Saturday, April 4

New games to play in April


Welcome to The Playfield, a new weekly column about the games we’re currently playing here at The A.V. Club. Every Saturday our games writers Garrett Martin and Elijah Gonzalez will look at whatever they’ve been digging their thumbs into that week, from video games to pinball to the tabletop, with a weekly rotation of our regular freelancers joining them. And who knows, other A.V Club staffers and contributors might pop up from time to time, too. We’re not just interested in what we’re playing, though; we want to know what’s on your docket, as well, so consider this an open comments thread for games talk of any stripe.

This week’s guest: Games contributor Dia Lacina.

Paranormasight: The Mermaid’s Curse

Platforms: PC, Switch, iOS, Android

Paranormasight: The Seven Mysteries Of Honjo seemed like the platonic ideal of a cult visual novel/adventure game—the kind that, while rightly beloved by those who played it, would never, ever in a million years get a sequel. It just seemed too niche. Thankfully, Square Enix’s release pipeline sort of makes no sense. Abruptly announced in February and then put out two weeks later, The Mermaid’s Curse tells another supernatural mystery featuring murder, ghosts, gags, and a well-defined cast of oddballs, many of whom have conflicting goals. Curses are being used to kill, and you’ve got to find out how and why. Based on real Japanese myths, series director and writer Takanari Ishiyama taps into the past to explore the present, weaving a complicated but cohesive story that references everything from The Tale of The Heike to deep mermaid lore. There’s a lot going on, but at least there’s a glossary to help sort things out. Tasked with parsing this wave of information, the player is cast as a sort of occult archaeologist, forced to reckon with questions like which groups have traditionally borne the brunt of history’s misfortunes, and how that bleeds into the present. Don’t let Paranormasight: The Mermaid’s Curse’s visual novel-adjacent presentation put you off; this is an exciting ride that ranks among this year’s best (unless the ending is bad, in which case I take it all back; I haven’t got there yet). [Elijah Gonzalez]

MLB The Show 26

Platforms: PlayStation 5, Switch, Xbox Series X|S

Every few years I check into Sony’s MLB series again to see what kind of shape the only console baseball game is in, and every time it feels like not much has changed. Why should it, though? MLB The Show nailed the nuts-and-bolts of playing baseball over a decade ago, back on the PlayStation 3, and hasn’t needed much work to stay relevant in the seasons since. If you haven’t touched one of these in a decade, the most notable difference will probably be the sheer variety of control schemes available to you. There are three or four different basic ways to hit and pitch in this game, and you can freely pick and choose which ones you want to use at any point. Whether you prefer a button-based meter approach to pitching or sticking solely to joysticks, or want to simplify at-bats from the multifaceted on-screen icon of the Plate Control Indicator to four basic quadrants—or even just make it an old-school timing-only affair, with no directional input needed—you can take your pick. And if you’re struggling against the computer, the game will auto-adjust its difficulty to better match your skill level; you might find that condescending, but I’d call it charitable. Beyond that, this is the same baseball behemoth it’s been for two decades now—a massive sim that can be as complex or streamlined as you want it to be, with the kind of team and player-based dynasty modes that effectively turn it into an RPG. This show might not change that much, but it’s still never gotten old. [Garrett Martin]

Crisol: Theater Of Idols

Platforms: PlayStation 5, PC, Xbox Series X|S

This debut first-person horror shooter from Blumhouse Games and Madrid-based boutique, Vermila Studios almost flew entirely under my radar. Crisol is a bombast of well-chosen UE5 asset store junk blended with beautifully haunted bespoke pieces. Spanish crackles through radios, mutters under breath, booms commands from a distant Sun God. The game guided me with bright yellow paint to press on through a crack in a wall. This conjoined gaming discourse repeated a dozen times before I even got my first weapon like it was an in-house joke, a dare from an unhinged designer. 

My first death was narrative, like Bloodborne, which this game lifts smartly (and blatantly) from. Be brutalized then beg your god for power. Damn yourself and join the blood orgy. My second I’ll remember for a long time. Headshots with my blood-blessed 9mm. The marionettes kept coming. Click. Click. Out of blood. I switched to my cool knife, shattering their torsos. At first they milled, confused. But while I bled myself for more ammo, four fast and trunkless legs remembered their purpose, spun, and kicked at me. I emptied my gun into one, shooting wildly as I backed away. As the second closed in, I reloaded. A miscalculation. I put all my blood into my gun, and there was none left for the finger to pull the trigger.  

Can you imagine if From Software was bold enough to let you die from turning your blood into bullets?  [Dia Lacina]

But enough about what we’re playing; what are you playing?




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