191 Reviews liked by MFossy


Unsighted is probably the best game of 2021 that you haven’t heard of. Where other games like it would be content to deliver a very carefully crafted and strongly guided experience to the player and leave lot of people satisfied, Unsighted opts to do the unthinkable: It just lets loose.

This top-down action game see you explore a world, beat up some enemies, solve some light puzzles and find ways to travel to your destination, not unlike Zelda. After a short prologue that shows you the ropes of combat and sets up the narrative and world, you find yourself in an overworld where an NPC marks the five McGuffins you have to find on the map. And then you can just do whatever you want. Yes, absolutely whatever you want. After I collected the first traversal item (a pair of high jump boots), I was apprehensive and thought the game might lead me through a predetermined sequence of events, just taking me along for the ride while actually orchestrating everything itself.

Stubborn as I am, I looked at my options and set out, determined to do the last dungeon first and to fall on my face in that endeavour. I did not. While the game would not let me just waltz right into the hardest dungeon, I just happened to stumble upon an item which let me traverse the overworld map in ways that clearly skipped the normal sequence of events, but the game did not do so begrudgingly, it openly handed me this weapon with a wink and told me to wreak havoc. This was the moment I knew I was in for something special. Instead of just heading to each dungeon, I largely explored the overworld map and I was thoroughly fascinated with the fact that I was very clearly just circumventing all the Zelda-esque traversal puzzles with my new-found weapon.

While there is a clear intended progression order and reliance on some dungeon items, it is also almost always possible to circumvent any given traversal block with some path you haven’t found yet. There are always multiple paths to your destination, and you probably can take half of them. But the true genius of Unsighted lies not only in the map design or the availability of items that let you just skip things, no. The game even has hidden movement techniques that let you further skip puzzles and obstacles in the overworld. At this point, a comparison to Super Metroid is inevitable: Yes, these optional movement techniques have the same versatility and sense of discovery that a shinespark and a walljump in that game grant you. A comparison between these games ends up making Unsighted see eye to eye with the search action juggernaut - that is a highly impressive feat in itself. You can legitimately play this game and explore its dungeons like you would for one of the classic Zelda games if you follow the intended progression sequence, but you can also play it like me and just blow caution to the wind. I am impressed how well the game manages to deliver on both of these types experiences, depending on which you opt for.

Another feature immensely helping the game’s openness on replays is the crafting system. While anybody who has played any video games in the last 10 years will probably just roll their eyes at this particular phrase, Unsighted surprises with another great idea: What if you could, on future playthroughs, just craft the dungeon items? This game does the unthinkable and lets you – as far as I know – craft almost all weapons and items at the crafting table, and that includes the dungeon items that are used for traversal. You just need to know the recipe. Not only does this mean that you could access the whole map from the start if you wanted to, it also means that you can make a choice on future replays. Do you want to abuse the crafting system or do you want to have another exploratory playthrough? Almost every facet of this game facilitates its openness, and that isn’t even going into how keys and key doors are designed and placed in this game, which gives you another layer of choice for your traversal of the map.

The combat in this game plays like a mix between Dark Souls and Hyper Light Drifter. You can do melee attacks or shoot with a gun. The weapons all have different attributes, and there are a multitude of viable strategies to approach combat. The equivalent of the estus flask, the syringe, fills up when you hit enemies. You have a stamina meter and you can dodge or block/parry enemy attacks. You can also equip “chips” that increase different attributes like number of bullets or weapon strength, as well as some with more specific effects, like a chip that makes the syringe fills slowly on its own. Weapon and chip choice leads to a lot of customizability and this customizability is what makes combat (theoretically) very satisfying and varied. My main strategy was to equip a machine gun and an axe so I could stunlock enemies with the gun while selectively doing big damage. One of the main problems here is that for stronger enemies parry and countering is such a disproportionally easier and quicker strategy than everything else, that the game turns into parry fishing on many of the bosses and mini-bosses - the parry counter also results in your stamina recharging and syringes being filled quicker than with normal attacks, making it an even better option. It’s a shame too, because only 2 of the bosses don’t let you fish more parries much, and that showed me what exhilarating combat the game is capable of when you don’t feel the need to parry everything to do any sort of substantial damage. I would have preferred a system where the moment-to-moment combat with normal attacks was the focus while making the parry feel more like an optional mechanic.

The last large facet of the game is the timer system. This game not only has a timer for your exploration, but for every NPC, so if you bumble about for too long in your adventure or just die too often to the enemies and bosses, you will be left with a barren world without shops or people to talk to. Even your small Navi-like companion can die after some time. The only way to alleviate this is to give these people (or yourself) the meteor dust that has been distributed in copious amounts across the map. If you extend an NPCs life three times they will give you a special item that fits their function and character. This can range from gaining new chips to acquiring things like a portable forge that lets you upgrade weapons anywhere as long as you have the money. The timer system does make exploration more stressful, but also more rewarding. The meteor dust is really hidden everywhere, and you will likely not feel helpless in the face of the time limit (even if I lost 3 NPCs to this system). On the difficulty I played – normal – the timer was just generous enough, considering how often I died and how many detours I made.

Other than my single qualm about the parry in combat, Unsighted’s gameplay comes together beautifully, and additionally to the great gameplay, it is also just visually stunning and the soundtrack is a treat, setting the mood for intrigue and action during exploration and combat segments. The all-female main cast is also inherently a big plus, because you just don’t see it very often in this medium.

This review has gone on for long enough, and what else can I even say? This game can measure up in all regards to explorative titans like Super Metroid. It is just as replayable, speedrunnable and enjoyable in all modes of play. If you like exploration in games, you will very likely love this game, and it’s a unique blend of different genres that will make me remember it fondly and replay it just as often as I do with my other favorite search action games.

I have beaten Streets of Rage 2 a bunch of times since completing Streets of Rage 4 a bunch of times, because Streets of Rage 4 more or less trains you on how to play Streets of Rage 1, 2 & 3 correctly.

Game fans, myself included, often bounce off of old arcade-style beat ‘em ups because they can initially appear impossible to beat without reaching for the save-state. But we often forget Streets of Rage 2 and its contemporaries were designed to be appreciated again and again until you reached some state of mastery. Streets of Rage 2 was designed to be bought by your mum for £50 and played by you every day after school until Mr. X finally ate dirt. Streets of Rage 2 was not designed to be included in a 40-game Mega Drive all-you-can-game buffet that you can buy on Steam for £2.49 right now or enjoy for “free” as part of the Nintendo Switch Online Sega Mega Drive Expansion Package Plus for Nintendo Switch or whatever it’s called. You don’t have time to try Stage 3 of Streets of Rage 2 again - you need to go over there and play ToeJam & Earl 2 in its original Japanese translation, for some reason!

No, I say! Stay here and learn your Streets of Rage, kid. Because mastering a beam ‘em up always feels great! A good beam ‘em up often boils down to something between a fighting game and a puzzle game - figuring out what each enemy’s weakness is, considering the order in which to exploit these weaknesses, and then executing the correct badass moves under pressure from the advancing mob. It’s like Tetris, but the blocks are made out of punches and broken bottles. It’s beautiful.

This time round on Streets of Rage 2, I sleepwalked through the opening few stages without taking a single hit. I didn’t even realise I’d done it until I checked out how many lives I’d accumulated. Apparently I’d just been effortlessly side-stepping Galsias and out-ranging Donovans without even consciously doing it, applying some hybrid martial art that stands somewhere between the so-called “Tetris effect” and that bit in The Matrix Reloaded where Neo is just effortlessly ducking and stepping those Agent Smiths. Pro Gamer Shit.

Just kidding. I don’t consider myself a pro at Streets of Rage 2 by any stretch - but after playing through the game six or seven times with my brain turned on, I realised Streets of Rage 2 had trained me so well that I’d internalised all the natures and patterns of the game’s opening enemies. Folks, that’s some Good Game Design! And we haven’t even talked about the Good Design of the music or the artwork yet!

One thing this play-through of Streets of Rage 2 made me think about was how well Streets of Rage 2 serves as a perfect historical relic of its era and specific place in that era - a pixel-art tableau of early 1990s house/rave/hip hop culture on the east coast of America. More specifically, early 1990s house/rave/hip hop culture on the east coast of America as viewed by an incredibly talented, classically-trained Japanese designer and composer who could see that computers and video games represented the future. Streets of Rage 2 is how people outside of America saw this side of America in this era, and every era since - through film and music and video games. It’s fascinating to see what essential truths and dreams made it across the ocean to us. I think this game has genuine cultural worth that scholars in halls grander than Backloggd’s will one day celebrate.

About 8 years after Streets of Rage 2 made its own history, Japan’s Takeshi Kitano made a film called Brother. Brother was Takeshi Kitano’s first film outside of Japan, and was set in Los Angeles with a half-American, half-Japanese cast. As a hands-on director, writer and actor, there’s no doubt that Brother represents Kitano’s vision of Los Angeles and America at large. Check it out! It’s good! Exactly like Streets of Rage 2, Brother serves as a celluloid time capsule of America’s international cultural impact and influence at a specific point in time - and it’s quite striking how much had changed in the space of the 8 years between 1992 and the year 2000. Brother is one of Kitano’s lesser-appreciated films, but I think that film has genuine cultural worth that scholars in halls grander than Letterboxd’s will one day celebrate.

So, there you have it - an arcade beat ‘em up game with beautiful, artistic complexity of beat ‘em up game design, sharing bytes in the same cartridge with one of the most important cultural artefacts of the early 1990s. Still wanna fuck around with Toe Jam & Earl? C’mon man.

I had to see this one with my own two eyes for some twisted and self hurting reason, and boy was everyone right about how baffling and grueling of a self absorbed mess this one is. To me, YIIK represents the apex of the indie scene's obssession with the egocentric tortured artist narrative that has been the go-to window dressing for many of the critical darlings of the last decade, mostly due to how badly it fails on the execution of said concept.

Andrew Allanson makes his case for Alex's incredible lack of charisma and likeability by implying that those were intented attributes deliberately written to present an unlikely protagonist that defies the expectations of videogame conventions and serves to tell a "meaningful and thought provoking" narrative, but I do have to question if Andrew understands that you can write unredeemable pieces of shit and still have them be compelling people to follow, not unlike the characters from the inumerous prestigious novels and movies he so eagerly name drops as influences. The voice behind Alex's obnoxious and verbose inner thoughts and social interactions permeates most of YIIK's world and people, bloating the whole experience with an onslaught of solipsistic musings that would make your teen self cringe and inner world exposition dumps that would make Kojima blush, and a group of characters lacking in so much chemistry and entertaining banter that fill the game's dead air with loud meaningless conversations that made me appreciate how much of an art what Persona does is.

Tying it all up, you have one of the most unpleasant combat systems I have ever had the displeasure of experiencing in an rpg. A third of the way through I had to turn on Story Mode and Assist Mode while fast forwarding as much as I could, and I shudder to think of the people who subjected themselves to the rest of the game without resorting to any of those settings. There are design choices made here where I struggle to believe that someone made them without deliberately trying to make this combat system a living hell to wrestle with for 20 hours. Andrew infamously stated that if people aren't able to appreciate his game, then "games aren't art, but toys for children", an idea that I find very insincere when he himself has brushed aside the strengths of the medium as mere tools in service of his literary interests and fails to recognize the gameplay value of the many games he apes from and that already disprove his perception of the audience.

I have seen comparisons made between YIIK and The Room, and while YIIK's team has immensely more talent than whatever Tommy Wiseau has, I do see where that's coming from. You aren't so much in it to experience the art presented to you, as much as you are to see the psychosis of the artist behind it, and YIIK does have its poignant and head turning moments that reach Pathologic levels of antagonism towards the player that reveal some kind of accidental genius behind its aggresively mediocre facade. Not only does the world of YIIK unironically revolve around Alex by the end of the game, he implicates you in his self importance and passes onto you his responsibilities and obligations to be a better person, and I find the audacity and nerve to do that...kinda brilliant??, more so deserving of the pretentious "Postmodern RPG" moniker than the Earthbound/Mother 3 gimped 4th wall breaks or the doubt seered into me each time the loading screen tip "videogames are not a waste of time" popped up.

And dont get me wrong, thinking that YIIK is some misunderstood masterpiece of game design or secretely a arthouse cult classic in the making. Judging by Andrew's defensive posture when talking about the game's reception and the passive aggressiveness he slides into the game's updates, much of the artistic merit that can be inferred from YIIK is most likely just a pure casualty of someone trying to aspire to his influences and falling way short of the mark, and suggesting that most of it was intentional would be implying that someone could have the talent to consciously write and design as badly as YIIK was. But Andrew made art here, not the kind of art he wanted to make, but art nonetheless, and I do find more value in this relentlessly life draining game than most indie artsy fartsy games out there. I play YIIK and I see a sincere attempt at creating something unique and different, scrambling ideas from every piece of fiction the creator cherishes and throwing it at the wall to see what sticks, not having the self awareness to realize its own mediocrity or how misplaced and misguised many of those ideas might be, and I can definitely sympathize and relate to that.

PS: The Iwata "tribute" is the most unintentionally hilarious bit in the whole game. You have the power of videogames to make anything you want, and you put the man in a fucking tombstone.

Considering the shmup genre has effortlessly sustained its status over the decades as the ultimate statement on the purity of videogame difficulty, it's no wonder that it has so adamantly rejected interference on its beautiful juxtaposition of being an all destroying one man army and the cruel fragility of getting annihilated by one measly small orange bullet. After all, why would you even consider perfecting something that was already perfectly conceived?

ZeroRanger's success rests not only on its reverance for the giants upon whose shoulders it stands on with rose-tinted glasses, in a similar fashion to Shovel Knight, but also in its ability to shorten the gap between newcomer and veteran of the monolithic genre, while sticking to its brutally familiar and established winning formula. Through the use of clever motivational incentives and an intriguing narrative, ZeroRanger manages to keep players from shutting off the game after getting a game over in less than 5 minutes, and with a simple set of satisfying mechanics that allow for the opportunity to strategically express yourself, the feeling of improvement and progress is an ever compelling sentiment that will surely lead you to its demanding yet soul cleansing finale.

The gorgeous two colored aesthetic and vibrant genre fused soundtrack are not just external flourishes of the gameplay that give it its striking and unique presentation, but are instead core components of it that dictate the flow, tone and pace of the action, allowing for some of the greatest interactive setpieces of escalating tension and catharsis I have had the pleasure of experiencing on this planet. ZeroRanger consistently display an astounding level of craft and showmanship on par and beyond the library of greatest shmups, that it isn't until you reach the modest list of credits filled with endearing homages when you are reminded that this was a passion project conceived by just two very talented Finland dudes commited to one-up the their heroes.

Ultimately, the greatest achievement of ZeroRanger is its enthusiasm in kick opening the doors to a genre that many would think would be closed off to them. Difficulty is an art. And like all great art, there needs to be an engaging communication between both parties. And I think ZeroRanger accomplished it flawlessly.

Also, the fucking drill. It has that too.

Alien Soldier is the very definition of Sink Or Swim. It doesn't care who you are or where you came from, you're not going ANYWHERE until you blast this massive, writhing, cybernetic worm thing all the way to Hell. If Shadow of the Colossus can be called a “Boss Rush,” then Alien Soldier is a “Boss Stampede.” A “Boss Bullet Train.” A “Hyper Boss Fighter II Turbo: Fight for the Future.“ Why nobody’s been hollering loudly about Alien Soldier’s greatness for the last two decades is seriously beyond me, though it’s probably because they’re all too busy evangelizing Gunstar Heroes (or — checks notes — Minecraft). Then again, as of my writing this, Alien Soldier already has a higher average rating than Gunstar Heroes on Backloggd.com, though, let’s pretend I’m not preaching to the choir for just a moment.

Somewhere between Treasure’s previous run-and-gun ventures and Sin and Punishment, Alien Soldier achieves actual, No-Really relentlessness. Barreling through setpiece after setpiece, packed with wild battles so frantic that your real-world cool-headedness becomes an active game mechanic, its manufactured setting takes on an air of genuine ferocity. It’s so videogame-y that, in the heat of the moment, its game-y-ness folds back on itself and becomes believability. The drama that emerges from its extreme white-knuckle “VISUALSHOCK!!” action grinds the nonsense story on the title screen down to powder. Rather than getting kicked back to a level select, you progress until you win or die. And “winning” puts every twitch action reflex bone in your body to the test.

Remember how, right at the start, Gunstar Heroes made you choose whether or not you’d be able to move while shooting for the whole game? Alien Soldier laughs directly into the camera, says “THAT was dumb,” reels back, and hurls the car keys your way at mach five. It’s your responsibility to work out When to do What. Select any four of six possible weapons to cycle between. Press the jump button in mid-air to hover in place. You can walk on the ceiling. Parry bullets to turn them into health blobs. Reach max health, and your invulnerable dash becomes a Fiery Death Charge. Because this is a certifiably Great Videogame, this damages you slightly. Here, the rhythm of Alien Soldier’s dance comes into focus. Swap modes, cycle weapons, fire, dodge, cycle again, hover, parry bullets, dash, and you might just live to fight the next unholy abomination. You can breathe when it’s over.

It’s a dollar on Steam.

You know, I can almost envision a reality where this game received the notoriety it so clearly deserved, and it wouldn't take much strain to imagine. Given the time period in which the game launched, it had everything it needed to click with anyone who laid eyes on it: a bright and colorful cast of characters that felt ripped right out of the system they were made for, a story of super heroes fighting off an alien invasion during an era where The Avengers were exploding in popularity, quirky gameplay mechanics you'd come to expect from a company like Platinum Games, an all star team of action game designers who had the experience and passion needed to bring this crazy concept to life and flourish, the works. With Hideki Kamiya at the helm, there was no chance this game could possibly fail, regardless of the system it was launching on.

So what went wrong?

Clearly something didn’t click with people despite Platinum’s best efforts. There are many reasons this could be the case (unorthodox control scheme, confused marketing, niche appeal of the action genre, etc.) but it would be difficult to pin down one specific thing that turned people away.

In my eyes however, what matters most is not that the game lacked something to wrangle in the highest number of potential customers, but that the game did not restrain itself in what it sought out to do.

Let me set the scene for you: June 2020, one of the worst years in recent history and it refuses to let up. Due to the recent shutdown of my job given the status of the world at that time, I had devoted a lot of my free time to playing games, as many others in my position likely do as well. Everything in my life is starting to drag, and I can tell nothing will get better any time soon. However, there is a momentary glimmer of joy coming my way. The Wonderful 101 recently had an incredibly successful kickstarter, and having heard many positive things about the game, I decided to give it a blind shot. Many of my favorite games were action games, so while Platinum didn’t have a perfect track record in my experience, I was interested in trying something I knew so little about. Even if it was disappointing, it probably had some interesting elements to dig into.

I didn’t expect my expectations to be shattered like they were after finishing the game.

I’ve never played a game before that appealed to all my sensibilities like The Wonderful 101 does, and even after nearly 200 hours of play, I’m still picking up on new things to love that I never noticed before. I won’t bore you with the semantics, but every element of the game is emblematic of everything I love about the medium. The story felt cartoonish and stupid in all the best ways, the gameplay presented incredibly distinct systems to set it apart from other action games while tackling problems about the genre in interesting ways I had never considered before, and the whole experience was uncompromising in it’s vision in a truly inspiring way.

In many ways, The Wonderful 101 made me feel like a kid again and ignited a passion for life in my heart at a point where everything felt so aimless and dark. As this global pandemic slows down and eventually fades into nothingness, I’ll be sure to leave a lot of things from this era in the past, but this game is sure to stick with me for years to come.

Regardless of how you may feel about the final product, what can’t be denied is that The Wonderful 101 is everything it wanted to be and didn’t settle for less. And for the time period when it came into my life, that’s all I needed it to be.

I would have a hard time coming up with a solid list of games I would consider to have absolute perfect game design, but I know for sure Katamari Damacy would be on there. Despite how antithetical Katamari Damacy may feel to our collective perceived notions of videogame conventions and norms, Keita Takahashi still managed to tap into that same escapism primeval soup that characterizes so many of our favorite games, abstracting its violence to a family friendly degree while maintaining its appeal and utilizing it to create one of the most cathartic power fantasies in the medium.

What’s truly brilliant about KD is how much of its chaotic and free form nature ends up dictating its narrow and tightly focused design by default without resorting to any hand holding or pushing the player in any particular direction beyond the main premise of rolling a ball over stuff to make it bigger. Its progression naturally unfolds before you, as you increase the scope of your katamari and more things become available to be consumed by it, immediately a consequence of every choice the player makes in their unconscious toddler rampage. And whatever frustration that might arise from its more clunky mechanics and physics is quickly subverted when you finally get big enough to roll over that annoying bear that would always stop you on your tracks.

Funny then how that stroke of incredible originality and genius seems to have sparked by mere accident from just approaching video games from an outside perspective and being dissatisfied with the industry’s modus operandi and never taking itself too seriously. The final stage that beautifully represents the apex of the experience unveils the artifice of the game in its final moments, showing that you have been playing in a playground all along, and that recess time is over, the self indulgence was fun. Pardon my boomer-ism, but it’s a major bummer that we probably will never return to an age like the PS2 gen where people like Keita Takahashi get the opportunity to take the wheel and produce a unique title like this one that sits nicely next to its big budget pals.

It might come across as corny or histrionic of me, but the feeling I get while playing Katamari Damacy is one of love. This is a labor of love, a life affirming appreciation of all things that encompasses our planet, and while it does have something to say about consumerism or capitalism, it does it in a humorous and non condemning way in the same vein as Jacques Tati would with his films and without ever sacrificing the joy of rolling up everything on sight as people scream and a cheerful jazzy song plays in the background. Katamari Damacy is above analysis or interpretation, it is an achievement of ludology, up there with the likes of Tetris, and you don’t have to question where the art is because you can see it right in front of you, and you can play it. Truly a lonely rolling star in a sky filled with static dust.

Shigeru Miyamoto has gone on record saying that Mario “isn’t the kind of game you necessarily have to finish, it should be fun to just pick up and play,” and as a kid I often really would boot it up solely to jump around Bob-Omb Battlefield for a bit and feel myself or whatever. A pattern I’ve observed with a lot of gamers is that, as they get older, they slowly prioritize finishing games over simply the inherent fun of playing them — and while I definitely feel that was accurate for my late teens/early twenties as well, I’ve since returned to craving those more innate pleasures.

It’s wild how much Nintendo got right about Mario’s animations and the overall sound design on this first attempt, conveying that perfect sweetspot between weight and nimbleness, something I honestly don’t get as much out of 64's successors. Similarly, the level design also manages to find this nebulous since-unmatched middle-ground between open-ness and tight pacing, with many of the stages presenting you with vertical, spiral-shaped layouts, made up of multiple digestible paths that intersect so seamlessly that you never stop to think about them as anything other than one cohesive whole.

Aspects that feel like obvious limitations, like being booted out of the level when grabbing a Star or the rigid camera, end up aiding the game’s pacing and overall structure the more you actually think about it. The way you bounce between different paintings within Peach’s castle, completely at your own leisure, mirrors how you tackle the obstacles inside those worlds; loose and free-form and whichever way seems enjoyable to you at the moment without even having to think about it. It all seems so simple, and yet I’m still waiting for another platformer that is this immediately fun and endlessly replayable.

As hard as Breath of the Wild hit on release, there actually were a few aspects that disappointed me about it, and it’s not the stuff people usually discuss. My initial expectation was that this would be a full post-apocalypse in the style of the original Zelda, where the pacing is completely hands-off and dungeons are just random caves you stumble into. As well-done as Breath’s towns and set pieces and characters were, it all ran pretty directly against what I wanted out of it.

Still, the game’s magic would draw me back in for another replay time and again over the years, and it wasn’t until I sincerely held it up against its rigid and limited predecessors that I started to appreciate just what a quantum leap it was over not just the rest of the Zelda series, but many modern games in general. I still consider myself a fan of those older Zeldas, but whatever tonal preferences I may have with some of them, they’re so effortlessly eclipsed by Breath’s smooth free-form mechanics that give me a feeling of innate, childlike fun that is strangely uncommon in this type of atmospheric open world. It’s wild to think this game may still be topped by its upcoming sequel, because it’s already making the whole rest of the industry look dated by comparison and combines virtually everything I look for in games in a package that’s entirely unique.

RE4 is a game designer’s wet dream. If you really break it down, all Leon can do is point and shoot; and that simplicity is part of how it immediately gets you into this mode of consciously analyzing situations and being intentional about everything you do. Corralling enemies into a single spot and headshot-ing one of them to set the whole group up for a juicy roundhouse kick seems so basic, but having to actively look for ways to achieve that scenario never stops being engaging.

All the different weapons, the upgrade system, enemy types, random loot drops: they add to the basic formula in a way that’s so elegant and immediate that it makes every modern action RPG looter shooter whatever the fuck hybrid look like a dry, convoluted Excel spreadsheet by comparison. It’s so no-nonsense that I honestly struggle to come up with more ways to explain why it’s so good that aren't insanely obvious. RE4 is endlessly polished and pure and exciting and one of the most perfect games of all time.

Bayonetta has been my number one favorite game pretty much since I first played it back in 2010, but when I had that initial realization I’d honestly barely even scratched its surface. To this day I’m still finding new ways to play and improve my strats, which speaks to just how hard it nails that sweetspot between mechanics that are intrinsically satisfying, malleable, but also highly intentional; somehow it’s the one action game that does everything. The control system is so smooth and flexible it’s influenced every genre title since; knocking dudes into each other or tearing through the battlefield with Beast Within offers a sense of physicality other comparable games still don’t come close to; the enemies are some of the most aggressive, varied and polished you’ll ever encounter in a melee combat game; and all of that is wrapped up in a scoring system that miraculously manages to give you clear rules to work with while still allowing for a huge degree of expression. Even the ridiculous Angel Weapons make sense from that perspective — they give you a generous buffer to use whatever playstyle appeals to you in and still earn a Platinum combo in the end.

Between Witch Time, the equipment system and Dodge Offset, Bayonetta makes it easy to name-drop its most obvious gimmicks and leave it there, but those last two in particular are an insane step up for the genre when it comes to freedom and intentionality. How to trip an enemy up, where to launch them, whether to use magic or not: no other action game makes you consider these questions so actively at this fast of a pace, and I can’t get enough of it.