Not without some humor, Faith Chapter II offers more paradoxically simplistic and chilling horror while expanding on the story, characters and gameplay moments of the first. FAITH continues to be a nice horror treat, and I eagerly anticipate the next installment and Steam release.

Jedi Knight: Dark Forces II is maybe a bit more playable than the original, but poor level design and combat still plague a could-be fun vehicle for classically cheesy FMV cutscenes.

The core Magic: The Gathering ruleset is one of the best designed games of all time - Magic Arena offers a most-of-the-time functional UI that's quite successful at stimulating the senses, but Wizard's of the Coast's business model practices and how they are starting to influence the game's design leave much to be desired.

Hivebusters' uninteresting dialogue and characters make the hour it takes to get to the first good combat encounter painfully boring - The final 2 hours do manage to offer some good, chunky Gears action, but doesn't offer anything innovative or jaw dropping.

Hivebusters is visually quite good, but I was expecting to be a whole lot more impressed than I was.

Dark Forces is a strain to look at, grating to listen to, and a headache to play.

It offers some fun cinematics and does do a handful of things that are admirably different for being a "Doom Clone" in its era, but the uninteresting array of enemies and weapons, and the not-very-well-conveyed level design makes Dark Forces a struggle to play in 2020.

LuciusXL's The Force Engine source port project is something to keep an eye out for, as I anticipate it being the most palatable way to play this game on its release.

An exciting racing game that steeps you into one of my favorite Star Wars sequences - The base controls are incredibly tight and satisfying, but I feel the game is let down from true greatness by some very incredibly long tracks with questionable design, and opponent AI that either dominates or is dominated without much in-between.

I can't put my finger on it, but something about the sound design of the PC port seems worse than the N64 version that I grew up with.

Despite its highly disappointing shortcomings, Episode 1 Racer is my favorite of the Nintendo 64 Star Wars titles and a series of games I would love to see brought back with the attention and care it deserves.

Rogue Squadron's base starfighter controls are tight and satisfying, and the dialogue/cutscenes are fun and flavorful, but the ship-to-ship combat isn't terribly satisfying or exciting and many of the missions are unforgiving or even straight up boring.

The storymode ends on a deflated note of "nothing", but the few missions that offered a good balance between excitement, challenge, and open map exploration does make the brief playtime of about 3 hours worth it.

Shadows of the Empire manages to throw out most modern common game design sense (By way of predating it) in a clunky but ambitious action game that somehow ultimately has enough cool factor and atmosphere to make just fun enough to still keep playing.

Despite the loss of the more visually appealing still-cutscenes in exchange for chunky 90's CG cutscenes, the smooth framerate, customizable controls, and support for a number of resolutions makes the PC port the definitive way to play this in 2020.

i knew this was a turbo brain game but holy cow is it a turbo brain game :(

The base levels are actually a bit tighter designed than base Doom Eternal - The story is a little more nonsense and not conveyed very well, and i do miss having access to the doomslayer's base and progression, but nonetheless The Ancient Gods shows a promising path for Doom Eternal.
Ancient Gods part one is only mostly let down by a poor final boss fight, but i was surprised to see the base game's most annoying enemies used a bit more cleverly this time around.

Doom Eternal's gameplay is an evolution from doom 2016 that offers more depth and satisfaction, but feels less revelatory than its predecessor.

Perhaps most of its faults attributed to it are unfair - Doom 2016 was a huge surprise and it's hard to follow up such a strong first impression.

The visuals are incredible, and the music is solid, yet something about the game's presentation feels less intensely demonic. Chalk it up to the change in atmosphere, the different combat dance, or whatever you want, but despite Eternal feeling just so much better to actually play, it's a game that feels strangely unsurprising. It feels almost dirty to rank it below 2016's reboot.

A solid enough effort from a first-time studio, that suffers from not enough development time and a little bit of an identity crisis - Many of its flaws are inherited by Reach, but just as many are newly introduced. Not every level is solid, but a decent amount are. Halo 4's strengths are found in it's cinematography, voice cast, and human story, but doesn't manage a totally clean landing in most things Forerunner related: mechanically, aesthetically, nor narratively.

This game looks like how Mountain Dew tastes.

make sure bernie gets his cheese

A very funny RPG with some ambition and vision - I love the ugly face models and whacky dialogue a lot.

I don't mind the more "generic" high fantasy setting on-paper, but for how big the world of Oblivion is, a lot of it feels same-y and lacks character. The main quest is mediocre at best, and some of the DLC, like Knights of the Nine, are even worse.

The best questline is da Dark Brotherhood, and any RPG gets points in my book for having a duel arena.
A neat game with ultimately a unique stank to it, though I don't think it does a whole lot that it's 2011 follow-up doesn't do strictly better.

Waow, cool gramphics and mechanics! Kind of clunky and overwhelming UI, and though the combat is engaging multiple runs can really wear you down faster than most other rogue-like games because of how involved each combat is