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Wander Stars Review

6. Leden 2026 v 20:00

Honor, Love, And Punching People Really Hard

HIGH Memorable characters and a clever combat mechanic.

LOW Enemies are frequently weak against words the player hasn’t found.

WTF But… what about the tournament?


Ringo is a typical 14-year-old kid.  She tries to be fiercely independent, but is capable of great love and loyalty.  She’s headstrong, lazy, snarky, and apparently doesn’t bathe enough.  She’s also tremendously good at kicking people in the face. 

Ringo dreams of two things — finding her missing brother, and someday winning the Kiai Tournament, which is the ultimate martial arts spectacle/competition/game show in the known universe. 

When a mysterious ship bearing the ne’er do well Wolfe crash-lands on her planet, Ringo discovers that she carries part of the fabled Wanderstar map, which may give her both the answers she seeks and the training she needs to meet both her goals… provided evil pirates don’t get her first.

Wander Stars could be coarsely summed up as a menu-driven RPG featuring anime-inspired visuals that are a love letter to Akira Toriyama (Dragon Ball), but it’s so much more than that. 

For starters, when I say “menu-driven RPG,” I’m sure many will immediately picture something where players are given options to Fight, Run, Use, or Magic on opponents ad nauseum for dozens, if not hundreds of hours. Wander Stars does indeed use menus, but… not like that.

During combat, Ringo is provided with a certain number of slots where the player can place words to use for attack, defense, and modifiers, with some words taking up more of those slots than others. 

For example, “Kick” does a limited amount of damage, but only takes up one word slot, while “Dropkick” does more damage, but takes up more slots. 

During her journey, Ringo also learns modifiers that can increase damage or hasten a word’s cooldown time, allowing it to be used again sooner. She also learns environmental effects which can do more damage, provide buffs, or cause status effects like “blind”. 

When it all comes together, Ringo may choose to perform something multipart and fancy like a “Super Fire Dropkick” on her foe, causing massive damage. It sounds complicated, but it becomes second nature almost immediately. 

What’s trickier (and takes more time to master) is the other amazing trick Wander Stars’ combat has up its sleeve — the goal in every fight is not to knock opponents’ health to zero, but instead, to get them to surrender.

Each enemy has a hit point range (near death) in which they’ll immediately give up.  Beating them down but then allowing foes to leave the field with their dignity intact awards Honor points, which are then used to teach Ringo more words, improve health, and give more word slots for combat. 

Accomplishing this is easier said than done, though. Every opponent’s range is different, and while Wander Stars tells the player exactly how much damage a move is capable of, it doesn’t mention weaknesses and resistances until a word is used — think “Not Very Effective” or “Super Effective” from the combat in Pokemon

Discovering how to determine a baddie’s weaknesses and then making sure not to knock them out completely is a challenge, and it turns combat from simply clicking on words into choosing the right phrase at the right time.  As a result, these fights are tense in a way I’ve never experienced in an RPG of this type. 

So the combat lands, but what about the script? The story delves into heady topics such as love, loss, trauma, regret and sacrifice, while maintaining a sense of wonder and a healthy dose of humor along with the introspection. 

In an homage to many famous JRPGs, the cast of Wander Stars is a motley crew of lost souls who come together using the power of friendship to thwart a great evil.  While that sounds cliché, clever writing and witty banter gives the narrative immense charm.  I found myself moved by Ringo’s drive to rebuild her lost family, and Wolfe’s checkered past hides a heart that has been broken beyond measure by his choices. 

It’s a credit to the writing team that the story never falls into melodrama, and they know exactly when and how to change the mood with a quick joke or a poignant peek into a character’s psyche.  I can’t describe it in any more detail without risking spoilers, but it’s fantastic — my only complaints about the script are that the story ends too soon, and the ending feels like setup for a sequel.  Otherwise, the narrative is superb.

My biggest complaint, and frankly the only thing preventing me from giving Wander Stars a higher rating, is the fact that in addition to being a turn-based RPG, it also has roguelike elements which mean the adventure is designed to be played in multiple runs.  It’s fully expected that players complete each of the “episodes” more than once, so Ringo can unlock more words to use in later runs.  The problem is that many enemies are only weak against words Ringo may not learn until much later in the campaign, often making the combat more difficult than it needs to be, especially against bosses that have ridiculous amounts of health and must be completely defeated — bosses never surrender. 

That aside, Wander Stars is one of — if not the best — games I’ve played this year.  It is equal parts hilarious, touching, exciting, and clever.  The interactions between characters and even the enemies is consistently moving or delightful, the combat is sharp and challenging, and the art style is top-notch.  It’s a must-play, but just be prepared for a bit of a grind and know that it might be tough to find exactly the right words to do the job.

Rating: 8.5 out of 10

Buy Wander Stars PCPSXBSW


Disclosures: This game is developed by Paper Castle Games and published by Fellow Traveller. It is currently available on XBX/S, PS5, PC, and Switch. This copy of the game was obtained via publisher and reviewed on the XBX. Approximately 22 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated T and contains Fantasy Violence, Language, Use of Tobacco.  The game implies violence against humanoid and non-humanoid creatures.  All violence is stylized, and all damage received by characters is cartoonish in nature such as large bumps on the head, or comically swollen eyes.  S— is used early and often in dialogue.  The storyline features a self-sacrifice of a character which may be triggering for some.  Parents may wish to use caution in allowing children to experience the game based on these two factors.

Colorblind Modes: There are no colorblind modes available.

 Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles cannot be altered and/or resized. However, the UI titles can be re-colored for accessibility purposes, and the delay around subtitles can be changed as well. All dialogue is handled via subtitles.  All audio cues are accompanied by a visual component. This game is fully accessible.

Remappable Controls: Yes, the controls can be remapped.

The post Wander Stars Review appeared first on Gamecritics.com.

Visions of Mana – A Return to Reverie

Visions of Mana is not experimental or nostalgic in any way. It is and remains an assertion that Square Enix still knows how to create worlds filled with myth and melody. The Mana franchise was largely dormant and viewed mainly with nostalgia. It was viewed and has come to be viewed as a relic and artifact of the 16-bit era that was filled with magic, splendor, and grandiose. On the other hand, among the new action role-playing games, it is among the few games that still have support for the previous generation of consoles, and you can safely get it if you buy cheap PS4 games. It can summon and harness the atmosphere of Secret of Mana and Trials of Mana while still being designed for an audience that won't put up with outdated, clunky mechanics or any form of superficial sentimental nostalgia.

The Weight of Expectation

It is hard to talk about the Mana series without talking about history. At one point, Mana was considered alongside the likes of Final Fantasy. The difference was that Mana had a co-op approach, which made it a bit lighter than its contemporaries. Furthermore, Mana had a beautiful, painterly style. While Final Fantasy branched out to the worlds of blockbuster cinema, Mana appeared to linger in the back of everyone’s memory. Whenever it resurfaced, it never demanded any attention. That has now changed with the release of Visions of Mana. The edition is now far from any symbolic tribute.

That feeling of relief when a healing spell from a teammate restores your health just as you were about to be overwhelmed.

The game takes the approach of nostalgia as a seasoning rather than the main dish. Anything beyond that is sheer slander. Gone is the unnecessary romance. Visions of Mana and its forebear, Trials of Mana, maintain a healthy relationship between nostalgia and the past. Trials of Mana relied a bit too much on the past, whereas Visions of Mana makes certain to move forward.

Thinking Horizontally

The mark of Mana has always been the ability to conjure dreamlike yet grounded landscapes, rooted in nature yet steeped in magic. Visions of Mana embraces this ethos. The flora is lively without veering into garish excess, and the skies are filled with colors that are both wondrous and attainable. Overflowing with charm, they are designed to beckon the eye.

The strategic pause as you switch between different elemental weapon skills, tailoring your attacks to exploit an enemy's weakness.

The act of moving through and ‘interacting’ with this charm is a form of immersion. There is no conquest or savage survival, just awe and discovery. This is what separates Mana from the darker fantasy series: it is not attempting to dominate with a sense of dread but mesmerize with a sense of awe and wonder. In a field that is often classed with grit and gloom, Visions of Mana dares to beacon light.

The Movement of Battle

A Mana game has always possessed rhythm, and this rhythm is a strange one, somewhere in the middle between fully real-time and turn-based. Such an uncertainty is no longer the case. There is a flow to every attack, spell, and movement. These flows mark a refinement of what Trials of Mana’s remake hinted at yet never quite achieved.

The sheer visual spectacle of a boss fight, a colossal beast illuminated by glowing runes and explosions of magic.

Fighting in the game feels more like a dance than just a show: it's an art. The game gives a much more pleasant experience compared to the messy character button slapping sounds, just like the rhythm in the Kingdom Hearts series, but without the extra noise. Yes, the combat is faster-paced than in the old-school Mana, but it retains the feeling of being in a world where magic is an integral part of the environment.

Characters as Anchors

Having characters like Mana would never rely on characters like those Shakespeare wrote in his dramas. Instead, Visions of Mana follows this archetype trend of Mana, but with added depth. The characters portrayed in the game are still overly simplistic, as there is no sign of melodrama, suggesting a different persona.

Visions of Mana revives this notion, placing the player within a cadre of allied characters who provide both gameplay variety and emotional richness. It augments the narrative of the solitary chosen one, placing the ideal of collective intent of a group of people whose purpose is to protect and restore the world. It evokes nostalgia, yet at the same time, compels each player to place themselves in a state of sweet daydreaming as it highlights the fact that the soundtrack is not a simple reiteration of old composition threads.

Exploration

The exploration themes evoke a gentle pastoral warmth, the battle tracks instill a sense of haste as opposed to violence, while key narrative moments are punctuated with swelling crescendos that approach a sense of ritual. The music is not merely the backdrop, but rather the essence around which the world is built. The soundtracks have always been the essence of the world, as this franchise has always done.

That moment you summon a powerful Mana Spirit, watching as a blast of wind magic sends foes flying in every direction.

Vanishing art technologies and culture have almost completely forgotten Mana, a Super-Nintendo-era title. Visions of Mana enjoys the privilege of both nostalgia and visual appeal. It does not aim to do everything. For example, it does not portray the solemnity and prestige of The Witcher and does not seek the relentless expanding and complex nature of Final Fantasy XVI. Instead, it focuses on expanding its identity – a joyful fantasy.

It completely stands out in a market brimming with cynicism.

Classic "Mana"

Although the game wonderfully fits the theme and atmosphere, shooting stars and meteors served as obstacles to success. In a classic “Mana” game, the levels delivered are expected, but it simplifies narration. There are too many main and supporting characters as archetypes. Almost all of them come off as too basic and close, but sometimes manage to break past those boundaries.

Imagine the pure joy of riding your companion, a colorful Pikul, as you gallop across a wide-open, sun-drenched field.

Another potential shortcoming is pacing. Pace is complex in a game like this, where some bits tend to lose focus. For what it is worth, the game tends to repeat during its attempts to remain approachable. As a result, the game becomes borderline simplistic in design and hence, charming, despite its slightness. While they are not game-breaking issues, they are the components that probably keep the game from being a masterpiece of modern reinvention. More likely than not, it will remain a well-balanced, timid masterpiece in its representation and beauty.

Cultural Context

In this age, nostalgia is almost a business model. Countless franchises, ranging from the weakest to the strongest, return in a futile attempt to capture the attention of players expecting a nostalgic experience. What differentiates Visions from all this is how it does not simply repeat the past. This is also not a museum piece modernized for new platforms. Especially its core philosophy of fantasy being a celebration of nature and friendship.

That adrenaline rush as you pull off a perfect combo, seamlessly chaining sword strikes with elemental magic against a swarm of enemies.

While Final Fantasy overshadows as a spectacle and Dragon Quest is still as traditional as it gets, Mana here is something far more finessed: it is an invitation to daydream. By putting their resources into Visions of Mana, the publisher is willing to bet on a brand many thought was utterly neglected.

Conclusion

In the case of Mana, they didn’t have to be perfect, and luckily, they weren’t expecting to be perfect. In terms of suggestion, their objectives were clear and unambiguous, and their triumphs, remarkable. They have eliminated the shackles of nostalgia, replaced with Mana’s ethereal feeling, and instead, have perfectly blended a game that is contemporary in action, yet with an aura that is everlasting.

As the years have passed, they have easily lost track of time, lost in lively, mesmerizing woods, accompanied by tunes shrouded in history, something they have deeply yearned for. In a more congested market that is filled with heavy, dark fantasies, newcomers still have the opportunity to digest a marketable composition that highlights the Mana series and sets itself apart.

At the Sanctuary of Mana, the group stands in awe as the Mana Tree’s golden leaves shimmer, with Julei performing a ritual beside an altar surrounded by floating Elementals.

It’s not the big turning point that shifts the most for those who buy PS5 adventure games, nor the creative risk that changes the most. It’s something far less common—a true sequel that stubbornly refuses to be a relic, a piece of gratitude and delight that resonates more with emotions than with reason. It doesn’t floor you at every instant, yet it captivates you at just enough of them to remind you of the significance of this franchise and the reason why it still matters.

Ultimately, in the case of Visions of Mana, it is almost perfect to assume that it is a vision, not of the glories of the past, but of the present. It doesn’t attempt to reclaim its position in the action RPGs of today’s world by howling the loudest, but rather, by singing the most beautifully. It may not change the genre’s evolution, but it still shows that Mana is worth hearing and the world is worth observing.

DOOM: The Dark Ages Measuring Against the Medieval Pack

I never thought I'd catch myself missing Mars Base, those flickering red hallways and synth-wave beats, yet here I am feeling nostalgic for the greasy gearwork and hellfire that framed the modern saga, for the reassuring growl of the BFG muffled over a comm link. And still, as I carve through Doom: The Dark Ages, blade singing in a flickering torch-lit keep, a stupid grin spreads across my face. It's a brand-new monster: less cyberpunk, more spellbook; fewer tetrahedral demons, more horned warlords; less speed-metal, more mournful chants that cling to the walls like mildew. And that head-spinning tonal swap is the double-edged blade I keep attempting to tame.

The Forge of Worlds Awakens

Fire up Doom: The Dark Ages, and, sure, you think you know the ride ahead. You strap on virtual leather, grip the chainsaw, and leap into arenas bristling with howling demons. Except now those arenas are moss-covered crypts, wind-slashed castle keeps, and flagstone courtyards draped in shadow. The big guns have been scrapped for crooked crossbows and snorting hand cannons, and your old pals Pinky and the Cacodemon- have traded their skin for armored bastards and flame-breathing sentinels.

Just unleashed a devastating flail combo on a group of Imps; medieval mayhem at its finest in DOOM: The Dark Ages.

Yeah, it sounds wild. Still, the moment the first brutal guitar riff kicks in, soaring over thunderous drums, I feel that same electric tremor in my bones. The Dark Ages swapped out cyborg guts for glowing runes, but at heart, it's still DOOM: pure violence bottled up in sweaty palms and thundering heartbeats.

DOOM: The Dark Ages - A Genre Mash-Up That Defies Expectations

Scan the medieval FPS shelf, and Dark Ages slides into a strange little gap:

  • Chivalry 2 vs Mordhau: big-multiplayer brawls where every swing is a planned tango. Perfect for duelists and drunken tavern scraps, yet none deliver the stool-pushing single-player jolt.
  • Warhammer 40K: Space Marine 2: a grim sci-fi-meets-fantasy romp, yet still chained to the far future.
  • Hellish Reign, a doomed wannabe, slotted Doom-style combat into a medieval world and fell flat-boring puzzles, copy-and-paste arenas, zero snap.

Doom: The Dark Ages doesn't just slap a helmet on the Slayer; it tweaks everything. Your shotgun shrinks to a hand cannon that punctures steel. The chainsaw becomes a greatsword that coats the floor in black ichor when you tear a foe in half. Movement feels heavy, yet quick-wall runs become vaults over barricades, and electric dashes swap for bright magic bursts from your gauntlets.

Another wave of demons obliterated; you learn a thing or two about crowd control after countless hours in DOOM, even in DOOM: The Dark Ages.

Medieval-fighting fans will love the way Dark Ages grafts DOOMs speed onto their favorite weapons, finally sending heavy swings flying instead of waiting for wonky timers. Die-hard DOOM addicts who started their shooter life with DOOM (2016) still eye it warily: where is my glory kill on that Mancubus?

Why a Classic DOOM Fan Should Care

The Ritual of Violence

DOOM is kinetic; you charge, you mow down, you glory kill, and Dark Ages keeps that rhythm inside fire-lit stone halls. Every dash, vault, or slice has the same snap as strafing and rocket-jumping. Combat flows like lava, dousing enemies before they can catch their breath.

The Weight Behind the Blade

There is a rare kind of thrill that rolls up your spine the moment you grip a sword so heavy it looks like it could bisect a golem. Each swing rattles your controller, while the crisp, clear ring of metal followed by the meaty crack of bone- gives every pixel of blood a reason to spill.

A New Kind of Arsenal

Think back to the agony of cornering an Archvile in classic DOOM made for players who buy PS5 shooter games. Now imagine that same foe dressed as a necromancer in tattered robes, calling skeletons to block your path while you nail him with burning crossbow bolts. Then you pull out the rune cannon: a semi-auto pistol that swaps fire, frost, or lightning with a flick of the thumb. Picture the Devil’s shotgun rebuilt for this age, and you'll have roughly the right idea.

Spotted that hidden armor pickup; a Slayer's instinct, honed over years of exploring every corner of DOOM levels, even in DOOM: The Dark Ages.

Fresh Level Design Dreams

Instead of rusted labs and magma chasms, DOOM: The Dark Ages drops you into twisting citadels, skyward spires, and hidden sunken shrines. Chase down rune shards and unlock new moves-wall-slams, ground-shock waves, and even a brief takeover by your own summoned demon. That single question lies behind that crumbling arch?-is answered far more satisfyingly here than in any sterile research complex.

A Soundtrack That Haunts the Rampage

Mick Gordon's gritty industrial riffs have been traded for booming orchestral layers -thundering drums, roaring horns, and eerie chants. The guitars remain, yet they twist into a sound primal and tribal. It's less headbanging and more war dance, but my fists still pump in time.

That guttural roar of the Slayer as he unleashes. his fury; a sound that strikes fear into the hearts of demons in every DOOM, including DOOM: The Dark Ages

Creative Leap or Risky Sidestep?

I'll admit part of me felt betrayed. I booted the game expecting DOOM, but more medieval yet landed on DOOM meets The Witcher, complete with side quests about peasant witches and demon-haunted villages. Where are the infinite ammo codes? The litanies of skull tokens? And why am I rescuing villagers instead of smashing everything in my path?

Yet, as the hours rolled on, I grew hooked. DOOM: The Dark Ages pauses its relentless assault to let quiet dread creep into a single torch-lit corridor, the distant howl of a demon hound. Those brief lulls make the next outbreak of violence feel electric.

Managed to survive that overwhelming onslaught with barely a scratch; experience is the best weapon in DOOM: The Dark Ages.

Is it flawless? Far from it. The plot stumbles into a familiar territory-betrayed prince, vengeful cleric, lost artifact-and I found myself missing the bare-bones charm of the original DOOM lore. A few hunts drag on: grab three totems so I can call up the Demon Lord's anger. Several boss encounters lean hard on predictable scripts, melting the open, chaotic violence DOOM fans live for.

Yet for every slip, a glory moment arrives: finding a hidden vault and dropping a dragon-red demon with nothing but gauntlet uppercuts or clearing a moonlit courtyard while a ghostly choir screams overhead. Those scenes loop in my mind, pure DOOM, even as they bring fresh ideas.

Feature Chivalry 2 / Mordhau Warhammer 40K: Space Marine Doom: The Dark Ages
Combat Fluidity Medium High Very High
Weapon Variety Swords, Spears, Bows Bolter, Power Sword Runes, Hand Cannons, Swords
Pacing Tactical duels Action set pieces Non-stop brutality
Single-Player Focus Low Medium Very High
Level Design Arena / Open maps Corridor + Battlefield Organic castles + Catacombs
Soundtrack Authentic medieval Orchestral rock Hybrid choir + riff assault

A Conflicted Heart Finds Its Beat

Look, just because I still spin Dark Force's vinyl doesn't mean I'll skip a DOOM night to learn about The Dark Ages. At their cores, both games feed the same wild hunger: sidestepping hell teeth, nailing that split-second glory kill, and roaring forward like an armored freight train.

Anticipated the Revenant's missile barrage and dodged with ease in DOOM: The Dark Ages.

Still, I wince at the shiny new skin-it feels like swapping a beat-up leather jacket for a polished suit of plate. All that clean sci-fi slaughter now wears scrollwork and capes, and the cold corridors I loved have given way to torchlit halls. I miss them, yet the heavier foes are a blast demon knight who splinters your block with one cut and an undead archer showering bone bolts from the rafters.

So yeah, part of me craves a lean sword-and-sorcery sim with real RPG weight, while the other half just wants to blast imp skulls at point-blank range. Dark Ages tries to sit between those stools, often lingering on lore and then retreating to chaos too quick. Yet every time I complain, I end up charging back in, blades humming and groans bouncing off stone walls.

Conclusion

At the end of the day, Doom: The Dark Ages isn't quite a straight DOOM title, and it's definitely not your usual sword-and-bow shooter; it's a fresh twist that grabs bits from both worlds. As with any mash-up, the mix can get sloppy, yet on rare occasions, it turns into something unforgettable. If you love DOOM, you'll spot familiar speed, blood, and a hurricane of motion- but they're layered over ruins, secrets, and a pace that pushes you to stop and breathe. Instead of floating hallways, this time, you wander castles, trade spells, and collect rusty lore that makes the air feel colder and older than any spaceship corridor.

So, if you're ready to drop one setting and yet carry its spirit forward, Dark Ages will probably grab you by the helm and drag you uphill. You're not losing a legacy; you're folding a new route into it, and that climb carries its own rewards. Gunpowder and magic collide, your name will echo off the stone, and you'll discover that sometimes the sweetest brand of hell looks a lot like a weather-beaten keep.

❌