The Alighieri Circle: Dante's Bloodline Demo Available February 19th
A New Era Has Begun in Erenshor with Introduction to the Reliquary
The Reaver, a New Playable Class
Introducing the Reliquary
- Players can store and interact with portal runes within the Reliquary
- Players can teleport to the Reliquary and return directly to their original location, enabling seamless exploration and reduced downtime
- Players can find and host auction houses, shops, banks, and more within their own reliquaries.
- Players can summon their entire guild, or select friends to their reliquary to allow for easy group setup
- Reliquaries are “account wide” so earning it once benefits all of your alt characters.
Improved SimPlayer Interaction
- Item locations
- NPC locations
- General tutorial guidance
Extensive Quality-of-Life Improvements
ABOUT Erenshor
Dragon Spira - PS5 Review
Estimated reading time: 7 minutes
Well hello
there, and welcome to another review of a KEMCO title! We’ve been through a few
of these in the past, each with their own charm, and now it’s time to take a
look at a new title: Dragon Spira.
The world
of Dragon Spira is an interesting place, where The Divine created six spirit
beasts to rule over the world, along with different races for most of them.
However that didn’t go over so well when the spirit beasts rebelled, and were
sealed into eggs. The Divine created humans to replace them, and left them with
some relics and wisdom before disappearing. One thousand years later and humanity
is doing pretty well for itself, all things considered. Unfortunately, danger
lurks, and a hero is needed to stand against the coming evil! (that’s you by
the way).
So you end
up with a traditional JRPG party of four plus a mascot creature (who is also
helpful in battle at least) to venture forth. Now, most of you who are familiar
with KEMCO titles should know that they generally come in two flavours: old-school
Final Fantasy like or old-school Dragon Quest like. This time we’re going with
the Final Fantasy like style.
For those
of you new to KEMCO titles, Dragon Spira is a very retro stylized JRPG, but in
a good way. You have a party of heroes that ventures out into the world to
right wrongs and uncover hidden secrets along the way. Getting into random
turn-based battles is a mandatory experience here, all done in a pixel-graphic
and MIDI sounding adventure.
Between
bouts of random encounters and facing off against powerful bosses, you will be
exploring dungeons, towns, taking sidequests from characters or the guild, and
maybe challenging optional areas if you’re feeling confident? You may need to
rethink that last one though. When the game says “powerful enemies here”, it
means you’re getting one-shot.
Dragon
Spira runs the traditional set-up: visit a town, find out there’s something
important to do in a dungeon nearby, find and enter dungeon on world map, clear
dungeon, report in to town, rinse and repeat with the next town. It’s a tried
and true formula of JRPGs through the ages. Thankfully KEMCO tends to do away
with a lot of the frustration of some of the older games when going for their
retro feel. Such quality of life options include: being able to teleport to any
town or dungeon you have previously set foot in, indicators for where quests
are available, the option to warp back to quest giver when complete from the
quest menu, and many other small but handy bits.
Exploration
of dungeons is pretty straightforward, where you walk around aiming for the
depths and the boss that’s sure to meet you there, getting into random battles
along the way, and maybe seeing a cutscene or two. At set intervals there are teleportation
circles that you can use to warp between different zones, as well as braziers
that can summon enemies as a set of three individual battles so you can get
exp, money, stones, and RP more efficiently, more on those last two later.
Combat in
these types of KEMCO games is a little interesting, as player units are in a
vertical line with front and rear options, while enemy units are placed in a
3x3 grid so that they fit. Some enemies will take up multiple squares. Combat is taken in turns based on speed of
units with faster units taking earlier and more frequent turns, as indicated by
a handy turn order bar at the top of the combat screen. When in combat you have
a number of tactical options available to you: attack, job, unique, item,
defense, summon, and if you have the mascot character unlocked summon.
Unique and
Job refer to skills, which cost MP but hold special effects, deal extra damage,
or multiple enemy tiles. Each move has it’s own range, so pay attention when
deciding what skill to use. Unique are character specific and are solely
learned by that character, but Job skills are learned as long as you have the
required job equipped and at the right level. Summon just calls your mascot to
stand in front of the unit that summoned it, which is also the only time you
can use the mascot character’s Wonder Skill ability to help you in battle.
Yup, you
read that right, we get jobs. Now, I feel no shame in telling you I’m an
absolute sucker for a decent job system, and I feel like Dragon Spira delivers
a decent system. You start out with a set of jobs, and a bunch of locked jobs
you can’t access yet. Basic jobs can level from JP earned primarily through
combat, and default jobs will level to 25. Once you hit 25, if you have a
specific item, you can use it to unlock an advanced version of that class allowing you to level it to 50. Some of the locked jobs require hitting that
level 50 with more than one job class. There are both active and passive skills
awarded to you as you level your jobs, and your jobs can be swapped at any time
outside of combat or a cutscene, so feel free to play around with them. It is
important to note that jobs can only equip certain types of items, so if you
make it through a good chunk of the game without getting a decent dagger and
equip a thief job, don’t expect that to go super well. While job levels are not
shared across party, you don’t lose anything from switching jobs, so you can
always swap back if you don’t like the job you’ve changed to.
So, let’s
take a poke at a really weird but interesting feature: the sugoroku board. If
you don’t have any idea what that is, don’t worry, neither did I. Basically you
can think of it kinda like a mario party board, or maybe a Jumanji board if
that’s more familiar. As you pass over or land on certain tiles, you gain the
item or stat associated with that tile. On certain tiles or at the end of the
board, you may distribute all the stats you’ve earned through tiles. Yes, you
can replay boards, so you can do this pretty much indefinitely. Do note that
the higher the player party level the more costly it is to move tiles on the
board.
So how do
you move tiles? Well, you earn RP from battles, or the board, and you spend a
set number of points based on board and party level to spin a roulette wheel
that has 1 to 6 on it. What you land on is how far you go. At intersections
where you have a choice of direction, you also spin to determine where you go.
You can find items to choose a desired roll, so don’t worry too hard about
missing a tile. You can always come back and try again.
So you
KEMCO veterans are probably wondering at this point: does this one have the
store? The answer is yes, it does. For those of you confused, these types of
KEMCO titles tend to have a sort of store where you can exchange kaishin stones
earned through combat or as certain rewards for either permanent cross-save
game modifiers like increased exp earned, or exchange for items or an equipment
gacha roll where you might end up with some ridiculously overpowered gear.
Overall I
have to say I’m quite a fan of Dragon Spira. The combat is pretty fluid and has
a lot of options for you, the job system is a decent mesh of easy to use and
tactical options with a fair number of jobs available, and the sugoroku boards
are an incredibly interesting addition to the game. The story is pretty
engaging, the characters are unique in their portrayal, and each job class has
their own outfit sprite in addition to the general character sprite. I would
definitely recommend Dragon Spira if you’re looking for a really fun retro
style RPG.
Score: 8 / 10
One Person Indie Studio GreenGuy Launched Our Adventurer Guild on Steam and Xbox Consoles!
Become the Guild Master
Win Battles and Shape Your Heroes
Our Adventurer Guild – Key Features:
- Tactical RPG gameplay
- Turn-based combat system
- Guild leadership and management
- Character development and customization
- Item crafting
Try the Demo of Upcoming Flame-Wielding Metroidvania on Steam!
“Nocturnal 2 is our first fully self funded title. It was, and still is, a risky move, but it gave us the time and creative freedom to work on a game that we feel is more complete and polished than the first installment.To reach the level of quality we are aiming for, the road ahead remains long, and player feedback is essential. We are looking forward to having players explore this first introduction to the city of Ytash,” says Gabriel Sonderegger, co director of the game.
Main Features
- Explore an interconnected city plunged into obscurity and unlock new routes as you return with fresh abilities
- Immerse yourself in an atmospheric hand drawn game inspired by Persian architecture.
- Control a fast, flexible character built for smooth, expressive movement and combat.
- Uncover secret endings that expand the island’s mysteries.
- Enjoy a minimalist experience, shaped by its atmosphere and the sense of discovery.
Useful Links
- Studio website: www.sunnysidegames.ch
- X/Twitter: https://x.com/SunnysideGames
- Steam page: store.steampowered.com/app/2847780/YTASH__A_Nocturnal_Poem
ABOUT SUNNYSIDE GAMES
The Last Caretaker - PC Preview
The Last Caretaker by developer and publisher Chanel 37 Ltd.—PC (Steam) preview written by Valerie with a copy provided by
the publisher.
Estimated reading
time: 5 minutes
I am addicted to survival/crafting games and The Last Caretaker falls right into that category. You are a robot known as the last caretaker and you are tasked with 'saving the future of the human race.' Parts of this game remind me of Eden Crafters which I reviewed here, but instead of welcoming humans to the planet you are launching them from this planet.
I am amazed at the level of detail in everything from the junk around the station you start in to all parts of the station and the ship as you work toward getting it powered up for your exploration in the open world. The lighting in the station creates the urgency that is needed to get the power going so you can escape. Oh, and did I mention the wonderful environmental effects that plague or progress you through sections of your mission? And because you are a robot, you also have to keep yourself powered to do all those things needed to survive.
When I first started up the game I thoroughly enjoyed clunking around to equip myself, learn the basics of crafting, finding scrap and junk to make tools and parts needed. Plus the darkness that hid a lot of things you needed until you powered up the area you were in. I got a kick out of carrying a beam and it flopped around making me concentrate to get it placed the correct way to traverse an area. Needless to say it wasn't long enough for my proposed use of it, but awesome in the way of learning the keys to both navigate and rotate it. Oh! You are equipped with a torch that does a decent job of lighting your way.
The tentacles reminded me of the spiders in Empyrion Galactic Survival, but here I had to hit them several times with my repair tool whereas in EGS I had a weapon. In reference to a weapon though, you can craft one a little later in the game. The little robot creatures that spawned once I hit those tentacles attached to various power areas definitely damaged me. You can find the healing stations located in a room in the spawn area, the launch bay, and also the ship. There is also a station to make backups as you progress, and with The Last Caretaker still in early access I suggest you do so as often as you can!
Where you spawn in, your first quest pops up. When completed you can find tons of junk and scraps traversing the corridor to the next area. Upon further exploration, I lucked out in finding a fabricator and a recycler. Hooray! Now I can load up with stuff for my crafting and repairs that I will be doing as I explore the open world. Once I powered and fueled my ship, it was off to the next area to explore, repair, search, and defend myself.
In reference to collecting scrap and recycling it into stuff needed to build and repair items, you will find your power would deplete faster. Needless to say I did a bunch of supply drops on my ship and only went back to top up for the project I was currently repairing or building.
Once I left the launch bay it was open waters from there. Indeed I had some troubles in the game, and since it's still in early access I hope these get ironed out. When I was trying to fuel and power up the ship, my cursor didn't show the flow direction switch when I hovered over both the nozzle for the fuel and the connection for the electricity. It did show up when I had the extender on the electrical cable, but not on the ship connection itself. It kept saying, 'connect to self.' Another problem in the inventory, when I had ten of an item (the batteries where my cursor is in the image below) it only showed the number 1 instead of 10. My character also doesn't seem to have a key for 'crouch' which I found out when I crawled into an air duct and got stuck. Once I stood up at the end of the duct I couldn't get back out!
The Last Caretaker has a lot of things going for it with your own ship equipped with everything needed to help humankind. You'd think because you are a robot that you are too heavy and would sink to the bottom of the ocean. Not so, you have a pressure enhancement that allows you to swim on the surface, midway down, and full bottom dive. The amount of detail in everything down to smallest of monsters that attack you is amazing. I can almost smell the area I am in by the detailed graphics and lighting.
I would like to take this opportunity to thank Chanel 37 Ltd. for allowing me early access. With my addiction to this game and others like it I spent a good deal of time doing a thorough test of the game while it's in these early stages, knowing that it's a period where changes often can and do happen. And for you readers and fellow gamers who love survival games, go get this one. Definitely well worth it!
Score: N/A
Spinera Coming to February Steam Next Fest!
Key Features
- Slot-machine-driven roguelike deckbuilder with civilization management
- Build and customize a symbol deck to create powerful synergies
- Discover technologies, great minds, and iconic wonders
- Progress through multiple eras with evolving challenges
- High replayability shaped by leaders, choices, and chance
About Arvis Games
Something Has Gone A-Fowl in This Early Access Action Roguelike!
Bringing A Mother Clucking A-Bomb to a Knife Fight
Egg-citingly and Unpredictable Runs
Game Features
- Short but intense rounds. Each room takes under a minute to clear.
- A collection of pop culture-inspired companions with different abilities
- Mutate companions with randomized, stacking abilities on each run.
- Multiple enemies and boss types
- Randomized rooms, enemy spawns, mutations, upgrades, and loot drops
- Make progress with each run.
Shuten Order - Switch 2 Review
Shuten Order by developers Neilo Inc. & Too Kyo Games in collaboration with DMM GAMES and publisher Spike Chunsoft—Switch 2 review written by Jim with a copy provided by the publisher.
Estimated Reading Time: 4 minutes.
Shuten Order is a challenging game for me to review for multiple reasons. First is some of the subject matter. The game focuses a lot on a God, and I was raised and still am a Christian, so some of the talk might be sensitive for some players. When you use "God's power" to accidentally blow up someone's head at the beginning of the game, I didn't like it. Now, I'm usually okay with most things in games, even if they talk about God or gods, because games are fiction, but I really didn't like how it was used in this game, like praying for the end of humanity. Anything that makes this game hard for me to review is that, every time I play it, something bad happens in real life. I'm not superstitious at all, but when something awful happens every time I play the game, it just gets to me. This also brings me to my apologies to the devs, the publisher, and everyone here at CGR. I'm sorry for taking so long in this review, and thanks for being so understanding about the circumstances.
Mainly, Shuten Order is a visual novel game with multiple paths you have to take to solve the murder of the cult leader of Shuten, who also happens to be the character you are playing as. What makes this visual novel so different is that each path or route you take is a different genre. The genres are murder mystery/investigation, much like the Ace Attorney games; an extreme escape game like the Nonary Games series; a dating sim; and a survival-horror escape game where you mostly just run away from a killer. If you enjoy genre-blending games or murder mysteries, this game offers a variety of experiences, though some may find the religious themes less appealing.
I played through three of these, but as I stated above, each time something happened for real that took me away from the game. I played the murder mystery route, and as a fan of Ace Attorney, I enjoyed this path until the end, that is. After you complete a route, you will be taken back to pick another one, so it doesn't matter what order you pick them in; you will always have a chance to come back and play the others. The second route I took was the horror escape route. It was a decent route, but lacking a little, as the killer is easy to get away from just by hiding. Lastly was the dating sim. I liked this one the least out of the three routes I played. It's less serious than the others, but it's basically like all the other dating-sim VNs out there.
I did run into a few issues with the game. The translation is hit-or-miss, with some sentences making no sense, and I had to reread a few times to understand what it was saying. Another issue was that the text sometimes appears off-screen, and there's no way to see it. In some scenes, the text becomes blurry as a way to make the game scarier or something, but it was annoying to read like that. The game is voiced in Japanese. It wasn't an issue for players in Japan, but with no English dub, this effect should have been changed or removed from the text. Lastly, I ran into a problem a few times when the sound, music, and voices all stopped working, and I had to reset the game to get them working again.
The Japanese voices are good. I wish they would get an English dub for these types of games, but most don't. I liked that the main character is a female who everyone thinks is male, and the Japanese voice actor does a good job of sounding like either a male or a female. All the other voices in the game seem to fit their characters very well. The music is decent for the type of game, too. Graphically, the game is decent for a VN. I like the twists and turns in the game, but the overall religious themes are a huge turnoff for me. A few religious things here and there in a game are fine with me, but when the game seems to be mainly about a cult and religion and God, I just couldn't get into that.
Overall, the game is very unique, and I like that, but it doesn't excel in any of the genres it offers beyond being a VN. The story is okay, but I didn't like the game's theme much. If there were less religion and more about solving a murder, I probably would have enjoyed it more. I won't take points away for it because these are just personal opinions. So, the game is decent but not my cup of tea.
Score: 7 / 10
Try the Demo of Megaman Inspired 2D Roguelike Brawler on Steam!
OUR HEROES
GAME FEATURES
- 3 Game Modes (available in solo or coop): Story Mode, Battle Rush and Ultimate Challenge.
- Choose among two uniquely skilled Cosmic Hunters: Muu, a close-combat robot using energy claws, with air combat skills and combo attacks able to do massive damage, or Kelly, a more technical high-skill enhanced human specializing in firearms and tactical martial arts combat.
- Deep Build Customization:50+ combat Tech Arts with Hundreds of Chips per character (multi-air-jump, infinite energy, multiple HP layers, etc) allow you to forge unique playstyles.
- Support System: Revive using portable recovery ship checkpoints and battlefield support allies to turn the tide in desperate moments!
- Battlefields and Enemies: Utilize elemental attacks to exploit weaknesses: Machines are vulnerable to electricity, and biological enemies fear fire. Gain combat advantage by using environmental objects!
- Truly challenging Bosses: These powerful entities are equal in strength to the player characters. They can also accumulate energy and unleash Overdrive Burst attacks. To counter their powerful offensive, focus your attacks during the openings between their moves to break their 'Stance', interrupt their offense, and gain the upper hand!
ABOUT ALLOY MUSHROOM
Kotama and Academy Citadel - PC Review
Estimated reading time: 9 minutes
Are you
interested in a new metroidvania title that actually has some interesting rare
aspects? Played too many and now they all seem the same? Well then, perhaps I
can interest you in a cool title called Kotama and Academy Citadel.
Kotama and Academy Citadel stars Kotama, who is an exchange
student at Carmel Academy. Upon arriving, you’re notified that the Academy is
currently undergoing a student election for the position of Carmel star. Since
it seems fun, Kotama decides to participate. As such, it is now your goal as
Kotama to help out the other students to get their votes, as well as visit the
four department heads to try and get some of their votes as well. That’s all
the plot you’re outright given. Don’t get me wrong, there’s a lot more going on
and it’s super interesting, but it’s all hidden in sidequests and notes you can
pick up that are strewn about the Academy. Do your best to help people out and
find those notes to figure out what’s really going on.
As far as gameplay is concerned, Kotama follows the general
metroidvania format, but builds upon it in it’s own unique way. A 2.5D
adventure through a school with various themed zones, you will be engaged in
side-scrolling type combat and platforming. Both combat and exploration have
their own unique twists to them, so let’s start with the action packed combat.
Fighting enemies is pretty neat with Kotama. You will start
with your first weapon the Umbrella Lance, but are able to unlock more as you
progress through the game. Each weapon as enhancement levels which increase
damage, but also allow you access to unlocking skills for those weapons as
well. Each weapon has it’s own unique playstyle, and once unlocked you always
have access to them, both for combat and exploration. Each weapon has a light
combo and a heavy attack. The interesting aspect here is that light hits splash
chrono fluid on enemies. Once enough has built up, enemies get a purple outline
and hitting them with a heavy attack detonates the chrono fluid, dealing damage
to both the enemy health and guard gauge. Enough hits to the guard gauge and
the enemy is stunned for a while.
Each weapon can also parry attacks, but has a different
range that you can parry in, and deals different chrono fluid build-up as well
as different damage values. Each weapon is also really unique in how they feel
in combat, but none of them are worse than any other. It’s entirely what you
feel most comfortable with. I actually swapped between all three fairly often
depending on what I was fighting. This is pretty important if you’re trying to
parry, as some attacks cover a wide area.
So, let’s say you’re getting hit often in combat, how do you
heal? Well, the game handles health and healing in a pretty rare way.
Basically, you have very few hit points, but you do have a shield/armour
system. Your shield can be recovered by spending the in-game currency to fully
recover the shield, or by detonating the chrono fluid on an enemy when you get
access to the ability. Since upgrades get rather costly the later in the game
you are, it provides a very interesting balance between keeping money for
healing, or spending it on upgrades or purchases at the shop. I personally
don’t recall playing a metroidvania where the currency is directly used to
heal, so I found it a really cool idea.
So, let’s talk about the exploration and some of the unique
tools and mechanics used. In terms of metroidvanias, the standard progression
gated behind abilities and upgrades are there, as well as some bound by certain
weapon aspects. For example, the umbrella lance can be opened to float
slightly, slowing your descent and allowing you to get to further platforms.
Your other abilities are mostly common to metroidvanias: a dash, a
grapple/slingshot, and abilities to get through specific door types. What isn’t
common is how the Kotama handles some of the character abilities. First of all,
the dash is also a slide while moving forward to get into small tunnels. Normal
enough by itself, but if you slide/dash forward off a ledge, you conserve
direction/crouched posture. This means if there is a small tunnel in a wall
opposite a ledge, you can dash off the ledge
and straight into the tunnel/hole. Not all that often done I find, so
when I discovered that, I was pretty happy. My favourite ability though is the
one you get to go through metal grating. I did not see it coming, and it was
the most unique way of handling metal grated blockers in a metroidvania I have
ever seen: you turn into a slime creature and sort of amorphously blorp
through. On it’s own it’s not a truly unique ability for games in general,
although exceedingly rare in metroidvanias. Couple this with how you can
slingshot and turn into a slime to yeet yourself through far away grating or
through ceiling grating? Oh man, did I ever enjoy that. There is something
oddly satisfying about seeing you fling yourself across a map and through a
metal grating.
Now, let’s talk about another pretty unique exploration
mechanic: time. Yes, I know timed quests and such are nothing new, but in
Kotama and Academy Citadel time only progresses every time you enter a new room
you haven’t been in since your last visit to the rewind station. Every new room
you explore increases the time by one hour, and returning to the rewind point
will turn back time. Some interactions can only be done before certain hours,
which means you either have to get there with the shortest route, or by getting
enough upgrades to the amount of time you can rewind to give you enough leeway
to get there in time. There are these stalks hidden in the academy that can
recover one hour of time when you hit them, but they are often hidden behind
fake walls and in hard to reach areas.
So, what happens when you run out of time? Well, nothing too
serious really. You can still explore, and you’re not locked out of anything
you can’t solve by rewinding time for specific quests. What does happen
however, is that any enemies fought in locked rooms (yes including bosses) get
a lot stronger. They also give better rewards though, so there is a reward for
“increasing the difficulty” as it were.
Here’s an interesting topic for the more veteran
metroidvania players: quality of life options. Those like me that have to 100%
metroidvanias can sometimes get frustrated when you’re missing one item and
have to go slapping every wall in the game trying to find that one missed item.
Thankfully, Kotama and the Academy Citadel does two things to make this a
non-issue. Once you get to the end game, if you’ve activated every map room,
then hidden areas on the map are indicated. Since rooms show on the map in the
general shape of the actual room, an addition is added in grey if you haven’t
been there, a really nice feature. Additionally, you can get an equipable
ability that will indicate on the map the locations of important upgrade items.
Since these are only obtainable at the end of the game, it doesn’t make
exploration feel pointless, but helps with cleanup. As an added bonus, the map
itself will usually note important aspects such as abilities, health and shield
upgrades, and sidequest objectives. You can also place up to 50 tokens on the
map to indicate places of interest.
The developers are also very invested in community response,
as they actively fix or change issues people have. Don’t like the glasses that
Kotama gets given early game? You can toggle those off. Not a fan of the
fanservice shots on beating a boss? Turn on streamer mode. Trying to do a
platforming section but you keep accidentally backdashing into a hazard? Toggle
off backdash for the platforming section. They’ve even added platforming
section skips you can turn on if you aren’t good at them. A bunch of these were
actually patched during the period I was playing, which feels nice as a player
to see the developers invested in their players like this.
Honestly, I don’t really have many complaints with Kotama
and Academy Citadel. Almost all the issues I did have were either of my own
making, or solved through a patch before I could voice them. My only remaining
complaints would be the occasional lag I got when returning to the train
hub/rewind station from too far away, and the final film for a sidequest. The
lag is because my computer is getting old and I have the graphic quality set to
Picasso instead of potato, but the final film I only found because I did a full
lap of the train after I’d done literally almost everything else. I’ll have to
doublecheck to see if I just missed a note or something on my next playthrough.
For a few aspects I really liked that I haven’t covered yet,
I’d refer to the “secret” boss and the graphics of Kotama. As your shield gets
damaged, Kotama’s clothes get progressively more worn out, and I’m pretty sure
drained of colour. Similar for a specific ability on cooldown, the colour of
one of here clothes items turns white on cooldown, while it returns to dark
purple/blackish when charged. Really nice design choice. The secret boss
though? That I loved. Oftentimes I feel you can tell how much developers like
their own game by the quality of the optional content, especially late game
optional content. The secret boss in this game? One of my favourite in any
metroidvania I’ve played. Easily top 5 optional end/post game metroidvania
bosses I’ve ever fought. Great design, cool animations, wonderfully integrated
into the extended storyline, and a challenging but not unfair fight. Yeah I got
my butt kicked a few times, but I really loved the fight. Exceptionally well
done execution.
The graphics are also pretty on point as well. While the
game does take a…very fanservice-like view of the characters in the all girls
academy you’re in, the art is well drawn and each unique character has their
own theme in outfit going on. Additionally, while the different areas of the
academy are somewhat similar in terms of base background, they are all enhanced
by the unique theming for that area of the academy. Furthermore, the character
animations are great. Everything looked really smooth, and none of the
characters or enemies moved in an awkward fashion. Enemy types are pretty
varied as well. While the game isn’t super long, clocking in at about 17 hours
for me to get 100% completion, it also isn’t more expensive than the game is
priced at, so I’m happy in that regard as well.
Overall Kotama and Academy Citadel is a stellar addition to my extensive metroidvania collection. The combat is fluid and fun, exploration feels really rewarding, quality of life inclusions are very welcome without taking away from gameplay, the multiple weapon system is fun and rewarding, and character interactions and discovering the back story is exciting. I thoroughly enjoyed my time guiding Kotama to becoming the next Carmel Star, and I hope that you do too. I can’t wait to see what the next step for 2p games is after this.
Score: 9.5 / 10Check Out the Demo of Kingdom Loop an Indie Strategic Roguelike on Steam!
Kingdom Loop Demo – Key Features:
- 1 human faction hero (unique attributes and card deck)
- Endless loop-based gameplay
- Card-driven kingdom building
- Tactical turn-based combat
- Resource management and synergy creation
- Collection of powerful artifacts
- High replayability
Nioh 3 Demo(s) - PS5 Preview
Nioh 3 by developer Team Ninja and publisher Koei Tecmo America—Sony PlayStation 5 preview written by Pierre-Yves with limited time demos provided on the PSN.
Estimated Reading Time: 8 minutes.












































