This game has come an awful long way from the launch disaster. While it is still not quite what the vision promised, with the addition of NPCs, storylines, and a whole lot of content updates, 76 is a worthy excuse to cinch up a Pip-Boy and take a stroll around the wastes.

The card combat is ok, a few twists on standard deck builders. The folklore story is the bigger draw. If only it didn't get bogged down between "missions". The game is at its best when you are in the field, putting the pieces together. Too often, the game uses drawn out conversation to hand feed you the best bits, when it could be letting you live among the fantasy.

All the depth of a cheap idle game but without any of the idle elements. You'll need to babysit constantly. Slow progression, needless menus, and a fashion tie in that is less than half baked.

I have no hesitation in saying this is the best mobile game I've ever played. Nothing overly predatory with monetization, gameplay that stays fresh with the addition of new content, and quick matches for moments of downtime.

Now, if I could only stop playing and actually get some work done...

Most of the magic is lost in the OW2 update. The battlepass seems uninspired, and only the want of a new hero would make it worth buying.

When matches ended with levels and new loot, it was easier to swallow poor pub groups and stalemate matches that drag on forever. Now, it's just rinse and repeat. Can't see myself returning often.

A fun little Zelda isometric adventure game with limited souls inspired checkpointing. The story is enough to fuel the game along, but nothing overwhelmingly original. Art direction is fresh, and the soundtrack is full of great music. I wish there had been more enemy variation, and a better cadence of puzzle vs combats.

Slick visuals and a unique setting don't offset bland writing and a predictable story. While I can applaud Mundfish for technical achievement, this game doesn't have enough going for it to justify a full playthrough.

A thunderous return to form for the franchise after a misstep from Dragon Age 2. The deep lore of Thedas, always the highlight of a Dragon Age outing, takes center stage throughout. Your companions help lead you to discovery, but it's the implication of each new revelation for the greater fate of the world that really lands with the player.

The sprawling level designs and avalanche of quest material certainly ensures you can play in this playground for ages, but not all items on your To-Do list are of equal quality. For best results, stick mainly to main storyline quests, where the real impactful beats live.

Despite an engrossing visual style and an immediately intriguing hook, Signalis doesn't measure up to its opening moments. Playing too close to the survival horror greats that inspired it, the warts of bizarre key collecting and micro managing inventory are preserved here despite the genre largely moving on.

The final act is a slog, and in the end you're rewarded with an ending based upon gameplay factors you weren't even aware of without checking a wiki. I'm sure others will enjoy this endearing throwback to older horror titles, but the execution felt a bit too copy/paste for my liking.

This review contains spoilers

DDLC is a wild ride, and if you're able to go in without knowing anything, all the better. A well deserved reputation that is marred only by the time commitment required to set up the story.

I must also admit that the subject matter of most in-game storylines is brutal to just rub into the face of an unsuspecting audience. Understandably, trigger warnings decrease how effective the game's delivery is. Even so, d a m n, that shit is a LOT to drop on your audience.

2015

Playing through SOMA is not the standard jumpscare adventure that so much of the horror game genre has become. SOMA takes genuine human concerns and unresolvable philosophical questions, smears them with viscous black fluid, implants them with glowing blue nodules, and embodies them within the shambling remnants of the doomed crew until the whole thing lands somewhere between an ethics exercise and technophilic black mass. An achievement in chilling story and atmosphere even if the gameplay side seems borrowed wholesale from their earlier work, Frictional Games delivers a uniquely scary view into a looking glass where you’ll explore your own relationships with humanity, the will to fight against futility, and the sanctity of life.

Full essay here: https://www.guilded.gg/backlog/blog/Chris-Vs-Blog/Well-Meet-Beyond-the-Shore-The-Hope-and-Helplessness-of-SOMA

A short bit of interactive story, this creepy walking sim makes the perfectly normal exploration of an empty house into a series of nightmare excursions into quiet dread and unnerving body horror allegory.

A solid fusion of the chore simulation genre and jump scare horror. While the actual mortuary work itself is unchanging, the constant threat of other concerns keeps that part of the game loop feeling fresh. Eventually though, as with most chore sims, the work becomes stale. I guess there is nothing quite like your first cadaver.

While I was, quite honestly, shocked at how much story was tucked away into the corners of this game, the main thrust of a shift at River Fields is identical from night to night. I would have loved to see some alteration to the formula on subsequent shifts, but other than digging into story bits or experiencing new hauntings, Rebecca's new nightlife is static.

In updates, the developer has talked openly about their wish to update, expand, and grow the game. I enjoyed my brief time in The Mortuary Assistant, and will return when there is more to uncover.

A shocking example of what a dedicated vision can yield. I am not a horror aficionado, but even I am able to see the fingerprints of classic survival horror rebirthed as a modern homage.

Murder House, at every turn, takes the era of early PSX survival horror - warts and all - and writes it an interactive love letter.

Is it campy? Unbearably so.
Is it frustrating at times to wrangle the tank-control movement? Obviously, yes.
Is it like developer Puppet Combo built a time machine to mid 90s gaming? Absolutely.
Impeccably Dated and Perfectly Flawed.

Solid tower defense with a fun little story strapped on top. The game is compelling, and I've revisited it several times since launch.