Game Reviews - ChoChoX https://chochoxe.com/category/reviews/game-reviews/ Wed, 13 May 2026 15:03:24 +0000 en hourly 1 https://wordpress.org/?v=7.0.3 https://chochoxe.com/wp-content/uploads/2026/04/cropped-cropped-chochox-4-e1776973727596-32x32.webp Game Reviews - ChoChoX https://chochoxe.com/category/reviews/game-reviews/ 32 32 Devil May Cry 5 Review: Still the Gold Standard for Stylish Action https://chochoxe.com/devil-may-cry-5-review/ https://chochoxe.com/devil-may-cry-5-review/?noamp=mobile#respond Wed, 13 May 2026 15:00:04 +0000 https://chochoxe.com/?p=2083 Seven years after release, Devil May Cry 5 hasn’t really been dethroned. Plenty of action games have arrived since, some excellent, but when people argue about what the genre’s ceiling looks like, this is still...

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Seven years after release, Devil May Cry 5 hasn’t really been dethroned. Plenty of action games have arrived since, some excellent, but when people argue about what the genre’s ceiling looks like, this is still the game they point to. Capcom’s RE Engine handles the visual side, the three-protagonist structure handles variety, and the ranking system makes sure you never quite feel finished with it. The Sons of Sparda arc closes here, and it closes loud.

Quick Verdict

A high watermark for character action. Combat depth is the headline three protagonists with genuinely distinct toolkits, not just palette-swapped movesets and the presentation backs it up. Linear level design and some pacing wobble are the only real complaints worth making.

What You Should Know

  • Combat carries the whole thing. Nero, Dante, and V play nothing like each other. Nero’s Devil Breakers turn his right arm into a rotating set of disposable gadgets, each one with its own combo extensions. Dante runs four styles (Swordmaster, Gunslinger, Trickster, Royalguard) on a hot-swap, layered over a weapon roster that includes the motorcycle-blade Cavaliere and the punching weapon Balrog. V is the experiment that worked you don’t fight directly, you direct his three summoned demons while staying back, then move in for the killing blow yourself.
  • The RE Engine pulls its weight. Faces, demon designs, environment lighting all of it holds up against games released years later. Performance is steady on every platform it shipped to, and the Special Edition added ray tracing and a Vergil campaign for the current-gen versions.
  • Story tone is exactly what it should be. Campy, melodramatic, frequently absurd, occasionally landing a genuinely earned emotional beat. It wraps the long-running Sparda family business cleanly enough that you don’t feel cheated, but with enough ambiguity that the door stays cracked open.

Where It Stands in May 2026

The franchise is in an odd spot. Devil May Cry 5 sold over 10 million copies and remains the highest-selling game in the series by a substantial margin, which by any normal measure should have made a sequel a foregone conclusion. It became the highest selling game in the franchise by a wide margin, mainly due to its exciting and deep action gameplay, with a sales rate only outpaced by Monster Hunter Wilds at the time of release. Instead, the series has been quiet on the gaming side since 2019.

Part of the reason is personnel. Director Hideaki Itsuno, who effectively rescued the franchise starting with Devil May Cry 3, left Capcom to start something new meaning whoever takes a future DMC project on won’t be him.

That said, Capcom hasn’t shelved the name. At a recent investor meeting, the publisher reiterated its plan to expand on dormant franchises including Devil May Cry and Dragon’s Dogma, with COO Haruhiro Tsujimoto outlining intentions to revitalise the series through sequels, remakes, ports, or new entries. Remake rumours have been doing the rounds for months. Nothing’s confirmed, nothing’s dated, but the IP is officially on the “we want to keep going with this” list rather than the “we’re done” list.

The animated side is where things have actually moved. The eight-episode second season of the animated Devil May Cry series premiered on Netflix on May 12, 2026, returning after a first season that debuted in April 2025, hit the Top 10 with 5.3 million views in three days, and earned a 96% Rotten Tomatoes score. Showrunner Adi Shankar has already confirmed a third season is in production. The first season had a measurable knock-on effect on the games titles from the series on Steam saw player counts boost up to 20 times following the show’s debut which is the kind of data point Capcom’s marketing team will have noticed.

The Three Protagonists

  • Nero: The most accessible of the three, but accessibility shouldn’t be read as shallow. His Devil Breakers are the headline feature: snap-on prosthetic arms with one-shot abilities ranging from time slowdown (Ragtime) to a giant grabbing claw (Buster Arm) to a rocket punch you can ride. You carry a limited set into each mission, can’t swap freely, and breaking one mid-fight forces you onto the next. It turns combat into a kind of resource economy on top of the usual juggling and sword-charging.
  • Dante: Twenty-five years of franchise muscle memory poured into one character. Four combat styles, swappable on the D-pad in real time, each with its own button-mapped moves. Pistols, shotgun, sword, gauntlets, hat-weapon (yes), motorbike-sword. Mastering Dante is less a learning curve than a long ascent there’s no obvious endpoint, and high-level play looks unrecognisable from how a new player handles him.
  • V: The divisive one, and the most interesting design swing in the game. V is physically frail. He summons three demons (a panther, a bird, and a giant golem) to do the fighting, while he reads poetry from a book and stays out of melee range until enemies are weak enough for him to finish off with his cane. It’s slower, more positional, more about reading the battlefield than executing combos. Some players bounce off it. The ones who don’t tend to rate the V missions among the game’s best.

What’s Genuinely Worth Praising

The ranking system. Every combat encounter scores you in real time D through SSS based on variety, style, damage taken, and how long you sustain the chain. It’s the engine that drives replayability. You don’t beat DMC5 once; you beat it, then beat it on Son of Sparda, then on Dante Must Die, then chase S-ranks on every mission, then try Bloody Palace.

The sound design. Each character has a custom battle track that intensifies as your style rank climbs, which sounds gimmicky written down but works absurdly well in practice. Nero’s Devil Trigger became a meme for good reason.

The bosses. Fights against Urizen, Cavaliere Angelo, and the final encounter are paced and choreographed at a level most action games don’t approach.

Where It Comes Up Short

Levels are corridors. That’s the honest summary. There’s a small amount of branching, the occasional hidden item, but nobody’s playing DMC5 for exploration. If you want a stylish action game that also has a world to roam around in, this isn’t that game.

Pacing across protagonists is uneven. The game decides when you play as Nero, Dante, or V you don’t choose. Most of the swaps work, but a couple feel arbitrary, and if V’s playstyle doesn’t click for you, his missions will drag.

The story leans on knowing the previous games. New players can follow it, but a lot of the emotional payoff lands harder if you’ve spent time with these characters before.

References

  1. Vice – Capcom Confirms Future Devil May Cry Plans Amid Remake Rumorshttps://www.vice.com/en/article/capcom-confirms-future-devil-may-cry-plans-amid-remake-rumors/
  2. ComicBook.com = 2026 Doesn’t Bode Well For Devil May Cry Fanshttps://comicbook.com/gaming/feature/2026-doesnt-bode-well-for-devil-may-cry-fans/
  3. GamesRadar+ – Capcom wants to “nurture” dormant game series like Devil May Cry and Dragon’s Dogmahttps://www.gamesradar.com/games/devil-may-cry/capcom-wants-to-nurture-dormant-game-series-like-devil-may-cry-and-dragons-dogma-with-sequels-remakes-ports-and-more/
  4. Yahoo Entertainment – Devil May Cry Season 2 Returns to Netflix on May 12https://www.yahoo.com/entertainment/tv/articles/devil-may-cry-season-2-110000420.html

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Teenage Mutant Ninja Turtles: Empire City (VR) Review https://chochoxe.com/tmnt-empire-city-vr-review/ https://chochoxe.com/tmnt-empire-city-vr-review/?noamp=mobile#respond Tue, 12 May 2026 15:20:28 +0000 https://chochoxe.com/?p=2078 The Teenage Mutant Ninja Turtles have been smashing Foot Clan skulls for over forty years now through comics, Saturday morning cartoons, big-budget movies, and way more video games than anyone can count. But here’s the...

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The Teenage Mutant Ninja Turtles have been smashing Foot Clan skulls for over forty years now through comics, Saturday morning cartoons, big-budget movies, and way more video games than anyone can count. But here’s the wild part: until 2026, the heroes in a half shell had never actually shown up in VR.

That all changed when Cortopia Studios and publisher Beyond Frames Entertainment dropped Teenage Mutant Ninja Turtles: Empire City on April 30, 2026. It hit Meta Quest, SteamVR, and Pico all at once for $25 and suddenly we could literally become a turtle.

The Quick Facts

Before diving deep, here’s everything you need to know at a glance:

  • Developer: Cortopia Studios.
  • Publisher: Beyond Frames Entertainment.
  • Platforms: Meta Quest, SteamVR (PC VR), Pico.
  • Release Date: April 30, 2026.
  • Price: $24.99 (yes, really).
  • Genre: First-person VR action-adventure / hack-and-slash.
  • Players: Solo or up to 4-player co-op.
  • Length: Roughly 6 hours for the main story.

Story & Setting

The story kicks off right after Shredder bites the dust. With the big bad gone, the Foot Clan splits into two warring factions both fighting tooth and nail for control of the city. And of course, our four green heroes get dragged right into the middle of it.

What The Story Gets Right:

  • It’s an original, standalone tale you don’t need a TMNT PhD to follow along.
  • Tons of fan-service moments sneak in, including April O’Neil, Master Splinter, and a whole rogues’ gallery of classic villains.
  • The tone absolutely nails that late-’80s, early-’90s TMNT vibe goofy, cartoony, and just the right amount of edgy.

Where It Stumbles:

  • The plot feels a little thin, stretched across roughly six hours of gameplay.
  • Boss fights are all over the place Rocksteady, for example, has some seriously inconsistent difficulty spikes.

Gaeplay & Combat

You get to choose any of the four brothers, and each one brings their own signature flair:

  • Leonardo – dual katanas (think precision and balance).
  • Donatello – bo staff (all about range).
  • Raphael – twin sai (aggressive, in-your-face brawler).
  • Michelangelo – nunchaku (fast, flashy, and chaotic).

Yes, you can swap turtles whenever you want but here’s the catch: you’ll lose your expensive upgrades when you switch. So really, the smart play is to pick a favorite and stick with him.

What’s Fun About The Combat:

  • A solid parry system, unblockable attacks, smoke bombs, and ninja stars keep things interesting.
  • Each weapon genuinely feels different when you swing it.
  • Donnie’s workbench lets you craft and tweak gear between missions, which is a nice touch.

What’s Not So Great:

  • Hits often feel strangely weightless more Nintendo Wii waggle than modern VR brawler.
  • It’s way too easy to just flail your controllers instead of actually using the cool tactical systems.
  • Foot grunts go down so fast that you rarely need the fancy stuff anyway.

Visuals & Art Style

This is where the game seriously shines. Cortopia went all-in on a comic-book look bold cel shading, thick black outlines, the whole package. It honestly looks like you’re playing inside a TMNT comic panel.

  • Character designs are spot-on instantly recognizable but with a fresh, modern twist.
  • The Turtles’ underground lair doubles as your hub, and it’s packed with personality: pizza boxes, training gear, dirty laundry the whole “four teenage mutants live here” vibe.
  • Performance on Quest 3 is genuinely impressive given the visual style.
  • A few oddities pop up floating loot, occasional pop-in but nothing that ruins the experience.

Co-op: Where the Game Really Comes Alive

If there’s one thing every reviewer agrees on, it’s this: co-op is the heart and soul of Empire City.

  • Teaming up with three friends as cartoon turtles is pure comedy gold especially because the facial animations actually sync with your real voice. Watching your buddy’s turtle mouth flap while he talks trash? Never gets old.
  • Co-op also smooths out the grindy bits and makes combat more fun.
  • Little side activities time trials, basketball hoops, goofing off in the lair turn it into a proper hangout game.

Movement & Exploring the City

  • Stick-based locomotion with both smooth and snap turning options.
  • The parkour system is genuinely one of the best parts of the game wall-running, climbing, swinging across rooftops never gets boring.
  • The open-world map is way more detailed than a $25 VR game has any right to be, especially on Quest hardware.

A heads-up for new VR players: With all that fast stick movement, climbing, and combat happening at once, this is NOT a beginner-friendly VR experience. Veterans will be fine.Newbies might need a barf bag.

Technical Issues (Let’s Be Real)

No review is honest without flagging the bugs, so here we go:

  • Enemy AI sometimes gets stuck in walls and floors.
  • A few loading hiccups including reports of the tutorial flat-out failing on first launch.
  • Quest markers occasionally break and refuse to trigger.
  • A patch will almost certainly clean most of this up, but launch-window players should brace for some rough edges.

The Good and the Bad

What’s Awesome

  • Gorgeous comic-book visuals straight out of the source material
  • Parkour is a blast every single time
  • Four-player co-op is hilarious and full of personality
  • Each turtle and weapon feels truly distinct
  • Killer value at just $25
  • Voice acting and tone are pitch-perfect

What’s Frustrating

  • Combat lacks punch it just doesn’t feel great.
  • The story runs out of steam after a few hours.
  • Bugs and broken quests can kill the momentum.
  • Open-world activities get repetitive fast.
  • Boss fights are inconsistent easy one minute, brutal the next.
  • Not for first-time VR users.

What Other Reviewers Are Saying

Critical reception has landed somewhere in the mixed-to-positive zone and where each review lands really depends on what the reviewer cared about most:

  • Road to VR called it one of the best casual VR beat-’em-ups out there.
  • UploadVR said it lives up to its source material as a fun hack-and-slash adventure.
  • CGMagazine felt it was under-realized, despite the obvious effort.
  • COGconnected loved the co-op but called the content a little thin.
  • On Steam, it sits at “Mostly Positive” with 78% of user reviews giving it a thumbs up.

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Scott Pilgrim EX Review: I Think We Should See Other People https://chochoxe.com/scott-pilgrim-ex-review/ https://chochoxe.com/scott-pilgrim-ex-review/?noamp=mobile#respond Tue, 12 May 2026 13:20:49 +0000 https://chochoxe.com/?p=2074 The breakup line in the title is a wink, not a verdict. Scott Pilgrim EX finally arrived on March 3, 2026, sixteen years after Ubisoft’s Scott Pilgrim vs. the World: The Game turned into one...

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The breakup line in the title is a wink, not a verdict. Scott Pilgrim EX finally arrived on March 3, 2026, sixteen years after Ubisoft’s Scott Pilgrim vs. the World: The Game turned into one of those weird cult artifacts that gets pulled from storefronts, fan-petitioned back, and eventually re-released as a Complete Edition that nobody under thirty knows what to do with. This one’s different. Tribute Games is handling it, Bryan Lee O’Malley wrote the script, Anamanaguchi is back on music, and it’s out on Switch 2, PS5, Xbox Series, and PC right now. Below is everything in the box what the game is, who built it, how it plays, what you’re paying for, and what to know going in.

What Scott Pilgrim EX is

A side-scrolling beat-em-up with an open-world skeleton, built around an original O’Malley story that sort of, kind of sits after the 2023 Netflix anime Takes Off though O’Malley himself has said in interviews he doesn’t really think of it as a sequel to anything. It’s its own thing. The plot is barely a plot: Sex Bob-omb gets jumped during band practice, the members and their instruments end up scattered across a fractured Toronto, and Scott plus six other playable characters have to chase them down through pockets of subspace stitched into the city’s buildings.

Who Made It

Tribute Games. Same studio that did TMNT: Shredder’s Revenge in 2022 and Marvel Cosmic Invasion in 2025. A handful of the team worked on the original Ubisoft Scott Pilgrim game way back in 2010, and lead artist Paul Robertson the guy whose pixel art basically defined what Scott Pilgrim looks like in motion came back for this one too. Universal is publishing under license, O’Malley has a story credit, and the whole thing has the feel of a studio that wanted to do this and got to do it on their own terms.

If you’ve played a Tribute brawler before, you already have a rough idea of what this feels like to hold a controller during.

How It Plays

Here’s the structural shift that matters most. The 2010 game was strictly linear you opened a map, picked a stage, fought right, repeat. EX throws all of that out. There’s no level select menu. You walk around an interconnected Toronto on foot, talk to NPCs, follow leads to specific buildings, and step through subspace doorways inside those buildings to drop into the actual combat stages. The city is the connective layer between fights, and exploration is half the game.

The combat itself is recognizably classic brawler stuff:

  • Light attacks, heavy attacks, throws, and character-specific specials.
  • Combo extensions using environmental objects and pickup weapons.
  • Coins drop off enemies and get spent at in-world shops on stat upgrades and gear.
  • Badges unlock new abilities and reshape how each fighter plays.
  • Food items (sushi, pizza, ramen) heal you and stack temporary buffs.

Bosses cap most subspace stages, and the roster of who shows up to fight you is deep into Scott Pilgrim canon territory the Seven Evil Exes are in there, anime characters show up, and O’Malley wrote in a few new faces specifically for the game.

The Playable Cast

Seven fighters at launch:

  • Scott Pilgrim – the all-rounder, the one you’ll probably default to first.
  • Ramona Flowers – mobile, plays at range, subspace hammer for crowd control.
  • Matthew Patel – fireball specials, quick and flashy.
  • Gideon Graves – slow but heavy, long sword reach.
  • Lucas Lee – grapple-focused, skateboard mobility, big personality.
  • Roxie Richter – ninja weaponry, fast and tricky.
  • Robot-01 – new character, mechanical kit, built different.

Each character has their own upgrade path and badge slots, and you level them up individually rather than sharing progress across the roster. That’s a deliberate choice to push you toward variety, though in practice most solo players are going to pick a main and ride it.

Multiplayer

Up to four players, local couch or online. Drop-in, drop-out. On Switch 2 the game supports GameShare, which lets one copy of the game host a local session across multiple consoles handy if your friend group is divided between systems. Online play on Nintendo platforms needs a Switch Online membership. Cross-platform multiplayer is not in at launch, and there’s no word yet on whether it’s coming.

Co-op is where most reviewers have settled on this being a really good game rather than a fine one. The seven-character roster makes a lot more sense when four of them are on screen at once.

The Soundtrack

Anamanaguchi did the music. Same band that scored the 2010 game and the Netflix anime, back for a third run at this universe. If you liked either of those soundtracks, this one’s in the same lineage but louder, sharper, and a little more confident. The Deluxe Edition box comes with the official soundtrack, and tracks are dropping individually through the band’s usual channels if you’d rather just stream it.

Editions And Pricing

Three retail tiers:

  • Standard Edition $39.99. Base game, foil cover, reversible insert art by Crisppyboat.
  • Deluxe Adventure Edition $64.99. Adds a collector’s box with alternate art by Matias Bergara, the full soundtrack, and an O’Malley-written tie-in mini-comic.
  • Ultimate Adventure Edition. Limited run, sold through Limited Run Games. A faux “Game Goose” console box (a fictional handheld from the game’s universe), a hardcover art book that doubles as a strategy guide, an acrylic Scott-and-Ramona diorama, and a pixel art commemorative coin.

Limited Run physical pre-orders closed in September 2025, so the Ultimate is harder to come by post-launch. Standard and Deluxe digital versions are stocked normally on each platform’s store.

Platforms

Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC. All four at launch on the same day. No Switch 1 version. No PS4 or Xbox One version. No announced plans for either.

What Carries Over From The 2010 Game

If you’re coming back from Scott Pilgrim vs. the World: The Games, here’s the quick comparison:

Element2010 GameScott Pilgrim EX
StructureLinear, level-select mapOpen Toronto, free exploration
Roster4 base + 3 DLC7 at launch
SoundtrackAnamanaguchiAnamanaguchi (new compositions)
Co-opUp to 4, local only initiallyUp to 4, local and online
StoryLoose film/comic retellingOriginal O’Malley script
EngineUbisoft proprietaryTribute Games engine

Visually the two games are close enough that screenshots can look interchangeable at a glance and that’s the point. Robertson’s pixel work is the thread that ties them together.

A Few Things Worth Knowing Before You Buy

The story is light. It’s a vehicle for cameos, gags, and set pieces, not a serious narrative payoff to Takes Off or the comics, and if that’s what you wanted, this isn’t it. The open-city design is one of the best ideas in the game but you will absolutely walk down the same street more times than you’d like in the back half. Replay value lives in character mastery, harder difficulties, and co-op there’s no real endgame loop beyond that.

For a feel-check, Tribute’s Shredder’s Revenge is the closest reference point in their catalog. If you bounced off that, EX is unlikely to flip you. If you loved it, this is more of that done with even more affection for the source material.

The title of this article is a joke. The game is good. There’s a demo on every storefront, and an hour with it will tell you more than any review will.

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Catan: On the Road Card Game Review https://chochoxe.com/catan-on-the-road-card-game-review/ https://chochoxe.com/catan-on-the-road-card-game-review/?noamp=mobile#respond Tue, 05 May 2026 19:17:08 +0000 https://chochoxe.com/?p=1937 I’ve got a soft spot for travel-sized versions of bigger games, so when I heard there was a pocket-sized Catan, I was curious and a little skeptical. Catan without the hex map? That sounds like...

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Key Takeaways

  • What it is: A pocket-sized card game version of Catan no board, just 120 cards.
  • Price: $9.99 (released April 2026, designed by Benjamin Teuber).
  • Play time: ~15 minutes for 3-4 players. First to 7 victory points wins.
  • Biggest change: No map. You draw resources from a deck and build from a shared 5-card market.
  • Best new rule: Accept a trade on someone else’s turn → get a free bonus resource. Makes trading constant and fun.
  • What’s missing: No spatial strategy, no blocking opponents, and the Robber barely matters.
  • Buy it if: You want a cheap travel filler, a gateway game, or you found classic Catan too long/mean.
  • Skip it if: You play Catan for the map, the dice tension, and deep strategy.
  • Bottom line: Not a replacement for Settlers but for ten bucks in your bag, it’s a steal.

I’ve got a soft spot for travel-sized versions of bigger games, so when I heard there was a pocket-sized Catan, I was curious and a little skeptical. Catan without the hex map? That sounds like pizza without the crust.

Catan: On the Road dropped in April 2026 from Asmodee and Catan Studio. It’s designed by Benjamin Teuber, Klaus Teuber’s son, plays in about 15 minutes with 3-4 players, and runs you $9.99. That last number matters. For a franchise that’s moved over 40 million copies worldwide, getting a real Catan game for the price of a couple of coffees feelsalmost suspicious.

So How Does it Actually Play?

The board’s gone. That’s the headline. Instead of placing settlements on hex tiles and praying the dice roll your numbers, everyone draws resource cards each turn during a Harvest phase. Then it’s your Action phase make one trade, build one card from the five-card market in the middle of the table. Rinse, repeat, race to seven victory points.

The familiar pieces are all still here. Settlements, cities, metropolises stacked on top, knights, roads, the Robber. But a few of them have been rewired in clever ways.

Roads, for instance, no longer connect anything they act like ports, letting you swap a resource you’ve got too much of for one you actually need. The Robber isn’t tied to dice anymore either; it pops up as an event card when someone builds a settlement, and it only hits players holding seven or more resources. Which means if you’ve stockpiled some Knights, you’re safe.

And then there’s the trading rule that quietly does most of the heavy lifting: if you accept a trade when it’s not your turn, you draw a free bonus resource off the top of the deck.

What it Gets Right

In regular Catan, trading is a war of attrition. Everyone hoards. Nobody wants to give up the wheat. You spend half the game stonewalling your friends out of spite. Here? People actually want to trade with you. The table stays loud. Deals happen constantly. It’s social in a way the original sometimes isn’t.

The pacing is the other big win. Games end before anyone has a chance to get bored, and there’s a real “let’s go again” vibe when somebody wins. You shuffle, deal, and you’re back in. Reviews keep comparing it to Monopoly Deal, and that’s exactly the right comparison it’s the same trick of distilling a chunky two-hour game into something you can play while waiting for food to arrive.

Where it Falls Short

That said, the things you lose are real, and if you love classic Catan for specific reasons, you’ll feel them.

The map’s absence is the biggest one. Half the joy of Settlers is staring at the board, scheming about which intersection to claim, blocking your buddy’s expansion route with a settlement they didn’t see coming. None of that exists here. There’s no terrain to fight over.

The Robber, too, has lost its teeth. Because you’re drawing from a shared deck and trading constantly, your hand stays balanced. You almost never get caught with seven-plus cards when the Robber shows up. Which then makes Knights kind of pointless beyond chasing the Largest Army bonus. A few of the original game’s most dramatic moments just… don’t happen.

It’s also strictly 3-4 players, which feels weirdly restrictive for a game built around portability. If you and one friend want to play on a flight, you’re out of luck.

Should You Buy It?

If you’re hoping this replaces your copy of Settlers of Catan, no. It doesn’t have the depth, the spatial puzzle, or the slow-burn tension. The original is still the original.

But if you want a quick filler for game nights, a gateway game for friends who think board games are too complicated, or just something you can throw in a backpack for vacation, it’s a steal at this price. I’d even say if you’ve historically disliked Catan because of the hoarding and the Robber-related grudges, you might enjoy this one more than the game it’s based on.

It’s not Catan, exactly. But it’s Catan-shaped, and most of the time, that’s enough.

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