Magnificent and terrifying architecture. Unfortunately fragile but when working as planned inspires reflection on how we move among monoliths.

Art deco vending machines, weapon improvisation, and the ruthless consumption of industrialism. Would you kindly remember the cheese?

Too much of a good thing. Dilutes the delicious simplicity of GW1 & 2 to explore different arena designs and an excess of particle effects. A step back from galaxy brain arcade design.

Quidditch has always sucked and nothing more honestly portrays the vapidity of sports like a c-tier arcade release.

Haunting. What have we lost by placing friendship behind glass? Life told in status updates and forgotten birthdays. Slowly even the act of forgetting disappears.

2019

Concept succeeds independently.
Form overrides content.
Repetition dilutes replayability.
Platform inspires possibilities.
Absent rewind frustrates.

Even with best intentions we can't change the world alone. But over a dozen platforming dungeons we can damn well try.

Very good cows wasted on a white savior reinterpretation of India's struggle for independence.

Exceptionally weird in ways Nintendo rarely allows. Suck a beating heart out of a baby; torment the elderly; fight Bowser's reanimated body in hell. A perfect embodiment of the GameCube's willingness to take big chances on silly ideas.

As charming as a Cartoon Network show that would benefit from being less of a rogue like. There are so many neat ideas tucked into different missions, characters, and enemy encounters that become frustrating after being forced to replay them a dozen times with little variation. It's good fun up to this point, though, which is still more than enough game to satisfy.

I gain more appreciation for this game as I grind out gold medals and memorize all the small cues and rhythms. The little touches are hard to notice the first time and can upset the pacing, but work surprisingly will as score cheats. It is less consistent as an album - often tracks end just as they draw me in - but the highs had me in tears (I'm looking at you "The World We Knew").

A melancholy, cerebral photoshoot through forgotten screens and broken cities. Communicates so much history and scale through mundane architecture. Part of me wants a more complex camera but what's provided is still expressive enough to produce distinct shots. Calling it prescient almost feels trite.

2020

Exposes the vapid, capital driven busywork of videogames through alien poverty and new age colonialism. Much closer to the spirit of Dadaism than so many similarly surreal but formless games.

Doomed us to a decade of sad dads and black pilled ultraviolence.

A sublime communist space opera. Ejects high action in favor of slow-paced character drama. As enthralling as it is minimalist.