Reviews Archives - Gamecritics.com https://gamecritics.com/reviews/ Games. Culture. Criticism. Thu, 11 Dec 2025 19:53:27 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png Reviews Archives - Gamecritics.com https://gamecritics.com/reviews/ 32 32 248482113 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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Sonic Forces Review https://gamecritics.com/gc-staff/sonic-forces-review/ https://gamecritics.com/gc-staff/sonic-forces-review/#respond Mon, 08 Dec 2025 19:00:00 +0000 https://gamecritics.com/?p=65597

HIGH First character maker in a Sonic game? Sweet!

LOW The level design, story, and gameplay are shockingly underwhelming.

WTF Avatars can wear a hat that says “Gamer”.


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Running Out Of Ideas?

HIGH First character maker in a Sonic game? Sweet!

LOW The level design, story, and gameplay are shockingly underwhelming.

WTF Avatars can wear a hat that says “Gamer”.


Sonic Forces has many interesting gameplay ideas and a dynamic character creation feature in this visually stylish package, but is constantly held back by a lack of creative level design, a lack of polish in its controls, and a story that fails to engage.

Shockingly, Dr. Eggman has defeated and imprisoned Sonic with his new mysteriously masked jackal comrade, Infinite, who bends reality using the Phantom Ruby. Now, with Eggman’s tyranny throwing the world into an apocalyptic state, a resistance team of Sonic’s friends must rescue our hero and save the world, with help from a Classic Sonic from another dimension and a rookie soldier — the Custom Avatar.

While this seems like a more mature premise than Sonic usually offers, the storytelling jarringly flip-flops between upbeat and serious, with tone-killing one-liners making things even worse. This incoherence shows that the story doesn’t know how to make players feel about the characters and story.

Additionally, many potentially interesting and dramatic plot points feel underdeveloped, and Infinite, the new enemy, lacks character development and any interesting use of his powers – are they real or just an illusion? It seems like even the writers don’t know the answer. In terms of play, Sonic Forces combines mechanics from previous entries – Modern Sonic’s fast-paced 3D “boost formula” and Classic Sonic’s 2D side-scrolling with the addition of Sonic Mania’s Drop Dash.

All of these elements are easy to pick up, and it can be entertaining to speed through stages while destroying hordes of enemies. Unfortunately, it all feels too simplistic too soon, making the gameplay loop feel repetitive.

Offering some variety, the Custom Avatar character wields “wispons” — weapons containing the superpowered aliens from Sonic Colors, which have various special attacks and powers. Occasionally, the Custom Avatar even teams up with Sonic in tag team stages.

Creating a character is a cute novelty with hundreds of pieces of clothing to be unlocked and seven species options, each with their own benefits (the bird species has a double jump, and so forth). Each Wispon has its own strengths and weaknesses, as well. A favorite was gaining insane speed from the Drill Wispon after mashing the trigger button.

Unfortunately, no matter what character the player chooses, the controls feel noticeably stiff, the running buildup too quick, and the jump too floaty – it all feels rushed and lacks the momentum and fluidity that made the classic 2D games rewarding to master. The stages, while linear, have some interesting obstacles – things like platforms that zoom forward when landing on them. A few even have alternate pathways, encouraging replayability with different Wispons that can aid in saving time or rewarding players with
hidden Red Star Rings.

But yet, it’s another mixed bag!

Most levels are much too short and don’t space out obstacles well. Excessive automated sequences remove player control and agency, and the potential of 3D gameplay is undercut in favor of basic, blocky 2D sections. Despite having 30 main stages, the the experience feel short-lived and repetitive. A smaller number of longer, more developed stages with fully fleshed-out mechanics would be a vast improvement. Visually, Sonic Forces again lurches one way, and then the other. The graphics and art style blend both cartoony and realistic, and the slick animations are a feast for the eyes while embodying Sonic’s cool, fast, and stylish qualities.

On the other hand, the animation during cutscenes gives characters wooden expressions and static movement, which is off-putting and immediately disengaged me from any potential drama. There’s also been a decent effort made to convey the world’s apocalyptic state through its original levels, with giant Death Egg Robots tearing up the city in Sunset Heights and flames burning around Luminous Forest. I wish the whole adventure was as original as these bits though, instead of otherwise mostly reusing past levels to pander for nostalgia — if Green Hill Zone is absolutely required as a level, it could have at least been altered to fit with the rest of the world in turmoil.

Overall, Sonic Forces’ potential for interesting storytelling, gameplay and level design are undercut by a lack of length, depth, and polish. Younger or casual players may enjoy Forces’ simplicity, but die-hard Sonic fans are better off playing Sonic Generations or Mania instead.

Rating: 4.5 out of 10

— Thomas Greeney


Disclosures: This game is developed by Sonic Team and Hardlight Studios and published
by Sega. It is currently available on PS4, XBO, Switch and PC. This copy was purchased as a
paid download and reviewed on PC. Approximately 4 hours of play were
devoted to the single-player mode and the game was completed. An extra 3 hours were spent
on the side content, from a total of 7 hours of gameplay to review the title. There are no
multiplayer modes.

Parents: According to the ESRB, this game is rated E10+ and contains Fantasy Violence.
According to the site: Sonic Forces is an adventure platformer in which players help Sonic
and his friend defeat Dr. Eggman and his evil plans. As players speed through different
landscapes, they collect items (e.g., gold rings), avoid hazards, and use spin attacks to defeat
robotic foes and bosses. Players can also use a created character to fire grappling hooks and
other cartoony weapons (e.g., fire blasters, electric whip) to defeat enemies. During some boss encounters, players can perform close-up finishing blows that knock opponents out in dramatic fashion.

Colorblind Modes: There are no colorblind modes available.

Deaf and Hard of Hearing Gamers: Sonic Forces offers subtitles for cutscenes and
gameplay, and there are hints players can read. Text cannot be resized or altered. Other visual
elements will guide players through levels like button prompts and markers to indicate
enemies. This game is fully accessible.

Remappable Controls: Yes, Sonic Forces offers fully remappable controls.

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Pacific Drive: Whispers In The Woods Review https://gamecritics.com/gc-staff/pacific-drive-whispers-in-the-woods-waiting-for-adam/ https://gamecritics.com/gc-staff/pacific-drive-whispers-in-the-woods-waiting-for-adam/#respond Tue, 02 Dec 2025 19:00:00 +0000 https://gamecritics.com/?p=65158

HIGH The atmosphere is top tier.

LOW Repetition and recycled content.

WTF ...Happened to my save file?


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Strange-Car Things

HIGH The atmosphere is top tier.

LOW Repetition and recycled content.

WTF …Happened to my save file?


Like every games writer approaching the end of the year, I’ve started to compile a list of my top 10 games of 2025 in an effort to appease the algorithmic gods that give this writing hobby of mine some semblance of meaning. As someone who is less constrained by the new release schedule than many, I like to focus on my top 10 experiences regardless of release date, so I don’t have to overlook any titles that impressed me. With that being said, here’s a sneak preview:

Pacific Drive is likely going to take the gold.

Loading into the original title, I expected a narrative heavy driving adventure. What I experienced was an extraction-based survival challenge with a large splash of SCP and S.T.A.L.K.E.R.

The player’s time is divided between maintaining their car’s condition by avoiding dangers in an anomaly-filled forest and looting every resource they can find in order to upgrade the car for even deeper ventures into a mysterious place called The Zone. I’m not a car guy, but I loved every second of my time exploring and learning about how the world worked, and by the time I was set to leave my garage for the final time, I had an appreciation for a game that tried something different and nailed the atmosphere it was going for.

With the recent release of the “Whispers in the Woods” expansion, I took the opportunity to grab my car keys and hit the road for another journey… and I have thoughts.

As an overview, the DLC adds an 8–12 hour side story campaign to the main title alongside new anomalies, new mechanics and a fully voice-acted narrative. The original mix of cozy and unnerving from Pacific Drive‘s initial release has been replaced with a spookier, more sinister tone as we learn more and more about a fanatical cult operating within The Zone. 

For players who read “Pacific Drive but spookier” and are already sold, then feel free to stop reading here. For everyone else, I can happily report the atmosphere in Whispers in the Woods has been amped up and the visuals continue to look phenomenal. However, there were a few bumps in the road… I was initially taken with the DLC, but as I started to settle into the new, poorly-explained gameplay loop, cracks started to appear.

There are two new main systems to contend with. Instead of collecting energy to form an exit gateway as in the original Pacific Drive, the player now needs to collect a certain number of “artifacts” that will be sacrificed at an altar to open an escape route. These artifacts each have their own quirk that will apply to the player and their car, with the effects ranging from good to ‘get rid of this thing as fast as possible’. I do like the fact that the player can no longer tell where the level exit will appear. Previously the escape could be trivialized by plotting a clear route, now the player needs to adapt on the fly, leading to far tenser rides.

Secondly, holding on to too many artifacts will gradually increase The Whispering Tide. If it maxes out “they” will begin hunting the player across the map, I will not be elaborating further because that’s part of the experience, but thankfully, this aspect can be offset this by equipping the remnant with attuned parts which will help hide the player’s presence from “them”.

In theory these are both fine systems, leading to more varied escapes and encouraging veteran players to update their car. Sadly, these new attuned parts are just glowing versions of existing parts, so I was forced to unlock everything again, minus the joy of discovery and added frustration because they are harder to repair. While different artifacts do have slightly different impact levels, the player almost always has the ability to choose either a positive one or an ignorable negative effect. This leads to the gameplay loop feeling very similar to the original Pacific Drive — simply collect enough circular energy sources to escape through a portal.

This repetition is not helped by the story missions being essentially the same task repeated seven times. Go to a new area and find an audio file, listen to it to unlock a trial with a special gameplay condition, complete the trial to unlock a new area, and repeat. The areas each have their own quirks and the trials often come with substantial restrictions, but I was left wanting when it came to the diversity I had hoped for from an expansion. The new anomalies are interesting but I had encountered the majority within a few hours of play and none caused me to change my approach to the maps, which are still heavily filled with well-known anomalies.

When it comes to the actual narrative, I prefer the story of the main game. However, I do want to acknowledge that the DLC offers strong voice performances to accompany the player throughout their journey. I was a disappointed to see there was less environmental storytelling than the first go-round and that it was almost all contained to audio logs, but the characters are at least interesting. For newer players, the story is completely separate from that of the original Pacific Drive, so players can drop in and out without concerns of spoilers.

I wanted to be able to write this review and profess my love for Whispers In The Woods as a reason to revisit one of my favorite titles of the past few years, but it left me wanting. On paper it’s more Pacific Drive with a Halloween skin, but I wanted more from an expansion. If it had been marketed as a smaller ‘trials’ pack my expectations might have been more in line with the actual experience.

There is clear care put into this expansion and it’s easy to see the vision Ironwood Studios had, it just didn’t land with me. However, I do hope they continue trying to experiment because I would love this studio to create a new experience as much as I love the original Pacific Drive.

Rating: 5.5 out of 10

— Adam Sharman

Buy Pacific Drive: Whispers In the Woods — PC — PS — XB


Disclosures: This game is developed by Ironwood Studios and published by Kepler Interactive. It is currently available on PC, PS5 and XBX/S. This copy of the game was obtained via paid download and reviewed on the PC. Approximately 9 hours of play were devoted to the expansion, on top of 32 hours in the main game, and the game was completed. There is currently no multiplayer option.

Parents: The game has an ESRB rating of T due to Fantasy Violence and Language. Pacific Drive can be very unnerving when the player is unaware of the world around them and the expansion has a horror theme including ghastly enemies that can ‘charge’ the player as a mild jump scare, although their threat level is minimal. The visuals and soundtrack of the expansion further play into this horror element but no violence is shown to the player character.

Colorblind Modes: There are colorblind modes alongside a host of accessibility features.

Deaf & Hard of Hearing Gamers: This game has subtitles for all dialogue, which is the sole way the story is conveyed. No audio is essential for gameplay and the subtitles cannot be tweaked beyond on/off. While some anomalies have audio cues, these are all accompanied by some level of visual cue. It can be helpful to hear certain anomalies without looking, but this has minimal gameplay effect. The car can develop quirks which include the horn being honked as an effect, which may be more difficult to identify for players with hearing difficulty, but this is a rare occurrence and there are ways to identify the quirk without hearing the sound.

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

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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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Lumines Arise VIDEO Review https://gamecritics.com/eugene-sax/lumines-arise-video-review/ https://gamecritics.com/eugene-sax/lumines-arise-video-review/#respond Mon, 24 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=65037

HIGH Tutorials that help me get better at Lumines.

LOW Visual overload can make it hard to focus.

WTF How is the soundtrack this good?


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Synaesthesia Never Felt So Good

HIGH Tutorials that help me get better at Lumines.

LOW Visual overload can make it hard to focus.

WTF How is the soundtrack this good?


TRANSCRIPT:

Hi everyone, Eugene Sax here with another review from GameCritics.com.

I haven’t played a lot of Lumines, historically.

The remastered version from 2018 was my first intro to the series, and honestly… well, I didn’t really enjoy that first pass at it. It felt too loud, both audio and visually, and I couldn’t wrap my head around the horizontal puzzle style. Knowing that the people behind Tetris Effect were also behind Lumines, though, I wanted to give it another shot and see if this new entry was a better way to get into this franchise.

Mea culpa, Lumines — I was wrong about you. (At least in some ways.)

Lumines: Arise is a block dropping puzzle in conversation with Tetris, but rather than the classic tetrominos filling horizontal lines, it instead focuses on asking the player to create 2×2 blocks anywhere on a horizontal plane. Blocks drop from the top of the screen, and players need to move them around in order to create 2×2, 3×3, or larger, in order to score points. A “timeline” moves across the screen and erases any complete blocks it comes across, clearing more room for players to create more blocks, and so on. There is also a rare “chain block” that will allow all linked blocks of the same color to be erased from the timeline, even if they’re not in the shape of a square.

The big mechanical addition to this version is “burst”.

As players create blocks, a meter will fill at the top of the playfield. At any point, players will be able to activate the burst, which then stops blocks from falling for a few moments. If players can create a block during this burst period, it will cause blocks of the opposite color to fly above the screen. Players can continue and make more fly up. All of those blocks come rushing back down once the burst is over, then creating a large chunk of squares to combo with.

Gameplay is broken up into a couple of modes for Arise.

Journey takes players through sets of stages (four or five, normally) with increasing difficulty as things progress. Playlist mode allows players to combine their favorite stages together in a custom order to play, or just to watch if they want to take in the visuals and music. Lastly, there’s multiplayer, which consists of some solo leaderboard competition or battle modes.

I also will shout out the tutorials specifically as Arise tailors them to new players and gives small missions that make it easy to understand and learn not only how to play, but also how to grasp more advanced techniques. These tutorials made me better in a way other puzzle titles haven’t.

At this point in the review, it feels a little like burying the lead to only just now mention the visuals and the music.

Since each stage only has two colors players need to match, this mechanical simplicity allows for some creative and striking ways to keep the play field visually interesting, and the developers lean hard into delivering over-the-top sound and graphics, far above what you might expect for a puzzle title.

One in particular that I enjoyed was a food-themed level. Blocks started as red apples and green melons, but then changed to broccoli and tomatoes as I got further in, while classical string music played in the background. Another had orbs of fish and hermit crab shells that changed color to reflect the sun setting on the beach landscape behind the playfield while listening to slow, smooth pop vocals. The visuals and music combine masterfully to pull players into Arise on a level above just block-matching, and it eats up time in a way that hasn’t happened to me in a long while.

With that said, some of the levels do get overwhelming as previous versions of the game. However, there is a moment of pause and the music fades out between each song, giving a welcome break to catch your breath and reset before going into the next stage. There are also a wealth of accessibility options that allow players to adjust any of the visual stimuli including background effects, particle effects on the playfield, and so on. If it’s too much to take in visually, it can be turned down.

While my memories of playing it in the past weren’t great, the masterful music and visual presence combined in Lumines: Arise really turned me around on the series. It’s not one to miss!

For me, Lumines: Arise gets 8.5 blocks exploding into glitter out of 10.


Disclosures: This game is developed by Enhance and Monstars, Inc. and published by Enhance. It is currently available on PS5, PSVR2 and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 6.5 hours of play were devoted to the single-player mode, and the game was completed. Around 1 hour was spent in multiplayer modes.

Parents: According to the ESRB, this game is rated and contains Mild Fantasy Violence.  The blocks will explode into particles on screen, fantasy violence amounts to spiders and snakes that fight each other in the background (but these can be turned off in accessibility menus).

Colorblind Modes: There are multiple colorblind modes available.

Deaf & Hard of Hearing Gamers: Sound is not needed to complete the game. Captions for character dialogue can be resized. The game is fully accessible.

Remappable Controls: The controls are completely remappable.

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Blood West Review https://gamecritics.com/ryan-nalley/blood-west-review/ https://gamecritics.com/ryan-nalley/blood-west-review/#comments Sun, 23 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=65105

HIGH The buildup to the second boss fight.

LOW The actual second boss fight.

WTF “Little guys for big jobs” is a profoundly weird way to describe bullets.


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The Ghoul, The Bad, And The Ugly

HIGH The buildup to the second boss fight.

LOW The actual second boss fight.

WTF “Little guys for big jobs” is a profoundly weird way to describe bullets.


There’s nothing slick about Blood West.  It’s a slow, lumbering thing – an exercise in patience, demanding to be taken on its own terms. 

My first forays into this stealth focused, first-person shooter were mired in frustration, while my seemingly interminable failures put the main character’s immortality to the test.  However, once I was willing to abandon my preconceived heuristics and fully lean into Blood West’s loop, I loved every second of it.

Recently resurrected by a talking cow skull of dubious origins, the player takes control of an unnamed, undead gunslinger tasked with defeating a great evil corrupting the land.  Structured as small open-worlds, players will explore haunted canyons, swamps, and mountain ranges across the American old west.  Light RPG elements allow for some character customization, but make no mistake, spirits, mutants, and gaggles of gun-toting birdmen offer stiff resistance to incautious players, and maintaining a low profile is crucial.

Impulse and quick reflexes find no purchase in Blood West – every action must be carefully considered, with a solid contingency plan in place should things go awry.  Stand-up fights netted poor results for this spooky cowpoke, and each encounter turned into a tactical calculus.

Take the simple act of equipping weapons – players are only able to swap between two at a time, one large and one small.  Is it more prudent to take the bow, able to stealthily dispatch weaker enemies from afar?  Or is it better to knife them in the back, relying on the close quarters fury of a double-barreled shotgun should that colossal wendigo stomping in the background take notice?  These questions become existential as health is fleeting, and death is severely punished on the plains of Blood West.

Each defeat (and subsequent resurrection) results in a “soul flaw” — a semi-permanent status effect that negatively impacts a core stat such as health, stamina, or sneaking ability.  These compound with each death, worsening up to three times. While they can eventually be remedied, these flaws do nothing to make the hostile world of Blood West any easier.

While Blood West is punishing when approached as a typical first-person shooter, it is immensely rewarding as a tactical stealth experience.  Its open-ended structure offers players abundant freedom in tackling objectives, and most areas can be approached from any direction.  I came to organize my play into discreet sorties, probing further into the wilderness and systematically clearing areas of enemies before returning to base camp to trade treasure with the merchant and heal up.  Defeated enemies stay dead until the player rests or resurrects, and I began to feel a measure of control over my environment when I realized I could stay alive much longer with the most important tactic of all – knowing when to cut bait. 

Eventually, I came to realize the majority of my deaths in Blood West were a result of my own hubris – deciding to take a snap headshot without properly scouting the area, accidentally alerting a horde of monsters in the process, or pressing into uncharted territory despite a depleted health bar.  Individual enemies are generally not difficult on their own, and most can be outrun should they become overwhelming.  That’s not to say that every death is the player’s fault, but I rarely felt Blood West was unfair and often found my own stubbornness and inattention to be the source of any frustration.

Careful attention is not only important for combat but also exploration.  Whether it’s a moored steamboat off the beaten track or a lonely cabin on a hilltop, there is sure to be loot worth finding.  As I began to explore the more far-flung corners of the map, I found powerful, unique items that literally changed the way I approached Blood West – a rifle that heals forty health with every headshot, or a trinket that offered a twenty percent boost to health, stamina, and experience points.  Some of these items shaped my play for hours to come, and it’s not an exaggeration to say that I might not have rolled credits in Blood West without them.

There is one area where Blood West falls short, however – the boss fights.  Each act is structured around tracking and exterminating an evil entity, and the narrative revolves around the buildup to these encounters.  Unfortunately, these battles are uniformly disappointing and rely on mechanics that stray from Blood West’s strengths.  Whether it’s dexterity-based dodging or battles of attrition, gone is the emphasis on thoughtful, strategic play that forms Blood West’s foundation.  While certainly a letdown, these criticisms amount to little more than quibbles in the wake of all that Blood West does right.

Blood West won’t be for everyone, but those willing to go along with its demanding play and deliberate pacing will find an engaging experience that celebrates the player’s wits as much as reflexes.  I won’t soon forget the feeling of being low on ammo, even lower on health and deep behind enemy lines, knowing I should turn back, but forging ahead anyway, intoxicated by what treasure could be around the next corner – because more than likely, it’s worth it.

Rating: 8.5 out of 10

Buy Blood West: PS5XboxPC


Disclosures: This game is developed by Hyperstrange and published by New Blood Interactive LLC. It is currently available on PC, PS5, and XBX/S.  This copy of the game was obtained via publisher and reviewed on the PS5. Approximately 30 hours of play were devoted to the single-player mode, and the primary campaign was completed, but the DLC campaign was not completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated M and contains Blood, Use of Alcohol and Tobacco, Violence. This game is definitely not aimed at children.  While the visuals are generally low fidelity and rendered in a cartoony, non-realistic fashion, there is plenty of blood and gore.  Enemies can be killed with various firearms, knives, and swords.  When killed, enemies will spray blood out and can be partially dismembered with certain weapons.  Alcohol and tobacco can be consumed as power-ups.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game only offers subtitles in certain instances.  Primary dialogue between characters is fully subtitled, but the player’s character makes many comments throughout gameplay that are not subtitled at all. While this game offers two options for text size, this only applies to certain menus and did not impact the text in subtitled dialogue. This game relies heavily on stealth, and when playing without sound I found it more difficult to remain unseen and, consequently, died more frequently due to enemy noises that are not represented visually. The missing in-game subtitles combined with the lack of visual indicators for key contextual noises means this game is not fully accessible.

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

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Little Nightmares 3 Review https://gamecritics.com/jason-ricci/little-nightmares-3-review/ https://gamecritics.com/jason-ricci/little-nightmares-3-review/#respond Mon, 17 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=65007

HIGH The last monster is a doozy.

LOW Having to do a boss fight six times because of an AI glitch.

WTF Is that a wading pool full of dentures?


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It’s a Big, Scary World Out There

HIGH The last monster is a doozy.

LOW Having to do a boss fight six times because of an AI glitch.

WTF Is that a wading pool full of dentures?


Despite what feelings they might have about a Little Nightmares they didn’t make, the developers at Tarsier should be proud that they created a franchise with vibes so iconic that it’s possible for another studio to make something that is so instantly recognizable as Little Nightmares.

For all of its flaws, no one can make the argument that Little Nightmares 3 doesn’t feel like Little Nightmares. It hits all of the important franchise beats – there are creepily adorable main characters, an oppressive, oversized world, and monstrous entities wholly focused on the heroes’ demise.

What it lacks, by comparison, is a sense that these elements meld together to form a whole — because right now, Little Nightmares 3 feels more like a series of levels than a coherent experience.

Set in a horrible dreamworld recognizable to anyone who’s played any of the others in the franchise, LN3 follows children on a journey through four distinct worlds — a necropolis, a dusty wasteland where birds are slaughtered, a disgusting candy factory and a Dark Carnival where the displays are as upsetting as the attendees. Finally things move to a final level that I won’t reveal, save to say that it is seemingly tied closely to the series’ oblique mythology.

Hopefully one of my major issues is clear based on the list of levels I just outlined – namely that LN3 has no coherent flow to its progression.

While individual levels might have a sense of rising action – players invariably meet that level’s threat about a quarter of the way through and then have to deal with three further encounters before vanquishing it or making good their escape – there’s never a sense that an overall tale is being told. Low, the lead character, has a map that he consults before using his powers to teleport to new areas, but what these areas have to do with one another, or the goal he’s attempting to eventually reach never become clear. At the end of the adventure, I was left with more questions than answers.

To its credit, on a moment-to-moment basis LN3 works well. The puzzles are cleverly designed and clearly laid out, and the AI is good enough so that if a player doesn’t have a live co-op partner, they should have no trouble completing the many two-person objectives. I played most of the campaign in single-player mode, and almost never found myself getting stuck because the computer partner was too slow or confused about what to do.

That said, LN3 really does play better when two live players are involved, and it’s delightful being able to speed things along by having two people working on puzzle elements simultaneously. As such, it makes the lack of single-screen co-op feel like an oversight. There are a few locations when two characters have to separate, but they’re few and far between, and the success of things like It Takes Two and Split Fiction have proven that split-screens work just fine. At least they aren’t forcing players to buy two copies – as long as the host has a copy of LN3, their co-op partner can simply download the demo and play with a Friend’s Pass.

In a large sense, I don’t have many complaints about Little Nightmares 3. Each new area is beautifully realized, the monsters are scary, and the skin-of-the-teeth escapes are as thrilling as one would hope. However, as I closed in on the end, I couldn’t help but feel that it all felt vaguely hollow. It’s definitely a Little Nightmares title, but it never feels like it has anything to say, or that it’s building to something profound. Even the ending was underwhelming, although given that it has to be compared to the sadistic gut punch in Little Nightmares 2, that was probably always going to be the case.

Little Nightmares 3 might be the least of the trilogy so far, but anyone who wants to have a new experience in its horribly bleak and oppressive world will still find this a great opportunity to do so — it just doesn’t come together as darkly perfect as it should.

Rating: 6.5 out of 10


Disclosures: This game is developed by Supermassive Games and published by Bandai Namco. It currently available on PC/PS5/XBS-X/SW. Copies of the game was obtained via publisher and reviewed on the PS5. Approximately 10 hours of play was devoted to the single-player mode. The game was completed. 2 hours were spent in Multiplayer modes.

Parents: This game was rated T by the ESRB, and it features Violence and Blood & Gore. This is a disturbing world full of violent imagery, but it’s presented in such a cartoony and grotesque way that I suspect even younger teens won’t find it excessive. Be prepared to be haunted by some of these creatures, though. That will happen.

Colorblind Modes: The game does contain colorblind modes.

Deaf & Hard of Hearing Gamers: I played almost the entire game without sound and encountered zero difficulties. All information is provided via text, which can be resized. The game is fully accessible.

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

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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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EA Sports FC 26 Review https://gamecritics.com/brad-bortone/ea-sports-fc-26-review/ https://gamecritics.com/brad-bortone/ea-sports-fc-26-review/#comments Wed, 05 Nov 2025 19:00:00 +0000 https://gamecritics.com/?p=64925

HIGH It’s a tried-and-true formula.

LOW Only diehards are going to spot the improvements in gameplay.

WTF We need a change in digital soccer.


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There Will Be Kicking (And Likely Screaming)

HIGH It’s a tried-and-true formula.

LOW Only diehards are going to spot the improvements in gameplay.

WTF We need a change in digital soccer.


Every year, sports fans brace themselves for another round of promises from annual game updates. Tighter gameplay, smarter AI, deeper modes, all wrapped in another sleek package that does just enough to justify the price of admission. Most years, the actual results fall somewhere between ‘incremental’ and ‘wow.’ Unfortunately, EA Sports FC 26 lands squarely on the lower end of that spectrum this season, bringing users a competent entry that shows a modicum of improvement on top of a core experience that still feels frustratingly inconsistent.

When I first loaded FC 26, I expected more of the same — refined controls, another minor Career mode adjustment, and a handful of Ultimate Team tweaks. As it turns out, that’s essentially what I got, though not in ways that reliably improves the experience.

The biggest change is the addition of two distinct gameplay presets — Competitive and Authentic.

Competitive mode caters to the online crowd, and is designed for the fast, responsive pace of FUT and Clubs. I found more enjoyment using Authentic mode, which slows the tempo, adding more weight and realism to each movement. In this setting, defenders more accurately hold their positions, midfielders fight for spacing, and goals feel earned, rather than expected. It’s a split that acknowledges how different the FC audience can be, but it also feels like EA is hedging its bets, rather than committing to a cohesive vision.

Player control remains an odd juxtaposition of schemes. Dribbling has been reworked, but often feels sticky and predetermined. In turn, players move with better agility in the open field, but the responsiveness isn’t always there when needed in tight quarters, typically around the goal. Plus, input delay creeps in during crucial moments, making skill moves feel more like happy accidents than strategic maneuvers.

I should also mention that there’s an odd rhythm to FC 26. While I enjoyed moments of fluid, effortless movement, there were more than a few where it seemed like the ball only went where the game wanted it to. By this, I mean opposing teams often anticipated passes prematurely, with passing accuracy seemingly random. When I lost possession of the ball, it was often hard to tell if it was my fault or the AI.

Speaking of which, the AI has improved in some areas — most notably in defensive positioning — but it still makes baffling decisions that lead to easy opportunities, completely breaking immersion. Likewise, the goalkeepers have improved for the most part, tracking shots and parrying realistically, though they still have bursts of inexplicable foresight. As discussed, scoring can feel earned, but it just as often feels as if the game had a different narrative in mind at certain junctures.

Happily, Career mode gets some overdue attention. Manager Live Challenges offer dynamic objectives, like steering a mid-table team into Europe or rescuing a struggling squad from relegation. (Fans of FX’s “Welcome to Wrexham” will appreciate these additions, for sure.) The new manager market evolves as seasons progress, with clubs hiring and firing AI managers who change tactics, formations, and even player roles.

There are also random events sprinkled throughout a season, adding unpredictability to a mode that needed it. By and large, it still feels somewhat mechanical and lacks the depth other sports games have achieved, but progress should be commended here, even if it’s difficult to get excited about features that should have been implemented years earlier.

Moving on, the Archetype system adds a layer of identity to Player Career and Clubs. Building a player as a creative midfielder or commanding center back now carries more meaning, with perks that accentuate a preferred style. It deepens immersion somewhat, though the grinding required to unlock meaningful progression remains tedious.

Ultimate Team and Clubs remain familiar. The interface feels more intuitive, matchmaking is less punishing in theory, and onboarding for new players is easier thanks to structured objectives before unlocking the transfer market. The Live Events and new knockout tournaments create reasons to return each week beyond simple pack grinding. That said, since it’s become a point of contention in all my EA reviews, I should mention that the mode’s monetization structure remains intact and as pushy as ever.

Finally, online play was solid, reliable, and enjoyable overall. The lobbies seemed oddly sparse during my time online, but navigating the menus and finding matches was seamless and lag-free. Unlike the more vibrant experiences in Madden and NBA 2K, the FIFA/FC crowd is always a little different, so user mileage may vary.

If my tone sounds a little flat in this review, it’s probably because it reflects how this game impacted me. Ultimately, FC 26 is a solid, if unspectacular, soccer title that makes incremental progress in some areas while stagnating in others. It’s competent enough to deliver moments of enjoyment, but the inconsistent controls and gameplay hold it back from providing the same thrills as the company’s American football titles this season.

Real talk, this entry won’t convert anyone tiring of EA’s approach to the world’s favorite sport, and longtime fans will likely feel the same frustrations they’ve felt for years. However, for anyone who still finds joy in a well-timed through ball or a diving header in extra time, it can deliver a good experience. It captures enough of football’s rhythm to be a good purchase for dedicated fans, but the execution just isn’t as sharp as I expected at this point.

Rating: 6 out of 10


Disclosures: This game is published by EA Sports and developed by EA Vancouver. It is available on XBO/X/S, PC, SW2, and PS4/5. This game was obtained via publisher and reviewed on the XBX. Approximately 17 hours of play were devoted to the single-player mode, and the game was not completed. Approximately 3 hours of play were devoted to online multiplayer.

Parents: According to the ESRB, this game is rated E. This is a realistic representation of professional soccer. Some animations and injuries may concern some parents.

Colorblind Modes: Colorblind modes are available in the Game Settings menu.

Deaf & Hard of Hearing Gamers: FC 26 features subtitles, speech-to-text, and numerous tactile feedback features in all modes. The game is easily playable without sound and is fully accessible.

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

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