The SoLA dlc has probably the best biome of the entire Dead Island 2 package. The Coachella vibes are great and the map is really unlike anything I have ever played in a game like this. It feels fresh and looks phenomenal visually.

From a gameplay POV, this DLC adds two new enemy types and is hellbent on throwing them at you at every possible instant. In general, the SoLA just throws all the enemy types at you and it's absolutely exhausting. I get it, you want to challenge your players. But god damn. The amount of times an enemy would trigger my character's tumbling down animation is insane. This was an issue in the main game as well but it happened to me so frequently in SoLA that I felt like a good chuck of my playthrough was spent watching the tumbling down animation play out only to then die by from environmental damage. It blows. Like Haus, this DLC also does nothing to the level cap, which is a bummer since there's loot everywhere and all of it is useless because anyone who played the DI2 story has been max leveled for a long time now.

The last boss of the DLC is great and one of the most creative bosses of Dead Island 2. I liked that. But yeah, this DLC ended up accentuating issues I already had with Dead Island 2 and soured me a bit on it. It's not bad. It's an impressive package. Just not one I enjoyed all that much.

More Dead Island 2 but with a very welcome change in scenery. The trippy Haus locations make the detour worth it. And it's nice for the quest line to feel meaty. I wish more of the base game's side quests feel this substantive.

Got through the entirety of Dead Island 2 over the course of a few months with a friend of mine. Pretty good!

I remember feeling so ripped off by the first Dead Island game way back in 2011, so going into this one, my expectations weren't very high. Especially factoring in the whole development hell this game went through.

For game that went through as many development restarts as it did, Dead Island 2 turned out about as good as it possibly could. It's strength and weakness lies in it's simplicity. It's a no-brainer (haha) to pick up and play. Within minutes, I was chucking limbs off of zombies and soaking in the great looking environments. The skill card system is alright and I felt like it added some fun customization options to the combat but it also wasn't very deep. Eventually, the game boils down to just doing big damage numbers to enemies and farming your ultimate attack.

It's maybe 25% too long? I platinumed this in about 25 hours and by the end, it felt like I was doing the same thing over and over again. Dead Island really doesn't change enough from the first few minutes of the game to the last few minutes of the game to make it stand out as something truly great. But the hack and slash mechanics are just fun enough to make this easy to recommend, especially in coop.

Good game. Even better coop. Just don't expect it to do anything too crazy. What you see is what you get with this one.

I was in a nostalgic mood and felt like re-visiting this one via the remaster.

It's funny how this game has all of the same problems as I remember, yet I still like it. The atmosphere is cozy, Kat is a fun protagonist and the gravity powers are still unique. No game out there plays quite like Gravity Rush. For better and for worse.

The combat stinks. Going up in the air to either launch a special attack or divekick towards pink balls gets old real fast. I would have MUCH rather Gravity Rush omit combat altogether to having this system in place. The story is also just fine I guess. The comic book cutscenes have a lot of personality to them and do help in setting a whimsical tone to the game. The music also helps a ton in this regard. It's a fun world to be in.

The thing I enjoyed doing the most were the gravity obstacle courses throughout the game. They often required I use the gravity powers in creative ways and were a lot of fun.

I platinumed this over the weekend and had a good time. Here's hoping the Gravity Rush 2 PS5 remaster is real. I'd love to revisit that one as well.

One of the more interesting games I've played a good while.

Worldless is at it's core a turn based rhythm game where you need to master patterns (and how to react to them). When it's good, it's REAL good. Some fights felt downright euphoric once I understood how to tackle them. But god, sometimes it's just such a frustrating combat system to engage with. It's very unforgiving in the sense that it leaves very little room for error. If you fuck up, chances are, the enemy wipes you and you have to start the fight over. Which I'm of two minds of. On one hand, this lends to the hostile nature of the game and makes the highs feel higher. But it also makes the lows feel lower and occasionally felt akin to banging my head against a wall. I do appreciate what it's going for. TLDR; skill issue.

The metroidvania stuff is good. There's are fun platforming puzzle sections sprinkled throughout the map that made it interesting enough to traverse. But overall it's a little unremarkable in that respect.

Graphically, the simply cosmic art style looks great. The animations in combat look especially punchy. I dug it.

So yeah. Worldless is an interesting game. Not really an easy one to recommend but I'm glad I played it.

Easily the best 2D Mario since the NSMB era.

Super Mario Bros. Wonder is a dramatic increase in quality over the mediocre NSMB games. I feel kind of weird starting this off with such a blunt comparison but I think it's important. Wonder really goes back to basics and rejects everything that the NSMB games stood for and because of that it feels like a new fresh starting point for modern 2D Mario games.

Visually, the game is incredible. The animations are very expressive and so are the characters. Mario feels really alive here and that's great. No complaints. It's awesome.

There's something about the level design here that, while often good, never reaches anything more than that. Take the main gimmicks for example. The first one is Elephant Mario. Visually rad but basically just a Mega Mushroom. The other gimmick is the wonder effects that happen in levels. Some levels will have creative musical moments and other levels, the wonder effect will be the most mundane thing you've ever seen. Another thing that Super Mario Bros Wonder does is add a badge system that lets you alter the gameplay in a bunch of different ways. Most of the badges just end up being a way to get extra air time. It's not exactly a creative renaissance.

I was expecting Super Mario Bros Wonder to do to 2D Mario what Odyssey did to 3D Mario. Which is to reinvent the series for the modern day. It does do that to some extent, but it's just so much tamer than I would have liked it to be. Not everything needs to reinvent the wheel, I get that. Maybe the next one will be more than "just" a good 2D Mario game.

I've played Final Fantasy VII Rebirth almost every single day during the month of March and boy do I have a lot to say about it and I have no idea where to begin.

First off, I don't usually spend 100+ hours playing games. I did not expect Rebirth to be this vast. I expected it to be bigger than Remake but Rebirth is on a whole other level. It's a massive game. And that's it's biggest strength and also it's biggest weakness.

I really enjoyed the open world aspect of the game for the most part. Listening to the 10/10 soundtrack while riding a Choboco and mowing down fiends was always fun and something I looked forward to doing (except in Cosmo Canyon. All the homies hate Cosmo Canyon). It goes become quite repetitive early on so the variety that new environments brought were always appreciated. So exploring the world was a big thing that I enjoyed. Rebirth instills this massive feeling of adventure from the get-go and I love that about it. I always felt like I was on this epic quest with a fun party.

Speaking of the party, the interactions amongst the core cast are another highlight of the game. They're at their best when they're bickering or being goofballs. Which happens A TON in the side content, which is why it's worth playing as long as you're having fun. Yuffie especially has protagonist energy throughout the game. Her kit is by far the most complex and rewarding to play and the narrative of the game places her front and centre often, as it should. The other newcomers, Red IX and Cait Sith, are good as well, but are nowhere as endearing as Yuffie. Still, they're fun additions to the crew and I enjoyed them.

The gameplay remains as solid as Remake's was. This battle system is so fun and rewarding to play. But Rebirth's main addition is a shit ton of minigames. I lost count how many there are lol. Some are good, some are great, and some are terrible. It's a real mix of a ton of stuff. There's even a card game called Queen's Blood that I got way too into. I think at least 20 hours of my time on Rebirth is playing Queen's Blood. Although, it eventually got pretty easy once I built a deck that I was comfortable with. So yeah lots of minigames.

Too many minigames even. There comes a point in Rebirth where the minigames, the activities, hell, even the story stuff, just become too much. It's an extremely dense and vast game and it's often not to it's benefit. I barely mentioned the overarching story so far because it's basically a whole lot of nothing. The Dinkleberg Sephiroth plot is not very interesting. Even the Nomura stuff here just feels like Kingdom Hearts at home. The game ends up focusing a ton on Aerith who's just not that interesting (and also sucks to play as during her sections).

It's weird because I was never really motivated to keep playing for the story. I was motivated to keep playing to see more moments where my party would do goofy shit together. I was motivated by the exploration and discoveries I'd make during my travelsAnd that's when Rebirth is at it's best. Even though a lot of the open world has Ubisoft design elements to it, it's still really fun to play. Most of the time.

I probably sound quite harsh on the game but I truly had a lot of fun with it. For a whole month, the world of Final Fantasy VII was a world I looked forward to existing in and being a part of. I'm really underwhelmed by the main narrative but I'd still recommend the journey to those who are willing to invest themselves in it. I'm really stuck in between a 3.5/5 and a 4/5 for this one. I can't decide. I'll let myself come back to change it to whatever one sticks with me when I give the game some distance.

This review contains spoilers

I finally played Myst. The more I think about it, this was a pretty glaring omission in terms of important games I haven't played. As a huge fan of The Witness, I really should have played this sooner. This is obviously a very similarly structured game.

First of all, the "vibes". They're immaculate. Something about playing 90s and early 00s games like this just lights up a serotonin receptor in my brain. Myst is so charming in that aspect. The sound design and rendered graphics feel carefully crafted to create this world that I was quickly absorbed in.

I like how non-hand hold-y the game is. From the very beggining the game gives you a piece of paper with your first directive and from there, you have to figure out the rest. Some of this involves reading some (pretty interesting) lore books to find puzzle solutions. Some other puzzles rely on listening to audio cues or paying attention to specific details in the environment. Overall, when this works, Myst feels amazing. Experiencing an "A-HA!" moment in Myst genuinely made me feel like a genius and that's part of what makes the design so good.

The design, however, isn't perfect. One of the visual aspects that felt a bit uneven in Myst is how it's hard to tell when a screen you're on is meant to be for a puzzle or purely for decoration. This causes some busy environments to feel a bit overwhelming. Not because a puzzle is complicated but because from a mechanics POV, it isn't clear what's worth clicking on. For me, this caused a lot of overthinking, especially in the Mechanical Age. Likewise, while most of the puzzles are genuinely great, some are just lame. Dropping down the tree elevator for example, just feels bad to figure out and worse to perform.

I also think that I appreciated how many physical notes I needed to take to get through the game. It enhanced the experience and really had me thoroughly engaged to the point I played this game for 10 hours in a single day and stayed up till 2AM to finish it. Something I rarely do.

Really though, the bad moments in Myst are VERY MUCH worth bearing to experience this singular game. I can't imagine how revelatory this game was in the 90s. It's still great today, if you go in with an open mind and willingness to engage the game on it's terms, not your own.

It's Powerwash Simulator for Warhammer stuff. You know what to expect by now with these DLCs.

The very last vehicle was a pain in the ass though. Massive thing.

I will instantly purchase any high quality looking 3D platformer. It's in my blood. I love these kinds of games.

When I started playing Penny's Big Breakaway, I was not immediately impressed. The controls felt a little wacky and Penny herself, when zoomed in during cutscenes, looks like a rejected muppet. Basically, weird vibes.

But the more I played, the better the controls felt and suddenly everything clicked. I started absolutely ZOOMING through levels effortlessly and it felt amazing. The yo-yo abilities really come together to ensure I was able to traverse large areas quickly and in style.

The game feels like it's made for speedrunning since there's a permanent timer at the bottom of the screen. Even the level design goes along with this. There are so many shortcuts and cool ways to navigate the levels. It's rad.

Oh and the soundtrack is a mixed bag, but when it's good, it's REAL GOOD. Got some ps1/dreamcast vibes from a few tracks. The one in the space book levels was especially great.

Penny's Big Breakaway didn't wow me with it's presentation or it's story (although it's simple, clean and colourful graphics grew on me). But that doesn't matter. It's a game that's really fun to play from start to finish. And for that I'm extremely grateful. If you're in the mood for a very mechanical 3D platformer that's clearable in less than 10 hours, you really can't do much better than Penny's Big Breakaway.

Like with the first game, there's a degree of finnicki-ness to the timing that makes this game never feel as great as it could.

Also god damn are the tracks in this one not balanced for console play. I have to play on casual/normal just to get through most of the tracks.

Otherwise, the track list is good but I much preferred the Avicii game. I completely skipped the story. A decent time.

A game fully designed to speedrun is up my alley. I enjoyed getting through Kamiko faster and faster and that's when the game really clicked for me. I think in my best run, I beat the game in 20 minutes.

Unfortunately, the game itself has a lot of minor annoyances that build up. The way enemies respawn drove me up the wall and i hated not being able to shoot diagonally as the archer.

I wouldn't recommend it unless you really want a short speedrun friendly game.

Solid introduction to Yuffie. The synergy stuff they added was cool and some neat lil story moments.

But overall feels like a rehash of many elements of the base game. Not a bad thing per se, but not too exciting either.

Hard game to gather my thoughts about.

Ultimately it's pretty mediocre but there's a glimmer of a good game here. Ghostwire Tokyo would be better as one of those hidden gem ps3 games that's 5 hours long and trying to be something different (The Darkness fans unite).

Instead, what it ends up being is a bloated checklist game that wears down its already simple mechanics completely thin. The finger hand powers all have fantastic animations but that's no longer novel after you've done them a thousand times. At first, I thought they were a cool variation on what a first person shooter could be. In practice, all they end up being are your standard pistol, shotgun and grenade launcher. Again, the combat is suprisingly dull for such a creative sounding and looking game.

Most of the game is spent doing checklists, as I mentioned earlier. Ghostwire Tokyo is about exploring a map and sucking souls into a phone or whatever. It's dumb. There's some mindless fun to be had in just going through the map and gathering stuff but it doesn't do it any better than it's contemporaries. Maybe if it had a stellar main storyline, it'd be easy to overlook the bland open world stuff, but it doesn't even have that. The story is immediately forgettable and outside of some great monster designs, it doesn't offer anything special.

God, I didn't expect to be this harsh on Ghostwire until I started writing this. I wanted it to be better and I did have some fun exploring the Tokyo they built. It just could have been so much more. Would not recommend this one to most.

At first glance, Deadlocked is a full game of the tournaments from other Ratchet games.

And, yeah it's pretty much that. But what it really ends up being is a Ratchet game with a focus on pure chaos. You can upgrade your weapons and modify them more than ever before. You're fighting more enemies on screen than ever before. More bolts. Etc.

Deadlocked nails the core Ratchet gameplay loop so well that even with the lack of platforming, I consider it to be a top tier Ratchet game.