Series Archives - Gamecritics.com https://gamecritics.com/tag/series/ Games. Culture. Criticism. Fri, 21 Nov 2025 14:29:19 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png Series Archives - Gamecritics.com https://gamecritics.com/tag/series/ 32 32 248482113 Madden NFL 26 Review https://gamecritics.com/brad-bortone/madden-nfl-26-review/ https://gamecritics.com/brad-bortone/madden-nfl-26-review/#respond Sun, 19 Oct 2025 19:00:00 +0000 https://gamecritics.com/?p=64250

HIGH Franchise is once again the centerpiece of the Madden banquet table.

LOW The load times are unbearable for this console generation.

WTF Even digitally, the NY Giants seem lost and confused.


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This Veteran Has Something To Show You

HIGH Franchise is once again the centerpiece of the Madden banquet table.

LOW The load times are unbearable for this console generation.

WTF Even digitally, the NY Giants seem lost and confused.


Please allow me to pull back the curtain on how things run at GameCritics headquarters. For years, our esteemed editor has questioned higher scores when a corresponding review indicated otherwise, and for years, I pushed back, arguing that the whole often exceeded the sum of its parts. While I stand behind every review I’ve ever published, from now on, I plan to approach scoring a little differently.

Madden NFL 26 is the reason why.

Last year, I awarded Madden 25 an 8 out of 10, citing steady, if minor improvements — and by and large, it was a good, solid football sim. After playing Madden NFL 26, I no longer want to see incremental upgrades. Nor do I want to review more ‘solid’ games. I want to see more of this.

Madden NFL 26 is the revelation football enthusiasts have wanted, breaking the cycle of minor fixes to deliver a monumental leap in immersion, atmosphere, and controls, and the largest refinement came where it was needed most — the criminally-overlooked Franchise Mode. After years of wondering if EA was pushing all users toward the microtransaction-focused Ultimate Team, it’s clear the developers listened to fan feedback, because Franchise feels like the heart of Madden once more.

For starters, the updated week-to-week tactical approach lets gamers design strategies on the fly, tailored to each opponent’s strengths and weaknesses. In turn, a new XP-based progression system personalizes the player development process, and the “Wear & Tear” mechanic (borrowed lovingly from College Football) forces users to make tough decisions about how to rest stars and manage rosters across a long season.

Another key development was the introduction of coaching archetypes, which allows players to choose whether to lead their team as an Offensive Guru, Defensive Genius, or Development Wizard. Each path provides unique skill trees and gameplay benefits, deepening the strategic investment. Combine this with enhanced scouting, revamped menus, and a more robust broadcast package, and Franchise has become a destination rather than an afterthought. Gamers asked for it, and EA delivered in a big way.

This realism is matched by the gameplay, which is both quicker and more realistic than before. Madden NFL 26 strikes a delicate balance between accuracy and responsiveness, creating a pace that is fast enough to excite without delving into arcade territory. The much-hyped “QB DNA” system brings more personality to quarterbacks and receivers by amplifying pocket passing/scrambling tendencies, receiver route discipline, and overall situational awareness, so the results better reflect what fans see on Sundays.

Defensive play has also improved, albeit not by the same leaps and bounds. Still, Madden’s AI shows more intelligent formation reads and more realistic animations for blocking and tackling. A lot of this will be missed by the casual player, but there’s a sense of fluidity and realism that enhances the immersion in each session.

One thing sports fans always seem to do is compare the current Madden series with the beloved NFL 2K titles, especially when it comes to broadcast quality, Well, Madden NFL 26 feels like a true primetime production with unique looks for Thursday night, Sunday afternoon, and Monday night football, right down to lighting that shifts with the time of year. Maybe the commentary isn’t quite as memorable as the first time we heard Dan Stevens on our Dreamcasts, but there’s little repetition or inaccuracy.

In turn, entertaining cutaways and postgame coverage match the old TV spirit of NFL 2K, delivering trivia, highlights, and halftime visuals for authenticity and immersion. It’s been a long time, but this year’s Madden finally captures the gravitas and flair of the NFL’s expanded weekly product.

Even Madden Ultimate Team (MUT), long criticized for its money-hungry grind, benefits from smarter (if subtle) quality-of-life updates. Yes, the annoying pay-to-win structure remains, so MUT is still best suited for those comfortable with its monetization design. However, it’s also more welcoming to those who want to dabble before opening the wallet, which is a step in the right direction.

Superstar Mode has made a significant move forward by revisiting basic RPG-like elements. Maybe this isn’t exactly “Sunday Stadium Skyrim,” but this notably revamped mode now features career chapters, evolving player relationships and ongoing customization, showing an honest attempt to make the journey feel more personal. Though it still doesn’t quite reach the depth of Franchise, nor does it dabble in melodrama like the NBA 2K series, EA’s attempts at storytelling no longer feel half-baked, and I’m already looking forward to next year’s efforts.

Also, it should be noted that graduating seniors from the College Football series can be imported and drafted in Madden 26. This is handled well, and it’s enjoyable to watch a dominant college player adapt to the improved talent facing him in the pro ranks. It’s also a nice way to enhance the value of owning both titles, since there is no limit to how many created superstars can find their way into the hallowed halls of Madden NFL.

Even though readers probably know I’m about to laud this title with a stellar score, I do need to call out one odd, unexpected complaint — loading times. Both offline and online, I found myself staring at loading screens for far longer than I should with my Xbox Series X. Online, I’m willing to forgive these delays in the short term, as servers were understandably packed at the time of review. That said, jumping from mode to mode shouldn’t be timed by an hourglass. EA will hopefully patch this soon, if they haven’t already.

So, to bring this discussion full circle, Madden NFL 26 is a shining example of why it’s important to read full reviews, not just scores. Why? Even when discussing two games in a series made one year apart, there’s a world of difference between last year’s 8 and this year’s 9.5. Those waiting for Madden to finally make true forward progress can exhale, because the moment has come.

Rating: 9.5 out of 10


Disclosures: This game is published by EA Sports and developed by EA Orlando. It is available on XBO/X/S, PC, SW2, and PS4/5. This game was obtained via publisher and reviewed on the XBX. Approximately 13 hours of play were devoted to the single-player mode, and the game was not completed. Approximately 4.5 hours of play were devoted to online multiplayer.

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

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

Deaf & Hard of Hearing Gamers: Madden NFL 26 features subtitles, speech-to-text, and numerous tactile feedback features in all modes. (See examples above) 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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Momodora: Moonlit Farewell Review https://gamecritics.com/kkoteski/momodora-moonlit-farewell-review/ https://gamecritics.com/kkoteski/momodora-moonlit-farewell-review/#respond Sun, 08 Jun 2025 11:00:00 +0000 https://gamecritics.com/?p=60988

HIGH Satisfying combat and addictive metroidvania mechanics.

LOW Short runtime and lack of truly fresh ideas.

WTF The fairy queen's sprite is basically Dark Souls' Gwynevere…


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Moon Presence

HIGH Satisfying combat and addictive metroidvania mechanics.

LOW Short runtime and lack of truly fresh ideas.

WTF The fairy queen’s sprite is basically Dark Souls’ Gwynevere…


As the fifth installment in a series I’ve never tried before, Momodora: Moonlit Farewell was revealed to be a competent 2D metroidvania set in a dark fantasy world brimming with themes like sacrifice and maternity, all presented via a captivating art style.

As a priestess of the order in charge of protecting a village from evil forces lurking both below and above,  Momo Reinol is one of the few beings capable of stopping the approaching darkness in its tracks.

Armed with a magical leaf whose reach and damage potential extend at the final stage of its three-hit combo, she embarks on a journey across several biomes to collect items and parlay with deity-like beings to secure mankind’s (or at least, the village’s) survival. Moonlit Farewell’s art direction fits the setting with a carefully chosen color palette and memorable enemy designs. It all fits together beautifully.

Another of Moonlit Farewell’s most notable strong points is how approachable it is, especially for genre newcomers.

While most metroidvanias are keen on keeping the player stuck until that “a-ha!” moment finally presents itself and allows us to unlock the rest of the content, here the map clearly tells us which parts we have yet to explore and exactly which areas still hide a secret. Thus, as we slowly navigate through combat and platforming challenges, we can quickly consult with the map to ensure we haven’t missed anything along the way. The breadcrumb trail of power-ups evolves organically and logically, arming the player with just enough power to never let Momo’s fighting prowess come up short.

So, as is the case with most metrodivanias, gameplay consists of three segments — combat challenges against enemies with deadly melee attacks, molotov cocktail-throwing smarties, and disturbing entities that explode on death, platforming sections where we’ll have to manage our stamina bar, the longevity of our jumps, and the use of other abilities later unlocked, and screen-filling boss encounters, which round up the campaign’s “acts” and often bestow Momo with a new power upon defeat.

Aside from those core elements, Moonlit Farewell is brimming with hidden power-ups that, if successfully unearthed, will expand Momo’s health and mana pools, as well as the stamina recovery which allows her to sprint and dodge.

Despite all the power-ups and items to find, difficulty isn’t the point of Momodora: Moonlit Farewell — there aren’t any wild spikes or overpowered bosses hell-bent on punishing even the slightest mistake. Instead, the power-ups seem more about granting benefits that synergize with each other, and selecting the right array for a given challenge.

For instance, by donning an ability that granted a barrier upon healing myself, I was able to more confidently charge in by synergizing with powers that boost melee damage. In another instance, I combined the “exploding arrows” ability with one that allows Momo to fire three projectiles at once, and suddenly turned into Legolas, feeling pretty good about myself!

Of course, the most powerful abilities are hidden behind demanding obstacles, but hunting for them isn’t necessary to roll credits. Everything Moonlit Farewell throws at the player is well-balanced and solvable simply by using observation, rationale, and the abilities one will naturally come across on the critical path. 

As such, the only real complaint I want to raise is Moonlit Farewell’s lack of innovation. While it offers a nicely curated experience, it never tries to challenge or alter established genre boundaries in any way — there are no big surprises, nor any or game-changing abilities that might’ve enticed other developers to copy from Momodora: Moonlit Farewell in the future.

Ultimately, Moonlit Farewell is a game that excels at what it sets out to do, though it doesn’t try to achieve anything too surprising or outside the norm. Even so, it kept me glued to my console from start to finish, and no fan of this genre will find much fault with it.

Rating: 8 out of 10

Buy Momodora: Moonlit FarewellPCPS XBSW


Disclosures: This game was developed by Bombservice and published by Playism. It is currently available on Switch, PS5, XBX/S, and PC. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 18 hours of play were devoted to the game, and it was completed 100%. This is a single-player-only title.

Parents: This game has received a “T” (“Teen”) rating by ESRB and contains Blood, Fantasy Violence, and Suggestive Themes. The official rating summary reads: This is a platformer game in which players assume the role of a priestess embarking on a divine mission. From a side-scrolling perspective, players traverse environments, interact with characters, and battle human bandits and demons. Players use magic and arrows to defeat enemies in melee-style combat. Battles are highlighted by impact sounds, colorful light effects, and small blood-splatter effects. Some environments contain bloodstains on the ground/walls. One female fantasy creature is designed with exposed breasts, though with no discernible details (i.e., no nipples); another character is depicted in a revealing outfit (e.g., deep cleavage).

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers:  All dialogue in this game is shown via textboxes, so they’re easy to keep track of at all times. Text cannot be altered or resized. All enemy attacks are clearly telegraphed on-screen with enemies signaling when they will strike next and in which general direction. No audio cues are needed for play. This game is fully accessible.

Remappable Controls: This game offers a controller diagram and players can freely remap any action to any button. 

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The Legend of Heroes: Trails Through Daybreak Review https://gamecritics.com/darren-forman/the-legend-of-heroes-trails-through-daybreak-review/ https://gamecritics.com/darren-forman/the-legend-of-heroes-trails-through-daybreak-review/#respond Thu, 08 Aug 2024 11:00:00 +0000 https://gamecritics.com/?p=56867

HIGH The cast's a largely enjoyable bunch of rogues with solid writing.

LOW The battle systems are somewhat unexciting.

WTF Feri's (13f) father's ominously worded letter to Van (24m).


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Happy Trails, Gang!

HIGH The cast’s a largely enjoyable bunch of rogues with solid writing.

LOW The battle systems are somewhat unexciting.

WTF Feri’s (13f) father’s ominously-worded letter to Van (24m).


The Trails series has been around for a while at this point, and unlike many other major JRPG series on the market, it doesn’t simply ditch the storyline of the previous entries and start afresh with each new installment. No, they’re all interlinked, with cameo appearances from one arc popping up in the next.

Such a long-term structure sounds like it could be pretty uninviting for new players beginning with later games, but as someone who only occasionally dips into this IP, I’m pleased to say that Trails through Daybreak works extremely well as a starting point for newcomers thanks to its new core cast, fresh setting and just enough explanation about prior events peppered in.

This new arc in the Trails series takes place in the Republic of Calvard, a fairly major superpower. It’s a region and world filled with recognizable tech — they have televisions, laptops, mobile phones, cars and highways, which makes much of the setting feel immediately relatable. Of course, this region has its own share of woes and social ills, and this is where a new story begins as a school girl with a heart of gold requests help from a local fixer in recovering something known as the Genesis — a keepsake of her grandfather… which, by the way, might just be part of something that might trigger the end of world.

The characters in Trails through Daybreak are pretty great overall. Protagonist Van Arkride isn’t some wide-eyed kid, instead having plenty of life already under his belt as the story begins. He’s got a reputation as a dependable fixer (here termed a “Spriggan”) who can get things done for a fee, and often employed by clients who may not want to get involved with the law for various reasons. I was initially concerned he’d lean too far into the ‘cool dependable guy’ side of the spectrum to be interesting, but he has unexpected personality quirks that make him a decent lead.

The backup cast run the gamut from good to excellent. Feri in particular is a superb addition — a fish-out-of-water child soldier whose limited experience living on the battlefield couples with her boundless enthusiasm and desire to be helpful in weird and amusing ways. Main heroine Agnes is fairly likable, even if her personality slots neatly into the kind-hearted-but-determined trope, then there’s a host of playable and nonplayable characters who get involved like Judith, a movie actress with a shadowy side gig, or the Direwolf, a beast of a dude with whom Van’s had an obviously turbulent history.

The writing and world building are solid throughout, with plenty of amusing dialogue to keep things entertaining, even when the cutscenes run long with exposition. Handled badly, the pacing in Trails through Daybreak could have been an absolute bore, but it all goes down easy thanks to a decent localization and good character work, much of it shining when players are allowed to simply breathe in each environment and potter around with relaxing, non-critical tasks between more serious events.

There’s also a minor morality system at play during certain points where Van can choose between lawful, chaotic or morally questionable outcomes. This doesn’t change who he is as a character — he’s a hero, so he’s not going to suddenly start kicking puppies into wood chippers out of nowhere. It’s more that a chaotic choice will have him come to a different conclusion. A lawful choice will have him leaving a thug in the hands of the police, whereas a chaotic choice would lead him to the conclusion that the police might not prosecute the criminal appropriately, so he’ll blackmail them to ensure compliance instead. It’s a minor thing, but it does gently guide certain responses and outcomes throughout the narrative.

In terms of gameplay, series regulars will find an admirable amount of player customization. Battles can be made as easy or as challenging as desired with multiple selectable difficulties, text and movement speeds can be sped up or cut down, and more.

Looking specifically at combat, there’s a new dual battle system on offer.

The first aspect is a little like that found in Falcom’s other famous action JRPG series Y’s, though admittedly more limited in scope. It’s a simple realtime setup where players get to stab enemies in real time or roll out of the way of attacks, best used to eliminate weaker enemies and to shunt larger foes off-balance by stunning them before transitioning to the turn-based mode to finish them off. It’s not particularly deep, but it’s nice to have the option to clear riffraff in a speedy manner instead of having to knuckle down for a turn-based brawl every time a poxy slime gets too close to the party.

This second aspect is a more traditional turn-based approach where players give each character various commands like defending from attacks, casting magical arts or simply stabbing an enemy in the face. This is paired alongside a realtime battle system where dashing around field monsters, tumbling out of the reach of attacks and smashing them into a stunned state with special moves is the order of the day.

There’s a decent amount of strategy in this turn-based, including maneuvering around the field to catch as many enemies in an area-of-effect attack as possible, or synergizing with allies so that they join in on the assault, but the delay between selection and activation of certain special moves robs play of immediacy, and seeing enemies walk out of said AOE before activation sucks.

While these systems are decent enough, I did find myself wishing the frequent battles would be over faster, so I could get back to continuing the story — a feeling I rarely have when encountering a genuinely gripping JRPG battle system. The lack of impact during battles is noticeable, with fairly stiff animations and no real oomph to each attack. As a result battles feel a little more mundane and perfunctory than they could be, and playing Daybreak right off the back of Like a Dragon: Infinite Wealth, it’s hard not to expect a little more from modern-day battle systems.

As a side note, Daybreak is full of “points of no return” where players will be warned that the storyline is about to advance and that if they haven’t done everything they’ll lose the chance forever. As someone with a completionist mindset, this left me in a near-perpetual state of anxiety. Did I talk to everyone? Did I do everything? Did I doublecheck that I talked to everyone and did everything? I’m sure I did, so let’s continue… okay, we’re now past the point of no retu — SHIT, I FORGOT TO FEED THAT F****** CAT MY PLAYTHROUGH IS RUINED GODDAMN IT!!!

Well, it’s maybe not that extreme, but I spent a lot of time doublechecking that I’d crossed everything off my list before daring to progress.

Despite completion anxiety and combat that was just a little bit lacking, I still had a great time with Trails through Daybreak — it offers an interesting world coupled with plenty of likeable characters, ultimately delivering an enjoyable journey filled with plenty of good times.

Rating: 8 out of 10


Disclosures: This game is developed by Nihon Falcom and published by NIS America. It is currently available on PS4/5, Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 35 hours of play were devoted to the single-player mode, and the game was not completed. Still playing though!

Parents: According to the ESRB, this game is rated T and contains Blood, Drug References, Fantasy Violence, Language, and Suggestive Themes. The official description reads: “This is a role-playing game in which players assume the role of a hero hired to find a stolen heirloom. As players explore a fictional republic, they can complete missions/quests, interact with characters, and battle human enemies and fantasy creatures (e.g., giant insects, demons, robotic turrets). Players use swords, machine guns, and magic spells to defeat enemies in turn-based combat. Battles are highlighted by gunfire, impact sounds, and cries of pain. Some sequences depict blood-splatter effects as characters are attacked; a handful of scenes show blood on characters’ faces and underneath a corpse. The game contains some suggestive material: a gentleman’s club depicting female characters in lingerie dancing on poles; red-light district signage (e.g., “Show Girls”); innuendo/sexuality in dialogue (e.g.,“We’ve got a nice room out in the Entertainment District…[W]e’ll give you more girls…”; “Just don’t get too naughty, all right?”). The dialogue also references drugs (e.g., “…laced with illicit substances”; “hard drugs”; “…[I]f he’s going around selling drugs to children, he won’t be on the streets for long.”). The word “sh*t” is heard in the game.”

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. Audio isn’t required to play. All dialogue is subtitled, few mechanics are aided by audio cues, and the few that do have visual accompaniments. It’s fully accessible.

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

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Apollo Justice: Ace Attorney Trilogy (Switch) Review https://gamecritics.com/kkoteski/apollo-justice-ace-attorney-trilogy-switch-review/ https://gamecritics.com/kkoteski/apollo-justice-ace-attorney-trilogy-switch-review/#respond Tue, 20 Feb 2024 11:00:00 +0000 https://gamecritics.com/?p=53379

HIGH Excellent writing and incredibly creative scenarios!

LOW Some responses are unnecessarily long. 

WTF A "doctor" offering to "thoroughly examine" a 15-year-old girl?!  


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Hercule Poirot Does the Grim Fandango

HIGH Excellent writing and incredibly creative scenarios!

LOW Some responses are unnecessarily long. 

WTF A “doctor” offering to “thoroughly examine” a 15-year-old girl?!  


The release of Apollo Justice: Ace Attorney Trilogy marks another well-deserved transition of a beloved franchise to newer consoles, delivering a stylishly-packaged love letter to the fans.

As the title states, this compilation serves up three highly-praised Ace Attorney titles (Apollo Justice: Ace Attorney, Phoenix Wright: Ace Attorney — Dual Destinies, and Phoenix Wright: Ace Attorney — Spirit of Justice) all of which were previously available only on the Nintendo DS, Nintendo 3DS, iOS, and Android devices. As such, Apollo Justice: Ace Attorney Trilogy is a full-course meal, satisfying both the initiated and newcomers alike.  

The author of this review falls in the latter category and digging into this compilation was nothing short of a treat. In a nutshell, Apollo Justice: Ace Attorney Trilogy is a visual novel that knits an intriguing narrative full of colorful characters, captivating murder cases, and staggering conclusions waiting to be puzzled out. It’s a slow-burn play — perhaps too slow if judged solely by today’s standards, but it’s the sheer quality of the writing that sets a high standard from the get-go, before proceeding to meticulously adding fuel. 

Upon launching this title, the first thing to notice is the excellent presentation. All three games are clearly delineated in the starting menu and accompanied by unique icons that communicate each installment’s main characters. Then, we can freely select one to sample, swap to another on a whim, and even opt to start our journey from any single episode within the entire trilogy, no matter its position in the overarching plot. Of course, starting at the beginning and progressing sequentially is the best path here, as these three games tell one single, epic story.

While the anime aesthetics initially fooled me into a false sense of security, I soon realized that progress rests not on simply reading through text boxes and occasionally making a choice, as in most visual novels, but on my analytical skills, above all else.

The plot is thick and heavy, expanding across several years while giving characters ample space to shine through this hyperbolical take on the US judiciary system. The lack of legal realism notwithstanding, the Apollo Justice: Ace Attorney Trilogy succeeds in what it sets out to do — open the player’s eyes to objective, indubitable truth, regardless of how each episode’s villains have obscured it.

If it wasn’t glaringly obvious already, these games are narrative-driven experiences that the player experiences via a team of lawyers. Each title comprises several episodes, each set in motion by a murder that we’re tasked with unraveling — and it’s not just about finding the guilty party. No, the player must demystify each moment that culminated in or even influenced the act in question. I was pleasantly surprised by how in-depth and serious a task this turned out to be!

The episodes consist of two phases — first, collecting evidence where we visit crime scenes, analyze the surroundings, chat with the locals and utilize forensic tools (via mini-games) before the preliminary hearings begin. This is the second phase when we are in the courtroom.

When pursuing evidence, we can easily jump between locations while trying to find something key that unlocks the way forward. To make progress, I often had to ask a forensic scientist to apply fingerprint powder on an item the suspect must’ve handled manually at some point, or press an eyewitness to recall an important detail by drawing parallels with what’s been uncovered thus far. What makes this a drag at times is that most of the characters don’t have anything meaningful to say when presented with evidence that doesn’t concern them, but they’ll still continue to ramble on, wasting the player’s time. So, when trying to get something out of a character who obviously had more info, I often had to listen to the same collection of lines instead of a genuine answer, sometimes a dozen times in a row, depending on how long the list of potential evidence had gotten to that point. 

And, even if that frustration was immediately alleviated once I landed on the correct item that made them spill their guts, sometimes it did feel like a random guess — an outdated point-and-click type of roadblock that I’d almost forgotten still existed in videogames.

When we’re prepared to press our case, we move to the courtroom, and there’s a tasteful gaminess to it. We are always in the shoes of an under-prepared defense attorney struggling to prove the innocence of their (ostensibly guilty) client. To slowly turn the odds towards vindication, we’ll have to pay very close attention to the court record and the evidence list. We can also examine objects in a 3D view (the Switch’s touch controls make that a breeze) to perhaps uncover a potential ace-in-the-hole to be used at opportune moments during the proceedings.

Once a hearing begins, the judge will expect us to prove our claims without any leaps in logic — not a single one! At the same time, a capable prosecutor across the aisle will diligently trace our train of thought and spot every single crack in our attempt. 

From a gameplay perspective, these courtroom challenges are essentially puzzles where we have to spot a contradiction between the witness testimony and evidence pointing to a different fact. For example, when a character claimed they heard two gunshots in the room where a murder took place, I had to comb the court record and select the evidence that decisively contradicted that claim — namely, the pistol in question, which only held a single bullet in the chamber!

I’ll refrain from revealing any more examples of the type of analysis the player will be tasked to perform in Apollo Justice: Ace Attorney Trilogy, but rest assured, wiping the smugness off of the faces of both witness and prosecutor is always incredibly satisfying.

From start to finish, The Apollo Justice: Ace Attorney Trilogy is intertwined with memorable characters and thrilling courtroom scenes depicting both the best and worst of humanity, presented triumphantly in a manner I won’t forget anytime soon. Even if the core of the gameplay loop is showing its age a bit, it won’t hinder anyone’s enjoyment by much — a good story is a good story, full stop. 

Rating: 8.5 out of 10 


Disclosures: This game was developed and published by Capcom. It is currently available on PC, PS4/5, XBO/X/S and Switch. This copy of the game was obtained via publisher and reviewed on the Switch Lite. Approximately 45 hours of play were devoted to the single-player mode, and two of the three games were completed.

Parents: This game has received a T rating from the ESRB and contains Blood, Mild Language, Mild Suggestive Themes, Use of Alcohol and Tobacco, and Violence. The official summary reads: “This is a collection of three adventure games in which players assume the roles of attorneys in various murder cases. Players can study crime scenes, analyze evidence, and present clues and arguments in court cases. Crime scenes sometimes depict corpses, with bloodstained clothing and/or weapons protruding from torsos. Cutscenes and still-images depict further instances of violence/blood: a tape outline of a body with a large bloodstain; characters getting shot, sometimes with blood-splatter effects; a character strangled with a cord; characters stabbed and/or slashed, also with blood-splatter effects. One female character is depicted with breasts that jiggle during dialogue; one case revolves around players searching for missing panties. The game includes use of controlled substances: drunk characters slurring their words, swaying, hiccupping; an opposing lawyer holding a cigar; a witness blowing smoke rings in the air. The word “p*ss” appears in the game.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: There is no recorded audio dialogue in the game, and every line uttered by the characters is presented solely via written text. The font size is easily readable, as every text box takes almost one-third of the screen. (See examples above.) I opted for semi-transparent text boxes, which seemed to work best for me, though several other options are available too. Certain parts of the game task the player with deciphering clues audio samples, meaning players will have to compare similar recordings and point out the inconsistencies. At those points, players who have trouble hearing can turn on “Story Mode” under the “Reader” section of the Options menu, and the game will present the correct course of action automatically. ”Story Mode” can be turned off and on at will, but be aware that it does impact which trophies players get for their performance.

Remappable Controls: This game doesn’t offer a controller diagram and the controls are not remappable. The controls are displayed at all times during gameplay at the bottom of the screen (i.e., on the Switch, the “X” button is for presenting evidence, the “A” button confirms a selected action, etc.). The player is given an infinite amount of time to make a choice.

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Trine 5: A Clockwork Conspiracy https://gamecritics.com/ali-arkani/trine-5-a-clockwork-conspiracy/ https://gamecritics.com/ali-arkani/trine-5-a-clockwork-conspiracy/#respond Mon, 05 Feb 2024 00:00:00 +0000 https://gamecritics.com/?p=53062

HIGH Great puzzles!

LOW The combat is dull.

WTF Why does it get so difficult in co-op?!?


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Fifth Time’s Still The Charm

HIGH Great puzzles!

LOW The combat is dull.

WTF Why does it get so difficult in co-op?!?


Trine 5: A Clockwork Conspiracy is the latest installment in the long-running 2D side-scrolling puzzle-platformer series that brings back a trio of linked characters for a new adventure.

The story follows the Heroes of Trine once again as they are framed by an evil queen and her army of robots who are trying to conquer the land. Amadeus the Wizard, Pontius the Knight and Zoya the Thief are all that stand between the evil queen and the fall of their beloved kingdom. There’s not much more to it than that, and to be fair, Trine was never famous for its story. As usual, the script acts as setting for the aspect that really shines — the puzzle solving!

Amadeus, Zoya and Pontius are similar to how they were in Trine 4. Amadeus can lift objects with his magic, Zoya is the long-range specialist with a bow and grappling hook, and Pontius has a deadly sword and shield. As the heroes journey, they unlock new abilities that will allow for more complicated puzzles and combat scenarios. For example, Pontius will learn to throw his sword at wooden walls and use it as a springboard to jump higher, adding more verticality to upcoming challenges.

Trine 5 can be played solo or with up to two friends in co-op, both online and local. With that in mind, the puzzles adjust to the number of players. Playing alone, the challenges are not so difficult, but as the number of players grows, the tasks become significantly more complicated.

Change in the puzzles range from simple escalations like adding more switches or pedestals, all the way up to more complicated situations. For example (when solo) the player needs to hang from a lever that opens a door, and the switch for keeping the door open should be shot from afar. When playing the same area in co-op mode, the switch is replaced with an exploding barrel that requires one player to blow it up with fire while the other keeps the door open by hanging from the lever.

While the puzzles work well for the most part, combat is still Trine’s Achilles’ heel.

Pontius is generally the best option to directly engage with queen’s robotic henchmen, but Amadeus’ magic can’t be used in combat until later stages, and only after upgrading his abilities multiple times. Even then, his combat skills (such as raining ice shards on enemies) are difficult to handle and not so useful. Zoya is the most balanced character, able to shoot airborne targets that Pontius can’t reach with his sword and adding a more dynamic approach to combat than just simply marching forward with a blade swinging in the air.

The adventure has quite a few boss fights, and honestly, I wish all the combat was designed the way these encounters are.

Unlike the general combat sections, boss fights contain puzzle-solving elements. For example, when facing a mechanical dragon, Amadeus can use his magic to lift exploding barrels and throw them at the creature while Pontius deflects its fireballs with his shield. Although not so complex, the creative approach taken during these skirmishes feels like a breath of fresh air and more in line with the clever nature of this puzzle-platformer.

Trine 5: A Clockwork Conspiracy is a welcome addition to the series. While it doesn’t add or change much when it comes to gameplay mechanics, it’s still enjoyable and challenging enough to be worth a look from anyone who likes an old-fashioned fairytale adventure with a twist.

Score: 7.5 out of 10


Disclosures: This game was developed by Frozenbyte and published by THQ Nordic. It is currently available on  XBO/X/S, PS4/5, Switch and PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 10 hours of play were devoted to the single-player and local coop mode, and the game was not completed. There are local and online multiplayer modes.

Parents: The game is rated Everyone 10+ by ESRB and contains Fantasy Violence. The official description reads: “This is a puzzle-platforming game in which players control three heroes (e.g., wizard, knight, thief) as they attempt to save their kingdom. From a side-scrolling perspective, players solve puzzles, avoid hazards (e.g., chasms, spike pits), and engage in bursts of combat. Players use swords, arrows, and magic spells to defeat fantastical enemies (e.g., mechanical knights, rat men, skeletons). Fighting can include brief explosions and short cries of pain.”

Colorblind Modes: There are no colorblind modes present.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles can be altered and/or resized. There are no necessary audio cues in the game. The game is fully accessible.

Remappable Controls: Controls can be remapped.

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Syberia: The World Before Review https://gamecritics.com/gc-staff/syberia-the-world-before-review/ https://gamecritics.com/gc-staff/syberia-the-world-before-review/#respond Wed, 01 Feb 2023 11:00:00 +0000 https://gamecritics.com/?p=48024

HIGH The ascending/descending mechanics on steps.

LOW The lack of proper localization.

WTF A fully mechanized steam-powered orchestra.


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A Tale In Two Parts

HIGH The ascending/descending mechanics on steps.

LOW The lack of proper localization.

WTF A fully mechanized steam-powered orchestra.


I realized something while playing Syberia. It dawned on me that if the story I was experiencing in this game were a movie, TV show or book, I probably wouldn’t have given it a chance. Syberia is a testament to videogames as a medium because it opens doors to something that would have otherwise been some sort of arthouse project viewed only by a handful of aficionados. Instead, it’s available in an easily-accessible format and can bring its narrative to what surely must be a wider audience.

Syberia: The World Before is a third-person title with a focus on storytelling and features two main characters — Dana Roze in 1937 and as Kate Walker in 2005.

It’s a long-running franchise, with the first installment launching in 1999, titled Amerzone. The World Before is the fifth in the series, and knowledge of previous entries is necessary. There’s a option on the main menu to recap past events, but it’s barely three minutes long and not near the top of the menu options, making it easy to miss. I think this information could have been integrated into the opening sequence of the game, ensuring that players wouldn’t skip or miss it.

Right off the bat, time travel is introduced and the narrative hints at an intertwined destiny between the two characters owing to where they are located instead of when.

Dana Roze is a woman trying to build a music career in the fictional town of Vaghen in the years leading up to the second world war, including the rise of the third reich. Kate Walker is a prisoner in a salt mine somewhere close to Vaghen, but other than that, not much is known about her other than she has a strained relationship with her sister, her mother has just died, her hair is blue, and she’s in a lesbian relationship with her cell mate, so I guess that’s something.

Combat is refreshingly non-existent here, and the focus is on puzzles. The challenges in Syberia are varied enough to keep things fresh while also creating a reasonable progression curve from start to finish. For example, instead of having dozens of trinkets to collect, connect and/or decipher, the player will go from reheating ancient stoves to setting up a mechanized piano, and even breaking into a room in the middle of a bustling market center that’s been sealed since WWII. What they may lack in challenge, they make up for in charm and uniqueness.

(Side note, optional objectives are clearly labeled — very convenient in a game that does not allow reloading of past checkpoints is a mission is missed.)

On the other hand, some of the puzzles do seem to suffer from shaky logic. One of the earliest has Kate in modern-day repairing a motorcycle that was abandoned in the ‘40s, with no factory parts or professional tools. No amount of plot devices should be able to magically reawaken that bike without serious effort, and such instances felt like reality-bending reaches that pulled me out of the story’s immersion.

Movement is slow but deliberate in Syberia. While other fixed-camera third-person adventure titles might come off a bit squirrelly, the calm pace meant that I made consistent progress, and it led to me feeling less frustrated than I otherwise might have been when the camera position shifted the viewpoint.

Attention to detail is a priority in Syberia, and nowhere is it more evident than when walking up or down stairs. Both Dana and Kate take deliberate steps up or down staircases — a touch that many games overlook, but characters moonwalking up or down flights of stairs can be a distraction, especially when the art style and writing are clearly trying to convey a sort of realism.

The music and architecture is, for lack of a better descriptor, very French. From the design of street angles to the arches around the doors to the music composed and performed, it all adds up to a vibrant atmosphere that communicates a where and when. The voice actress for Kate comes across very well — that’s not to say the other characters don’t put in decent performances, but Kate definitely stands out, marking one of the few instances where a voiced inner monologue didn’t grate at me.

Without giving any spoilers for this narrative-based adventure, the story is engaging and has good timing for slower moments that give the player some time to enjoy the sights and take in the atmosphere without feeling rushed.

Dialogue isn’t very open-ended, however. The few conversation options essentially give the opportunity to select the tone for Dana and Kate, but their actions and decisions remain the same regardless of what’s picked. However, character development is significant for Dana, although Kate remains essentially the same person in the campaign — ironic since Dana is the one in the past and Kate is the one in the present.

Overall, the message of true love surviving war, distance and death was well-constructed and the various payoffs as the story unfolds are impactful. On the other hand, ambition and evil are only explored on a surface level via the various antagonists — it felt purposeful, but ended up being a bit of a disservice to the characters. For example, a Nazi hardman stands out as a particular sore thumb, as he is evil because he is evil, without any why. The man even hates music! It feels a bit lazy and forced.

While not pushing the genre forward, Syberia continues to develop and expand on its established gameplay loop and continues a story that began 24 years ago. I’m sure that returning franchise fans will enjoy it, and there’s a lot to like here for those who enjoy narrative adventures and interesting puzzles — it might even motivate them to delve into the previous entries and experience the magic from the mind of creator Benoit Sokal.

Rating: 7 out of 10

— Patricio do Rosario


Disclosures: This game is published and developed by Microids. It is available on XBO/X/S, Switch, PS4/5 and PC. This game was obtained via publisher and reviewed on the PlayStation 5. Approximately 12 hours of play were devoted to the single-player mode, and the game was not completed.

Parents: The ESRB has rated this game as T. There are depictions of Mild Language and use of Alcohol.

Can you give me some examples of the kind of content that these warnings refer to? example: there is a bar where alcohol is served, curse words such as A/B/C are used, etc.

Colorblind Modes: Colorblind modes are not available.

Deaf & Hard of Hearing Gamers: Syberia offers no options for audio accessibility other than subtitles, but these do not cover environmental sounds that assist with puzzles. As such, Syberia is not fully accessible.

Remappable Controls: Only the X and Y axis can be changed, everything else cannot be changed, so the controls are not fully remappable.

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