What I find most disappointing about God of War is how little I actually have to say about it. For a game that is so beloved, I would hope to be able to join in that love, or at least have a scathing take going against common consensus. I’ve been sitting here at my computer with a blank document open for a few minutes now and there's just… nothing. I blazed through this game in a week or so, doing a good deal of side content and never getting bored but after it’s over I have nothing to say?

So, congratulations to Sony Santa Monica? They finally made a game so good that it perfectly replicates how I feel after watching a Marvel movie. Bravo indeed.

Live A Live is one of the most joyful games I have ever played. It carries a playful attitude towards game design that many of the games that inspired me as a child did.

Every single chapter features a new setting, mechanical addition, structural twist, or tone of storytelling. One chapter features a detailed crafting system, another is centered around a complex training system, and one acts as a template for RPG maker horror games two years before the original release of Corpse Party.

I left Live A Live feeling invigorated and inspired; as the credits rolled and I thought about the game in its entirety, my mind was racing with game design ideas to explore on my own in the future. I've been actively working on ideas for a game inspired by the Wild West chapter in particular, but I think that discussion would be best left for when I actually make it.

Truly a wonderful game.

Sonic Frontiers may be the happiest I've ever been about feeling that a game is pretty good.

I'll be honest, I was a complete doubter when it was first revealed. I thought that the aesthetic was poor, the game looked incredibly buggy, and that placing Sonic in an open area was a risky idea. After playing it, all of my worries were correct! The Starfall Islands are visually underwhelming, which isn't helped by the garish rails and platforms that litter the landscape and sky with some of the worst pop in I've ever experienced. The game is incredibly buggy, if Sonic hits a rock at a wrong angle, he will launch off into the air, sometimes ruining your attempts to use the Cyloop. Placing Sonic into an open area was a risky idea.

Luckily, I think that risk payed off.

Sonic Frontiers, warts and all, was one of the most fun experiences that I have had this year. Ultimately, this game is Sonic's first real stab at the 3D Collect-a-Thon formula. The main levels are dotted with boost pads, rails, springs, short missions, and linear platforming stages. In terms of the amount of collectables, and the mechanical intrigue of actually collecting them, Sonic Frontiers should be one of the worst Collect-a-Thons of all time. There are an absurd amount of collectables, and the vast majority of them are gained from the least interesting tasks imaginable.

Sonic has something unique though, his speed. In the worst of 3D Collect-a-Thons, it can take ages to comb through a stage for all the trinkets, and boring minigames can take minutes of your time, bringing the pacing to a screeching halt. In Sonic Frontiers however, the most menial of missions last only moments.

You start off using the games movement to launch Sonic off a slope into the end of one platforming challenge, before using a homing attack cancel to soar and land into an entirely separate collectable, finally landing back on the ground on top of a quick puzzle. Throw in some more involved moments into the mix like short boss fights, narrative segments, focused platforming stages, and fishing. Cap it all off with a mechanically simple, but enthralling boss fight. That is a killer formula.

I was genuinely positively surprised by Sonic Frontiers. If the next game that Sonic Team makes follows up on this formula, then consider it one of my most anticipated games for the next few years.

2022

This was a very pleasant surprise! I wasn't very interested going into it, so it did end up exceeding my expectations.

This game shines when it allows you the freedom to explore. The more open levels are both densely populated with detail, but also have many intertwining paths and things to find. I felt extremely satisfied when I was able to find an item early, and then have it become relevant after returning to that area later. Unfortunately, a lot of the runtime is spent in more linear sections. These are fine, and still maintain the wonderful art direction, but I don't think they play to Stray's strengths.

2022

I had a feeling that I would enjoy this, and it turns out that I was right! Tunic is a wonderful experience, and its quality seeps into every fiber of the game.

The combat has seen a good deal of criticism, and I honestly didn't really have any issues with it. I really enjoyed how the enemies and bosses pushed me to use all the items that I had access to, and practicing good spacing so that I didn't waste any stamina on blocks and dodges was also fun.

The manual is absolutely the star of the show. It takes a really good adventure game and turns it into something really special. The entire game feels extremely well considered, one discovery I made in the late game made me entirely reconsider the structure of the game, and how linear it actually was.

I'm going to be thinking about this one for a long time.

2022

Sifu definitely has it's issues, but it's a game that I ultimately had a great time with. You can read about most of the common issues in any other review of the game, the progression is underwhelming, the camera has issues, etcetera.

However, one thing that I wanted to highlight that really stood out to me was the games presentation. Sifu is visually gorgeous. I love how the game plays with color, each stage having a very distinct color scheme that it play around with. The stages also have wonderful set design. I think that the museum stage is absolutely the standout.

Just a great time overall.

I was repeatedly told that playing through this on heroic would be a mistake. "No worries, I played Halo: Combat Evolved on heroic! I'll be fine," I said, unaware of the cosmic horrors that would await me inside. However, despite my hardship I have navigated through the valley of death, and I have achieved inner clarity.

Playing this on heroic was a mistake.

(Played via anniversary on the Master Chief Collection)

A perfect parody of Jonathan Blow because of it's simplicity and silliness, not in spite of it. There isn't really much to say.

It's a short, evocative piece of interactive art about choice. It's well worth the short time it takes, and the free price of admission.

I wish I liked this more! Unfortunately I found both halves of this game's formula to be underwhelming. The base management and dungeon crawling go together really well, but neither stand on their own as being truly great.

Ragnarok improves upon the 2018 game in a lot of really strong ways. Enemy variety is way more pronounced, loot rarity has been removed so that the RPG mechanics are allowed to breathe, and the plot has a stronger forward momentum.

However, this only goes to show how the foundation that this game was built upon was rough. The combat is better, but the camera is still a constant issue. In most cases, I found it to actually be worse than in 2018. Additionally, the games lack of any meaningful gameplay outside of combat makes the campaign much harder to fully experience. Eventually I just got bored and turned down the difficulty from hard to normal.

All in all, this games achievements outnumber it's missteps. I'm sure that part of my struggle of finishing this game was because I started near immediately after replaying the first. In the end though, I think it was worth the time I spent with it.

I honestly wasn't loving the middle chunk of this game. The tanker was fun, but for the majority of the plant I wasn't really feeling it. Once you hit the final segment of the game though?

Oh man.

Oooooooohhhhh man dude, easily one of the best final segments ever. I get it now.

(Played via the HD version on PS3)

Disappointed that the ladder wasn't actually 15 minutes long. Kojima is a hack fraud. 0/10

(Played via the HD version on PS3)

Halo 3 brings a unique innovation to the Halo series, consistently engaging level design! Halo has always nailed the combat design, but now the full game is actually fun to play!

Even the flood is cool now! The FLOOD! Easily my favorite so far.