PowerWash Simulator Review – Filthy Rich

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At one point while playing PowerWash Simulator, I referred to it as time-consuming. I meant this in the context of planning my time to write this review, but it occurred to me that in this case it's also a statement of identity. PowerWash Simulator consumes time--that's just what it does, and what it's meant to do. Like many chore-core games, it exists to be a satisfying activity, not a challenge. That can make it feel tedious and repetitive at times, but taken in small doses, it's a pleasant, low-impact, and very satisfying approximation of cleaning.

As the name suggests, PowerWash Simulator puts you into the rubber galoshes of a burgeoning power-washing business owner in the absolutely disgusting town of Muckingham. Just about everything is covered with a thick layer of grime, and you're just the person to clean up this town. You start with some basic equipment and a dirt-caked business van--your very first job and then a prop at every job site thereafter--and get called to increasingly complex jobs as you develop a loyal clientele.

That may make the story sound more expansive than it actually is. While Muckingham has a good sense of personality thanks to a motley cast of weirdos, we never actually see any of them face to face. All of their dialogue is delivered through messages requisitioning you for jobs or text messages they send while you're in the middle of a job. These are often funny and add a little personality, as they detail everything from interpersonal rivalries to corrupt local politics to conspiracy theories. No one really seems to notice or comment on why the entire town is so absurdly filthy, but the texts sometimes toy with those expectations, seeming to tease some larger or even supernatural force at play and then pulling back toward the mundanity of an especially dirty suburb.

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Xenoblade Chronicles 3 Review - Masters of War

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The premise of Xenoblade Chronicles 3 is a bit unusual, but it sets the stage for a 100-hour epic through a fascinating world with strong characters and rewarding combat. Xenoblade Chronicles 3 may stumble from time to time, particularly in its dialogue, but its ambitious premise pays off with a heartfelt conclusion. It takes place in the world of Aionios, where two warring nations--Keves and Agnus--are locked in an endless struggle for resources. These resources are quite literally a matter of life and death. When a soldier is killed on the battlefield, their life force powers the opposing faction's Ferronis, a giant mech that doubles as a base of operations. The life force of fallen soldiers is imperative for one side to succeed over the other.

The population of Aionios is bred to fight, and that's it. From an early age, they are subjected to rigorous combat training and expected to fight for a 10-year term. If they survive their life term, they are whisked away by the all-powerful queen in motes of light. However, most soldiers don't last 10 years. This is where the protagonist, Noah, comes in. Noah is an Off-Seer, a flutist tasked with sending off fallen soldiers through music.

The world of Xenoblade Chronicles 3 doesn't follow the same rules as the previous entries in the series, and it's better for it. The unusual setting gives players a fresh perspective to explore familiar themes. A major one of these is sacrifice, and how it can radically affect the trajectory of someone else's life. While Xenoblade doesn't always tackle these deeper themes with finesse, it's hard not to get swept up in the drama of it all once the story gets rolling.

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Forza Horizon 5: Hot Wheels Review - Paradise City

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The Forza Horizon series has already crossed over with numerous franchises, from the building blocks of Lego to the family in Fast and The Furious, but it's the one with Hot Wheels and Forza Horizon 3 that sticks out the most when looking back. The combination of Horizon's blisteringly fast cars and the creativity of Hot Wheels twisty tracks was an unsurprising hit, making its return in Forza Horizon 5 an anticipated one. It's an expansion that manages to deliver the same thrill as before, with new track types and a much larger map, but also a structure to progression hampers the pacing.

The orange highways of this new expansion are strewn across the sky over Mexico, creating a racing paradise nestled in the clouds just waiting to be torn through. The map is larger than the one previously offered in Forza Horizon 3, featuring three biomes that introduce different weather conditions depending on where you are. They're also a big reason why this new playground is immediately engrossing--the introduction into the map has you speeding through each part of it while taking in its best sights, from dropping down almost vertically into an active volcano inside a snowy mountain, to sliding down water-laden chutes in a thick jungle. The recognizable Hot Wheels track pieces that let you navigate these areas are beautifully contrasted against the natural beauty around them, making the entire space feel like a daydream come to life.

The plastic pieces of the raceway are also more varied this time around, which does accentuate the playful nature of the entire expansion. Magnetic strips suck you down onto the track, letting you complete parts of a race upside-down or creating intricate loops where maintaining speed is paramount. Others are laden with thick layers of ice, making navigating even some of the widest corners a satisfying challenge as you struggle to maintain grip. The most exhilarating are stretches of road with giant overhead fans, each of which boost your speed to new heights not possible to reach in the main portion of Forza Horizon 5. It's a thrill to be flung around corners at these ridiculous speeds, feeling like you're barely hanging on when braving them with some of the fastest cars in the game.

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Live A Live Review - Live, Laugh, Love Live A Live

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One of the most recognizable characteristics of a JRPG is the party: a ragtag group of adventurers from different walks of life who unite their strengths for a common cause, almost always under the leadership of a designated main character. While the rest of the cast may wind up getting sidequests and story arcs, the majority of the game revolves around a specific character. It's a trope that's as common as they come. But all the way back in 1994, Square (now Square-Enix) released Live A Live in Japan, turning the genre on its head by asking "What if a JRPG had several main characters? And they all had a fully realized plotline, different worlds, and distinct gameplay gimmicks?"

Live A Live was a unique game, well ahead of its time, but sadly one confined to Japan for decades, with no official English release. That changes with this modern remake and, amazingly, Live A Live not only holds up well, but manages to feel unique, compelling, and excitingly original even when compared to its modern contemporaries.

Live A Live's protagonists come from many different places across space and time, ranging from the cartoony prehistoric world of caveman Pogo, to the modern-day championship struggles of mixed martial arts fighter Masaru, all the way to a far-flung future where tiny robot Cube awakens on a mysterious cargo transport ship. These seven divergent chapters can be completed in any order, and you can stop one chapter to pick up another as you please. Finishing these chapters unlocks an eighth story, which leads into a final chapter where all the paths converge into one last epic struggle.

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Air Twister Review - Repetitious Fantasy

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Yu Suzuki has been making games longer than most of us have been playing them. Today he is best known as the creator of Shenmue, but he has a long history of innovating in arcades with titles like 1985's Space Harrier and the Virtua Fighter series. Air Twister on Apple Arcade represents a return to his arcade origins while also taking some lore and story lessons learned from Shenmue. But overall, the experience ends up feeling repetitive without being particularly rewarding.

Air Twister begins strong with playable protagonist Princess Arch responding to an alien invasion threat on her home planet. She soars through the air alongside gigantic swans flying past massive mushrooms to a soundtrack from dutch composer Valensia that truly sounds like nothing I've heard in a video game. The visuals and music are a joy to take in, but the repetition stagnates the experience quickly as every playthrough (and there are a lot of playthroughs) is identical.

Combating the alien invasion takes the form of an on-rails shooter that feels like a cross between Panzer Dragoon and Star Fox. As you fly forward you tap the screen to fire at enemies, or swipe across them to lock on to a handful and launch a collection of homing attacks. I found using a controller to be much more manageable, as it made moving Princess Arch out of the way of attacks while still locking onto enemies easier. I never found this style of play to be particularly compelling and during the last few levels I found success by just tapping the fire button repeatedly and moving Princess Arch constantly in random directions to dodge attacks, which wasn't strategic or interesting.

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