Redfall has some issues but overall was a fun time. Starting with the negatives, I absolutely hate that the game cannot be paused. This is the worst thing the game does. If I need to take a break, but am in the middle of a mission, better hope no one finds me crouched in a corner. Redfall keeps the modern open world philosophy of having bland, repetitive side missions. Luckily there are not that many but every safehouse has two side missions. The first repeats four or five mission types; the second is always go kill a vampire. Repeating open world tasks that usually can be ignored permeate the second half of the game. Vampire nests and rooks are annoying and usually not worth doing. Unfortunately, you cannot skip rooks, but at least you know when they are coming. Finally, traversing the world got old quick, but again I have this issue with most open world games. Mostly my complaints can be leveled against most open world games. Redfall would have been better as a linear story.

I actually enjoyed when the game delved into Arkane storytelling. This mostly happened when finding ways to kill the vampire gods where I would explore areas finding out about their backstories. The combat was usually light or nonexistent, but the atmosphere was on point. I actually enjoyed the variety of vampires and guns. Granted a good stake launcher got me through most missions, including boss fights (the game is pretty easy). I like the idea of the safehouses and hubs, but they were definitely underutilized.

As for middling things, the side characters were mostly forgettable, but that's on par for most Arkane games. The combat was repetitive and not too challenging. Keeping up with Arkane tradition, the AI was also not too great, but it did its job.

I know most people bring up the bugs, but I was lucky and did not encounter too many. The big ones for me was that a side quest was not accessible because the NPC would never give it to me; the exclamation point was over his head, but he kept giving generic lines. In another instance, my buttons stopped working, except for movement and shooting; unfortunately, I was trying to collect stuff. The last big bug was a mission required environment was pitch black, like it was colored black; I had to fumble around until I found the key item I was looking for. Other bugs I encountered were mostly animation quirks (arms bending backward, T-posing NPCs), so overall, I guess I was lucky.

Overall, Redfall's biggest issues come from being a paint by number open world shooter. Every once in a while, Arkane's masterful atmosphere and environments would show up, but those moments were too few. Redfall is an average game that is still fun to play. When the combat hits right and everything works, it can even be a blast.

Simon's Quest has a pretty bad reputation that it mostly deserves. The day/night transition is tedious. Traversal is left to luck and obtuse riddles. The bosses are hilariously easy.

However, playing with a guide, Simon's Quest can still be a good time. The normal combat is fun. The puzzles, in hindsight, are kind of clever. It's Castlevania light. This is prototype Metroidvania. Luckily, the series continued to improve this formula.

Marvel's Avengers goes out of its way to dissuade gamers from liking it. A solid 3 star action game can be found here, but it is hidden under so much needless stuff. The combat, when it clicks, is very satisfying, and the story has some good moments, but also a lot of bad moments. The gear system is overly complicated and ultimately meaningless. Just open the menu, hit equip best, and that is all that is needed. I did not interact with the game as service components, as I played the game single player, but I can imagine the game would be quite fun with three friends. It would be similar to Ultimate Alliance or X-Men Legends in that case. Alas, that is not the game that was delivered. This game has fun combat and a promising story. However, the clunky menus, usual options, and looter mechanics just drag the experience down. Hopefully, a sequel will deliver better combat and story and get rid of the junk.

Surprise game of the year and possibly game of the year for me. I had never heard of this game until about a week before it came out. A Chrono Trigger inspired turn based RPG? I was all in.

Starting with the cons, the beginning is very, very slow. I imagine a lot of people will get turned off by how slow it is. Second, the story (and ending) is a little underwhelming. That's it. My only nitpicks are right there.

While the story is underwhelming, the storytelling is really well done. It's well paced and complements the good characters. However, the best thing about Sea of Stars is the combat. On the surface, it is basic turn based combat like all SNES RPGs. The big difference is the game keeps encounters fresh and no two boss fights feel the same. Each one is challenging and fun. The game has relics that can make the combat more challenging or easier. Even without relics activated, the combat is fairly easy.

Sea of Stars is also a beautiful game with fun music. The attention to detail is quite impressive. The title screen reflects which characters are in your party and where you are in the world. There is a level where the trees have faces, and when the vocals start in the music, the trees will sing along. There are too many small, wonderful details to notice during the 30-40 hour playthrough.

I cannot recommend Sea of Stars enough. One of the best RPGs I have played in years. Play it today.

The two words I associate with my playthrough of 12 Minutes are what and why. Everything about this game invokes the response, "What? Why would you do that?" The most obvious aspect of the game to receive this response is the spoiler narrative plot twist. The second most obvious aspect to me is the casting of James McAvoy and Daisy Ridley as the leads. Why hire a Scottish actor and English actress for voice performances for Americans? It makes no sense.

Gameplay wise, the game is mostly a puzzle game, where the player has to figure out the right combination of items and interactions to advance the story. Most of the puzzles are easy to solve, and the ones that are not can be brute forced.

I love the time loop concept and some of the odd things the player can do. Considering how restrictive the game is, there is also a bit of player freedom to do weird and crazy things. However, if you want to experience the story, you have to proceed how the game wants you to even if it's not the most rational way to do it.

The narrative is decisive to say the least. It did not click with me, but I know others who like it. I will not spoil it, so the only way to experience it is to play the game (or watch YouTube). Your reaction to the narrative will ultimately be how you judge this game. I did not enjoy it. It made me go, "What? Why would you do that?"

I went into Saints Row expecting it be the worst of the series - an unpolished, unfocused mess with poor writing and annoying characters. Through the first act, that is what Saints Row is. This game does not put its best foot forward. The game has a slow start, the writing is at its worst, which leads to the unlikable characters. However, once the Saints start becoming Saints, things get better and better. By the end, I was loving my time with Saints Row's last hurrah.

Not to say it was a great game by the end. The business venture side missions (which honestly felt like the bulk of the game) became tired and repetitive fairly quickly. Each business has its own unique side mission, which are mostly fun. The problem is I do the side mission, had fun, and the game says do it ten more times. Its those last ten times that are no fun.

Most criticism I heard about the writing and characters were one hundred percent accurate based on the first cut scene with the companions. It was a bad scene. Fortunately, the characters got better. They don't compare to the original Saints; the new Saints have plenty to like about them. The story focused more on the companions and less on the rival gangs. I would have liked more story to flesh out the other gangs; maybe focus less on the business ventures.

Additionally, the game's story was oddly paced. It felt like it took forever for the Saints to form. Then before I knew it, all the rivals gangs were defeated (in a span of three consecutive missions) and I was on the last mission. It could be because during act two, I was mostly focused on the business venture side missions, but thinking about the story, it definitely felt the first act was the longest, which each successive act being shorter. Which is a shame since the first act is definitely the weakest.

Stand alone, Saints Row is a decent game with writing and pacing issues. As an entry in the Saints Row franchise, it definitely falls beneath the heights of 2 and 3. Volition and Saints Row deserved another go around to get things right (I say the same thing about Agents of Mayhem). Unfortunately, the volatility of the video game industry means neither Volition or Saints Row will get to return to glory. While it wasn't the studio's or franchise's best, Saints Row was worth a playthrough, and I had plenty of good times with it.

Any gripes, complaints, or nitpicks I could throw at Hi-Fi Rush are forgotten once "The Perfect Drug" by Nine Inch Nails kicks in. This game knows what it wants to be and nails it.

I had no expectations for Cris Tales. I saw it on Game Pass and decided to play it. At first, I was not expecting to like it. The beginning was slow and tedious, but then the gameplay, story, and characters begin taking shape, and I was engaged. The game is not difficult at all, but I still found it entertaining. I rarely got tired of battling.

The art style is gorgeous. I love all of it from spell animations to Crisbell's run cycle. The music was fun too, though not that memorable afterwards.

However, the same cannot be said for the story. It is intriguing enough, but goes on for a few hours too long. Gameplay wise that leads to backtracking quite a bit in the final hours.

Overall, it was a decent game. Not bad, but not great. Give it a shot if you want a light, breezy RPG.

To start with the positives, Atomic Heart looks good, aesthetically and technically. The human characters are little off, but everything else is great. The music is top notch. Finally, the puzzles are clever (except the lockpick puzzles which are repeated ad nauseum).

The rest is aggravating. There are moments when the combat and exploration comes together just right. Those moments are a joy. Blasting enemies, finding lore and resources. That is what this game is about. Unfortunately, those moments are usually stuffed between time padding fetch quests and long dialog segments with robots.

Literally, there was a moment where the player has to walk down some stairs with a robot who keeps stopping and talking. No way to skip it. The player has to wait for the robot. It made a 15 second walk last 5 minutes.

Normally, the amount of lockpicking, fetch quests, and long dialog sequences could be chalked up to lazy game design. The main character constantly makes comments about these things, which makes this asshole game design because the developers did it on purpose.

Speaking of assholes, the main character is a cringey asshole. The bad writing does not help this matter. Admittedly, he does get better in the late game, but everything he says in the first half is obnoxious.

Additionally, Atomic Heart has an open world section that actively discourages exploration. There are so many enemies and cameras in the open world that they can easily be overwhelming. Suffering through this can lead to some of the best puzzles and additional items in the game however.

Finally, many times the combat is more of a chore than a joy. Enemies can easily outnumber the player. Some enemies take a lot of damage. Others bounce and dodge constantly. Ammo is always scarce. When all the things happen at once, just run; it is not worth fighting.

The overarching mystery is compelling enough to keep moving forward. There are moments in combat which are genuinely fun. Atomic Heart is fairly close to being a decent game.

Cute character design? Check. Breath of the Wild style exploration? Check. Funny writing with silly objectives? Check. Emotional story about growing up and the melancholy of leaving childhood behind? Check.

There is always something to find while exploring and traversal is always fun. The characters are hilarious and charming. It is easy to get lost, but the island is so small it is easy to find one self. It's not the deepest game. However, it does everything it sets out to do so well that it doesn't matter.

Even knowing what Lil Gator Game was before playing, I was not prepared for the nostalgic gut punch it delivered. I am not a nostalgic person, so that is high praise.

I bought Ghost Trick on the DS when it came out, but never even opened it. Huge mistake. This is easily one of the best narrative puzzle games I have played. The characters are great, and the story is engaging. The puzzles are not terribly difficult, but there were a few head scratchers in there. This is a must play.

As one of the last classic point and click adventure games, Grim Fandango's gameplay is undoubtedly dated and puzzle logic can be esoteric. However, the story, characters, and world building still hold up fairly well. Manny and Glottis are fun protagonists and the massive cast of supporting characters are all unique and memorable too. Unlike some other comedy games from the era, I laughed quite a bit while playing.

I was excited for Weird West based on the pedigree of the developers at WolfEye Studios. I never watched any trailers or read any previews. The only pre release I saw was games coming out in March, which described this game as an old school CRPG, which it ended up not being.

So with no expectations, I went in blind and found a pretty good game. It's an immersive sim with a unique story telling device. The world and characters are great. I loved exploring, and it didn't bother me that most locations were reused. It made the unique locations stand out more.

There is a learning curve to the combat, but when it clicks, it feels mostly good. Though changing weapons always felt clunky for some reason. Stealth also takes time. It's a slow process that requires patience and a little luck. NPCs have an almost preternatural ability to turn around right before you knock them out. I enjoyed that unlike other stealth games that NPCs would change patrol routes and wouldn't stick to the same route when reloading a save. Some times it was frustrating, but mostly made the stealth more fun by being unpredictable.

The overarching story is okay, but the strength is more in the five individual stories that make up the whole. The main characters are mostly blank slates with their own pasts and concerns to deal with. I loved the mysterious supporting characters and wish they were in the game more. I unfortunately found a recurring character's story to have a slightly disappointing end, but overall, I enjoyed the characters and stories.

Weird West is a great first game from a new studio. It was a game that I didn't know I wanted. There are flaws that may be fixed with patches down the line. There are other flaws that are part of the design that won't be fixed. Ultimately, I enjoyed this game and eagerly await the next game from this studio.

I recently bought the Castlevania Anniversary Collection and decided to give this a replay. I was a kid the last time I played this on the NES. It surprisingly holds up well. Incredibly difficult, but so rewarding when overcoming the challenge. Not too long, which is good because it would be frustrating if it was longer. Definitely worth revisiting from time to time.

The flying and combat is Chorus is amazing. Of all the space combat games I have ever played (not that many, admittedly), this is easily top three when it comes to flying and combat. However, that is all I like about this game.

The story isn't terrible, but I didn't really engage with it. The open world, like most open worlds causes the game to drag occasionally. Some combat scenarios also ruin the fun combat. Having closed area combat scenarios does add gameplay variety, but it isn't fun. Finally, I think the biggest problem is that it is too long. This is a very fun 6-8 space combat game that lasts 15-20 hours.

Even with all my complaints, I would still recommend this game for anyone looking for a space combat game. It's been too long since a Star Fox game and Star Wars: Squadrons was pretty not good. Chorus is probably the best modern choice around.