Review: Dragon Quest Builders 2

A few years back, there was a little crafting game that caught me by surprise: Dragon Quest Builders. As I have mentioned before, I initially thought the game was a late-to-the-party cash grab on the crafting genre when demoing it, but it turned out to be much more than I had anticipated when diving into the full game. Read More

Review: SolSeraph

I grew up back during the times of the Super Nintendo and Nintendo 64, and it's an era that I have much nostalgia for...despite never owning either system. Before I turned 13 or so, my parents did not allow any video games in our home ("They aren't educational."), so I got most of my gaming memories from time spent at friend's houses. Read More

Review: Atelier Lulua: The Scion of Arland

JRPGs can be a tricky thing for the casual gamer with a passing interest in them. More often than not, they expect the player to make a large time and effort commitment with varying degrees of narrative coherency. Not only that, certain character performances and designs might make the game in question better suited for solitary play depending on their own comfort level. Read More

Review: Gato Roboto

What do you want to accomplish when you're creating a game? Do you want to make a splash, create something that moves a genre (or the industry) forward, and is full of innovation? Or would you rather take an existing formula, put a personal touch on it, and just do it really really well? Read More

Review: VA-11 Hall-A [Switch]

Ah, the common trope of the humble bartender. Always there to listen to the woes to whoever strolls in and needs to throw back a drink of their choosing. It's not uncommon for this trope to rear its head in storytelling in general, and for said individual to be the stalwart rock that dispenses useful advice to the protagonist and supporting characters. Read More

Review: Katana Zero

The talk of the town in the gaming community recently is difficulty. Should games offer different difficulty levels to appease less-skilled or less-abled players? Would doing so compromise a developer's "vision?" Do games have to be hard to be fun? Read More