The Video Games You Should Play This Weekend – April 10

Game Informer

I’m back! Frankly, I wouldn’t be offended if you didn’t even notice I was gone. Charles did a bang up job last week even if he accidentally wrote about a movie instead of video games. It’s okay. We all make mistakess (except for me).

Before we dive into the games we suggest checking out this weekend (and one to kind of keep a wary eye on) we wrote about plenty of video games this week. Here are some of the biggest stories:

Game Informer

Pokémon Champions

Charles Harte

Pokémon Champions is an interesting, confusing game, because I’m having fun with it, but every decision it makes seems to be bad for one or both of its target audiences. It’s billed as the new hub for competitive Pokémon battling, but it’s also aiming to be an entry point for people interested in the scene. Its launch has limited the number of available Pokémon and held items, which is great if you don’t want to be overloaded with options, but disappointing if you’re hoping to use a specific team composition. You can build a team right there in the game, but it can be frustrating for a newcomer who has to spend resources to catch up to players who have had competitively viable monsters for months or years. And it’s also a free-to-play game, structured more like other microtransaction-laden Pokémon apps than a traditional online multiplayer experience, which isn’t really fun for anyone. There are vouchers, currencies, a monthly membership, a battle pass, cosmetic rewards, and plenty of mechanical incentives to spend money.

Despite all of that… Pokémon battles have always been, and remain, very fun. I like building a team, playing mind games, and climbing the ranked ladder. I enjoy the fact that I can get a relatively viable team with minimal time commitment, and it’s been especially fun to experiment in the lower ranks with other players (some of whom I’m sure are small children) who are just using the Pokémon they think are cool. All things considered, the $7 starter pack isn’t that big of a financial hurdle to get started, even if the principle of the purchase puts me off. Much of Pokémon Champion, for lack of a better term, gives me the ick, but my time with it has been enjoyable regardless.

Game Informer

People Of Note

Kyle Hilliard

Earlier this week, developer Iridium Studios alongside publisher Annapurna Interactive released People of Note. It’s a turn-based RPG (a genre that is experiencing a real renaissance right now) inspired by I would argue late-generation PlayStation RPGs like Final Fantasy IX. You could even throw a little Final Fantasy X in there, as well. The game takes place in a world built around music with locations themed around different genres and lots and lots of musical puns. Maybe too many.

But, my early impressions are positive! The protagonist is charming and motivated, the combat isn’t quite rhythm-based, but does have time-button pressing and it’s simple and satisfying. Also, it removes the random part of random battles by leaving the option to instigate combat whenever you want. Sure, there are plenty of required fights, but if you don’t random enemies jumping you while you’re just trying to solve a puzzle in a “dungeon” (the first dungeon is actually a K-pop dance club), then that’s totally up to you. It seems like a good system and lets you really take in the world and story at your leisure.

If you’re craving a classic turn-based RPG adventure filled color and so some so far fun music, take a look at People of Note. It’s available now on most platforms.

Game Informer

Morbid Metal

Matt Miller

The early access version of this 3D roguelite has arrived, and playing a couple of hours suggests it could be a good fit for players looking for a fast, intense action game. Players control a melee warrior who dashes through gorgeous environments that change each time you make a run, battling enemies in brutal throwdowns where the end of your attempt can come with just a few little mistakes. The third-person combat is at first stylish, but familiar, and I might have dismissed the game as nothing new until an early moment turns things around. Your warrior encounters another warrior with different skills and weapons, absorbs their essence, and can subsequently shapeshift into that other battler at the touch of a button. This quickswitch functionality totally changes the feel of combat, and I can imagine it will only get more interesting as additional warriors are added to the mix. It’s early days on this one, but if you’ve been hungry for some high-octane melee combat, I don’t think you’ll be disappointed with what’s already here to enjoy.

Game Informer

Samson

Kyle Hilliard

Samson comes from the mind of Christofer Sundberg and his new studio, Liquid Swords. Sundberg is one of the co-founders of Avalanche Studios and helped create the Just Cause series. The game follows the titular Samson as he tries to pay off his debts in the open-world city of Tyndalston. The game looks a lot like Grand Theft Auto IV, specifically, at a glance, looks like a smaller-scale take on the GTA franchise in general, which isn’t entirely wrong, but there are some interesting wrinkles. You have a certain amount of debt you have to pay off each day, and you only have so much time to do it. Every time you take a mission and complete it (or die trying), time moves forward. So, if you fail every mission in a given day, then you are not able to pay off that day’s debt; interest builds, and it’s a bad time.

Tyndalston is a grungy, well-realized city, but to be blunt, the game feels a bit… unfinished as it exists right now. Driving feels pretty good, but hand-to-hand combat is rough and doesn’t work very well. Pressing the counter button in particular feels like you’re offering up more of a suggestion than consistent input.

I am curious to see how Liquid Swords maintains the game and updates it over time because I think there are some interesting ideas here, and it’s nostalgic to be playing a GTA IV-like, but it was definitely pulled out of the oven too early.

Deadzone: Rogue Review – Rewarding Repetition

Deadzone: Rogue

Reviewed on:
Switch 2

Platform:
PlayStation 5, Xbox Series X/S, PC

Publisher:
Prophecy Games

Developer:
Prophecy Games

Release:

(PC),
(PlayStation 5,
Xbox Series X/S),
(Switch 2)

Rating:
Teen

Science-fiction themed first-person shooters can feel a dime a dozen. I would bet anyone reading this review has long lost count of the number of times they’ve taken up heavy arms against an alien or robotic threat that outnumbered them multiple-hundreds-to-one. Deadzone: Rogue may look like an unassuming first-person shooter on the surface, but through superb gunplay and excellent utilization of the roguelite formula, I was left kicking myself for not discovering this game when it arrived on other platforms last year.

As a man who awakens alone on a space station with no recollection of who he is or why he’s there, your only option is to push forward through dozens of rooms swarming with enemies. Thanks to terrific gunplay, regardless of which weapon you equip, blasting through Deadzone: Rogue’s bite-sized rooms is an exciting delight. Developer Prophecy Games has found the sweet spot for its aim assist, creating a rewarding gameplay feel whether you’re sprinting around with a shotgun or popping heads with a sniper rifle. Your weaponry, especially early on, is largely dependent on the loot either dropped by enemies or picked up at the end of each room, and the feeling of building out your kit brick by brick, room by room, is among the most rewarding feelings I’ve had in gaming this year.

As you work through the multitude of rooms in each unlockable Zone – either solo or cooperatively – you accumulate various weapons, items, perks, and more. The fact that every bite-sized room rewards you with a new upgrade, and multiple enemies per room drop not only resources but also equipment and weapons, provides a constant upward trajectory. Whether I swept through a room like an unstoppable killing machine or barely made it out by the skin of my teeth, I was always eager to roll the dice and see what rewards I could pilfer. 

I loved settling on an elemental assault and then selecting perks to amplify the damage and effects of that specific element, even using scraps dropped by enemies to re-roll the elemental affinities of my weapons, melee, and grenades. At one point, I kept dying in a particular room because I was simply overwhelmed by the relentless onslaught of too many enemies. Deadzone: Rogue allows you to not only level up your character and arsenal through permanent upgrades between rounds, but also form strategies to address your shortcomings in particular rooms; in this case, I started selecting perks that granted companion bots that fired at enemies and drew aggro, allowing me to distance myself and thin the herd to manageable numbers. However, if a run is too easy or challenging, you can always tweak the difficulty level, which impacts the rewards you receive, either breaking down roadblocks or creating an enticing risk/reward calculus.

The enemies start simple enough, with robots that walk slowly or charge at you in a straight line, but as you progress through each unlockable Zone, you encounter more sophisticated, powerful, and grotesque creatures. Before I knew it, I was battling teleporting robots, zombie-like synthetic organisms, self-destructing orbs, and spiders that swarm and blast projectiles. As you shoot through each Zone, you encounter skill-check rooms with Elite enemies; these foes serve as barriers in early attempts, but by the time you reach the end of the Zone, they eventually appear alongside normal minions, aptly putting on display how far you’ve progressed in the span of one run.

 

Each room lasts just a couple of minutes (or less, if you’re quick), with successful runs concluding around an hour after you embark. But you’ll likely spend many hours in the lead-up to that successful run as you learn the ins and outs of each room, as well as slowly upgrade both your character and your skills. There were certainly times when I had failed in a particular Zone so many times that I dreaded repeating the early rooms for the umpteenth time, but the gameplay feels so good, I ultimately didn’t mind – except for certain rooms that require light first-person platforming. Those rooms felt bad the first time I played them, and only felt marginally better upon repeat playthroughs. Thankfully, those aren’t common, but whenever they popped up during a run, I was ready to be done with them before I even entered the room. And though the boss battles are engaging and inventive, they sometimes border on being bullet-sponges.

Once you conquer a Zone, you unlock the subsequent Zone with new rooms, enemies, and bosses to face, as well as side challenges for the Zone in which you were just successful. Though I was laser-focused on beating each zone individually, I appreciate the excuse to return to older Zones to try my hand at extra challenges with different gameplay modifiers, like perks that encourage you to get up close and personal with your victims.

Through its stellar use of the roguelite formula and ability to build your loadout in such rapid fashion, Deadzone: Rogue provides a compelling shooting experience that I look forward to firing up for a few runs every day. But it’s not just the structure that has its hooks in me; the shooting mechanics, varied enemy types, and the compelling narrative mystery all coalesce into one of my favorite shooters in recent years.

GI Must Play

Score:
9

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Pokemon Champions And 40 Years Of Zelda

Game Informer

This week on The Game Informer Show, the crew gets together to discuss their favorite games from the long-running The Legend of Zelda series, as it celebrates its 40th anniversary! Be sure to check out our upcoming magazine feature on reactions from around the industry, too.

Before we get to the green caps and tunics, though, Charles has some early thoughts to share on Pokemon Champions, and we have a few other quick takes on some recent releases. Grab a cold drink and tune in!

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!

Check out the podcast:

Listen to “Pokemon Champions And Our Favorite Zeldas” on Spreaker.

Follow our hosts on social media:

Jump ahead using these timestamps:

00:00 – Intro

05:34 – Pokemon Champions

24:30 – People Of Note

28:54 – Shadow Tactics: Blades of the Shogun

33:11 – Our Favorite Zelda Games

Google Play Store Removes Doki Doki Literature Club Four Months After Launch

Game Informer

Doki Doki Literature Club, the dating sim-themed horror game, has been removed from the Google Play store. According to publisher Serenity Forge, the reasoning provided was that the game violated the storefront’s terms of service with its “depiction of sensitive themes.”

Doki Doki Literature Club was first released on Steam in 2017, and is notorious for its deceptively disturbing story. While it initially appears to be a traditional dating sim, following a high school boy as he joins an after school writing club and falls in love with the other members, dramatic plot twists give the game a dark turn. It includes, among other things, graphic depictions of suicide.

That said, the game has many content warnings, both on store pages and in the opening moments of the game. On iOS, the game is rated 17+ and its description includes the sentence “This game is not suitable for children or those who are easily disturbed” at both the beginning and the end.

Publisher Serenity Forge issued the following statement on its various social media platforms:

Click the image to enlarge.

Click the image to enlarge.

Yesterday, Google chose to remove Doki Doki Literature Club from the Google Play Store. Their explanation is that the game’s content violates their Terms of Service in its depiction of sensitive themes.

DDLC is widely celebrated for portraying mental health in a way that meaningfully connects deeply with players around the world, helping them feel heard, understood, and less alone on their journey. Managing to achieve that—making a truly meaningful difference by using the power of fiction to connect to others—is what I’m most grateful for. It inspires me every day to keep making cool new things, things that can really reach others, especially those in need of connection.

DDLC is available on many different major platforms, including iOS, Nintendo Switch, PlayStation, and more. We’re continuing to do everything we can to find a path forward for getting DDLC reinstated on the Google Play Store. Meanwhile, we’re also looking into potential options for alternate methods of distribution on Android devices.

We worked hard to bring DDLC to Android, and we’ve gotten to see so much love and enthusiasm from passionate Android users over these past few months. Thank you so much to the community for continuing to express your love and support for DDLC through the years. We’ll keep you updated on the future of DDLC for Android.

– Dan Salvato and the Serenity Forge Team

For now, it’s unclear if or when the game might return to the Google Play Store, but it remains on other platforms.