fallout: London isn't "technically" a new Fallout game but rather a total conversion mod for Fallout 4. And when I say total conversion, I mean this feels as much like the vanilla Fallout 4 as New Vegas feels like Fallout 3; yeah, the gameplay is basically the same, but literally everything else is completely different. This is, hands down, the most impressive mod I've ever seen for any game. The sheer scale of Fallout: London is astounding especially when you consider that it was made by a twelve-person-team, and one of those twelve handled the website and PR, so eleven people actually made the mode. There are branching mission paths and multiple ending depending on which faction you side with, just like an official Fallout. There are dozens of side quests that you may or may not ever stumble upon, just like an official Fallout. There are hilarious Easter eggs, just like in an official Fallout. Most impressively to me, the game is FULLY voice acted, just like an official Fallout, and unlike most of the few voice acted mods I've played, the acting in Fallout: London is done by probably 85% genuinely talented voice actors. No late 90s/early 2000s craptastic voice acting here. Honest to God, the quality is so good, if I put this down in front of someone and said "This is the unannounced Fallout game that just leaked," and hid the Team FOLON logo and name, most people would believe it was a genuine Bethesda product. Bethesda ought to throw a boat load of pounds at them and release this as a standalone game for PC, PlayStation, Xbox, and Switch 2. It's that impressive. I spent nearly 120 hours with Fallout: London, and I've never spent that much time with any mod for any game ever. The game starts off with a scenario that feels right at home with how other Fallout games by Bethesda have started; you wake up with no memory in a mysterious lab, and all you can find are mysterious masked guards and a voice over a loudspeaker that identifies itself only as "Mr. Smythe." From there, you break out of the lab and eventually find yourself in the streets of London. The first people you encounter are a few gangsters with a group called the Vagabonds. This is your first major faction of the game. They're embroiled in a bitter turf war with a rival gang, the Isle of Dogs Syndicate. The Vagabonds are typical plucky underdog heroes (well, as much as violent gangsters can be heroes), and the Isle of Dogs Syndicate is basically the literal mafia. You can choose to side with the mob, but I personally found it much more satisfying to stroll into their HQ with a .50 caliber revolver and start bursting heads like they're watermelons while my Vagabond sidekicks trail behind wading through an ankle-deep lake of blood. Those two factions, however, are not among the factions from whom you'll choose for your ending; their entire questlines are entirely self-contained and unrelated to the game's finale. The other five factions that don't have endings - and actually aren't even options to side with formally in any sense - are the Tommies, the closest thing there is to a successor the British army, and the Gentry, a bunch of rich douchebags who have barricaded themselves in Westminster to keep away from the commoner rabble and use their wealth to exploit the rest of the London wasteland. There are also the Pistols in Camden; they're basically a group of quasi-communist punks who keep to themselves and govern Camden via a democratically elected council with a limited-time term and only one term allowed. So basically, what I wish Congress was. You've got the Roundels in Hackney. They're weird; they're like a cross between a gang and a neighborhood watch. They'll engage in open street fights with Miller's Men, but they also kind of just want to be left alone to live in peace. They also devoutly follow a "prince" with a severe drug addiction. Lastly, you have Miller's Men in Islington. These are straight up raiders whose only rule is "Miller's' word is law." The three factions between whom you'll have to choose for the game's finale are Angel, the 5th Column, and Camelot. Angel is Mr. Smythe's faction, so you could end up siding with the folks who had you imprisoned at the start of the game and were experimenting on you. The 5th Column are interesting because they're basically how a lot of people saw Donald Trump (not me; I always knew he was a fascist); they look like a beacon of hope and liberty aiming to restore freedom to London, and then you're shocked and horrified to discover that they're actual a fascist paramilitary militia with cult-like devotion to their leader. Did Team FOLON base them on MAGA? Probably not, but the parallels are hard to miss. Lastly, you have the faction I chose, Camelot. These guys are like if LARPers staged an armed coup. They live in a huge pre-war building they call Camelot, their leader calls himself Arthur, their chief tactician calls himself Merlin, and the lieutenants are referred to as "knights" and each adopt the name of one of the mythical King Arthur's knights. And yes, their strategy meetings are held sitting at a round table. Their goal, like the 5th Column, is to invade Westminster and overthrow the tyrannical rule of the Gentry, but unlike the fascist 5th Column and its desire for a dictatorship with their leader on top, Camelot aims to replace with Gentry with a representative democracy with universal suffrage. Put Jimmy Carter in plate mail and give him a longsword, and you've got Arthur. Oh, and Merlin builds a gigantic trebuchet that flings a car at the Westminster gate and blows a gigantic hole in their huge stone walls. The Rule of Cool dictates that they are the best faction. What made Fallout: London so much fun for me wasn't just getting to explore London or having a new story in the Fallout universe to explore but all of the little silly fun things. There's a cult of "Cutethulhu," a stuffed knitted Cthulhu, and you find Cutethulhu dolls all over the place. Then you find out that the cult is actually a legit cult, and there's an entire side quest around it. There are new perks you can get upon level up, numerous companions that have their own companion quests and unique perks that you unlock when you get them to max affection. There are new monsters with a distinctly British feel like the radager, and the game has its own regional take on mirelurks and ghouls with mittenlurks (based on mitten crabs instead of blue crabs) and "commuters," respectively; I don't think the game ever makes clear how commuters are distinct from ghouls, but regular ghouls are in the game as well. Then you've got the weapons and armor. Most are your typical types of weapons, some from Fallout 4 and some unique to Fallout: London, but there are a lot of cool unique weapons, some of which are nods to elements of British history, like Joan of Arc's sword or the Crown Jewels. And yes, you can steal the Crown Jewels and walk around London looking like a hobo became the king or queen. So much love and attention and detail when into the creation of this mod that it really does boggle the mind. They teamed up with GOG, too, to make it super easy to install; as long as you own Fallout 4 through GOG, they have an installer that you can add to your library and launch like any other GOG game. It's not a problem if you have Fallout 4 through another launcher like Steam or Xbox, it's just a longer and more complicated manual installation. Fallout: London is, in the context of fan-made mods, a masterpiece. That said, it's not perfect. Like I said, Team FOLON is only a dozen people, and they don't have the resources that Bethesda has. I ran into a lot of bugs. Most were minor - when I switched weapons, sometimes the gun would, for lack of a better phrase, lock up, and I'd have to switch weapons and then switch back in order to shoot or reload - but there were some that I could only get around with console commands. Quest-critical NCPs not spawning, a key to a door in a quest area that never dropped, NPCs spawning into walls so you can see their name when you're in front of them but not talk to them, etc. The kind of thing that Bethesda's QA team probably would have caught and either fixed before release or quickly patched. And that's not to say that dev team hasn't been catching and fixing bugs via updates; they absolutely have. There's just a limit to what fan modders can realistically do vs a team of paid corporate but testers. Then, of course, you have the typical Bethesda bugs where you kill a guy and his head drops to the ground like normal but his body rockets off into space like Team Rocket. That's not really something they could likely fix as it's universal in vanilla Fallout 4. It's a shame that PlayStation, Xbox, and Switch 2 players can't experience this mod, but if you have Fallout 4 on PC, this is definitely a mod that you need to play, even if it means buying Fallout 4 a second time. My Rating - AAlso available on Switch Metroid Prime - and Metroid as a whole, really - is one of the game series that I think best exemplifies what makes Nintendo special while also being one of its most overlooked. Metroid definitely doesn't have the commercial staying power of Mario, Zelda, or Pokemon, but it's been here since the beginning, and the original Metroid Prime was, in my opinion, one of the best first party games on the Gamecube. Metroid Prime 4 has been a LOOOONG time coming; it released eighteen years after Metroid Prime 3 and eight years after its initial reveal. It does, however, prove Miyamoto's adage of "A delayed game is eventually good; a rushed game is forever bad." Nintendo ordered the project completely scrapped and reworked in 2019 after the Bandai Namco team initially booked to develop the game failed to produce a product that Nintendo thought was up to its standards. In 2019, they turned development of the game over to the tried-and-true Retro Studios, and six years later, we got what in some ways is the most fun Metroid Prime game to date. To be totally up front, I think Metroid Prime 4 is probably the best Metroid Prime game to date from an objective sense, but the original Metroid Prime will always be my favorite due to my millennial nostalgia goggles. Prime 4 comes pretty neck and neck with it for me, though. Canonically, Metroid Prime 4 takes place under the - in my opinion - unfairly hated Metroid: Other M and Metroid Fusion. The premise of the game is that Space Pirates, led by the Galactic Federation-hating former bounty hunter, Sylux, attacks a Federation facility that had unearthed an ancient relic. In the fight with Sylux, he accidentally damages the artifact, causing it to activate and transport him, Samus, and any Federation soldiers nearby to the uncharted planet of Viewros. Metroid Prime 4, releasing 23 years and three consoles (or four with Switch 2) after the original Metroid Prime, obviously has a ton of quality-of-life features that the original game, even in its slightly updated Wii version in Metroid Prime Trilogy, lacked and additions that make it feel like an overall more modern experience. The most significant bit of modernization which is really just an evolution of the motion controls introduced in the Wii's Metroid Prime 3 is the gyroscopic aiming. For the most part, I played the game like a traditional dual analog FPS game, but I enabled the gyroscopic motion with sensitivity set low to make fine adjustments to my aim as I find I can make minor adjustments more quickly and accurately with motion controls than I can an analog stick. That's an option for both Switch and Switch 2. If you're playing on Switch 2, you can take advantage of the Joycon 2's unique capabilities and play in mouse mode where you use the control stick on the left joycon to move like normal, but you hold the right joycon on its edge so that the small IR sensor that's on the side usually covered by the system or joycon grip can read the surface its on and act as a computer mouse, letting you aim as if it were a PC game. I absolutely love this feature and would have used it as my primary control method if I weren't so in love with the ergonomic feel of the Switch 2 Pro Controller. Switch is obviously enormously more powerful than the Gamecube or Wii, and the Switch 2 is a lot more powerful than the Switch, so it makes sense that Metroid Prime 4 looks infinitely better visually than the three previous Prime games. Most importantly, though, it runs as smooth as butter. The original Metroid Prime on Gamecube wavered between 30 and 60 fps, and Metroid Prime 2 on Gamecube targeted 60 fps as did Metroid Prime 3 on Wii. All three of those games ran at 480i. Metroid Prime 4 on Switch renders between 720p and 900p when docked with a 60 fps target that it pretty consistently hits. On Switch 2, you have two performance profiles that you can use. The default (Quality) runs at 2160p and 60 fps, but Performance runs at 1080p and 120 fps. My vision is terrible in general, so personally, my eyes aren't good enough to tell a huge difference between 60 fps and 120 fps in Prime 4. Some games I can, some I can't; unfortunately, this was one where I really couldn't tell the difference. I used Quality mode, then, to take full advantage of the system's 4K capabilities, but if you have eyes healthy enough to see a clear difference in frame rates above 60, absolutely go for Performance; the game definitely looked noticeably better on Quality, but it wasn't such a stark difference that it would be worth losing out on a perceptible fame rate bump. For the most part, Samus has the same abilities that longtime Prime players have to come to expect - arm cannon blasts, missiles, elemental shots (fire, ice, and electric in Prime 4), morph ball bombs, etc. What's new for Prime 4 and adds some unique puzzle obstacles are the psychic abilities. These include a whole host of new abilities when the "psychic visor" is active from shooting a guidable slow-motion blast to grabbing and throwing morph ball bombs to manipulating physical objects. Environmental puzzles have always been a core staple of Metroid Prime, but these new psychic abilities elevate those puzzles to a new (and occasionally frustrating but always fun) level. The other big gameplay difference between Prime 4 and the previous games is that there's a much larger emphasis on combat specifically with large battles. You'll find yourself fighting numerous enemies at once more often than in previous Prime games, and some of the bosses will spawn in regular enemies with which you have to contend while also fighting the boss. It doesn't take the focus away from the puzzles and exploring the way Resident Evil 5 took the focus away from horror, but it definitely makes combat a much more important and rewarding aspect of gameplay. The last big shift which, despite taking up at least as much of my time as exploring any of the areas probably made the least impact on me, is the overworld traversal. Instead of all of the areas just sort of being connected and running between them, each of your areas - the ice area, fire area, electric area, etc. - are connected by a gigantic desert hub overworld. You traverse this huge desert on the space motorcycle that you mysteriously conjure from your magic space armor. I don't actually remember what the in-game explanation for how that works was if there even is one, but it doesn't really matter. While spending hours driving across a giant desert and smashing into green crystal formations while occasionally fighting an enemy or stumbling on a small puzzle shrine may not sound exciting, it's actually a LOT more fun and satisfying than I expected. I thought I'd find it monotonous and tedious, but I actually thoroughly enjoyed the time I spent traversing the desert and definitely spent more time doing so that I actually needed to. I doubt Metroid Prime 4 will be remembered as a Switch 2 system seller nor would it even if it didn't also release on the original Switch, but I do think that it's a good enough game to be worthy of that accolade. I may prefer the original Prime for nostalgia reasons, but I'd be hard-pressed to argue that Prime 4 isn't the most fun game in the series. Between the desert motorcycle riding to the psychic abilities to the bigger combat emphasis, Metroid Prime 4 pretty much takes what made the first three games great and builds on that. It may have required an eighteen year wait since Metroid Prime 3 and eight agonizing years of waiting after it was revealed, but as Miyamoto said, after all of the delays, the game we got is amazing. I wouldn't call it perfect - I would have to liked to see more dungeon-like areas to explore and more to do in the desert - but it's still a stellar game. My Rating - AWhen Nintendo and Tecmo first collaborated on the original Hyrule Warriors back in 2014, it was exactly what I needed to get sucked into the musou games. I had played one of the Dynasty Warriors games - lord knows I can't remember which is which - but it just didn't click with me. It felt repetitive, bland, and too drawn out. Giving me the exact same gameplay but with the backdrop of Hyrule and characters from the Legend of Zelda franchise, however, gave me a chance to experience the genre in a context I already knew and loved. That made me a musou fan. I couldn't see how Hyrule Warriors could get any better, but with the release of Hyrule Warriors: Age of Calamity in 2020, the original Hyrule Warriors felt almost like a demo in comparison. I'm not going to say that 2025's Age of Imprisonment was an equally drastic improvement, but it does feel like they took Age of Calamity and perfected the formula. From story to gameplay to performance, this is the definitive Hyrule Warriors experience to date. For the most part, the game is an accompaniment to Tears of the Kingdom. If you've played that game, you basically know the overall narrative and every major plot point in Age of Imprisonment. That's not to say that it's not worth playing or somehow diminished if you've played Tears of the Kingdom, though. Tears of the Kingdom had you experience the story from the perspective of a single person; Age of Imprisonment lets you see and experience the Imprisoning War on the scale that the name "war" implies. It also fleshes out characters a lot, so it's absolutely a worthwhile storytelling piece in its own right. The storytelling is a bit constrained here and there by being largely relegated to cutscenes before, during, or after battles, but that's kind of the nature of the beast with the musou genre. The game features 19 playable characters each with their own unique special attacks and sync attacks (when you and an NPC character team up for a super charged attack). Every character (with two exceptions) uses one of three types of weapons - a sword-and-shield combo, a two-handed sword, or a spear. The exceptions are Raphica, who is the only character to use a bow, and the Knight Construct, who can use any of the three non-bow weapon types. Throughout the game, you'll collect different weapons as well as zonai steel which can be used to upgrade your weapons. Eight of your characters can't change weapons (for lore purposes), but the other eleven can, so it's worth it to spend some time comparing weapons and changing as you get a better one. It's important to keep in mind that leveling up your character isn't the only thing that will help you keep up with the ever-strengthening enemies; you have to make sure that you're upgrading your weapons, too. Each weapon can be upgraded to level 20, so even if you're using a level 70 character, you're leaving a lot of potential on the table if your weapon is only level 2. Being exclusive to Switch 2, it should be obvious that Age of Imprisonment is a huge leap graphically over Age of Calamity. Better textures, more enemies on screen, more intricate animations, and less pop-in all make Age of Imprisonment an easier-on-the-eyes experience than Age of Calamity ever could have been even with the fact that, for the Switch hardware, that was an impressive game in my opinion. That said, it's not perfect. The brilliant guys at Digital Foundry, in their in-depth analysis of the game's performance, noted occasional texture pop-in, visible compression in some (but oddly not all) of the cutscenes, Nintendo's typical lack of anti-aliasing, and a dynamic resolution that varies from 720p to 900p docked and goes even lower handheld. Performance, likewise, is a huge step up from Age of Calamity but still not perfect. Age of Calamity's performance was...not great. It was totally playable, but it targeted 30 fps and routinely fell well below that during busy fights. Age of Imprisonment, on the other hand, targets 60 fps, and while it's not a locked 60 fps with numerous dips into the high 40s and 50s, it maintains 60 fps astoundingly more reliably than Age of Calamity maintained 30 fps. Split-screen local multiplayer, unsurprisingly, drops the target to 30 fps, and I've read that there is some frame pacing problem with that (although my middle-aged eyes have a hard time noticing that unless the problem is egregious), but it's still leagues more playable than Age of Calamity's split-screen multiplayer was. Hyrule Warriors: Age of Imprisonment is exactly the kind of game that the Switch 2's first six months after launch needed. It successfully takes the ideas introduced in Age of Calamity and polishes them into a smoother more refined experience. The improved performance alone makes the game drastically more playable, and the graphical step up lets the environments that the developers envisioned shine. That's not to say that it's a perfect game. There are still some minor texture pop-in issues and frame rate drops, the missions can become repetitive, some characters can feel pretty mechanically similar, and the story sometimes struggles to capitalize on the deep lore set down in Tears of the Kingdom. All that said, though, this is probably - at least in my openly biased opinion - Tecmo's best musou game ever with a whole that feels like more than merely the sum of its parts. Hyrule Warriors was rather bare bones, and Age of Calamity struggled a lot with frame rate, but Age of Imprisonment is the dream made real. This is a game that belongs on anyone's Switch 2 shelf. My Rating - AAlso available on Xbox One, Xbox Series X, PlayStation 4, Switch, and PC Choo-Choo Charles is an acid trip of a horror game. I feel like a lot of millennials will resonate with this game, clearly low budget though it is, as the main antagonist, a demonic spider-train hybrid named Charles, is basically what a sleep paralysis version of Thomas the Tank Engine would look like. That makes sense, too; it’s directly inspired by the animation of Tom Coben’s in his video “Thomas Feeds” which literally involves a demonic spider-like Thomas. Charles’s face, as will be obvious to anyone who’s read the book or see either film adaptation, was inspired by Stephen King’s masterpiece novel, IT. It also, I am confident, is inspired by Stephen King’s ostensibly children’s book, Charlie the Choo-Choo, which was written as an element of the Dark Tower series. It’s not a visually appealing game, the voice acting is terrible, and the gameplay can feel repetitive, but I still found something mesmerizing about the whole experience. The game’s presentation doesn’t make the best first impression. The title screen menu is basic and feels uninspired. When you actually start the game, you immediately notice how bad (by modern standards) the game’s models and textures are. Charles and your train both look great, but the NPCs look like upscaled PS2 models. You’ll also notice that no one’s mouth moves when they speak, and their eyes all look milky as if everyone on the island has cataracts. Honestly, the character models’ unmoving lips probably bother me a lot more than they should, but for whatever reason, that just sticks with me. Inside your train, if you look at the walls, the bolts and edges of the sheet metal literally look like they’re drawn on with a pencil. I’m not sure if that was an intentional stylistic choice, but it gave me the impression of quick and sloppy texture work. The gameplay involves riding your train around the island as you complete side missions to get scrap, the resource used to upgrade and repair your train, complete weapon missions to unlock the three additional weapons for your train (you start with a machine gun and unlock a flamethrower, an artillery looking cannon, and a rocket launcher), and complete main missions to progress the story along to the final battle. Along the way, you will randomly be accosted by Charles. As a spider train, he has eight legs that allow him to move independently of the train tracks, and also like a spider, he is virtually silent. There is a change in music when he’s nearby, so you know when you need to be on guard, but he is silent, so you don’t have any idea from which direction he’s coming. This leads inevitably to a jump scare that consistently had me screaming and in need of new underwear. If you’re in your train, though, you might be able to damage him enough to get him to flee which requires taking him down to about half health. The missions themselves involve getting out of your train and running across the open terrain, something that is super nerve-wracking since you never know when a demon train with a Pennywise face is going to sprint over the nearest hill and eat you before you know he’s there. Some of these missions will also have you contest with cultists who wear masks of Charles’s face and carry shotguns and American law enforcement’s default attitude of “shoot first, ask questions later.” You can kill them if you lure them back to your train and shoot rockets or bullets at them, but on foot, you’re unarmed and either have to sneak around quietly or sprint like Usain Bolt and try to complete your objective and get back to your train before they put too many holes in you. When all of the other main missions are done and you think you’re adequately upgraded (read: fully), you summon Charles for a final battle. If you’re fully upgraded and just continuously chuck rockets at his face, this is actually the easiest encounter of the game. All in all, Choo-Choo Charles is extraordinarily okay. It looks like it was made 15 years ago, it sounds like the voice acting was pulled from 2001, and it’s short. It’s super short. Like, I completed every mission and fully upgraded everything and still beat it in less than three hours. That said, you’ll never have to worry about the game dragging on or wearing out its welcome. You just might not want to buy it unless it’s on sale. Normally, the game can be downloaded on Xbox One, Xbox Series, PlayStation 4, PlayStation 5, Switch, or PC for $20; or you could buy the physical release like I did on PlayStation 5 for $30. Personally, I wouldn’t recommend paying more than $10 given that the game is shorter than my once-weekly university class on comparative labor history was. It is, however, a worthwhile game for a single-sitting horror game night in October, so throw it on a wishlist, but don’t pay full price unless you’re obsessed with trains, the novel IT, or any and every horror game out there. My Rating - CAlso available on iOS and Android Pokemon Champions is, to say the least, a divisive game. Most fans were, like me, extremely excited for this to release. A dedicated game for battling, available on both Switch and mobile, and free to play? It sounded like exactly what Pokemon VGC needed to be more accessible and gorgeous than ever. What we got succeeds in making it the most accessible for new players that it’s ever been, but it’s shockingly threadbare in terms of content and gameplay options. Because, overall, I’m having a blast with Pokemon Champions in spite of its mountain of flaws and shortcomings, I want to start with what it does right. Battles are as smooth and fluid as they’ve ever been, and since the game is literally nothing but battles, that’s the most important thing. It also gives a reason for players to use Pokemon beyond what’s “good” in the metagame with its achievements; every Pokemon gives rewards for winning 10, 50, and 100 battles with each Pokemon supported in Champions. There are also more general trainer achievements - “Win X Ranked Battles,” “Land X Critical Hits,” “Use X Extremely Effective Moves,” etc. For clarity, the game now calls moves that are double super effective and do 4x damage “extremely effective” and moves that are double not very effective and do 0.25x damage “mostly ineffective.” The rewards vary - sometimes VP (the main in-game currency; more on that later), sometimes various tickets, sometimes a title or badge. Any extra bit of VP definitely comes in handy because some of the in-game purchases are expensive; mega stones are 2,000 VP each, battle music is 5,000 VP for each track, and the price of held items and cosmetics can vary pretty wildly. None of the achievements are going to make or break your game if you choose to ignore them, but they do give some items that can make life a little easier or give you some customization options for your trainer. They also, in my opinion, got the monetization in a free-to-play game right. That’s going to be a white-hot take, so let me explain. Without paying a single cent, you can store up to 30 Pokemon in Champions - enough for five teams even if you never use a single Pokemon on more than one team - and no achievement, battle mode, or in-game currency purchase locked behind a paywall. For $8, you can buy the Starter Pack which gives you room to store 50 more Pokemon, the trainer battle theme from Let’s Go Pikachu and Eevee to play during your battles, 50 training tickets, and 30 quick tickets. This can be bought at any time, so if you’ve been playing for six months and then decide that 30 isn’t enough space for all of the Pokemon you want to have on hand, you can go and buy the Starter Pack whenever it starts to have enough value to you to justify $8. Then you have the battle pass which is good for one season (roughly a month and a half). By default, everyone gets access to the battle pass for free which you gain points in by competing in ranked battles. You get 25 of the 50 rewards - every other level of the battle pass - for free, but you can choose to buy the “premium” battle pass for $10 which gives you access to the other 25 rewards. Most of the rewards locked behind the premium battle pass are mega stones and Pokemon, but you can get those Pokemon for free with some luck at the Pokemon Ranch, and my understanding is that the mega stones will be available to purchase with in-game currency, so it’s more a convenience thing. Because training is so streamlined in Champions, the only thing that the premium battle pass Pokemon have that ones recruited for free wouldn’t is being in a Cherish Ball which is 100% cosmetic. If you start the battle pass for free and decide to buy the premium at let’s say level 34, you will be given retroactive access to the premium rewards for the levels you already achieved. The last element is the most controversial - membership. You can subscribe to their membership for either $5/mo or $50/yr. The benefits of membership are relatively minor, so this won’t be worth it for any but the super hardcore Pokemon players - an additional 1000 storage spaces in your Pokemon box (absurd since fewer than 200 Pokemon are supported currently), 15 additional team slots upping your maximum number of teams from 3 to 18, some battle music exclusive to members, and access to member missions which just give you ways to earn some extra tickets or VP. If you look at everything you have to pay real-world money to get, it’s super minimal. Absolutely none of that is necessary to enjoy the game. That, in my opinion, is free-to-play done correctly. No gameplay content locked behind a paywall and no pay-to-win microtransactions. The game has a few different in-game currencies to keep up with. The primary one is VP, or Victory Points. This is what you’ll spend to buy held items (fortunately, you only buy to unlock it rather than having to buy multiple of an item), mega stones, cosmetics, background music, to speed up Pokemon recruitment, and to train Pokemon. You also have Quick Coupons. Normally, you can recruit a new Pokemon at the ranch every 22 hours, but this can be sped up by spending VP or Quick Coupons. Each Quick Coupon will push that timer forward by one hour, so 22 Quick Coupons can let you recruit a new Pokemon immediately after recruiting one. You then have Affinity Tickets. These will be tied to a specific type - Psychic, Fire, etc - and using one makes it more likely that one of the Pokemon you meet the next time you look at a recruitment roster will be of that type. For those who, like me, care about the aesthetics of what ball their Pokemon are in, there are Guarantee Tickets. Each of these are tied to a specific ball - Great Ball, Quick Ball, Dusk Ball, etc - and using one will guarantee that all Pokemon in your next recruitment line up will be in that kind of ball. There’s also a “Rare Pokeball Guaranteed Ticket” which guarantees that all of the Pokemon in your next lineup will be in rare balls (apriballs as they’re usually called - Lure Ball, Fast Ball, Moon Ball, etc). The last recruitment-focused ticket you have are Teammate Tickets. Normally when you’re at the ranch, you can recruit a Pokemon for a seven-day trial period for free or permanently recruit them for 2,500 VP. That way, you can test out how a Pokemon fits your playstyle and fits in with the rest of your team before you devote any resources to it. A Teammate Ticket allows you to skip the 2,500 VP fee to recruit a Pokemon permanently; you just trade in a Teammate Ticket instead. Lastly, you have the tickets that are most important to me - Training Tickets. Training your Pokemon is easier than ever before, but it’s not cheap. If you just need to redistribute some stat points, that’s not too bad - it’s only 5 VP per stat point. That’s where it stops being truly cheap, though. Changing one of your four moves costs 250 VP per move, and changing an ability or nature costs 500 VP each. So if you redid all 66 of your Pokemon’s distributable stat points, changed all four moves, changed the nature, and changed the ability, you’d be looking at 3,330 VP to train that one Pokemon. Assuming my math is right which is as far from a safe assumption as possible, so double check my math. A Training Ticket, however, will let you spend one ticket to pay for the entirety of a Pokemon’s training session. If you just change two stat points, you’re looking at 10 VP, so that’s not worth it, but if you change the nature, ability, and two moves, spending one Training ticket could save you 1,500 VP. That definitely might be worth it. As for the battles, you’ve got a few different options. The battles are, for the most part, broken down into three options - Ranked, Casual, and Private. Private is exactly what it sounds like - you set up a room with a unique code and give that code to your friends to battle them or let them spectate. Ranked is the default mode - wins move you up in the ranks, losses move you down, and you earn VP and points for the battle pass. Casual battles are functionally the same as ranked except you don’t have a rank to worry about hurting if you lose, and you don’t earn any VP or battle pass points. Casual is mostly for practicing new strategies or with new teams. Or if you just don’t like the sweaty stress of ranked. Within each of those three categories, you can choose between single battle and double battle. Single battles will have you choose three of the six Pokemon on your team and battle one-on-one. Double battles will have you choose four of the six Pokemon on your team and battle two-on-two. I tend to prefer double battles, but I definitely seem to be better at single battles. You also occasionally have set competitions that you register a team for in advance and then partake in during a set competition window. At launch, they had a “Warm-up Competition” that awarded a Gardevoir and some VP if you registered for the event and completed at least three battles. This is where one of the huge complaints people, myself included, have with the game; private battles allow no customization of the rules. No option for 6v6 battles, no option to toggle mega evolution on or off, no ability to specify what Pokemon are legal. Those are, I think, pretty simple customizations for which to ask for private battles, but those battles are functionally identical to ranked and casual with no differentiation options. That’s a huge lack that just doesn’t make sense to me or to most of the early adopters of Pokemon Champions. Now let’s look at the things that not even I can sugar coat or rationalize. The array of held items is bizarrely limited. It’s not just that items that only functioned to evolve a Pokemon, like the Upgrade or Magmarizer, are absent, but some pretty core battle-focused held items are absent. For example, there’s no Toxic Orb, Weakness Policy, or Life Orb; those are held items that I used routinely online in Sword/Shield and Scarlet/Violet, and those are by no means the only omissions. While there are a lot of mega stones in the game, there are a lot that are missing including some introduced in Legends ZA, the most recent main series game. The number of supported Pokemon is also super small at around 180, barely more than 10% of the total roster. Only final-stage evolutions or Pokemon that don’t evolve are included, and while I get that in general, I got a lot of utility out of Scyther, Dragoniare, and Rhydon holding Eviolite, and that’s not possible anymore. I was among the melodramatic outraged fans when Sword and Shield was the first game not to include the entire national dex, but after the better part of a decade, I’m over that. I genuinely think Champions ought to be different, though. It’s not an RPG adventure where you would have to program where to obtain a thousand different Pokemon; it’s just battles and nothing but battles, and while it would still be a lot to program data and animations for 1,025 different Pokemon, they’ve already got 3D models for every Pokemon because all 1,025 plus their various forms are supported in Pokemon Home. The general assumption is that, over time, more Pokemon and items will be added via updates, and I think that’s pretty likely, but still it’s a severely hamstringed experience at launch. There are also a lot of bugs. Most of these are minor, but even just from what I personally have experienced, there were major issues moving Pokemon from Home to Champions at launch (fortunately, those bugs have been fixed), there are issues with missions not refreshing when the date changes, and the game starts at 1080p on Switch 2 when docked; in order for the game to run at 4K on Switch 2 when docked, you have to start the game docked, take the game out of the dock, and put the game back in the dock. Due to some as-of-yet unresolved programming issue, the game won’t render in 4K unless you take it out of the dock and put it back in. In addition to those issues, the game just generally looks pretty bad outside of battles. Thankfully, the battles look fantastic, and that’s what matters most, but the menus look bad, and the cut scenes look downright awful. I’m usually the last person to harp on graphics, but after playing Cyberpunk 2077, Resident Evil Requiem, and Metroid Prime 4 on Switch 2, there’s just no excuse for the degree of JPG-looking pixelation, blur, and aliasing that we see. It would look more at home on the original Switch, but even then, the shockingly low-quality images for menu icons is striking. Pokemon Champions, in the state it’s currently in, feels like it falls somewhere between a really impressive demo and a lackluster final product. That’s not great considering that no released game should feel like a demo. That said, it’s completely free-to-play with the only paid elements being 100% optional and unnecessary to enjoy the game fully; ignore the drama queen pearl-clutchers who are screaming greed and consumer exploitation because they asked you to pay a little money for some extra in-game currency you can easily get for free. What game primarily sets out to do, it does right, and that’s faster paced and exciting Pokemon battles. It does give you an opportunity to reconnect and rejoin your game if you briefly lose connection instead of just automatically forfeiting and penalizing you, and that’s a really nice feature that’s worth praising. The positives, unfortunately, are just overshadowed by the bugs, the mostly low-quality visuals and locked 30 fps even on Switch 2, and the massive amount of Pokemon and held items mysteriously absent from the game. To be clear, I’m thoroughly enjoying Pokemon Champions, and it’s absolutely worth downloading and playing since it’s free, but GameFreak definitely isn’t impressing anyone whatsoever with this meager effort no matter how fun what little content there is may be. My Rating - CAlso available on Switch Pokemon fans have come to expect, in addition to a new generation every few years, a new remake every few years. That all started with Pokemon FireRed and Pokemon LeafGreen on the Game Boy Advance, the first remakes and what I consider to be Kanto perfected. The Kanto games have since been remade again in a much more casual and Pokemon Go-compatible form with Let’s Go Pikachu and Let’s Go Eevee, and while I love those games, FireRed and LeafGreen are definitely the definitive Kanto experience for serious Pokemon enthusiasts. FireRed and LeafGreen follow the same storyline and game beats as Red and Blue (or Green if you’re in Japan) up through beating the Elite Four with the exception of moving Moltres and adding an additional requirement before accessing Cerulean Cave. That alone justifies playing it. I adore the original Red and Blue, but they’re definitely janky - no running shoes, no held items, lots of bugs and glitches, and Special Attack and Special Defense combined into one incomprehensible stat by modern standards. FireRed and LeafGreen fix almost all of that. The Special/Physical split for moves happened after this, so what’s a physical attack and what’s a special attack is based on the type; for example, all electric moves are special but all ghost moves are physical. That’s definitely weird for modern players to get used to, but that’s really the only complaint I have, and that’s not a flaw as much as just being released before the change was made. What takes the game from being the perfect remake to being what I consider to be the second best game in the series (after HeartGold and SoulSilver, of course), however, is the post-game. After you beat the Elite Four, your journey is not finished. You may have rolled credits, but there’s still more to do. Mewtwo has always been restricted to post-game as even in Red and Blue, you couldn’t access Cerulean Cave until you beat the Elite Four. FireRed and LeafGreen doesn’t just have that bit of post-game, though; it adds an entire new area of seven islands to explore, the Sevii Islands. There’s a quest you have to complete here before you’re allowed into Cerulean Cave and able to catch Mewtwo. That’s not too bad, though, because the other thing the Sevii Island post-game does is let you catch most of the Johto Pokemon and a couple of the Hoenn baby Pokemon as well as giving you the ability to trade with Ruby and Sapphire. That was a big deal at the time as it made getting certain Pokemon easier, and for some like the Kanto starters, it made them obtainable in Ruby and Sapphire for the first time ever via trades. It also unlocks post-Gen I evolutions. For example, before you beat the Elite Four, breeding isn’t possible and Porygon and Scyther are incapable of evolving into Porygon2 and Scizor. Once you’re in the post-game, though, the items that allow them to evolve become available to you, and you can obtain the baby Pokemon by unlocking breeding. Visually, this is my favorite Pokemon game. I personally think sprite graphics hit their apex with the 32-bit Game Boy Advance, and while the sprites in Gen IV and Gen V may have been more detailed, I will always have a soft spot for the art style of the Pokemon sprites in Gen III and in these Gen I remakes. Move effects look awesome while still retaining a classic feel, and the ripple effects of traversal over water look great. The music is also peak Pokemon chiptune OST. The soundtracks of modern games with modern music may be better in a technical sense, but nothing will top the nostalgia of Pokemon chiptune music in my heart. The same is true of the Pokemons’ cries. The nostalgia makes me temporarily forget that I’m staring middle age in the face. My one sole complaint about the audio design is the danger sound when your Pokemon’s health is in the red. Future games had the alarm sound for a couple of seconds, and then it stopped. FireRed and LeafGreen released in the era where that sound was still constant and unceasing as long as your active Pokemon’s health was in the red. It’s honestly super annoying. It was always super annoying, but it’s especially annoying now going back after getting used to years and years of Pokemon games that don’t eternally berate you with a screaming warning siren. With their re-release on Nintendo Switch, FireRed and LeafGreen are now easily accessible for old folks like me to relive our nostalgic childhood games and for young players to experience these adventures for the first time. It needs to be noted, though, that these aren’t cheap for what they are, and there are no modern quality of life improvements. They are completely faithful ports through and through, so there’s no online battling or trading; online play didn’t exist for the GBA, so it’s not an option here. They do add in by default the event items that let you catch Ho-oh, Lugia, and Deoxys, though, so that’s awesome. As for the price, a lot of folks were upset they weren’t just added to the Nintendo Switch Online GBA library. I didn’t expect that - that would be leaving money on the table for an IP like Pokemon - but I didn’t expect the separate eShop price to be $20. Each. So if, like me, you want both versions so you can get all of the version exclusives, you’ll need to fork out $40 plus tax. That’s excessive. $10 would have been reasonable, I think, and while $20 is obviously not a deal breaker - they’ve sold extremely well on the eShop - I do think it’s the upper limit of what one could justifiably argue is “reasonable.” On the bright side, not being wrapped into the NSO launcher means that, at some point down the line, we’ll get Pokemon Home compatibility. On the not-so-bright side, it’s been confirmed that those will be one-way transfers; you can move Pokemon from FireRed and LeafGreen into Home, but you can’t move Pokemon from Home into FireRed and LeafGreen. While this isn’t entirely unexpected, it definitely sucks as Home was the way one would fill in version exclusives in Let’s Go Pikachu/Eevee, Sword/Shield, BrilliantDiamond/ShiningPearl, and Scarlet/Violet. Still, though, it will make adding Deoxys to their Home collections a lot easier for players who haven’t been playing for decades. Pokemon FireRed and LeafGreen are probably my third favorite set of games in the entire series, and they’re my second favorite of the remakes. Their age means that they do retain some of the archaic mechanics and design elements that most Pokemons are glad got left in the past, but in no way does that make them less worth playing. They are still the definitive way to experience Kanto, and they’re still absolute masterpieces in their own right. Just remember that you’re playing games made for a 2D handheld device over two decades ago. A lot of us, myself included, think Pokemon was best when it was 2D, and I’d argue that this is one of the best of the 2D games. My Rating - SPokemon Pokopia is a game that I don’t think many expected to be a smash hit. I was on the fence about it until the last minute, preordering more because it was a Pokemon game than because I thought I’d actually enjoy the game. The first three or four hours seemed to prove my initial hesitation valid; it was fun, but it felt monotonous and boring. Then it just...clicked, and I was addicted. A game I expected to play for five hours and then drop ended up being a game I’ve spent nearly 100 hours and counting on. On paper, it looks like a game that should bore me after the initial impression fades - a building life management sim. It’s almost a perfect blend of Dragon Quest Builders and Animal Crossing: New Horizons, even going so far as reusing some of New Horizons’s sound effects. The premise of Pokopia is actually pretty cool. There has been a climatological catastrophe that has rendered the planet unfit for human habitation. You, a Ditto, awaken unsure of where you are or what has happened. All you have are vague memories of your trainer. You meet a well-read Tangrowth - seemingly the only other Pokemon anywhere around - who convinces you to try rebuilding the town in hopes that it will draw humans and Pokemon back. And that becomes your overarching goal. There are four main areas, each a unique biome and vibe, that you will need to rebuild - the field area in which you initially awaken, a beach area, a mountain area, and a city area. That’s floating high above the clouds for some reason. I stopped questioning Pokemon logic when they introduced baby Pokemon. There is also a fifth area which is intended to be for post-game content but is actually accessible from the very start if you want to skip straight there. It’s basically a completely blank slate with nothing but a Pokemon Center and a workbench for you to build up as you please. There are Pokemon that only appear here, so if you’re going for a full Pokedex, you’ll need to build up this area, but it’s your canvas to develop in any way your creativity whims dictate. Pokopia is only available on Switch 2 - this isn’t a cross-gen release with versions for both Switch and Switch 2 - and while GameFreak may technically have gotten it to run on Switch, seeing how Legends Z-A and Scarlet/Violet run on Switch and how Pokopia runs on Switch 2, I doubt it would be at any acceptable performance quality. To be clear, Pokopia runs quite well on Switch 2. There are only a few places where I noticed slowdown, and that was mostly during transitions or when there is a lot going on at once, both rare occurrences. If there’s any slowdown on Switch 2, however, I have my doubts about how well the original Switch could have handled it. That’s probably the main reason (in addition to pushing expansion of the new system’s install base) that Nintendo chose not to pursue a Switch version. I think that was a proper decision. What I think was a very improper decision was to make the physical release a game-key card. I’ve accepted these abominations as the new normal for third party releases, but Nintendo had always said - and thus far abided by - that first party titles would not use game-key cards. Despite that, Pokopia breaks that and is a game-key card. It’s not the end of the world - an all-digital experience is inevitable, so even game-key cards just postpone the inevitable a little - but does feel like a bit of a betrayal to the players who like physical games. Having gotten the nastiness of the game-key card business out of the way, let’s take a look at the game’s sound and visual design. The game, while not stunningly gorgeous in any way, looks great. It takes the cartoonier look that Dragon Quest Builders and Animal Crossing always have, and that makes it feel like it fits right in visually with modern HD Pokemon games. The Pokemon models look great, and most importantly, the environments look great. This is especially true of the water. It’s certainly not photo-realistic water with accurate ripple and mist animations, but it looks great within the confines of the game’s art style, and there is a sort of mist effect at the bottom of waterfalls. There were a few decorations that I felt should have had better looking models, but all in all, I’ve been very pleased with the look of the game. I’ve also been quite pleased with the sound design. Background music is pleasant but unobtrusive, and the sound effects are spot on from Pokemon cries to the splat that Ditto makes if you jump from too high a place and land hard (don’t worry; there’s no falling damage here). Throughout the game, you will find CDs as rare treasures. These can be used with one of the few CD player decorations you’ll encounter throughout the game to play music from the main series games spanning all the way from the original release of Red and Green on Game Boy to Scarlet and Violet on Switch. I don’t usually end up using them outside of one or two especially iconic tracks, but I love that they were included as collectable items. The thing that will be the make or break for people with Pokopia is patience and willingness to endure tedium. If you’ve played Minecraft or Dragon Quest Builders, you know exactly what I mean. I have spent DOZENS of hours clearing out mountains to build cave homes, flattening mountaintops to build villages, and building structures one block at a time. That’s before I spend even more hours decorating the buildings to suit a Pokemon’s taste. How happy your Pokemon are in a given area determines its environment rank, and for progression, you’ll need to get every area at least to level five, but each area has a maximum environment rank of ten. Every rank you advance opens new challenges that can be completed for Life Coins, used at the PC to buy rare items and unlock new recipes. I always had every area at rank ten before I even finished that area’s main missions, but I was also a bit...obsessive-compulsive with making Pokemon as happy as possible. At least until I hit rank ten; after that, I don’t care if they live in squalor and misery. I finished the main story in Pokopia and rolled credits Thursday night, but here I am on Monday, still chugging away reshaping the landscape, building up my settlement, and overengineering a completely unnecessary and over-the-top railroad system connecting the various parts of the map. This is the kind of game that most will probably get their fill of and never touch again, and I’m no exception to that, but while I am getting my fill and scratching that creativity itch, I’m having a significantly better time than I expected. This is one surprise hit I can definitely recommend to anyone who enjoys creative or construction games regardless of attachment to the Pokemon IP. My Rating - AAlso available on Xbox Series X, Switch 2, and PC Since I was a kid, Resident Evil has been one of my favorite series. I love horror games, and I love zombies, so Resident Evil was always basically perfect for me. I wasn't a big fan of the shift to parasitic or fungal infections, but even the worst Resident Evil game (which, of course, is Resident Evil 5) is still a good time. When the series kind of reinvented itself with Resident Evil 7: Biohazard, I thought "This is it. This is horror perfected. No Resident Evil game will ever scare me this badly." Resident Evil 8: Village kind of seemed to prove me right as, allegedly, Capcom execs told the devs to tone down the horror for Village because some people complained that Biohazard was "too scary." Then the devs said "Y'all just some bitches. Hold my beer," and made Requiem the scariest damn horror game I've ever played. And I loved every second of it. Requiem takes place in 2026, 28 years after the Racoon City Incident that began in the first game and played out on-screen in Resident Evil 2 and Resident Evil 3. The game is split between two protagonists - eternal badass and zombie daddy, Leon S. Kennedy, starring in his fourth Resident Evil game (alongside 2, 4, and 6); and Grace Ashcroft, an FBI information analyst and new character on the scene. Grace's surname may sound familiar to hardcore Resident Evil fans; she is the adopted daughter of investigative journalist Alyssa Ashcroft from Resident Evil: Outbreak and Resident Evil: Outbreak File #2. Grace is investigating a mysterious death that showed the same traits as a string of other recent mysterious deaths. All victims showed the same extensive black bruising patterns. Most concerning, though, is that all victims were survivors of the 1998 Racoon City Incident. Are they being assassinated with blunt violence or perhaps a new biological weapon to silence them? Is this somehow a result of their presence in Racoon City - a rare mutation or dormant T-virus infection, perhaps? That's what Grace aims to find out. This is personal for her, too; the abandoned hotel she is investigating is where her mother was murdered right in front of her eight years earlier, and like the victims, Grace and her mother were both survivors of Racoon City. Leon, whose resume includes impressive accomplishments such as "Served as a cop in Racoon City without becoming a zombie," "Saved the president's daughter from parasite-infected cultists in Spain," and "Brought President Benford's assassin to justice," is also investigating the mysterious deaths of Racoon City survivors on behalf of the Department of Security Operations. So basically, Rambo ain't got shit on Leon. This investigation is personal for Leon, too; although unbeknownst to the higher ups at DSO, Leon and his handler, Sherry Birkin (12 in Resident Evil 2, 40 in Requiem), are showing the same odd bruising symptoms themselves. Leon and Grace meet when he sees her, unconscious, being carried off by Victor Gideon, a former Umbrella researcher who was involved in the Tyrant project in Racoon City, and gives chase, assuming (correctly) that Gideon is somehow involved in everything going on. Leon's investigation into Gideon eventually takes him full circle back to where it all started - the nuked ruins of Racoon City. Resident Evil, since the mid 2000s, has struggled to find the right balance between horror and action. With Requiem, they finally find that Goldilocks spot to give us a game that feels both familiar and refreshingly modern. Requiem successfully combines the tension of earlier survival horror-focused titles we saw with Resident Evil 1, 2, 3, and Code Veronica with the more cinematic action-focused titles that began to dominate the franchise with Resident Evil 4, 5, and 6. No Resident Evil game since the Gamecube's Resident Evil 4 has hit that horror/action balance as perfectly in my opinion. With Capcom's impressive RE Engine and the power afforded by modern gaming hardware, they were able to give us a game that feels both feels like your worst nightmare while also having moments that could rival any Hollywood action movie. The RE Engine allowed Requiem's developers to deliver some of the most detailed environments and character models I've ever seen. Facial animations are particularly impressive with subtle muscle movements, lifelike skin, and dynamic lighting lending scenes an exceptionally realistic emotional tone, especially once you couple that with the incredible voice acting done by Angela Sant'Albano (Grace) and Nick Apostolides (Leon). The game's environments are equally impressive. There are lots of areas with densely cluttered debris, broken furniture, and rotting architecture that reinforce the unique sense of dread that only Racoon City can evoke. Seeing the Racoon City Police Department, once the scene of a valiant but futile attempt to protect the city's surviving citizenry from the zombie horde, after 28 years derelict, is a uniquely eerie experience for those who played the Resident Evil 2 remake but especially those who played the original Resident Evil 2 back in the day. As a poor public-school teacher in the South, I don't have a PS5 Pro to speak to its fidelity first-hand, but even on base PS5, Requiem looks fantastic. It may not be literally the absolute best-looking game I've seen on PS5, but from the footage I've seen online, the PS5 Pro enhancements really do add a good bit of oomph to the visuals, and it still looks amazing on base PS5. What really surprised me was how good the game looks on Switch 2. Obviously, there are some serious visual sacrifices that had to be made to get it running on Nintendo's current handheld system, but I'm shocked at how minimal those sacrifices are. The textures, by and large, really don't look all that inferior despite the significantly lowered resolution. The two big sacrifices I noticed were that characters' hair - especially Grace's - looks significantly worse, and some of the light reflection effects look pretty bad - almost like bad bloom effects - on Switch 2. Other than that, though, I was genuinely shocked. I've seen Digital Foundry do some comparisons between Switch 2 and Series S, and despite the fact that Series S runs at a higher resolution (720p) compared to the Switch 2 (540p docked and a paltry 360p undocked), the game actually looks better on Switch 2 than on Series S. This had led me to the conclusion that Nvidia's DLSS technology is actually some manner of dark magic powered by the ritualistic sacrifice of orphaned Polish children. There's no other explanation for how 540p could look better than 720p and not much worse than the PS5's 1080p upscaled to 2160p. Switch 2 is definitely not the ideal way to play, but unlike the Wii days and a lot of the Switch versions of multiplatform games, it is in no way whatsoever a lesser experience or version of the game. In my opinion, Requiem is the most visually impressive Switch 2 game to date and proof positive that modern AAA games can absolutely run at an acceptable level of performance and visual quality on Switch 2. Sorry that the two images below aren't in exactly the same spot, but the top screenshot is only a few steps behind the second, and I think it gives a pretty good example of how comparable the Switch 2 version looks. PlayStation 5 Switch 2 Looking at performance - something that's always important to consider when a game looks this good since performance and visual quality are basically the Phillips curve of gaming - base PS5 maintains a pretty unbroken 60 fps. If there are any minor dips into the 50s, I couldn't tell. Switch 2, obviously, is not nearly that robust, but performance on that system is still astounding given how good the game looks. The game has an uncapped frame rate with a target 60 fps, and most of the time, it hits and pretty well maintains 60 fps. During scenes with hectic movement or combat, frame rates will dip into the 40s and 50s, and in a small handful of extremely busy scenes and areas, you'll see the occasional drop into the 30s, but it runs extremely smoothly all things considered. We're a far cry from Doom on the OG Switch where you have to set it to Easy for minimal enemies on screen to get any vaguely acceptable frame rate. If I only had Nintendo's console - which was my entire childhood up until halfway through college - I would not be at all disappointed with playing Resident Evil: Requiem on Switch 2. Because I really want to highlight how impressive Capcom's delivery of the game on Switch 2's significantly weaker hardware is, I want to take a moment to summarize the major comparisons between the game on Switch 2 vs PS5 to illustrate clearly how competent the Switch 2 version is since we've all been conditioned to expect a gimped experience on Nintendo's hardware most of the time. While PS5 is obviously the better technical experience across the board, Switch 2 holds up really, really well. PS5 obviously features significantly higher resolution, far more advanced lighting and particle effects, and a virtually unbroken 60 fps frame rate. Loading times are also slightly faster on PS5 thanks to its advanced SSD, but the difference between loading times on PS5 and Switch 2 isn't as stark as one would expect. What the PS5 doesn't do, however, is let you play Requiem on a plane, bus, or at your lunch break at work. Yes, I have definitely done that last one. Switch 2 lets you play on the toilet, on an airplane, or even at the office, and it does so with incredible (no, seriously, it's legit not credible despite being true) visuals thanks to Nvidia's DLSS voodoo and, thanks to the absurdly low native resolution, a completely inoffensive frame rate. Resident Evil 2 remains my favorite game in the series, but Requiem has definitely forced its way to a VERY close #2 spot on my list. The story, while not groundbreaking, is really good for those of us who've experienced the early games set in Racoon City, and its full of nods to past games that long-time fans will appreciate while keep it a game that you can still enjoy without having played the entire series. It's one of the most visually impressive games I've played in a long time, and I'm pretty confident saying that it's the most overall impressive Switch 2 game to date when you factor in both how good it looks and how well it runs. Normally it's only Nintendo that manages to deliver a game that I truly thought the hardware wasn't capable of, but Capcom has proven it can do it, too, which gives me hope for the future of gaming on Switch 2. Resident Evil Requiem is the perfect balance of horror and action and introduces a new character with Grace who feels both fresh and genuinely important to the game's larger narrative rather than just being a one-and-done throwaway - something every game since 5 has struggled to do. I consider Requiem to be required playing for any fan of Resident Evil, and I STRONGLY recommend it for fans of survival horror more broadly. My Rating - SAlso available on PlayStation 5, Xbox Series X, and Windows Star Trek has always been one of my favorite entertainment franchises. I was literally raised on Star Trek; I was watching The Next Generation with my mom when I was two years old, and my elementary school nights always consisted of watching Voyager in bed at 10 pm on UPN-48 as I went to sleep. My middle school days were filled with - in addition to Runescape - LAN games of Star Trek Armada and Star Trek Armada 2 and online matches of Star Trek Bridge Crew and Star Trek Voyager Elite Force. And then, in the mid-2000s, Star Trek gaming just sort of...died off. We got a few games - the super okay Star Trek Legacy, the painfully generic game simply titled “Star Trek” and based on the JJ Abrams abomination, and most recently Star Trek Resurgence which is actually a really solid choice-based adventure game. But other than Resurgence, nothing has really felt like it captured the spirit of Star Trek in the past twenty years. That changed when Star Trek: Voyager - Across the Unknown dropped in February 2026. This budget price indie game - $40 for the base game or $50 for the deluxe edition that includes DLC adding a few new missions and two new recruitable heroes - perfectly captures the feel not only of Star Trek generally but of Voyager specifically in a way that not even Elite Force’s single player campaign really did. Across the Unknown is a semi-roguelite adventure/management sim. You guide Voyager and her crew through the seven-season series' most iconic missions and encounters - with Tim Russ and Robert Duncan McNeil reprising their roles as Tuvok and Tom Paris, respectively - and your choices dramatically impact your gameplay and which ending you get. There’s one ending - the first one I got - that has Voyager return to Earth, thus completing the game, in like ten minutes. There’s also an ending that takes you right up to events of the series finale in season seven and can easily take fifteen hours to get. What makes the game so compelling despite having relatively simple gameplay once you get a feel for resource management is that it provides players a chance to ask “What if?” questions about decisions Janeway made. What if Janeway had used the Caretaker array to send Voyager back home in the first episode instead of destroying it to save the Ocampa? What if Janeway had chosen not to ally with the Borg against Species 8472 in the two-part episode, Scorpion (the best episode in the entire series in my opinion)? You get to make different choices in those pivotal moments than Captain Janeway did in the series. The consequences of those choices might end your game, for good or ill, right then and there. They might come back to haunt you - or help you - five hours later. That’s a kind of agency that Resurgence first gave Star Trek players but that Across the Unknown applies to established canon events, something that I find infinitely compelling and that adds an enormous amount of replay value. The “semi-roguelite” aspect comes into play with the star systems in each sector and available resources. The planets you can visit and what resources they have to harvest are procedurally generated and different in each playthrough. The gameplay is largely split into three parts. The part you’ll spend the most mental energy on is the management sim aspect. When Voyager is thrown 75,000 light-years away into the Delta Quadrant by the Caretaker, the ship is left an absolute wreck. Most of the ship has lost life support (in the game specifically; it wasn’t quite that catastrophic in the show), and you have to spend your precious scarce resources repairing the ship deck by deck, starting with life support and then clearing out debris from ruined rooms. Be careful, though; all rooms have an energy cost, and if you exceed the amount of energy you have, rooms will automatically shut down which can have disastrous consequences on your defenses and crew morale. You have to make sure that you’re upgrading your warp core so that you can increase the power level. The warp core can be upgraded up to level six, but that requires research which is done in a science lab. The more science labs you have, the faster you accrue research points. You also need deuterium to power the warp core, and this is arguably the most important resource in the game; it’s an instant game over if you run out of deuterium because without it, your engines can’t take you to new planets to harvest more. You’ll also need to manage your food. The three ways to feed your crew is with emergency rations which doesn’t use a resource but gives a huge hit to morale, standard rations which uses food and keeps your morale pretty stable, and replicator rations which uses deuterium but gives a good boost to morale. That can be a precarious balance because having no morale for too long is game over, but running out of deuterium - also a game over - happens a lot faster if you’re using replicator rations to boost morale. The other resources you’ll need, in order from most commonly used to least commonly used, are duranium used for repairs as well as crafting and building and upgrading rooms, tritanium used for room construction and research, bio-gel packs used for upgrading rooms, Borg nanites used for researching Borg technology as well as building and upgrading Borg rooms, and dilithum used for warp jumps and research. It can be difficult to juggle all of these resources, especially bio-gel packs and Borg nanites which have to be crafted with a specific room rather than harvested from planets and encounters, but it’s crucial for success. You also have to juggle crew size - if you don’t have enough crew members, you can’t operate all of your rooms - crew morale, science points for research, and food, but those are more obvious. What you’ll come to find is that the biggest limiter isn’t the resources to build and upgrade but the space on the ship for rooms. You need cargo bays to have enough storage capacity to stockpile resources (especially food and deuterium). You need crew quarters to house your crew; emergency quarters hurt morale but house a lot of people, officer quarters don’t house many but boost morale, and crew quarters fall right in the middle. Using all emergency quarters will save you space on the ship, but using all officer quarters will give you a big morale boost. You’ll need a hydroponics bay to produce food and a bio lab to produce bio-gel packs and Borg nanites. You’ll want additional combat rooms - phaser control rooms, torpedo control rooms, shield arrays, disrupter control rooms, and Borg cutting beam control rooms - to increase your combat prowess. You’ll want batteries to store excess energy which can be used if you run low on deuterium. You’ll want engineering offices to repair the ship and build rooms, and you’ll want science labs to get more research points. Having spent FAR too much time on the management sim part of the gameplay, let’s finally move on. The second part of gameplay is the in-system travel and exploration where you’ll scan planets for harvestable resources and complete main and side missions. Side missions are extremely easy to miss depending on choices you make; I automatically failed one side mission because of the very first choice I made for it. This adds a bit of uniqueness to each playthrough, though, so I actually don’t mind that at all. A lot of these missions will involve flying between planets or between systems in a sector, but sometimes you’ll have to send your heroes (the named characters from the show) on away missions. These are essentially like the old text-based adventure games where it tells you what’s happening and you have to make a choice of how to deal with it. Depending on what three heroes you choose, these missions could be easy or brutal. Each hero has a specialized trait - Tom Paris has the “Pilot” trait, for example, and Chakotay has “Survivalist” - and these are sometimes necessary to select a certain choice. Sometimes it’s based on species; you’ll need Neelix or Kes on the team if you want to select a choice that requires Talaxian or Ocampa, respectively. Most choices, though, are based on skills - engineering, combat, science, medicine, diplomacy, and...whatever the Starfleet icon represents. I don’t remember what that’s supposed to be. Starfleetness, I guess. If your skill is high enough (sometimes you can have two characters pool their points in a certain skill to reach a pass threshold), you’ll be guaranteed success. If your skill level exceeds the necessary level, you’ll have a chance of critical success which yields additional resources. If your skill is below that level, you’ll still have a chance of success, but the more the task level exceeds your hero’s skill level, the greater the risk of failure is. Failure sometimes means a bad outcome for the mission, it sometimes means an injury for a hero, and sometimes it means a hero’s death. The final part of the gameplay - the least common part but the most exciting - is combat. When you’re in combat, whether it’s a random ambush or a scripted battle, you’ll be taken to a screen where you see Voyager from a third person perspective and the ship or ships you’re fighting. This doesn’t play like a flight combat sim, though; you’ll select a specific part of the enemy ship to attack, and your ship will automatically fly to aim at that part with phasers, disruptors, and Borg cutting beams firing automatically. Their fire rates depend on how many control rooms you have, what level they are, and if you have heroes assigned to them to boost their effectiveness. Photon torpedoes are fired manually with L2, and you can choose three heroes to “equip” for lack of a better word before each battle, each with their own ability. My favorite selection was Tuvok for his phaser burst ability, Chakotay for his maneuverability and damage boost ability, and a character I won’t name to avoid potential spoilers for their stackable ability to boosts weapon damage. I ended up having Voyager so overpowered that I destroyed the Borg Queen’s tactical cube at the every end of the final sector without ever having my shields drop. Having more control rooms to boost your power means that you divert more power to that particular system (whether it’s a weapon or shields). Energy is manually allocated in combat, and you can take power away from one system and divert it to another up to that system’s maximum; this maximum can be increased by building more control rooms. For example, I had so much shield power from my three shield generators that except for the final fight, I ended up taking a lot of energy away from my shields and putting it into my phasers and disruptors. If your enemy’s shields are down but has a lot of hull strength, you could take power away from phasers - which are most effective for draining shields - and divert it to your Borg cutting beams if you’ve built any which do very little to shields but are devastating against an unshielded hull. Visually, the game looks like you’d expect for an indie game in a relatively niche IP; it looks fairly good, but it’s not going to impress anyone. Sound design is great, though. The ambient sounds of the warp core when you’re in the ship view perfectly captures the feel of a starship, and the phaser and photon torpedo sound effects are perfect. The character models look a little off - I don’t know how else to describe it - but not to the point where you’ll ever have trouble recognizing a character from the show. This is definitely an example of placing function over form; the game may not have dazzling graphics and full voice acting, but the gameplay is addictive and fun, and the game has a ton of replay value given all of the branching paths and certain degree of RNG luck. Star Trek: Voyager - Across the Unknown is the ultimate love letter to Voyager fans. It manages to stay faithful to the ship’s encounters in the show while taking enough creative liberty to make the choices significant and impactful even when they divert from what Captain Janeway chose to do in the show. Even if you’ve seen the entire Voyager series numerous times like I have, there’s still something new to experience here depending on your choices. It definitely looks like an indie game, and the relatively slow pace of the game fits in with a lot of indie games, but the quality of the narrative choices - especially if you’re a fan of Voyager - far surpassed what I expected from an indie game, and the price tag is fair for an indie game lacking the polish and pizazz of a AAA title. If you’re a Star Trek fan, you absolutely must download this game. If you’re a general sci-fi fan or just like a good story where you choices change the ending, you should at least check out the game to see if it’s something you’d enjoy enough to buy. Either way, this game might not be a masterpiece, but it’s the kind of Star Trek game many of us have been craving for decades. My Rating - AAlso available on PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, PlayStation Vita, Xbox, Xbox 360, Xbox One, Wii, Switch, Android, iOS, Linux, MacOS, and Windows Metal Slug 3 - actually the fourth Metal Slug game released coming in a year after Metal Slug X - is a high point for the series in my opinion. The level environments are much more varied and interesting than in the previous games, and the game introduces new enemies that break from the standard “fascist soldier.” It shares the same perfected core run ‘n’ gun gameplay as the previous games, but it’s refined to near perfection. In terms of visuals, Metal Slug 3 has some of the best 2D sprite artwork I’ve ever seen in an arcade game. At a time when 3D was the name of the game, SNK was bold enough to say “Y’all have fun. We’ll be over here making the most impressive sprites you’ve ever seen.” The series had already established a reputation for detailed and smooth character animation, but Metal Slug 3 ups the ante. Massive bosses, branching level routes, underwater segments, and alien-infested environments all give the game a variety that puts the experience a cut above the earlier games. Animation remains fluid with soldiers reacting to damage and environments packed with detail and explosive destruction effects. In fairness, though, the density of sprites is a bit of a double-edged sword. Like Metal Slug 2, Metal Slug 3 often fills the screen with enemies, explosions, and projectiles. The difference is that Metal Slug 3 generally manages this chaos more gracefully. Whereas Metal Slug 2’s busy battlefields frequently overwhelmed the hardware and caused major slowdown, Metal Slug 3 feels much better optimized with slowdown being occasional rather than constant. Earlier games had already demonstrated the Neo Geo’s limits, and Metal Slug 3 feels like a more disciplined attempt to color inside the lines, so to speak, while still packing in as much detail as possible. Compared to the original Metal Slug, which emphasized clean readability and smoother pacing, Metal Slug 3 prioritizes a grand scale and visual hedonism. The result is one of the most visually impressive games not only in the series but on the system as a whole. Sound design has always been one of Metal Slug’s strengths, and that remains true here. Metal Slug 3 retains the punchy weapon effects, exaggerated explosions, and iconic vocal samples that give the series so much personality. Gunfire has a satisfying, meaty “pew” while enemy screams and environmental sounds reinforce the feeling of battlefield chaos. The audio mix remains clear even when the screen is crowded which is impressive given the number of simultaneous effects with neither sound effects nor music ever being drowned out by the other. Performance is where Metal Slug 3’s place within the series gets interesting. All Metal Slug games exhibit some degree of slowdown due to how the Neo Geo struggles with lots of sprites and effects on screen at once. The original Metal Slug generally runs the most smoothly, with occasional dips during heavy action but rarely anything disruptive. Its relatively restrained enemy counts help maintain a stable pace. Metal Slug 2, on the other hand, is truly abysmal from a performance standpoint, although some prefer its slowdown to give more time to see and analyze the battlefield. Metal Slug 3 falls between these extremes. Slowdown is still present, and it occasionally gets pretty bad, especially during large boss encounters or co-op play, but it’s a lot less constant and less severe than in Metal Slug 2. Some of this slowdown appears to be an accepted part of the design; faithful ports of Metal Slug 3 usually retain these dips because they were present in the original arcade version. Metal Slug 3 is exactly what you want a sequel to be. It takes what made the previous games great and makes it better, and it takes what held the previous games back and smooths it out. It’s not perfect, but it has the crowded and busy battlefields of Metal Slug 2 with the relatively smooth performance of the original Metal Slug. It also provides players with a solid variety of enemies and battlefield environments. I always have a hard time picking which Metal Slug game is my “favorite,” but Metal Slug 3 is a strong contender. It is, in my view, essentially a perfect arcade game. My Rating - SAlso available on PlayStation, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, PlayStation Vita, Wii, Xbox, Xbox 360, Xbox One, Switch, Android, iOS, and Windows Released in 1999, Metal Slug X is best described as an enhanced version of Metal Slug 2 rather than a unique game. It builds upon the already frantic run ‘n’ gun formula that the series popularized while addressing the abysmal slowdown that made the original Metal Slug 2 nigh unplayable at times. At its core, Metal Slug X delivers the same explosive and fast-paced experience that Metal Slug 2 did (except that pace actually stays as fast as intended). You pick one of four soldiers, shoot your way through six missions crawling with enemies, rescue old homeless men, and pilot combat vehicles like tanks and planes. This may be the same bones as Metal Slug 2, but pretty much everything is improved over the original release. I’m not going to say that there’s no reason to play Metal Slug 2 if you have access to Metal Slug X, but it’s probably not worth playing both unless you’re a die-hard Metal Slug fan. Metal Slug 2’s most infamous issue was severe slowdown whenever the screen got crowded. This performance disaster is rooted in the fact that Metal Slug 2 pushed the limits of the MVS hardware without also being given some dedicated optimization work. Metal Slug X directly confronts this by using the same framework that Metal Slug 3 would use a year later which greatly reduces slowdown and generally makes the gameplay smoother and more responsive. While occasional slowdown does still occur during particularly hectic sequences, the difference is night and day and dramatically improves the game’s playability. The result is a Metal Slug experience that feels tighter and more polished than the two entries before. Enemies rain down in greater numbers without sacrificing (much) animation fluidity fitting the intensity for which Metal Slug is so well-known. Metal Slug X is pretty much an enhanced re-release of Metal Slug 2, but there are some key differences. Obviously, Metal Slug 2’s slowdown issues have largely been resolved in Metal Slug X, but the differences extend beyond fixing Metal Slug 2’s Achilles' heel. Visually, a dusk lighting setting has been added in to give a more dynamic feel to the time of day than just day vs night.There are also some new destruction animations. In terms of audio, some new sound effects have been added in - for example, Fio has her own death sound instead of using Eri’s as she did in Metal Slug 2 - and the announcer’s lines have been re-recorded. Couple that with the remixed soundtrack the game sports, and the overall sound design feels pretty fresh despite being largely just Metal Slug 2 but smoother. As for gameplay changes, these are minimal. Some enemy and vehicle placements have changed, what power-up you get when has been changed as well as adding several new power-ups that didn’t appear at all in Metal Slug 2, and there are more POWs and items than in the original release. What Metal Slug X ultimately delivers is the definitive way to experience Metal Slug 2. It takes what made Metal Slug 2 great to start with and fixes the major flaws that held it back as well as making some minor but welcome enhancements and additions. The increased enemy counts, new weapons, more varied stage lighting, and significantly smoother performance combine to make Metal Slug X feel simultaneously both familiar and fresh. It retains the core gameplay and story of Metal Slug 2, but it does so with much more polish. Even over a quarter century after its release, the Neo Geo MVS version stands as an exemplar of 2D run ‘n’ gun excellence. Metal Slug X isn’t just a remix; it’s a rebirth that showcases what Metal Slug 2 could have been at launch if it had been given a little more TLC in the QA department, and it remains one of the best entries in the series. My Rating - SAlso available on Neo Geo AES, Neo Geo CD, Wii, PlayStation 2, PlayStation 3, PlayStation 4, Xbox One, Switch, iOS, Android, and Windows SNK’s 1998 follow-up to the legendary Metal Slug is a double-edged sword of a game. Metal Slug 2 features numerous gameplay additions, and the level design is definitely a leap forward from the first game’s levels. That said, what is otherwise a masterpiece of arcade greatness is marred by some egregious performance drops. The original Metal Slug had some issues with slowdown, but Metal Slug 2 frequently turns into a slide show. Fortunately, this was later fixed in the enhanced rerelease/remaster of Metal Slug 2 entitled Metal Slug X which I will be reviewing separately soon. The first thing that you’ll notice Metal Slug 2 added over the first game is more playable characters. Marco Rossi and Tarma Roving return from the first game, but you can also choose to play as Eri Kasamoto or Fio Germi, two new characters. General Morden also returns in Metal Slug 2, once again trying to conquer the world; this time, however, he has extraterrestrial allies. As far as core gameplay goes, SNK knew not to fix it if it ain’t broke, and Metal Slug wasn’t broke; the same running and gunning action that made the first game great is the core of the second game. The controls are the same as the first game, too; A shoots, B jumps, and C throws a grenade. A lot of arcade games, especially fighters with their combos and finishers, can feel overwhelming and cumbersome because of complicated control schemes. Metal Slug 2 doesn’t do that; it doesn’t even use all four buttons available. Metal Slug 2 has you fighting through some fairly common environments - desert towns, jungles, so on and so forth. It also has you fight in some pretty cool and unexpected areas, such as a crypt filled with mummies that can mummify you with a breath attack and high-tech bases filled with alien soldiers. With these environments comes new rideable vehicles in addition to the titular Metal Slug. My favorite of these, for sheer absurdity, is the camel with machine guns where one would expect to see saddle bags. Returning to the mummy enemies, when you’re mummified, it’s not an instant death; you can still shoot your pistol, although you’ll lose any special weapon you have been using. Your movement is much slower, and your jumps are super stiff, so it’s definitely not a condition you want to have, but it’s a cool way to add in a new challenge without having it just be something new to kill you. Let’s look at everything Metal Slug 2 gets right, and then we’ll look at where it misses the mark. The artwork and animation are top notch with gorgeous environments and bright, detailed sprites. Movement and control is silky smooth. You never feel like you’re having to fight with the controller; everything works as it should and feels fluid. Metal Slug 2 brings a level of diversity in gameplay and level design that wasn’t seen in the original game. Like the visuals, the music is also absolutely fantastic with great sound effects and a soundtrack that manages to penetrate the overarching din of gunfire and explosions without being so in your face that it distracts from the gameplay. Lastly, if you can look past the slowdown, it’s one of the best co-op arcade experiences around. Now for the elephant in the tank - the negatives about the game. First and foremost has to be the slowdown. It’s egregious, especially in areas thick with enemy units and explosions. At times, it legit slows to just a few frames per second before picking up as the explosions die down. And that’s it. That’s genuinely my only complaint about Metal Slug 2. Just about everything else is perfect or close to. Despite the slowdown, which I only found mildly annoying at worst, Metal Slug 2 still stands as one of the premier arcade experiences, and the slowdown is the only thing keeping it from a perfect score from me. My Rating - AAlso available on Xbox Series X and PC The Battlefield series has always promised two things - huge areas of operation and wanton destruction. Battlefield 6 delivers on both fronts, although it’s made some tweaks to the environment destruction in hopes of enhancing the gameplay experience by focusing destruction on tactical advantages rather than destruction for the sake of destruction (which I honestly preferred, but oh well). Battlefield 6 also addresses my biggest complaint from Battlefield 2042 which was the lack of a single player campaign. The campaign in Battlefield 6 is definitely the game’s weakest link, and no one is going to be wowed by a gripping narrative or engaging character development, but I wouldn’t call it outright bad. As a major AAA game that both commands a premium price tag and is infested with microtransactions, one would expect that some of that money be put into making the game a graphical showcase that performs well. I mean, the money obviously didn’t go into hiring talented script writers. Fortunately, it is my pleasure to report that DICE (technically “Battlefield Studios” but whatever, it’s basically DICE and friends) has once again managed to pull off a game with impressive visuals and solid performance. On PlayStation 5 and Series X, you can choose between a Fidelity mode at 1440p with a 60 fps target or a Performance mode at 1280p with a frame rate up to 90 fps. PS5 Pro is definitely the best way to play the game on console with 2160p60 in Performance and 1620p90 in Fidelity. Series S, being the inferior “good enough I guess” console of the generation, only has a single mode that runs at 1080p and 60 fps. PC players, obviously, have a lot more possible resolutions and frame rates depending on their hardware specifications, but the game ships with a 2160p144 preset for those whose hardware can handle it. Visually, this is definitely the best-looking Battlefield yet. Battlefield 2042 look fantastic, but this game definitely takes better advantage of this generation’s hardware, and that makes sense considering that EA FINALLY dropped support for last gen hardware. The character models in campaign cutscenes especially look amazing. With richly detailed environments, well designed particle effects, and environments that show the damage they receive from battle, Battlefield 6 is definitely an impressive graphical achievement. I haven’t played Call of Duty: Black Ops 7 yet to compare, but Battlefield 6 definitely looks better than Black Ops 6, and I thought that game was gorgeous. The single player is definitely the worst element of the game, so let’s go ahead and discuss that. Long story short, it’s fine. It’s a solid 6 or 7 out of 10 war game. The missions themselves are fun to play with a variety of objectives to accomplish, although they do feel a bit same-y after a while, and the campaign is what I would consider to be a good length neither leaving you neither thirsting for more nor overstaying its welcome. The problem I have is the missed potential; the campaign’s story was almost awesome. You play as a squad of US Marines in a war against a mercenary company called Pax Armata that has managed to fracture the NATO alliance and basically is pursuing world domination. Your primary mission is to square off against a Scottish lunatic highly ranked in Pax Armata named Kincaid and try to foil his terrorist-esque attack plans. There’s the shady CIA and NSA schemes that are almost ubiquitous with modern shooters, and that’s really where the campaign lost me. The NATO vs Pax Armata war, which is not terribly believable in my opinion (a private mercenary company putting the United States Armed Forces on the backfoot? Yeah right), was a pretty cool premise that I was really into. Then they had to go and throw CIA spookery into it. Normally I like CIA spookery - I’m a huge fan of the Black Ops sub-series of Call of Duty - but it was just badly executed here. In the campaign’s last mission, you feel like the curtain is finally about to rise to reveal the interconnected webs of corruption, backroom deals, and betrayals that link everything that’s happened, and then the game just ends. It definitely implies a lot of the connection, and the CIA’s role is explained at the end, but it’s an extremely underwhelming end. There’s no narrative resolution, no satisfying showdown, no valiant last stand. It ends on a bit of a cliffhanger, and I doubt we’ll see a direct continuation considering how lackluster the reception to the campaign has been. Multiplayer is, even more than in Call of Duty, the bread and butter of Battlefield, and that’s a lot of fun. It feels like there is a bit of work they can do to improve balance, but overall, I’ve enjoyed my time with it. Portal makes a return which is both a fan favorite and my personal favorite part of 2042 as well as the standard multiplayer with an array of game types. Because god forbid there be one singular company that doesn’t try to jump on this god forsaken bandwagon, EA also rolled out Battlefield REDSEC, their free-to-play battle royale for the peasants and plebeians out there. The map and weapon variety does feel a little bit limited at the moment, but EA improved and added a lot of content to Battlefield 2042 over the course of its lifespan, so I’m confident similar improvements will come to Battlefield 6. I may hate live service games for encouraging companies to launch barely complete games with the promise of future fixes, but at least it guarantees that content will be added as time goes on. Battlefield 6 feels, in a lot of ways, like a return to form. I, personally, loved Battlefield’s experimentation in the past few games with Battlefield 1 taking us into the trenches of World War I, Battlefield V returning us to the epic battles of World War II, and Battlefield 2042 taking us into a future far enough ahead to feel advanced but close enough to present day to feel believable. That said, Battlefield did seem to hit its mainstream stride with its modern set games, and that setting definitely makes Battlefield 6 feel safe and familiar. I would love to see the series return to World War I or revisit Cold War conflicts like Vietnam or maybe even Korea. That said, though, I’m content with Battlefield 6. The campaign is definitely a let-down, and the multiplayer doesn’t revolutionize the series or break new ground in the genre, but it’s a solidly good time. My Rating - BAlso available on Switch, PlayStation 5, and PC Original version available on PlayStation 3, PlayStation Portable, PlayStation Vita, Android, iOS, and PC The Trails (or, for weebs and the Japanese, Kiseki) games are, alongside the Ys series, Falcom’s flagship series. I first got into these games about eleven years ago with Trails of Cold Steel on Vita, and while I can’t claim to have played all of the most recent releases, I have played all of the Cold Steel and Sky games, and I am a HUGE fan of the series and its interconnected universe and lore. Normally, I’m of the opinion that the industry wastes way too much time and money on remakes and remasters, but Trails in the Sky is one of the games (along with its two sequels) with which I break from that opinion. Trails in the Sky, while amazing in its original PC/PSP form, was a 2D game at its core. This 2025 remake for Switch, Switch 2, PlayStation 5, and PC, on the other hand, is a fully 3D game like the four Cold Steel games were. I had zero problem with the 2D chibi sprites in the original version, but I would be lying if I said that the new 3D models and world weren’t a lot more immersive for me. The Trails games are generally broken up into arcs based on where each game takes place. The four Cold Steel games are known as the Erebonia arc because they take place in the Erebonian Empire. Trails in the Sky, on the other hand, is the first of the three games that make up the Liberl arc as they take place in the Kingdom of Liberl. The two protagonists here are Estelle Bright, the daughter of famed Bracer Cassius Bright, and Estelle’s adopted brother, Joshua. Joshua’s past is kept a mystery for the entire game with only enough hints to make the player more curious as the game goes on, and when his past is finally revealed at the very end of the game, it sets up a major cliffhanger that will leave you ITCHING for the remake of the next chapter (or immediately going straight to Steam to play the original version of Trails in the Sky: Second Chapter). I wouldn’t say they’re my favorite characters in the series, but Estelle is definitely in my top five. She’s ditzy but dedicated to her goals and her loved ones, and shatters gender stereotypes with her bo staff left, right, and center. A lot of people complain - not without justification - that gaming doesn’t have enough strong female protagonists that aren’t reduced to objectification. Those people need to play Trails in the Sky because Estelle is exactly the kind of female protagonist we need. The most interesting change that this remake brings is a revamp to the combat system. You can press a button on the field to have combat work like Cold Steel with a classic turn-based set up, but it defaults to action RPG style real-time combat. I’m thrilled that they added a real-time option since action RPGs are in vogue these days. That said, I always switched it to turn-based because I’m a turn-based purist with RPGs when I have the option. From what I’ve read, this hybrid system was introduced in Trails through Daybreak, but since I shamefully have had that sitting unplayed on my shelf since it came out, this is my first time experiencing it. Another welcome change involved orbments, the game’s version of magic. The core system and mechanics remain from the original, but it’s a bit more user-friendly and has been cleaned up a bit to look better. The remake also includes a number of quality of life improvements such as an option to play in fast forward (basically tripling the speed) to make grinding and traversal a lot less tedious, the option to fast travel to discovered locations, and much more user-friendly map with quest markers. The game, unfortunately, can feel a bit samey with a lot of the side quests - especially early in the game - being generic fetch quests and “exterminate this monster that’s just a stronger version of a regular monster” quests. I personally don’t mind those, but they’re understandably tedious for a lot of players. The latter part of the game can also feel a bit repetitious by encounters not being much harder per se but rather often just throwing a large number of enemies at you instead of more challenging enemies and some repetitive mechanics. It’s also rather predictable in a lot of ways; you know each chapter is going to consist of “meet some NPCs, discover the big problem in this town, find clues about big problem, solve big problem, move on to next town and repeat.” Again, that didn’t bother me, but I do understand why some people took issue with the relatively “rinse and repeat” approach to each chapter. All in all, I am extremely satisfied with the remake of Trails in the Sky. It dramatically improved a lot of things over the original version, and the new visuals look amazing. The combat system feels significantly more polished, and it’s finally accessible to console players having previously been locked to PSP and PC. The Switch version is perfectly playable, but the Switch 2, PS5, and PC versions are buttery smooth with virtually unbroken 60 fps performance and higher native resolution than the Switch can provide. Even in handheld, the Switch 2 version retains a 1080p resolution and nearly 60 fps. The Switch 2 version, when docked, gives players the option to drop the frame rate to 30 fps - perfectly playable - in exchange for a 2160p resolution. I, personally, always prioritize a higher frame rate over a higher resolution, but it’s nice to see the option provided. If you like JRPGs, then you’re virtually guaranteed to love Trails in the Sky. This is definitely not a game to miss especially if you’ve never played any of the Trails games previously. My Rating - AAlso available on Switch Pokemon Legends Arceus is my favorite main series Pokemon game, and I’ve been playing Pokemon since Red and Blue first released in the United States. The feeling of adventure as you have to sneak up on Pokemon to catch them effectively, the risk of getting absolutely trounced by a pissed off wild Pokemon, and the excitement of hearing the sound effect that denotes a shiny Pokemon’s spawn as you’re just walking along on a totally unrelated task all made it stand out from the traditional turn based Pokemon RPGs. When Legends Z-A was announced, I was understandably stoked for it. There’s a lot about Legends Z-A that disappointed me, but there was just as much about it that I loved. It’s definitely a divisive game, but there’s still a solid and worthwhile Pokemon experience here. Legends Z-A is a direct sequel to Pokemon X and Y taking place in Lumiose City five years after the events of the Generation VI 3DS games. You play as a teenager of some age who is traveling to Lumiose for vacation. You find yourself accosted by an overly extroverted girl named Taunie with a video camera who drags you into helping to film a promotional video for her hotel, Hotel Z. You quickly realize, though, that a random Pancham has stolen your bag, so you and Taunie chase after it to discover that it belonged to a couple of random trainers. Surprisingly, the Pancham wasn’t trying to rob you, per se; it just really likes to carry stuff. Anyway, Taunie lets you use one of the three Pokemon she has with her - Chickorita, Tepig, or Totodile - and y’all battle the trainers. That’s how you pick your starter and get your tutorial for the game’s battle mechanics. To mention a minor gripe, let’s consider the visuals. On Switch 2, the game runs super well, but it legit looks like a Wii U game. I’m a retro gamer, so I don’t need the newest flashiest visuals to enjoy a game, but we had some gorgeous games on Switch, and Switch 2 is capable of a lot more; why does the Switch 2 version of Legends Z-A still look like an upscaled 3DS game with some moderately decent textures? GameFreak clearly isn’t incapable of making 3D games with impressive visuals - the upcoming Beast of Reincarnation proves that - and the Switch 2 is capable of pretty decent visuals even by modern standards - Yakuza 0 and Cyberpunk 2077 prove that - so why do they keep making Pokemon look like Baby’s First HD? I know that’s a super minor complaint, but it is bugging me now that we’re getting native Switch 2 versions. Let’s talk about the battle mechanics, because that’s my least favorite part of the game. Unlike the previous over three dozen main series games, the battles are not turn based; they’re all real time. When you send a Pokemon out in a battle, you run around the field and manually target an opposing Pokemon (this is done by locking on with ZL), and you use the four face buttons to choose which of your Pokemon’s attacks to use. Because it’s real time and not turn based, PP for each move is gone and replaced with a cooldown timer. Stronger moves that previously had low PP now have a longer cooldown timer. From a stat perspective, nothing has really changed. Speed obviously doesn’t determine who goes first since there are no turns, but it determines how quickly your Pokemon can use a move after selecting it, so it’s still a vitally important stat. Similar to my complaints about Final Fantasy IV’s shift to the ATB system instead of turn-based fights, I don’t care for this real time system. It works perfectly fine, and it didn’t take me long to get used to it, but I’m a turn-based purist. I just prefer turn-based combat. I like being able to think through my moves and overall strategy. The next big thing - something else I don’t really care for - is the setting. The entire game takes place completely in Lumiose City. There are no routes between towns, no true caves aside from the city’s sewers, and most wild Pokemon are only in set “wild areas.” I much preferred the way Legends Arceus did it with different areas that were full of wild Pokemon throughout the entire map. These wild areas were okay, and there was definitely a distinction between Pokemon that spawn in grass, near water, on rooftops, etc, but it just wasn’t as exciting as having a huge map to explore for wild Pokemon hiding in nooks and crannies. That said, the number of wild areas and thus the number of Pokemon available to catch expands steadily as you progress through the game’s main missions, so it’s not as limited as I’d initially feared. Like with the change to battle mechanics, it’s not that GameFreak did anything wrong with the game’s design here; it was just a change that I, personally, don’t care for. My single biggest disappointment with the game is the lack of any new Pokemon or regional forms. There are something like two dozen new mega evolutions, and while I don’t consider it “new” since it was seen in-game and was in the game code for X and Y and just never had an event released, Eternal Floette is obtainable for the first time in this game. Legends Arceus had a few new forms for older Pokemon and a few new Pokemon, and each of the starters had new regional forms for their final evolutions PLUS new forms for Palkia and Dialga. The fact that NOTHING got a new form in Legends Z-A really disappointed me. I enjoyed catching the Pokemon that were here, but - and I fully admit that this could well change with the DLC or update to enable Pokemon Home connectivity - it seems odd to me that Alolan forms are supported (only available through NPC trades, but still), but as far as I’m aware, there’s no data in the game for Kleavor despite Scyther and Scizor both being in the game. I know most players won’t be super bothered by the lack of new Pokemon, but for hardcore Pokemon players like me, it’s a bummer. My favorite thing about a new Pokemon game is having new Pokemon to hunt to fill in the new spaces in my living dex in Home. Other than the Eternal Flower form for Floette, I don’t get that with Legends Z-A. Now that I’ve laid out my complaints with the game, let’s get to some of the things the game did right. Lumiose City feels alive in a way it didn’t in X and Y. There are NPCs everywhere, and there are ten dozen side quests in the game to complete in addition to the nearly four dozen main quests. On top of all that, there’s a ton of research tasks to complete that work you towards some really good rewards including the shiny charm once you hit the max research rank of 50. I’ve done everything except finishing one last research task - win 1000 battles - and it took me about 45 hours. Not once in those 45 hours was I bored. In fact, I got more engaged in the game the more I played. I went into Pokemon Legends Z-A expecting to be disappointed and underwhelmed. While there was definitely some disappointment with some aspects of the game, I had a lot more fun than I expected to, and I’m still having fun with it. There are some mega stones that are locked behind achieving a certain rank in the online ranked battles, and while that’s a negative for some since they’re time locked and not otherwise available in the game, I think it’s cool because it’s actually really easy to reach that minimum rank, and it gives a solid reason to play online other than “get some stuff that’s also obtainable in the main game.” It only took me five battles and about half an hour to achieve Rank K and unlock Greninja’s mega stone, so it’s really not the sweaty task that I first expected when I saw “ranked battles.” All in all, Pokemon Legends Z-A, while my least favorite main series Pokemon game, continues the series’s signature addictive monster collecting gameplay, and it also continues GameFreak’s recent attempts to shake up the series to address complaints that “every game is the same.” I don’t like all of the changes they’ve made with this or other recent games - the lack of online battles in Legends Arceus and the (really crappy) attempt at pseudo-real-time battles in the Scarlet and Violet raids were major points of contention for me in those games - but I do applaud them for trying something new, and some of the changes, like the changes to the Pokemon Catching mechanics in the two Legends games, were a very welcome change to me. All in all, this was destined to be a very divisive game for long-time fans, but I had a good time with it, and I encourage all Pokemon fans to pick this one. Just don’t expect it to live up to Legends Arceus or X and Y. My Rating - BAlso available on Xbox Series X and Windows Silent Hill is a series that, for years, has been near and dear to my heart. Despite being made by a Japanese studio, the games have always taken place in the United States...until Silent Hill f. Not only does Silent Hill f trade out the American setting for a Japanese setting, it also trades the modern day setting for the early 1960s. While the setting may be a big shift for the series, the game still holds true to a lot of what makes Silent Hill unique. That said, the gameplay does deviate from the norm in a couple of pretty major ways. The thing that most sets Silent Hill f apart from the rest of the series mechanically is the combat. While combat was always a part of Silent Hill, it was something that you generally wanted to avoid because ammo for your guns was so sparse. In Silent Hill f, not only is combat more of an emphasis, but the combat itself is completely different. There are no guns here; it’s all melee weapons that degrade over time and eventually break. Some weapons deal little damage but attack quickly - the sickle and kitchen knife, for example - while others are extremely slow but deal devastating hits - the axe and steel pipe, for example. There are also numerous parts of the game where avoiding enemies is not an option; your objective is to kill them all. The bosses feel about the same as in the other games in terms of tension and difficulty, and that’s actually one of my complaints with the combat; there were some regular enemy fights that I found more difficult than some of the boss fights leading to an overall feeling of somewhat unbalanced difficulty. It was never severe enough to impede my enjoyment of the game, but a boss battle shouldn’t feel like a step down in difficulty from the regular fights that you had to win to get to that boss. That said, the boss fights were fantastic and often felt distinct from other Silent Hill bosses in both design and in the way they move and attack. Like all Silent Hill games, Silent Hill f is steeped in symbolism and metaphor. As usual for Silent Hill, you’re never quite sure what is real and what is in your character’s head. The symbolism in Silent Hill f felt a little more cryptic in than in previous games, but that actually made it more interesting for me to ponder. The biggest themes throughout the game are feminism and marriage; numerous texts in the game hint at arranged marriages and abusive marriages, and the main character - a young woman named Hinako - is fiercely independent in a culture that promotes submissive and obedient wives and daughters. One of her constant struggles throughout the game is her attempt to retain her self-identity amid a world that expects her compliance. Another omnipresent theme is Shinto mythology and Japanese folklore. From ancient sacred trees to trickster kitsune, the spiritual heritage of Japanese culture is the major driving force behind most of the things you will experience in the game. While the immediate themes of the game are very much tied to Japanese society in the early 1960s, the game’s more foundational themes that are present throughout the series - identity, trauma, guilt, shame, etc - are themes universal to the human experience that every player will be able to connect with in some way. While it’s very different from the rest of the series in many ways, at its core, Silent Hill f is very much more of the Silent Hill experience we’ve come to know, love, and sometimes fear. Like other Silent Hill games, the real horror comes not from the monsters trying to kill you but rather what those monsters represent - the protagonist’s regrets, her fears, her desires, and her shame. Like other Silent Hill games, just as much of the game’s story and lore is told through notes and newspaper clippings found - or missed - throughout the game as it is in direct dialogue during gameplay and cut scenes. Perhaps most importantly, like other Silent Hill games, the game’s world is made of the everyday buildings and homes we’re used to seeing but with a distinct sense of wrongness and dilapidation that builds a subtle but pervasive sense of unease from the start of the game until its conclusion. Overall, Silent Hill f is an excellent horror experience and one I thoroughly enjoyed. The atmosphere and art direction balance a uniquely Japanese aesthetic with staying true to what makes Silent Hill unique among horror franchises. The emotionally charged storytelling immediately grabbed me and kept me snared until the final cutscene, and after that final cutscene, I had a strong desire to replay the game and see the other endings. While Silent Hill is known for its numerous endings, I’ve never felt compelled to experience them the way I feel with Silent Hill f. That said, it’s not a perfect game. Combat can feel repetitive and clunky at times with an uneven difficulty curve, and the game does have some segments that feel like they drag a bit too much, hurting the game’s overall pacing. That said, while it may not match the near-perfection of Silent Hill 2, Silent Hill f is a strong entry in the series that dares to take it in a new direction. For fans of the series or of psychological horror in general, I strongly recommend giving this game a shot. It’s absolutely worth the price of admission and has more replay value than most of the series, in my opinion. My Rating - AWhen it comes to Silent Hill these days, the conversation is dominated primarily by talk of last year’s remake of Silent Hill 2 and last month’s release of Silent Hill f - and that’s as it should be with a new mainline entry and a remake of the series’s most iconic and revered game - but largely lost between those games is the short and free side game released early last year on PlayStation 5, Silent Hill: The Short Message. A game released as a free download for Playstation Plus subscribers, The Short Message is a short game - it should take about two hours to complete, depending on how much trouble you have with the chase segments - but don’t let its short length fool you; there is a huge amount of quality packed into this tiny terror, and the DNA of 2014’s ill-fated P.T. is clear to see. Silent Hill: The Short Message has you play as a girl named Anita and focuses on her search for her friend, Maya. The game takes place in the fictional German town of Kettenstadt which translates to “chain city.” A very Silent Hill name, indeed. Kettenstadt has had a rough go of it. It’s a severely economically depressed town, and multiple revitalization efforts have ended in failure. An abandoned apartment building known as the Villa has only added to the town’s bad luck as it has become a hot spot for teen suicides as numerous girls have climbed to the top of the building and leapt off. The Villa is also, however, a hot spot for graffiti artists, and as Maya, under the pseudonym CB for Cherry Blossom, is an up-and-coming graffiti artist, she does a lot of her work on the walls of the abandoned Villa, and that’s where she’s asked Anita to meet her. As you explore the derelict building with only your cell phone flashlight to see, you discover that behind the decaying walls lies a treasure trove of art but also a hidden mountain of misery. The game’s story explores some really heavy topics like suicide, bullying, and depression; and it’s very fitting that a message precedes the game with the number for the National Suicide Prevention Lifeline and a warning not to play if you are sensitive to those topics. It was an especially heavy game for me as not only have I dealt with bullying in childhood and since middle school with depression and thoughts of suicide, but I’m also a teacher who teaches seniors almost exclusively. Since these girls have just graduated high school, they could easily be any of my kids, and I’ve had kids confide in me about depression. I’ve also had one never say a word or give any indication and then take her own life. So this game really hit home for me, and I think it does the young people who struggle with these issues - and those who lose that struggle - justice by giving an honest and real look behind the curtain at those mental health struggles. The game is broken into three chapters, and these chapters have two main gameplay styles. The first is, very similar to P.T., a search through the building for clues to the world and what’s going on at a walking pace. The second is a frantic sprint through a maze of mental anguish to escape a monster before it can catch and impale you. It feels rather random at first, but by the end of the game, everything falls into place. The ending, at least in my opinion, is pretty predictable from the very beginning, but just as you know how Halo Reach ultimate ends before you even start playing, the point of this game isn’t the ending. It’s how you get there and what you go through on your path there. And that path is harrowing for sure. Silent Hill: The Short Message ranks right up there with Doki Doki Literature Club among games that really screwed me up psychologically for a while after finishing. I mean that as a huge complement, too. When you’ve played as many horror games and games with dark stories, it gets hard to scare or disturb you. The fact that this game managed to get past my figurative callouses and genuinely upset me is a testament to its writing and art direction. If you have a PS5 and an active PS+ subscription, you need to play this. For yourself and for the teenagers who suffer in silence and feel like they can’t confide these dark feelings in anyone. It may help you understand that struggle better. And if you’re a parent or a teacher or anyone else who works with adolescents, it may help you extend a hand of compassion that saves a life. My Rating - SAlso available on Windows Silent Hill, along with Resident Evil, is one of the series that popularized the survival horror genre and made it into what it is today. It hasn’t always had an easy path with disappointing releases like Homecoming and Downpour and the downright awful Book of Memories on Vita, but the first two games, and especially Silent Hill 2, are widely considered to be among the best horror games ever made. That was true of Silent Hill 2’s original 2001 PlayStation 2 release, and it remains true with the 2024 release of its remake on PlayStation 5. Silent Hill 2 has you play the role of James Sunderland, a man who travels to the town of Silent Hill in search of his wife, Mary, from whom, despite her having been dead for three years, he recently received a letter telling him to meet her there. As he searches the town, he meets a few people with their own inner struggles - Eddie, an obese young man who seems to crave acceptance; Angela, a troubled young woman who is searching for her mother; Laura, a young girl who claims to have known Mary from a time they spent together in the hospital; and Maria, an enigmatic woman who is virtually identical to Mary but with a very different personality. James also meets a host of monstrous creatures including the terrifying nurses that the first game introduced but Silent Hill 2 popularized. Silent Hill 2, like the early Resident Evil games, is a mix of combat and puzzles. The puzzles are the definite focus here, though, and while most of them are pretty standard, there were a few that really had me scratching my head (and eventually giving up and asking Alexa for the solution). Given what a fantastic story the game tells, I’m glad to see the remake include the ability to customize the difficulty a bit. If you’re good at puzzles but struggle with combat, for example, you don’t just have Easy, Medium, and Hard to choose from; you can set the combat difficulty to light and have the puzzle difficulty set high. This kind of approachability is something I’d love to see become embraced by the entire industry. Those who want games to challenge them should absolutely have that, but those of us who want to experience the story without the stress of high difficulty shouldn’t be left by the roadside, either. I’ve intentionally left my story synopsis pretty minimal because I don’t want to spoil anything in case someone’s first introduction to Silent Hill 2 is this remake. This game really exemplifies the term “psychological horror.” Yeah, the town is full of horrific monstrosities that are trying to kill you, and the fog outside and darkness inside buildings sets a creepy atmosphere where you don’t really know what’s around you, but the big draw here is how deep the story’s symbolism goes. Who in the game is real, and who is a creation of James’s mind? Are the monsters real, or are they just illusory representations of James’s sins and mental anguish? There are no clear answers to either of those questions; the game forces you to decide that for yourself. There are also numerous different endings depending on what choices you make in the game. I got...one of the not-so-good endings with my playthrough, but one of the endings is actually a relatively happy ending in the context of Silent Hill. At the end of the day, Silent Hill 2 isn’t about the town of Silent Hill. It’s not even about Mary. It’s about how and whether or not James confronts his sins and shortcomings. Silent Hill is like an ethically dubious but extremely effective treatment for those who’ve blinded themselves to the reality of their lives; it calls you to its borders and throws your trespasses in your face to accept or be broken by. That’s what makes Silent Hill 2 such a renowned and effective psychological horror game. Silent Hill 2 definitely earns the accolade of “one of the best horror games of all time,” and I put it right up there with Resident Evil 2 and Outlast. The game will make you scream, but it will also make you think and question yourself and what you see as your reality. It’s a masterpiece of survival horror game design, and it is a true must-play for any fans of the genre. If you’ve not played Silent Hill 2 yet, go out and buy the remake immediately. If you don’t have a PS5 to play it on, go out and buy one of those. You only need one kidney, anyway. Regardless of how it has to be done, experience this game, preferably via the remake, but the original version is still an absolute masterpiece even 24 years later. My Rating - S |
I'm a teacher.And I like to play video games. I like to collect video games. I like to talk about video games, and I like to write about video games. During the day, I teach high school history; during the night, I spend my spare time gaming. Then I write about it. Archives
July 2026
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