A game so immaculately designed it doesn't feel like it was made by humans. A monolith of abstract design for future game designers to look upon and weep.

The culmination of the entire Souls series into a monumental open world experience that pushes the series in new directions while refining its existing systems.

Although Elden Ring sometimes prioritizes quantity over quality and can definitely overstay its welcome nearing your playthroughs end its raw achievements easily outshine any misgivings.

A fantastic starting point for those hoping to get into the Souls series.

A game that feels like it wasn't meant to be played by humans. It took me a full 20 hours of not getting it for the game to finally click.

It's an amazing experience that will just be fundamentally incompatible with most people.

An exceedingly boring flanderism of everything that once made Fallout an interesting franchise bogged down by obnoxious centrism, contrived plot points, mediocre gunplay and forced crafting and settlement building.

I would recommend playing almost any other Fallout game.

A broken mess that many have Stockholm syndrome for. Run.

One of the most unique experiences Nintendo has ever produced.

Pikmin's largest shortcomings are the disconnect between its plethora of iffy design/balance decisions and common technical issues.

Pikmin is a worthwhile experience for everyone looking to try something unlike anything else that can be found in the medium.

A remarkably emotional experience that is better in everyway than Rain World's original offerings.

No game has ever before tackled themes of deep time to such an excruciatingly remarkable effect and I honestly suspect no other game during my life will. Downpour earns the perfect score by making me experience emotions no piece of media has ever been capable of before.

An absolutely once in a lifetime expansion that was practically produced through human sacrifice on the behalf of devout border line zealous fans.

Honestly a unintentional breakthrough moment for games as art, Desert Bus is so powerful even in concept that its failure to release could not stand in the way of it being discussed nearly 30 years after its stillbirth.

At least in my eyes comparable to Duchamp's Fountain or the greatest works of Andreas Serrano.

The only things standing its way are the lingering technical issues due to it never being truly finished.

Derivative schlock suffering from constant visual issues and providing no worthwhile commentary on anything while being unsure what to do with its already poor gameplay.

An embarrassing sycophantic exercise.

A Desert Bus homage that retains much of the original experience but trades the pain of extreme patience and exhaustion for the pain of demanding continuous input from the player.

Heatstroke seem unsatisfied to simply be Desert Bus with typing and includes a large quantity of interesting art assets and a shockingly extensive soundtrack, these additions however seem to come from a place of bargaining knowing that Heatstroke will never live up to the legacy it celebrates.

The narrative the player is forced to type is highly engaging (if a little slow to start) which is almost crueller than if it was just mindless drivel. In fact HeatStroke seems to be obsessed with cruelty, limiting the players pause time, declaring their progress not being worth saving and actively lying to the player on various occasions.

All in all HeatStroke feels more like tumour plucked from the brain of a insecure wreck of a developer than a project ever intended to be played by human beings.

A cataclysmic disaster of a game in the most boring way possible.

An embarrassingly impotent experience where you can at one point pet a cat.

Signalis is a mishmash of various other horror games, predominantly Silent Hill and Resident Evil. Everything good from those other titles is present here but often in a much more narratively and often mechanically stale context.

Worth a playthrough if you a fan of the genre but don't expect any surprises.

I suspect this is really a title you needed to "be there for". In the modern day Ratchet and Clank is a janky mess that occasionally features moments of clever writing and engaging level design that briefly makes the experience tolerable.

I'd highly recommend instead playing almost any other Ratchet game.

A game seemingly misremembered by many, moments such as Storming Athens, Slaying the Hydra and journeying through the Desert come up often in discussion but in truth make up little of the game's actual run time.

Once the game reaches Pandora's temple all sense of pacing collapses to never return leaving only a bloated boring parody of its opening hours in its wake.