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Three Houses doesn’t just have some of the best combat in a Fire Emblem game to date. It’s a deep narrative that tries to portray the conflicts from multiple sides. Three Houses boasts a cast of complicated characters and branching story paths that force players to pick and choose their allies and take up arms against their former friends. Students who battle together grow closer, giving them deeper relationships that, in return, give combat boosts the next time they enter a fight.īut it’s not just about the mechanics. Combat helps your units grow stronger in specific traits, like magic and specific weapons that experience in turn helps them succeed in lessons and training at school, which further enhances their abilities. The magic of Three Houses is that it manages to keep all those aspects together, with each mechanic feeding into the next. You could call it a tea party-based dating simulator.
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It’s also a Persona-esque life simulator that has players juggling the wants and needs of their students.
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It’s a game that sees the turn-based tactical strategy series return to a home console for the first time in over a decade. Andrew Websterįire Emblem: Three Houses is a lot of things. You won’t have all the answers at the end, but Control will be the most fun you have reading redacted emails.
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There’s a wonderfully cyclical structure at play: in order to learn more, you have to explore and unlock powers, which in turn lets you reach new areas to find even more secrets. While Control is an action game - one filled with plenty of shootouts, a magical gun, and superhero-style psychic powers - at its heart it’s about exploration, as you delve further into the building in an attempt to understand its many mysteries.
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The atmosphere is incredible: you’ll wander into rooms full of floating bodies, all chanting in unison, set amid otherwise mundane office furniture. It’s a sprawling brutalist structure, one hiding all kinds of unsettling secrets. It’s not long before things go wrong.Īlmost the entirety of the game takes place inside The Oldest House, a strangely appropriate title for the FBC’s headquarters. The latest action game from Alan Wake studio Remedy, Control is a supernatural thriller where players take on the role of Jesse, the newly appointed director of a paranormal government agency called the Federal Bureau of Control. What would happen if you took The X-Files, threw it in a blender with the Southern Reach trilogy, and seasoned generously with elements of Metroid and Zelda? You’d get something that looks a lot like Control. Whether you’re playing a hopping rabbit or an ambulatory wall, you’re just moving pixels on a screen - but one of those things is still much, much funnier.
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It’s also a delightful exploration of how video games build narratives around completely abstract rules.
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So in order to actually complete each level, you have to rewrite its rules on the fly by pushing words around the screen, ignoring the seemingly intuitive connections between objects and their purpose.īaba Is You adds a new dimension to a familiar kind of spatial puzzle system, while still delivering that system’s satisfying blend of sudden inspiration and methodical trial and error.
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There’s no logical reason that “you” have to be Baba instead of a wall, that a door should be unlocked with a key instead of a rock, or that the flag needs to signify winning instead of instant death. The trick, however, is that all these symbols are arbitrary. The puzzle game starts by asking the player (you) to move a little white rabbit (Baba) to a golden flag (win!), navigating standard virtual obstacles like walls, water, locked doors, and rocks. Baba Is You is both disarmingly cute and confoundingly clever.