I’m back in the saddle! Honestly, I wouldn’t blame you if you hadn’t even noticed my absence. Charles did a stellar job filling in last week—even if he did accidentally review a movie instead of a game. No harm done; we all make mistakes (though, personally, I rarely do).
Before we dive into our weekend recommendations—and one title you might want to approach with caution—let’s catch up on the biggest headlines from the past few days:
- Celebrating 40 Years of The Legend of Zelda
- Soulframe: Digital Extremes on the Art of Begging for Forgiveness
- Exit 8 Director Genki Kawamura on Narrative Adaptation
- Shigeru Miyamoto’s Timeless Advice and Inspirations
- The Soulframe Digital Issue Has Arrived
- Deadzone: Rogue Review – Why Repetition Works
Pokémon Champions
By Charles Harte
Pokémon Champions is a bit of a conundrum. I’m genuinely enjoying it, yet every design choice seems to clash with one of its two target audiences. It’s positioned as a competitive hub, yet it also tries to be an entry point for casuals. The limited roster of Pokémon and items is great for preventing information overload, but it’s a letdown if you’re trying to build a specific meta-strategy. Newcomers might find the grind to catch up to veteran players frustrating, and the heavy reliance on free-to-play mechanics—currencies, battle passes, and microtransactions—feels jarring for a franchise of this stature.
However, the core loop of battling remains exhilarating. Building a team and testing it on the ranked ladder is still addictive. It’s surprisingly easy to get a viable team ready without a massive time investment, and playing against lower-ranked players using their personal favorites is a blast. While the aggressive monetization leaves a sour taste, my time with the game has been unexpectedly fun.
People of Note
By Kyle Hilliard
Developed by Iridium Studios and published by Annapurna Interactive, People of Note is a charming, turn-based RPG that channels the spirit of late-90s classics like Final Fantasy IX. Set in a world defined by music, it features genre-specific environments and a relentless barrage of musical puns.
My initial impressions are high. The combat is simple yet satisfying, utilizing timing-based button presses rather than strict rhythm mechanics. Crucially, it replaces random encounters with an opt-in system; you can tackle enemies at your own pace, which makes exploring dungeons—the first of which is a K-pop dance club—far more enjoyable. If you’re hunting for a vibrant, classic RPG experience, this is well worth your time.
Morbid Metal
By Matt Miller
This 3D roguelite has officially hit early access, and it’s a fantastic pick for anyone craving high-octane action. You play as a melee warrior dashing through procedurally generated, stunning environments. Combat is brutal, where a single slip-up can end your run. While the third-person action feels familiar at first, the “shapeshifting” mechanic is a total game-changer. By absorbing the essence of other warriors you encounter, you can swap combat styles on the fly. It’s still early, but the potential here is massive—if you want fast-paced, visceral combat, Morbid Metal delivers.
Samson
By Kyle Hilliard
Created by Christofer Sundberg’s new studio, Liquid Swords, Samson follows a protagonist struggling to pay off debt in the gritty urban sprawl of Tyndalston. It wears its Grand Theft Auto IV influence on its sleeve, but with a unique twist: you’re on a daily clock to pay off interest-accruing debt. Failing missions carries real consequences, which adds a tense, desperate rhythm to the gameplay.
That said, it’s clear the game hit early access a little too soon. While the driving feels solid, the melee combat is clunky and inconsistent. I’m genuinely interested to see how it evolves, as the core concept is sound—but in its current state, it needs a bit more time in the oven.
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