Cover

The Last Guardian

The Last Guardian is a game I used to be terribly excited about when it was first announced and bought at release, only to play for an hour or so before setting it aside until now. Much like Ueda’s earlier games, it centers on the bond between a boy and a chimaera as they try to escape an unfamiliar place. The game feels like a long-delayed sequel to Shadow of the Colossus, for better and worse, shaped by two console generations and a troubled development cycle. Still, no one makes games with such credible interaction between the two main characters like Fumito Ueda does, and The Last Guardian is no exception. ...

July 26, 2026
Cover

Utawarerumono: Past and Present Rediscovered

Utawarerumono: Past and Present Rediscovered succesfully bridges the gap between its predecessor Monochrome Mobius and the celebrated Mask of Deception, but not through the storytelling the series is known for. The game expands Yamato and Arva Shulan’s history by investigating seemingly unrelated incidents that gradually reveal how Monochrome Mobius leads into the original trilogy. Along the way, the game fleshes out beloved characters and answers questions long-time fans never expected the series to revisit. ...

June 26, 2026
Cover

Fire Emblem: Path of Radiance

Fire Emblem: Path of Radiance feels like a relic from an earlier era of Fire Emblem, one that prioritised carefully designed maps and measured progression over player freedom. After Daein invades Crimea, protagonist Ike and his mercenary band are forced to cross the continent of Tellius, exposing them to the racial tensions between the human beorc and shapeshifting laguz. The game patiently builds its world through Ike’s eyes as he unexpectedly inherits leadership from his father. It takes a simple coming-of-age story and executes it exceptionally well by showing how Ike stumbles and grows into his role as a leader. ...

June 7, 2026
Cover

Ys V: Lost Kefin, Kingdom of Sand

Ys V: Lost Kefin, Kingdom of Sand attempts to steer the series in a new direction, but shipwrecks somewhere along the way. Unlike protagonist Adol himself, who successfully makes it to the Afrocan city of Xandria and teams up with wealthy merchant Dorman to seek the riches of the eponymous phantom city. The adventure that follows trades in the series’ signature bump system for more conventional gameplay involving direct control over jumping, sword attacks and blocking with a shield. What stands out most is the attempt to evolve the series’ formula, even if the attempt doesn’t come together in a satisfying way. ...

May 4, 2026
Cover

Mario Kart World

Mario Kart World is the Mario Kart game I dreamt of as a kid. My brother and I spent hours leaping off-track with the feather in Super Mario Kart or messing around Peach’s Castle in Mario Kart 64’s Royal Raceway. As its name implies, Mario Kart World offers a freely explorable world filled with interconnected tracks and cups consisting of races on and between said tracks. It doubles the number of racers and adds new mechanics like wall riding, making races feel even more hectic than the series is known for. Instead of simply building on its predecessor’s solid foundation, the game takes inspiration from rally racing to push the series in a new direction. ...

April 19, 2026
Cover

Monochrome Mobius: Rights and Wrongs Forgotten

Monochrome Mobius: Rights and Wrongs Forgotten expands the world of Utawarerumono in a way that feels unnecessary on paper, but welcome in practice. It’s a prequel to the existing trilogy, exploring Oshtor’s past before his rise to Imperial General of the Right of Yamato, a powerful empire inspired by regions surrounding the Sea of Okhotsk. Whereas previous titles blended lengthy visual novel segments with accessible strategy, this entry shifts fully into a turn-based RPG with sprawling fields and ample quests. It not only revisits a world fans have become intimately familiar with, it also expands the characters’ backgrounds and lore. ...

April 9, 2026
Artwork

Pokémon Legends: Arceus

Pokémon Legends: Arceus is an ambitious new spin on the series, taking inspiration from Breath of the Wild but replacing breakable weapons with expendable Pokémon instead. The game transports a modern-day Pokémon trainer to the region of Sinnoh in an era when the region was still called Hisui, different tribes worshipped the fourth-generation legendaries as ’the almighty Sinnoh’ and PokéBalls were made of fruit and stone, and tasks the player with researching Pokémon and recording them in a paper Pokédex. You work your way through the different regions to collect materials, craft PokéBalls, sneak up on wild Pokémon to catch them and complete specific research tasks to climb the ranks of the Survey Corps of the Galaxy Expedition Team. It’s a refreshing new take on the Pokémon formula while offering a first-hand look at what the world of Pokémon was like in earlier days. ...

March 17, 2026
Artwork

Sakura Wars 2: Thou Shalt Not Die

Returning to the Flower Division of the Imperial Combat Revue in Sakura Wars 2: Thou Shalt Not Die felt like a reunion with friends I hadn’t seen in too long. Set one year after the original game, the Flower Division once again defends its alternate 1920s steampunk Tokyo from a new enemy: the Black Demon Society. Much of the game revolves around keeping up the morale of the all-female theater troupe, now expanded with two new members, through conversations and time-limited answers. Although many of these conversations revolve around protagonist Ogami, the interaction between the troupe members feels natural and simply wandering the theater to see what everyone is up to is always a pleasure. ...

March 15, 2026

Strange Journey's Deep Iconoclasm

Sacred Journey. That’s how I like to call Shin Megami Tensei: Strange Journey, a dungeon crawler known by few and played by fewer. The 2010 Nintendo DS game offered a lengthy and arduous adventure through an alternative dimension on Antarctica, a stage where human and non-human met. Often in bloodshed, sometimes unscathed through hard negotiations and love-struck when you’re called Anthony. Strange Journey spoke to me on different levels when I first played it. As a game, it offered a refreshing cast of a Japanese American protagonist, a Hispanic American fellow soldier and a Russian scientist working together under supervision a Black American commander. Each of the dungeons were challenging and with close to 300 demons to team up with, the game offered a myriad possible party set-ups to experiment with. As a story, a great psychological thriller, rooted in sci-fi, philosophy and mythology. As a whole, however, Strange Journey provided me with a life-changing experience. I know the whole ’life-changing’ and ’experience’ in particular are omnipresent buzzwords these days, hence Sacred Journey. The game felt like a religious pilgrimage to find my true self (pun intended). I was in my early 20s when I started playing Strange Journey, which I had imported from North America since a European localisation never happened - a trait common among Atlus titles up until that point. My experience with Shin Megami Tensei was still largely limited to the latest Persona games, so there was a lot to learn for me as a newcomer to the series. Still, I enjoyed its mechanics and exploring the bizarre environments within the Schwarzwelt. As a Master’s student, I had little time to sink time in games, let alone advance through a game as meaty as Strange Journey at a steady pace. I frequently shelved, or had to shelve, the game in favour of writing papers, paper reading or enjoying what little social life was left. I usually put the game down at the end of a sector, where I learnt how to proceed by losing to an area boss. I knew little of Alignments in the Shin Megami Tensei series at the time. The rivalry between Zelenin and Jimenez, representing the Law and Chaos route respectively, brought about plenty of tension in an already exciting situation. After the heart-breaking scenes with Zelenin in Sector Boötes I instinctively sided with her. I tried to convince Jimenez that I wasn’t really picking sides and that she’s really been through a lot, but my arguments were insufficient to convince with the hot-blooded soldier. Over the course of the game, however, my Alignment shifted slowly but certainly from Law to Neutral, and from Neutral I slipped into the domain of Chaos. Zelenin was furious. I understood where she came from and her arguments were certainly compelling - from a human point of view. Jimenez’s offer, however, was far more appealing: he gave me to chance to examine humanity objectively from a non-human perspective. I was lured into this path by the demons that you encounter throughout the game and the areas they appear in. Each of these sectors were inspired by human sins of the modern world and named after constellations. Sector Antlia was modelled after human conflict in Eastern Europe, Sector Boötes dealt with the human lust for materialism and decadence, Sector Carina’s shopping mail represents human’s greed and capitalism, followed by Sector Delphinus’ barren wasteland to symbolise the environmental damage inflicted by humanity. While each of those sectors were unsettling and confronting on their own, the most striking example was Sector Eridanus, a peaceful garden where nature and technology harmoniously co-exist. In order to realise this utopia, humanity would have to be eradicated. A worldwide sacrifice of humans to ensure the future of non-humans. Whereas this ultimately locked me in the Chaos route for both the Schwarzwelt journey and other Shin Megami Tensei games to follow, it also determined my political stance in real-life politics. Ideological as it may seem, the realisation of such a harmonious utopia is something worth fighting for, I believe. The demons were right. Considering the major impact Strange Journey has had on my life, it shouldn’t come as a surprise that yesterday’s announcement of Deep Strange Journey, the upcoming remake for Nintendo 3DS, was a bitter pill to swallow. The characters are re-drawn by the series’ new lead artist, whose unique style I appreciate on its own but find lacklustre and paling next to his master’s master’s work. The addition of a new ending, a route represented by a new female character, upsets the natural balance of Law/Neutral/Chaos. The trailer went as far to propose a binary opposition between Neutral and Law/Chaos, making room for an allegedly third movement. Furthermore, a new animation sequence demonstrating a fight between Morax and Asura makes absolutely no sense in the context that both demons are are on the same side, criticising humanity’s lust to fighting among themselves. While I appreciate Atlus’ attempts to re-do older titles to make them better accessible for the current generation of gamers, I wish they focused on games from their library that would actually benefit polishing, such as the original _Devil Summoner _or perhaps a high-definition re-release of Raidou Kuzunoha. To a fan of the original, Deep Strange Journey feels like a lazy and un-inspired attempt to earn relatively easy cash to feed the ever-growing Persona cow. I loved Persona 5 and will never stop looking forward to a sixth entry in the series, but please… Do not ruin my Sacred Journey. *** Strange Journey had such a major impact on me that I used it as my case study for my Master’s thesis. What follows below is an excerpt of the introduction: ...

March 27, 2017
Cover

NieR: Automata

Realiseert het potentieel

March 6, 2017