We've only played for around an hour, but we've had so much fun. It does what games should. Highly recommended for local coop with family!

A fantastic platformer. Alas, too hard for me. It was never frustrating for me, it was just a game I couldn't find myself continuing with, as, much like Returnal, I felt that my skill wouldn't increase at the same rate as my levelling up so I'd always be left behind. This isn't a criticism, I'm just not that good at games. The art, sound, gameplay, environment are all superb. An absolute classic.

As it's early access, I don't think it fair to give it a star rating. My feedback on my short playthrough is that this could be the exact sort of game I'm looking for, except it just doesn't quite get there for me personally.

The one thing that really hits is the exploration and the feeling that you're in the world. The emergent gameplay of creating your own path is delightful. I started somewhere, a river or shore I think, and headed north to the tea house by the tree as recommended by a random. I talked to the manager there who said that I must be heading to a certain place. I didn't take a note of the place, but figured I'd find it and recalled rough directions. It seemed to me like my emergent story was to head to that place; that was my role-playing element; that's what my character would do. I couldn't find the place, alas, and kept hitting roadblocks. I'd spoken to the tea shop manager to try and get him to repeat what he said, but it didn't work.

So I was at a bit of a dead-end as to where my story would take me, at which point I lost the immersion and started to think whether the feel/vibe of the game was enough for me to spend another 20 mins or so walking back to the tea house. I opted not to continue. I wasn't interested in side-quests at this point, I don't like the art style and certainly don't like the character design, the music was not drawing me either, and the landscape felt more magic realism than fantasy (which is fine, just not what I wanted). So I reluctantly called it quits and refunded.

It is interesting, to me at least, that it captured the exploration elements better than something like Skyrim (not to criticise it, but journey moments in Skyrim were more retrospective than active). The fast travel between sections of the map were annoying as were the limitations on where you could go in a particular scene, but the journey was ever-present and palpable.

It was fun with a nice little loop. Marred by a lack of campaign mode, infrequent save points which made it a grind, and antagonistic mechanisms that were just irritating (slowdown through snow, screen and controller inversions, etc.)

Giving this two stars simply because I put it down for six months, picked it up again hoping to start afresh and can find no way to reset so now I have old cards with my name on and no tutorial etc.

I ended up rage quitting! Who'd have thought it! Some puzzles are headscratchers, some are random and some are just a grind. Chapter three in particular is horribly grindy. But that's ok, the problem is the controls. This was presumably designed for mouse so the Xbox build is horrible. Precision control is needed and the snapping isn't forgiving enough. Menu navigation is horrible, which is why I quit (I had nearly finished a level, a very grindy level, and went to the menu and accidentally clicked the reset option). It has potential to be a fun little puzzler but was marred by being horrible to control.

Fantastic game. Played with the family and we were gripped throughout. A great narrative, with a few twists and turns. An immersive atmosphere, with some of the standard horror tropes here and there. It is what it is, not a masterpiece but an enjoyable few hours with the family.

Quirky and unique, and when playing locally with others it provides oodles of opportunities for true belly laughs. 95% of achievements, lacking just one which is too time consuming to attempt (Snug: one of the minigame achievements; I recommend trying to achieve it from the beginning because it's not that straightforward to trigger the minigame, so it gets grindy).

I never quite got the knack of the control system - which is basically the game - and I get a little bit of trauma when I see it in my library. But it's a fun game, worth a try.

I think perhaps the best FPS I've played. Short and sweet, maybe six hours, but there is no filler; it's just action after action, and mechanism reveal after mechanism reveal. There should be more games like this, focussing on a few hours of near perfect gameplay rather than 50 hours of bloat. Some fantastic mechanisms on show here. Very creative. The online mode was excellent too with little AI grunts that made you feel like a master when you're first starting.

It's not AoE II, but it is a superb game. The unique buildings (and units) add an extra level of depth absent from earlier games, and it looks wonderful. It's a slightly different feel to the others in the series, but not in a bad way. I only prefer AoE II as it feels a little cleaner, tighter and smoother.

I have sunk more hours into this game than any other game. Mostly online in Team Deathmatch, but that was nearly a decade ago. The world building is second to none, it feels real and there's nothing better than jumping in and zipping around the map for ten minutes. It's the definition of a sandbox game. The story is pretty much flawless, well acted, animated and paced, with plenty of variety. It's a masterpiece, with endless replayability. My only gripe is load time; that's what stopped me playing; I could spend 30 minutes before I got into a match I actually wanted to play.

A short, charming game. Simple puzzles and point-and-click progression. An interactive tale of love, memory and nostalgia laid out in a non-linear, nebulous fashion. Worth playing.

A satisfying escape room. Narrative doesn't quite melt, but does wrap around it to some extent. A few irritations where you're basically just hunting around, but countered by the satisfaction of working out some puzzles in advance.

Abandoned after 90 mins or so. I was wasn't connecting with the game. The roguelite build mechanic seemed to be diminished, at least as far as I went; I felt the I might as well grind until I have all stats full and then attempt to complete a cycle. This was an unusual premise for me as normally with a roguelite, the action section is the focus, where you home your build and try to complete a run. The loop outside the action section is just incremental help. Perhaps it was that the action section wasn't that much fun, and that the build seemed arbitrary, that I just figured I'd get all the upgrades and then try to understand the build process. Alas, once I realised this was what I was doing, I called it a day.

Something about this game is really appealing, but I just can't get into it. The Amos Roddy soundtrack is superb, the graphics fit the bill, and the atmosphere is palpable. The gameplay loop feels like an actual day, and you think about how it's going to unfurl and the encounters you need to have. The story is of a good calibre, and there's intrigue there. Yet, I just never switch on my Steam Deck and think I'll run through a couple of cycles, it just edged down my last played list until I uninstalled it. This has happened three times now, and I wish it hadn't. I feel like I need to have a few more cycles in the game, to perhaps get me to the point where I want to pick it up, so maybe the pacing's off. Hopefully I'll find out.