Stardust Galaxy Warriors: Stellar Climax official logo

Ever since I first laid my hands on Tyrian, nearly two decades ago, I've had a bit of a thing for shoot 'em ups. I mean, who doesn't love blowing up innumerable hordes of alien ships with completely ridiculous and overly flashy weaponry?

With that in mind it should be quite obvious that I was heavily predisposed towards liking Stardust Galaxy Warriors: Stellar Climax, a shoot 'em up that embraces many of the same design choices as Tyrian. Even so, I still found myself genuinely impressed at how enjoyable the gameplay is. The colorful visuals, the kick-ass music, the variety of weapons and characters you can field - all of it comes together to create some truly excellent shooting that had managed to keep me glued to the screen for hours on end.

So what exactly makes Stardust Galaxy Warriors so fun, and more importantly, what are the things that still need improvement?

World of Warcraft: Legion screenshot of Xavious

World of Warcraft is an absurdly massive game, and the same applies to its recent Legion expansion. I've already spent well over 40 hours exploring the Broken Isles, dashing and double-jumping all over the place with my Demon Hunter, completing an apparently endless stream of quests, and yet there doesn't seem to be any end in sight. Unlike Warlords of Draenor, Legion has come packed with content!

Since there is simply far too much for me to cover in one review I am going to be splitting this up into two parts. The first, or rather the one you're reading right now, will cover the newly released Demon Hunter class, as well as the entirety of the leveling experience, story, and class specific features such as Artifact Weapons and Class Halls. The second part, which is now available, is focused entirely around Legion's end-game: Raids, Mythic Dungeons, PvP, World Quests, and that sort of stuff.

With all of that now out of the way, let's begin the review proper with my favorite aspect of Legion - the new Demon Hunter class.

Artwork for Cyan's Obduction game

When it comes to puzzle-adventures I am utterly helpless. Their strange, convoluted logic and complete lack of direction often leave me dazed and confused, unable to figure out what the puzzle even is, let alone solve it! And yet I find myself always coming back to them, simply because the stories they tell are equally as strange and convoluted, a stark contrast to what you might encounter in most other games.

As you might expect, the same applies to Obduction - Cyan's spiritual successor to the long-lasting Myst series. The puzzles are deviously difficult, especially near the end game, and there is almost no indication of where you're supposed to go or what in the world you're supposed to do. While all of this gave me quite a headache by the end of it, I'm still incredibly happy I decided to play through Obduction as the slowly evolving story and bizarre, alien landscapes combine to create a truly irresistible adventure.

Whether this is something you'll enjoy or not, that's a difficult question to answer, but allow me to give you a glimpse at what Obduction really is and you can decide from there.

No Man's Sky's space dinosaurs

[Update]: No Man's Sky update has changed quite considerably since this initial review. As such, I'd highly recommend doing a little bit more research before making up your mind, just so you have the complete picture.

At its very core No Man's Sky is a game about exploration. Its just you, a nifty little space ship, and a practically infinite amount of planets to visit. With such a massive and varied universe it shouldn't come as much of a surprise to hear that the world I started my journey on was a rather... special one. 

Instead of the vibrant red and green pastures I've so frequently seen in the trailers, my humble world was a hellish mixture between a desert and a swamp, an environment so hostile there was literally no sentient life to be found. To top it all off, my swampy heaven also suffered from constant acidic rain that slowly but surely eroded my armor and forced me to stay within a hundred meters of my ship, lest I found myself dissolved into a pile of ash and swept away by some of the numerous daily storms.

Gregor Eisenhorn from the Eisenhorn: Xenos game

While I have never actually played the Warhammer 40,000 tabletop game I did read the majority of the books, and out of all the various authors that took a crack at the grim darkness of the 41st millennium I consider Dan Abnett my favorite. From the very moment I picked up his Eisenhorn trilogy I knew I was in for a treat as he has a real knack for portraying sympathetic, flawed characters stuck in situations far beyond their grasp.

With that in mind, you can only begin to imagine how excited I was when I heard that Eisenhorn: Xenos, the first book in the series, would be getting the video game treatment. Not only is it an RPG set in the Warhammer 40,000 universe, something I've been waiting for decades now, but its also based on a story by one of my favorite authors! How could this possibly go wrong?

Unfortunately, the answer to that question is far lengthier than I could have ever anticipated. Pretty much every aspect of gameplay, from storytelling to combat, is suffering from a number of annoying issues, all of which combine together to create a thoroughly mediocre game. To make you understand what exactly is wrong with Eisenhorn: Xenos we need to go through all of its elements, one by one, starting with the most important factor - the story.

Demons Age cinematic artwork

Demons Age is a classic isometric RPG heavily inspired by old school Dungeons & Dragons games such as Baldur's Gate and Temple of Elemental Evil. As you might expect given its pedigree, it features a wide variety of spells and abilities to use against your enemies, numerous followers to recruit and travel with, a wide open world to explore, and naturally, a whole bunch of absurd items to collect and peddle to some poor innkeeper.

Its still under heavy development, but I've recently gotten a preview copy to try out, which as a massive fan of classic RPGs I was more than willing to take for a spin. Since making a proper review based around 2 hours of alpha gameplay would be a pointless venture, I'm mostly going to be focusing on what exactly Demons Age does right and which areas still need improvement.

Song of the Deep is an incredibly beautiful game

The amount of places you can explore through games these days is nearly limitless. You can strap on a rifle and witness the horrors of D-Day firsthand, you can put on your wizard's hat and act as an errand boy for a whole variety of fantasy races, and you can even become a space-trucker, endlessly delivering cargo between the stars. What you can't do very often, however, is explore the sea.

This is where Insomniac's Song of the Deep, a metroidvania-styled action adventure, comes in to play. Not only does it allow you to dive below the waves and observe the ocean's splendor, it manages to do so in a way that is both exhilarating and terrifying at the same time, a notion you will only truly come to understand when you're swimming through the dark, open ocean with monstrous giants for company. Whether its any good or not though, that is a question that's not easy to answer.

Lost Sea gameplay screenshot and review

I'm sure you've always wondered, at least as a kid, about what in the world hides within the Bermuda Triangle. Well, according to Lost Sea its a whole bunch of overgrown wildlife, an insane scientist, teleportation technology, and enough gold coins to make El Dorado look practically impoverished.

While its certainly a charming little adventure with some beautiful locales to visit, its combat is a bit too basic to stay enjoyable for very long, and due to various balancing problems its far too easy to create a monstrously overpowered character that just sweeps through the entire game. To put it simply, Lost Sea is not a bad game, but it just isn't designed with your hardcore roguelike fan in mind.

A detailed and spoiler-free review of Torment: Tides of Numenera

[Note]: This review is now greatly outdated, so instead I would recommend you head over to my final, release version review instead. It should give you the best and most accurate overview of what Torment: Tides of Numenera is really all about.

The last time I played Torment was back in January, and even though it showed great potential it wasn't something I felt comfortable recommending, mostly because it was both unfinished and unpolished. Many months and updates have come and gone since that review, however, and I'm happy to say that the Torment of today is a greatly improved version of the rough demo I experienced so long ago.

Its still unpolished, there's no doubt about that, but most of the missing content has been filled in, the stuttering has been taken care of, and the extremely bare-bones UI has been granted a couple of meals, though its still quite undernourished. It might not be complete just yet, but this version of Torment is the closest the game has ever been to its final form, and as such I have decided to revisit it and see what exactly got improved, and what still requires work.

Before we begin, allow me to just say that I am basing all of my opinions on the first 5-6 hours. While I am definitely excited to play Tides of Numenera, on account of Planescape: Torment being one of my favorite games of all time, I want to have a mostly "pure" experience once I finally get my hands on the fully finished, bug-free version. This does mean I might miss out on some issues that occur only in the late game, but I've gone to great lengths in order to experience everything Torment has to offer, so I do believe I can still offer a comprehensive review.

The Witcher 3: Blood and Wine review (no spoilers)

Watching the Witcher series evolve over time has been a truly inspirational experience for me. Even though it all started with the incredibly buggy and downright unplayable Witcher 1 CDPR has managed to not only correct their mistakes, but steadily improve upon their formula to the point where they're now considered one of the best RPG developers out there. Quite the turnaround when you consider the... colorful reception they've garnered with their first release.

Speaking of the original Witcher, the final expansion for The Witcher 3, Blood and Wine, reminds me of it in many ways. Instead of struggling against nearly godlike foes and ancient prophecies you're simply plying your Witcher trade by investigating crime scenes, tracking down monsters, and attempting to figure out what in the world is going on. Politics do eventually rear their ugly head as well, but for the most part its just Geralt, the gorgeous duchy of Toussaint, and a monster that doesn't make itself easy to hate.

If this is to be the final expansion for The Witcher 3 and the end of Geralt's long and storied journey, I cannot imagine a better way to say farewell than by taking all of the good elements from the entire series and combining them together to form one last, grand adventure worthy of a true Witcher.