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Adri Metternich

@adrimett.bsky.social
37 followers 26 following 316 posts

Game reviewer. Fan of cozy/chill games and JRPGs. Disabled, introverted, perpetually tired. She/her justrelaxplaygames.wordpress.com

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Adri Metternich @adrimett.bsky.social · 12/06/2026
Plan 1 - Forget genre focus when it comes to my reviews; I'll review whatever I play, even if it isn't specifically a JRPG. Plan 2 - Move ahead with Sekrit Writing Project over the summer. Plan 3 - Attempt to not lose my health too badly when working on these plans.
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InnerSpiral (the scary version) @innerspiral.lol · 03/06/2026
gaming and the internet is magical when you get to explore that little thing called gender
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Adri Metternich @adrimett.bsky.social · 01/06/2026
Year 11 maths teacher. If the class didn't understand something, rather than explain it, she'd just yell at us that we should have learned it all last year. (Then why is it part of the curriculum now, pray tell?) Unsurprisingly, nobody did well in that class.
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Indie-cent Exposure @indie-exposure.com · 01/06/2026
We’ve survived our first month, which frankly feels worth marking. To celebrate, we’re giving away two pairs of wireless earphones as a thank you to everyone who has checked out the site and supported us so far. Entries open June 1 and run for one week. UK only.
indie-exposure.com
Giveaway time! Indie-cent Exposure turns 1 month old, and we’re celebrating
We officially launched on May 1st, and somehow, against all odds, we have made it through our first month without immediately collapsing into a dramatic heap. So, naturally, it feels like a good excuse to celebrate. Our first month has already been a bit of a whirlwind. We have published Q&As, such as our chat with Hell Byte Studios about Blood Reaver…
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Adam. Pottery Beard. @thatbeardoadam.bsky.social · 01/06/2026
Happy #PrideMonth! I hope horrible people are MISERABLE for all of June.
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Adri Metternich @adrimett.bsky.social · 01/06/2026
Starting to pull out of the health slide... I think. At least I came back to myself enough to beat Pokemon Sword, which was a damn fun game and I'll hear no differing opinions.
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Adri Metternich @adrimett.bsky.social · 25/05/2026
Haven't been playing any games lately. My brain just can't handle trying to make so many little decisions; I think I'm on the verge of a health crash, so I'm trying to not aggravate things further. Shame, because I miss my games!
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Adri Metternich @adrimett.bsky.social · 15/05/2026
If you didn't know, I have a tiny review blog where I review video games. Mostly JRPGs and sim games, though I might start branching out a little in future. justrelaxplaygames.wordpress.com
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Olivia Falk @olivigarden.ca · 22/05/2026
Editing took much longer than I thought (tense consistencies were a nightmare...hopefully I got it all cleaned up!) but my review for Our Home, My Keeper is now live! Pass the yuri! 😁 olivigarden.ca/2026/05/22/o... #indiegame #gamereview #videogames #yuri #visualnovel
olivigarden.ca
Our Home, My Keeper Review
Studio Élan and ebi-hime have been making visual novels independently for a while, but can they make magic happen by combining their forces on a new yuri narrative?
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Kimimi🏳️‍🌈🏳️‍⚧️ @kimimithegameeatingshemonster.com · 22/05/2026
It's been a week, so now everyone can read about the ~best~ version of Shin Megami Tensei! Enjoy! kimimithegameeatingshemonster.com/2026/05/22/s...
kimimithegameeatingshemonster.com
Shin Megami Tensei: A Mega RPG
There’s no doubt that Shin Megami Tensei is a great game. It has an engaging, high stakes, story that dares to imagine its audience will catch references to divine beings big and small across…
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RPG Site @rpgsite.net · 22/05/2026
Level-5 has shared a new Fantasy Life i gift code to celebrate the game's 1st anniversary. You can find all the active gift codes in addition to the new one here: www.rpgsite.net/guide/17490-fantasy…
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Pete Wilton @petewilton.bsky.social · 20/05/2026
Google search is cooked (it's been simmering for a while). Even if there's a mass move to DucDuckGo etc this is going to radically enshittify the information environment & put many publishers and news orgs out of business.
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Arielle Danan ⚔️ @huggablehipster.bsky.social · 15/05/2026
A goal of mine is to make it to 5K subscribers this year! It's getting super close! If you all like game reviews and souls/souls like content consider checking out my channel!
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Adri Metternich @adrimett.bsky.social · 15/05/2026
If you didn't know, I have a tiny review blog where I review video games. Mostly JRPGs and sim games, though I might start branching out a little in future. justrelaxplaygames.wordpress.com
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Adri Metternich @adrimett.bsky.social · 15/05/2026
Shin Megami Tensei Nocturne was the first SMT game I ever played. I never beat it, back on the PS2. Good thing I have the remaster, so I can beat it more conveniently now! (I still have the PS2 version, though. It sits comfortably on my retro gaming shelf.)
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Sasha's Retrobytes 🏳️‍⚧️ @sharkabytes.bsky.social · 15/05/2026
Seems it's a bit unclear when Vagrant Story released in North America 26 years ago; sometime over the next few days. But, I will never pass up the chance to heap some fresh love on one of the GOATS. A dark fantasy espionage thriller that I can't recommend enough. Happy birthday, Vagrant Story. 💜
Vagrant Story's logo and title screen glowing away on a crt TV screen
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Eric Ravenscraft @lordravenscraft.bsky.social · 14/05/2026
still not quite over the fact that i watched 15 year olds get sued for millions of dollars for downloading twelve songs and now we all have to accept AI slop because every tech company in the known universe decided that IP laws don't exist now that they're inconvenient for them
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Adri Metternich @adrimett.bsky.social · 13/05/2026
ICYMI, I reviewed My Little Universe, a resource-gathering sandbox game where you can explore multiple little planets. A good time, if you appreciate a grind.
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Indie-cent Exposure @indie-exposure.com · 09/05/2026
Our review for @katanalevy.bsky.social's #DeadFormat is live. It might not be pure nightmare fuel, but it is smart, atmospheric, and packed with enough survival horror weirdness to make it well worth a look. Plus, the gun fires teeth. That alone deserves some respect. #IndieGame #GameReview
indie-exposure.com
Dead Format review: A clever slice of VHS horror
There is something instantly appealing about Dead Format before you even really get stuck in. Maybe it is the 1990s Scotland setting. Maybe it is the idea of a cursed VHS format called GHL, short for Ghoul. Maybe it is just the fact that “Video Ghastlies” sounds like exactly the kind of thing I would have been nosing around if I lived in that world.
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Adri Metternich @adrimett.bsky.social · 11/05/2026
Today I'm reviewing the PC version of My Little Universe! "Resource-gathering games can be a kind of power fantasy. Knowing that the world will always present you with what you need, and as much of it as you can gather without ever running out…" #gamereview #mylittleuniverse
justrelaxplaygames.wordpress.com
A Solar System to Mine and Master
If you’ve ever wanted to explore the universe but No Man’s Sky and Elite Dangerous feel just a bit too stressful, then perhaps the PC/console version of My Little Universe might be more…
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Adri Metternich @adrimett.bsky.social · 11/05/2026
Brain - intends to say something is automatic Hands - "It's all automatical!" i r gud riytrr
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Olivia Falk @olivigarden.ca · 11/05/2026
Time to take a look at a recently-released card game/auto battler and delve into the logistics of translating board game mechanisms into the digital world. Let's talk about Blades, Bows & Magic! olivigarden.ca/2026/05/10/b... #gamereview #indiegame #videogames
olivigarden.ca
Blades, Bows & Magic Review
As someone who enjoys consuming a reasonable amount of media criticism, I’ve found discussions of adaptations to be quite commonplace. Usually these take the form of a specific work being tra…
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CGMagazine @cgmagazine.bsky.social · 04/05/2026
"inKONBINI: One Store. Many Stories combines deceptively effective gameplay with some excellent storytelling for a captivating experience that will definitely make you a return customer!" www.cgmagonline.com/review/game/ink… #inKONBINI #GameReview
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Adri Metternich @adrimett.bsky.social · 06/05/2026
I keep feeling dissatisfied with my game reviews. I feel like I'm not being detailed enough when I write them, not organized enough in my thoughts and presentation, but also afraid of writing too much and just rambling. But who reads these things anyway? I should just ramble as much as I want!
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Adri Metternich @adrimett.bsky.social · 06/05/2026
"The journey will be difficult, but you will make it; that much is assured. You never wonder how it could all go wrong, because you’re so determined to make it right. Suikoden is heavy but hopeful, giving players stress while providing them with strength." #gamereview #suikoden #jrpg
justrelaxplaygames.wordpress.com
Gotta Recruit ’em All!
As with many games that have gotten a relatively recent remaster, Suikoden can trace its way back to the mid-90’s on the original Playstation. The remaster gives people a way to experience it…
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RPGamer @rpgamer.com · 06/05/2026
Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Review
rpgamer.com
Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Review
Suffering from Simplicity Oftentimes, the simplest approach is the best one. However, where does one draw the line between simple and mediocre? Kingdom’s Return: Time-Eating Fruit and the Ancient Monster, a remake of a mobile game by Inti Creates, is a light-hearted 2D action-strategy RPG that blends side-scrolling combat with a city-builder. Here's a game with an amusing title, I thought. I plow through dungeon after dungeon, eagerly anticipating an entertaining story, and roll up my sleeves to build the best kingdom Almacia has ever seen, only to get to the end to exclaim incredulously to myself, “But this can’t be all there is!” Although this latest Kingdom Returns sports a beautiful presentation and an exciting hybrid of action combat and city-building systems, it unfortunately lacks the depth that makes it stand out amongst other modern RPGs. The Kingdom of Almacia is facing a time of unprecedented crisis. It has somehow been sent to the distant future, where it has fallen into ruin and needs to be restored to its former glory. Fairies have long aided adventurers on their travels throughout the continent of Norlant, but most have disappeared in recent times. Playing as a silent and lone adventurer, players form a pact with the charming and wise Chronos, the Fairy of Time, to complete missions and gather materials for rebuilding Almacia, while trying to find out who is behind the kingdom’s strange predicament. After a solid narrative setup, players are off to start restoring the kingdom immediately. However, it's not long before the story pacing starts to feel off, and in a short game like Kingdom’s Return, it's the kind of misstep that one can't help but notice quickly. Many hours and whole areas later, the story presents itself again, but ultimately falls flat with minimal emotional impact. Although the dialogue is humorous at times, there is no character development or sense of immersion, as most characters don't have a name or personality. The protagonist, simply referred to as "adventurer" by everyone, is a blank slate, which unfortunately makes the narrative feel even emptier. [caption id="attachment_190708" align="aligncenter" width="640"] Are you tired of having to carry the story, Chronos?[/caption] There are four classes to choose from, each with its own appeal. The Imperial is a balanced fighter, the Zipangu trades stamina for strong offense and mobility, the Alchemist is an innovative yet fiddly class that utilises status effects, and the Wizard is the stereotypical glass cannon, with weak defense but powerful magic. Players are asked to select one character to start the game with, but are given access to all characters in the same playthrough. Though this sounds versatile, in practicality, the game design is at odds with this approach. Each character exists in their own little bubble with no synergy, despite having complementary skills that would work well in a party. They start at level one, do not share experience, and are not permitted to swap at any time in the overworld or dungeons. Maximising each character therefore requires quadruple-handling the already repetitive dungeons and missions in Kingdom's Return, making for a tedious and unrewarding time. Combat in Kingdom’s Return is a 2D action side-scroller, with players needing to fully clear each room of enemies before they can progress. In combat, players can execute attack combinations, dodge, guard, use items, gather materials, and interact with hazards or collectibles such as chests or power-ups. Characters have HP and stamina bars, where both can be replenished with items, though stamina also naturally replenishes over time. [caption id="attachment_190709" align="aligncenter" width="640"] Players can examine the entire Class Circle from level one.[/caption] Players will find that combat against regular enemies is quite forgiving, and while bosses can be challenging at first, studying their attack patterns will make quick work of them. Upon leveling up, characters gain permanent stats and Class Points, which can be used to acquire new skills or stats in their Class Circles. The Class Circle system is extremely straightforward and has some neat skills, but once again lacks depth. Player strategy only goes as far as choosing the order to learn skills. To head out into the overworld, players must accept one mission at a time and, once they've left town, they cannot return until it's completed. Traversing through the overworld leads players to dungeons, where the main mission objectives lie. Each floor in a dungeon is made up of areas, with the top floor usually reserved for a boss. There is a fixed number of enemies, materials, and hazards on each floor, increasing in difficulty the deeper players delve into the dungeon. Additionally, dungeons can only be escaped after completing a mission or reaching the end. Kingdom’s Return has some really fun and creative level designs, but is again let down by not having enough variety. The game relies on completing the same dungeons over and over for story missions, and the novelty wears off quickly. Players find themselves facing the same variation of enemies with predictable attack patterns, and each dungeon a replica of one another with similar structures. While there is nothing inherently wrong with grinding in a game, it does not feel stimulating here. [caption id="attachment_190710" align="aligncenter" width="640"] Not taking an arrow to the knee today in this Nameless Forest.[/caption] To make it worse, items are extremely lacking in use and design in Kingdom's Return. Players cannot purchase any items in town, so they must make do with their three potions for each mission. Any other items found, which are fairly sparse, are automatically handed in for cash if they are not consumed in the dungeons. Additionally, the boosts that some of the items have are minuscule, such as boosting attack by one stage for a few seconds, and are more worth their weight in gold instead of combat. When players are not out adventuring, they are restoring their fallen kingdom in Kingdom’s Return. Unfortunately, the city-building system is incredibly rigid and uninspiring. Chronos uses the player's gathered materials to rebuild the town and to initially help set up the castle, which is untouchable for the rest of the story. Apart from that, players can build the kingdom as they see fit, choosing from options such as a weapon or armor shop, inn, and aesthetic items such as trees or statues. Each building can be upgraded a few times, with each upgrade requiring materials and a construction cost. Upgrading buildings adds stat bonuses, allowing players to choose which stats they want to invest in. However, there is an arbitrary limit on how many buildings can be established based on the level of the castle, which is dependent on the haphazard story progression. Adding any extra buildings beyond this soft limit is detrimental; and instead of being a fun, strategic decision for the game, it reduces player agency and punishes players who find themselves ahead. Additionally, the appearance of buildings cannot be customised in any way. Players will find themselves stagnant quite often because of the limited possibilities. [caption id="attachment_190711" align="aligncenter" width="640"] In the wise words of Chronos: If you build too many roads, your town's aesthetics will suffer![/caption] The world of Kingdom’s Return also feels lifeless. There is no sense of gratification or a meaningful way to tell if the kingdom is flourishing under the player’s management. A handful of generic villagers unlock upon having their buildings restored, but their only means of conversation is to offer scripted, optional, and mundane side missions. Players can visit the castle or the fairy fountain, but there is no real incentive because the interaction isn’t overly helpful or rewarding. Furthermore, there is not much to engage with in the map-less, barren overworld that features a costly fast-travel option, a couple of random treasure chests, and placeholder enemy sprites for combat, primarily there for the purpose of town missions. The main appeal of Kingdom’s Return is the gorgeous visuals, pleasant soundtrack, and smooth gameplay. Kingdom’s Return features lovely pixel art sprites during combat sequences and city-building, and switches to a bright and colourful, high-fidelity anime-inspired art style during dialogue and cut-scenes. These pair nicely with the game’s soundtrack and its overall tone, which is also cheerful and upbeat. Combat is wonderfully animated and largely satisfying, particularly during the intense boss sequences and when wiping out multiple enemies with a well-timed attack combination. The one-dimensional world, scarcity approach to strategy, and an underwhelming city-building experience make for a very lacklustre time in Kingdom’s Return. Although it has the trappings of an excellent action-strategy RPG, it is disappointing to see simplicity squander its potential. Newer or casual players will likely find more enjoyment in Kingdom’s Return, as the game is not demanding in time or learning curve. Seasoned players may find Kingdom’s Return to be a sufficient side game, played in casual, short bursts in between more complex and ambitious RPGs.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Kingdom’s Return: Time-Eating Fruit and the Ancient Monster Review appeared first on RPGamer.
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Adri Metternich @adrimett.bsky.social · 06/05/2026
Stay out of Gremio's kitchen!
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Adri Metternich @adrimett.bsky.social · 06/05/2026
Game reviewers, is it acceptable to review a game before you've seen the credits roll?
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Science Magazine @science.org · 05/05/2026
Deepfakes are everywhere, but digital forensics investigators are fighting back. Learn more: scim.ag/42dMPBg
To verify images, digital forensics investigators will often check whether the geometry of the scene is realistic. In a real photo, lines that run parallel in reality—like floor tiles—should meet at a single vanishing point. In this image, however, the dotted lines do not meet in a single point, indicating it is a fake.
Image: an AI-generated image of soldiers marching down a hallway in three lines, wearing fatigues and carrying rifles. Four dotted white lines have been added over the image, running along the floor tiles visible in the foreground and extending back to where the vanishing point should be, behind the soldiers. Instead of meeting in a single point, the lines all cross at different points.Investigators also examine reflections. The lines connecting points on an object to matching points in its mirror image run parallel in reality, so similarly should meet at a vanishing point. In this image, the lines again do not converge on one point, revealing it to be a fake.
Image: An AI-generated image of a plastic cartoon dinosaur toy with its reflection visible in a small mirror. Four dotted white lines are layered over the image, connecting points on the toy with the same points on its reflection: the top of its eye, the end of its jaw, its hand, and its foot. The lines extend out to the side of the image, where they all cross at different points rather than meeting at a single point.Shadows can be a giveaway, too. Because the Sun is so far away, its rays are essentially parallel when they reach Earth's surface. That means that the lines connecting points on an object to the shadows they cast in sunlight should also intersect at a vanishing point. In this Al-generated image, that is clearly not the case.
Image: An AI-generated image of colorful, semi-transparent plastic cubes arranged in a group in a city plaza. Six dotted white lines are layered over the image, connecting corners of several cubes with the corresponding corners in their shadows. The lines extend upward off the edge of the image, toward where a vanishing point should be. Three of them converge on roughly the same point, but two extend further, and one cuts across all the others at an angle.
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Adri Metternich @adrimett.bsky.social · 04/05/2026
Final Fantasy VII MIDIs
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Adri Metternich @adrimett.bsky.social · 30/04/2026
Promised myself that 2026 was going to be My Year (still not sure how I expected to accomplish this). We're about 1/3 through the year and I have written 9 blog posts, and read a bunch of books, and not much else worth bragging about. Time to step up my game?
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Phoenix @phoenixwritesdown.bsky.social · 30/04/2026
ICYMI, Juno really is in dire need of help rn. Any bit helps. Shares help too. venmo.com/u/junostump ko-fi.com/junostump
venmo.com
Juno Schultz | @junostump
Venmo is a digital wallet that lets you make and share payments with friends. You can easily split the bill, cab fare, or much more. Download the iOS or Android app or sign up on Venmo.com today.
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Ashley Schofield is looking for work! 🐉 @ashlikeadragon.bsky.social · 10/04/2026
A generated edit of The Legend of Zelda: Tears of the Kingdom boxart with a logo that reads:
'I NEED WORK AND ALSO MONEY
PLEASE HIRE ME 
I WROTE A BOOK AND EVERYTHING'
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RPGamer @rpgamer.com · 28/04/2026
Monster Crown: Sin Eater Review
rpgamer.com
Monster Crown: Sin Eater Review
A Monstrous World of Sin and Oppression From Dragon Quest V to Pokémon to various flavors of the Megami Tensei, monster taming has always had a special allure in an RPG. Catching, training, and controlling the world’s various beasts and demons, and becoming an arbiter of their power, creates a special bond between player and monster. Following up on 2021’s Monster Crown, Monster Crown: Sin Eater confidently encapsulates the best elements of the monster taming genre while also carving out its own distinct identity. Boosted by its robust and diverse roster of monsters, Sin Eater features outstanding presentation, excellent breeding and fusion mechanics, and solid turn-based combat, although there are some scattered issues with balance that hold it back from reaching its ceiling. Sin Eater takes place in the Crown Nation, an island with four provinces centered on Meru Spire, a gigantic tower that looms over the surrounding country. The story starts with Asur, a young farm boy in the southern and grassy Windy Province, being woken up by Dyeus, his older brother, who hasn’t been seen for a year. As an accomplished monster tamer, Dyeus takes him outside to show him the ropes of monster taming before going out camping with him. At the campfire, he informs Asur that a great threat is upon the Crown Nation and that all its inhabitants face extermination. Not even Lord Taishakuten, who resides atop Meru Spire, and his corrupt, tyrannical, and detached Holy Order of the Four Heavenly Kings are powerful enough to stop this threat. However, before they can act together on it, tragedy strikes, and Asur sets out on a mission of vengeance. [caption id="attachment_190272" align="aligncenter" width="640"] The arrogant Zojoten handwaves his brutality with some Orwellian doublespeak.[/caption] Sin Eater’s plot sets itself up quite intensely, immediately establishing sky-high stakes. The game establishes a pervasive, oppressive atmosphere quite early, with Asur encountering the ruins of settlements overrun and destroyed by monsters. From the Beastman Corps to the wildlife itself, there’s relentless pressure and hostility throughout the world. The Heavenly Kings clearly care very little about governing, leaving their Inquisitors to cruelly reign over a backward, suffering society. As Asur explores, there’s plenty of mystery and lore spread throughout the provinces that effectively paint the Crown Nation as a civilization caught in cyclical violence and decay, with very few areas of progress and even fewer people looking to improve it. The primary agents of change include Deckard, a high-roller and militia leader; Mycroft XIV, a ruthless scientist; and Sabahat, the exiled architect of the Beastmen Project and personal doctor to Lord Taishakuten. Players can choose their alliances freely, which provides interesting, divergent storytelling and lore for the world, as well as appreciable replay value. Asur is also a compelling protagonist, with a no-nonsense attitude coupled with a generally inquisitive personality. Sin Eater’s only real story drawback is that, when the game becomes non-linear after the Windy Province, the lore and story details can feel a bit choppy in their spread and pacing, though thorough exploration of the world results in all the details coming together quite nicely by the end. Any good monster taming game should have a great roster of monsters, and Sin Eater is no slouch in this regard. Featuring over 200 base monsters to tame in the field, there are actually over 1,000 different monster variations. Each monster can be one of five types, and almost every monster in the game has a form for each. Players can either breed or fuse monsters, which combine the statistical and visual traits of the parent monsters as well as their moves and abilities. Breeding is cheaper and produces a new monster at level 1, whereas fusion is more expensive and averages the level of the two parents, producing a battle-ready monster at the cost of losing the parents. The degree of customization players have in crafting their team of monsters is truly dizzying and quite impressive, and most of the monsters are well-designed to boot. [caption id="attachment_190273" align="aligncenter" width="640"] Sin Eater's five types and their interactions.[/caption] Combat has Asur sending one monster from a team of up to eight at any given time, with the battle mechanics centering around monster types and their interactions. Will-type attacks are strong against Brute-type enemies, with Brute-type attacks in turn strong against Malicious-type foes, and so on. Each monster has various abilities, split into physical and magical attacks, with every move having move points (MP). A monster’s MP pool depends on the lineup of skills, with a move granting a certain number of MP, though the returns diminish by half for each additional move of the same type. Some moves can inflict various status effects, and all monsters have their own Synergy Bar. Using moves with good matchups or making timely switches against opponents will cause the bar to build faster, whereas poor moves will make it grow more slowly. Synergy can be used to “Crown” an attack, making it more powerful or granting it a new effect, and at 100 percent, monsters can shift into a powerful Crowned Transformation. Overall, combat is engaging and effective, with plenty of diverse situations to consider, especially early on. To tackle these, players will need to constantly consider new monsters and breed and fuse them for different situations. Knowing how to balance genes, traits, and especially combining different moves, makes a huge difference in combat. This is especially apparent when fighting the game’s premier bosses, especially some of the Heavenly Kings and Inquisitors, who have some standout and thrilling fights that will fully test the player's knowledge of its systems and reflect the combat in its best, most challenging form. Despite its general relentlessness, Sin Eater feels very responsive, and the more that players put into the system, the more they’ll get out of it, meaning every challenge can be overcome with enough effort and determination. That said, Sin Eater has one fundamental flaw in its combat: its balancing. Once players conquer the Windy Province, the game opens most of the rest of the world map, giving a non-linear experience. While this does wonders for its atmosphere and the feel of its world, and is appreciable in its design intent, it’s less kind to gameplay balance. It’s quite easy to quickly become overleveled for most wild monster encounters, and for some boss fights as well, especially if players have a decently competent understanding of fusion and breeding. While the Monster Crown difficulty — the toughest of the three available — ameliorates this to a degree, and ultimately feels like the intended experience, wild encounters would have benefited from some degree of level scaling, like the already level-scaled (and far too uncommon) tamer battles. [caption id="attachment_190275" align="aligncenter" width="640"] Note the prominence of Meru Spire in the background.[/caption] Sin Eater’s overworld is filled with monsters that skulk and traverse the field. There’s noticeable attention to detail in monster behavior, with herbivore prey animals having wider fields of vision and fleeing the player. On the other hand, predators not only move quicker, but will also actively stalk the player. There’s a neat interactive system with monsters too, which lets players use different items to bait them depending on whether they’re a carnivore, herbivore, or omnivore. It helps keep the world feeling alive, although it’s very rare that the bait system feels necessary, especially after the Windy Province. As players defeat each Heavenly King, they also gain new abilities that unlock some interesting traversal methods for Asur that allow him to access new areas of the world or dungeons. Aside from its functional aspects, the overworld is quite pretty, and Sin Eater excels visually not just here, but across the board. With graphics reminiscent of the Game Boy Color, the game features some truly excellent, thorough, and colorful spritework. Environments are lush with detail, be it the creeping vines and vegetation in dungeons or the varying lived-in details inside of a town’s houses, while the day-night cycle and weather help make Sin Eater’s world feel dynamic and alive. Monster sprites come in a wide variety of wild and harrowing designs, and while a small few sometimes suffer from some incomprehensible details, it’s just so impressive how high-quality most are, considering the sheer quantity. As a testament to the game’s details, the variety of battlefield graphics provides some nice immersion as well, with the omnipresent Meru Spire towering in the background of many overworld battles. [caption id="attachment_190277" align="aligncenter" width="640"] Environments are absolutely teeming with detail.[/caption] Sin Eater’s sound is its strongest element, with some great and punchy sound effects, but, more importantly, an atmospheric and terrific soundtrack. The battle themes are fast-paced and well-composed, elevating the excitement of every encounter. Overworld and town themes are rife with fitting and remarkable instrumental choices, making each of the Crown Nation’s four provinces and towns distinct and memorable. For example, Hewston, an isolated island of scientists, has a lovely regal-sounding waltz with flutes, harpsichords, and strings that really help establish its high status and technological superiority over the rest of the Crown Nation. One other fascinating element is how town music is a neat variation on a province’s theme. For example, the Desperado Province features guitars, heavy slap bass, and harmonica, but the marshy town of Siltstone has the drums and bass take a backseat to a mellower tune that incorporates the harmonica with a more acoustic guitar and some Hammond organ flourishes. On the whole, Monster Crown: Sin Eater is a shining addition to the monster taming genre. With its diverse array of monsters at the forefront, it features a truly harrowing, cruelly immersive world full of violence and sin. While its scope and non-linear design can sometimes lead to some odd pacing and gameplay imbalance, it largely remains engaging due to its atmospheric, well-designed world, strong writing and lore, and excellent audiovisual experience. From Asur’s humble farm beginnings all the way to the heights of Meru Spire, Sin Eater provides a monstrously oppressive adventure, top-to-bottom. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Monster Crown: Sin Eater Review appeared first on RPGamer.
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Adri Metternich @adrimett.bsky.social · 27/04/2026
Welcome to the Shubble Shop! @spiltmilkstudios.bsky.social 's "Trash Goblin" is a chill game that offers more story than I expected, had fantastic writing, and above all was an ACTUALLY chill game with no pressure. #gamereview
justrelaxplaygames.wordpress.com
Welcome to the Shubble Shop
A few weeks ago, I stumbled across a review of Trash Goblin, a game about a nameless little goblin living and working as someone who uncovers random items and sells them to people. While that might…
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ompuco @ompu.co · 28/04/2026
found a whole operation of unmanned youtube channels making completely unchecked long form slop videos where the ai voice simulacra regularly trips up & does this for a full ten minutes every time. all the very legit comments are like "NO! THATS NOT TRUE! YOU LIE HE DID NOT" & never acknowledge it.
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Sasha's Retrobytes 🏳️‍⚧️ @sharkabytes.bsky.social · 28/04/2026
Adventurer advice, especially if your dungeon is the TOWER OF DRUAGA: Reluctant slimes make for poor pillows. 📖: GAME FREAK 'zine, 1984
A line art illustration from a scan of one of the issues on Internet Archive of a person sleeping with their head on a squishy slime from the game under a crosshatch blanket, only to slam their head onto the ground as the slime suddenly hops away
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Analog Stick Gaming @analogstickgaming.com · 27/04/2026
New Review Opus: Prism Peak Now live on Analog Stick Gaming. Read it here: buff.ly/3o37bDM #GameReview
buff.ly
Opus: Prism Peak - Review — Analog Stick Gaming
The world of Opus: Prism Peak is a finely crafted tale that ebbs and flows with wrenching and heavy emotion not often felt in many forms of media these days. I kindly recommend Eugene's story to anyone...
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Adri Metternich @adrimett.bsky.social · 27/04/2026
Welcome to the Shubble Shop! @spiltmilkstudios.bsky.social 's "Trash Goblin" is a chill game that offers more story than I expected, had fantastic writing, and above all was an ACTUALLY chill game with no pressure. #gamereview
justrelaxplaygames.wordpress.com
Welcome to the Shubble Shop
A few weeks ago, I stumbled across a review of Trash Goblin, a game about a nameless little goblin living and working as someone who uncovers random items and sells them to people. While that might…
153
Reposted by Adri Metternich
Rami Ismail (رامي) @ramiismail.com · 23/04/2026
Palestinian game dev @rasheedabueideh.bsky.com is announcing the promised second crowdfunding campaign for his beautiful Dreams on a Pillow - but @safety.bsky.app has decided you can't know about it and marked his entire account as spam. Another obstacle in him just telling his story via games.
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Adri Metternich @adrimett.bsky.social · 24/04/2026
What an absolutely amazing review!
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RipWitch @ripwitch.bsky.social · 22/04/2026
This week, I'm so excited to finally publish my review for @nisamerica.bsky.social's Etrange Overlord! It's a really enjoyable action JRPG that gives off isekai villanious story vibes ❤️ #Review #GameReview #keymailer #EtrangeOverlord #action #JRPG #PS5 witchsreviewcorner.com/2026/04/22/e...
witchsreviewcorner.com
Etrange Overlord Review (PS5) - Witch's Review Corner
Check out my review for Etrange Overlord, where you follow Etrange's new life in the Hell as she kicks demon butt to live her best afterlife.
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Adri Metternich @adrimett.bsky.social · 21/04/2026
Got some actual paying work today! As someone living off savings and hoping to any and all deities that they can find a way to make regular income before the bank account runs dry, this makes me very damn happy!
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ric c. @suchminutiae.com · 20/04/2026
I couldn't help myself
A made-up 90's style ad for Donkey Kong Country featuring a close-up of a monkey staring directly at the camera with the phrase "Action so intense, you'll forget that you sh*t in the woods" and three screenshots from the game.
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Adri Metternich @adrimett.bsky.social · 20/04/2026
Feels like a good day for tea and writing! Trying to get back to normal after an annoying MCAS flare ruined my weekend.
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Sam Howitt @samuelhowitt.bsky.social · 19/04/2026
NEW BLOG POST: I was fascinated by Dissidia Duellum Final Fantasy, but I can't get past my own personal feelings on gacha games to enjoy it. pixpen.co.uk/2026/04/19/w...
pixpen.co.uk
Why I Never Covered Games Like This Before – Dissidia Duellum Final Fantasy
To start, I must be up front about something: I do not typically enjoy free-to-play gacha games on phones. The monetisation within them has too much of an impact on my experience. Their sales pitch…
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Dominic Tarason @dominictarason.com · 19/04/2026
To celebrate hitting 14,000 followers on Bluesky, I'm... gonna shake my tip jars on Ko-Fi and Paypal below, because work's been slow this month and I've got a house move coming up at the end of April... But I'll be also posting a big thread of cool games with under 100 Steam reviews! LET'S GOOOOOO!
dominictarason.com
Dominic Tarason - Games Crit & PR
Professional Profile, Contact Details & Links
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Kimimi🏳️‍🌈🏳️‍⚧️ @kimimithegameeatingshemonster.com · 20/04/2026
And ready for everyone is this piece on the value of old and "outdated" reviews and perspectives. Gaming's critical past is an important resource and provider of now oft-forgetten views: kimimithegameeatingshemonster.com/2026/04/20/l...
kimimithegameeatingshemonster.com
Learning from the past: Using old perspectives to guide new ones
Around 2006~2007, respected gaming magazine Edge released a trio of curated collections, time capsules covering a scattered selection of their early ’90s news, interviews, and reviews. Flippi…
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Adri Metternich @adrimett.bsky.social · 17/04/2026
Kitaria Fables 2 announcement! The 1st game was such fun, so I'm excited for the sequel!
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