- Publisher: Annapurna Interactive
- Release Date: Apr 7, 2026
- Also On: PC, PlayStation 5, Xbox Series X
- Summary:
- Developer: Iridium Studios
- Genre(s): Role-Playing, Japanese-Style
- # of players: No Online Multiplayer
- Cheats: On GameFAQs
- More Details and Credits »
Score distribution:
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Positive: 1 out of 4
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Mixed: 3 out of 4
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Negative: 0 out of 4
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Apr 7, 2026Even though it wasn’t quite a perfect experience, I’m never someone to let perfection be the enemy of the good. People of Note is a stellar adventure, with an engrossing story, nuanced characters, deep combat and incredible music. While the puzzles can be a little frustrating, the combat could be a bit more compelling and I encountered some gameplay quirks, overall this is an adventure that’s incredibly easy to recommend. Here’s looking forward to Iridium Studios’ next performance!
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Apr 7, 2026People of Note is an ambitious turn-based RPG which shines in many ways but ultimately fails to hit all of its high notes. While the soundtrack and turn-based combat are individually strong, there’s a persistent disconnect between the gameplay experience and the power of song that the narrative is trying to sell you, leading to a weird sense of musical emptiness that undermines the core selling point of the game.
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Apr 8, 2026People of Note is a kind-hearted RPG with a deep affection for music. Its soundtrack won’t resonate with everyone, but it’s both deeply enjoyable and tight and focused, with a cast of likeable characters whose journey you’ll want to see through.
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Apr 7, 2026Although it may strike a chord with those who really love its theme and aesthetic, People of Note plays it a bit more monotone than I had hoped. The few high notes aren't able to fully compensate for the safe storytelling and narrative design, and the combat waffles too much between tedious and novel. That said, I couldn't help but feel taken by the game's commitment to being a music-themed adventure; constant puns and shake-ups to the combat mechanics gave me a genuine sense of joy. There wasn't enough momentum, however, to sustain those positive vibes, and I was left wanting to just roll credits in double time rather than slowing down the beat and soaking it all in.