PC Archives - Gamecritics.com https://gamecritics.com/tag/pc/ Games. Culture. Criticism. Thu, 11 Dec 2025 20:41:57 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png PC Archives - Gamecritics.com https://gamecritics.com/tag/pc/ 32 32 248482113 Little Laps Review https://gamecritics.com/sparky-clarkson/little-laps-review/ https://gamecritics.com/sparky-clarkson/little-laps-review/#respond Wed, 10 Dec 2025 19:00:00 +0000 https://gamecritics.com/?p=64071 Needs A Rolling Start HIGH Ricocheting through the last 20% of “Weave” with sparks flying en route to a record time. LOW The overly technical and slow “Palm” track. WTF It is insanely goofy that the sharpest turns are the easiest. The simplest kind of racing comes in the form […]

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Needs A Rolling Start

HIGH Ricocheting through the last 20% of “Weave” with sparks flying en route to a record time.

LOW The overly technical and slow “Palm” track.

WTF It is insanely goofy that the sharpest turns are the easiest.


The simplest kind of racing comes in the form of the slot car. There’s no drafting, no steering, no brakes — just a grooved track and a way to go faster. Little Laps leans into this simplicity. There’s no story, no characters, and little customization, just 18 tracks (all accessible immediately) and 15 cars (unlocked by getting achievements) run by two buttons, one to go faster and the other to restart.

Most of those tracks are attractive, if somewhat lacking in background detail. The colors occasionally grate on the eyes, however, especially in the track labeled “Night”. The various cars amount to being just skins, as there are no differences in handling — it’s a slot racer — or acceleration, which is universally sluggish.

The key quirk of Little Laps is that velocity entering the curve doesn’t matter. As my parents know well, a slot car will take off into the air if it hits a hairpin too fast, but in Little Laps any curve can be passed safely as long as the accelerator isn’t touched while the car is turning.

An amusing consequence of this feature is that it inverts expectations about handling. Gentler curves become dangerous places where it’s easy to keep the accelerator down a fraction of a second too long. Hairpins become prime opportunities to gain speed, since they can tolerate the pedal hitting the metal almost up to the last instant.

When this gets going it looks great. Cars throw off sparks as they drift through absurdly sharp corners and weave automatically through wild S-curves with their tires squealing. An available “best time” shadow provided a yardstick against my own performance and global leaderboards let me see my progress against other gamers.

I enjoyed playing Little Laps in small bites, and it’s well-suited to the rhythm of making a few quick attempts at a record time, possibly shaving a few tenths of a second off this lap. In case of a wipeout, I can just hit the reset button and get right back in it.

Or, that’s what one would hope.

The sluggish acceleration rate has another consequence, in that the key to a record lap is entering it with momentum. The first lap, starting from a dead stop, will never produce a record time after the first attempt. As I continued to optimize play, I sometimes found that I needed a second lap to get up enough entry speed to have a chance at a record.

This means that a player isn’t really right back in the action after a wreck. Each restart entails a sluggish first lap before there’s any chance at improving time. Sometimes that lap helped me calm down after a stupid mistake, but mostly it felt like a waste.

Worse, that slow initial run doesn’t offer the opportunity to learn anything about timing acceleration for record-lap tries. As I played, I often noticed myself being more conservative than was reasonable (even when I was trying for a record) simply because I wanted to avoid those wasted laps.

That dead start ends up being a real drag on the whole experience, which is a shame. Little Laps is a charming and zippy single-button racer, but in a stripped-down, minimalist experience everything has to be just right and here a major element isn’t.

Rating: 7.5 out of 10


Disclosures: This game is developed and published by Conradical Games. It is currently available on PC. This copy of the game was obtained via publisher and reviewed on a home built Windows 11 PC with a single GeForce RTX 5080 graphics card, a Ryzen 7 processor, and 64 GB of RAM. Approximately 6 hours of play were devoted to the single-player mode, and the game was completed. There is no multiplayer mode.

Parents: As of press time this game has not been rated by the ESRB. It contains nothing worse than a car flying off a racetrack (with no visible wreck damage) and should logically be rated E.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game has no dialogue or story text. I found that the sound of tire squeals was helpful in judging when to let go of the accelerator, and accordingly found it somewhat more difficult to improve my times when I turned off sound.

Remappable Controls: No, this game’s controls are not remappable. By default the space bar serves as the accelerator and R resets the race. Menus require the mouse. On an Xbox controller the A button is the accelerator and Y resets. Note: I found that when using a controller to move through the menus the cursor sometimes got “lost” and I had to back out with the B button.

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CloverPit Review https://gamecritics.com/jack-dunn/cloverpit-review/ https://gamecritics.com/jack-dunn/cloverpit-review/#respond Tue, 09 Dec 2025 19:00:00 +0000 https://gamecritics.com/?p=65173

HIGH An extremely satisfying gameplay loop.

LOW It’s not very obvious on how to “win” a run.

WTF Body horror… in my roguelite?


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Spin To Win… Or Die

HIGH An extremely satisfying gameplay loop.

LOW It’s not very obvious on how to “win” a run.

WTF Body horror… in my roguelite?


We’ve done it, folks. We’ve made a slot-machine roguelite. I think we can pack it up for the rest of time because we’ve made the single most addicting videogame known to man.

In all honesty, CloverPit somehow works as a videogame on a level that I didn’t know was possible. Instead of sticking to a source material’s roots and then adding endless customization like poker in Balatro, or weaving in story to build a larger world as seen in Dungeons and Degenerate Gamblers, CloverPit takes slot machines in a more horrifying direction.

Here, the player is trapped in the “CloverPit,” a 5×5 box of a room with a slot machine, a coin depository, an item shop, and not much else. It’s here where the player must play a slot machine and deposit enough coins by each deadline, or else risk the floor opening up and falling to their death. There are ways to rig the machine and items to save the player in times of distress, but ultimately, they’re at the mercy of Lady Luck.

So much of what makes a videogame great is atmosphere, but atmosphere isn’t limited to just music or the art direction. It’s ultimately a collection of small choices that make the experience enjoyable or memorable — sound effects, lighting, and small programming quirks. 

CloverPit has all of these and more. It’s filled with a kind of alchemy that I can barely explain in words, but it has that special sauce where every mechanic is designed to to keep people playing for as long as they can. Each set of spins sounds off with a garbled, electronic announcer saying “Let’s go gambling!” followed by satisfying sounds whenever the machine scores a pattern, and dissatisfying ones whenever they come up short. 

…But the horror is where CloverPit starts to get interesting.

See, the player is “promised” a way out of the pit if they score enough points on the slot machine – but that’s only one piece of the puzzle. Each time they pass a scoring threshold, they’re forced to play again but just reach a higher point total. Eventually, they’re asked to get enough points to unlock a key that seems like a way out, but…

These evil undertones are even more exaggerated by CloverPit‘s dark, hard polygonal art style – which actually did make me feel like I was trapped in a pit with no escape. I felt compelled to play the slots, not just to beat the game, but to get the hell out of the pit. 

Unlike similar roguelites such as Balatro, it’s not obvious how to build a winning run in CloverPit. A slot machine seems like the most luck-of-the-draw machine out there, but CloverPit teaches the player how to win through various trials by fire. Since each round is a gamble, the player had better capitalize on every opportunity by knowing what they want to get out of it.

Each round starts with a choice — spin three times and get two tickets to buy items, or spin seven times and only get one ticket. Rounds pass with more and more choices, where players need to balance keeping enough coins to pass a deadline against buying items that will ultimately increase that coin total. Sometimes a spin will produce enough coins to pass a deadline early, granting the player an extra bonus of coins and tickets to splurge in the item shop. Yet maybe passing that deadline early isn’t the best idea – maybe they want to keep spinning in order to to bank coins for future rounds if they find their winning strategy is petering out. 

This decision-making in CloverPit feels also more weighty than other roguelikes because of the chances that I would be stopped in my tracks due to bad luck. Many runs become dead-on-arrival if the player doesn’t get items that either increase the score from each successful spin, or items that rig the slot machine to make certain symbols appear more often — and don’t forget about the chance to spin a 666, which causes the player to lose all money earned in that round! 

…But when I put things together correctly, avoided the 666 and I did win – ooh boy, that was the best feeling ever.

I haven’t even scratched the surface of what the slot machine has to offer in terms of winning strategies or clever tricks, as there are countless items to unlock, game modifiers to equip, and just more to play. In a decade where certain titles toe the line between gambling and games, CloverPit performs that dance beautifully and produces an unforgettable roguelite experience as a result — it’s a delight, and one of the most delightfully frustrating things I’ve played this year. 

Score: 8 out of 10


Disclosures: This game is developed by Panik Arcade and published by Future Friends Games. It is currently available on PC. This copy of the game was obtained via publisher and was reviewed on PC. Approximately 6 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: This game is rated T for Teen on the ESRB. The game does have a small amount of gore and blood. Players must equip bloody human bones to get past certain portions of the game and there is blood lining the shelves within the cell the main character is trapped in.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game’s story is text-only but the subtitles cannot be resized. The game is not fully accessible. There are no audio cues needed for successful play.\

Remappable Controls: CloverPit is mouse and keyboard only, and there are a few different layouts for keyboards included beyond QWERTY. There are no remap options besides those.

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Becastled Review https://gamecritics.com/sparky-clarkson/becastled-review/ https://gamecritics.com/sparky-clarkson/becastled-review/#respond Mon, 01 Dec 2025 19:00:00 +0000 https://gamecritics.com/?p=65169

HIGH Nuking the dragon with an array of archers before it torched anything.

LOW Wounded swordsmen taking space in my army without ever returning to action.

WTF This is obviously a fantasy world, yet there are no fantasy buildings or units?


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The Mundane City

HIGH Nuking the dragon with an array of archers before it torched anything.

LOW Wounded swordsmen taking space in my army without ever returning to action.

WTF This is obviously a fantasy world, yet there are no fantasy buildings or units?


The past decade has seen a flood of creative city-builders setting a new standard for the genre. It’s unfair, of course, to expect every indie team to turn out a Frostpunk or The Wandering Village, but the bar has been raised. That means some reasonably competent titles that don’t stand out will be forgotten, and unfortunately, that’s the fate I expect to befall Becastled.

Becastled is a phased-combat city-building game. The player’s forces can only build, recruit units, and gather resources during the day. Every night, “Lunar” enemies attack from a nearby spawn point and follow predictable paths. On each fifth night, a more powerful force attacks. At the edges of the map are a few towers that, when destroyed, provoke a more powerful attack featuring a boss. Destroying all of these towers grants victory.

There’s no campaign to speak of – the closest thing Becastled offers is a series of tutorials – and the meat of the experience is the freeplay mode described above. There’s also a sandbox mode that feels somewhat pointless, as it removes the core resource management aspect of play. A limited map editor is also available. For purposes of this review I tested the sandbox mode, made a few maps, completed the tutorial, and played five full rounds of varying difficulty in freeplay (each of which ran 2-4 hours).

Becastled’s maps are made of irregular polygons of territory, each of which can have a resource and trees, and one curious feature about these resources is that they don’t really deplete. Even on higher difficulties I never had a mineral or food resource run out. Except in the winter season, forests regenerate completely every day. This bounty eliminates the typical progression of city-builders, and among other things, it leads to oddities in city planning like massive stone walls that completely enclose a forest. Another curiosity is that the world of Becastled is clearly one that’s full of magic – the game’s “Lunar” enemies include a golem, a dragon, and a necromancer – but the player can’t create a building or unit that has any obvious magic capability — the closest one can get is an herbalist.

That herbalist building is not initially available, and must be researched on the rudimentary tech tree, which is only about two steps deep on average. Researching new techs is instantaneous and requires only that the player spend resources, primarily wood. This points to a significant resource imbalance in Becastled, as the need for wood is awfully steep since it’s needed to create every early building and also research every tech to get additional resources. Even obtaining the ability to trade other goods for wood requires 2000 units of wood in research, not counting what’s needed to recruit and sustain manpower and gather gold.

The lack of any other resource can be worked around, but if the player spawns in a map with no wood next to the initial position, they might as well restart. Strangely, the bare-bones map editor has no method for adjusting the position or density of forests, so even when creating a specific optimized world, one is utterly dependent on the RNG to get enough wood in the early game to survive.

I also noticed that units sometimes had trouble getting where they needed to go, or that they would make strange movements. This was most notable with the military units — archers would sometimes teleport outside of walls and troops would sometimes get trapped by a cluster of their comrades. Workers would also sometimes get stuck on terrain or be mysteriously unable to reach their work sites, even when nothing had changed from the previous day. Also, walls laid out near lakes would sometimes simply not get built.

During my time with Becastled, I noticed it being patched almost daily, yet each patch seemed to make pathfinding worse. The last time I played, military units would regularly fail to move at all when I clicked on a destination, and numerous workers failed to reach their work sites every day. This leaves me with some doubt that the pathfinding problems will be addressed.

While those are serious shortcomings, the fundamental problem with Becastled doesn’t really lie in its systems — the key issue is that there’s just no hook here. There’s no unique resource, no unusual mechanics, and no unexpected interplay between units or buildings. There’s not even anything approaching a graphical twist. Becastled is simplistic and straightforward to the point of being generic, and the magic that’s missing from the player’s build menu is also absent from the experience as a whole.

Becastled is certainly a game a person could spend hours playing, but in a genre crowded with unique and fascinating takes on the concept, I can’t think of a reason why one should put time into a title with so many annoyances and so little to recommend it.

Rating: 4 out of 10


Disclosures: This game is developed by Mana Potion Studios and published by Mana Potion Studios and Pingle Studios. It is currently available on PC, PS4/5, Switch, and XBO/X/S. This copy of the game was obtained via publisher and reviewed on a home-built Windows 11 PC equipped with a single GeForce RTX 5080 graphics card (driver 581.80), a Ryzen 7 processor, and 64 GB of RAM. Approximately 15 hours of play were devoted to the single-player mode, and the game was completed (as described above). There are no multiplayer modes.

Parents: According to the ESRB, this game is rated E10 and contains Fantasy Violence. The violence is totally bloodless, just little guys falling over. If it can hold their interest, this is an all-ages joint.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: During main play there is no dialogue. In tutorials, dialogue is accompanied by text boxes (not true subtitles, example of text below) that cannot be resized. There is narration in the opening movie but no subtitles. During play there are no essential audio cues. This game is not fully accessible.

Remappable Controls: On PC, this game offers partially remappable controls. Keyboard and mouse bindings can be changed, but it is not clear whether controller mapping can be changed (indeed I couldn’t find a page that even had the mapping on it). In KBM mode panning and rotating the map is primarily on the keyboard while the mouse is primarily for zooming. While hotkeys to perform a few functions on selected buildings are available, most selection and other functions uses clicking and dragging of the mouse. I found the game awkward to play with a controller. The left stick controls cursor movement (sluggishly) and the right stick adjusts the view. Buttons are used to select but once a building is selected the D-pad must be used to enter its menu and assign workers (using the face buttons).

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Slime Rancher 2 Review https://gamecritics.com/gc-staff/slime-rancher-2-review/ https://gamecritics.com/gc-staff/slime-rancher-2-review/#respond Tue, 11 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=64927

HIGH Adorable slimes and fantastical environments.

LOW The frustrating progression system.

WTF The ethics of my “ranch”.

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A Whole Lot Of Ex-Plort-Ation

HIGH Adorable slimes and fantastical environments.

LOW The frustrating progression system.

WTF The ethics of my “ranch”.

All the way back in 2016 I picked up a Humble Bundle containing the original Slime Rancher and tried it on a whim. Stardew Valley had only just been released and the indie farming mania had yet to fully take effect. So, while it had some problems, Slime Rancher felt fresh and I was quite taken by it thanks to the whimsical charm of the Far Far Range, filled with all its gelatinous inhabitants. Many hours were spent enjoying the feeling of discovery as I explored new areas, built up my ranch and let it devolve into Dickensian work standards as overcrowded cells of slimes generated income for my capitalist vices.

Over eight years later, Slime Rancher 2 finally got its full release and I was eager to get back and start rounding up some colorful creatures. After finally making my way through the main content, let’s just say I have some thoughts…

To set the scene, the player reprises the role of Beatrix LeBeau, an intrepid slime rancher who has made her way to a new land with a conservatory most could only dream of, ripe for turning into a brand new Slime Ranch. Alongside is her trusty ‘Vacpack’ — a gun capable of sucking in and firing out nearby food, slimes and the occasional decorative pot.

The system is quite simple — catch a slime, feed it food and out plops a ‘plort’ which can be sold for sweet, sweet cash. Different slimes have different food preferences and conditions needed to keep them, so if the player wants to “catch ‘em all” they’ll need to expand their ranch with a number of different environments. Amateur geneticists can also crossbreed slimes by feeding them each other’s plorts (I would advise not dwelling too deep on this) creating a larger and feistier, but also more profitable Largo Slime.

For the first act of the campaign I was enjoying myself as the trappings feel immediately similar to the original Slime Rancher. I was a little disappointed to find the majority of slimes were reused from the first game, but SR2 manages to maintain the same whimsy and comical interactions as slimes bounce around looking for food and bumping into each other. The initial areas are relatively colorful and diverse, and the player will have some immediate goals to fill out the ranch and get a few key upgrades.

On that note, Slime Science is back from the original and has a much larger role to play. Alongside stockpiling plorts, the player will need special science materials that randomly spawn around the map. Initially this added an element of excitement as I stumbled across rare resources and hurriedly carried them back to base. (Slime Rancher 2 assumes the player loves running, by the way — it forces them to do it a lot!)

One of the main areas Slime Rancher 2 has evolved is in the use of this Science to unlock both utilities and decorations. Warp devices move people and resources, utilities to help recover health or stamina, and aesthetic pieces liven up the ranch and bring it to life.

Overall, there’s a lot to like here. Slime Rancher 2 is split into two distinct acts, and the first is certainly a continuation of the original formula. Act 2, or “The Grey Labyrinth”, is where the story truly starts — and frankly, I consider this section to be actively harmful to the overall experience. Judging by player reviews I might be in the minority, so allow me to defend myself.

As I made my way further out from my main base, the sheen started to wear off as trekking through the same landscapes time after time became frustrating. There are a couple of portals and shortcuts that help skip some of the journey, but the ability to create teleporters is locked until almost the very end of the game. An issue, since Slime Rancher 2‘s primary focus becomes less about ranching and more about exploring as the adventure progresses.

Worse, there are not one, not two, but three RNG resource grinds in order to get to endgame, which just means running around in circles to find the needed items — and maybe I’m just going crazy, but I’d swear the RNG odds decrease for areas that have already been explored until time passes to reset them. This often resulted in me having to go back to base and do a long runback to grind more resources because I hadn’t found all the rare spawns I needed.

With limited stamina that takes slightly too long to recover, these grindy late game utility unlocks, and lack of focus on the actual ranching, Slime Rancher 2‘s second half was not a great time. Achieving these goals were often met with relief that I didn’t have to grind further or deal with frustrating mechanics any longer, rather than being excited about finally getting a cool, new toy. It’s just not enjoyable, and feels like such a weird design choice in an otherwise cozy title.

It’s not all bad in the back half, though. The later stages do feature the most impressive environments the series has to offer, and numerous times I stopped in awe to admire the scene before me. The dynamic soundtrack is also consistently good throughout. Some of the new slimes have interesting designs and quirks that immediately made me want to add them to the collection. The story… well, the story doesn’t actively detract from things and does justify some interesting world events and settings.

Ultimately, Slime Rancher 2 is a strange beast. On paper it has everything the original does, and more. More slimes, more unlocks and more imaginative environments. Sadly, the frustrations overshadowed many of those positives for me, as many of the new additions actively work against the tone of the experience. Quicker access to fast travel or unlimited stamina would go a long way to easing these complaints, and make me feel less like my time was being wasted.

I’ve been rather negative on its latter sections, but for those who enjoyed the original Slime Rancher, it manages to hit many of the same pleasant notes — but maybe have a guide handy to minimize the travel and grinding. 

— Adam Sharman

Rating: 6 out of 10

Buy Slime Rancher 2PCPSXB


Disclosures: This game is developed by Monomi Park and is self published. It is currently available on PC, PS and XB. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 15 hours of play were devoted to the single-player mode, and the game was completed. There is currently no multiplayer option.

Parents: The game has an ESRB rating of E10+ due to Fantasy Violence. Evil slimes known as Tarr that will consume friendly slimes are able to be toggled off on game start, however the player can still be damaged and bitten. All “fighting” is done by launching enemies away or shooting them with water. 

Colorblind Modes: There is no colorblind mode.

Deaf & Hard of Hearing Gamers: This game does not offer subtitles, but there is no audible dialogue — all story is conveyed via text. (See example above.) Slimes do make noises but they do not affect gameplay with the exception of the lucky slime which does have a jingle to indicate its presence. Without a matching visual cue, it is not fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls on both keyboard and controller.

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Tempest Rising Review https://gamecritics.com/ali-arkani/tempest-rising-review/ https://gamecritics.com/ali-arkani/tempest-rising-review/#respond Mon, 10 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=62087

HIGH Robust roots meet new ideas!

LOW The artificial Intelligence is not so intelligent!

WTF The phrase “balance is key” comes to mind.


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HIGH Robust roots meet new ideas!

LOW The artificial Intelligence is not so intelligent!

WTF The phrase “balance is key” comes to mind.


There was a time when strategic games were the new live service — back in the golden age of real-time strategy titles made by Westwood and Blizzard. Those days are long gone and those great names are either trademarks of another company or forgotten in the mists of time, but what if we could get another great like Command & Conquer the way they used to be made? The answer is Slipgate Ironworks’ Tempest Rising.

Tempest Rising is a love letter to those days of old, and the devs aren’t shy about it. Play is set in an alternate version of the Cold War during which the Cuban Missile Crisis, but instead of disaster being averted, the result is an all-out nuclear war.

Almost three decades later in a world covered in nuclear radiation, an ivy-like flower blooms across the globe feeding off the fallout. This flora called Tempest, and becomes a great energy source. Thus begins a new war between the Global Defense Forces (GDF) and the Tempest Dynasty for the control of Tempest.

As mentioned, Tempest Rising is clearly inspired by things like Command & Conquer, especially Command & Conquer 3: Tiberium Wars. The devs use both pre-rendered and in-game cutscenes as narrative devices akin to the live-action counterparts in the C&C franchise. but it tries to add to that formula by allowing players to ask questions during mission briefings and gather info about the history and the world.

The core gameplay loop is like many classic RTS titles. Players should harvest Tempest and expend it to build an army and complete objectives. The two playable factions each come with different units, but they don’t have dedicated buildings, special weapons, or upgrades like modern titles. Each side has eleven campaign missions that provide different scenarios, such as hit-and-run tactics, seizing control of an enemy base, and using stealth and special units. This variety in design is great, as it prevents repetition and often forces the player to switch up their tactics.

There are four different unit types in each faction — infantry, specialists, ground vehicles, and airborne units. The GDF troops were my favorite due to their flexibility and engagement options. Multiple GDF troops such as the Drone Operator infantry and Drone Control Unit aircraft are equipped with drones that can heavily hit ground and air vehicles. On the other side of the battlefield, Dynasty forces are more focused on high-risk/high-reward tactics in which units use the raw power of Tempest to gain a damage boost at the cost of their health.

Almost every unit on both sides comes with a secondary power. Some units can be garrisoned by the infantry and become a moving fortress, while others can turn invisible or become a mobile artillery station. This is where Tempest Rising combines the unit variety and class-based combat with more modern intuitive functions mostly seen in current strategy and tactics titles.

This structure as described is solid, but there is a downside — there’s a significant lack of balance, and that is no small issue when it comes to a RTS title.

The GDF forces have the upper hand when it comes to combat capabilities. They have multiple S-tier ground and air units that can engage with both airborne and ground targets, while the Dynasty troops are mostly focused on one target type each. The GDF’s Trebuchet tanks can also turn into artillery stations and effectively deal with ground targets from long distances, but there are no long-range troops among Dynasty ground units. The drones used by the GDF can be destroyed, but as long as the mothership/operator is alive, the drones will be respawned — essentially, this provides the GDF with an immortal army. Though Dynasty troops can be trained faster and is much more flexible when it comes to gathering Tempest, that fails to cope with GDF endgame tactics and scenarios.

Unit AI is also problematic when it comes to automatically dealing with a mix of enemy troops. When issuing an “Attack Move” to a group of different units, they engage with enemy troops based on distance, not priority. This leads to scenarios where anti-infantry troops focus fire on a tank in front of them, while enemy infantry is cutting them down while remaining unharmed because they’re places a few feet further away than the tank.

Tempest Rising is what I would call a neo-classic RTS — and it’s something we need and hunger for in the modern gaming landscape. The story, gameplay mechanics, and strategic diversity of engagement scenarios make it one of the best RTS titles of the past few years, yet, the lack of balance and problematic AI behaviors prevent it from becoming a perfect experience for avid RTS fans. However, with such a promising debut, I’m excited to see more from this developer in the form of DLC and stand-alone titles the future. 

8.5/10

Buy Tempest Rising: PC


Disclosures: This game is published by 3D Realms and Knights Peak and developed by Slipgate Ironworks. It is available on PC. This copy was obtained via publisher and was reviewed on PC. Approximately 23 hours were spent in single-player and the game was completed. There game has multiplayer mode.

Parents: The game is not rated by the ESRB but there are scenes of violence, warfare and human conflicts, as well as running human soldiers over with military vehicles.

Colorblind Modes: Colorblind modes are present in the options menu.

Deaf and Hard of Hearing Gamers: There are subtitles and visual options available in the game, all of which can be adjusted. There were no audio cues of note. This game is fully accessible.

Remappable Controls: The controls can be remapped.

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Little Rocket Lab Review https://gamecritics.com/ben-schwartz/little-rocket-lab-review/ https://gamecritics.com/ben-schwartz/little-rocket-lab-review/#respond Sun, 02 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=64864

HIGH Engrossing building/optimization. Crispy isometric graphics.

LOW Writing is uninspired. Save system is cumbersome, UI cruft abounds.

WTF Carrying a dozen tennis balls and 50 heatsinks in my inventory like a freak.


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Lotta Talkin’ Lab

HIGH Engrossing building/optimization. Crispy isometric graphics.

LOW Writing is uninspired. Save system is cumbersome, UI cruft abounds.

WTF Carrying a dozen tennis balls and 50 heatsinks in my inventory like a freak.


Is there anything lower and lazier for game reviewer to write than “It’s like X plus Y?” Has any stock phrase done as much damage to the reputation of game analysis? Yet I find myself reaching for this shoddy, motheaten platitude, both in trying to situate readers on Little Rocket Lab‘s ludological wavelength, and in justifying my own inability to click with this well-made title which could be (and probably has been) described by at least one reviewer as “Stardew Valley plus Factorio.”

That’s an appetizing cross-pollination, for sure. Factorio is an endless optimization mandala, with hooks that bite deep into the compulsion-prone folds of the old noodle, but its suite of pleasures is cerebral, not emotional. It’s brilliant, but private and unapproachable — like a famous theoretical mathematician at a faculty mixer. Stardew, meanwhile, is eminently approachable, brightly upholstered with cute characters, bucolic atmosphere, and a lush evocative soundtrack — but mechanically speaking, Stardew is not the plumpest pumpkin in the patch.

If asked to imagine what a Factorio/Stardew fusion would look like, what it would play like, Little Rocket Lab would match it nearly exactly. This is the story of Morgan, a young engineer who returns to her hometown of St. Ambroise, finds it in poor shape (well, in as poor shape as an idyllic small town in a cozy-coded videogame can be), and sets about reviving it through the healing power of industry. She also wants to finish building the rocket her engineer mother began long ago.

Story is front and center in Little Rocket Lab. The plot is laid over, threaded under, and wrapped around the factory-building gameplay, like so many looping conveyor belts ferrying Meaning and Significance hither and yon. This is not the thing to play for those who want to be left to their own devices. Everything in Little Rocket Lab gets built because it’s needed, either by the exigencies of the main quest or the ancillary needs of the townsfolk of St. Ambroise, all of whom have a name and one lightly endearing character trait, as mandated by the Games Writing Accords of 1823.

Vibe-wise, everything here is indisputably wholesome – which is to say it’s all cute, good-natured, sweet, flat, and boring. I do not, generally, like the wholesome gaming thing. At its absolute worst (looking at you, Plucky Squire) wholesome games can feel simplistic to the point of patronizing — but to be fair, Little Rocket Lab gets nowhere near that particular nadir. The idea of a factory building experience with more of a plot is a great concept worth exploring. But the plot is just too simplistic and unadventurous here, and it actively inhibited my long-term enjoyment. The Factory can not be had without the Fiction.

That said, the factory can be satisfying. For anybody who has played a certain game or any that followed in its wake, it’s all building business as usual here – and that’s fine. For those new to the genre, Little Rocket Lab does a great job of introducing the basics and, without lampshading every little nuance, points the way to its Greater Complexities so that advanced players can roll up their sleeves a bit further than they absolutely need to to progress in the main quest.

In other words, for as much as I personally found it an inhibitor on my enthusiasm for Little Rocket Lab, the narrative emphasis is what gives the game its own particular flavor. This is not a factory meant to grow endlessly, unfolding out fractally forever until it has more lines of conveyance than a human circulatory system. No, Morgan’s factory is tied directly into the town’s revitalization. In contrast with the average factory title in which the player is left alone to manifest their brain onto the environment, in Little Rocket Lab, the factory must learn to live in symbiotic peace with the town of St. Ambroise.

Honestly, maybe I was setting myself up for disappointment here. Generally, I like my mechanics-forward games to be nigh-storyless, and I like my story-driven games to be complimented by a suite of bantamweight systems. The fusing of the extremes – heavy duty complexity with unavoidable, long-form story – can work, but I don’t think it works for me in Little Rocket Lab.

So, I don’t see myself finishing it, but I can see a lot of people loving it. Beyond the bland writing and the burden it places on progress, there are only a couple of other notable flaws.

The UI, while okay, is not as full-featured or intuitive as it should be. More annoyingly, players can only save by going to sleep at the end of each in-game day – not cool. Time ticks away at a Stardew-like clip, which is not 1:1 with real life time or anything, but it does mean that the minimum play session will be about 20 minutes long, and any unforeseen interruptions can mean losing progress – and progress in a factory builder is everything. Frankly this Save-Only-When-You-End-The-Day system is annoying in any life sim, and I think it is a genre legacy mechanic that the devs brought over without scrutiny. They have said they’ll be taking a look at this system in future patches, but as of the time of writing, it’s still an issue.

So, this is not an overwhelming amount of criticism. For players who want the deepiest, crunchiest, most byzantine and flexible factory builder out there without any distractions, Little Rocket Lab will disappoint. But for people who have tried the big names in this genre and found them daunting or chilly, and who are still looking for their entry point into the conveyor-belt and throughput analysis lifestyle, Little Rocket Lab may be the one.

It’s a really good game that I personally didn’t like very much, but I think — and kind of hope — I’m in the minority.

Rating: 7 out of 10


Disclosures: This game is developed by Teenage Astronauts and published by No More Robots. It is available on PC. This copy of the game was obtained via publisher. Approximately 20 hours of play were devoted to the game, and it was not completed. There are no multiplayer modes.

Parents: This game is not yet rated by the ESRB. It’s a “cozy” game, so there is little to nothing objectionable here. The town itself has issues, and there are allusions to death, unhappiness, and other “mature” problems, but it’s all done with a light touch and with an inevitable wholesome spin. The mechanical complexity will be the main barrier to younger players’ enjoyment here.

Colorblind Modes: There are no colorblind modes present.

Deaf & Hard of Hearing Gamers: All of the dialogue is text-based, but it cannot be resized. All of many factory-building considerations are conveyed visually as well as audibly. The experience is fully accessible.

Remappable Controls: The game supports both keyboard + mouse and controller, and both are fully remappable.

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Axis Football 2026 https://gamecritics.com/jeff-ortloff/axis-football-2026/ https://gamecritics.com/jeff-ortloff/axis-football-2026/#respond Tue, 28 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64335

HIGH  Greatly improved on-the-field presentation. Added features for Franchise mode

LOW Still suffers from wonky AI and bugs.

WTF Why did my center line up as a receiver?


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That One Moved The Chains

HIGH  Greatly improved on-the-field presentation. Added features for Franchise mode

LOW Still suffers from wonky AI and bugs.

WTF Why did my center line up as a receiver?


The Axis Football franchise has had its share of ups and downs over the past few years.

2023’s incarnation was a standout featuring a new physics engine and gameplay tweaks that led to its highest score ever at GameCritics. Major setbacks plagued the 2024 campaign, including rubber-banding AI, graphical glitches, and inaccurate, repetitive commentary. After forgoing the 2025 season (a rebuilding year, if you will) wholesale changes were made to every aspect of the experience, and now Axis Football returns for 2026. 

On the field, players look even better than ever, with more detailed models including wrinkles on jerseys.  The new stadiums are lovely, giving the feeling of a real home team advantage, including new crowd chants and fans decked out in team colors. 

New animations make it much easier to see holes in a defensive line for a running back to slip through, or why a pass was broken up by a wily safety.  There are still times when it appears that a blocker can almost teleport to make a play on a ballcarrier, but the new instant replay mode often shows players behaving realistically, greatly enhancing the experience. 

New commentary has been recorded, including team-specific lines when scoring and so on.  It can still get repetitive, especially after playing a large number of games, but the new dialogue was certainly welcome.  Play calling has also been enhanced with a new create-a-play feature in case the current team playbook is too limiting.

Off the field, Axis Football 2026 still has one of the deepest franchise modes in videogame football, and as before, the player has complete control over the organization.  With a few button clicks, I can hire and fire coaches, scout future potential draft picks, and purchase upgrades for my stadium, such as luxury boxes and fitness and rehabilitation gear for my players. 

These things are key, as Axis Football makes players work to improve their teams, and the salary cap is no joke.  I often had to think long and hard about signing a stud free agent or saving the cap space for the offseason when I had to re-sign my core team.  Moments like this are exhilarating, and when I finally led my squad to the Axis Bowl Championship, I felt like I earned it with my shrewd decision-making. 

While the new modes, character models, animations, stadiums, create-a-play, and improved play-by-play are as impressive as an off-balance, one-handed grab in the end zone, Axis Football 2026 still has its share of problems that negate forward progress. 

As of the time of writing, the visuals are locked at a resolution of 1920 x 1080, even if a monitor is capable of much higher settings.  A controller and mouse tend to cancel each other out when manipulating menus, which is especially frustrating when trying to navigate settings or interact with the UI outside of on-the-field gameplay, such as accepting trades or drafting players.  Additionally, setting up a team’s 53-man roster can be more difficult than it should be — the option to place the best players on the field at all positions automatically should be included. 

On the field, the AI still struggles with basic concepts.  I’ve watched special teams’ players streak right past the return man straight into the endzone on kickoffs, allowing the ballcarrier to gain far more yards than should have been possible.  In one particularly bizarre scenario, I had a center line up as a receiver on multiple plays during a drive, eliminating a checkdown option for my QB. 

I’m also still not able to tell if the dreaded catchup AI from the 2024 campaign has returned — suspicions were raised when I noticed opposing teams coming back from serious deficits, even when my Philadelphia Express significantly outmatched them.  Since building my team of stars took six seasons’ worth of heartbreak and failure, it’s frustrating to win against obvious chumps, when I should have steamrolled them. 

The simulation mode has issues as well.  While losing one game by a point with seconds left on the clock, I ended manual play and allowed the computer to simulate the final moments.  Somehow, I wound up winning that game even though there was no possible way to do so.  (It was also snowing in Miami during that game in early October…)

While not quite matching its previous heights, Axis Football 2026 has made marked improvements over the last incarnation and shows that it’s still a title worthy of taking the field.  With the right bug fixes and continued improvement, it could once again become a solid contender in the increasingly-crowded football market.  Axis Football 2026 is worth the time and the price of admission, but there’s definitely room for this franchise to tighten things up.

Rating: 7.5 out of 10


Disclosures: This game is developed and published by Axis Games. It is currently available on XBO, XBX/S/PS4/PS5/PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 11 hours of play were devoted to the single-player mode, and multiple seasons were completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated E. The game is a realistic simulation of American Football.  Players are tackled and knocked to the ground, or may be pushed/shoved to the ground by blockers or a stiff-arm.  Injuries to players are briefly described in text form (such as Player X sustained a leg injury) and whether or not they will return to play.  There are no visual depictions of injuries.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game does not offer subtitles. The game is playable without sound, as there are visual representations of all in-game activities.  However, there are no subtitles for any commentary or player chatter (snap counts, etc.).  While the game does provide a quick summary of the previous play (tackle for loss, rushing gain of 17 yards and so on) so much of the experience is lost.

Remappable Controls: No, this game’s controls are not remappable.

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Absolum Review https://gamecritics.com/darren-forman/absolum-review/ https://gamecritics.com/darren-forman/absolum-review/#respond Wed, 22 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64573

HIGH The Dark Grip power up is a blast.

LOW It's a roguelike, so expect some runs to be complete write-offs.

WTF Dashing forwards doubles as a deflecting move?


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Roguelike’s Gallery

HIGH The Dark Grip power up is a blast.

LOW It’s a roguelike, so expect some runs to be complete write-offs.

WTF Dashing forwards doubles as a deflecting move?


Absolum takes place in a fantasy world where certain types of magic are militarily suppressed by a tyrant known as the Sun King who enforces his rule by locking up or murdering anyone who gets in the way of his ambition. Our heroes set off on an adventure to fight back and topple this system, only for things to go badly wrong roughly ten minutes into their mission.

Said heroes do have an ace up their sleeve though — while they can technically die, it doesn’t last long until they’re reborn in a sanctuary hidden away from prying eyes. So, after being stabbed, bludgeoned, bitten or burnt to death, they’re able to dust themselves off, power themselves up with various goodies from their previous attempt, and have another crack at taking down the Sun King.

Most of the enemies are a standard fantasy medley of orcs, goblins and humans poking at things with spears for the most part. That description also fits the playable characters who are a decent enough cast of misfits, and personable enough once they get talking. That said, Blaze Fielding levels of character design excellence are not to be seen here.

My main choice was the sword knight Galandra, a strong all-rounder. There’s also a Dwarf with stone-hard fists and a blunderbuss, a frog sorcerer who floats around the battlefield unleashing magical justice and a patchwork rogue type who seems the optimal choice for anyone looking to perform freeform combos. The first two are available from the outset, the latter two must be discovered on the journey.

While Absolum is definitely a roguelike, it offers a mostly-traditional 2D side-scrolling approach. Stroll from the left side of the screen to the right mangling anything that gets in the way, pick up gems and loot to either help in current or future runs, and choose a preferred path through the chaos.

If the setup is standard side scrolling fare, then it’s fair to say that the developers have pretty much nailed the combat. Players can run around, dash towards enemies to deflect their attacks, dash up or down to avoid them as well, and use a large variety of special moves to mince through enemy hordes. There’s even the occasional Golden Axe-style mount for added lethality and protection.

One twist to this formula is the addition of Rituals. After nearly every encounter in a given location, the player is offered various rewards ranging from gold and gems to Rituals that can substantially change their playstyle with tweaks such as punches setting foes aflame or well-timed dodges blasting them with lightning.

There are also character-exclusive perks like the Dark Grip, which I fell completely in love with since it turns out that strangling dudes in Absolum is totally awesome. Stroll up to some dirty-looking malcontent, hoist them up into the air by their throat and wait until they turn blue and die, coughing up large chunks of mana in the process.

It should be mentioned that the benefits of some options aren’t always exactly clear, as Absolum is often missing basic information in info panels such as how much damage being choked actually does (lots) to enemies or how effective a floating spectral sword is at stabbing dudes, but experimenting with new discoveries is all part of the experience.

In fact, ‘discovery’ is a watchword here as Absolum shows strength through the variety of things hurled at players. Especially in the early runs, there’s almost always some twist coming out of nowhere to open up new routes, make new friendships or reveal new enemies and bosses lurking in the shadows. One time I was waiting for a lift to another area, only to have a bunch of grenades hurled at me instead. I’m not sure if this was due to the character I picked or not, but my Dwarf didn’t get a warm welcome in that zone.

Of course, this variety in conjunction with the random nature of roguelikes has a downside. When scavenging for life-replenishing food after rough battles, it’s often (literally) a feast or a famine — pointlessly abundant one run with waste aplenty, then an absolute void of sustenance the next. The same goes for abilities and power-ups — one run offers perfectly synchronized Rituals that complement each other, and the next is nothing but a ramshackle collection of redundant nonsense that doesn’t mesh.

If I had a complaint besides the random awful luck of roguelikes, I’d have to say that I’m getting sick of seeing boss characters that borderline cheat by being slathered in hyperarmor that allows them to ignore player attacks until it shatters. It comes across as a bit lazy, honestly — there’s one Warlord boss in particular that takes nasty advantage of this with huge grab windows that last too long, able to snatch players out of combos, mid-attack. It’s not exactly game breaking, but I’d be happy to see it toned down or binned completely moving forward.

I’d also hoped for something to add replay value after killing the true final boss, but Absolum doesn’t introduce any new features that I’m aware of– no randomizers, no new skill tree unlock, and no surprise bonus characters. Given how generous the devs are with content up to that point, it’s a little strange to see the content feed suddenly stop dead like that. Rolling credits feels almost anticlimactic a result.

Minor quibbles aside, Absolum is an excellent beat-’em-up full of cool combos, neat build variations, random events and enjoyable roguelike power evolution spearheaded by a team that Absolumetely knows what they’re doing when it comes to crafting quality content. For fans of roguelikes or side-scrollers, this is one to check out.  

Rating: 8 out of 10


Disclosures: This game is developed by Guard Crush/Supamonks and published by DotEmu. It is currently available on XBX/S/PS5/Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 17 hours of play were devoted to the single-player mode, and the game was completed. 0 hours of play were spent in multiplayer modes due to lack of available players pre release.

Parents: According to the ESRB, this game is rated E10+ and contains Fantasy Violence, Mild Blood, Mild Language, and Use of Tobacco. The official description reads: Absolum is rated E10+ for Everyone 10+ by the ESRB with Fantasy Violence, Mild Blood, Mild Language, and Use of Tobacco. This is an action-adventure game in which players assume the roles of rebel heroes battling a fantasy villain. From a 2D side-scrolling perspective, players use swords, spells, and melee-style attacks to defeat creatures and human enemies (e.g., goblins, raptors, captains, ghosts) in “beat-’em-up”-style combat. Battles are highlighted by impact sounds, colorful light effects, and cries of pain. A red puddle of blood is depicted on one ground level. One character is seen smoking a pipe. The words “damn” and “hell” appear in the game.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles that cannot be altered or resized. I don’t recall anything in the game that would require the use of hearing for successful play, so I’d say it’s fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

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Blippo+ Review https://gamecritics.com/rorenado/blippo-review/ https://gamecritics.com/rorenado/blippo-review/#respond Mon, 20 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64642

HIGH Great production values and an '80s MTV aesthetic.

LOW Writing that reminded me how old I am.

WTF Classic channel scrambling from the '80s and '90s is here, too.


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Don’t Doomscroll! Channel Surf Instead!

HIGH Great production values and an ’80s MTV aesthetic.

LOW Writing that reminded me how old I am.

WTF Classic channel scrambling from the ’80s and ’90s is here, too.


Back when I was a kid in the late ’80s and early ’90s, I’d watch a lot of TV via cable, antenna, and satellite, depending on where I was living at the time. During this era, there were a number of weird and unusual shows that would always catch my eye, and that experimental vibe is what attracted me to Blippo+. It reminded me of this bygone and, frankly, halcyon era of absolutely bonkers TV.

Plainly put, Blippo+ is a full-motion video (FMV) intergalactic cable simulator — and yes, that’s a mouthful. As such, it’s not really a game in the traditional sense, but what’s here is still incredibly fascinating and entertaining to watch. Originally released as a Playdate console exclusive, what makes this new version unique is that it’s now in color, which the PlayDate is incapable of displaying.

There are a variety of channels and shows to watch on this fictional TV service. There are talk shows, science discussions (with brains in jars), psychic weather reports, kids TV, and so much more. Every program is on in real time, so just like watching TV back in the days before on-demand streaming, if something was missed, the only solution was to wait for it to repeat later. Thankfully, each channel only has about five minutes of content, so I never had to wait long to catch a show I was interested in.

The production values are out of this world, and it’s evident that the team behind this project put a lot of effort into Blippo+, even going so far as to use analog cameras, costumes and the like to give the shows a period-distinct appearance that will be familiar to anyone old enough to recall the late ’80s and early ’90s. It carries a lot of nostalgia for me, as that era of TV was commonly experimental and weird.

For example, Boredome and Party Music Nonstop really made think about classic MTV shows. Countertop kind of reminded me of old sitcoms, but not necessarily any specific one. Each show was definitely influenced by something from American TV shows of the past, and it was such a lovely trip down memory lane. And I loved almost everything that was on each channel.

I think some of my favorite shows were things like Quizzards, a game show blended together with a Dungeons & Dragons session. Or Realms Beyond, which was an often comical minute-long take on The Twilight Zone. There was even a funny version of General Hospital, called Clone Trois, with clones taking on various roles, all played by the same actress.

I think the best show was Bushwalker, a peaceful hiking simulation with a knife and axe in each hand for some reason. The Exquisite Telethon, a literary experiment read by the host, and fueled by callers to the show, was also excellent.

Oh, and for anyone wondering if there’s a story surrounding all of this — don’t worry, there is. The narrative is told piecemeal over time, which is a great way to tell it, and it made me feel a bit like a character as well.

Blippo+ definitely evoked the nostalgic feeling of channel surfing on the kind of weird, risky old school TV before all the buyouts and mergers happened. There aren’t many problems with the experience overall, though there were a couple of minor grievances I had.

One program was the same dance through different camera angles, which needed more variation. Another was a channel with an AI character slowly going insane, and the Max Headroom-like character was a bit grating. I also wish that there had been a few more shows per channel. I guess wanting more isn’t necessarily a bad thing, but I was always craving more to watch — five minutes always felt a bit short.

While Blippo+ isn’t a traditional video game, it’s still a great fit for gaming platforms. The programs are funny, and they expertly riff on the shows they parody. With the era of TV it evokes moving further and further into the past, it’s a nice reminder of what TV, video games, and all manner of entertainment can and should be — weird, and not afraid of trying something different.

Rating: 8 out of 10

Buy Blippo+Steamitch.ioNintendo


Disclosures: This game is developed by YACHT, Telefantasy Studios, and Noble Robot and published by Panic. It is currently available on Switch and PC. This copy of the game was obtained via publisher and reviewed on PC. Approximately 6 hours were devoted to the game, and it was completed. There is no multiplayer mode.

Parents: This game has an ESRB rating of T for Blood, Sexual Themes, Use of Alcohol and Tobacco, and Violence. Most of the sexual themes are innuendo, particularly the Zest “adult” channel, which is completely scrambled, save for the credits version, and even that isn’t all that sexual.

Colorblind Modes: There are no colorblind options.

Deaf & Hard of Hearing Gamers: The game offers subtitles in the form of closed captioning for the programming. (See examples above.) Subtitles cannot be resized. This game is not fully accessible, as the captions were small to read at times. Similar issues were found with the program notes that appear on-screen when a new program starts or when switching channels.

Remappable Controls: No, this game’s controls are not remappable.

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So Videogames Episode 456 https://gamecritics.com/brad-gallaway/so-videogames-episode-456/ https://gamecritics.com/brad-gallaway/so-videogames-episode-456/#respond Sat, 04 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64603

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In this shorter-than-usual episode, Brad covers:

Strange Antiquities
Endoparasitic
Xenotilt
Femboy Futa House – HEADS UP, this is an adults-only title. The podcast discussion is not graphic, but since we don’t cover adult titles often, please be aware it’s here and listen responsibly. = )

You can also hear the show on iTunes

Please send feedback and mailbag questions to SoVideogamesPODCAST (at) gmail (dot) com, or post them in the comments section below. Thanks!

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