Addictive, frustrating, simple. Overcooked is a game with a recipe that works. It’s cute, it’s entertaining, and it makes for an incredibly fun party game.

Its narrative doesn’t need to be too complex, and neither do it’s cutscenes. What makes it work is how it plays.

Though the buttons can sometimes feel unresponsive, the level design and cooking mechanics here shine. Especially when the tension ramps up.

This is perhaps the most mixed I’ve ever been on a play-through experience. On the one hand, it’s an awesome self-contained storytelling experience with some well polished gameplay and fantastic level design. The cutscenes still look great, the story is solid albeit not quite on par with the other two games, but the bullet time is just as good as ever.

Where Max Payne 3 really tests me, is its story and stylistic direction as it’s such a huge departure from what I’ve come to associate the series with. While I think the bright over saturated colors and dilapidated Brazilian atmosphere breathes some necessary new life into the franchise… I don’t know how well it works.

If it were a series like Grand Theft Auto or what have you, I think it’d work perfect. And at times it wasn’t so distracting. The new choices just feel like such a hard left turn that it almost doesn’t feel like this game is apart of the already established franchise. At times, it was hitting the right notes. It felt like I was back in one of my favorite franchises again. Other times, it just felt more like a typical rockstar game, and became easy to forget that I was playing a Max Payne entry.

Aside from this, there’s a ton of little nitpicks I have with some of the mechanics. While I think the core gameplay is clean as hell… I can’t help but be frustrated by some major oversights and lack of variety in other areas. You can hold less weapons than the first two games… which feels like a major step backwards.

I also don’t like the fact that you can’t hold a large weapon if you want to use dual wielding pistols. It was such an odd design choice that didn’t feel as though it held much purpose other than to disadvantage me. Another thing missing was projectiles. You can no longer throw grenades or molotov’s. You can’t throw anything. And that’s really frustrating. The enemies also take an ungodly amount of bullets, which is irritating when you have an underwhelming arsenal.

Whenever there’s a major difficulty spike and you keep dying, the devs answer was to throw random pill bottles in your inventory to help you get through it. While this should’ve been something I could’ve appreciated, it almost felt like a slap in the face because the levels where I struggled instead had many enemies that were bullet sponges. Thus taking away a lot of my ammo. So it wasn’t really the fact that I kept dying… it was the fact that I kept running out of ammunition, and there was no way to get more.

It’s easy to pick elements apart because there’s actually a lot I love about the game. I love a lot of the dialogue. I love almost all of the set pieces. Sometimes gameplay elements come together so well that you can’t help but feel giddy. The flashback sequences are so fun, and feel like classic Payne. James McCaffrey is legendary at slipping right back into the role, and he fucking carries A LOT. I nitpick because it’s so close to being one of my favorites, but it’s held back by so many little inconveniences that can turn it frustrating really fast.

I can overlook the stylistic deviations, but some of the games smaller problems get in its own way. Either way, It’s hard to deny that Max Payne 3 is a slick, badass, entertaining shoot ‘em up with some really cool storytelling. And hell… that last act is the closest I’ll ever get to an awesome “Die Hard” game.

This review contains spoilers

Okay, so I’m newish to the world of video games. I started retro gaming/collecting about a year ago and this was the game that convinced me to do so.

The PS2 was probably not the greatest console to play a game like Max Payne on. But despite some of the clunky gameplay... this game is still responsible for getting me the world of gaming to begin with; and that says a lot to how good it is.

The music in this game is phenomenal. It’s simple. It’s gritty. It’s seeps with noir. It certainly sets the tone for the badass adventure you’re taking.

The story is pretty simple, a bit cliché at times, but still very engaging and entertaining non-the-less.

The bullet time is fantastic. Without the bullet time, this game would not be as memorable. The game is certainly iconic without it, but Max Payne likely wouldn’t have the legacy it has today without its bullet time.

The use of Pain pills is a nice way to regenerate health. I was always on the hunt.

The different environments kept the game interesting. I really loved being in the snowy city. So many great implementations of a gritty atmosphere.

I could go on and on about why I personally loved this game. But it isn’t perfect. Maybe it’s just the hardware, but god this game can be frustrating to play at times. Despite some of the technical limitations, I liked the challenge.

I will say that the story gets a little hokey at the end and a bit too cheesy and preposterous for its own good. For a game so grounded in its gritty tongue-in-cheek reality, it was bit hard to buy into the whole corporate conspiracy aspect of the game.

Regardless, it remained tonally consistent for the most part and it was a total blast.
(Also, the nightmare sequences were both infuriating and awesome).

What a cruel, punishing, unrelenting, albeit kind of beautiful fever dream of a video game. The cut scenes are fantastic for their time as so many state.

But are you kidding me with these boss battles??? It’s some of the hardest shit I’ve ever had to endure. And my god the hit detection… look I get it. It’s old. But I just played The Legend of Zelda and had no problems.

If I was right on top of my enemy, I wouldn’t hit him in this game. But he sure as hell would make me take damage for getting that close.

I’m back!!!

It’s only been 800 years since I last finished a game. But anyways, this was really cute and fun. So short though! Me and my girlfriend had a good time playing it, and it felt like such a wholesome, light experience.

Some really cool level design, pretty much impossible to get really stuck anywhere. So many little secret things to find and mess around with, and even some really cool little racing levels that were so random and fun.

I’d be okay with playing a lot more games as cute and harmless as this one.

I must’ve thrown at least 100 hours into this game as a child. Maybe more than it deserved… but regardless, I loved it.

The early 2000’s vibe really allows it to shine on a replay. From the music, to the clothing. Even down to the way people talked. It all captures the aesthetic perfectly. To this day, it’s fun to play.

The gameplay loop is admittedly repetitive, and there’s still limitations on what you’re capable of doing. But man… I’d be lying if I said I wasn’t grinning ear to ear a lot of the time. Perhaps it’s the nostalgia talking, as I know this game visually looks pretty bad nowadays.

But the mini games are so fun, and there’s so many of them! Each is so different from the next. It really feels like they were firing off on all cylinders as the time. At least for a kids game.

There’s a lot of different mechanics for such a simple game, and while none of them particularly shine, they all at least range from good to halfway decent.

I think Thrillville still manages to pack a lot of fun into a short experience. The gameplay loop won’t be for everyone, and I can see where the criticisms would be warranted. I’m just glad I got to revisit this childhood classic.

The Legend of Zelda is probably the best NES game I’ve ever played. It’s also the first NES game I’ve ever completed.

To start off… I will say that without the help of a guide (my girlfriend literally being my map), I would have never finished this game. Therefore I just can’t rate it any higher because the navigating in this game is ridiculous. But onward we go…

With an incredible score, addictive gameplay, an epic scope, and a simple premise, the game manages to capture a magic few other classics are able to.

It’s a game that almost 37 years after its initial release, still captivated a new player who never touched an entry in the franchise. But now I will. And it’s so comforting to know that the other games that succeeded it are met with so much more love.

I’ve never had a game cause me so much pain.

I absolutely loved the first hour of this. Hell, I loved the entire first half. I was so into it. I was digging the absolute shit out of it. And Yknow, there were tonal inconsistencies here and there, but whatever. It’s from 2005… who cares… right?

I had no idea. No clue. Absolutely not an inkling of what I was in for with the last quarter of this game.

Let me start by saying how incredible the premise of the game is. I love how much is had going for itself right off the bat. You have a story about a man who’s possessed, and regains consciousness to find he’s murdered someone. Playing as him, you have to cover it up and figure out what the hell happened, all while you’re also playing as the detectives who are looking to find and arrest him!

Holy shit guys, like that’s an awesome idea. There’s a supernatural element that really works, and on a narrative level, I love the back and fourth between the parallel storytelling. Plus the environment all of this is set in rocks so damn hard.

The game keeps up its quality for a while. It starts to meander into the supernatural stuff a bit hard at the end of the first half, and that began to worry me, though not in any significant way. It was alright. That angle kept the story intriguing for a while.

All of the little character moments were great also. Digging into their day to day lives, their secrets, etc. it fleshed everything out really well. But then there’s a giant shift that occurs. The murderer becomes Neo from the Matrix… and it doesn’t stop there. We learn there’s this underground society, and an indigo child that can save the universe, and AI trying to stop them, but also you, and also… wait, what the f***?

Huh??????

What a hard left turn. You have such a richly set up, grounded story… and that’s where you take it??? Why? What happened??

It hurts so bad because, despite the clunky tank controls… this was shaping up to be a new favorite game of mine. On a narrative level, it was such a unique and exciting experience. I genuinely had so much love for it. And it feels like the cloth was ripped from right underneath me.

I’ll always love the first half of this game, and I’m sure I’ll replay it. But I will likely never get over, or return to the back half. What a shot to the heart.

Kept you waiting, huh?

Well I finally got around to playing it.
And goddamn, it’s everything people said it was. It’s everything I still doubted it to be. It’s everything I was hoping it’d be.

It takes every aspect I love about the first Metal Gear Solid and dials it up a few notches. It even tosses a lot of the issues I had with the first game. The gameplay is much more refined, and relatively satisfying this time around. Traversing the shells wasn’t quite as mind numbing, and the progress saving was much more generous when you die.

The fixed camera is still here, but it bothered me less than the first game because it didn’t feel as stilted anymore. The fact that MGS3 ditches that aspect altogether excites the hell out of me… and kind of makes me sad. I’ve come to love and associate the fixed camera with this series, so it’ll be an adjustment to see it gone.

Every single character is FANTASTIC. Some of the best character writing in any video game. The storytelling was even better this time around, and the goddamn set pieces were off the charts. The game continually found new ways to impress me.

Some of my only issues were that I’m not a big fan of using the same button to do different mechanics, and some of the objectives throughout the game can be too linear. Otherwise, this hit it out of the park. What a game. What a story. What an experience.

Spider-Man: Friend or Foe may not be the most polished Spider-Man game that came out of the PS2 era… but it has its merits when you consider it was a game made for children; and any young True Believer will have their fun.

It’s a beat ‘em’ up style action game that revives the genre for the web head since he wasn’t beating up baddies like this since the ‘90s. Only now it’s in 3D with some familiar character designs to that of the beloved Raimi Trilogy.

Some of what works about Spider-Man: Friend or Foe is it’s art style, it’s light comedy, and the way it gets the characters right… even if they’re watered down for children. It has some fun cameos such as Blade, Iron Fist, Black Cat, and some of Spider-Man’s vogues gallery. The game also has a killer cutscene in its opening, setting the perfect tone.

Though the gameplay gets repetitive and boring after a while, it’s still mildly satisfying the first few goes around and you can tell the way the missions are structured that the game designers at least attempted to keep things exciting for kids.

The problem with Friend or Foe is that the combat does begin to lose its excitement, and after a while, feels like a chore. The same can be said about the level structures. You know exactly how each one will play out as you’re going through it, and there’s no real excitement or entertainment after a while.

Even the level designs themselves begin to feel a bit lazy once you’ve played through the first missions of each stage. Theres some cool upgrades you can unlock, but the grinding through missions hardly feels worth it in any way. Perhaps this game could have benefited from unlockables after collecting a certain amount of points. Such as costumes, or cutscenes that we the game players could treat ourselves to as we play through it. Unfortunately, there’s nothing like that here.

Overall, it can be an entertaining game for children as I was once one of them and enjoyed it when I played it at the age of 7. Now, however, this doesn’t hold up very well, and just comes across as kind of mediocre.

Marvel’s Spider-Man 2 throws its player in the most lively version of NYC we’ve ever gotten to swing around. And to keep up with the hustle and bustle of it all, we’re given some new unique abilities to get around just as fast as you’d need to as the city’s hero.

Theres a ton of new mechanics to unpack, in addition to more than a few changes to its combat. I love all of the new traversal mechanics. Not only do they feel organic to use, but they make getting around more exhilarating than it was in the first game… which is wild considering how fantastic it was to begin with.

The combat is still incredible. The skill trees are wonderful. I loved using the Symbiote suits. The combat feels friggin awesome. I can also understand why they chose to replace or change certain elements of the combat mechanics to fit with the way the new suits work. I can’t deny that I do still miss the old web mechanic. Choosing which webs I wanted to use while fighting my enemies was really nice.

But hey, if I want that combat mechanic so bad I can just go play the other two amazing games instead. I love that I can play as Peter or Miles at almost anytime. There’s just enough different about the two of them to keep the combat distinguishable. I do wish the story had more Miles involved, as it was very Peter heavy… but considering the direction it looks like they’re taking, I probably won’t have that complaint forever.

They try juggling so much here, and while so much of it is fun, I do think the narrative lacks some substance as a result. It’s a real shame considering how strong of an emotional core both of the other two games have. I think it also suffers from an over abundance of cliché character writing. I couldn’t buy into certain character emotions as they felt like a hard left turn from what we’d been seeing throughout the game… and the buildup didn’t necessitate the changes.

It also worries me for the future as there’s a lot that’s been set up going forward… and I’d love if they stripped things back a little bit and focus on a more singular character driven story the next time around. Not to pretend like this wasn’t character driven. Just a little unfocused.

The pacing isn’t the best either. There’s like, no boss battles in the first half of the game, and nothing but boss battles in the back half. It was really strange. But shiiiit. Every one of them was really damn good. There’s so much goddamn potential for this to reach the narrative heights of the first game… I just think it gets in its own way of doing so. Regardless, it’s a hell of an experience. One that I feel lucky, and honored to have been through.

I have so many thoughts and feelings that I’m having a difficult time putting into words, so I’ll keep it short. While it’s got its issues, Marvel’s Spider-Man 2 does get enough right between its gameplay and story to be a memorable and thrilling experience for any fan of the character, along with those who just want to play a great video game.

It’s easy to tell where this game draws its inspirations from… and sometimes that sort of thing can be distracting, or make you feel like you’d rather be playing the game it’s imitating. Singularity manages to stand tall on its own two feet and avoid those pitfalls.

I’ve seen a lot of comparisons on here to Time Shift, and while I think Singularity definitely drew influences from the mechanics of that game, this is ultimately a slicker and better developed experience. Granted, I’ve only played a little bit of Time Shift… but it was enough to make me want to discontinue.

Dead Space is one that came to mind most often for me. From the way you upgrade your weapon and abilities, to the presentation of its horror elements, and ultimately to its giant kaiju battle… it was easy to make those comparisons. Some how Singularity’s story and gameplay managed to fit in enough originality that I’d often forget how much DNA it borrowed.

A linear design was the right choice for this game, as it’s story was unique and interesting in its own right, and creating a looser, more open experience would have hindered the play-through a lot. Going back and forth in time, and altering events throughout the game was such a cool aspect of the story. I loved the variety in the enemy types. It’s always nice when a game like this breaks up supernatural enemies with human ones. Especially as organic as this one does.

It’s a hodgepodge of different games culminating together into one exciting experience. It has a solid story, some fun combat, and really good level design. The only aspect that felt really one note was the protagonist. Even Isaac from Dead Space had more layers than this guy. But ultimately Singularity is a game that could have been entirely one note, much like a lot of the first person shooters of it’s time… but it’s hard to deny the amount of effort poured into this little game.

“You will always be a monster”

“I know… but I am your monster, no longer.”

Where can I start with this game?… It’s tough to say anything when a franchise you previously dismissed releases an entry so beautiful, and unlike any other gaming experience you’ve had.

I suppose I’ll start with God of War (2005). A game I’ve been trying to play for the last couple of years. It’s one that I started long ago. I find it… irritating. The game frustrates me because it has a story I find really compelling; and yet the gameplay itself is so infuriating to me… which is sacrilege to any lover of the franchise.

The combat isn’t necessarily bad. It can be fun at times. It’s also nice having weapon variety. But oh… my… god dude. How much button mashing can you stuff into one game? I mean geez… my thumbs are raw the first 20 minutes I pickup the controller. That’s one reason I can’t finish. And of course, the puzzles can be notoriously hard at times.

I will go back and finish the first game seeing as how I’m more than halfway through that one. But the only reason I will do so, is to get the full story before heading into ragnarok. I will finish the trilogy come hell or high water. Who knows, maybe I’ll enjoy the other two better.

But 2018 does something I wasn’t expecting from the series. It shows maturity. Nuance. Its storytelling is wonderful… and the writing masterful. The characters show growth, and it’s easy to find yourself loving them as they all have their own levels of complexity. The relationships drive the storytelling, and it’s so meticulously crafted in a way that makes the payoff immeasurable.

The combat is unbelievable… and the world feels so exciting to explore. It’s living, it’s breathing, and it’s filled with entertaining things to discover.

The boss battles feel unique and epic every single time. I was consistently blown away by the level of care and detail poured into this experience. I’ll remember it forever. God of War is amongst the greatest games ever made, and is easily one of the very best I’ve ever experienced.

It’s been a while since I’ve had both the time, and motivation to finish a game all the way through. I’ve picked up plenty of titles over the last few months that I’ve enjoyed playing; though none really hooked me.

Not until I finally picked up Uncharted: Drake’s Fortune. Of course the series is praised to high heavens, so naturally, I had to see what all of the fuss was about. Usually anytime a series receives a ton of praise, I tend to agree with the majority.

There are exceptions of course, many of which I’ve just given up on and have no plans to return to (though they won’t be named). But in Drake’s Fortune, I was happy to find my time well spent, and my burning passion for gaming restored.

Sure, it’s rough around the edges mechanically. What would you expect for a game that came out in 2007? Despite its overall clunkiness, there’s a fluidity to the gameplay that you begin to nail down after a while.

Which also makes it easier to giggle at some of the less polished elements that disrupt the experience, which I think will naturally be fixed in later entries. Still, what Naughty Dog managed to accomplish is pretty incredible. The environments and level design are gorgeous and ambitious.

Sure they get a bit samey after a while by todays standards, but I would’ve been blown away had I played this back when it came out. The combat is also pretty awesome. Though I do think the hand to hand combat elements could have used a little more work, even with how little you use them.

The score was surprisingly good, which makes me excited to hear what they bring to the table for the rest of the series. The voice actors were also excellent. Nolan North really sells it.

I think the enemy types was consistently refreshing. I can tell they wanted to keep players interested since there were so many combat sections in the game, and I do think they succeeded at keeping it a fun experience in that regard. The traversal was great, despite occasionally showing its age.

The survival horror element towards the end of the game was also really well done, and you can totally (and perhaps accidentally) see the makings of another game in what they were doing (Last of Us).

There’s a couple sections that I’ve seen criticized that I can’t help but overwhelmingly agree on, and that’s the River sections. The barrel aspect becomes a bit bombastic and comical in that regard, and without a doubt obnoxious. Though I will admit it never became too much of a hinderance.

The story was okay overall, but what I think they managed to get right in this first entry is the characters. They’re thinly written, but endlessly endearing. There’s a lot of potential for them to grow into truly memorable, tangible people. I just think that potentially hasn’t been unlocked yet. Though I can see that happening as I progress throughout the games.

There’s rarely ever a dull moment. The game is consistently entertaining, and chock-full of great moments that will keep you wanting to play. Even when Naughty Dog hasn’t quite found their footing with a series, they still deliver memorable experiences that you can’t help but enjoy, and I absolutely love them for that.

A simplistic, poignant, heartfelt portrait of familial tragedy told generationally in a way that couldn’t feel more natural.

It’s like a film. But instead of generically watching the events unfold, you unravel them yourself. Pacing the moments you want to linger on, and the ones you feel should progress quicker.

Incredible craftsmanship from the organic storytelling to the clever gameplay elements. Though it’s more narratively focused and less about the playing experience, it’s the perfect medium for a story like this, and I wouldn’t want to experience it any other way.