Let me just say right up front; I put about 12-ish hours into this game. So obviously this is not a comment on the whole experience, beginning-to-end.

But I have to say; I have had no fun with this. And I mean that literally, not in any kind of hyperbolic sense. I have had zero actual enjoyment with this game, for a dozen hours. It is an ugly, grey, lifeless RPG with mediocre action and not a single interesting conversation to be had with any of the people I've met so far. And the UI might as well have been designed by an alien. I have no clue how Bethesda can be this deep in the game and still be making menus and inventories like this.

Miss me with any "well it takes 85 hours to get good" shit. I don't watch two seasons of a TV show to get to the goods stuff, so I certainly won't tolerate that kind of thing in games. You can make a compelling intro, even if your game is generally a slow burn - I'm fine with that. But aesthetically, narratively, and gameplay-wise this thing offers almost nothing in its opening act.

Honestly, it warmed my heart more than I expected to be back with these characters. I love the vibe of this game (or I guess... Franchise?) so much, and it really works well with the new art style.

I found the gameplay to be tremendous fun, and would be fascinated to see it fleshed out into a full sequel, but also loved the brevity of this as a lil one hour jaunt.

Psi-Ops is not a perfect game, but it might be my perfect game.

A wonderful, fun-first action game where the entire selling point is giving the player a thrilling set of powers that are actually fun to use. The giddy thrill of rag-dolling enemies with your superpowers eventually gives way to a much deeper experience. Levels are excellently designed, allowing you to really experiment in either chaos or fine strategy. I managed to skip an entire puzzle by using the game's unique mix of powers and physics, in a manner not unlike something you'd see in a twitter video of Breath of the Wild. Despite its short runtime, there is a lot of room for experimentation.

The story is nothing - or at least it seems that way at first. By the end, the cheese factor had won me over and I was genuinely a bit gutted to see it end on a cliffhanger. Not because of the characters, but because it just feels like this is a bygone era of games - and just like this story, we will probably never get back to it.

Despite some wonky set-pieces in the fourth quarter, this is a wonderful game that you could breeze through in one session -- and I hope some of you do.

[emulated on Steam Deck, single player only]

This is going to sound meaner than intended, but in 2023 this would be released as an early access type thing. It's a super solid foundation with a fairly boring series of corridors to move it through. Soundtrack slaps though.

Was hovering over the 'uninstall' prompt for this game on my Steam Deck, and mulled over if I'd ever give it another chance. Maybe with a few more patches or something?

But on reflection, no, there's not really much here. A totally soulless, ugly game. Before I even hit the two hour mark, I was having to check off a laundry list of tasks to unlike something as basic as a glide for my character. Who enjoys this? I like a grindy 'podcast game' as much as the next man, but this was just so dry. I already felt I was playing on autopilot, with no actual sense of wonder or excitement about this open world Gotham.

The combat is okay at first and feels like they've made some neat distinctions from the usual Arkham fare - but the more you mess with it, the more you realize how shallow it is. Holding a button for a heavy attack is certainly different from Arkham, but not in a truly meaningful way, when everything else feels so similar.

Just a note on the PS2 version of Pandora Tomorrow: this is a deeply cursed way to play this video game. The PC version was infamously on fire at launch, and I didn't feel like installing any mods to fix it (you also can't actually buy it digitally on any real storefront) - so I decided to try the PS2 version.

This game has maybe the worst loading I've ever experienced in a game. Almost every area is bookmarked by a load or a save; and saving isn't some quick thing with a little spinning icon on the bottom of the screen. You walk through a door, they throw a menu at you, you pick a memory card, you say 'yes I wish to save' and you sit there and watch it work. Then you walk into the next area and there's a load - and the loads are long.

Obviously some compromises were needed to get the beefy PC/XB version on PS2 but this is a bridge too far, to me. Especially having played the original game on PC and finding it to be a sleek, relatively modern experience despite its age.

Retiring this version forever, and I've decided I will jump through the hoops needed for PC because I don't want to skip this game outright.

An absolute gem. Incredibly atmospheric, mysterious, and weirdly funny. Some of the puzzles feel like they were designed to sell magazines or guides as they are completely inscrutable to the average gaming ape like me - but beyond that it's tremendous in almost every way.

The music especially deserves to be celebrated. Instantly shoots into my list of top ten most memorable game soundtracks.

For about three-ish hours; I felt like this was a game of the year contender. It has some of the best, most viscerally satisfying shooting of any FPS I've played in a decade. The guns look and sound incredible, the feedback you get as enemies flail backwards because you've slide-tackled them before unloading dual pistols into their chest -- incredible. The bullet time, the cloak, the slick enemy A.I. - it all rocks.

While the story and nuts-and-bolts of the campaign aren't super important; I really can't overstate how bad the third act of this game is. It deviates from everything great in the first half, and indulges in some really terrible impulses.

There's an incredibly hokey, shoe-horned level that I won't spoil here, that basically tries to play off a popular internet horror trend, then there's two poor boss fights, followed by a cringey cutscene, and one more insane boss fight where half of the game's cool abilities are taken from you. It's a real shame, but it sapped my desire to replay the many many replayable sections.

We took Midway for granted, we really did.

While this didn't remind me why games are great quite as much as Chicago studio's previous game Psi-Ops; it is nonetheless a rip-roaring good time that put spectacle and action movie power fantasy before all else. The rag doll physics, the destructible uhhhh everything, the bullet time - it's everything you'd want from a 'be in the movie' type of shooter.

For the most part, the game's simplicity is tremendously charming. There isn't much to the gameplay but the levels are well designed enough, with enough contraptions to send your enemies flying through, that you won't really care.

Even with a relatively short run-time, the boredom does start to set in in the final third as bullet spongey enemies and a lack of fresh objectives take their toll.

As a media hub for fans in the pre-Youtube days, Bulletproof is kind of awesome. I was legitimately so excited to be able to play these music videos whenever I wanted -- as alien as that sounds now.

But beyond that, this is a pretty damn horrendous third person shooter and I can't believe I actually enjoyed the video game aspect of this package as a teenager. 50 moves at a glacial pace and you have to turn aim sensitivity all the way up to get a remotely decent aiming experience. There's some cool ideas on paper like taking human shields, interrogating enemies, and slick finishing moves -- but they're all either useless or broken in execution. Likewise there are some level design ideas that sound okay but the mechanics are just not well implemented at all. The cutscenes and story are actually pretty slick all things considered but lack subtitles so even they can't be properly enjoyed.

Oh well, I'll always have the memory of being 14 and watching the Poppin Them Thangs video on a loop.

Janky, chaotic, unbalanced -- and kind of charming, as a result. While this is obviously trying to target the Call of Duty audience, it also reminds me of a lot of mid-2000s online shooters in its endearingly unpolished manner. There's rampant camping, weapons don't feel balanced, the environments look like they could be from 20 years ago -- and it's still kind of fun!

The fake-COD feel is very well captured; movement is quick, weapons are snappy, time-to-kill is in the right ballpark.

As a free-to-play alternative, and one that works on Steam Deck, this is an okay time-killer.

Wish I played this in the 90s so I could have based my entire personality around it. Insanely cool.

Obligatory disclaimer that this is an arcade game so I was only able to finish it by emulating it and making liberal use of the 'add credit' button. This would bankrupt a working class family to beat using actual currency.

A powerful, ambitious sequel. Tells a compelling story all its own, while also doing right by the ending of the first game -- which many would argue should have been left be. Its biggest failing is probably that same ambition that makes it feel so special; at times the pacing feels a bit drawn out and the lengthy run-time keeps you guessing.

Probably the best playing Naughty Dog game ever, as the marriage of their animation, AI systems, sound design, level design, and variety of play styles mesh beautifully.

A strong final act took this up a notch for me, but for the most part I just found it to be a reeeeally nice looking Ratchet and Clank game.

And that's not a huge knock, because it's a fun series -- but the new tech didn't make for a huge leap forward in gameplay like I was expecting. In fact, some areas felt a little regressive. There are sections of the game that felt like small, exploration focused open worlds, but they were littered with stifling invisible walls, and quite a few bugs. This is the most I've 'fallen through the world' in a AAA game in some time.

But for the most part it was fine, with some really great set pieces. And as mentioned; the final act just mainlines that stuff in a fun way. And it really is gorgeous. I wish there was a little more cyberpunk-y cityscapes in this, as they really show off the lighting tech in spectacular fashion, moreso than the alien worlds.

I greatly appreciate a game that knows what a sensible campaign length is, but I'd be lying if I said I wouldn't play another eight hours of Tinykin right now if it was available.

Just a joyful platformer with a beautiful sense of style, super satisfying mechanics, and some of the most fun collect-a-thon gameplay in years. Every minute you're either gathering something or, in a weirdly more satisfying way, opening a shortcut to make traversal around the map easier. It's a constant serotonin shot every 30 seconds as you get a new trinket or build a new bridge or bump into a new Weird Little Guy who is going to say something dumb. And all of this complimented by a superb audio/visual feedback system that pings and pops charmingly, and in a way that taps into that very core video game tenet of letting they player know 'youve done it!'

I hit 100% completion on this, which isn't super tough to do in Tinykin, but I did in the spirit of licking the plate clean after the best wings you've ever had.