An interesting premise of time only moving when you move, essentially making this more of a puzzle game than a shooter. Even with its brief runtime though, it managed to lose my interest after the first hour or so.

While sitting here and writing this review, I'm having a hard time articulating why I enjoyed playing through this game eventhough most of its components fell short for me.

The combat is serviceable, if somewhat messy at times due to the amount of spells you unlock and the few buttons you have available to map them on to and opponents frequently ambush you from off-camera.

The open world activities sprinkled in through the map, of which there are entirely too many, are mostly uninteresting. Overall, I think my main gripe against this game is that there is too much fluff. The main story is enjoyable enough, as are the relationship quests you take on to get to know your fellow students better. But there is so much meaningless filler that I decided pretty early on to ignore most of it, and the experience got a whole lot better after that.

Although it seems like my opinions on this game are pretty sour, I did enjoy the parts that were good about it. It just felt like it had a little too much filler tacked on.

It's clear that this game was made with a lot of passion and heart with most work being done by solo developer Jacob Janerka. That said, your enjoyment of this game will largely hinge on how much you gel with the particular brand of absurdist humor on display here.

There was an early scene that actually had me laughing out loud for two solid minutes and gave me hope that there would be more where that came from. Unfortunately, the game never quite reached the same heights for me.

Paradigm hews close to its point & click adventure genre conventions, while managing to streamline the experience somewhat. The puzzles were never weirdly obtuse and solutions have a logic to them that is satisfying enough to solve, and if you should happen to get stuck there's a really good hint system which keeps things appropriately vague while giving you just enough of a hint to not have to look something up.

I also adore the art style of the game, and seeing the next weird thing rendered in this style was a good enough propellant to keep going forward. As I stated at the top of the review though, your enjoyment of the game as a whole will depend on how the jokes land for you personally, and I'm sad to say that after that first hour nothing ever really hit for me in the same way.


The first 20 or so hours of this game were like crack to me, I just couldn't stop playing to fill out that ever-expanding checklist of things to do to unlock more game mechanics, more weapons, more characters and more levels to do what is essentially some twin-stick shooting but with only one stick.

The gameplay of your weapons automatically firing off as you walk around felt kind of like a tower defense game, except you are the towers with all the weapons you're carrying around. Levelling up and getting stronger to the point of being a "whirlwhind of death" as I've seen it described is a very satisfying feeling.

When you reach the point of not being afraid of not completing a run, but instead patiently waiting to upgrade your character with a sense of inevitable victory the game kind of lost a bit of its charm, and it felt kind of like going through the motions of doing more and more runs just to keep unlocking things, but it kept me playing for about 35 hours before I felt like I had gotten my fill.

There have been two DLC-packs released that I've not checked out, maybe I'll play those in the future if I get the itch.


There is so much to love about this game. Speedrunning at its core has never appealed much to me, but I guess it's quite a bit similar to something like a Super Meat Boy or Trials HD kind of thing where you're running the same level repeatedly until you eventually nail that one run.

All of the gameplay elements come together really nicely in a really high-paced package that just makes you feel like a badass when you pull some of these combos off. The one thing I could do without is the less-than-ideal writing.

I was not at all prepared for how this game would grab me. I fired it up on GamePass in the evening, thinking I would try it out for like an hour or so and instead wound up sitting glued to the screen until 3 AM.

This text heavy visual novel-style of RPG is not really my jam traditionally, but I might have to go and check out Disco Elysium after playing through this, seeing as there have been quite a few comparisons between the two.

When I sensed the endgame approaching I desperately wanted the game to not be over. Luckily, even after completing all the major storylines the first chapter of the free DLC had been released, so I got to play through that as well to extend my session with this game. Will check back in October for the second chapter, without a doubt.

I've never been a die-hard fan of point & click adventure games, but somehow throughout the last few years I've ended up playing quite a few of them. The reasons most of them have for sticking are usually a combination of a story that's compelling enough to want to see through and puzzles that feel satisfying to solve.

Having said that, the plot in the previous Monkey Island games (of which I've played all) didn't really stick out in my memory at all. I could remember some vague things, like the characters and their broad characterizations, but as far as the events of the previous games go, it's all blank. And maybe that's ok.

The story this game tries to tell had me feeling kind of bummed out at the end of it, but after reflecting on it for some time I've come to appreciate just a tiny bit more.

Due to the nature of the type of game this is, it lives and dies by the quality of the writing and the story it's telling. While it mostly worked for me, my interest for both the characters and the plot tapered off somewhere after the midway point.

There's so much to talk about with Elden Ring. There's the giant open world, which is at times breathtaking and awe-inducing but also at times rote and formulaic (you know you're going to find a tunnel with miners, catacombs with some undead enemies, caves with various wildlife, etc), but by the time the magic is starting to wear off, the game kicks into high gear and barrels through to the endgame.

It works incredibly well - the lore revelations and boss encounters, and "legacy dungeons" (what I understand to mean a Dark Souls-ass level, basically) happen with increased frequency toward the end, and it feels like the big payoff after spending over a 100 hours roaming the open world, adventuring and piecing together the lore of the Lands Between in an almost archeological manner, as you do in these FromSoft games - reading item descriptions, listening to cryptic NPC dialogue and trying to keep track of what different quests you're on at the moment, since the game doesn't track anything for you.

I kept notes on what characters wanted me to do for them, or any hints they provided as to where they might be headed, and it always felt rewarding seeking them out and finding them. On the flipside, it felt really bad when I accidentally progressed something too far, making other questlines completely inaccessible.

I've heard it mentioned elsewhere that this game, length-wise, is almost like a whole Dark Souls-trilogy in 1 game, and I'm inclined to agree. The Dark Souls-games usually take me between 30-50 hours to complete, and the timer was at 122 hours by the time the final credits rolled, and it is quite telling how captivated I am by this world when the thing I've been doing in the days after completing is diving deep into the lore and trying to learn more about everything I didn't pick up on, or things I simply didn't find.

I've said a lot of words about this game, but the long and short of it is that this is a game I'm going to remember for a long time.

Guitar Hero was my first rhythm game craze, I got so hooked on it that I wound up buying a real guitar and learning how to play, eventually even going to university to study music and working as a gigging musician and a music teacher. All this to say that I REALLY got into Guitar Hero. I've always looked out for more rhythm games to capture me the same way it did back in the day, but I haven't found one that does that. Until Spin Rhythm XD.

Instead of guitar-centric rock and metal tracks, this game features a ton of EDM, wubs and warbles and all of that. Not to mention the insane amount of custom tracks available - it seems like the game is garnering a pretty small albeit very passionate community.

Playing songs in this game feels very satisfying in a way that's very hard to describe, and even hard to convey in videos. This game might just become a mainstay in my rotation for the foreseeable future.

While Tron: Identity is a pretty brief experience, it certainly has a lot going for it. The characters were pretty well written, the art is fantastic and the story was interesting enough, but I felt like just as I was getting really into it and getting invested in the plot it just kind of... ended.

It does feature several branching paths and different possible outcomes, but I didn't feel compelled enough to play through the game again to see those.