Possum Springs is one of the most bittersweet locations I’ve seen in gaming. The industrial small town look and autumn sunset makes for a strangely cozy place. But it’s falling apart, you get the impression that it’s hardly holding itself together. Corporate America is really the only thing that seems to be doing fine.

On paper, Night In The Woods is like a 2/10. You walk and you talk to people. Sometimes there is incredibly basic platforming. And yet the vibe is incredibly immaculate. Visual design, music, and most importantly the interactions with characters. In the vain of games like Firewatch, it's more about 'experiencing' the atmosphere and narrative rather than exciting gameplay. Even with a sort of mystery thriller to create the illusion of a central narrative, I found myself craving the comfort of the daily routine, with every development in the mystery threatening to upheave the nostalgic wandering around town.

While the artstyle is unique and well done, and the music is great, the characters are what far and over make this game. Gregg is perhaps the best hypeman in written history, although I spent most of my time hanging out with Bea because I really wanted to repair the relationship. All the other characters are well done with some pretty realistic conversations, especially with your parents.
As Mae, you are presented with a few dialogue choices that sometimes change what information you get in a conversation, or more impactfully, decide what activity you will be doing. Despite the choices, Mae is really more of a character you control rather than a blank slate for the player. The ending is the same no matter what, however you can find optional side stories with characters around town, and who you hang out with the most gets extra dialogue in the final leg of the game. Threads of her past are teased but you never feel a need to know everything. The most significant thematically is the “shapes” monologue near the end of the game. Less so because of what it tells us about Mae but how it begs us to reflect on the experience of Night In The Woods as a whole. Trying not to spoil it but if you get to the part of the game you’ll probably understand what I mean.

The sad thing about Night In The Woods, is change. As I mentioned earlier, Possum Springs feels on the brink, which ties directly into the narrative in some places, but also serves as thematic backing. Your parents are struggling to pay mortgage. Gregg and Angus are planning to move one day. You don’t have enough time to hang out with everyone equally in a single playthrough. You can almost feel the time slipping away with every day that passes, as you can’t load previous saves. After a while I ended up really taking my time because I knew that the game would just end eventually. Sure I could start another playthrough, but that doesn't really feel like what the game wants me to do. Night In The Woods is really, literally, a slice-of-life, someone else’s life. I interpret the games themes as the fear of change, trying to hold on the what you have, and learning what you need to let go of.

Oh yeah, and there's a Guitar Hero minigame that I suck at

By complete coincidence I started playing this game on its exact anniversary. I tried really hard to appreciate Max Payne 3, at times I could see what the game was going for. The apartment scenes with the series theme playing. The super detailed TV shows. The scripted infinite ammo bullet-time sequences. TEARS by HEALTH blasting in the airport. These are flashes of a game I really like, but overall, the experience is meh.

Max Payne 3 is The Godfather 3 of videogames. Made a significant amount of time after an acclaimed, self-contained duology, about an old man trying to cling on for dear life. But unlike the Godfather which kept its main cast and the director, the only real similarity with the previous Max Payne games is James McCaffrey. It’s been Rockstar-ified, which isn’t necessarily a bad thing. I’m not criticising the game on the principle that it’s vastly different from its predecessors, but I do kinda miss the unique style and writing of the Remedy ones. At times it’s hard to even compare the games as part of the same franchise.

Firstly, the cutscenes. Unfortunately unskippable. There are a lot of them (probably to hide loading zones) and I found the effects very obnoxious. Instead of a graphic novel, we have TV glitch effects and double vision every 5 seconds (hardly exaggerating), freeze frames and comic-panel transitions. By the fifth mission I was predicting every time BIG WORDS appeared on the screen when somebody said SOMETHING WEIGHTY. You can like or dislike them, but I’ve already seen Natural Born Killers so it drove me kinda nuts. The dialogue is mixed. At its best it’s a mix between Remedy and Rockstar humour. At its worse its “poor bastard had no one to reboot his system” and “I really needed to get moving” when you're trying to find golden gun parts. In a single cutscene you are treated to more swear words and slurs than the entirety of the first two games.

The story itself is a lot of Payne running around without much of a strong reason other than “I had to find someone because…well because earlier I had to find someone else who died and so now I need to find their brother's wife’s sister”. It did lose me at times when it was bouncing back and forth between flashbacks of minimal relevance (although their inclusion was nice) and the “find person E” structure of the Brazil narrative.

In terms of gameplay, this is surprisingly brutal. I don’t know the last time that a ‘Normal’ difficulty kicked my ass this much. Every single bullet that hits you does like half of your health. Enemies will be shooting at you from 5 miles away with insane accuracy, basically anytime you’re out of cover you’re 3 hits away from death. Not even bullet time can protect you that much. Enemies themselves will take dozens of bullets to the body and only reliably die from headshots, which can be really hard to pull off when there are 6 enemies on the other side of the room and 5 seconds of exposure is vitally dangerous. I never actively consumed painkillers, instead I auto-used them through “Last Man Standing” over 100 times.
Max Payne 3 gives much less painkillers and ammo, and every time anything happens you always lose your heavy weapon (this is just a personal annoyance). Scripted slo-mo sequences are cool, although the original games felt more like you were crafting your own cinematic moments rather than letting the game pick for you. Finding clues, collectibles and the “grinds” are something I will never bother to complete, definitely the most generic feature of this game. Generally, I much preferred 1 and 2’s combat - quicksaving and all - to the cover-dependent, low-health fest of 3.

Overall, Max Payne 3 is a game where I can acknowledge its strengths while knowing I probably won’t pick it up again.

Like the genius I am, I decided to wait until summer to start working on my backlog of at least 10 horror games. I’d rather not wait another 6 months for some extra atmosphere, so with sunlight penetrating my blinds I got started with the original Silent Hill. I tried to play this game last year, but I hadn’t bothered to empty my Dad’s old memory card, so I moved onto Silent Hill 2 (I was more excited to play that game anyway).

Silent Hill 2 may have one of the best intros in gaming, but there’s a lot to like about the beginning of Silent Hill 1. Running into deep fog, only for your surroundings to get more metallic, more bloody, more violent, until you get attacked by polygonal monsters…only to wake up in a cafe with funky music. A great sample of the beats of this franchise.

This game creates a rough formula that will be followed by its successors:
- Objective: Reach a marker on the map. This path is usually obstructed, leading to an exploration of the town where you must find alternate routes and hidden items to reach your destination.
- Objective: Explore a building. You’ll be given an interior map, some area-appropriate enemies to deal with, and word based riddles for solving inter-connected puzzles. Then you’ll go to the “Otherworld” version, which is more alien and hostile.

Comparisons to Resident Evil are inevitable, although these games are vastly different. One of the best features of Silent Hill is holding the L2 button to reorient the camera behind you, as it follows you most of the time instead of the entirely fixed camera angles of Resident Evil. Silent Hill needs no inventory management, and is more generous when it comes to health and ammo. I don’t really see the point of comparing these franchises any further, other than their differences helping me appreciate each of them more.

This is because Silent Hill is less about the challenging survival aspects of the genre, and more about creating fear through psychological horror. Atmosphere is the main thing that separates Silent Hill from its competitors. Most notable is the fog, which was introduced to hide terrain loading but was so effective that they kept it for every game. The CG cutscenes give the game a real uncanny valley feel. Dialogue delivery is pretty stilted but I think that actually helps things feel more weird. Of course a lot of what makes the scares effective is due to the beautiful work of Akira Yamaoka. You needn’t have me tell you how amazing his compositions are, but I want to specifically highlight how effective his sound design is for creating horror. The radio static for nearby enemies is perfect for tension, especially when you can’t see them yet. Instead of opting for jumpscaring you with a sudden enemy, the game lets you know they’re nearby far before you ever see them, and so you build up fear yourself from the anticipation. Furthermore the static compliments the more industrial and “noise” songs in the soundtrack, by making you completely uncertain at times whether you’re hearing “music” or an approaching enemy. There was a part of the game where I ran for my life because I couldn’t tell if it was music or enemy noises and I didn’t want to find out. It ended up being one of the scariest moments from a game in recent memory. Honestly just the whole sewers section is terrifying to me.

There are some cool references to be found in the game, too. Every street is named after a famous horror author, and the title song remixes the Twin Peaks theme. Certain songs do sound very inspired by that show’s soundtrack, too.

My only issue with this game is the combat. The enemies suck. They all have weird shapes and erratic movement. The combat is sluggish even for survival horror standards. By the time you’ve aimed the gun and pressed the trigger, the enemy has either moved out of the way or already done tons of damage to you. Bosses are also quite irritating. Now, this does help the fear, since you’re encouraged to dodge enemies, which can be very tense. However other horror games achieve fear through enemies without making it this annoying. I might go back on Easy mode next time so I can get the other endings without getting too annoyed.

Silent Hill 1 is a great game, but it’s missing a bit of that oomph that Silent Hill 2 has. It’s still worth checking out as one of the most effective horror games I’ve ever played.

I’ve been playing Minecraft for 11 years. I’ve had Pocket Edition, 4 different console versions, and Bedrock edition. I finally have a laptop that probably won’t die when trying to run this game. But trying to get Java is extremely stupid. You have to pay double the price by getting Java with Bedrock for Computers. If you already own Bedrock on console, you still have to pay for the PC version. Also Bedrock doesn’t even run on Apple computers so I would essentially be paying an extra £13 for a version I can’t play. Luckily everything is 50% off for the games’ anniversary so I can actually buy Java for the price it’s supposed to be. Just wanted to say fuck you Microsoft I’m playing Beta now. 10/10 must play

Three years of being the designated driver in squads has finally paid off

When I'm one race away from ranking up and a 470 degree turn causes my controller to vibrate like a sex toy and my car to explode like a gmod ragdoll, relegating me to 11th place for the rest of match (this will lose 34% of my rank) (I am only playing this gamemode because it takes 900 hours to reach Level 72 in the Battlepass)

Fun fact! If you beat this game in under an hour, you get to see Metroid in a biki-HER NAME IS ZERO SUIT

I’m not into retro games at all, but for some reason I got the itch to try out the Metroid series again 3 years after backlogging Zero Mission. The original Metroid is basic, sometimes enjoyable, designed like a Mario Maker level, but really impressive.

The Password system is a really genius way of getting around the limited hardware. However, dying takes you back to the start of the overall zone (denoted by elevator/song). This can suck if you’re deep into an area, but you can also use this for quick travel if you’re really in a bind. I used Switch Online’s 4 save slots to save the headache, but still. It’s also charming that too many entities on screen causes the game to lag (you can abuse this to unload enemies). Physics are really floaty which kind of blows in tricky platforming sections or ‘thread the needle’ enemy encounters.

The biggest issue with this game is that it’s extremely repetitive. I’m sure you’ve heard that before. There are two types of rooms that comprise most of the game:
1. Really tall vertical hallways where you will be climbing the same repeating pattern for so long that you get deja-vu.
2. Long corridors with so many flying enemies that the game starts to lag.
The idea of exploration is certainly more fun than the moment-to-moment gameplay. Mainly because the enemies suck to deal with, especially when there’s more than one. There was this one part of the game where even with heavy abuse of save-scumming, it still took me upwards of 15 minutes to get through one hallway. The final area of this game is capital b Brutal, I can't even imagine doing it in one go.

You really do need a map to remember where everything is because sections are only distinguishable by their colour. Also, some hallways are literally identical. There’s this one part in the grey area where they were actually trolling, it’s the exact same room stacked on top of itself 3 times, and there is absolutely no reason to visit that part of the map.

While I will always prefer an in-game map, I won’t lie in saying it was pretty fun using a basic hand-drawn map in the beginning to keep track of dead ends, locked passageways, and completed areas. Navigating the game itself does get a little stale. If this was the 80s, and the only game of its kind, I’d happily let this be a 16 hour game, getting lost and repeating long, tricky sections. Instead, I eventually caved in and used a full game image when I got stuck (and when my own map became unreliable). Someone on Reddit took this old map and highlighted every item in a suggested sequence order. This actually worked as a pretty great hint system, as I could see adjacent rooms that secretly connect to each other. This map also shows where the destructible blocks are, which shows how obtuse this game can be if you try to 100% it on your own.

Overall, The annoying combat, copy-paste rooms, and eventual need for a guide should probably land Metroid no more than 4/10. However, abusing quicksave maintained my sanity, and I appreciate what it was for its time, so I’m gonna be nice and give this a 5. Pretty good soundtrack too.

Was planning to write a review where I mostly complained about Microsoft shutting the studio down. But honestly I’m so ecstatic from the experience as a whole that I would rather not dwell on something so negative. It’s an absolute tragedy that Tango has shutdown, but it’s just a symptom of whatever the fuck Xbox is doing (it seems they’re putting all their chips on Gamepass as a model rather than the companies they own).

Anyway, I kinda sucked at this game, since I’ve never really played rhythm games before, but damn this was so much fun. And every pixel was oozing with creativity. One of the best and most distinct art styles I’ve seen in a long time, a treat to look at. Feels super satisfying to play and there’s plenty of help with getting the rhythm down if you need it. Nice balance between combat sections and platforming. Music is really great too, although I wish they included more licensed music, cause there’s like a 5 hour gap with none of it. I mean I absolutely lost my shit at how hype the choice was for the first boss fight.

Hi-Fi Rush is such a worthwhile game to check out. It’s just plain awesome.

Got this game on Wii U 3 years ago. Hardly played it then, but I’m still glad I got it before the virtual shop closed down. Since I recently beat the original Metroid, it was super interesting to see how this remake compared.

In some ways, it’s similar, in most ways unrecognisable. There are a couple of rooms that are pretty 1:1. The general shape of the map is the same, but there are new mechanics, entirely different rooms, more items, and a lot of the padding was cut. All bosses were heavily reworked and there are even new ones. Plus, an entirely additional final hour to the game. There are some good small tweaks like enemies not sniping you with their spawns or going through loading doors.

Most significantly I noticed how incredibly fluid movement and aiming is in this game. You can aim in so many more directions, and it no longer feels like your jumps are at the behest of moon gravity. Definitely one of my favourite ‘game-feels’ for a Metroidvania I’ve played. It makes the enemies actually fun to fight.

And thank god, they’ve added a map (and map rooms that fill out unexplored chunks). However, coupled with the objective markers, sometimes it felt less like exploring and more like going in the direction the game told me too. But there are plenty of (much better telegraphed) secret rooms you can find, and a slight amount of choosing your own route.

When you consider how much was changed or added, I find it kind of ridiculous that Tourian was made harder (even if you get a new save point). The Metroids and the platforming escape are made harder to deal with. And seriously, whose idea was it to make the fuckass Mother Brain bullet hell worse? Hands down the worst part of the game for me. Without suspension points I wouldn’t have the patience to beat it.

The added finale works pretty well, the stealth part almost feels scripted because of how well communicated the level design is. Although it did feel a bit dragged out and could benefit from being a bit shorter. Getting a powered up suit afterwards feels great though. And the actual final boss is pretty good.

Soundtrack is a nice recomposition, and the added story elements/cutscenes give interesting depth they couldn’t fit into the original.

Overall, it’s a good starter Metroid game because it’s a more linear stroll in the park with some pretty fun gameplay.

One can’t help but draw comparisons to Shadow Of The Colossus, as Metroid II: Return of Samus gives you a kill count with questionable morality. But while Colossus gets complaints about the controls, it is the far more accessible of the two. You have to look past the slow, methodical pacing and limited hardware in order to find what people like about Metroid 2.

Samus’ movement seems clunky and sluggish, but she is far more responsive than her NES counterpart, capable of crouch aiming and using more dynamic power-ups. Despite the tight camera, enemies are way better designed and you never feel blindsided. Plus they despawn off screen so you can’t get sniped, and it helps that health and damage is more fair. Refills are introduced so a bit of backtracking is a second option instead of enemy farming.

While it’s impressive how ambitious the game is for its simple hardware, there are a few limitations that I’m not a fan of. Most songs are simple beeps, and many areas don’t even have music. Plus, being low on health overrides music with a grating siren. I also wasn’t a huge fan of the songs themselves compared to the first games’ soundtrack. It can be quite repetitive (due in part to monochrome environments) although maybe this is partially to reinforce the systematic nature of your grim task.

World design is more segmented, as you unlock one area at a time (each one is found on a fairly linear path). There’s about one save per area, which is pretty few and far between, so I continued using suspension points, although they didn’t feel nearly as necessary for my enjoyment as with the first Metroid. For optional and integral objectives, you will frequently use Spider Ball and the Gravity Suit since most areas require scaling massive heights. Again, shout out to people 20 years ago who made detailed maps, especially because this game has impossible dimensions for a 2D plane, so I definitely would’ve gotten confused with a hand-made map. Not that it’s impossible without help, just not my preference. However it felt like there was a guide missing that explained power-ups.

It’s kind of wild how a barebones story is made memorable through two features:
Firstly, the kill count as your only guide and means of progression. With each Metroid you kill, they get easier and easier to deal with, and the map becomes more and more barren, which is a decent way to communicate the extermination of life. But this has the drawback of a long walk to refills in the endgame.
Secondly, and most interestingly, is what happens after you defeat the final boss. A newly hatched baby survives, but instead of hurting you, it helps you reach your ship (not even under a timer, as is usual for the series), all while the most cheerful song in the whole game plays. The final 2 minutes carry the weight of a hundred questions, and demand you to think back on what you’ve been doing for the whole game.

If you’ve ever seen an actual Gameboy machine before, it’s easier to recognise the achievements of this game for how limited its hardware was. It’s not the easiest game to get into, but it shouldn’t be forgotten either.

Hard to think of what to say except for this is the most enjoyment I’ve ever gotten from a Metroidvania. Right from the title screen and space station intro, the capabilities of the SNES are well shown off with actual cutscenes and detailed sprites flying towards the screen. The game still saves plenty of cool moments for the whole runtime, especially in the final area.

Music and sound effects were great. Exploration, movement and combat were consistently fun, and I finally abandoned my suspension point crutch because of how fair save points and the general difficulty were. I now see where Zero Mission got most of its ideas for bosses and items from. I also managed to avoid guides entirely, except for how to beat Draygon (a gimmick takes it from the worst boss to the easiest) and use the grappling hook, because I’m dumb and didn’t realise you can extend it.

I remember as a kid playing the 5 minute demo on Wii U Smash Bros over and over again, trying to figure out what was going on. You’ll definitely appreciate the story more if you’ve already played Metroid 1 and 2, so I’m glad I did. The game does a better job explaining the series’ plot than the games themselves did, so even if you’re new you’ll be pretty up to speed.
Yeah not much more to say except great game. The fact that I’m not a huge Metroidvania fan and I enjoyed every minute should be a decent sell. They also made Mother Brain good what the hell