Generally a delight. Environment design is a triumph, hitting a poetic balance between realism and wonder. Fantasy fiction with a realistic underpinning sums up the plants, the gameplay and the milieu - fits together wonderfully. My gripe is that some of the later puzzles can be irritating in an old-school adventure way, where you know exactly what the puzzle solution is but can't hit the order or particular manner of solution the designer intended - a hint system of sorts would have smoothed that significantly and wouldn't turn a lovely experience into one with moments of frustration.

Truly ambitious scope, and while the narrative and presentation does have its flaws, at its best its affecting and compelling. It's great to play something that has a film-makers eye for themes, visuals, motifs etc. It's a story that will stay with me.

A more-ish puzzle battler, a match-3 variant in the style of columns, but with a smart system of unlocking squares to create chain reactions, similar but with an extra layer of strategy on Puyo-Puyo etc? My favourite of the early psx releases (a launch title in Japan?!), and where a lack of Japanese doesn't harm the experience much.

With mouse control this is the closest simulation to the actual sport, the feeling of actually lining up your cue and judging a shot at your own pace. But in practical terms Virtual Pool 3 is a more refined version with the same feel.

So impressed. In many ways an epic piece of storytelling - it goes places I didn't expect, and rounds out many characters in surprising ways. The ambition of it is quite jaw-dropping - I expected an indie effort but this feels very lavish and extravagant, a major contribution to the medium.

The visual conceit is a triumph frankly - the static but visually compelling images give the piece a vivid graphic novel feel rather than uncanny valley avatars we're used to in gaming. The voice-acting and is-it-actual-acting? are excellent throughout - very touching and artistically coherent.

To really enjoy these interactive dramas you do have to understand the form a little. There will be dead ends and loose ends that don't tie together due to the interactive format. There will be unsatisfactory choices that serve the interactivity of the story rather than the full desires of the player. I feel as these games develop we're maybe coming to understand and tolerate these issues, and be sympathetic to their constraints rather than frustrated that they're not something else (ie more like movies or tv) - I know I am.

2022

Expertly made, thoughtful, with a light touch. The narrative is just a little less than perfect with a weaker second half. But the production value and design is fantastic, all built around the game's light touch of control that is unique and constantly playful.

Impressive. Pretty much does I think everything that's possible to take a 2d style shooter into epic 3-dimensional levels. Very breezy, easy-to-like playthrough.

She doesn't like bread crusts - hard to relate...

Only tried the demo. Single-screen bullet-hell levels. Feels fresh - not sure I've played quite this style of shmup before.

Demo only. Well presented. Nice idea, 2D golf but with an underworld setting, procedural elements, card system, after-touch etc. Would it be enough to retain the interest for a full 18 holes? Hmm...

Demo only. Very nice fast-moving platformer, smart set of skills makes you feel powerful and elegant when you pull off the combos. Reminds me of... Sonic?!

A light snack of endearing interactive illustrations built around the viewpoint of High Smileson, who smokes a lot of weed and has a series of rhyming responses to his experiences in the world. Not sure its a coherent state of being given the struggles we face, more a light-hearted escape for a few minutes.

Seems a very competent game that resembles a Subnautica in space, but I found the fourth-wall breaking humour to be incredibly grating almost from the first few seconds. Not my vibe.