What a great game to start the year. Downloaded it not expecting much more than a few play sessions, but ended up playing it to completion, finishing up most of the side objectives as well.

This game is not only a great rendition of golf accessible to casual gamers and golf fans alike, it is a story full of heart as well. Interspersed between the very interesting golf mechanics, you will meet and help many simple yet adorable characters. Every scenario and character is just filled to the brim with love for golf, something the developers show by making a great game while also poking fun at the inherently silly side of the sport and the people that play it.

While the latter stages of the game did whiff on the pacing every once in a while, the final course was such a challenge that i was excitedly cheering when i downed the last hole. I recommend this to any golf fan, as well as those looking for an approachable sports game with terrific humour.

The gameplay trailer had me going into this game with low expectations. The gameplay looked stiff, and the world hollow. My suspicions were confirmed for the first hour or two. I was being handheld along a series of tutorials, interspersed with slow cutscenes of characters standing in place talking to each other.

But then the game opened up, and there was a plethora of pokemon and environments to enjoy. Searching for my favorites, training them up and filling the pokedex were hours i thoroughly enjoyed. Even the story, usually a thing to ignore in pokemon games, was passable. A cute tale of overcoming ignorance and pride.

Still, though, my play was marred with poor graphics, slow cutscenes and dark-souls adjacent bossfights i felt were unnecessary. Two thirds through the game id seen enough of what Legends' loop had to offer for me. I stuck and finished it, but that was more out of a desire to check the game off my list and move on.

That doesn't take away from the fact that this game is what the series needed, and I can imagine that this game might be someone's game of the year. I hope Game Freak learns from this experience. As we have learned from Legends, it is never too late to change.

This the first metroidvania game I've finished. After beating this game in an 8-hour rollercoaster ride over the past week, I'm sure it won't be the last. What an amazing ride it was.

Metroid Dread perfectly blends the reward of beating tough challenges with introducing the many new players to the genre to the various intricacies of the metroid games and the style of exploration-focused platformers as a whole. I never understood how these games worked, but through subtle clues and level design I managed to understand why so many people love this style of game.

The boss fights are tough as nails, each one forcing you to use your skill set to its fullest potential. Exploration encourages you to think about navigating the game world, and eventually grants you a feeling of mastery when you stop having to open the map every time you need to go somewhere.

Something I didnt expect this game to do well is Samus' characterization. Through subtle animation and marvelous cutscenes you do clue in Samus as a conflicted, tense, frustrated but in the end compassionate human being. This really heightens the reward of defeating the last boss.

This game does have some minor flaws: sometimes the Switch chugged while running particularily detailed environments, and i did want to chuck my controller at the tv at times, but in the end this game is wonderful. I think I'll remember this one for a while.

I think I played this game at the perfect time.

Let me start by saying that, before playing this game, I had sworn off the platforming genre as something that was not for me. These games, I felt, were designed around precision and a linear progression to the end of the level. As someone who mostly enjoys games that encourage multiple approaches to a problem, such as strategy and simulation games, platformers (including Celeste) were too restricting. I was right, but also wrong. Very, very wrong.

Celeste is a game where you play a young woman on a quest to climb a mountain. It is a dangerous, deceptive mountain, that few dare to climb much farther than the first few trails. Why would you, a shy, anxious person, try to do such a thing? Many characters in the game ask you the very same, including the main character herself. Soon you'll figure out that you're doing it because you know you can.

The premise of this game is masterfully reinforced by its mechanics. Celeste is a difficult game. You have a jump a dash. The dash refreshes when your feet touch the ground, bar some exceptions. Using just these two concepts the game puts you through a number of levels that test your ability to read a route through the hazards in your way, and to execute on that route with a high level of precision. I thought I'd despise this. I for sure did not. This is because the game near-instantly puts you back at the start of the segment when you fail. It is so enthralling to try and experiment with different tactics to make your way to the next screen. You will die a lot, but every time you do you learn a tiny nuance of how to progress further. Because you can apply it instantly, you get this sense of determination: Yes, you are currently gnashing your teeth, but goddammit if I am gonna let this mountain get the better of me.

This theme is further reinforced by the aesthetic direction of the game. Music, graphics and writing all work in tandem to reinforce that feeling of triumph and struggle on your way to the top of the mountain. Characters berate you but also comfort you, all the while dealing with their own mental mountain to climb. Your main character struggles with anxiety and self-doubt, personified in an evil alter ego that appears to you at your lowest points. Wind whips across the screen in tough sections, and your direction is ever upwards as you progress through the levels. The music is a masterclass, perfectly guiding the mood of cutscenes and levels to suit the theme of a given moment. Constantly, you're reminded that this is a climb: but you're making it despite the hardships.

Here's where my first sentence of this review comes in: I played this game at the perfect time. During the summer of 2021, I was finishing my Master's degree. I was writing my thesis. It was gonna be a good one, I knew, but I was exhausted. I had been studying remotely for a full year, in addition to all the feelings everyone has been familiarized with over the past 2(!) years. I was close to giving up quite a lot that summer. Not because I couldn't do it, but because I was so damn tired of fighting so much. Celeste was my escape for this feeling, as well as a place where I could experience my own struggle in a safe space: away from others, but most importantly, my own doubts and fears.

As I climbed the mountain, I started realizing what this game meant and still means to me: Celeste reminded me of the fact that being afraid and tired does not mean that you will fail. It just means that you're learning. You don't have to do this alone: You have others that will cheer you on in your climb. But in the end, it's you that will overcome the hardships you face. As long as you don't give up, it's okay to cry, to get angry, to lose hope. In fact, its better to accept that fear and face it head on.

I thought I was never meant to be able to finish Celeste, let alone enjoy it as much as I did. But I love this game. It taught me something very important about myself and the way I want to live. Plus: the final level's soundtrack is a banger.

Skyrim is not a perfect game. I don't think it was ever meant to be. What it is, is the ultimate adventure: A game world full of dungeons, caves, ruins and towns to explore, and quests to embark on. It is one of the most open of open-world RPGs. This is a massive blessing, and a minor curse.

Skyrim is a double-edged sword. It features inspiring and numerous quest locations - where the quests are repetitive. It hosts a number of interesting characters and stories - that you have very little impact on as a player. It displays beautiful environments accompanied by enchanting music - that often bug out while combat music from your last quest is still playing. It is filled with amazing world building - tucked away in lorebooks.

This list of contradictions might make it seem like I think Skyrim is a bad game. That is not my point, however. The list above is a representation of the ambition that fueled this game. It is the adventure game that my 11-year old self could only dream of. It lets you go anywhere, do anything. It lets you run amok in a fantasy world. Now that I'm older, the sheen has worn off a bit, but that only reveals how impressive this game is for its time. Besides, most gripes with the game can be corrected with the numerous mods that the dedicated community of fans have developed.

League of Legends is my favorite multiplayer game. It is also the game that I have been the most viscerally frustrated by. Let me start with that last point: This game is filled with petulent, sad players that are out to ruin your time. The game also has periods where your preferred character or playstyle is just not viable, severely limiting your fun unless you change your ways.

What it gives you in return, though, is an incredibly deep game of action and strategy. LoL's moment to moment gameplay has you grow in power, acquire new equipment and abilities and fight your opponents to eventually destroy the enemy base, the Nexus. This progression happens over the span of 30 minutes on average. During these matches, you play a single hero in a team of five.

There's over 150 of these so-called Champions, and they all sport different abilities, strengths and weaknesses. Most of them are incredibly fun to learn and play, and there is a Champion out there for everyone. They vary in skill floor and ceiling, which allows any player to focus on what they prefer about the game: exploring new characters, honing their skill at a specific role, climbing the ranks of the Ranked mode or hanging out with their friends. In fact, most players will drift between these motivations. That is where the strength of League of Legends. Once you learn its opaque systems and many moving parts, the game turns into this vast ocean of ways to enjoy it. You can dive deep and put your heart and soul into this game, or you can step away for a while, coming back to play occasional games while chatting with your friends on Discord. League will keep expanding and changing for when you want to dive back in. And I haven't even mentioned the exciting Pro scene yet, with regional leagues and a yearly World championship that allows you to see what peak League of Legends looks like.

It's up to you whether you feel the obstacles of jumping in are worth it. Muting others upon entering a game helps. Not getting attached to your rank in the game does too. These are two tips that many dedicated fans will berate you for following. I implore you to ignore them: Most of them are asshats anyways. If you take the game for what it is, not what its seen as, you can have hundreds of hours of fun. For free. Have I mentioned that?

Red Dead Redemption II was not for me. It pains me to say it, but it didn't work out. I bought a used PS4 especially for this game, and ended up regretting that purchase rather quickly. While I am happy that I did not end up reselling my PS4, I am open to giving away my copy of RDR2 to anyone who'd ask.

While RDR2 is gorgeous and vast, it is also slow as molasses. Committed to its vision to a fault, it focuses you on immersing you into its Western fantasy completely. It doesn't do this through subtle gameplay-design or tone-setting (although it does have both in spades), but through an overbearing fascination with on-rails story missions and long, slow animations. Everything in RDR2 must happen exactly like the designers intended, for better or worse.

Everything I did like is obstructed by Rockstar's religious artistic vision. Cutscenes are interesting and gorgeous, but also way too numerous at the start of the game, preventing you from playing the game for longer than 15 minutes. Characters are layered and lifelike, but often interact with you on mind-numbing escort sections. The combat looks realistic and visceral, but feels clunky and unresponsive because everything has to be meticulously animated to achieve that aesthetic.

This does not mean RDR2 is the worst game to ever exist. The graphics, acting and music of this game are all top notch. Furthermore, I am quite confident in saying that my frustrations with the game are in the minority: I think most players are happy to relinquish some control over their gameplay if they get served an engrossing story or experience. I think most players are right in doing so. Sadly, I could not bring myself to feel the same way.

That's a bummer, because I love Westerns. I'm glad I still have the PS4, though.


This game is cheap, and looks the part too. What's underneath that veneer, though, is an incredibly engaging loop that blends auto-games like Cookie Clicker and autobattlers with the action-roguelike genre. From this recipe you get a game that technically sports sessions of 10 minutes, but will often have you playing "one more round" for hours.

The game is in early access, but already provides plenty of content for you to enjoy. Much of this added content reveals itself as surprises for completing special achievements, which further adds to the hooky nature of the game loop. Every time, you wonder if you get new toys to play with.

Will I remember this game at the end of this year? I don't know. Maybe. For now, though, I am definitely getting my money's worth.

This is the most effective game I have ever played.

In just 2 hours, A Short Hike introduces you to Claire, a young bird who finds herself on a holiday island despite being used to the busy life of the city. You join Claire as she goes on a hike to the top of the island's mountain, so that she can make a very important call. On the way, you meet adorable co-tourists, take in breathtaking views and wander off the beaten path over and over again.

Thanks to its short runtime, A Short Hike can be incredibly generous with its theme. Every detour you take ends in you meeting new people, or a new reward. The game oozes with love for the player and for people in general.

A Short Hike wants you to feel like Claire does as she scales the mountain: You forget your worries of the day and find yourself lost in friendship, wonder and tranquility. I think I can learn a lot from the game and its characters. Most of them are happy to be on the island and enjoy the seemingly simple, small things they do on their days. What you realize is that those small things are part of a greater joyful life, that can only be enjoyed by taking a deep breath and enjoying the view. When you land back in the Cabin, you're not sad the game ends. You're grateful it brightened your evening.

At this point mountains have become a running theme in games I adore. Maybe I should go on hikes more. I'll get there.

This review contains spoilers

Inscryption is a brave and intricate creation, that deserves all the love it has received.

Sadly, though, I can not rank it among the best games I've played, let alone the best card game I've played. Inscryption is ambitious, meaningful and complicated. This has led the game to have incredibly high highs, but sometimes fumble the ball in such a way that it loses the wind in its sails.

Let me drop the metaphorical descriptions and get a bit further in depth. I thoroughly enjoyed Inscryption in its first 8 hours. It had interesting cardplay, but was mostly carried forward by its non-cardgame mechanics. Story and puzzles were interlaced through the game, and you begin to unfold a mystery as you progress through its gameplay loop. This loop even reinvents itself 3 times over as you unfurl Inscryption's mystery. This is where the game is inspiring, but also fell flat at times.

The third act of Inscryption is mindnumbingly boring. It is intended to be that way, both in the in-universe story as the the themes Inscryption wants to address about the history of card games, and games in general. As a game genre progresses and creativity dissipates, all love and immersion is engineered out to replace a mechanically and commercially sound, yet hollow shell of a game. As a fan of card games, this truly hits home, as I have seen many games experience at least one of the stages that Inscryption brings to life. I do not enjoy playing an intentionally boring game, however. Especially after such a surprising experience for the better part of the game.

My other disappointment with Inscryption is how it handles its story and mystery. To put it bluntly; The more I uncovered clues of what was happening in the game and the "real world", the less I could rely on what the game showed me. I needed to read what other people uncovered on the ARG to understand what was happening. It's such a shame, because I was truly invested in what was happening to Luke as he got himself in over his head.

I think if I played Inscryption when everyone was still discovering everything together, this game would top my personal list of great games. I would have milder expectations, and more importantly, could feel in on the mystery that was being uncovered. That's not a fault of Inscryption as a piece of art, but it is a failure of Inscryption as a game that I can recommend to people.

You can always count on Mario to deliver.

In Mario Odyssey, Nintendo shows once again that it is the king of incremental design: take a tried and true format and augment it by focusing on one or two things, which you develop to perfection.

The two mechanics that carry this game to greatness are its exquisite movement controls and its focus on opt-in goals. Everything in Odyssey is designed to be smooth: Both in how you control Mario and the goals you are presented with to encourage you to explore the depths of the movement system. None of Odyssey's levels are linear. In fact, they are intentionally designed to beg you to try and find or make shortcuts, lacing jumps you can just about make inbetween the various Moons that are this game's overarching McGuffin. Sometimes, you don't even need a moon to enjoy testing your limits: Mario is just so fun to control that just doing a cool jump, or exploring a difficult to reach section of the level is reward by its own merit. Don't worry though, I have never experienced a moment where my effort in reaching a tough spot were not reward with a moon, some coins or an interesting view or character to talk to.

This sense of freedom, both in movement and objective, is where Odyssey truly develops its adventurous spirit: Who knows what you'll pull off next, or where the next Moon might be hiding? What cool creatures can you morph into using your magic hat (haven't even gotten to this!)? What gorgeous setting will this new level present to you? While I didn't feel the need to keep playing after beating the final level, I was thoroughly absorbed all the way through to that point. The fact that I can return to each level and be confident that there will be new adventures to be had, means I am happy to keep this game in my collection.

Who says you can't go back after your Odyssey has been completed?

Monster Sanctuary could be exactly what youre looking for.

My expectations for the game were not in line with what Monster Sanctuary's wanted to accomplish with their work. I was looking for a calm, exploratory experience where my wandering would be interrupted by short, punchy battles of cute monsters. For the first few hours, Monster Sanctuary is happy introducing you to its systems this way. You level up quickly, unlocking new abilities for your monsters and utilizing their unique capabilities for exploration.

Eventually, though, when you beat the first area of the game, difficulty starts to ramp up and exploration starts to lose its shine. The game turned into quite a slog for me. Not because it was bad, but because it had turned into a challenging turn-based rpg. I had to switch out my favourite monsters to be able to meet the challenges ahead, which quickly took away the excitement of leveling up. Leveling up starts to slow down a great deal as well, which makes battles take longer but feel less rewarding. Clearly, the battle system was well designed and I'm sure the challenge and slower progression forces you to consider your choices wisely. In the end, though, that was not what I was looking for.

As this game is short but incredibly sweet, I'll keep my review for Monument Valley that way as well.

Monument Valley combines excellent geometric puzzles, mobile-friendly controls and serene visual and sound design to create a piece of art that will stand the test of time.

This is my favourite game of all time. And dare I say it, it's a better science-fantasy story than Star Wars.

I had never played the Mass Effect trilogy before the Legendary Edition released. Even when it released, I was hesitant to jump in because I had heard all the commotion around the series' ending when Mass Effect 3 released. I didn't want to commit a lot of time to something that in the end wouldn't reward it. I was so incredibly STUPID!!! My god, I try to keep a certain sense of officiality in my reviews, but I cannot believe I waited this long to play these games.

The Mass Effect games are, sadly, a relic for times past and future. I don't think, with games' budgets skyrocketing and different business models for media succeeding, that a series of this scope and ambition will be released again. The ME trilogy is what you imagine videogame RPGs are like when you are 12 years old. The Milky Way is a wonderful place to explore. Not because it is a vast open map, but because its people are all interesting and lifelike. Cultures developed in a way that makes sense, and characters change and evolve as the story gets bleaker with every installment.

The Reapers are coming, and you're the only one that can stop them. Not because you're some chosen one, but because you were unlucky enough to be granted the knowledge of what civilizations before yours could not use. Noone in the galaxy believes you, and over the course of the trilogy its your destiny to convince others that the only way to survive is to make sacrifices and, hopefully, come together.

You bring the galaxy together by completing cinematic quest after cinematic quest, every one bringing you closer to your allies and the people they represent. You'll have to make sweeping choices, and small personal choices, and all of them reflect on the world and its inhabitants. Most of all, they reflect on your friends. Shepard, as you learn, is not defined by what they do, but what they represent to those who love them.

In the end, Mass Effect is a game about the freedom to choose your own destiny. At every turn, you meet people that have been stripped from their autonomy. As the galaxy descends into madness, people will be more and more willing to sacrifice others to regain some semblance of control. It's no surprise that an old friend will tell you that control is the pinnacle of power. In a time where our own world seems more and more daunting and uncontrollable to most of us, this theme resonated with me to an incredible degree. As Shepard, I could feel like I wish I did when a disease paralyzes a world, when people had to riot to be seen, or when power-hungry maniacs invade others' homes. Mass Effect shows you that the freedom to choose, to make mistakes, to live, is something that isn't given or constant, but something that needs to be protected and cherished. Only when everyone in a society recognizes how fragile our grasp on destiny is, do people have the chance, no matter who they are, to prosper and flourish. This is, in my opinion, not a political statement. Whether you are libertarian or conservative, socialist or capitalist, we all know that in the end, us people need each other to escape the crushing, unfeeling clutches of time.

And then I've only addressed the story and theme at a macro-level. In every mission sequence, there are countless dimensions to the situation because the games take their time making you care about its world. Gameplay, while important, is something I'll gloss over here. It's not the reason you'll play this game. Still, though, as the Legendary edition progresses, the moment-to-moment gameplay develops into a rather fun cover shooter with interesting sci-fi abilities. Again, it won't make you love the game, but it doesn't need to: Mass Effect chooses to focus on your story and the friends you make along the way.

I could wax lyrical about these games forever. I think I will, but not here. I implore anyone to play this game. It is a masterpiece.

2022

Tunic is close to being an all time great, but doesn't stick the landing.

Although I can't read the developer's mind, I think Tunic is designed to make you feel like you're 12 years old and playing a big adventure game for the first time. You don't know what the manual says, the in game text makes no sense, but by god if youre not gonna see the game through to the end.

That feeling of wonder and excitement whenever you discover the games' many secrets, solve its puzzles or beat (most) of its bosses is why I love the medium. Sadly, the games' final stretch is a little too obtuse and grating for me personally. Whereas combat is a pallette cleanser inbetween stretches of exploration in the main game, the final hours of Tunic demand you fight a series of incredibly challenging battles. The combat system and camera, however, doesn't always help you with that. Sometimes attack patterns are too relentless or glitch ever so slightly to punish what could have been a well-timed dodge. Other times a big dash from an enemy sends the camera careening off into the distance without you, forcing you to reorient yourself in a splitsecond to avoid punishing damage from a flanking attack. If I enjoyed the combat, I could look past the issues. For me, however, it is not what I played Tunic for.

As for the final puzzles that could give you the "true" Ending, I think ive had my fill as well. Although Tunic's hidden secrets are thrilling to find, it does love hiding things in margins, behind walls and inside hidden nooks. That trick does get a little tiring after a while when you dont get to do it in new environments, instead having to backtrack through zones youve already explored.

All this criticism doesnt take away from the fact that Tunic is incredibly fun for the 10 hours of its 12 hour runtime. I recommend everyone tries it. Perhaps it could be your all-time great! Kick the Heir's ass for me.