A good game, marred by a refusal to recognize the additional structured content they continued to add makes always-on PvP feel miserable for people uninterested in that aspect of the game. The idea that I shouldn't be able to hang in a private server cause "it's called 'Sea of Thieves'" or whatever doesn't hold up in the current game where you can lose so much more from an unprompted attack than you would have at launch. Especially given the addition of burning to the game has made attacking another players ship really quick and resource-efficient if you know what you're doing (which most players attacking you do).

Let me keep careening my boat into rocks and make my own problems, let the sailing sickos duke it out amongst themselves.

Don't have much to say right now, and I'll edit when I do but:
1. I don't know Dune very well, but 4X is a genre famous for sandblasting nuance.
2. This game's opening cutscene has been critical in helping diagnose the problems my pc has with usb audio interfaces.

Intensely heartbreaking, but ultimately cathartic. I am invested in these empathetic shitheads. Wildly variable quality of side content. Lots of funny and genuinely touching bits, but lots of delicate subject matter handled recklessly too. I'd say stick to the main story mostly, but definitely check out a side quest or two along the way.

Beautiful, thrilling game. The time system adds sharp intensity to every puzzle, every combat encounter, every friendship Alma has. A lovely game worth playing. Hell, play it twice.

So elegant and interesting I keep brainstorming how to translate it to tabletop.

Having completed the vanilla version at launch, I wanted to play it again and try the DLC. Good for me to play coming down from 200+ hours of Elden Ring. But, I'm not enjoying it much? Every session ends with me tilting out. Interesting world, chaotic encounter design, punishing systemic friction that punishes trial-and-error approach and potentially puts you in a really bad spot with resources. Wish I liked it more.

Love to be a shitty ghost hunter. The ebb-and-flow of intensity makes for a great game for socializing.

It's very textbook if you're familiar with management games, but that's not a bad thing when the job is spoiling capybaras.

Um, it's really dang good. Draws on the core aspects of games I find very satisfying.

It needs difficulty/approachability options and accessibility options so I don't have to caveat my recommendation to others.

Grapple Dog! Wonderfully cute platformer with kickass music and charming story. Movement-wise, it's a bit stiff... but in a good way? The level design and mechanics around the movement really serve it in a fun way.

Don't know what I expected, but it wasn't an exploration game, with visual novel elements and some light sci-fi theming, where you hang out with fish.

I am really enjoying this, aesthetically it's so joyous, and I find pushing myself to accomplish some of the more demanding things the games asks of you to be very satisfying. That said, I wish it didn't show you all of the "optional" challenges initially, because "optional" means "have to do it before moving on to anything else," for me.

Really special, intense, satisfying experience. Crowded, agonizing tactical combat mixed with vague, ponderous exploration. Exceptional stuff!

Heartwarming game. Several lines of dialogue that will stick with me. And helping people through the medium of Falcon turns out, is a lot of fun.

Really liked it despite... nothing? Was not expecting it honestly. They learned their lessons from the previous games, opened up more options for each encounter and finished off the story in a goofy fun manner. Damn, that was good!