There is something deeply ridiculous about Gamers™ complaining endlessly about games that are not action-orientated ("walking simulators" etc etc), whilst a game like this gets away with pushing all the most exciting and intense moments of action into cutscenes whilst the fighting you get to actually engage in is largely the repetitive, in between grunt-work. The game thinks having a bunch of quick-time events included will make up for this but being forced to constantly be alert for button symbols appearing on the screen rather than getting to enjoy the show is somehow even less immersive.

This kind of style-over-substance approach echoes throughout the whole game. The myriad climbing sequences feel oddly emblematic for this; nothing can actually go wrong in them meaning that despite the perilous context for them (clinging to the side of mountains and buildings by just your hands, leaping great distances from one to the next) there's never any reason to feel any actual tension or danger, it's just meant to look flashy and plays out closer to an interactive cutscene than actual gameplay. The single-shot gimmick is another great example, there's no narrative or thematic reason for it, it leads to the camera feeling needlessly claustrophobic a large amount of the time, but it looks impressive and that's apparently all that matters.

The combat is largely tedious. The occasional moments of excitement from the first few hours largely dissipated as the game made me fight the same collection of enemies, and the same troll and ogre mini-bosses, over and over right up until the end of the game. This overuse of the same enemy designs starts to feel even more grating considering the game's habit of cramming in additional fights wherever it possibly can, even when it doesn't make narrative or tonal sense, out of fear that if you go more than five minutes without attacking something you might get bored. The two modes for most of your fighting, beyond special attacks that leave you invulnerable or near-invulnerable for their duration thus draining tension from what's happening, are either keeping your distance and using projectiles whilst your son Atreus keeps the enemies distracted (which is both painfully slow at times, whilst also just feeling bizarre because Atreus is with seldom exceptions actually invulnerable to damage in combat), or getting in close and mindlessly button mashing until the enemies roll over and die (which is just boring). There are lots of fancy additional close-combat moves you can use but the game never really gives you the motivation to learn them, so it largely ends up being just this for the entire playthrough, as you fight the exact same enemies fifteen hours deep that you were fighting at the start of the game.

There are many ways to make the combat not get quite so tedious by the end, but the simplest one is to just have the game be more compact and streamlined, yet all throughout the game instead pushes to be larger, more expansive, with as many features as it can fit in. People like rpg systems, so why not cram in gear crafting and upgrading and all sorts of different enchantment systems? Never mind that it never makes the combat feel like it plays any differently, or that the best approach to these needless sprawling menus is to just use the things that have the biggest numbers. People like open world games, so why not do that too? But God of War's notion of exploration is mostly just wandering around the lake in a circle, ticking off locations one by one. The game also just features countless collectables, all kept track of in the map screen, as if you can't include anything within a game without it making some resultant number go up.

God of War had a surprising amount of narrative focus, and there's some genuinely cool moments. I enjoyed a bunch of the early-game content surrounding Freya, Baldur is compelling right until the game just forgets he exists for the vast majority of its story, and there's some potentially really interesting stuff in here about familial trauma, abuse and neglect that the game doesn't come close to having anything impactful or coherent to say about in the end. This is its whole own problem as hinting at Kratos's abuse and neglect towards his son (and never even confronting that in any sort of meaningful fashion) clashes pretty harshly with framing him as someone whose every punch should be thrilling to us, in the same way that his talk towards the end of the game of stopping the cycles of violence clashes with the fact that all game long the finishing moves zoom in on every gorey detail, trying its best to make the tearing of flesh and sinew seem salacious. Even the framing for the story is off here, and downright enraging; every single time you're sent to one corner of the world to see a character who can supposedly help you on your quest you can bet they'll be ready to retort that sure they can help you but first you need some obscure item from some other corner of the world. The story is never allowed to flow, always nestled between countless fetch quests, and sometimes fetch quests within fetch quests.

By the half-way point I was extremely ready for this game to be over, but I kept persevering due to some combination of sunk-cost fallacy, a curiosity to see where the story would head, and irritation that the game seems near universally acclaimed. God of War is certainly very pretty, but there's so little of worth here beyond that.

The real reason Bloodborne owns is that there are a truly absurd number of wives in this game, including;
- Lesbian Wife (Lady Maria)
- Other Lesbian Wife (Eileen)
- Likes-Biting Wife (Thiccer Amelia)
- Eldritch Monstrosity Wife (Ebrietas)
- Dollification Wife (The Doll)
- Medfet Wife (Iosefka)
- Breeding Kink Wife (Rom)

Anyone who was shocked by Miyazaki admitting he's a masochist really wasn't paying any attention

The opening few hours of Inscryption are legitimately fantastic. I always liked a lot of what was going on in Slay the Spire but that game is dragged down so much by its incredibly bland aesthetic that just makes me think back to playing Flash games on Newgrounds as a teenager. Inscryption takes that deckbuilder core, adds a really cool, evocative spin on it with the sacrifice mechanic, but most importantly nestles this within a deeply unsettling, intense aesthetic that really sells the whole experience on its own. There are a couple moments that didn't land perfectly for me in these opening few hours, but overall I was very excited to see where the game would head.

I'm not going to spoil any actual story content from this point, but I will be talking about mid and late-game gameplay mechanics changes. I think there are people who will be suitably put off from the whole experience once they know the direction these mechanical changes head in and may value getting to read about these ahead of time, but if knowing anything about the direction the game's mechanics head in is going to upset you then stop reading now.

At the end of these first few hours of the game Inscryption's gameplay becomes markedly worse. It turns into a trading card game, as opposed to the first section's deck-builder nature, a genre that is just a lot harder to make actually work. A part of the problem is that the sheer elegance of the game's original mechanics is hurled to the wayside as it becomes bogged down under the weight of a bunch of new mechanics, whilst constantly tuning and retuning your deck from a vast pool of cards makes for an unbelievably worse gameplay loop than what came beforehand. Arguably an even bigger part of the problem is that the aesthetic is just so much less compelling in this second part too, and the aesthetic was so much of what sold the first part of the game. Taken outside of the context of existing inside a larger whole this second part of the game is something I would consider at absolute best mediocre, and would be upset to have spent money on had something like this been expanded into a full game.

Another major mechanical shift comes later on, and this third part of the game returns to something closer to where the game was originally at. It lacks much of the earlier tension and magic, and the aesthetic is much worse too, but it acts as a fine enough diversion and has a few genuinely very enjoyable moments.

So there's one outright great section, one just barely passable section, and one third that is decent enough. So why am I not higher on the game, does this first act being so impressive not justify the latter mediocrity? A part of the problem is how disappointing the whole affair ends up being, never fully living up to the promise it shows early on. A bigger part of the problem though is what I gather is very much Daniel Mullins' schtick.

Inscryption has a lot of meta content that takes an increasingly larger presence on the game's stage. I knew this going in, as I'm sure anyone familiar with Mullins' name would be, and was curious to see it all in action. Whilst there are certainly some cute, enjoyable moments to it, especially early on in the game, so much of the meta content in this game is just shocking and weird for the sake of being shocking and weird, rather than having any actual substance to it. The whole experience just felt very hollow to me, and at its very worst the game can feel anywhere from scattered and unfocused to actually just downright childish.

It's just so frustrating because there's something wonderful in that early part of the game, and then it goes and turns into this.

I choose to believe that Swery's intentions were good with this game, and I'm glad it seems to have genuinely helped some people, but I'm so tired of trans stories being portrayed just through the struggles of dysphoria rather than through the growing confidence and happiness that transitioning can lead to, through the pain wrought upon trans people by society rather than through found family and the comfort of finding others who understand you. The overwhelmingly vast majority of the game's runtime is spent deep in a mire of sadness (that read to me as almost comically over-the-top edgy at its worst points), and for a story that claimed to be about regeneration I wish there was more joy to be found here.

It also honestly just feels egregious to me that the primary gameplay mechanic of a story about a trans woman revolves around solving puzzles by choosing to amputate, immolate or just generally tear your body to pieces. This is problematic both because of how eerily reminiscent it feels of various TERF talking points (how they refer to gender-affirming surgeries as "mutilation"), and also because I don't want to be forced to hear our trans protagonist's leg bones crunch apart for the fiftieth time in the game. Trans people shouldn't be forced through the level of extreme pain this game asks of its protagonist just to be allowed to opportunity to finally heal, grow and be happy.

Legends: Arceus is incredibly fortunate that it's a Pokémon game, as there's a lot here that would be nearly unforgivable in any other context.

The story has some nice moments, and a handful of enjoyable characters, but is achingly plodding, tedious in its repetitions, and ultimately overstays its welcome. The core gameplay loop often feels like it amounts to little more than making numbers go up and ticking boxes. The boss fights were actually pretty enjoyable to me just because they broke up the core gameplay loop, but they do amount to an E-Grade Souls rip-off with some pretty bad game-feel. In general I think game-feel is something Legends: Arceus really struggles with, especially when this aspect collides headlong into some of the ways where the game feels unfinished (attempting to traverse hills and edges of terrain makes this really obvious).

The game also feels like it is suffering a bit of an identity crisis at times; a common occurrence for the first half of the runtime is that you'll end up in a battle with some story character, you'll have six monsters to their one or two meaning you can never really lose no matter what happens, and then as soon as you win your party is healed for you. It's like they didn't want the trainer battles to define the game, but were too scared to move away from them to a more dramatic extent in case the lack of them might disappoint long-time fans.

Easily the most damning problem though, and the one I really can't shake, is the world design. These environments are just so lifeless, so lacking in intrigue. Big, bland, bumpy, and ultimately distractingly ugly, expanses that exist solely to plonk down critters upon. If you removed the Pokémon themselves from the equation it's hard to imagine people actually wanting to exist in these spaces, or having any real desire to explore them.

Legends Arceus has a lot wrong with it, and yet despite this it is still a Pokémon game and this does some serious heavy lifting in its favour. Despite all my many complaints, sometimes you just see the most perfect, adorable little critter wandering around in the wild, you crouch down in the grass to try and sneak up on it, and in that moment it's hard to harbour any ill-will against what's going on here. Pokémon has always been a franchise that carries with it an incredible amount of charm and the best moments in Legends Arceus are the ones where that charm shines through, and for all the game's faults I was left smiling more than this review might suggest just because it's hard to feel too bad when you get to spend your time vibing around all these lovely monster-friends.

I honestly didn't expect any game in the Souls series to surpass Dark Souls for me in large part due to an awareness that the most compelling aspect of that game, its rich, deeply interwoven world that is so well realised that it sears every corner of its map into your memory, is something I wouldn't again find in quite that form in any of the other three Souls games.

Dark Souls III knows it can't really compete on those terms, so instead does something completely different. It accepts a more linear path, much more linear than any of the other three Souls games by a fair margin (though still with a great deal of exploration to engage in within each individual area, never sacrificing the sense of intrigue, mystery and discovery), and engages in this style with intent; Dark Souls III is the most narrative of the Souls games, taking you on various emotional and thematic arcs in your journey across this waning land, arcs that can only exist with as much potency as they do thanks to the game knowing the order everything will be seen in. Rather than trying to be what the other games are, Dark Souls III gets it is best to be something proudly distinct.

The obvious retort here is how can you say Dark Souls III is interested in being something distinct when it has such a deep attachment to the past, bringing back so many places and characters from former games, how can that be consistent with all these references that are littered everywhere. But again, just like with the game's more intense linearity, Dark Souls III ending up this way isn't due to being lazy or cashing in on the success of the Souls series, this is intentional. These references are serving a very particular effect. In its dying days this world is crashing in on itself, colliding with other worlds, time and space becoming unhinged as this age approaches its final moments, and these echoes of former games, so many of them off-putting or bizarrely, indescribably nonsensical, are the most unsettling way to make this felt. There are so many moments where these references put a smile on my face, only to be followed up with the feeling that it doesn't feel quite right, this sense of unease creeping up on me.

The feelings this game engenders are so intentional, and so powerful, and I think thematically it ends up being the richest, most fascinating entry in the series as a result.

Even beyond all of this, beyond all the ways the game's seeming weaknesses somehow act as marked strengths, and beyond the depth of emotion found within all of it, Dark Souls III is also just fun. It is the most refined of the four Souls games, learning a lot of lessons from what came before it. There's still some amount of arcane nonsense that is hard to ever really work out on your own, secrets within secrets, but importantly this stuff doesn't touch the actual mechanics of the game of the game so much anymore. In terms of understanding how to play the game Dark Souls III ends up being the most accessible of all the Souls games and is all the better for it, with a bunch of quality of life features present also that manage to make the game more pleasant to engage with without ever compromising the game's emotionality or sense of fascination.

Dark Souls III has easily the highest floor of the Souls games, with a level of consistency that is wildly unheard of in the series. Meanwhile the high-points for me rank as the very peak of the series partly due to the stellar art direction, partly due to the game taking Dark Souls' macro-world design and trying to apply it on a more micro-level to fit within this linear approach (everything about the design of the Cathedral's map is just a work of art), and partly because Dark Souls III's increased sense of narrative spreads to boss fights also making so many of the best fights into actual stories packed with emotion, awe and fascination, with the mechanics of these fights complimenting the stories being told so beautifully.

It's genuinely amazing to me how Dark Souls III manages to all at once iterate and develop on what came before it in a way that fully understands it could never exist without these earlier entries, whilst also keenly charging forth as something so different from these earlier entries, boldly and unapologetically.

I've quickly developed an intense love for and fascination with this game. Probably the most remarkable thing about it for me is how the world and story can both feel really fleshed out, immersive and engaging, and then some new detail will emerge that shakes up the very foundation of all of this in some big way and yet this space you're engaging with becomes more convincing as a result, not less. It's amazing to me how the game manages to keep redefining your relationship to it in this manner, and yet the effect was always such as to draw me in further rather than push me away.

Somehow for me this process continued even after the game had concluded, with the side materials (https://theark.wiki/w/I_just_got_Ending_E) redefining my relationship with aspects of the game too. The word 'journey' is thrown around a lot, but my experience with this game was quite literally an emotional journey, one that even brought me to tears at points, a journey that continues even after the game has reached its end.

As well as being incredibly well designed from a narrative perspective, the philosophical ideas the game tackles are fascinating, and the way in which the game's structure is built with these in mind is something that is honestly kind of remarkable. My first time completing the game (by which I mean, getting to ending E) was, in this sense too, a journey, but there's also this feeling that there is so much to be unpacked here, and so much that only grows in impact once given full context, that I can see myself continuing to think, feel and explore new emotions, thoughts and ideas on repeat playthroughs. Despite tackling heavy, challenging ideas though, the game is good at managing to not be too heavy except when it needs to be; it has a delightful sense of humour, and is very willing to be silly at the right moments. I can't even begin to imagine the balancing act involved in making all of this work at once.

I have a dear love for these characters, with all their human imperfections and struggles, their hopes and dreams and fears and losses, and the world you explore with them is wonderfully realised. This is both in terms of the detail with which it evokes this dystopia, and also on a technical level of how beautiful these environments are and how well the music compliments them, helping evoke the emotions caught within these locations.

I don't think the game is wholly perfect by any means, though the imperfections rarely annoyed me for any great length of time. The side quests lean a bit too heavily into fairly simple fetch quests, and a handful of the side quests are just frustrating; that said the process of completing side quests feels rewarding with many of them meaningfully contributing either to world-building or the game's philosophical concerns. The base combat can get a bit repetitive after the 20 hour mark or so, and you can easily find yourself over-levelled for the fights you're engaging in; that said there's a gracefulness to the movement in the game that makes the combat generally satisfying, and the game is keen to dip into different genres and styles to try and mix things up and present different experiences.

I could probably list a few more minor complaints like this but it always feels like there's some twist that makes it actually fine, and like ultimately it just doesn't matter because everything else the game is doing in evoking this world, telling this story, and calling forth these emotions, is just so good. I can't remember the last time a game made me care this much, and feel this much.

One of my favourite traits of Fromsoft's work on their assorted Souls games is their ability to make worlds feel larger than they actually are. The way these games will have you be able to visually see in the distance places you will reach over ten hours in the future, or looking back and seeing where you journeyed from and feeling so small compared to this world around you. How the very existence of illusory walls makes it feel like there could be a secret hiding basically anywhere. Huge chunks of content being hidden in compelling, obtuse or even outright bizarre ways, with no concern for the notion of players missing out on literal entire regions or multiple major boss fights as a result, leading both to excitement and surprise when you manage to stumble upon these secrets or figure them out on your own, and to those amazing moments where you get to share discoveries with others or learn from them, the game repeatedly opening up to be even bigger and more mysterious somehow. I typically don't love the npc quests in these games but even those, with their habit of careening off-course as if some player's unfortunate choices unknowingly ruined their dungeon master's plans, make the world feel somehow larger than you and beyond your strict control.

This is also why I think lore videos for these games have ended up coming awfully close to just being their own miniature industry. You're always playing as someone showing up long after the main event has already concluded, with the history of these worlds and characters being something spoken of in riddles and hidden in item descriptions of the relics you find, etched into the environment around you. You have to piece together what happened to get the world to this state from incomplete information, often with the gaps leaving things up to player interpretation. Yet again this all leads to you feeling very small, and the world around you feeling incomprehensibly large with a history so rich that someone as inconsequential as some random undead/hunter/unkindled can't possibly hope to fully grasp all it.

A lot of this would be considered by many to go against a lot of principles of Industry Standard Good Game Design™, but the sum total of it is game worlds that become just endlessly fascinating and evocative to the people they connect with; it turns out designing games is a lot more than just fulfilling a bunch of heuristics on how games and narratives should look, and FromSoft's holistic approach to how the design and lore of these worlds interact with their mechanics is such a great example of this.

This is the environment into which Elden Ring is born. On the one hand an open world game feels almost inevitable in some sense; FromSoft has spent so much time designing game worlds that have their first priority set as making you feel miniscule contrasted with your environment, the player often feeling like a footnote in a long and storied history, and so going ahead and making these feelings come a bit less from smoke and mirrors and a bit more from something literal feels like, at the very least, something they must have been curious to experiment with ever since the original Dark Souls' deeply interlinked, almost Metroidvania-esque map design. On the other hand, isn't it a bit redundant? If they're already instilling these emotions in people what is there to gain from actual, physical vastness, and wildly excessive runtimes, and aren't there just too many costs involved in pushing your game to be this large? This forms the central conflict at the heart of Elden Ring's existence, and whilst I do largely have a lot of fondness for this game, laying out the conflict in this manner makes it very easy both to see why some people are so besotted with Elden Ring, and also to see why others feel like FromSoft jumped the shark here compared to their previous work. Towering, spectacular, intoxicating ambition meets the awkward reality of trying to make that sense of scale be something rendered so literally in a world where realising that takes unfathomable hours of labour.

If you had asked me what I thought of Elden Ring 30 hours into my playthrough I would have said it felt like one of the best games I'd ever played, and that I was anticipating the possible reality where it ends up becoming my favourite FromSoft game. This opening act for me was frankly magical, and really shows what FromSoft can bring to open world games as they apply many of the principles that they approached their previous Souls games with but on a grander scale. I'm going to avoid explicit spoilers here and make oblique references instead, but the manner in which I first discovered Caelid and Leyndell, how you are shown Siofra, and interacting with The Four Belfries for the first time, all rank as some of my favourite moments in gaming as multiple different tricks are taken advantage of, that follow through on FromSoft's usual strategies but writ unthinkably large, to impart a sense of scale, wonder, curiosity and awe on the player. Combine these tricks with how rich these environments are to explore, the handcrafted element that even the various catacombs or caves had to them, and the ways in which, in stark contrast with other open world games, ticking off lists and markers is heavily de-emphasised in favour of advocating for intrinsic motivation and player agency being much greater focal points of your journey, and I found exploring the Lands Between simply enchanting.

If you had asked me what I thought of Elden Ring 60 hours into my playthrough I would have said it was a really great game, but one that is not without sizable flaws. This is the point at which the cracks start to show as the sad reality of trying to make any open world game is you're going to need to re-use a lot of content to make that achievable. The Erdtree Avatar fight that I'd really enjoyed several hours into my playthrough had been repeated to the point where it had become mundane, the wriggly Tree Spirit I'd found in Stormveil Castle that really wasn't very fun to fight but was still interesting because it was a fairly unique encounter was, apparently, nowhere even close to being a unique encounter, and almost any boss that I found in a catacomb or cave would end up being dredged up again, sometimes multiple times, sometimes even as a normal mob enemy. Even some of the wonderful early-game surprises become diluted a bit as they're repeated, the recurrence of the walking mausoleum being the saddest example to me. The crafting system, that I touched only a handful of times in my entire playthrough, is very much a symptom of the open world format too; you need something you can scatter around the world for players to pick up, some reason for them to jump to that hard to reach ledge, but you can only put so many runes and swords and hats in the game so crafting materials start to seem like a necessity and yet it's hard to say that they really add anything to the game except more menus and a slight pang of disappointment when you finally fight your way to that shiny purple item and it turns out it's just another Arteria Leaf.

Despite this I understand that these design decisions are largely just a necessity in a game this large, and outside of them the game was a really great time for me at this point in my playthrough. Exploring was still lots of fun and whilst the exciting moments of discovery had become a bit less frequent they were still there, often delightful, and the quieter, emptier moments found in areas like the Altus Plateau made for a sense of palpable loneliness that served the game well. Build variety felt the best it ever has to the point where I was toying with the idea of a second playthrough later this year. Ranni's and Fia's questlines were very compelling to me, emotionally, narratively and in terms of the physical journeys they involve, and are among the highlights of the game. The bosses felt like a clear step down in quality from Dark Souls 3, but there were a handful of fights that were still really enjoyable to me in different ways, and the game has a great sense of spectacle that sold even some of its overwise more uneven fights.

By far the most impressive portion of the game at this point were its legacy dungeons though. Even the weakest ones among these are still largely fantastic, and the level design in the two highlights, Stormveil Castle and Leyndell, is among the finest work FromSoft has ever done; packed with secrets to an almost ludicrous extent, constantly looping back in on themselves in really cool ways, and with great encounter design throughout. I adored these portions of the game, but I could never fully shake the notion from my head that if the very best portions of this game are the bits that are contained to a single zone then why exactly is it open world?

Sadly, this is where things start to really drop off for me. My playthrough landed at a little over 90 hours and I'm honestly a little exhausted? Leyndell was the highlight of the game for me, and after this area was complete I was very satisfied with my experience and honestly pretty ready for the game to end soon but it just kept going.

A part of the problem here is that I'm not convinced a game like this was ever meant to be this long; the various Souls design tropes that are very entertaining in a shorter game start to wear thin when you're seeing an enemy with their back to you mournfully looking at an item on the ground for the 25th time. A part of this too is that reused content was starting to rear its head to an absurd extent; a beloved enemy type that I was thrilled to see be brought back and placed in a tonally appropriate area earlier in the game would go on to reappear a few more times in areas much less fitting to it, earlier enemies in general just get brought back far too much (the hands are a great example of this; I adored their first appearance and how well suited they were to that locale, and every appearance since felt like the game was just struggling to know what to fill the environments with), Erdtree Avatars, dragons and Tree Spirits showing up yet again would just start prompting eyerolls from me, even a storyline boss from earlier in the game could be found roaming out in the wild in multiple different places. In possibly the most insulting example a secret boss from earlier in the game, that felt very important from a lore perspective and which was very visually unique and impressive, ends up reappearing as the final boss of an otherwise inconsequential cave. This is the sad reality of trying to make a game this literally vast instead of simply instilling a sense of vastness.

Despite all of this I think I would still have mostly been onboard with the late-game stretch, or would have at least been more forgiving towards it, if all the bosses after you leave Leyndell didn't just...kind of suck? There are far too many ridiculous AoE attacks with some bosses having a few different variations of these, shockwave attacks that hit on multiple different frames and so feel very janky and unintuitive to dodge, ridiculous combo attack strings that would appear a couple times per game previously become the norm now instead, every boss had multiple attacks with ridiculous wind-ups (again, a thing that was used but sparingly so in previous games) to the point that fights feel weirdly disjointed and impossible to sight read, multiple bosses are placed in the same arena without any real concern for how these are going to interact with one another, windows to get in attacks are narrowed to the bare minimum especially for anyone who wants to play the game purely melee, and there are a handful of bosses that are gigantic to the point where you can only see their feet as you slash at them oblivious to whatever is actually happening. In two different cases with these oversized bosses I felt like I spent as much time charging across the arena to reach them whenever they ran away as I did actually engaging in combat.

Many of these late-game bosses are just not fun, poorly designed, and beating them for me felt less like I learnt the fight and played it well and more like I just got lucky and rng landed correctly. Even that exciting feeling of how much build variety the game had started to slip away at this point; the late-game requires that your build be incredibly powerful and severely limits what things are viable as a result. Maybe this is just a case of FromSoft just misbalancing things or having an off-day, a bunch of the bosses in Dark Souls 2 are very disappointing too so it's not like this is a first, but I think this is actually the final, and most frustrating, manifestation of the downsides of open world games. It's so hard to keep one-upping yourself over the course of a 90 hour playtime, in a game with a colossal number of boss fights, that the only way you can guarantee the bosses become even more spectacular is to start pushing them in the direction where they also start to feel unfair too, and with how big the game is leading to there being so much game to test it's easy to believe that maybe these bosses just weren't given as much playtesting as they should have as a result.

I see everyone talking about how Elden Ring refined open world games and is going to change them for years to come and whilst I do think there are a bunch of elements of Elden Ring's approach to the quasi-genre that make for a more satisfying, rewarding, and less cloying experience than what you'd find elsewhere, I think ultimately it made me feel like the best thing this game could do for open world games is convince more developers to just make tighter, more refined experiences instead.

I wouldn't blame someone for being just completely turned off of Elden Ring by these problems that crop up in this final stretch. It left a really sour taste in my mouth at points, even in between moments of still genuinely enchanting imagery and art direction. Ultimately though I really loved so much of my experience with Elden Ring in its earlier hours, and there are many moments from this game that will stick with me for a long time, so despite its fairly severe flaws I can't help but find a lot of love in my heart for it regardless. Elden Ring is a display both of the reasons I love FromSoft's approach to game development, and of why I hope they never make another open world game again.

Xenoblade Chronicles is a game of unrelenting excess.

This is a big part of the game's sense of spectacle. The game's setting, located upon the bodies of two colossal titans caught in a freeze-frame of an ancient battle, is one of the most startlingly imaginative world concepts I've ever encountered. As you explore these titans you explore mammoth, gorgeous regions, the best of these conjuring up a sense of wonder (Bionis' Leg is a clear highlight for me, but I also enjoyed Satorl Marsh and Sword Valley a lot), whilst the worst regions whilst still pretty get bogged down by their sheer scale (Eryth Sea is simply just too large, whilst Alcamoth feels weirdly empty and lifeless).

For every moment of wonder brought by the game's sense of scale, there was for me alongside it a moment of frustration. The game has just so many systems to it, some of which legitimately feel good to use and are engaging; highlights are the arts system where you choose a character's moves and level them up individually, and adding gems to your characters armour allowing for personalisation with their stats (although the sheer variety of gems felt very intimidating in a bad way). The flipside is that a lot of the systems feel excessive and like you could easily get bogged down in a miasma of trying to optimise every single number; again I won't give a complete list here, but at the very least gem crafting and being able to copy across skills from other character's skill trees are systems that feel entirely excessive, and like they'd quickly turn into nightmarish abysses if you actually wanted to seriously engage with them. All of this is to say nothing of the ridiculous affinity map of the relationships of every named character in the game, or the Collectopedia (a name which unintentionally borders on self-parody) where you can stash individual copies of various collectables that you will seldom use to get rewards that you will also seldom use. It's all just so much.

I have a similar feeling towards the side quests in the game, which there are almost 500 of. There are a handful that are legitimately pretty good and help add to the feeling of the locations you've visiting or that give you nice insight into these communities, but there are also an absurd number of generic fetch-quests, item collection quests or missions to go kill a certain number of a regular enemies where the game just turns into this flavourless mush, you just ticking off boxes to make the game give you more minor rewards and small pats on the back. Again it feels like if this was more trimmed down and honed the experience with the side quests would be good, but it so easily turns into this blur where after a couple hour session of completing side quests I'd not be sure I could actually tell you what I'd even been doing with my time in any detail.

The most frustrating thing for me among all of this though is the battle system which relies on MMO-style cooldown moves. The best battles in the game are very engaging forcing you to actually figure out a strategy, but the vast majority of encounters I found essentially reduced down to just mindlessly and obediently pressing whatever attacks are ready to be used again when the game tells you they've finished cooling down; this is even worse than it sounds because moves having set cooldown times means most fights will work out as you using moves in very similar sequences over and over too. Shulk's positional moves that reward you for attacking from the side or behind the enemy help this situation a bit but not nearly enough to carry the 60 hour runtime.

Whilst I don't like this battle system particularly I think it would have been completely fine in a shorter game, but as is I felt like by 20 hours in I was already mostly done with what amounted to doing the same fights over and over and yet the game was still going to path me through countless enemies (inside the Mechonis was the roughest bit in this regard where what could have been a cool two or three hour long journey instead took several hours due to how many identical robots you're dragged past to have identical fights with).

I think, ultimately, I find myself liking almost everything about Xenoblade Chronicles other than having to actually play it. If I'm sounding really negative it's partially just out of frustration that the actual gameplay for me really didn't live up to the promise of everything else the game has to offer, rather than me considering the game at all bad. The soundtrack is legitimately great, even if the battle music specifically suffers from over-exposure, and I can see myself listening to it occasionally once I have a bit more distance from playing through the game. The world is conceptually wonderful, even awe-inspiring at times. The cast is very likeable and easy to root for.

Even in regards to the story, what starts out as a fairly typical story of revenge eventually turns into a tale of breaking cycles of violence and learning to overcome fate via communication and the power of free will. Much of the story is solidly told with some reasonably affecting emotional moments, but in the final ten hours various different aspects pay-off very well, whilst the ending itself is all at once bold, fascinating, impassioned, and in its final moments downright soulful, so much so that its hard for me not to buckle and forget how deeply frustrating and numbing much of the gameplay that got me to this point was.

It all leaves me feeling very conflicted.

Say what you want about the frustrating dungeon design, intensely cryptic progression, deeply, relentlessly brutal, unfair and unfun difficulty level, tacked-on experience system and repetitive and bland aesthetic, despite all of this Adventure of Link has one huge redeeming feature that doesn't receive enough praise and that is that it did not kill off the Zelda series.

A game covered from head to foot in rough edges. This isn't necessarily entirely a bad thing; playing Demon's Souls earlier this year did a lot for me in terms of demonstrating how rough edges sometimes simply act as enduring evidence of quite how daring and experimental a game actually was (the fact that I learnt this from Demon's Souls is amusing considering quite how much both it and Dark Souls seem to owe the Castlevania franchise just generally). Sure later metroidvania-style Castlevania entries would polish this formula substantially, but even over two decades after its initial release you can still feel the mad creative energy and wild ambition at play here and a big part of the reason that feeling endures is precisely because Symphony of the Night isn't polished by contrast with its descendants.

The game is awfully balanced such that whilst the first couple hours are minorly challenging, your stats quickly out-scale the enemies to the point that much of what follows becomes a cakewalk; there were even multiple late-game bosses that were only dealing one damage per hit to me. Some squares of your map stubbornly refuse being filled in until you've traversed every pixel of them thrice over. Between spells, fighting-game combo moves, weapon special abilities, weapon synergies, transformations, the game has a pile of systems much of which you'll likely hardly interact with, especially considering the aforementioned difficulty issues provide little reason to when everything just dies to you spamming your basic attack. Your weapons all feel broadly very similar to use, each just lashing out directly in front of you a short distance, whilst your side-weapons get horribly out-scaled such that by the second half of the game they (and all the heart pick-ups you'll keep receiving for them) might as well not exist. Meanwhile that second half of the game just feels like busywork, much of the excitement of discovery replaced with painstakingly re-combing every corner of the map.

Symphony of the Night is wildly imperfect, to an extent that might make even this four-star review seem overeager. The thing is, though, that it's also a deeply ambitious game; the scale of the castle, each area drenched in its own compelling vibe, and how the game then re-contextualises all of it in the bold mid-game twist, how the game tries to allow you a great sense of freedom in your traversal of the castle never leaving you with the sense of being railroaded down one particular path and always leaving you wondering whether you're actually even doing things in the intended order, the interweaving of countless different rpg mechanics into action-platformer gameplay, the sense of mystery to the whole thing, strange secrets hidden in increasingly bizarre, arcane ways that should really annoy me but instead just serve to make the game feel so much more sprawling and enigmatic. There's this feeling to the whole affair of constantly throwing new ideas at you whenever it possibly can, refusing to let itself be boxed in by audience expectations, and whilst the rough edges here can certainly be frustrating, confounding, or even just an outright drag, they also serve to keep Symphony of the Night's relentless creative energy feeling fresh even after all the imitation and iteration that has come in its wake.

It's truly baffling to me that you can make a game about dreams and perception of reality and have such a huge proportion of it be just making the player walk down bland hallways, the same uninspired motifs plastered everywhere over and over, whilst the player desperately hovers their cursor over everything they come across to find whichever object the game arbitrarily deems interactable.

It feels like so many developers misunderstood what made Portal great, thinking that it was just the light spatial and physics puzzles accompanied by silly, fun voiceovers, when actually it was the fact that that game pushed into territory that felt legitimately experimental, surprising and exciting in the context of mainstream videogames fifteen years ago. There are a handful of cool moments in Superliminal, more than my rating really implies, but it genuinely left my imagination feeling sapped from the experience as I longed for it to stop telling me to think outside the box until such a point as it had actually done so itself.

Two things strike me as kind of unbelievable about this game. The first is that this was somehow made on the same console as the original Super Mario Bros, a game which feels incredibly creaky and antiquated nowadays, whilst Super Mario Bros 3 both still controls well now and isn't that far off aesthetically from a product I'd be fine with seeing released nowadays.

The second is how, despite countless games since SMB3 imitating it and reusing its ideas, even now you can still feel this game just oozing imagination. There are close to no moments spent in the game that aren't either introducing a new idea or developing a previous one in an interesting way, and whilst not all of those ideas are necessarily good even the duds are largely excusable because you'll be only moments away from something far better.

38 pages. That's how long our Google Doc was for this game, myself controlling the leading archaeologist Lemeza whilst my girlfriend assembled this fastidious record of game text (some parts given to us, others hand-translated), environmental clues and ancient drawings; seeing this document come together is like living inside that Pepe Silvia meme, bizarre connections constantly being drawn between disparate hints scattered several zones apart, a riddle from the second area of the game still highlighted halfway through the game because we somehow haven't found a use for it yet, a note saying to return to that statue for the twelfth time at some point because goddamn did it ever look at us funny. The thing is though that in La-Mulana all those moments that make you feel like you're going crazy are just true; hints or strange inklings that have bugged you forever will turn out to be helpful 30 hours later halfway across the map, no flavour text or background detail is safe from turning into critical information, and against impossible odds seemingly everything is interwoven into such a beautiful, fascinating, maddening tapestry in ways that were at times genuinely mind-blowing.

La-Mulana is a hard game to recommend. I think its reputation in regards to mechanical difficulty and unfairness is overstated, and the game has such a brilliant sense of humour that even its meaner traps tended to elicit smiles and laughter more than anything else, but it does ask a lot of the player in regards to patience, perseverance and thoughtfulness. Its reputation in regards to the difficulty of its puzzle-solving, however, is well-earnt; we did manage to complete the game largely without looking at hints or a guide (with the exception of checking what the various computer programs actually do about two-thirds of the way into our playthrough) so it is certainly very possible, but the game asks for a level of perceptiveness, deeply outside-the-box thinking and even just logical leaps of faith that you'll often feel like it is breaking you.

It's such a gorgeously crafted game though, one where you can feel the passion and love that went into it, with a killer soundtrack, one of the most deeply and rewardingly interlinked maps in all of gaming history, and a sense of imagination so vivid that it never ceases to surprise and inspire. La-Mulana is something special.

Minus one star for every time this game tricked me into doing algebra