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.

The makings of a really excellent brawler but undercuts itself constantly. The main issue is the story and dialogue which start out rote and a bit eye-roll inducing, but gets worse and worse as it goes on. You can fast forward through dialogue when replaying a level, but I would LOVE that option on a first playthrough. It's surprisingly yappy and gets incredibly irritating.

The other aspects of the presentation are okay. It's not much to look at, but gets the job done in that regard with bloody kills and cool finishing animations. The soundtrack is solid at first but by the time you get to level 20 (of a slightly OTT 40) it'll all blend together as an unidentifiable collection of thumping dance music.

But the core of this is really good. Deep combat with tonnes of customisability and cool animations. You'll get that faux John Wick feeling we all crave. The game flourishes when it's kept simple; you and some dudes trading hands - an early level contained entirely in a bathroom is a good example. But there are a tonne of level gimmicks that just sort of get in the way. You're driving a boat or dodging a sniper or fighting mutants or suicide bombers (yeah) and some of that is fun and some of it is tiresome. There's a level where bikers are driving at you while you're still hand-to-hand fighting some other enemies and it's entirely too chaotic to really enjoy; and it undercuts the core fundamentals of the combat.

I'm shelving this for now, and may return later but I think it would have been better served at half as many levels (just cut all the gimmicks) and basically no talking.

Fabulous. Inventive, intriguing, surprisingly addictive. Not only does Immortality feel like one of the more innovative FMV games in terms of play input, but the quality of the video itself can't be overstated. Excellent period appropriate sets and attires, films that feel real and flawed in their pretention, acting performances (and performances within performances) that progress over time and evolve with the changing chemistry of their respective timelines. It really is a special endeavor.

Despite this genre of character-action not really being my type of thing, this is a thoroughly excellent game in almost every way. Innovative music-fused combat, wonderful soundtrack, gorgeous visuals, and a surprisingly heartfelt story. For such a departure form what Tango typically does, this seems like the type of thing they were formed to make.

"There is a strange beauty, even in this wretched place."

I bounced off this fairly quickly at launch due to its stiff, unsatisfying combat -- which is still something I'm disappointed in having now revisited it. But I'm glad I did nonetheless, because I think it's one of the best looking games of the year, and a definite 'more than the sum of its parts' experience. A lot of games have done the black and white thing, and the film grain thing. But I'm not sure anything has nailed it quite like Trek To Yomi. Whether it's the burning villages of the early hours, or the more supernatural elements of the second half; the game is stunning throughout. Some sections could pass for a film landscape or a beautiful painting at a glance. My beloved fixed camera angles see maybe their best ever implementation in this game, adding so much to the atmosphere and general vibe.

The gameplay is certainly interesting in theory with direction-based combat and a lot of techniques to learn - but it's mostly just frustrating and cheap feeling.

An RPG with a story so finely crafted I'm not even sure I want to replay it to 'see all the other bits' as I normally would. Very content to just enjoy this one run as my story, and that's that.

Citizen Sleeper is arriving at a perfect time because despite its minimalist presentation, it evokes so much emotion. The writing is so excellent, so evocative, that it pulls more feelings out of you than 90% of painstakingly crafted 3D environments and characters in triple A games. Not to say CS's presentation isn't beautiful though; the character portraits and humming score are wonderful partners to the writing. But it's the characters and the script that really sing here. The opening hour makes you feel suitably isolated and desperate. Options are limited and most interactions serve to educate you about how dire your situation is. The people you meet while trying to survive will genuinely change the way you view the setting and make you question what your goal really is beyond just 'survive!' and 'escape!' The forks at the conclusion of some quests will be a struggle not because of what reward you get, or because of some tedious GOOD GUY/BAD GUY meter ticking up - but because you are truly invested in what happens.

Going free on PS+ was probably the smartest move possible for this game. It's a little feature-light with a fairly grindy economy that wouldn't have sat well with me if it was a full price release. But as a freebie, it's a very fun time waster.

The idea is tonnes of fun, and the execution is pretty solid. It looks and sounds good as a native PS5 game; the characters aren't on the level of something like Overwatch, but they're nicely designed and there's a great flare to distinguish them (such as unique riffs on the main menu theme, depending on who you are highlighting).

The cars feel arcadey and satisfying, although destruction detail and the general physics of how the game feels could be a bit more weighty. It is, after all, a game about crashing into other players first and foremost. The modes are all solid but more of them, and more maps, would go a long way.

If it has decent post-release support, I will definitely jump back in.

2022

A tremendously atmospheric sci-fi adventure. One of the best stylistic presentations of the year. Story was gripping throughout although I'm sure the ending will be divisive.

I was recently playing this on an emulator but then found myself at a barcade that had it, so me and my pal Andrew played it to completion for real. This is literally only possible when you have an adults disposable income. I think we both spent six quid to make it to the end.

2022

One of those games I respect more than I like. It's doing some off-the-wall stuff and has a neat sense of style, but solving its mysteries in and of themselves wasn't enough to keep me coming back. I think a part of that is also the combat just didn't feel satisfying on any level.

A fabulous game that gets those serotonin cannons firing at an insane pace. Shelving for now but absolutely planning to revisit once it hits 1.0.

[emulated]
It is very funny how enemy movement in 1986 was relatively smooth and dynamic but the player movement was insanely stiff and limited.

By no real standard is this a great platformer with modern eyes; it's just very cheap and frustrating. But you can't deny that music and the general ~vibe~ which is impressive even with technical limitations.

Got a handheld emulator and chose this as my first injection of raw nostalgia. It holds up surprisingly well. It lacks the challenge of your real top tier Mario games but is still satisfying to control, and the audio visual package is great! In hindsight it's even more impressive given how much a lot of stuff on the original Game Boy... Well... Sucked.