


Overall, Moses & Plato: Last Train to Clawville is an engaging visual novel-plus. This might turn off some players looking for a traditional adventure game, but I enjoyed the story of these two new animal detectives immensely. From the gripping tale of murder and political intrigue, to a nicely drawn and voiced group of eclectic suspects, to a well-written investigation on a train that would be right at home in an Agatha Christie novel, there’s plenty here to both entice and capture the imagination of anyone who loves a good mystery. The cast of anthropomorphic cartoon animals may not appeal to everyone, but they work wonderfully here and make me want to go back and try out the other games in the World of Wilderness series as well.
It took me a little over ten hours to get through the game, though a large chunk of that was trying to figure out what I was supposed to do and how to do it. Mixed in with a little frustration, however, is a rich, haunting atmosphere that compelled me to keep moving on. The game successfully conveys the feeling of encroaching madness in a world that is as far from Euclidean as anything can be. Several locations even defy the laws of physics, which, while disorienting, is a fun way to mess with the player’s head. You don’t need to know Lovecraft to be immersed in this story, but there are plenty of nods to his works here, including a major plot point involving the Great Race of Yith and the appearance of a Shoggoth hybrid. Either way, Cthulhu: The Cosmic Abyss is far from a perfect game, and yet despite its lack of adequate guidance at times, it’s a worthy addition to any fan of H.P. Lovecraft’s tales of the strange and terrifying.
Shuten Order takes an honest-to-goodness shot at breaking up the inherent monotony of visual novels and their mountains of text. While this puts it in a class of its own, the consequence of featuring so many varieties of gameplay is that it’s virtually impossible to appeal to players equally. And, of course, there is still a lot of visual novel here, so a love for the genre remains a must. For those that have it, everything on offer – from narrative to character designs to voice acting – is high quality and well worth experiencing, so long as you block off a lot of time to get through it all. It may not be the future of the medium, but it is an intriguing experiment nonetheless.
After a bit of a slow start, REANIMAL manages to find its footing – ironically considering you spend so much time in vehicles – in plenty of time to become a worthy spiritual successor to Little Nightmares. It might not have you trembling in fear, but many sights will repulse you and make your skin crawl (in the best way), while its clever world design will keep compelling you forward, whether to protect the children or just to stay fully immersed in seeing whatever aberrant, unhinged horror comes next. Tarsier fans should gobble up its familiar mix of survival, stealth and light adventuring, which offers more of the same… but a bit different. It’s perhaps easier than its predecessors, but this keeps the pace brisk whether you’re playing on your own or with a co-op partner at your side. The ending (including post-credits epilogue) clearly leaves room for all sorts of DLC, and indeed the developer has already announced three upcoming "Expanded World" expansions. I'm all for it, as I look forward to seeing (and not seeing) even more of this dark, gorgeous, utterly abhorrent world. Like its predecessors, REANIMAL is certainly not a pure adventure, but new name or not, it combines enough of the right strains to make a winning genre hybrid once again.
Centum is aesthetically compelling, with imagery that haunts like a deathbed hallucination and an oppressive, doom-laden atmosphere that grabs you by the hindbrain and doesn’t let go. The problem is that its ambitions extend far beyond that, and it flounders in trying to realize them. The mechanics and writing seem confused and aimless, and the game struggles to make its design choices feel relevant or justified in context. It confuses when it means to mystify; frustrates when it means to entice; rambles when it means to provoke thought. There’s some promise here, to be sure, but Centum doesn’t just depict an intractable struggle with a well-intentioned but flawed computer program; unfortunately, it also provides one.
More of an homage to classic Clock Tower than a traditional adventure, Bye Sweet Carole is the kind of game that will either hook you in the first thirty minutes or likely won’t be your cup of tea. It can be both methodical and intense, while also being heartwarming and utterly beautiful to behold. It touches on deeply personal themes and handles difficult topics with grace. The rare but sudden switches to combat feel out of place, and encounters with monsters can sometimes be brutally difficult while simultaneously juggling attempts to solve a puzzle, but a generous checkpoint system never punishes you much for trying new things, even if they end in failure. In between there are many quieter moments of thoughtful gameplay and storytelling, and as a whole this is an incredibly special game that will stick with me for a long time.
Whoever says you can’t have brains and beauty – and occasionally some old-fashioned brawn – has clearly never played Keeper. I do not use this word lightly, but to me it’s an artistic masterpiece. And yet it’s also a very entertaining game, blending familiar formulas from multiple genres into something daringly, creatively unique. Where most games play it safe, this game goes big and it’s all the better for it. Not all of its swings may land for everyone, particularly point-and-click purists disappointed in the shift away from leisurely puzzles to light platforming toward the end. But for anyone in search of something a little – or a lot – different, Keeper is not to be missed, serving as a shining beacon of light in an industry of relative sameness.
I’m terribly ashamed to admit it, but I’ve never read the original Death on the Nile novel. I will get around to it someday, but in the meantime I was very happy to play through this interactive and embellished version of the story. For those who have read it or seen the various movie adaptations, the addition of Jane should add some much-needed novelty, and the two storylines of Jane and Poirot intertwine masterfully and even lead to an epilogue I didn’t see coming but made perfect sense. There seems to be a lot more to do here than on the Orient Express – perhaps even a bit too much that doesn’t really seem relevant to the story. And yet I was captivated by the setting and scenery, and really liked searching around for clues and elusive collectibles, as well as questioning people and trying to figure out their secrets. I’m very much a fan of these Poirot games, so I hope that if there’s another, Microids remembers that solving a murder with one of literary fiction’s greatest detectives is interesting enough without a boatful of diversions.
In some ways, Gloomy Eyes the game both benefited and suffered from its original conception as a non-interactive VR short film. The stunning aesthetic and wistful poignancy of the tale were strong foundations to build upon, but the “self co-op” gamification of the experience isn’t entirely smooth. The dual-character challenges are welcome, to be sure, and for the most part they’re enough for a couple of cozy evenings of (mostly) puzzle solving. And yet it’s hard not to feel like they’ve been tacked on at times (because they were), and the presentation isn’t as user-friendly as it should be with the player in control. Still, it’s a charming production that’s solid fun while it lasts, and even if you go in feeling glum, it’s likely to leave you with a smile on your face.

Sequels can be difficult to pull off, and more often than not they fail to live up to their predecessors. Thankfully, in Boxville 2 Triomatica have managed to create another wonderful game, keeping everything that was great about the first game while making small but noticeable improvements, including an increase in challenge. Even though I was thoroughly charmed by Boxville, the sequel ticked even more boxes for me, with its fun gameplay, adorable cast and quirky, lovingly drawn locations, and I am keeping my fingers crossed in hopes of a third visit in the future.
At around five hours long, Discolored 2 is longer and more developed than its predecessor, offering a more substantial experience. It still leaves much to the imagination, but there is a bit more attention paid to the story now, though this is a game that focusses much more on the how rather than the why. It respects the player’s intelligence and curiosity and provides a decent level of challenges to progress. Even when a puzzle frustrates, you’re never stuck long enough for it to wear you down completely, and the reward for seeing it through is usually satisfying, especially when it results in more colour bursting forth into a previously dreary, monochromatic world. If returning players are hoping for answers they didn’t get the first time around, that’s not going to happen as the sequel is still very abstract. But the pieces provided here work well together to create a whole that is effectively mysterious and, most importantly, fun to play.
The Midnight Walk is a stunning achievement in visual, audio, and narrative design. It may not present much challenge in overcoming its trials and tribulations, but the touching journey of The Burnt One and Potboy through a dark, disturbing hand-sculpted world of clay will surely light a spark that warms your soul.
Born Punk is a game that I really wanted to enjoy more than I did. The thought that kept coming to my mind while playing was, “squandered potential.” The visuals are a treat. The world feels fully realized and is alive with animation. The characters convey a lot of personality through their pixelated sprites and excellent voice work. As evidenced by the lore pages, a lot of thought went into the world-building aspects. It’s unfortunate, then, that it’s all undermined by the tediously extended prologue, the underutilization of cyberspace tools, the highly overwritten dialogs, the characters’ lack of interest in their own AI-infested conditions, and the fact that the most engaging part of the story only starts in the closing seconds of the game. As an opportunity to take in the sights of the rain-drenched streets of Bornholm, this game is a delight. But for those who prefer a little more substance with their style, best to look elsewhere.Hot take
It may not be everyone’s cup of tea, but for those looking something unlike anything else out there, Promise Mascot Agency offers a bizarre flavor of storytelling that feels inventive and fresh. It doesn’t have the staying power to keep its repetitive gameplay interesting throughout, but the richness of the world and unapologetic insanity more than make up for its excesses.
Overall, Backfirewall_ is an entertaining romp through an imaginative digital world. It’s not long, and the darker emotional turn toward the end doesn’t entirely fit with the more whimsical tone to that point, but it’s a great way to fill five or so hours thanks to the charming characters and intriguing world, while the alternate story decisions and collectibles offer some incentive to return if you missed anything. The gameplay isn’t particular challenging even the first time through, but it’s enough to make you think, and if necessary the hint feature prevents the puzzles from ever becoming too frustrating, maintaining a brisk pace. If you’ve ever wondered what’s going on inside your cellphone, now’s your chance to find out!
With The Extrication, I think the Bridge Curse series may have found its niche in horror gaming, if not yet its ideal execution. The game’s four central characters are injected with a bit more personality than the last time around, making them more relatable to the player. And even without its unintentional B-movie lip sync issues, the localization is, on the whole, well done without taking itself too seriously, bolstering the already improved pacing and storytelling. However, it’s not all roses yet, as forced stealth gameplay segments remain and aren’t much fun, and outside of a number of jump scares, the horror elements still feel somewhat restrained, even if the overall atmosphere is heading in the right direction. It’s not bad by any means, particularly if the prospect of rarely explored cultural urban legends sounds appealing, but even with the improvements shown here, it has a way to go if it ever wants a chance at being top of the class.
It's rare to see a game that has this much creative ambition and achieves seemingly everything it sets out to do. Blue Prince is like nothing I’ve ever played, and when I’m not actively attempting one more run (which is never just one more run), I’m thinking about its puzzles, its mysteries and new ideas to try. In refusing to be shoved into any predetermined genre boundaries, Dogubomb has created a truly phenomenal game that everyone owes it to themselves to play.Adventure Game Hotspot est un site internet de jeux vidéo édité aux États-Unis
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