I'm definitely of the belief that these games lost a little bit of magic as their open world settings expanded; Arkham Asylum is a wonderfully designed, intricate setting for a Metroidvaniya. It's loaded with atmosphere and Easter eggs and the main campaign is wonderfully paced.

But it's also hard to ignore the way the sequels improved on this game, and it does feel quite old in some ways (I mean... It is literally 15 years old now). While the combat would become a little over stuffed in future entries, they definitely improved on it, and Asylum's feels somewhat basic. Enemies take turns attacking you, animations are fairly limited and the free flow combat just doesn't flow as freely as it would later on. But nonetheless it's still tight and satisfying.

The other big issue is the story, which is mostly fun and wonderfully performed (RIP the GOAT, Mr Conroy) -- but TITAN just isn't a compelling angle, and the big Joker finale is so lame, along with most of the other boss fights.

I was going to 100% this, because I've been meaning to for a decade -- but I remembered just how tedious that is, even in this - the smallest game.

Steam Deck notes: despite an unsupported rating from Valve, this is an excellent Deck game.

2023

I've kind of hit a wall with this, progress wise, and as much as I loved it initially - I can't say it's really hooking me in to break through that wall.

It makes a tremendous first impression. It looks and sounds incredible; a super satisfying top down shooter that looks to expand on some of the groundwork laid down by Hotline Miami. Lofty goals! But I think it does an admirable job, with its own innovations and sense of style that makes it feel more unique. But as the difficulty spikes and I don't really feel that I'm 'learning' per se - I think I'll just take a breather from it right now.

Hard to stick a rating on it, so I won't just yet.

Capital W WACKY~! Barely a Die Hard game, but a fun 90s brawler nonetheless.

Man, being half way through a series replay when the great James McCaffrey passed away made for more than a few sombre moments here. Rest in peace to a true video game icon.

I can see why this would be some people's favourite in the franchise, especially if they dislike the third game (I really like it, but I guess we'll talk about that in a few weeks). It's improved over the original game in just about every way. Most notably, like a lot of games of this era, it REALLY wants you to appreciate its ragdoll physics. And appreciate them I do! One of the greatest innovations in gaming, and beautifully deployed here. Combined with sharper visuals and much better, more complex enemy AI and the core shooting experience in Max Payne 2 is significantly enhanced over the first game.

Where it falls down, to me, is the story. I just never really cared about the Max/Mona dynamic, and it feels like so much of this game hinges on you caring a LOT about it. Max, in the best way, is kind of one dimensional - which makes for hammy, noir-y fun in the first game with its tale of revenge, gangland betrayals, and conspiracies. But when things try and get somewhat earnest in the sequel I just don't think it works. It still has its kooky though.

Steam Deck note: use a community layout with gyro aiming. It's actually really fun.

Frustratingly buggy but nonetheless cool. While the homages it is making are quite obvious, El Paso actually managed to stand on its own two feet fairly well - with a great central character and performance, and a tremendous visual style.

I felt like things were dragging a bit, and then I encountered a progress blocking bug I didn't feel inclined to try and get around, so I'm tapping out about an hour before things wrap up, which is a shame. May come back to this in a few patches time, as it's pretty cool.

One of the most stylish games of all time. A phenomenal audio visual package that melds bleeding edge tech, wonderful art direction, and tremendously campy FMV to make something truly memorable and unique. Whatever you do or don't get out of the rest of the game, there is no denying the presentation of this game.

And to me, the rest is truly excellent; takes the lessons of Control and every other game since Remedy made the first Alan Wake -- to deliver something that isn't just a worthy sequel, but really something that makes good on the promising but deeply flawed original game.

There are some growing pains, as Remedy ventures into new territory with a real-ass survival horror game - unlike any of the action heavy stuff they've previously done. And in some ways it feels like a horror from the PS1 golden era, warts and all. The shooting feels good mostly, but your characters are definitely not nimble and it is certainly evoking a classic Resident Evil mindset where you aren't supposed to feel like Rambo; combat should be intense, and unsure. But coupled with the very spotty checkpointing, there was some frustrations for me.

As for the story; I loved it. I love Remedy's worlds (or world, I guess. Singular) - and Saga is easily their best ever protagonist. Yes, even over Max Payne - who I love but is obviously a 2D pastiche of movie cliches. My only concern is the ending, which I won't get into here. I really hope it isn't expanded upon in a DLC chapter, because that would feel cheap and lame. I hope they leave it as is. I won't say any more because it's impossible without spoiling anything.

A truly excellent platformer with a demented style (in a great way). It obviously wears its Wario adoration on its sleeve but it's also better at doing Sonic stuff than most Sonic games. It also has some of those failings where, sometimes, you're going so fast that you can't really anticipate whats ahead which can feel counter intuitive.

But man, what a game and what a finale. I just love the style of this thing. I would watch a cartoon with all these weirdos in it.

A perfectly fun, mid-2000s shooter with a Bond coat of paint. Has the poison chalice of the Goldeneye name on it, but it walks a nice line of homage and originality.

God bless the ambition and the heart of this thing - I can see why it has a following -- but it is just not very good.

The tone and the fear/trust mechanic had me hooked early on, but the latter is not fleshed out nearly enough, and feels a bit like window dressing. Then the game descends into a quite terrible action adventure/third person shooter in the second half, with awful boss design and checkpointing, squandering any good will earned earlier on.

Just watch the movie.

Another wee gem Netflix have sewed up on their gaming platform. While there is a lot of licensed garbage on there, they are definitely putting the work in to get some respectable indie titles along the way.

Storyteller has a great premise and a fun central mechanic, but the puzzles can feel slightly obtuse at times.

This review contains spoilers

An excellent follow up in almost every way, enhancing everything that was great about the first game. The traversal is insane. Tonnes of options, incredible speed, but also tremendously responsive and never out of your control.

The story is hugely improved over the original, with a tale of multiple villains and your key protagonists interwoven almost perfectly. Everything flows so well from one story beat to another with no real filler - and a laundry list of excellent set pieces. Yes, this is perfectly paced, I have absolutely no clue how anyone could be dissatisfied with the length of this game. To pad it would be to hinder it.

It is probably the best adaptation of the Venom story to date, I would say eclipsing the 90s animated show. But I had some minor problems. In general, I always hate the idea of symbiotes reproducing and there being ten million of them running around - it just sort of cheapens the Venom character to me. But so often that is where these stories go.

Oh and the Mary Jane missions are still bad. I get doing a cute little thing where you make her OP to address criticism from the last game but they are still very bad stealth action sequences.

Roughly half-way through the story, this game feels enhanced over the original in almost every way - but I am kind of shocked at how badly optimised it is on PS5 (and seemingly everywhere). Very frustrating, but it doesn't derail the game too much.

Can't quite settle on a rating for this. Will certainly revisit later, and wrap up the main quest.

A top notch Steam Deck time killer, with tonnes of charm in its presentation and characters. Initially, I was enamoured with how many new things Dave kept throwing at me. New mechanics, new areas, new metas. But at a certain point, it felt like diminishing returns. I was less and less interested in the latest thing, and kind of wished it spent more time fleshing out the restaurant aspect.

Unfinished currently, but will likely go back to it. (17 hours logged)

After mastering the 2D and 3D environment, Nintendo somehow turned their attention to a game where you go upside down, inside out, switch between different gravities AND do it with motion controls -- and they made that feel natural and intuitive too.

There are a handful of times in Galaxy where you are fighting the camera. A HANDFUL! In a ten-ish hour playthrough of the core story. While briefly grating, that is actually a remarkable achievement given how ambitious and totally unique the level design is in this game. A real gem, that still feels fresh and inventive today.

[Steam Deck emulation notes: GREAT, for the most part. Mapping general motion controls to the right stick was no problem, but mapping 'tilt' controls (such as you'd use in the surfing level) was a bit of a nightmare. I was eventually able to map them to the right stick when I was using a wired 8bitdo controller -- but I have still, as of this writing, not been able to successfully map them to the Deck's own native controls, and I only found a bunch of Reddit threads where people had the exact same issue. So, to play this game to completion on the Deck, I would say it's mandatory to play it docked, with a wired controller - as sections where 'tilting' the wiimote to steer objects are unavoidable.]

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.