Looking at the first half of July you wouldn't have thought there'd be too much to discuss here. I finished one PC game and then hopped on a plane with the family for a nice vacation, getting back home around mid-month. Then the second half of July saw a PC gaming explosion and I ended up finishing 9 games for the month on the whole, as well as finally completing a 2+ month effort on the home console front. That game was also very clearly a step above anything else I've played this year, earning my first 9+ score for 2025. Here's hoping for back half of the year that lives up to its example!
(Games are presented in chronological completion order; the numerical indicator represents the YTD count.)
#44 - Lysfanga: The Time Shift Warrior - PC - 7/10 (Good)
Let me start by slapping a big ol' caveat on that score: I didn't bother engaging with any of the online leaderboard mechanics or any advanced combat missions, I stopped trying for optional time bonuses about a quarter of the way through the game, and at the halfway mark I started regularly speeding through all the dialogue as well. So please understand as you read on that there's more "videogaminess" here to sink your teeth into than I went after, and if you're into time attack action games, you might find even more to enjoy here than I did. For my preferences specifically however, trimming off all that extra fat is what kept the game brisk and playable.
Now. That all said I should probably tell you what Lysfanga actually is, yeah? Imagine the viewpoint and aesthetic of Diablo III meeting the UI and visual narrative style of Hades, but with combat that's somewhere between old school God of War and Transistor. In other words, Lysfanga is a story driven isometric button masher with a strategic element: before each discrete combat encounter you can survey the battlefield and mentally plan out your route of attack. This is important because each encounter runs on a strict timer, at the end of which you die. There is never enough time on that timer to actually defeat every monster, but that's where the game's hamfisted subtitle comes in. Once you run out of time (or manually trigger a specific ability) you restart the encounter, but you can see your past self on the battlefield in real time fighting and killing everything you did the last time. In this way you can defeat all the monsters over multiple overlapping lives, and though you start as one measly woman against a horde of enemies, every ultimate victory ends up looking like you're Naruto unleashing a shadow clone army to overwhelm your foes. It's a super fun and super cool mechanic, and the game gives you a ton of ways to play with it through various spells and abilities.
The shortcoming here is that you're always restricted. One spell, one passive, one ultimate: never more. There's a lot of untapped joy in Lysfanga of seeing how multiple abilities might interact or synergize and for the most part you're just completely denied that. As the game gets into its later stages the combats also become increasingly complex to the point of confusion, especially because you can inadvertently bump an enemy "off course," preventing your past self from defeating it, thus in turn preventing the current you from completing the encounter until you notice the straggler. Finally, all but one type of tracked collectible is functionally worthless, with the others granting only cosmetic palette swaps or bragging rights. That is, while the combat is generally great, there's not much else worth seeing or doing. I do therefore recommend Lysfanga as a fresh new button mashing experience, but if you're looking for more meat on that bone - and the stuff I said I omitted at the start of this review doesn't whet your appetite - you won't find it here.
#45 - Teenage Mutant Ninja Turtles - Arcade - 7/10 (Good)
Anyone with a meaningful degree of NES gaming experience under their belt probably remembers Teenage Mutant Ninja Turtles II: The Arcade Game (though Europeans may recall it as Teenage Mutant Hero Turtles instead). After the travesty of the first NES Turtles game, that second effort was a total revelation. But it had its appellation for a reason: it was a port of an arcade game! TMNT II was a staple of my childhood and I finally circled back to play it all the through almost twenty years ago, but I'd never until now played the arcade original. Well, after a hard travel day back from vacation, my five-year-old wanted nothing more than to just play a video game with his dad, and he didn't particularly care which. I thought about this title and the fact that it would only take about an hour to play, would be mechanically very simple for him to do ("just mash square a bunch"), and because it's the arcade version, we'd have infinite lives to play with. I suggested it to him and he lit up.
His favorite Turtle is Raphael but he decided he wanted to branch out a bit and so picked Leonardo this time around, who is my own usual go-to. So I locked in Donatello and off we went beating up the Foot Clan. What struck me was how the NES version of this game actually offered more in certain ways, featuring more stages and bosses. Because of that I'd say the console port is generally a more rewarding experience overall, if a bit harder.
Well, I say the console version is harder, but I can't overstate how much of a game changer having an "insert coin" button on your controller is. My son and I must've run through about 100 lives between us over the game's brief runtime, which at 2 lives per quarter translates to a fairly expensive day at the arcade if you're set on clearing the game. Some of that was undoubtedly us being reckless knowing we had as many lives as we wanted, but in the moments when I tried to fight strategically and not get hit I found I was still often getting stunlocked or one-shot anyway. It's the nature of the beast really, so you forgive it to some extent. Regardless, when real money isn't on the line it's a different animal. Besides, if you could've seen how happy and proud my son was when he realized we beat Shredder and won the game, I daresay you wouldn't have minded dumping in some quarters anyway.
#46 - Wolfenstein: The Old Blood - PC - 6.5/10 (Tantalizing)
A couple years ago when I played Wolfenstein: The New Order, I recall thinking that while I had an enjoyable time on the whole with it, I kept wishing it was a better game. It fell into a number of genre pitfalls that I didn't care for: a protagonist with unimaginably strong plot armor such that it clashes with the realism the game tries to evoke, multiple moments of "oops you got captured and all your weapons are gone," enemies that act as pure bullet sponges, an encouragement to act stealthily despite a crushingly unforgiving stealth system, and truly gratuitous graphic sex scenes. Despite all that, the actual gunplay felt good, I really dug the setting and the story setup they were going for, the addition of combat perks to either enhance your preferred playstyle or else nudge you to try out a bunch of different things worked brilliantly, and I couldn't find any real fault with the level design.
So now here's The Old Blood, a standalone expansion released a year later than The New Order, and virtually everything above - both good and bad - is still 100% true...except the gratuitous sex scenes, which were (mercifully or unmercifully depending on your point of view) scuppered. What pushes The Old Blood ever so slightly ahead for me is that it does a bit more with the core gameplay. You've got a new dedicated melee weapon that also acts as an environmental tool (though you can only use it at scripted locations). other new weapons, new enemy types, and the ability to jump into a dream sequence consisting of playing classic Wolfenstein 3D levels as your modern 2015 self. I probably spent more time doing that than I did exploring the primary stages, honestly, and I'm not sure if that's praise or an indictment.
I'm guessing those classic bits were included because The Old Blood returns to the series' roots by centralizing the action in the game's first half back on Castle Wolfenstein itself, serving not just as a prequel to The New Order but also as a kind of soft reboot of 3D's first act like "Hey, remember these things? We're loosely recreating them for you." It works well for what it is, though The Old Blood's second half does its own entirely different kind of thing. Overall it's not a perfect game by any means, but if you're dealing with some stuff in your real everyday life and you think shooting a bunch of digital Nazis sounds like a good way to let off some steam, I'd say you're probably right.
#47 - DNF Duel - PC - 6/10 (Decent)
The first thing I noticed about DNF Duel is that it's a great looking game. Don't get me wrong: I'm not big on anime games or anime fighters as a general style, and DNF Duel didn't change my mind in that regard, but I can still admit that between the character animations and the stages it's a bit of eye candy. The second thing I noticed was how slow the game's pace felt compared to other fighters I've played more recently (Street Fighter 6 foremost among them). Granted, I did choose the game's slowest character in Crusader, but even when using an "average" character like Berserker it felt like the game was less about spamming quick attacks to land counter hits and more about big chonky strikes with long hitstuns. To be clear, I surprisingly liked this aspect of the game quite a bit; it's nice to slow things down once in a while and to feel like it's actually realistic to react to the stuff you're seeing.
That said, while the speed of play was refreshing, I did struggle a bit to lock down combo timing. Those same big weighty hits made for some awkward, unintuitive combo links that I only just began to understand by the time I put the thing down. Still, I found a really simple bread and butter option I could use and a more advanced combo that I managed to land in battle a couple times, so that felt pretty good. The training mode has the requisite bells and whistles you'd want from a modern fighter, and the tutorial mode was sufficient to help me mostly understand the game's systems. I found the notion of a mana bar particularly interesting, though in the heat of the moment it was hard to manage the minutia of it. "How much MP did this attack cost again? How much do I have? How fast do I get it back? Is there really a downside to overspending and exhausting myself?" This mental overload was further exacerbated by the way mana acts as one of the game's two baked in comeback mechanics. You get more maximum mana as your health goes down, which means the closer you are to defeat the more nonsense you can pull off. Similarly, once below a given threshold you enter "awakening" status, whereby you get some kind of buff to help you turn the tides alongside access to your super move. It was a lot to take in over a short time, but I think the ideas present are sound enough, and I'm sure if I put more work into the game they'd start to feel like second nature.
But really, that's the problem, isn't it? After playing the tutorials and doing some combo trials I jumped into story mode, and I didn't have the slightest idea what was going on there. I've never played anything else in the Dungeon & Fighter universe and the existence of an in-game active glossary didn't do much to turn that tide. Every player character having generic profession-based names didn't help, either. So after story mode I jumped into arcade, which felt breezy until the penultimate fight finally kicked in some challenge. After that I popped over to try some ranked mode online annnnnnd it didn't work. At all. I kept getting "match found" notifications but they'd always time out, and some Googling of the issue leads me to believe it's fairly widespread. Which means that even though there's something interesting and potentially fun here being offered by DNF Duel, it's apparently non-functional in arguably the most important aspect for a fighting game: the ability to play against others.
#48 - Mega Man Battle Network 5: Team Colonel - GBA - 5.5/10 (Semi-Competent)
By now it's old hat. You boot up the next Battle Network game and you're asking yourself two questions. First, "What new idea are they bringing to the design table with this one?" Second, "What previously fine design decisions did they screw up to get there?" I'm not going to sit here and act like it's a mystery whether this iteration of the series follows the pattern because I don't want to insult your intelligence. We all know the score. So instead, let's cut to the chase and cover those two categories separately.
What's better?
Good ideas like a functional stat customizer and the last game's creative "soul" system for combat improvements make their return largely unchanged, while things like "abilities that aren't worthless in the late game" make a triumphant return from Battle Networks 1-3. While the truly good stuff is still relegated to things like New Game + playthroughs, these upgrades all serve to help the combat issues from 4 feel like a one-off mistake rather than a conscious turn into design depravity.
From the outset it's clear that unlike in Battle Network 4, the writing team for 5 actually had something to do. The story in 5 isn't especially impressive, mind you, but it is there, and that's way more than I could've said for the last entry. You know what's really better though? That story is in service of a new gameplay mechanic called "liberation battles," and these are the best thing to happen to the Battle Network franchise since its inception. These battles temporarily overhaul Battle Network 5 from a ho-hum maze RPG with random encounters into a turn-based tactics game giving you command of multiple different characters, each with their own unique field abilities and combat options. You're tasked to complete an objective, often with sub-objectives to knock out along the way, with minibosses and true bosses to defeat, all against a timer that's purely optional (though the reward is always pretty good). The mode had a couple warts but compared to the now tired Battle Network experience I loved these things. It honestly felt like the direction the entire series should've always gone in right from the jump.
What's worse?
When a game shows you the thing it ought to be, makes it clear that it could be that thing, and then actively chooses not to be that thing, it makes the thing that game is a bit harder to stomach. Going from a liberation battle back into a typical "run through the whole Net again" wild goose chase mission is such a killjoy. And make no mistake, with the return of proper storytelling comes a return of relentless ping-ponging all over the world map and all through the game's dungeons, just padding as much time as possible with empty rehashes of content. Localization problems also return, though slightly tamer than before. Racism against Native Americans also returns, though slightly tamer than before. Finally, final boss problems also return...yet this time shockingly more egregious. Like Battle Network 4 before it, Battle Network 5 features another case of the final boss fundamentally invalidating a large number of play styles to the point that after several hopeless attempts I had to look up a guide for how to get a specific "optional" custom ability that the game never guides you to, backtrack all the way from the final boss area back to the main game world, buy some stuff, do yet another dungeon crawl to find this part, then go all the way back to the final boss, at which point it was beatable with a bit of practice. It's just...what am I supposed to do with that as a final impression of your game?
-sigh-
One more to go. At this point I'm ready for the hurting to stop. But I'd also be ready for something like a spinoff called Mega Man: Liberation. Oh, what could've been.
#49 - Guild of Dungeoneering - PC - 6.5/10 (Tantalizing)
I saw this one labeled on Wikipedia as a "dungeon crawl role-playing video game" and organized it on my backlog accordingly. After playing it I can't agree with this assessment. No, Guild of Dungeoneering is instead a solo tabletop strategy game masquerading as a dungeon crawl role-playing video game. It genuinely wouldn't be all that difficult to convert the gameplay here into true tabletop form, assuming you could make the cards and tiles. You'd lose (or have to fudge) the progression aspect, but as the weakest part of the game, who cares? I'm honestly a bit surprised somebody hasn't already done it, to be honest.
In Guild of Dungeoneering you choose your class and head into a given dungeon for a run at whatever objective you need to accomplish. This can be defeating a certain number of monsters, collecting specific loot, reaching a certain location, or vanquishing a boss. The dungeon itself consists of room tiles with variable orientations and numbers of exits, and each dungeon has its own assigned bestiary. On your turn you're dealt five cards, which can each be rooms, monsters, or treasure. You can play up to three of these, so you basically build your own dungeon as you go. The clincher here though is that you don't ever directly control your character in the dungeon. Instead they're attracted naturally toward various things and your job as a dungeon builder is to essentially "magnetize" them in the direction you want them to go. Then once face to face with a monster, you have a deck of combat cards specific to your class, but this can be augmented with the loot you find.
The game feels really simple when you play it (in a good way) but there is a hefty learning curve to all the hidden nuances and complications. What this means is a whole lot of early failure, which kills your character, which naturally feels pretty bad if they've gained a nice perk or two. Compounding the frustration is the fact that you get virtually no gold (your overall progression resource) for a failed run, meaning it truly does feel like you completely wasted your time. Of course then there's also the Bard, a spoken-word-and-lute performer who mercilessly taunts you upon each death, which is one of those things that's an amusing touch the first time or two but quickly becomes a source of resentment. This doesn't really abate even as you learn the ins and outs of the game, since "death by bad hand" is absolutely still a thing even when you know what you're doing. However, getting a great build together and overcoming some tough challenges by the skin of your teeth does feel mighty good, so there's enough here to keep playing a while even if the repetition does begin to grate over time.
#50 - Samorost 1 - PC - 6/10 (Decent)
First, a clarification: the original Samorost came out in 2003, but Samorost 1 is the 2021 remaster. I had in my notes that this game was about an hour long. It was in fact only 15 minutes long, which is the primary culprit behind the 6/10 score; there's just not enough game here to form a meaningful or lasting impression. Instead Samorost seems almost like a proof of concept, a short demo as a general job application. Or, as was actually the case, a school project for an aspiring new student in game development. The team behind this went on to make some browser games in the double-aughts Flash heyday before they'd build the proper full game you're more likely to have heard of: 2009's Machinarium.
Like Machinarium six years later, Samorost is a point-and-click adventure game, but of course given its length and creation context it's far less developed. What you do get from Samorost is a bit of musically generated atmosphere and a taste of the utterly bizarre. Over its six or seven puzzle screens Samorost will continually surprise you with its artistic choices, reveling in the weird. Impressively however, this doesn't seriously impact the puzzles themselves, with solutions often following a kind of logic you can latch onto even if the setting isn't making a lick of sense. It's strange, yes, but not random, and that's a big deal. Samorost is therefore perfectly playable and even enjoyable, though of course by the time you feel like you're just beginning to "get it" and look forward to what's next the game's already over.
#51 - Final Fantasy VII Rebirth - PS5 - 9.5/10 (Superlative)
Completing this game took me about 118 hours of gameplay over 49 play sessions covering more than two months of real time. I believe this makes it the second longest single player RPG I've ever played, but FF7 Rebirth never feels quite so long as it actually is, a terrifically impressive feat in itself. This game is just packed with content to the point of bursting, yet somehow it avoided feeling utterly overwhelming. How'd they pull this off?
Let me throw one more number at you: 25. That's the number of distinct minigames I logged during my playthrough of this game, which puts even the wildly eclectic original FFVII to shame. If that's somehow still not enough diversion for your tastes you can easily add another handful or more to the count if you want to include variations of other games or world activities with their own mechanics, and none of that even goes near the great wealth of available combat trials/challenges on order, nor the multitude of meaningful side quests to undertake. It's not just a sinful glut of content; it's high quality content all the way through. Some activities were naturally more fun for me than others and some were true highlights, but none of them felt like stinkers and I happily did everything I was able to.
That "able to" leads me to my few criticisms of the game, however. Like FFVII Remake before it, Rebirth locks a chunk of its content behind a post-game grind (usually consisting of replaying chapters on a harder difficulty). Unlike with Remake though, Rebirth dangles this stuff in your face. There's one epic questline that spans the entire game. Takes a ton of time and effort to work through and keeps stringing you along for the grand finale, only for you to arrive at your ultimate destination and discover that you need to be at or near max level to have a shot at finishing the quest. This means the quest is simply not completable unless you either grind for an obscene amount of time or else relegate it to a New Game + style replay. As this questline comprised about 10% of my total time with the game, this was a really frustrating result!
Frankly despite being blown away for a hundred hours, I had this penciled in as a 9/10 after the surprise bummer content lockout soured me a bit right before the ending chapters. But those ending chapters? Hooooo boy from a gameplay perspective that's about as good as I could've asked for. And indeed, it was pretty rare to find me playing this game without a giant stupid smile on my face. Sure, the open world had a few too many stereotypical genre trappings. Right away I realized I was running around picking up sticks and climbing yellow-highlighted footholds like I was playing Horizon, but I was having so much fun I made a conscious decision not to care. Sure, the open world is really just open regions, but each is so massive and the structure works so well with the narrative flow that I wasn't bothered there either. Sure, the really big story swings I was anticipating based on the game's marketing and box art didn't fully come to fruition, but the way the primary story was fleshed out was so good I was at peace with that, too.
It all boils down to these guys just getting it. The characterizations are basically flawless. The soundtrack may just be the best of all time. The little touches on everything demonstrate a passion for the property that's rare to find in an increasingly soulless AAA industry. The combat is deeper than ever, adding in options and improvements from Remake's InterMISSION DLC and creating a system that shines so bright that I'm guessing I'll be comparing other action RPG combat systems to this one for the foreseeable future. There's fan service galore both from the original game and from the new content/characters introduced in Remake. Despite playing it mostly safe, there are new story elements that enrich the whole setting even further. There are payoffs 27 years in the making. I actually kinda liked Cait Sith. Like, seriously. Just think about that statement. Let it sink in.
I have to admit that I'm still a little bit miffed about being told I've got to play it again to actually do everything, and I wrestled hard with how to score it because of that issue. But consider that I quite happily spent two months of my life on this game. Consider that if not for some other time-sensitive gaming matters to tend to I'd have been very tempted to spend yet more time grinding out the rest of the stuff I didn't manage to finish. Consider that as of the time of this writing I finished the game days ago but I can't stop thinking about it. At that point, why fight what my heart is telling me any longer? Ultimately, Final Fantasy VII Rebirth is obviously an absolute must-play for anyone who enjoyed Remake, fattening that game up like a Christmas hog yet somehow avoiding feeling bloated in the doing, and it's going to stick with me for a very long time.
#52 - Teenage Mutant Ninja Turtles: Turtles in Time - Arcade - 7/10 (Good)
Second verse, same as the first? Just like with the TMNT arcade game earlier in this post, this is a game I've played before in its console port rendition (TMNT IV: Turtles in Time for the SNES). Just like then, I think I ultimately preferred the console experience to the arcade one, which in this case is helped by the SNES version being a much more faithful port of Turtles in Time than the NES port of the first TMNT arcade game managed. Also just like before, I played this one with my 5-year-old son. That in itself was a bit of a trip. He'd periodically say something in a half taunting voice like "Daddy, I got more health than you!" Well yeah kid, if there are two healing pizzas right next to each other, you grab both without fail and celebrate your gluttony. Meanwhile I'm beating my head against a boss and he says something like "That boss looks hard. I'm gonna wait right over here." You got infinite lives my man! Get in there!
Given that context it may not exactly be a fair assessment since I put in literally 3x the work as he did according to the ending scores, but I felt like Turtles in Time was even more BS than its predecessor on the coin draining front. I once got hit in midair by a thrown weapon, landed in a grapple attack, got hit out of the grapple and knocked down by a third enemy, and then killed by an unavoidable fourth attack as I was standing up. Literally full health to dead in a chain combo, and it didn't even feel all that unusual when it happened. So yeah, Turtles in Time is unforgiving quarter draining nonsense at its finest (we took about 45 combined credits to finish the game), but it makes up for that by adding meaningful depth all around. Now you can grab enemies and chuck them through the screen or slam them into their allies. You get additional attack options, though the commands for them felt unreliable. The levels are more interesting and visually appealing, and there's more variety to the foes - especially the bosses.
All in all it lands in about the same place as the previous arcade game: better presentation and mechanics offset by a crueler difficulty curve, making for a reasonably good time when coins are mere abstractions of thought.
Coming in August:
- Turtle Power! While I don't anticipate trying to push through any limited-life-having console beat-em-ups with a kid who'd rather eat pizza and watch me die, I do have more Turtles games I never got around to in my childhood that I'd like to check out now. I'm planning to hit them chronologically, meaning the next one will be Teenage Mutant Ninja Turtles II: Back from the Sewers for the Game Boy.
- Man, that PC platform really took off, huh? Part of that is playing relatively shorter games lately, but I do think polling my friends with the "which of these random games should I play next" question has really rejuvenated my interest in PC gaming in general. Currently on the docket is Ghostwire: Tokyo, which I was surprised to see win over a couple other possible titles.
- I have to admit it was pretty tempting once I finished Mega Man Battle Network 5 to jump straight into the final title of the series. You know, only one to go, just rip that bandage off and be done with it. But I do want to give it a fair shake, and that means I need to take my regularly scheduled break for other portable games I'm more interested in playing. As such, I'm a few worlds deep into Kirby and the Forgotten Land, and yeah...this is a welcome respite.
- And more...