Often beautiful and sometimes profound, the unique and innovative control setup can occasionally falter in ways that stall the otherwise emotional and effective narrative.

2009

An impressive voice cast and the vaguely charming grindhouse aesthetics can’t make up for the atrociously clumsy gunplay and platforming, and graphics that were five years outdated even in 2009.

EARLY ACCESS REVIEW:

Could use some refining in terms of graphical performance, but even in this early stage of development, the game's realistic approach to swordplay is an addictive joy to behold.

Still a decent source of mindless fun like the base game, though the increased difficulty and intensity only serves to highlight the inherent flaws, and forces the game into the murky waters of horrible framerate and undercooked combat controls.

The 2003 game design at the heart of the experience definitely shows its age at points, but this nearly 20-year-old game still holds up surprisingly well, even without taking the updated aesthetics and minor playability improvements into consideration.

Some good mindless carnage for a few hours, but when the vehicle handling and camera are the most dangerous opponents in your vehicular combat game, there's only so much fun to be had.

Overlong and over-produced, this second chapter might not quite match the emotional effectiveness of the 2013 original, but it still offers plenty of tight, tense gameplay and gripping storytelling of its own to make the long journey worthwhile.

Despite a fresh coat of paint and some fine-tuning under the hood, this classic can't help but show its age.

This is a game caught in an odd maelstrom of both praise and backlash. Initially touted as a breathtakingly unique and stirring achievement in video game storytelling by critics and early fans, I feel like a lot of negative reactions toward the game came from those who expected a more exciting experience than what it actually is, which is in many ways just a walking simulator.

Finally sitting down to play it years after its release, after all the hype -- good and bad -- has settled down, I feel like I can have the final say on this matter: it's pretty good.

More so than any other game I can think of, "Gone Home" utilizes its relatively unassuming setting to its fullest potential as a narrative device. The labyrinthian journey through the "Psycho House" is constantly engaging and mysterious, though never at the expense of the simple feeling of walking through a regular family home, one that feels lived-in and full of a rich, real history.

Sloppy and dumb, but still mindlessly entertaining in a way that does the franchise proud.


An all-time nostalgic favorite of mine that still retains much of it's playability and charm, though I still firmly believe whoever designed the Ms. Ruby battle is a criminal who should be prosecuted to the full extent of the law.

Promises an interesting puzzle-solving experience and a heartfelt love story, while falling just a bit short on delivering either.

A great step forward as a follow-up to FALLOUT: NEW VEGAS, putting a lot of that game's narrative malleability and intelligent thematic depth to good use in creating an original universe.

That said, exploring this game's world -- with its somewhat generic, empty-feeling environments -- isn't quite as fun as exploring its characters and lore.

Even if it no longer represents the apex of the series, GOD OF WAR III still has a level of polished world design, intense and reactive combat (sometimes hampered by an unwieldy camera) and dynamic storytelling that many games 11 years later still struggle to match.

The current gold standard of how to remake a classic video game.