Short horror with a superb atmosphere and visual identity.
I enjoyed the unraveling narrative, but did get lost as to what was going on by the end.
I really enjoyed the player freedom, with no explicit instructions given on what to do next. You are left to experimenting through trial and error, which is my preferred type of gameplay. Sometimes there are multiple solutions to the same problem, each with different narrative consequences.

2017

An Immersive Sim classic. Drawing heavily from System Shock and ImSims past, Prey is both the ultimate ode to the genre while also being one of its strongest entries. Arkane Austin: you will be missed.

A perfectly serviceable, if forgettable, Pokémon title. Gameplay incorporated elements of Legends: Arceus, which added some freshness to this now decades-old battle system.
I cannot remember a single thing about the story apart from feeding Miraidon sandwiches in a cave.
Sword/Shield felt much more inspired, as did Arecus, but as a whole, I fear I am finally outgrowing the Pokémon series.

As a Bethesda fan, I endured Starfield past the point of enjoyability, hoping that it would improve somewhere down the line.
After 80 hours of exploring barren planets, the same cut-and-paste hallways and exploring with companions with no real emotional or narrative payoff, I finally shelved Starfield.
Ship building mechanics were exciting at first, but often glitchy when ships got bigger: hatches would appear closed but be open and older versions of the ship would somehow overlay your new version.
The story is dull with little agency from the player. I would have rather this money, staff power and time be put into another Elder Scrolls or Fallout game.

This review contains spoilers

The narrative provides excellent context to its sequel Automata, but I felt less emotionally effected by Replicant's story.
That said, the relationship between NieR, Kaine and Emil is beautiful, and are some of my favourite characters I've spent time with in a game.
The music is on par, if not better, than Automata's.
The gameplay loop feels grindier than Automata; I was forcing myself through the later endings, enduring the gameplay in hope of a narrative payoff.
This did pay off, but the multiple ending structure worked so much better with Automata, with every ending introducing enough new content for the loop to feel fresh every time.

Brilliantly offbeat game pushing against modern game design in places.
With areas of deliberate laboriousness, accompanied by philosophical conversations with a devil, INDIKA sometimes works against the player to create dissonance not dissimilar to the theatre of Bertolt Brecht.
This reminder that you are playing a game, along with using game mechanics to tell its story, creates a narrative experience like no other.
I cannot wait to see what Odd Meter do next.