Pros:
+ the open world is handcrafted and intriguing from start to end
+ the map is large and much more intricate than expected at first
+ the sky box and day/night cycle are one of the best in gaming
+ feelings of discovery are persistent throughout the game
+ three different modes with plenty of anti-frustration features
+ PDAs are smartly used for creating story crumbs and guiding the player
+ incredible sound design that fits each situation perfectly
+ the visual design of the biomes is distinct and creative
+ great voice acting and good writing
+ movement in water feels smooth and responsive
+ the "gasping for air" mechanic when close to the surface is a great idea
+ scanning mechanic just works and rewards curiosity
+ discovery of new technologies always feels like a step forward
+ lack of lethal violence is a bold but compelling design decision
+ build sequences are mostly transparent and logical
+ not all technologies have to be found or created to finish the game
+ the final sequence of events feels like a true finale to the story

Cons:
- game is buggy: items get lost in the scenery, assets won't load etc.
- quitting and reloading from menu leads to a persistent game-breaking bug
- technical performance is choppy throughout
- enemy AI and animation are generally wonky
- no quick save or auto save option
- no quick reload option from the options menu
- walking on land is tediously slow and janky
- combat is unresponsive and lacks hit feedback
- dying deletes items from the inventory without notice
- reloading a game is usually preferable to dying and losing equipment
- item management is time consuming and generally cumbersome
- new equipment cannot be created with ingredients from storage
- base building is tedious and construction issues are not transparent
- finding blueprints for new items can get annoying
- endgame progression is not always clear

Magic Moments: Too many to count.
Seeing the double moons circling the planet at night for the first time. Following a certain signal to dry land and realising there is so much more to the story than is apparent at first. Entering a mech suit and punching space eels in the face.

Playtime: 30 hours in Freedom mode (without ever using the Cyclops). Platinum trophy unlocked.


Verdict:
Subnautica is more than just a great game: it is an important step in the history of its genre (and a perfect companion piece to one of the greatest games of its generation, Outer Wilds). It offers a unique setting, a rich atmosphere, and most importantly, a constant sense of discovery in a dangerous but beautiful world full of secrets and surprises. In addition to its satisfying gameplay loop and its great audio-visual design, it also tells a surprisingly complex story that slowly but effectively guides players throughout their journey, thereby vastly improving on the mostly bland and generic crop of similar survival games. Moreover, the option to eliminate tedious survival elements like gathering food and water is a welcome one, as is the bold design decision to eschew lethal violence against the animal population. Even though the technical limitations and issues are plentiful and tough to ignore, they are never grievious enough to give up the quest of surviving and ultimately overcoming the trials and tribulations of your temporary home.

So buy the game, strap in and get ready to crash on Planet 4546B, guided only by your own sense of discovery and willingness to explore. The depths are waiting.

Pros:
+ a tight, consciously designed experience
+ architecture feels eldritch and otherworldy
+ sceneries display incredible light/shadow design
+ environmental puzzles are varied and smartly designed
+ movement and animation systems are highly complex
+ sound design is one for the ages
+ ending sequence is a truely memorable WTF moment

Cons:
- how to progress is sometimes not obvious
- some cheap deaths cannot be avoided
- the story could have used a more definitive ending
- some of the plot elements do not seem to add up with the ending

Playtime: 2,5 hours with the standard ending and some hidden artifacts found.

Magic Moment: The final stretch and realizing how much work it must have taken to build that singular physics engine.

Verdict:
I have no idea what they put in the water at Playdate studios, but somehow, the managed to make lightning strike twice. After Limbo, which was a tightly constructed game in its own right, Inside doubles down on all the strengths of its predecessor: it combines the fluidity and simplicity of a 2D puzzle game with an assured audio-visual presentation of the highest order and offers it in the form of a tigh package that never overstays its welcome and surprises and vows at every new turn.

Even though one playthrough will be enough for most including me, one playthrough of Inside is mandatory for ever fan of the medium.

At least since the release of the impeccable Return of the Obra Dinn, logical deduction games are appearing more and more in the puzzle game landscape. Chants of Sennaar continues that trend with aplomb.

Pros:
+ beautiful and distinct visuals in the style of Mobius comics
+ music and sound design always fit the given situation
+ outside and indoor areas follow a clear and distinct architecture
+ translation puzzles are one of a kind in the genre
+ the different languages all work and look distinct from each other
+ main translation interface is quick and easy to navigate
+ translation validation system is directly lifted from Obra Dinn
+ optional puzzles serve as skill checks for later levels
+ technical performance and load times are impeccable on Switch
+ you can pet the cats

Cons:
- the story is too vague for my taste
- manual input of words can get a bit tedious over time
- except for the final stage, words are always taught in similar ways
- stealth section interface is a bit cumbersome
- walking speed could be a bit higher
- even the perfect ending feels far too abrupt

Playtime: 12 hours, perfect ending included.

Magic Moment: Finding the first teleporter and understanding the size of the tower. Differentiating between languages from word order and syntax alone for the first time.

Verdict:
Chants of Sennaar is remarkable in more ways than one. Not only did the creative team at XXX manage to invent a unique kind of translation puzzle gameplay, they also opted to present it in the bright and colorful art style of a Mobius comic, thereby creating an immersive combination of form and function. Even though the general gameplay loop stays the same in each stage, understanding the relations of different terms and their meanings between different inhabitants of the tower stays engaging throughout the short but perfectly tailored runtime. Only the lack of a clearly comprehensible narrative feels like a missed oppurtunity, but I'm sure someone on Youtube will be happy do divulge it further.

If you liked Obra Dinn or feel yourself drawn to the look and feel of Chants of Sennaar, this is a must play.

Pros:
- A classic game with great influence on the series as a whole
- Lovingly recreated in the Pixel Remaster versions with great soundtrack and visuals (except for the font and weird screen tearing)
- A map and autosave function that will eliminate most of the frustration
- Shorter, more interesting dungeons and a managable encounter rate
- A new job system that is unique and implemented best here out of all the versions of FFIII
- Secret summons and side quests that make the world feel alive and reward players' curiosity
- An actual open world with many distinct ways of traversal

Cons:
- A convoluted, forgettable story with bland characters and easy solutions (which is a step back compared to the dramatic quality of FFII)
- Opague damage rolls and an apparently random turn order render strategic battles impossible
- An unbalanced job system that is rarely relevant to the game at large
- An incredibly high difficulty throughout the game, in particular towards the final dungeons. Be prepared to grind!

Magic Moment: When you realize how large the world map actually is. Oh, and the Fat Chocobo theme.

Verdict: The job system and manifold secrets make this one worth playing, even though this is probably the toughest and longest FF from the 8-Bit generation. Fans should take a look at this one, but one playthrough is enough.

Pros:
+ the roguelike genre is a natural fit for Shovel Knight
+ most of the cast of the original returns in some form
+ look, sound, and feel are familiar to fans of the original game
+ one playthrough is quick and possible without too many meta-upgrades
+ choice between health and item after a stage offers tactical options
+ procedural level design rarely feels artificial
+ stages offer a lot of unique new challenges to overcome
+ many secrets to discover both within and outside of the dungeon

Cons:
- soft time limit feels manufactured and at odds with the exploratory design
- losing items after being hit leads to frequent moments of frustration
- some items are practically useless compared to movement upgrades
- collision and hit detection are wonky in the later stages
- meta-upgrades are exceedingly expensive
- level select signs are unexplained and unclear
- finishing a run is practically impossible without health upgrades
- most characters in town do not serve any function and have nothing to say
- the secret ending is almost impossible to discover on your own

Playtime: 6 hours with one ending discovered and only few additional armor and other upgrades found.

Magic Moment: Discovering that the owl is not what it seems.

Verdict:
A decent if somewhat unremarkable excursion into the roguelike genre for Shovel Knight and the team behind his creation. The soft time limit in the form of a deadly saw that follows you throughout the stage feels unnecessary and artifically inflates the difficulty, while the combat and bosses are fair and mostly fun to fight.

Take a lot at it if you want more Shovel Knight, but do not expect a deep roguelike action game.

Pros:
+ a one of a kind genre mix
+ the setting is uncanny and memorable
+ graphical presentation befits the setting and atmosphere
+ horror elements are low-key scary without being blunt
+ the card games are genuinely fun and deeper than expected
+ rogue-lite elements constantly extend the amount of available actions
+ paths along the map allow for situation-specific customization
+ items are truly powerful and can quickly be replaced
+ the antagonist is well-designed and transgressively written
+ soundscapes are unmemorable but fitting
+ gameplay changes depend on choice of platform and online or offline play
+ the amount of unique ideas and secrets to find is staggering
+ the extent of the meta-narrative is genuinely shocking
+ Kacey's Mod is a great post-game addition

Cons:
- interface is generally clunky and sometimes confusing
- even the most basic moves cannot be redone
- the rules of the card games are deliberately obscure
- the deck and remaining lives cannot be viewed during a match
- the luck of the draw is a constant, frustrating companion
- events that add cards to your deck cannot be skipped
- ingame hints are not always transparent
- some boss fights situations are unfair or even unwinnable
- the later parts of the game are not as good as to the beginning
- the ending to the meta-narrative is shocking but disappointing

Playtime: 26 hours. All optional sequences played and bosses fought.

Magic Moments: Exploring the cabin for the first time and uncovering its secrets step by step, all while feeling the coldest shiver all over my spine with each new information. Understanding the meta-narrative for the first time. Playing the final match against a suprprising enemy.

Verdict:
Daniel Mullin's third outing continues on the unique path he has set for himself over the last few years: Inscryption offers a one of a kind, meta-narrative experience with a dense atmosphere, a constant stream of surprises and most of all, fun card game mechanics at its core. The different mechanics over the course of the game are deeper than they appear at first, constantly changing as a result of the rogue-lite design, while the escape room element adds to the meta-narrative storyline that becomes more and more intriguing over time. The antagonists ant twists or the story are well-written and uncanny in their unpredictability, even if sudden changes to the rules and presentation of the game lead to an unsteady flow.

At the same time, the UI is a fickle beast throughout that never really becomes any easier to navigate over the course of a playthrough, both while navigating the card games as well as the escape rooms, and the inability to redo even the most basic moves is a real design flaw that leads to many moments of unnecessary frustration. The decision to withhold information from the player even extends to basic aspects like the amount of remaining lives or cards in a deck during a match, and the unclear rules of the draw does make it seem like some situations in the later game are unfairly stacked against the player.

Still, Inscryption smartly and confidently combines elements from different genres to offer a unique journey to a dark cabin at the end of the world, while dazzling and entertaining in equal measure. Don't read anymore about it, just go and play it.

Pros:
+ one of the progenitors of the modern Roguelite genre
+ movement is fast and combat is tight
+ magic is fun to use and varied
+ some funny and unique character traits
+ meta-upgrades are plentiful and highly motivating
+ map is useful and well-implemented
+ progress is felt in any moment-to-moment action
+ unlockable classes change up the gameplay
+ final story reveals are surprisingly good

Cons:
- sprite work is only passable
- no weapon variety
- hitboxes have serious issues
- challenge rooms that are tied to specific runes are frustrating
- camera not being movable verticably makes combat situations often unfair
- no quick restart after dying
- huge difficulty spikes in the later two stages
- hostile projectiles follow no clear rule of going or not going through walls
- collectible items are not explained and serve no apparent function
- final boss is simplistic and feels unfinished
- pop culture references were already dated when it came out (e.g.The Matrix)
- some tasteless and annoying traits (e.g. dementia)

Playtime: 8 Hours with 102 "children"
Magic Moments: Connecting the dots on the way to the final boss. Using a class-specific ability to clear a challenge room for the first (and only time) in a playthrough.


Verdict:
One of the progenitors of the contemporary Roguelite craze is still an enjoyable experience after all these years. Even though combat situations are frequently frustrating and the imperfect dungeon and enemy creation algorithms continually lead to cheap deaths, the meta-upgrades are motivating and keep you coming back for more pain.

Rogue Legacy is a quick and dirty experience with enough charm to warrant a a quick (re-)play and helps you understand how independent gaming and Roguelites in particular evolved in the past few years.

Upon watching the first trailer that people were hyping like there's no tomorrow, I was unsure whether a new Mario game would actually hold my attention these days, especially in a world full of independent games that regularly introduce new ideas and movement options to the genre. Luckily, my hesitation was unfounded.

Pros:
+ general audio-visual impression is of the highest caliber
+ movement feels satisfying and tightly designed
+ open world design is a fresh approach
+ the time limit has finally been abandoned
+ Wonder Flowers are a distinct hook that feel like a true innovation
+ new level types like time trials and coin hunts freshen up the gameplay
+ levels that play with perspective and shadows are particularly clever
+ the general sound design is top notch
+ sensor batch makes the coin hunt less frustrating than ever
+ the final levels are hard to throw-the-controller hard, as is tradition
+ the final boss is a welcome break with tradition
+ a complete playthrough clocks in at at least 20 hours
+ the new transformations like the bubble suit offer new, useful actions...

Cons:
- ...but the elephant transformation is a letdown and adds little to Mario's repertoire
- the life system still makes no sense and is anachronistic
- the new music tracks are pretty disappointing and forgettable...
- and the music levels are directly lifted from the 2D Rayman games
- except for the easy mode characters, characters have no unique features
- badges feel like afterthoughts and are not integral to the gameplay
- most levels feel too short and hide very few secret exits
- the general difficulty is too low for my liking
- Wonder Flower use sometimes makes backtracking through levels necessary
- the reward for 100% completion is the usual Nintendo bullshit

Playtime: 23 hours with 100% completion, with at least 3-4 hours of those devoted to only the final level. Single player only, 80% of time spent with Mario because it doesn't matter anyway.

Magic Moments: Changing from the foreground to the background for the first time. Searching for hidden coins in a break level and finally finding one after much deliberation. Getting the right rhythm down in the final boss fight and overcoming the seriously difficult final-final level.

Verdict:
It's been 11 years since the last original 2D Mario title, and the team behind Wonder have clearly spent more than enough time with brainstorming unique ideas. The amount of creative approaches found in each level exemplify a developing team firing on all cylinders, and except for the age-old coin hunt, there is rarely a dull moment to be found. However, Wonder is not a revolution to the series - you are still running rom left to right, collecting coins and jumping on the heads of enemies to reach a definitve end goal and being rewarded for it, like you have been doing since the 80s. In that sense, Wonder is an evolutionary step instead of a real reinvention, and the new badge system, which actually changes how Mario moves and approaches challenges, are merely optional instead of being integral to the gameplay.

Still, this is a fun collection of levels full of wonder that adds to the great Nintendo releases of this year and you cannot really afford to miss if you own a Switch.

Pros:
+ fresh setting with a unique swap mechanic
+ combat system is varied and transform mechanic offers a large variety of options
+ visuals are perfectly fine and the music is okay
+ some memorable NPCs and funny writing

Cons:
- economy is completely busted: meta-upgrades take forever to unlock
- bosses are brick walls that can only be beaten by grinding for meta-upgrades
- bosses have no variety, you will fight the first boss more times than you can count
- action frequently gets confusing
- difficulty is generally high but differs wildly between stages
- head upgrade mechanic is often useless due to lack of resources
- usefulness of heads differs wildly, with many being unfit for boss fights
- important mechanics are largely unexplained ingame (inscriptions, gate codings, buffs)
- skills don't reset between maps
- status screen is cluttered and confusing to navigate
- "enemy gained XP from your defeat" message is just plain idiotic

Playtime: Roughly 8 hour, which is really more than enough.

Blagic Moment: Not playing for a few days and realizing that you only return for more grinding and little else.
Best Head: Werewolve. One of the more useful ones.

Verdict:
Although Skul tries hard to add something fresh to the genre, this rogue-lite is a middling, time-consuming affair that will frustrate you far more than it will reward you. The endless repetition of stages, level set-ups and bosses combined with brick wall bosses make for a huge slog, and the innovative head swapping mechanic and exciting combat are simply not enough to elevate this one from the deluge of similar - and often better - games of the past few years.

I decided to abandon this after reaching the penultimate boss and felt like a huge weight had been lifted from my shoulders. Only play this if you have the time for it, because this game does not respect it - or better yet, chose a better game from the dozens of options out.

Pro:
- lots of content
- nice art style and charismatic character designs
- funny dialogue and cute interactions
- unique combination of close and ranged combat
- inventive curse and blessing system

Contra:
- lack of an in-depth ingame tutorial
- close combat is sometimes tough to navigate
- jump mechanics are sluggish and sometimes unresponsive
- no information about the map creation algorythms and secrets ingame
- central gaming loop never really evolves
- too hard in the beginning, too easy towards the end
- badly designed final boss (that punishes you for playing the game in a particular way)

Magic Moment: Finding out that just getting to end of the dungeon is not the actual end of the game - which can be a negative and a positive, depending on your style of play.

Verdict: In the era of frequent, high quality Roguelikes, Undermine is a good but not great addition to the genre. The central gameplay loop is not particularly satisfactory and the difficulty scale is sadly off, put the curse system is inventive and there is lots of content to be discovered. You should perhaps take a look at it, but one playthrough is certainly enough.

A mostly unknown South Korean studio with very little experience in creating single player games adapting the classic children's story of Pinoccio as a hardcore Soulslike? What sounded like a hodgepodge of arbitrary ingredients turns out to be a major surprise in a packed year and as a contender for the best game of its genre since the original Dark Souls.

Playtime: Finished playthrough at 50 hours hours, with most optional quests finished and roughly three quarters of the collectibles, weapons etc acquired. Finished with the "Real Boy" ending. Played on version 1.01 before the most recent update.

Pros:
+ Cool steampunk setting with fitting architecture and character designs
+ Level design is mostly linear but always smart and full of surprises
+ Biomes and buildings are distinguishable and believably designed
+ Some of the vistas in the later half are truly impressive
+ Interfaces and UI are uncluttered and quick to navigate
+ Huge amount of customization options allow for varied playstyle
+ Weapon pieces can be mixed and matched for up to 100 different combinations without penalty
+ Legion arms can be upgraded and offer ranged attacks
+ P-upgrades and cube system are complex and push the optimization to its limit
+ The hub area is one of the best ever designed for a Soulslike...
+ ...and offers an area to freely experiment with weapons and their special attacks
+ Plenty of QOL improvements: quest markers, number of dropped souls is always visible etc.
+ Not all bosses and mini-bosses have to be beaten to progress
+ Boss introduction sequences are extremely witty and the best in the genre
+ The comprehensive storytelling and writing style are a welcome fresh of air in the genre
+ High quality voice acting and memorable NPC designs
+ Great soundtrack and incredible songs you can find and play in the hub

Cons:
- Poorly optimised on PS4 Pro, with frequent texture pop-ins and FPS issues
- Loading into and out of the hub era in particular takes ages
- The linear design leads to bosses possibly becoming frustrating brick walls
- Bosses with more than one phase tend to become grating towards the end
- Lack of a poise stat leads to frequent moments frustration in combat
- There is no indicator for enemies' stagger level
- The timing window for perfect guards is extremely small
- Little enemy variety and their health varies inexplicably
- Souls dropped by enemies do not scale properly towards the last third
- Throwable items are extremely overpowered
- Negative status effects are usually lethal and tough to avoid
- Routes in the story are tied to player decisions that are not always transparent
- Final boss is tied to one specific playstyle and ending choice
- Some collectibles are hidden behind New Game+

Magic Moments: Combining two weapons for the first time and understanding how complex the assembly options are. Watching the boss introduction for the Brotherhood boss and actually laughing at the intricacy and wittiness of its design. Hearing the song "Quixotic" on the gramophone for the first time and marveling at the singer. Entering the final are and watching the play of dark and light from afar.

Best Weapon: Salamander Blade with a long handle. Adds additional fire damage until completely burning enemies and does a reliable amount of damage until the end.

Best Legion Arm: Eagly Eye. Combining it with the option to gain ammunition from enemies turns this game into a different beast and really deepens the combat options.

Verdict:
Talk about a welcome surprise! Lies of P is a Soulslike of the highest caliber and a joy for anyone interested in witnessing the genre evolve into a more sophisticated, more complex version of itself, and stands shoulder to shoulder with the best games of the year and its genre. What the South Korean team has produced here is much more than just a soulless clone of now classic Fromsoft games. Instead, aspects like the complexity of the combat options or the small but extremely smart quality of life improvements like showing quest markers on the teleport menu and the number of dropped souls on the HUD or streamlining the upgrade processes are proof that the team were not relying on mimicry but actively understanding the issues and boundaries of the genre.

The most recent update even seems to adress some of my criticisms like the distribution of souls gained from enemies over the course of the game (while also nerfing some of the bosses). But considering the depth of the different systems and large number of approaches to beating each chapter, both newcomers to the genre as well as old hats like me who have thrown a controller here and there over the years absolutely find plenty to enjoy here.

So cross my heart and utter no lie: You need to play this if it all looks interesting to you and have a decent amount of skill and patience to overcome some frustrating challenges here and there. I cannot wait to see what the studio does next - and if the ending is any indication, I have plenty to look forward to.

Pros:
+ it's more Dark Souls
+ a huge world with much to explore
+ combat system is as great as ever
+ large variety of optional bosses and quests
+ sharp presentation in 1080p, 60FPS and great audio
+ incredible vistas and architecture to enjoy
+ Bonfire Ascetics and the torch advance the Dark Souls gameplay formula
+ cheap level ups allow for great build variety
+ interface and item management have been streamlined
+ Majula feels like an actual home that develops over time
+ the story is much more comprehensible and focused compared to the first
+ adventurous narrative design (Memories)
+ memorable NPCs with often tragic stories (Lucatiel)
+ NPC summons and invasions act more natural and intelligent
+ DLC areas are great additions and add hours of fun
+ progress is possible with soul level alone
+ NG+ changes elements of the world

Cons:
- inconsistent hit boxes
- most of the equipment and items are recycled
- world map is not as deeply connected as before and feels cobbled together
- really tough beginning and a bit too easy towards the end
- enemy spawn limits are an acquired taste and feel at odds with the lore
- dead end bonfires are useless for single players
- some of the worst boss runs in the series (Iron Keep, Iron Passage)
- Pharros lockstones are a rare drop
- secret walls cannot be attacked anymore
- some secrets and connections between gameplay elements are awfully obscure (Windmill)
- enemy placement is inconsistent; enemies tend to band together unfairly (Lost Bastille clown car)
- many bosses are simply copies from the first and often come in pairs
- changes to the I-frame mechanic are never really explained ingame
- platinum trophy is locked behind NG++
- all the endings are anticlimactic and feel like an afterthought
- horsefuck valley is bullshit

Magic Moment(s): The first meeting with Aldia, first experience of a memory and the entrance and boss area of the Burnt Ivory King.
Bosses killed on first try: Last Giant, Dragon Rider, Chariot, Looking Glass Knight, Skeleton Lords, Last Sinner, Rat Vanguard, Mytha, Covetous Demon, Guardian Dragon, Demon of Song, Velstadt, Giant Lord, Nashandra, Aldia, Sinh, Alonne, Gank Squad.


Verdict: Contrary to popular belief, Dark Souls 2 is very much a worthy successor to one of the most influential games of this century. It adds elements to the formula that enrich the gameplay without diverting too much from the core ideals of the series. Even though some of the flaws of the first one are retained and the homages tend to be too on the nose, the huge world and manifold secrets are as fun to explore as ever, making it tough to drop the controller until the ending credits roll. In this version in particular, the technical performance and generally high quality in all departments also serves as a benchmark for a great remaster. (I played this exclusively offline and cannot speak for the online gameplay).

Ultimately, Dark Souls 2 therefore really feels like a fresh experience that wants to build on the structures that came before it, and the end result is a marvelous game that, even in moments of frustration, is challenging and rewarding in equal measure and a great experience for any fan of the series.

Pros:
+ cute pixel art animation and great character design
+ core golf mechanics are simple and easy to learn
+ ace card system adds a lot of gameplay options
+ unlockable abilities are permanent
+ binder system allows ace cards to carry over between runs
+ biomes interact with ace card abilities: fire burns vines etc.
+ maps are hand-crafted and offer various routes to the hole
+ practice course is a fresh idea and always available
+ curse holes are creative and satisfyingly challenging
+ save scamming is possible (and highly encouraged)

Cons:
- extremely high difficulty curve
- mid- and endgame difficulty is just too high to be enjoyable
- roguelike design feels tacked on
- camera cannot be zoomed out during play...
- ...so the ball is always played blindly over the map
- map overview menu is extremely slow and buggy
- map introduction cutscene is useless and shows no viable paths
- teleporter routes are not transparent and amount to gambling
- not every position of the ball can be meaningfully played
- no way to slow down the ball or angle selection in play
- most ace cards are timing-based and too tough to control
- spinning move is helpful but exceedingly tough to control
- shops cannot be re-entered
- buggy on release and still glitchy after the most recent updates
- no post-game content or replayability options

Playtime: 5 hours for one playthrough, with plenty of save scamming during boss fights.

Magic Moment: Using an elemental card for the first time and understanding courses and shrubbery in a new way. Discovering save scamming and realizing that the game works best without the frustration of its tacked on roguelike design.

Blahgic Moments: Using the spinning move to just slightly push the ball over the edge and right into a body of water - many, many times in a row. Playing the ball from an impossible position and not even ace cards offering a viable option.


Verdict:
Cursed to Golf is one of those games that you want to love but you grow to dislike the more you play it. While most other golf games define themselves by the transparency or simplicity of their mechanics, the creators of Cursed to Golf opted to artifically inflate the difficulty with a crippling, close, and ultimately limiting camera perspective that turns actually playing the ball over a course into a needlessly frustrating challenge. While the ace card system allows for plenty of options to move the ball over the handcrafted but randomized courses, the constant lack of information on how to best proceed in any given direction - what teleporter to use and where to end up after using them, what TNT to explode, guessing which path is the quickest in boss fights - is a severe limitation that greatly diminishes the enjoyment of the mechanics.

There is some fun to be had here for bleeding edge fans of golf games and players willing to save scam, but anyone with a low tolerance for frustration and randomness will bounce off of this quickly and should skip this game.

Pros:
+ looting and leveling up never gets old
+ streamlined interface and controls on consoles work splendidly
+ dodge move is a welcome addition to the vocabulary
+ trap kills and other environmental elements are smart innovations
+ the quality of the loot is roughly estimated before pickup
+ the sound design and music are as great as ever
+ incredible technical performance on PS4 Pro

Cons:
- comic art style is unbefitting of the series and setting
- single player feels unfinished and generally neglected
- story mode and endless audio logs are forced upon first time players
- settings are mostly recycled from D2
- quests are mostly fetch quests and offer no variety
- no build variety and RPG elements are locked behind the level cap
- difficulty level is generally far too low, with options locked behind progress
- life restoration equipment and reworked potions make combat mostly trivial
- item durability has basically been made redundant, removing strategy from the gameplay
- most passive skills are just entirely useless
- damage number inflation is silly and breaks the immersion
- item management has been dumped down and is unrewarding (especially compared to the PC version)
- bosses are recycled from previous games and have become talky parodies of themselves
- final boss of Act V is a brick wall with cheap attacks
- animations are choppy and feel unfinished (attacks into thin air, rolling recovery etc.)

Blahgic Moment: Entering the same old desert from D2 and almost falling asleep from the boredom.
My Class: Crusader, finished at level 70 with a few Paragon levels.

Playtime: One long, tedious weekend in April, single player only.


Verdict:
Long before the spineless betrayal that was Diablo Immortal, Diablo 3 already watered down the core tenets of the franchise and chose mainstream appeal over quality: its streamlined approach to the classic gameplay loop and fantastic atmosphere created by the first Diablo and perfected by the second has been turned into a casual, tedious experience for the masses. Even with greedy ideas like the auction house removed from the console version, the game appears to be solely designed around multiplayer and the endless repetition of a handful of dungeon ideas, with solo players able to get through the entire campaign in a weekend. The laughably low difficulty makes suicidal runs into enemy positions a viable strategy, and with the exception of some of the later bosses, mindlessly circle-pushing the skill buttons will win you the game without even looking at the screen. In fact, I used my first potion at the end of Act I by accident, died for the first time at the end of Act IV because I wasn't paying attention and only ever got stuck on the boss of Act V because it is flatout badly designed. Additionally, there are no memorable set pieces or boss areas to be found, and the events on the overworld are rare and not worth discussing.

It's no wonder that this game is mostly ignored by the fanbase, which has largely opted to stay faithful to Diablo 2 instead, and I don't think there is any reason to play this ever again... or even once. What a fall from grace for this series.

2020

Pros:
- deep integration of gameplay, setting, music and story
- artistic elements such as the art and voiceovers are of exceptionally high quality
- great character designs and diverse dating options
- outstanding soundtrack and vocal tracks by Ashley Barrett
- fast paced, responsive moment to moment action gameplay
- practically endless replayability and accompanying dialogue

Cons:
- starting weapon is the weakest and least versatile
- small amount of weapons and upgrades
- very limited number of biomes and enemies
- opaque boon progression and combination system
- very limited number of bosses for a roquelike
- steep difficulty progression in the beginning...
- ...until you have finished your first run
- limited number of surprises after the True Ending (which can be accomplished pretty quickly)
- the reason for the restart of the loop is a bit too convenient before the True Ending (and a bit silly afterwards)
- maxing out large amount of collectables gets overwhelming
- Nectar is too rare for its importance and its trade sequence is too expensive
- Hades voice is a bit overdone

Magic Moment: The first encounter with Eurydice and her accompanying song. Such a lovely moment of peace in a very hectic game.

Verdict:
Millions of players and dozens of awards have crowned Hades one of the best games of the past few years, and I simply have to agree with the general consensus. Not all gears might be working in sync after the first few amazing hours, but this daftly designed and beautifully presented action game is an instant classic and another milestone for Supergiant Games. Bravo.