Gudetama Okawari Ikagassuka poaches Wario Ware’s formula

We’ve seen Sanrio poach ideas for its games before. Hello Kitty’s Magic Apron is a take on Cooking Mama with rhythmic elements. Hello Kitty to Issho! Block Crash is a series of Breakout clones. Hello Kitty: Big City Dreams is a lot like Animal Crossing. It’s grabbed onto a concept that works and won’t whisk deviating from that course. When it comes to Gudetama Okawari Ikagassuka, this is good for both Sanrio and anyone who happens to pick up this Nintendo 3DS game.

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Review: Dragon Quest Heroes II offers hordes of fun

Connection. Dragon Quest Heroes II strives for a cohesive world with lands between towns and battles, for cooperative combat with friends and against large foes, and for compassionate, effusive personalities that interact with energy and wit. It doesn’t want to be a series of battle maps in menus, but rather an experience that feels complete and inseparable.

Don’t worry, though: you can still hit a bunch of monsters with oversized weapons.

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Review: Kamiko keeps you moving

When you get a new system, there’s a period in which impulse buys feel more acceptable. Spending $5 or $10 on a small, new release doesn’t feel like such a big deal when you have a gap between major games. Kamiko is the epitome of such a game. It’s immediately available on the Japanese eShop, has an English language option and comes in at ¥500. Fortunately for all of us, it’s also a delightful adventure.

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Review: Uncover Suda’s lost past in The Silver Case

Goichi Suda, known to many as Suda51, has become one of the more prolific Japanese game writers and designers around. While he was not particularly well known in North America until the release of the cult classic Killer7, that was far from his first game. This brings us to one of the only Suda titles that never saw release outside of Japan at the time: The Silver Case. Nearly two decades later, the now-localized The Silver Case presents us with a bizarre story full of philosophically-inclined characters and plenty of creepy imagery. So yes, it’s a Suda51 game.

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A Rose in the Twilight says so much without saying a word

There are games that rely heavily on exposition. Nihon Falcom’s The Legend of Heroes line touts its massive amounts of text. Then, there are others that show how little you really need to know to appreciate what’s happening in a game. A Rose in the Twilight is such a game. You go in knowing the bare minimum and are given very little information as you proceed throughout the adventure. Yet, despite this lack of information, it does a wonderful job of making itself understood.

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