Visual novels are a tough genre of game to review. With not much in the way of gameplay, and few visual elements to talk about either, it can be difficult to correctly convey whether the game would be right for the player. Luckily for me on this occasion, AI: The Somnium Files doesn’t behave like any other visual novel.
Normally I wouldn’t review a game twice; but after writing my review-in-progress previously, there was so much left to discuss, which was only added to by the remainder of the expansion. So, having finished the entire Main Scenario of the expansion, as well as the optional dungeons and Raid content, I wanted to review the “full” Final Fantasy XIV: Shadowbringers experience.
As I mentioned before, the story of Shadowbringers is easily the best yet, with some of the most intricately crafted character moments in gaming. It’s more than this though as the narrative on this expansion builds so successfully on the previous story beats, whilst bringing in new threads to progress the plot. Needless to say, and I’ll say this right now in bold capitals so you all know …
I can’t believe that I’m typing this, but how many games allow you to play as a cute singing bird that prominently has its round little butt in display during the opening cutscene? As far as my (admittedly low amount of) research has yielded, there’s only one – Joysteak Studios’ adorable title, Songbird Symphony.
Sometimes, as a writer, you just have opinions that don’t align with others. This has been the way with me and the Tokyo RPG Factory games, with both I Am Setsuna and Lost Sphear appealing to me, but not resonating with that many others. So, when Oninaki was revealed earlier this year, I was already sold on it and honestly couldn’t care that no one seemed to agree.
We’re firmly in the age of the rogue-lite now, with various takes on the genre cropping up, each offering a new spin on the do or die and start trying again style of gaming. At the same time, we’ve long had a love affair with the gaudy nonsense and retro titles of the 80s and 90s. Enter RAD, a retro-themed rogue-lite that’s all set to aggressively smack players in the face until they submit or succeed.
I hadn’t really thought about where I would start when it came to furry reviews, I could have started pretty much anywhere, whether it be right back with 1991’s Sonic the Hedgehog, or whether to cover a latter day anthropomorphised character like Klonoa. But, when I saw Major/Minor glinting on the Steam homepage, I knew that I’d found it.
In an almost impossible marriage a few years back, the world of Dragon Quest was put through a Minecraft lens and the end result was the phenomenal Dragon Quest Builders. Placing the player in the shoes of the hero of the first Dragon Quest rebuilding the world was inspired, so needless to say I was more than a little interested to see how the sequel would turn out.
I’m very bad at rhythm action games. I love them, but I get so easily flustered with them that when I miss one note, I then miss every subsequent one too. But yet I play, and really get into, every one I play for the sheer catharsis of the experience. So, I jumped at the chance to dive into Numskull Games first publishing project, the futuristic-styled Cytus α.
The Persona series has always been my shame, a series of critically acclaimed titles that I know I would intensely love, if I would only sit down to play them – after finding the pre-requisite time, of course. In true exasperating fashion, my first dip into the series outside the phenomenal Dancing games is this – a spin-off cross-over dungeon crawler.
I’ve been a fan of Samurai Showdown for a long time, spending an almost diabolical amount of time on the second instalment of the game across its many ports, and so I came close to wetting myself when the news dropped that SNK were bringing back the legendary series, and might have needed a fresh pair of undies when they finally showed it. But enough about my underwear.