It doesn’t have the novelty of Killzone 2 in looking better than most shooters that had ever come before it, but Killzone 3 throws enough weapon and locale variety at you over a very brief campaign that it never gets close to feeling a chore to play through

solid arcade racer that controls well and is generally pretty fun (more than a typical movie tie in) but i’ll probably forget it quickly

adequate, brief and unchallenging family fun but specifically only when playing co-op

it’s not THAT bad but it’s definitely not good. I had to turn the voice audio down after 2 races

this entry in the perfectly pleasant Dadish series is marred by what feels like much longer levels at a much slower pace with much less checkpoints; still a solidly fun and simple 2D platformer regardless!

needlessly laborious list of things to do to achieve 100% including like 30 ‘ground battles’, all of which are the same except for the backdrop. the hub world(s) are not nice to navigate either with no menus helping you to find your bearings

the story is pretty uninteresting but the combat is engaging and the unique art style and live orchestral music are really welcomed!

by the end, the game is stretched too thin for too long; survey this fort, follow these footsteps, inspect this fire - at its worst Ghost of Tsushima is tedious and dull, but the setting is refreshing, the story has flashes of excitement and the whole thing looks gorgeous

absolutely not worth your time and effort if you're wanting to play this solo, but tackle the whole thing with a friend and you're in for a genuinely good time

pretty much the only truly brilliant Vita exclusive, and the kind of game that I would genuinely recommend anyone getting their hands on the console just to play this; It's welcoming, warm, effortlessly charming and looks, sounds and plays wonderfully. it makes actual creative use of the Vita's features and throws something new and fun at you each and every chapter right until your personally decorated protagonist comes to the end of their brief but surprisingly affecting journey. I plan on playing the PS4 version soon (which I imagine given the missing hardware features necessary to make the story work here, can't possibly live up to this) and am particularly excited to see how they adapt the story and controls. Tearaway exceeded all my expectations.

almost flawless presentation and fun gameplay but with no in game incentives to play on harder difficulties. and as with most racing games, the tracks have repeated themselves 3 times over by the end of the career mode

a pretty neat little rogue-lite with not enough combat or enemy variety but just enough personality to be enjoyable

the rhythm at the start of the game feels really nice, introducing spells and light RPG elements at just the right moments, but it quickly plateaus and becomes really repetitive. still, nice presentation and semi-decent combat make this a solid experience. chop about 3 hours off the whole thing and make the story way less ambitious/generally better and you’d have something really neat

there is absolutely no point playing this solo and I get why it had to be released with the possibility to do so, but this is a co-op experience just as much as it takes two is, so i’m rating it with that in mind; a good amount of gameplay variation, strategising the best weapons to use to take down a target together, varied level design, classic R&C humour. this is a good game! sometimes even a great one. if it had been released as an exclusively cooperative game, I think it would’ve been very differently received.

very thankful for the rewind function which must’ve been implemented after realising it was too easy to move a box ever so slightly in the wrong direction and screw up almost every level in the game. some of the puzzles are good, some less so, some of the mechanics are put to good use, some less so. but the experience is brief and the game ends up being perfectly serviceable, crude visuals & sound included