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SOULVARS Review (Switch)

Deck-Building games are my bread and butter, and I love it all the more when a developer pushes to experiment with the gameplay format in new ways. The roguelike deck-builder has become the norm for adapting this style of gameplay, but games like Baten Kaitos and SteamWorld Quest have used its foundations to present more linear, story-driven role-playing experiences. While SOULVARS, the newly-released Switch title from publisher SUEISHA GAMES, might have originally been released as a mobile-only title, it is by no means a quick and dirty port, or a low-effort affair. There’s some strong tactical foundations and expansive customization to be found here, if you can hand wave some of the game’s weaker elements.
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Review: Nova Lands (Switch)

I rarely dabble in simulation games, but I think their unique brand of resource management does have some crossover with role-playing games. However, tech tree progression often feels less about player-expression than it does overall optimization, and combat in simulation titles is rarely a priority, unless you’re talking about games with an action role-playing design philosophy and simulation elements. However, a number of Western-designed simulation games have been implementing combat into simulation games, and Nova Lands is no exception to this trend. This science fiction simulation title combines elements of combat, exploration, and resource management to deliver a straightforward play experience with a few brilliant moments of character and personality.

2018 In Review

Looking back on the year, there are some games that I will never understand. Some may think that this is because I am overly critical, and they are most likely correct in some regard. I am also extremely aware of my own tastes and I know that, when I am unable to understand a game, that likely means I cannot glean any particular pleasure satisfaction from it. So when writing this list, I have done so with some very specific criteria in mind: it is highly subjective and reflects the titles that I have played in 2018, which means it is ultimately limited in exposure and scope. However, the games featured also represent the sort of year that I have experienced- one where I have avoided major, landmark titles in favor of more niche experiences. Likewise, this will feature several titles that existed before 2018, and that's okay. I try to be as fiscally responsible as possible, which sometimes means not picking up games the day they release. Lastly, I'm the sort of person who feel

Directional Influence in Salt and Sanctuary

Chances are, if you are a video game enthusiast, you likely don't need me to tell you what a looping path is. If you're a video game developer, the notion of explaining such a fundamental part of environmental design may seem laughable. Many exploration, adventure, and role-playing titles utilize this technique in order to create satisfying gameplay loops out of their game worlds, rather than just their gameplay mechanics and systems. It is one of the textbook ways to perpetuate a feeling of momentum within a video game world, making sure traversal does not become tedious by slicing off chunks of backtracking.

Series Improvments: Spectrobes

In terms of variations upon the foundations of role-playing games, the monster-catching sub-genre is arguably one of the more appealing and accessible of the bunch. Claiming ownership of a party member is an enticing prospect, but the ability to customize both the individual and whole party, as well as the completionist mindset, allow for multiple layers of enjoyment. This sub-genre is one that has been around for a while, some games utilizing the concept as more of a combat motif, while the more recognizable titles use the idea to inform their aesthetic, narrative structure, and longevity. While we can all agree that the wildly popular and long-standing Shin Megami Tensei series acts as both the face of the sub-genre and a shining example of player accessibility and universal appeal, many other titles have risen to challenge and attempt to profit off of the monster-catching framework. Some, like Digimon, offer unique combination methods and multiple character routes, while others, lik

Tried and True and Tired Tradition

Hand of Fate 2 plays nothing like any other Role-playing game I have encountered, yet very clearly is a Role-playing game. The depth of its combat mechanics and the variations that it layers atop the foundations of its progression and narrative structure are smart and nuanced. The way it challenges the player to continuously achieve and succeed while tackling its chapters is commendable. The difficulty present in its scenarios is intense and unyielding. These phrases could be applied to a number of different titles, and this has something to do with the nature of personality in video games.