4 reviews liked by TheJimmonator


The advanced haptics on the Dualsense controller are so immersive, I can feel Venom coming inside me!

Mirror's Edge: Catalyst feels like it never gets talked about except for through lamentations of it being open world instead of level based like the original Mirror's Edge was, or people complaining about how it has a couple movement abilities locked behind a skill tree, or people talking about how EA doesnt make original games anymore. And I get that position on paper, since Mirror's Edge: Catalyst came out right in the middle of the ps4 generation when open worlds were everywhere in AAA and every game seemed to have an obligatory skill tree regardless of whether it added anything of value. I can't blame people seeing a sequel to a really tight, linear, level based game going open world and throwing up their hands about Trends and Bandwagons.

But here's the thing. This game is barely an open world in the Ubisoft sense or the GTA sense. Rather, I think it has a lot more in common with the Metroidvania genre.

Mirror's Edge is about parkour, or free running, in a dystopian future. Everything about the gameplay and theming is centered on these two ideas. What this means for its "open world" design is that you have several decently sized but not huge sections of city, largely rooftops, interiors of buildings, some infrastructural installations, and a construction site, that is all there to facilitate free, expressive movement, often while escaping from The Cops. No matter what route you take, you are always pushed to engage with the detailed and active parkour mechanics. This isn't like the other big Parkour game, Assassin's Creed, where you just hold a button and occasionally another button while moving and your guy does it all automatically (not a knock tho, I love AC). Its stick-shift platforming and it's a ton of fun. The mechanics have been slightly refined from the original game and provide more ways to enter a state of rapid, flowing movement, or recover it if you fuck up. Every route you take becomes a chain of vaults, slides, jumps, wall-runs, impact rolls, and swings off pipes and flagpoles. New to this game is a shift move that works both as a dodge and a way to build, rebuild, or maintain momentum, that I found myself using in a way that almost simulated the rhythmic, controlled breathing of distance running. Tying it all together is the absolutely unparalleled design of full-body presence in its first person viewpoint, where it not only shows your body when you look down but actually makes it feel like you're inhabiting and moving in it, with the weight and momentum and grace of an athlete in motion, instead of just a floating camera with arms like so many other first person games. There are honestly very few AAA games that care about detailed, flavorful movement mechanics to this degree.

The combat is vastly improved from the first game, where clunky fighting or shooting segments often brought the game's beautiful momentum to a screeching halt. In this one, you can no longer use guns, thank god, so its all punching(light attacks) and kicking(heavy attacks). The new shift-dodge means you can more easily avoid damage, and also get behind them to do extra damage or kick them off ledges. But the key to combat is traversal attacks, which is when you attack while doing parkour. Light ones do less damage but preserve your momentum, so they're good for getting enemies out of your way while escaping, or for setting them up for a knockout from a stronger heavy traversal attack. These attacks are snappy and well-animated, and the combat is actually quite satisfying once you get the hang of incorporating parkour into it. There are several enemy types that all require slightly different tactics, so it keeps things from getting stale. The combat is also very frequently optional; you can often simply bowl them over and get the heck out of there instead.

The game does contain a skill tree, but it is honestly quite unobtrusive. It has 3 parts: movement, combat, and gear, and 80% of the movement tree is unlocked already at the start of the game, with the majority of the rest of the actual parkour mechanics easily unlocked in an hour or two of play. The rest of it is all combat skills, damage or defense upgrades, and new gadgets. The gadgets you actually just get from story progression, and they give you new movement abilities that open up new paths and new areas as the story progresses. Its not quite as free-form in its exploration as traditional Metroidvanias, and there's no sequence breaking due to the mission-based story, but it still has that feeling of the world gradually unfolding as your abilities grow. The map contains some of the typical open-world collectables and busywork missions, which are usually time trials, timed deliveries, or small combat challenges followed by escapes. They're fun enough to do, but can be safely ignored without consequence if you aren't interested or just want a more tightly paced game. The story missions themselves, and the character-given major sidequests, are all very solid and bring you to a variety of more linear, contained levels scattered around the city. This stuff is classic Mirror's Edge, and where the game shines brightest. I especially liked the Art Museum level and the under-construction skyscraper you have to sabotage for the mafia.

Like the original game, Mirror's Edge Catalyst is a real looker. It paints its world in splashes of vivid color against stark, sterile white and polished glass. The use of color is a bit more restrained here compared to the first game, but its still very effective. Sometimes you slam open a door from the blindingly white rooftops and are blasted with the most incredible shade of green you've ever seen in a game as you sprint through an office corridor to the closest exit. Huge video billboards or displays cover buildings, with constantly shifting advertisements or news reports lighting up the night. It feels lightly futuristic and dystopian in a way that balances mundane believablility with stylized hyper-reality really well. There are some really lovingly crafted service corridors, corporate office buildings, and infrastructural facilities; mundane places transformed and made stranger by the context of how you move through them and why, which is something I always love to see in games (see also: INFRA, for the ultimate perfection of this aesthetic in games). The sound design is quite immersive, and makes you feel the speed and physical exertion involved in everything you do. The music on the other hand is only OK, as it serves the atmosphere and action well, but isn't especially memorable. They commissioned a pretty solid CHVRCHES song but bafflingly, don't even use it at all other than in a jukebox in the hideout. It doesn't even play over the credits! Why even commission it then!!

The narrative is fine. It's not like poorly executed, but its nothing new either. Kinda feels like a middling TV show from that time period. It provides a solid enough framework for a bunch of cool levels, so I guess it did its job. It is at least, better than the absolutely atrocious storytelling from the original game with its e-surance cutscenes and barely sketched characters. The characters here feel like people with a history in this world, and the presentation is solid, it just lacks a certain extra spark. Even so, it's well-paced and doesn't overstay its welcome by any means.

Mirror's Edge: Catalyst is a seriously underrated game. It doesn't quite hit the transcendent highs the original does, but it also comes nowhere near that game's very low low points either. It is simply a good time, and it really deserved better than the low sales and critical dismissal it seems to have gotten when it came out. If you like deep first person movement I highly recommend it.

It's as simple as this: The Last Guardian is the most invested and attached I've ever been in regards to the plight of a video game protagonist and his overall goal. This slow-burning story of love and companionship, helmed with a typically deft and understated hand by its auteur director, registered on a deeply meaningful level for me, due in no small part to the game's centrepiece Trico. A creature of almost intoxicating cuteness and charm, Trico feels like a real comrade thanks to a combination of fluid and expressive animation and A.I.. An ironclad bond is established early on precisely because Trico is such a believable presence, and because of this, everything else falls into place. It's a beautiful, frequently picturesque visual package to bask in, showing few signs of its beginnings on PS3 hardware. The soundtrack by Takeshi Furukawa, while not being as showy as the music that accompanied the magnificent battles in Shadow of the Colossus, is sparingly used but memorably nostalgic, and knows exactly when to tug at the heartstrings. The puzzles, unlike Inside, are naturally integrated into the game without disrupting the consistency of the world and the storytelling. And the set-pieces, while not as elaborate as something one would expect from the likes of Uncharted, are no less breath-taking because of the emotional dynamic between the central duo. Running across a crumbling bridge is nothing new in a video game, but when the ground gives out beneath the boy, and Trico appears into frame at the last second to save him from falling to his death, it's a genuinely cathartic, air-punching moment.

It's already a common sentiment among those who have completed The Last Guardian that it's an unforgettable journey. As the words ”The End" appeared on the screen, it was only too easy for me to see why. It's a game that has lingered on in my mind ever since I completed it. I get that occasional lump in the throat during recollections of my playthrough that serve as a comforting reminder that, despite all the uncertainty and the years of waiting for something that may never come to fruition, what materialised in the aftermath of all that drama was a work of art that I'm glad I never gave up hope on being released.

Hard to completely despise this despicable game because it's been polished to an absolute mirror shine through a lifetime of quality over quantity updates. Sadly, these updates were hyper-focused towards catering to the Elite Gamer demographic and far less towards the people who play games to have fun, and you're lying if you think there's no difference between the two. I went into this game at release hoping it would shape up to fit the hole in my heart left by Team Fortress 2, but Overwatch's walled garden content approach means the sheer user-created variety will never ever coalesce.
I'm not saying I'd love this game if it lets people make surf maps or play on servers with insane plugins - but I'd PROBABLY love it, if it even as much as let me set my spray to an animated gif of Konata Izumi.

My wildest hopes and dreams for Overwatch 2 begin and end at hoping they hired a writer this time. Overwatch trailers are seriously written like when you just press the middle suggested word on your phone keyboard. "We are heroes and we must protect this world because it is just the right thing to do and heroes must come together to do what is right and". I literally need to stop myself before I start talking about how good the TF2 comics were.