While not as successful as the original game in the series, True Colors still delivers and impactful story and hand wringing choices that will halt you in your tracks.

The shift away from the hyper stylized art direction of the earlier games, while at first disappointing, is critical in reinforcing the games underlying color motifs. In the end, while not as novel as its predecessor, it is still a journey worth exploring.

A fun little interactive movie adventure that suffers from a disappointing mystery and disproportionate consequences for failure. For context, I was on pace to keep everyone in the cast alive and one badly executed quick time event tipped the scale and killed every last person. Brutal.

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A very simple arcade style space shooter, its easy to pick up gameplay and steady stream of unlocks prove addictive. The RNG nature of weapons and upgrades, which are not well balanced, leaves some runs dead on arrival. While the score multiplier for grabbing power-ups makes for an interesting incentive to swap weapons around mid run, this mechanic doesn't feel good when you are suddenly stuck with a garbage loadout for a boss wave.

A step up from recent games in the series, though that isn't saying much given the downward trend of the games under 2K. The career mode is a fun little run through, with a ton of smaller storylines running in parallel to your rise to the championship.

GM mode makes its long awaited return, but falls short of expectation. Limited timeline, bare-bones program planning, and an inept AI that puts up little effort to win the brand war.

Honestly, Universe mode is an always will be the place that requires the biggest overhaul. Until players have full story line control, and can truly treat this game as a fantasy booker, the series will continue to fall short.

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Crash Test Idiot is little more than a pick and place asset store tech demo. There are some laughs to be had, and enough clowning around to kill a few minutes, but not enough content to justify a purchase.

An exceptional spin on the narrative adventure genre, the ability to preview and redo most choices lets you make informed decisions in the branching story. A double edged sword, if you've seen all the options, you're able to make the choice you like the most. This means, however, that if there are consequences, you are the only one to blame.

Great story, interesting and believable (if not over-the-top) characters, and a powerful finale that is only properly experienced at the end of your cumulative decision making.

2016

Maize is certainly a game that was made. Simple adventure puzzle solving infused with a sense of humor and theme that can only be described as "what the hell is happening right now?". If the runtime was a little bit shorter, maybe it wouldn't have overstayed its welcome, but in my experience the fun wore out well before the credits rolled.

A tightly tuned combat system and intriguing story, as expected from the Soulsborne titles. The scope, while at first thrilling, begins to feel stretched thin over time, and eventually I felt too aimless. Reused enemies and bosses feel more egregious than the limited bestiary of other FromSoftware titles, and eventually my interest faded.

An interesting adventure game, driven mainly by dialogue, and with just enough of an RPG infusion to give the illusion of character customization.

The use of historical figures creates some easy buy in, limiting the sense of being out of your depth as you are forced into a tight political battleground. Trading barbs with Napoleon and George Washington adds some weight to nearly all of the critical scenes in the game.

I'd have been happier with the game if I hadn't felt compelled to comb every inch of every chapter out of fear that I'd miss some crucial detail. The end result is, more often than not, running all over the map through empty hallways with nothing to show for your exploration.

Overall a solid little story, with an pretty good array of puzzles and some snappy writing, held back by uneven pacing.

Played only a single branch, single player, so take my review with a grain of salt as I have not nearly seen the full breadth of content.

The characters are charming, but the writing leaves much to be desired. A visual novel, in my eyes, lives and dies on the quality of its writing. Monster Prom doesn't cut it, and I have little drive to jump in for another chance at monster love.

A masterclass in empathetic storytelling. Your time spent with Gone Home will either resonate with your own coming of age experiences, or give you a rare chance to absorb a life not your own.

To pack so much emotion into a short experience is nearly a magic trick, and solidifies Gone Home's well earned reputation for immersive storytelling.

A bold take on the hero's journey story format, the titular Senua is at once both an unstoppable force and teetering on the edge of disaster. I don't know exactly what I thought this game was going to be going into it, but by the end it was much more than I could have imagined.

Powerful, unusual, and full of risks that pay off. Your experience with Hellblade will undoubtedly be different than mine, as the deeply personal quest Senua dedicates herself to will reflect back onto you as a player.

Impressive for a solo dev, the extra slack given due to its existence as a passion project don't fully absolve it of the issues that plague it.

A bunch of backtracking, a story that overreaches at times, and a combat system that eventually turns into "spam for damage" undermine what is otherwise a great achievement.

Play it. Play it in whatever way lines up with your gameplay style. Aggressive action combat game, ruthless shrouded killer, or unseen ghost that kills only VIP targets, all avenues are available to those that bear the Mark. I think that Dishonored is, somehow, still undervalued despite its reputation as a standout game. Few games will give you such a delightful mix of world building and innovative game mechanics, which even after follow-ups and copycats manages to feel original and hyper polished. I don’t know that I have ever wanted to be better at a game than I do with Dishonored and, if we’re being real, that’s probably endorsement enough.

“Man that bumbles his way through every game craves mastery of ten year old game.” - I may as well have just written that sentence and not bothered with the rest of the write up.

Full essay here: https://www.guilded.gg/backlog/blog/Chris-Vs-Blog/Im-a-Disgrace-to-Dishonored

I think that Devotion is a brilliant game. A horror title that is scary without feeling like a cheap carnival ride, thought provoking without sounding like a lecture, and upsetting without being regrettable. While I feel that games like this don't land as well if you aren't behind the controls, the basic effect would still be pretty powerful if you simply watch a playthrough. It is frustrating that an experience of this quality is so unknown among horror fans, and my hope is that my playthrough and this blog entry will convince at least one other person to seek it out.

Full essay here: https://www.guilded.gg/backlog/blog/Chris-Vs-Blog/Fatherly-Phantasmagoria