Decent for a PC game, would be an instant recommendation if it was a mobile game.

It's one thing to make a game this dry and charmless to chase the post-overwatch & rocket league & fortnite hero based fast car neon light floss dance mascot trend, but it's a completely different thing dumping this development and marketing money into a game so devoid of character when Twisted Metal is literally right there gathering dust on Sony's IP shelf.

They really were about to charge $69.99 at launch for this.

Playskool's My First Shmup

Breezy game you can beat in an hour and platinum in two that combines both horizontal and vertical sections and has an overarching ship upgrade system that makes destroying everything in a level to get credits more fun.

Some bafflingly bad music though. I mean literally a playlist of maybe six songs, one of which has to be an eight second loop, thrown on shuffle every time you begin a level.

2021

Not enough substance for a review, but I loved the portraits in the mirror and it left me wishing there was more to explore.

Here's the link if you're looking to give it a shot: https://sukinapan.itch.io/iro


2021

Thomas Olsson's largely self-developed Olija is, in a word, scrupulous.

By giving the player just enough control feedback and visual cueing, Olija time and time again successfully executes a 'feeling first, narrative second' approach to storytelling that perfectly complements the deliberate art direction and audio design.

Each environment you sail to is diverse and inspired, with the consistent sense of exploration heightened by a combat system that is frantic and exhilarating while always maintaining a snappy sense of control. Every new ability you obtain is thoughtfully implemented, and the steady difficulty curve balances the adventure in such a way that keeps you attentive without falling into the trap of 'preserving the integrity' of old-school inspired challenge.

Clocking in at ~4 hours to reach the end, the journey is short, but when you consider the whole package, from the art, to the music, to the design and programming, is primarily developed by one guy? It's clear that this is a labor of love, and it paid off with a product that's all killer, no filler.

it's just more hitman, but hitman is the only game that does hitman as well as hitman, so any hitman is good hitman

Competently made but functionally useless, Cyber Shadow takes so much from its influences that it never develops any identity of its own, translating in a game consistently stale and ironically uninspired. By the time you build up your moveset through upgrades or reach a level that breaks up the monotony of jumping and slashing, it's too little too late, and with a 5 hour runtime wound up over before it even accomplished anything interesting.

2020

While I respect the team for really going for it, Omori had way too much time in the oven and came out bloated and uneven. Poor pacing and disconnected storytelling fails to meet the mark, a clear result of the inexperience of the development team. There are a lot of great moments, including a killer climax, but those moments never come together in a satisfying way.