"Deadliest Warrior" walked so "Hellish Quart" could run.

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.

Like any good Star Wars story, Respawn Entertainment's first installment in the tale of Cal Kestis wears its influences on its sleeve.

Just as anybody who watches George Lucas' original trilogy will immediately be able to pick out his reverential nods to the westerns, samurai films and war flicks that inspired him, players of "Fallen Order" should quickly be able to pick up on the various bits and pieces from across the modern gaming landscape built into the game's foundation.

Like the padawan of many different masters, "Fallen Order" displays the distinct characteristics of several of its gaming forebears; the skill-driven difficultly of a "Soulsborne" game, the cinematic platforming and puzzle-solving of the "Uncharted" series, and the basic skeleton of Metroidvania-esque world exploration and vicious close-quarters combat found in 2018's "God of War," with a bit of "Mass Effect" planet-hopping sprinkled in for good measure.

Some persistent but not game-breaking technical issues hold the game back from the kind of effortless playability that would have propelled it to greatness, but the solid story and writing, challenging combat and often exhilarating platforming plant it firmly in the upper echelon not only of Star Wars games, but Star Wars stories in general.

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.

The ultimate culmination of the Hitman franchise up until this point, in ever sense of the word. Trades away just a bit of the absolute freedom found in the first two entries in the trilogy in favor of a stronger focus on story, though that in turn allows for some unique new twists on the series' standard gameplay loop.

The PS4 version has an unfortunate amount of bugs, but they don't do much to detract from an otherwise stellar gaming experience that improves on it's already spectacular predecessor in almost every way.

The plot takes a while to really pick up, but the palpable sense of dread and mystery build-up to form an exciting and memorable horror experience, despite some occasionally odd design and writing decisions.

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

A beautiful monument to samurai cinema and mythos, though unfortunately one built on a foundation of dull and repetitive gameplay.

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.

Fun when you're winning, frustrating as hell the other 95% of the time.

The deep combat system makes online matches a blast when playing with and against skilled players, though the campaign just feels empty.