Showing posts with label action RPG. Show all posts
Showing posts with label action RPG. Show all posts

20 Dec 2025

REVIEW: INK INSIDE (2025 Video Game) on Playstation

Review by Jon Donnis

INK INSIDE arrives as a confident and genuinely distinctive indie action RPG, built around a visual hook that immediately sets it apart. Inspired by the idea of a lost cartoon pilot, the game drops you into a world that looks like it has been scribbled into existence inside a stack of notebooks. It is colourful, messy, and full of personality, with hand drawn animation that feels deliberately rough around the edges while still moving with real fluidity. This is not a cheap sketchbook gimmick. It feels like a playable cartoon brought to life with care and technical skill.


You play as Stick, an unfinished doodle trapped beneath a leaking ceiling where water seeps into the notebooks and slowly corrupts the world. Friendly characters become soggy monsters, environments twist and buckle, and memories are scattered across the pages. The setup is imaginative and oddly charming, and it provides a strong foundation for the game's story driven approach. The idea of uncovering shared Genetic Memory, or Gene Meme, between creator and creation is woven into the narrative, giving the adventure a surprisingly personal edge.

Combat is where INK INSIDE makes its strongest impression. What initially looks like a straightforward beat em up quickly reveals a deeper system built around dodgeball style mechanics. Battles revolve around movement, timing, and positioning, with projectiles flying across the screen and combos forming through smart play rather than button mashing. The ball combat system adds a tactical layer that keeps encounters lively, and when everything clicks it feels fast, reactive, and genuinely fun. Filling the COOL MOVES bar and breaking through enemy defences adds a satisfying sense of momentum to fights.


The world itself is packed with personality. From Fuzzball Forest to the Sugar Swamp, each area is gorgeously illustrated and bursting with visual detail. Characters are fully voiced, animated, and memorable, helped along by strong performances from Brian David Gilbert and Deneen Melody. There is real effort put into making every major character feel distinct, from Detective Fuzz to Traff, whose rough edged attitude matches her heavy hitting combat style. The overall presentation is one of the game's biggest strengths, blending humour, nostalgia, and creative flair.

That said, INK INSIDE is not without its frustrations. The game leans heavily on dialogue, and there is a lot of it. Too much, frankly. Progress is frequently slowed by long stretches of reading when all you want to do is move, fight, and explore. While the story and characters are well written, the constant interruptions damage the pacing and make it harder to stay engaged. For players who prefer action over exposition, this becomes a real sticking point.


Exploration also struggles to maintain interest outside of combat. Despite the imaginative settings, moving through the world can feel tedious, especially when broken up by repeated dialogue sequences. The core combat loop is enjoyable, but the surrounding structure does not always support it as well as it should. There is a sense that the game wants to be many things at once, and not all of them land equally.

Ultimately, INK INSIDE is a game I admire more than I enjoy. It is original, visually striking, and clearly made with passion by a talented team. The combat is genuinely fun and surprisingly deep, and the living notebook art style is fantastic. However, the heavy reliance on dialogue and the less engaging exploration meant it never fully clicked with me. The jokey humour did not always land, and it is not entirely clear who the game is aimed at, whether kids, adults, or somewhere in between.


INK INSIDE will undoubtedly resonate with many players, particularly those who value creativity, storytelling, and experimental mechanics. For me, though, it falls short of being consistently enjoyable. If this had been a more focused, combat driven beat em up, I suspect I would have come away far more positive. As it stands, it is an interesting and ambitious game that misses the mark for my tastes.

Score. 5 out of 10.
Out Now on Playstation


16 Nov 2025

REVIEW: Anima Gate of Memories I & II Remaster (2025 Video Game) - On Xbox

Anima Gate of Memories I & II Remaster

Review by Jon Donnis

Stepping into Anima Gate of Memories I and II Remaster feels a bit like opening an old storybook that has been given fresh ink and sharper illustrations. Everything is familiar to long time fans, yet polished enough for newcomers to feel right at home. The collection brings both Anima Gate of Memories and The Nameless Chronicles together in one place, now brushed up with cleaner textures, clearer menus, and tutorials that flow far better than before. It is a noticeable lift that smooths out the early learning curve and makes the whole experience easier to settle into.


The heart of the game sits firmly in its world of Gaia, which is drawn from the Spanish tabletop RPG Anima Beyond Fantasy. The remaster does a good job of capturing the tone of that universe, where ancient monsters, cursed souls and uncertain destinies collide. You follow the Bearer and Ergo Mundus in the first story, then move into the path of an immortal wanderer in the second. Both narratives twist around secrets hidden inside the Tower of Arcane, and you can feel the weight of that place in the way every room, corridor and memory shaped landscape is presented. There is a distinct atmosphere here. It has that dark fantasy edge with touches of an anime inspired mood, which gives the whole thing a dramatic, dreamlike quality.


Combat remains the strongest part of the experience. It is fast and fluid with a nice sense of rhythm once you settle into switching between the Bearer and Ergo. You can flick between them with a single button, and it never loses its thrill when a smooth combo comes together. Each character has their own set of skills, and shaping them to your liking gives the game a proper RPG feel. Exploring the interconnected locations inside the tower adds to that sense of discovery. Every area feels like it has been crafted with intention. The music reinforces that feeling with a haunting tone that settles into your head as you move from one fight to another.


The remaster's visual upgrades make a real difference. Textures are cleaner, animation transitions feel more natural, and the UI refresh helps navigation enormously. It gives the whole package a sense of confidence, almost as if the game finally looks the way it always wanted to. As a result, the pacing feels smoother and you are far less likely to become tangled in menus.


Not everything lands perfectly. Some of the voice acting leans into a slightly uneven performance and a few lines of dialogue can feel a bit too cheesy for their own good. These moments are never enough to break the experience, though they do stand out against the stronger storytelling beats.


Coming into this remaster, it surprised me how easy it was to get pulled into its mix of sharp combat, rich lore and striking style. It feels bold, sometimes strange, but always driven by a clear creative identity. Whether you are returning to rediscover the saga or stepping into Gaia for the first time, this collection feels like the right way to do it.

For me, Anima Gate of Memories I and II Remaster earns a confident 8.5 out of 10.

Out Now

5 Sept 2025

REVIEW: EDENS ZERO (2025 Video Game) - On Xbox

EDENS ZERO

Review by Jon Donnis

EDENS ZERO brings Hiro Mashima's space fantasy manga and anime into a 3D action role-playing format, and it does so with a lot of energy and style. At the heart of the game is Shiki Granbell and his friends, setting out on a cosmos-spanning adventure that mixes the familiar storyline with original content created under Mashima's supervision. For fans, it means a chance to step back into a world they know, while also experiencing quests and scenarios unique to the game. For newcomers, it is a polished, action-heavy RPG with plenty to discover.


The game opens at a measured pace, and the graphics at first feel a little underwhelming. Stick with it, though, and the scope soon reveals itself. Blue Garden, the planet of Adventurers, is fully explorable, and the freedom to wander, collect cards and notes, and uncover secrets makes the setting feel alive. Across that journey, there are more than 700 equippable items to find, and the customisation system is generous. You can alter appearances with accessories and gear without changing stats, letting you design characters to your taste while keeping their builds intact.


Combat is the real highlight. You take control of eight playable characters, including Shiki, Rebecca, Weisz, and Homura, each with their own Ether Gear abilities and unique fighting style. Close-range brawlers, long-range shooters, weapon specialists, and magic users all play differently, and switching between them mid-battle feels natural. The controls are easy to pick up, and experimenting with different line-ups adds variety. Boss fights, in particular, stand out, demanding focus and rewarding you with the satisfying rush that only a tough win delivers.

Visually, once the game opens up, it comes alive. The vibrant anime aesthetic, bold character designs, and flashy combat effects look striking, and when paired with smooth controls, it feels built for high-energy sessions. The inclusion of Jiggle Physics, while not essential to gameplay, adds to the sense of leaning fully into the anime style. It is light-hearted, playful, and consistent with the tone fans expect.


If there is a criticism, it is a minor one: the map could do with improvement. With so much ground to cover and so many items to find, a larger or more detailed map would make exploring less fiddly. That aside, the game runs smoothly, feels polished, and offers enough depth to keep players engaged for hours.

What makes EDENS ZERO work is that it manages to appeal beyond the existing fanbase. Even if you have never read the manga or watched the anime, it plays as a strong action RPG with character variety, a vast world, and rewarding combat. For long-time fans, the blend of canon story and new material makes it feel like an expansion of the universe they already love.


I went in unsure whether it would be for me, but it won me over. It is packed with content, stylish to look at, and consistently fun to play. A few small flaws aside, it is a confident and polished adaptation. I score EDENS ZERO a strong 8 out of 10.

Out Now on Xbox - https://amzn.to/4p9XZ3U

24 Jul 2025

REVIEW: WUCHANG: Fallen Feathers – Soulslike Style Without the Soul

Review by Jon Donnis

WUCHANG: Fallen Feathers is built to satisfy fans of Soulslike punishment. That much is clear. It looks the part. It sounds familiar in a way that leans more on nostalgia than originality. The world is brutal and broken, and you're dropped into it without much ceremony or comfort. There's a dark, twisted beauty to the land of Shu, but getting through it takes more patience than many will have.

You play as Wuchang, a skilled pirate warrior battling amnesia, monsters, and a mysterious illness called Feathering. The premise is solid. There's plenty of atmosphere and some striking moments of visual world-building. Strange creatures roam the ruins. Factions fight over scraps. And in the shadows, a creeping madness grows. It should feel thrilling. It should make you lean in.

But instead, the game keeps you at a distance.


The core issue is the combat. It wants to be weighty and deliberate, but it mostly feels slow and clunky. Movement is awkward. Attacks lack the snap and rhythm you'd expect from a title in this genre. Even the Skyborn Might system, which promises power and flexibility, rarely feels satisfying. You can customise builds, enchant weapons, and dive into a skill tree that offers new attacks and perks. On paper, that sounds rich. In practice, it's confusing and oddly lifeless. There's depth, but no real sense of discovery.

The Inner Demon system is an interesting idea. In theory, it adds risk and unpredictability. Your own shadow could lash out at you if you're careless. But this never quite gels with the rest of the mechanics. It feels more like a gimmick than a proper feature, and that's a shame.

Boss fights, the lifeblood of any good Soulslike, fall flat here. Designs are derivative. Patterns are repetitive. And too often, they feel like tests of your patience rather than your skill. The enemies you face along the way suffer from the same problem. They fill the world but don't really define it. There's nothing particularly memorable or distinct about them. They just get in your way.


The story, while present, is easy to miss. You're supposed to piece it together as you go, but the fragments feel thin. With no clear narrative pull, it's hard to care what happens next. Wuchang's past should have been a driving force. Instead, it gets lost in the noise.

And then there are the technical problems. Framerate drops are a dealbreaker in a game like this. If you're asking players to be precise, every stutter, every lag, breaks the experience. In 2025, that's hard to excuse, even if future patches might help.

There are good ideas here. You can see the ambition. Some players will appreciate the harsh challenge and the grim setting. If you're a die-hard Soulslike fan, this might still scratch the itch. But it never truly stands out. The gameplay lacks spark. The systems don't connect. And the world, though interesting at a glance, never fully comes to life.

For me, the biggest issue is that I simply didn't want to keep playing. I wasn't curious. I wasn't hooked. I was just going through the motions. That's not the feeling a game like this should leave behind.

I score WUCHANG: Fallen Feathers a disappointing 5 out of 10.