While today the word “immersive” is often associated with cutting-edge graphics and meticulous attention to detail, Cocoon achieves complete immersion through its hands-off approach to gameplay. Thanks to a simple one-button control scheme and clever methods of introducing new ideas, Cocoon lets the player bask in the glory of solving puzzles using complex mechanics without the interruption of tutorials, a forgotten art that keeps the player engaged 100% of the time. This is not to say Cocoon lacks in presentation, however, as the world of the little bug protagonist is a glowing landscape, complete with a flattering isometric camera angle that simultaneously impresses and allows the player a proper view of each puzzle. The game is simply overflowing with creativity, constantly throwing new ideas into the mix at a consistent pace, which all work together beautifully to create some wonderful “Aha!” moments. Not all puzzles are winners, though, as some stray from the core orb mechanics that make the game so fun (the final shape symbol puzzle was an irritating low point). Regardless of this gripe and some other nitpicks, however, Cocoon is a refreshingly focused and well-executed game, the likes of which I want to see more of in the future.

The Last of Us simultaneously leaves me thoroughly impressed and slightly underwhelmed. While the character writing and performances are top notch, giving each enemy encounter the proper stakes to keep me playing more, the game struggles at times to really surprise and innovate on the formula it establishes early on. I also got a surprising number of bugs and instances where the AI was clearly not prepared for a situation I threw at it. Overall, the game is still fun with a captivating story that I am excited to see more of.

This review contains spoilers

About mid-way through the game, I chose to buy my son the crayon kit for his birthday. I didn't expect much from it, considering the way the game handles the family life aspects, so I was pleasantly surprised when I received a cute drawing from him to hang up on the wall I face for 99% of the game. I hung it up the second I could, but just as I did, an inspector came in and chastised me for putting up such a thing, and I instantly received a fine. This moment, in my eyes, embodies Papers, Please working at its best, where the gameplay, characters, and individual storylines come together to build a somber world filled with bad actors, hard decisions, and a general sense of hopelessness. Given the depressing vibe permeating throughout the entire game, I only could handle playing the game for ~1 hour sessions at a time, considering the gameplay wasn't necessarily invigorating either. While the monotony of checking passport after passport for inconsistencies adds to the overall tone of the experience, it makes replaying the game to get the rest of the endings a much less appealing prospect than it should be. Most of the compelling moments sit in the last 10-15 days, and to ensure you get certain endings you'll need to start from scratch on day 1, which I do not have the energy for as of right now. The family/expense paying phase at the end of each day also could have been more compelling in my eyes. Throughout my playthrough I felt utterly detached from my family outside of the aforementioned drawing I received from my son, and I thought even being able to see the faces of the family members I was feeding, housing, and caring for would have gone a long way in both breaking up the monotony and making decisions that much harder. Overall, while Papers, Please isn't exactly a jolly ol' time, it is undoubtedly a cleverly crafted misery simulator with a lot of character that I will be revisiting, in time.

One of the greatest endings to a game I have ever played, and quite possibly the highpoint between Portal 1 and 2, which says a lot. On replay, however, there is a disappointing lack of story content through the first several test chambers. The story only gets interesting in the back half of the game, so for those already familiar with the mechanics of the series, the first several chambers seem to drag on a bit. Nonetheless, Portal is an incredibly tight package of a game that I couldn't put down.

Portal 2 sits comfortably atop the summit of fantastic linear games. Where Portal 1's story and general gameplay trajectory is a gradual build-up to an explosive ending, Portal 2 feels a lot closer to a genuine rollercoaster, where mechanics are introduced and expanded upon to just the right amount until an exciting story beat drops you 100 feet as the momentum pushes you through over and over until the very end, leaving you saying "Damn, that was awesome".

Shadow of the Colossus is a masterpiece of emotional storytelling overflowing with beauty. Every expedition I made through The Forbidden Lands filled me with excitement surrounded by a heavy melancholy culminating in boss fights that floored me with amazing visual design and one of the best scores I have ever heard. Though not every boss was created equally, as a couple end up being more of a nuisance than a triumphant fight, and the controls and camera seem occasionally unfit especially for the more complex collosi, Shadow of the Colossus is worthy of your time, especially in today's current gaming landscape.

The New Super Mario Bros. series has undoubtedly impeded the progress of 2D Mario platformers, and Super Mario Bros. Wonder is Nintendo in the process of catching up to the competition. While a $60 price tag might be hard to swallow considering Celeste and Shovel Knight both sit well under the $30 mark on Steam right now, what Mario Wonder lacks in compelling narrative/rich DLC content, it makes up for in varied level design. Badges, selectable levels, and wonder effects make the game far more exciting than previous Mario titles, and the featured power-ups are great (except for Elephant Mario which feels underwhelming). Though even the hardest levels might post a measly challenge and the soundtrack is pretty forgettable, Mario Wonder is still a lot of fun.

Felt every second of this 15-hour ordeal. The open world is bland and doesn't even try to surprise you with secrets beyond a chest sign pointing at the ground. The adventure-style levels are alright, but my god, rail grinding becomes stale so quickly and the fishing minigame is so barebones that I am convinced the music department coded it just to relax after a long day of carrying the entire studio on their backs.

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I was so set on giving this game around a 4-star rating and then the ending I got hit and I was so taken aback I can't even provide a rating for this game anymore. After watching the other endings I could have gotten I can say the ending that I got wasn't much more satisfying than the others, though that is kind of the point. I am walking away from the game with more questions than answers and that is ok but to be completely honest I feel like they should have just stuck to one of the endings. I think games with multiple endings just aren't my cup of tea, I would rather have the most satisfying experience the first go-around, but asinine actions like inspecting a knife or bumping into Maria too many times shouldn't affect the conclusion of a story-driven game. I also could never recommend playing this game on original hardware. Sometimes James looked so damn ugly I could hardly recognize his face as human, and the camera is so bad, especially in tight corridors. Stoked for the remake so the more intricate details of the game can get the graphical fidelity it deserves.

More like Golf Mids amirite

I finished all the primary 9 levels of each world and only a handful of levels were satisfying to figure out, despite only using a web reference for one of them. Lots of guess and check work past the baby tutorial worlds, and once you finally do stumble upon the correct answer, many times you won’t even need to use all the shots you’re given. I find that incredibly unsatisfying, like a jigsaw puzzle with a corner piece missing. The difficulty also wavers. World 7 is where things really started to get hard but World 8 for me was a cakewalk it took me like eight minutes besides the very last level. The presentation is clean and the music is pleasant but it cannot make up for the rest of it.

Never in my many years playing games has my curiosity been rewarded so greatly than during my play-through of Symphony of the Night. Dracula’s Castle is just a delight to explore not because of the incredible variety in environment paired with beautiful music, but also due to the memorable combat. SOTN does an incredible job utilizing space to craft interesting mob/boss encounters, which does all the heavy lifting to compensate with the lack of variety in the player’s arsenal. Enemies all have distinct attack patterns and specific hurtboxes to challenge the player even when highly leveled up, which reduces mindless whipping through enemies on your way to the next part of the castle. Go play this game.

2022

This review contains spoilers

For the first two hours of playing this, I liked progressing and moving from place to place but couldn't identify a deep narrative or engaging gameplay. Long-ass fetch quests are the bane of my existence so seeing one within the first hour and a half into the game got me a little scared it would become a recurring theme, but it didn't, thank god. Toward the back half of the game, I really started enjoying myself as I explored Midtown, a much larger, more detailed area. They also introduced stealth segments I felt should have been in the game from the beginning, considering sneaking around as a cat is so fun. The story also stuck the landing as B-12, the companion robot, started leaking deets about his past life as a human, a welcome twist that gave the narrative the edge it so desperately needed. Overall, well worth $30, and that best indie debut award it found at the VGAs this year.

Just a very fun gameplay loop. Very easy but the real challenge comes from pushing yourself to create the perfect route and make a perfect Katamari. One of the most satisfying endings I've played through and has a great soundtrack. My biggest issue was with the "collect one of" missions just because I'd roll this massive Katamari and then get blasted by something and roll into a tiny object with no option to retry immediately. Just gave up on those levels entirely tbh. Loved it though