

This is a neat little Puzzle-Platformer that already has a lot of promise. From what you see here, it seems like a one-trick pony, but I was pleasantly surprised to see that the central mechanic is structured in such a way that it can be altered drastically. For example, here, you see a portal that functions as a dual worlds thing, but you can walk through gates that can add to that function or even completely change what it does. From the looks of things, this also isn't going to be just a linear experience, and I'm looking forward to see what kind of big world the full game will have to explore. It's a short demo (took me just under half an hour, and that's because I got stuck on a puzzle), so I'd highly recommend giving this a go, if you're into this sort of thing.

I'm not the biggest fan of Hidden Object titles, but the scenes in this are so charming; like a world straight out of my dreams. The hidden objects are used as inventory puzzles, often to open a larger puzzle, some of which venture into minigame territory. I found some of these to be frustrating, but that's probably more telling of how my brain is wired than any actual flaws in designs; at least they didn't have any slide puzzles...

Much as the title makes this sound like fangirl gushing, I think it's meant to be played twice. I hated the writing my first time through, but it's better on repeat playthroughs. That said, on the first playthrough, you have no idea what's going on, and that makes a wonderfully surreal dreamlike experience. I had this moment where I was on a twilit beach, littered with robot corpses and oil stains, time completely stopped (more on that later), with my gal humming some old Hawaiian-sounding tune in almost total darkness, and wondered, "What the HELL am I even doing right now?" It's an unforgettable experience that I absolutely treasure. Not quite Bastion, but similar in a few ways. You get functions that can be used as active skills, upgrades to active skills, or general buffs. The combat is action, but you can also kinda stop time to enter this tactical mode of sorts; I've never played anything quite like it. Like Bastion, you have special challenges that you can find, and like Bastion, they punish you into mastering the game; it sounds awful, but it works extremely well. There are aspects of the game that could use a little explanation, but the fact that there is so much with which to experiment and also that it forces you to do so (often with joyous results) more than makes up for what little has the potential to be counter-intuitive.

This is what you get when you slam Yume Nikki together with Zelda. Oldschool, exploring-is-the-primary-focus Zelda. No formulas; no stun-and-chop bosses; just a big world with many secrets to discover. You receive very few mobility upgrades as you go, so the challenges that you face are just different, rather than getting progressively harder. It's a strange world, too; some of the things that lead you to new areas are a call back to the days when video games would celebrate those weird, dreamlike experiences that made them special. Puzzles were clever, music did a great job of fitting the mood, and visuals did far more than you usually see them do in one of these retro pixel throwback titles. This is an all-around lovingly-crafted game that I can't recommend enough to explorers everywhere. So, why only four stars? The game is excellent... until you beat it. There's a postgame in which you have a new power that lets you explore the world even further. The problem is that you are asked to explore in ways that actively break the game, and sometimes do, forcing you to restart again and again from your last checkpoint, because you're stuck; completely unable to move. I don't dislike the mechanic, but there are tons of required blind leaps that will often result in failure if you want to get all of the items. It's Zelda to the bitter end, including the second quest that soured my experience.

Honestly, I didn't like the look of the character sprites, but there's at least some detail to them, so there's that. This is an Adventure that's creepy, but the horror is entirely thematic. The game's strength lies in its narrative, and it does this very well; even though it tells you right at the beginning that it's about the downfall of a young man due to his greed, it leaves enough unfilled blanks to remain interesting. That said, the lesson isn't a difficult or complex one to learn; I feel that most people know the folly of greed, even if some choose to ignore it. Still, it seems like the point wasn't the message so much as to watch the gradual breaking of the protagonist's mind, and that's something that it does very well.

I've been a fan of the Adventure genre ever since I first laid my eyes on King's Quest 6 in that quaint old basement, and since then, I've played more than I can even remember. I'm used to moon logic puzzles, and even the bad action sequences, and I won't let that deter me from a great adventure that's been laid out in front of me. The thing is, though, that there is a line. Grim Fandango has great writing and an excellent sense of humor that I loved right from the beginning; it's not often that a game makes me laugh, but I was already starting to hurt before the game part of the game even started. Played maybe 5 minutes; I'm stuck. Consulted a walkthrough for a hint; great for a few more minutes and I'm stuck again. This takes moon logic to a whole new level, with most puzzles not having any kind of logical conclusion or even a satisfying one. Fine; I'll just follow the guide to the letter and enjoy the ride; it wouldn't be the first time. Nope; now, every other puzzle or so is some goofy minigame or bad action sequence with buggy timing. This thing repeatedly commits all the worst sins of the Adventure genre before you even finish the first chapter. I'll gladly watch a playthrough, but actually playing it is a chore, and when it gets to that point, it might as well have been a movie or animated series.

What a great sequel; this has everything that the original had, and more! Refined chicken combat, better music, more playable characters, new mechanics, and all new frustrations! Yes, the extra optional collectibles will send you to Hell and back, but they're almost all very satisfying to finally complete. The new grapple mechanic is a bit difficult to direct, but other than that, it all plays pretty well, and the new puzzles and bosses are very clever.

Ys games are all about hardcore action with maybe some RPG elements sprinkled in. This game takes place entirely within the Darm Tower, and there is a lot of fighting. This uses the same engine as Ark of Napishtim and Oath in Felghana, and it works great here. Boss battles range from very tough to laughably easy, but they're all engaging and fun to figure out. There are multiple playable characters to switch things up, as well. The "money" that you earn can be spent on different perks that make your life easier. The game has a lull or two, and at least one frustrating boss, but overall, it's a very fun time... ...when you're running around and hitting things, that is. My biggest problem with this game, especially given its length and its strongly action-oriented nature, is that there is just SO MUCH TALKING. Keep it short and simple and let me go back to hitting things. To add insult to injury, each of the characters has about one personality trait, so not only are they yammering on endlessly, I really don't have the slightest interest in what they have to say. Another issue is that this game likes to crash. I don't know if it's just this version, or this is something that happens in all of the different ports, but you'll be running along, and BAM! Dialogue box, and you're staring at the desktop. To its credit, the game has excellent crash recovery, so even when it does, it only sets you back as far as the beginning of the last room, most of the time. There is also a way to fix this, and you will likely have to, because for me (and for many others), it always crashes right before the final boss reveals itself. The fix is at least pretty easy, and it works consistently. Overall, though, it's a great experience, if you're into this sort of thing; if you liked Ark of Napishtim and Oath in Felghana, you'll probably like this, too.

Full disclosure: my favorite Ys is 3, which is widely considered the black sheep, so your mileage may vary. In that spirit, this is one of my favorite Ys games thus far; the combat is solid, you have a variety of swords on par with each other (rather than just a linear progression), and the adventure is grand! Best of all, it's not soul-crushingly difficult; it's really not that tough at all, at least on Normal. Yes, when you reach a new area, you're way out of your league, but levels come very quickly, and in no time, you'll be sneezing enemies into subatomic particles. Progression is nice and smooth, so you won't find any real dead zones. My only complaint about the mechanics would be the jumps; you have to do this ridiculous maneuver that's never adequately explained to cross large gaps, but this is thankfully rare. The visuals are neat, and the island atmosphere is an interesting change of pace for the series. I especially liked the final area; there's something very cozy about it. The music isn't what you'd expect from the series, but it's still interesting, even if it has to grow on you a little. Characters are actually pretty memorable, even the minor ones, and while the story isn't going to blow any minds, it's good for Ys. There's some really neat world building going on, too, from the new Rehdan species to the way that this attempts to tie all of Adol's adventures together (it mostly succeeds) for the first time in the series. If you like Action-Adventures, this is a good buy.

This is a remake of Ys 3, which was my first and is still my favorite Ys title, as of this writing; it had a wide skillset; bright, beautiful artwork, with strange monsters; and a hero so cool that I couldn't help but love him. While I don't feel this quite measures up to that, it's a worthy remake, and doesn't change TOO much. There have been additions to the story and cast that flesh it all out a bit better, but it does come off as a bit apocryphal. That said, I love what they did with Dogi; there are a few lines that will make long-standing fans of the series smile. The environments look good, too; while many of them differ quite a bit from the original, none are bad, and some are absolutely beautiful, Ilvern/Illburn Ruins being a favorite of mine. The characters are sprites, which remind me of SaGa Frontier. I ADORE SaGa Frontier. It's also a neat touch that when you wear all of the pieces of one particular set of equipment, it will change your sprite to match. The music isn't great; the guitar work is almost always completely over the top, even when it doesn't really need to be. It isn't the worst I've heard in a Falcom remake, but I did find myself laughing at it more than just a little. Most important is the gameplay, and it's built very well. The world is now seamless, and while platforming is a bit awkward at times, it is a joy to explore. Combat is great, too, with a standard combo and a few additional moves, along with 3 different attack spells. I have a bit of a love/hate relationship with the bosses, as they tend to be impossibly difficult if you missed just one thing, and turn into a complete joke once you have it. That said, the game doesn't waste your time on retries; you can skip the cutscenes leading up to any boss with the Try Again option. A little ways in, you get a fast travel option, too, which is super helpful. If you like Action-Adventure, you'll probably find a lot to like here.