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.

Despite the many drawbacks, there is something great about Goldeneye finally arriving on modern systems, and I think it is worth mentioning.

Preservation in the game industry stinks. It's awful. It's worse than film and music. And Goldeneye is just one of many classics that has languished in limbo for over 20 years. The reality is 90% of people who like games won't touch emulators, and if a game isn't on an official storefront they won't revisit it. So, Nintendo and Microsoft sitting down and getting this done, no matter how compromised, is commendable.

But now that I've said that; boy is it compromised!!!!

The modern control layout on Xbox is awesome, and for a few levels it will feel like a truly reinvigorated experience. But quickly, that novelty wears off and the ugly edges become hard to ignore. Rendering the game at 4K, but using the same ugly textures and absolutely god awful text is a crime. Not remastering the all-time great soundtrack is a WAR crime.

The lack of online multiplayer, presumably tied up in some sort of negotiations, is what really kneecaps it, although the spectre of the cancelled 360 remake also looms large.

Many of the improvements made in that version would have been appreciated here, like halos around mission critical items which, today just like on the N64, can easily be missed as they fly off enemies into the grey texture blob that makes up the level.

In a roundabout way, this release is a wonderful preservation of the original because it's a warts and all presentation. The awkward objectives, no checkpoints, no VO, and local only multiplayer means that people are at least getting an accurate recreation of 1996.

Intriguing and weird and totally unique and... Didn't quite grab me. The way Death Stranding has all these lofty ideas and musings, while also making basic things like descending a steep hill feel genuinely thrilling is super impressive. I found the contemplative wandering to be surprisingly relaxing.

But something about it just didn't hook me after six or so hours of play. While I appreciate its unique approach to multiplayer, and open world maneuvering, I think a lot of the other mechanics didn't click for me. I got bored of dodging BTs fairly early and almost wish Kojima doubled down on how Not Metal Gear this game is, by ditching all semblances of combat at all. That probably would have been a deal breaker for some people but I think this would have really shined as a strictly exploration based game.

One for the 'I Respect It, But It's Not For Me' file.

Despite starting Max Payne a dozen times, I realized about 3/4s through it on this occasion that I've never actually beaten it. And what better way to finally see credits on this classic than in beautiful 720p and widescreen, as allowed by the power of the PC port!

While it's still a nicer version than the console counterparts, there is some hoops you need to jump through to get this one going -- in my case for the Steam Deck but based on my research most modern devices require some tinkering.

Regardless, this is still a gem. It's definitely dated and in particular the hardboiled story is fairly boilerplate. I think the overdose on noir stylings wowed people to such a degree that it didn't really matter how little characterisation is there or, well, the lack of any truly interesting story beats. But who cares! It's a grimy New York undercover cop tale through subways and crack dens, with smack talking cronies and cheesy soap operas on the wood panelled CRTs. It rocks, and the slow motion gunplay, while occasionally interrupted by an overambitious dream sequence of clunky platforming, still hits the spot.

[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.

A gorgeous, fascinating game that really makes you feel like a card cheat. It perhaps asks too much of you at some points, but the frustrations are worth bearing for such a fun, unique puzzler.

I just wish the checkpointing was a bit better though. Having to button through reams of dialogue after each failure is more of a punishment than the actual death or money lost.

[Full playthrough available on my YouTube channel: @TheBarrylad]

At the core of Ultimate Destruction is a fun-first approach to playing as the Hulk. You can leap over tall buildings, toss tiny human enemies across the desert, make baseball bats out of telephone poles, skateboard on buses and more. The enemies are varied, the list of moves available is surprisingly deep -- and includes a piledriver!

But once you go beyond that initial appeal (and this was sick demo back in the day, if I recall correctly) there's some insanely frustrating mission design which involves throwing as many enemies at you as the humble PS2 can handle. It turns the screen into unreadable mulch and gets more chaotic than a high-level Vampire Survivors effort.

That doesn't sour the experience too much, thankfully - as this is still the most satisfying Hulk gameplay ever committed to a disc.

This review contains spoilers

Incredibly cool fusion of extreme sports and slow motion gunplay. Kind of funny that the story (obviously) presents it as some sort of cynical corporate dystopia but... It's incredibly fun!

The most important thing here is how it feels; and Rollerdrome nails that. Crucially, you don't actually have to land your various tricks -- that would perhaps be one too many plates to spin.

Where it falls down is; the amount of repetition, and later stages just feeling like endless reams of bullet-sponges are being thrown at you. This culminates in a final boss that is both a repeat of an earlier boss fight, and is throwing an absolutely comical amount of crap at in a way that's sort of stifling, rather than encouraging you to innovate or find a new solution.

I'm just going to slap a 'played' label on this and retire it for now. Maybe in five years I'll revisit it and have an epiphany that makes me love it but currently this feels like the most disappointing sequel of my life time. Samey design held back by being on a PS4, painfully patronizing NPCs that never stop squawking at you with puzzle answers and combat tips, a never ending stream of boring combat arenas full of boring enemies, and the usual AAA slush on top that makes everything feel boring and samey; loot and skill trees.

Super satisfying first person platforming with a blistering pace. I love the style and general premise of the world but the story was fast forward material by the half way point. Moreso than just being annoying in isolation, the story impedes the game in some ways because the incentives for replaying are all tied to lore and characters -- all of which are actively annoying.

A beautifully crafted remake of a classic.

A haunting, stylish homage to PS1 horror that earns a top spot among the greats from that era. Won't convert people who dislike the genre, as the resource juggling between safe rooms, and the resulting back tracking, may be too grating for many. And I get that! But that tense ammo-and-key management is part of the thrill to me.

Admittedly, the game maybe overindulges in the third act. A fabulously creepy final area with no map might not be the best place to throw half a dozen simultaneous puzzle pieces at you, and even genre fans like me found it to be a bit tiresome as the finish line approached.

But still; a tremendous, creepy adventure with a truly remarkable sense of style.

A super fun, stylised continuation of the OlliOlli series -- although the dialogue and characters are a bit grating.

Haven't finished it, but may return at some stage.

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.

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.