Great vibes, a world that's interesting to explore, gameplay that's simple but easy to spend hours with. Dredge is a unique but simple experience. Nitpicks aside, it's an enjoyable and worthwhile experience.

There's real possibility with this story and some of the creativity surrounding Figment. Unfortunately, some really poor gameplay and some dreadful VO really do a lot to tank that potential.

It is incredibly one note but this type of vibe and style is extremely for me. Slayers X is definitely not for everyone though because of those vibes and the style.

If Duke Nukem style FPS is something you really like and miss, this is a very well done homage to that, frustrations and all.

While a good game, the shallow nature of it and very specific style will not be for everyone. It's also just not as interesting as Hypnospace. Worth a shot if 90s edgy FPS is your jam or Hypnospace was something you enjoyed stylistically.

This game just has no personality. Sure the cars look great, sure the tracks look great. But now that these games are all Game Pass released, Horizon is easily the more entertaining racing game available on Xbox.

Mix in an underwhelming new upgrade system, Forza Motorsport is just not worth it, especially when the competition on both systems is so good.

Because this isn't a Horizon entry, Forza Motorsport features no world "base" of sorts. It's a lot of menus. While Forza may not be alone in going for a more serious sim approach to the racing genre, the menus and UI in this game are incredibly bland and boring. Yep, these are menus. Gran Turismo at least tries to go for a stylish layout and visual presentation. Forza doesn't.

Now look, Forza Motorsport is a good playing game. The cars are gorgeous, the driving is nice, you can get DEEEP into the tuning portion if you are a sim fan. There is a good game here, it's just hard to feel good about this one when it's just so standard.

While the gameplay I can praise, there are issues I have with it and some of the new upgrade systems. First, the game locks certain upgrades. As you level up, the game will unlock upgrade/improvements that you can purchase for your car.

Want to upgrade your flywheel? Gotta level it up. Want to reduce the weight of your car? Gotta grind it out and level up. It's an unnecessary roadblock.

The better you drive, the more experience you receive and of course, the faster you level up. To make matters worse, when you do level up, you are only leveling up that individual car. If you get into a new car, you start back at 1.

On top of this grind, if you want to race (in a racing game?) the game practically forces you to practice before every. single. race.

You cannot on the standard setup menu get around this. You have to pick practice before starting the official race. You can exit out of the practice once you start the practice session but it's once again a completely unnecessary roadblock that just makes this game feel grindy and slow.

I always have high hopes for a Forza game and this one is good but a massive disappointment. If you are a hardcore sim gamer that needs a new sim racing game, go wild with Forza Motorsport 2023. Otherwise, stick to Horizon or Gran Turismo if you are looking for a sim style racing game.

Rough around the edges but an interesting and creative game. Hard to describe but worth a try if you've got Game Pass (Currently on GP as of this review).

Nothing new from a gameplay mechanics standpoint. If you've played a game like Limbo before, you know how this game will play. But Bramble: The Mountain's Nordic inspiration is so wild and uniquely dark, I still really enjoyed my time with this game and think its sets itself apart from the other dark puzzle platformers out there.

Boss battles are relatively creative, the music is fantastic, especially the final boss music. It's not great to look at but it's nothing that holds it back too much.

Overall, if you liked games like Inside and Little Nightmares and are looking for a weekend game to play, this is a solid option. It's on Game Pass too (as of this writing at least). It's a little slow to get moving but once it really jumps into its Nordic tales, it gets quite good.

Wildly fun, creative, funny, weird. Dave the Diver is all the darts just thrown at the board. What sticks will differ for the player but the ability to be a bit picky with what you focus on is nice and makes it easier to avoid some of the gameplay mechanics if you're not a fan (to some degree at least). Overall though, Dave the Diver is a charming, funny and enjoyable experience.

A very solid follow up to the original 2018 game. The swinging still feels great, the amount of costumes is insane, the upgrades and gadgets all feel nice but overall it doesn't feel as exciting of a sequel as I was hoping.

Story is just alright, the new additions are nice but nothing great. The additional MJ sequences are just straight up bad as well. It's a bit of a disappointment from where my expectations were but overall, the game is so polished and still fun. If you like the 2018 game or Miles Morales, this game is worth playing for sure. Just don't expect that much of a different experience.

An improvement over the first but a half-step forward at best. Voice acting is better, still rough at times. Combat and gameplay has improved but is still not great. The game has flashes but ultimately, there are just so many better games in a similar vein that are worth your time over Figment.

Still incredibly charming. It's a bit grindy and there are parts that are tough to figure out how to progress. A bit one note as well, but despite this, it looks good still, it's catchy, and pretty satisfying when you've found the right upgrades/combinations for completing a boss or level.

Some of the most awkward controls I've played in a farm sim on consoles. Everything takes so many extra and unnecessary steps. Technical issues, bad voiceover as well. There are much better farm sim type games out there. Harvestella feels simialr to this and can't be nearly this bad I'd imagine. Maybe better on PC?

This review contains spoilers

Star Wars Jedi: Survivor takes almost every flaw from the original game and improves on it. Easily the most impressive improvement is the platforming/exploring aspects of this game. Fallen Order had a lot of issues with its platforming. Jedi: Survivor features almost no issues in this department now. I would like to see more improvements to how this game determines fall damage and how it restarts you if you fall too far but once you get used to some of those restrictions, its not too bad to deal with. Minor frustration at times but mostly from when I'm trying to cheat the system a bit and the game won't let me.

The game also feels a bit more open and freer. I didn't feel as 'on the rails' so to speak with the story and the mechanics thanks in large part to the base planet hub setup.

Instead of being cramped up on the Mantis seemingly for most of the game like Fallen Order felt, the game has a whole base planet designed heavily with the idea in mind of doing side quests and exploring. Like any good rebellion alliance, your base is mostly setup in a dive bar with other seedy characters that you can meet along the way. The side quests that you can do will even unlock additional characters/regulars that will help add to the overall growth and popularity of your planet and bar. That type of natural progression and visual enhancement was effective in motivating me to keep exploring and take breaks from the main story.

Much like the previous entry in this series, as you progress and you unlock new abilities, you'll find more and more areas open to exploration on the various planets that you visit. The fact that the platforming is so improved is also a big motivator in me wanting to actually explore and find these additional items and side quests.

The unlockables are very similar to what was involved in Fallen Order. You can unlock lightsaber parts, new attires, BD-1 improvements, Stim pack upgrades, etc. etc. On top of that though, the game has really improved in the customization aspects of the game. Many more paint options can be unlocked for your weapons and for BD-1, the lightsaber design options are much more diverse and expanded. Hair and beard options for Cal are included this time as well. The only thing missing is paint changes for the Mantis.

A new inclusion and improvement to the combat this time around is the introduction of many more lightsaber stances. The standard single saber style and dual bladed forms return, but the game includes an additional three this time around. All have clear pros and cons to them as well. A Kylo Ren style saber stance exists for example that deals much more damage but because of its slower attack output, dealing with large groups of faster enemies can make it difficult to use. Want something with a little bit of range? There's now a saber/blaster combo style as well.

You can only select two styles at a time so there are restrictions but it never felt too restrictive, since you are able to swap them out at any mediation point.

This makes enemy strategy a bit more important than Fallen Order as well. My only real complaints with the combat mechanics in this game are minor. I don't think combat overall is all that exciting and your healing stim packs can be interrupted from taking damage, so if you're low on health and dealing with a group of enemies, it can get annoying trying to heal and not take damage.

The scale of this game is also improved over the first. This in tandem with the platforming/traversal mechanics improving makes for some incredible sections where you're having to bounce off one wall to wall run off another to grab a railing and shimmy over to the next section of the stage. Some of the things you are climbing on/around/through are huge and feel impressive to scale.

The set pieces that include some of this traversing are also wildly impressive. In particular, there is a desert battle where you and Merrin are having to take down a giant robot. You'll be dashing and wall riding, get boosted by Merrin's abilities as well as you avoid the laser blasts of the giant robot, using your lightsaber as you progress to help take it down to a smaller size.

It's a blast. There are definitely still some improvements that could be made to some of it but the fluidity of motion and how the game forces you to use it all to progress is a delight.

The story is great, the cast of characters, some new, some returning, all have quirks and development. This game takes place about five years after the first and the character writing reflects that. Your crew are different. You are different. What these characters are doing though feels like a natural progression.

The story that unfolds is great. I won't go into too much detail to avoid total spoilers but there's a moment that really kicks the game into gear and that extra gear is really the turning point for this game and where this game earns that additional half star.

Overall, potential bugs and nitpicks aside, this game is terrific. The first was a great experience. This is leaps and bounds a better game.

This review contains spoilers

Two frustrating experiences mashed together is what ReCore feels like.

You've got your first half, a puzzle platformer that has moments that feel pretty good and then a second half that, out of nowhere, becomes a battle arena/stage survival style game. Unfortunately, these both feel very half baked because of this shift and ultimately buries this game.

The more puzzle platformer type area that you start off in is decent. The jumping is responsive, the exploring areas is solid. Combat is not great but not frustrating. The story feels like something that got scrapped too late into development to entirely remove. It exists to some minor degree, but the game is not actively attempting to draw you into what is actually going on.

Combat revolves around an ally who you can command attacks around and your gun. You gun features a charge ability and ammo that needs to reload if used for too long. Early on in this game you will start to collect color variants to your gun which evolves combat a bit. Basically you'll run into enemies that are yellow, blue or red and the ability to change your gun to shoot color specific bullets. Red enemies are weak to red attacks, blue to blue, etc etc.

Enemy groups will slowly evolve where you'll have multi-colored groups attacking you which makes the combat a little more on-the-fly and fluid.

The biggest issue with the combat is the eventual repetitiveness to this formula and the fact that the game doesn't make it easy to get away from the enemies once they get close up.

You do have a dash button that makes dodging general attacks but the dash itself is limited and many enemies are faster than you, so I often found myself stuck dashing until my sidekick was able to draw aggro away from me.

Some attacks can stun you though and this game doesn't feature any damage invulnerability after getting hit. I found myself constantly getting stuck in waves of attacks that take out a full bar of health because I got stuck in an attack loop that I couldn't move out of because I just would keep getting hit without any pause.

Its in part what makes the arena survival shift so frustrating.

Eventually you start climbing a tower with each floor featuring tougher platforming sections cut in between arena/enemy rush sections. The look of these stages is bland, boring, and never changes. You just climb and fight, climb and fight, for way too long.

There are bugs and other various nitpicks that combine to make this game not worth your time. The music is pretty solid, it's relatively short and there are little bits and pieces that you see throughout that could've been cool and fun in a better developed game but there are so many games that do the puzzle platforming thing better than this that those little flashes are nowhere near worth it.

All of the Dynasty Warriors goofiness amped up to another level and wrapped in a Souls package. The story is insane and completely ignorable and the combat mechanics are not as tight and interesting or rewarding as the games Wo Long is trying to copy, but a very satisfying counter and a silly but fun experience make up for some of the negatives.

An interesting setup that gets bogged down by poor fighting mechanics and some quality of life features that are noticeably missing.

Vampyr is a game where your decisions matter. This is nothing new or novel but the overall setting and the setup to the game do make these types of mechanics feel a bit different.

You play as a newly turned Vampire at the height of the flu outbreak that moonlights as a world famous doctor. As a doctor vampire, you'll be making decisions throughout the game about who lives and who dies.

Want to kill a character to gain a huge amount of XP? Well that can effect side quests or even the morale of the neighborhood you're in. Decisions you make will also effect the literal lives of people in some of these neighborhoods. Though I never discovered the problems that can occur if the wellbeing of a neighborhood drops below a certain threshold, the game makes your decisions feel weighty.

One decision involved a nurse that left the hospital to start treating people in a more underground fashion in one neighborhood of the city. You can choose to help her, you can choose to shut her down or you can threaten her, all have a different outcome that leads to that part of the neighborhood shifting.

These neighborhoods and their morale changes happens whenever you rest, which is the only way to get stronger in the game, so these shifts are more forced since getting stronger and more skilled is very important in this game. This setup never feels unfair or difficult per se, but some key quality of life functions are missing that make this an absolute chore.

Like I said, the only way to level up in this game and get stronger is to rest. But resting causes the neighborhoods to shift. So whenever you rest, these neighborhoods can drop in quality unless you're keeping tabs on all of these sections.

The only problem though is, you can't fast travel. So if you want to make sure the neighborhoods aren't getting worse, you'll need to travel around to each one which takes time away from the actual gameplay missions.

Want to level up before a boss? Well, better slog through more bad guys that you've already killed a whole lot (they respawn each time you're going through areas of the city). Everything takes so much time and effort and because the combat isn't fun and is a slog, it just puts the games issues right up front constantly.

A lot of the nuance in the storylines and side quests gets completely lost underneath the weight of the crappy gameplay pressing down on you at practically every part of the game. I would've dropped this game a long time ago if it wasn't for the interesting storylines (obviously this eventually broke in the wrong direction).

The game uses a stamina bar that's tied into your attacks and dodging. If the stamina is completely depleted, you won't be able to dodge or attack until you have enough stamina to do either, so you'll have to not only time your attacks and dodges, but make sure you leave space in between at times to make sure you're not completely empty and a sitting duck for anything and everything.

As a personal preference, these types of stamina meters have always bugged me. Throw in a poor targeting system and poor camera don't help either. Since you'll have to be learning attack patterns on the fly too, death will occur and unfortunately, restarting after dying is also pretty unforgiving.

If you use any items or blood attacks (your special vampire powers which are all pretty dope) during a fight in which you've died, you lose these items upon restart. Since many of these boss fights are not near work benches (the place necessary for creating more health potions or other items) and since there is no fast travel, slogging back to find these things to get back to a good level of preparation prior to a fight after every death is just so tiresome after a while. Luckily refilling your blood meter isn't too tough (you can snack on some rats which are usually nearby boss areas) but also having to do that every. single. time. on top of the items leaving, it just adds to the annoyances.

Overall, if you can connect to the gameplay, you may like Vampyr. It was just a large deterrent from an overall enjoyable story that eventually was not good enough to make up for the playing frustrations I was encountering frequently.