Far Cry 3 takes a premise that’s been done to death, and utilizes the tropes associated with it to craft a shockingly fresh story with well written characters that elevate an already memorable experience; though it can be an exhausting one.

Instead of the protagonist being another “Jack Carver”, mercenary, ex-military type- you’re instead put in the shoes of Jason Brody, a young photographer fresh out of college. His brother, Grant, fits the bill of the more active lead we’ve come to know the series for having up to this point.

But by flipping the series’ previous tropes on their head, Jason is allowed to grow from a scared kid, into a ruthless killer. It’s a protagonist who changes throughout the story, and not in any conventional way. His snowballing psychosis mirrors that of the people he’s killing… Vaas in specific. All of his violent actions influenced by the same people that twisted Vaas’ mind.

It’s a surprisingly gripping story almost the entire way through, and there’s some incredible voice acting to deliver good dialogue. The combat is well crafted, and rarely gets old. The amazing variety in weapons and choice of gameplay styles keeps the experience fun.

Sadly the experience is hindered by an over abundance of repetition in the ways to gain skill points. There’s of course capturing a base, or activating a radio tower. Sometimes you can do some new side quests that allow for a bit of money and mission variety… but there’s not enough reward to progress in a way that’s necessary to keep up with the enemies throughout the story.

This is a point that many others have already made, so I won’t lean into the game so hard for the “Ubisoft design problem” that’s brought up a lot. I will however criticize the random difficulty spikes and occasionally clunky traversing that can be a real hindrance on gameplay.

Though the open world design can be tiring, and a more linear approach might’ve been better suited at times… Far Cry 3 manages to get a lot more right than it does wrong… and it’s an experience unlike any game I’ve played so far… and perhaps that would be different had I played ubisofts other titles. Nonetheless, it’s worth the time for the story alone. A must play for sure.

Though I don’t have much new to add to the conversation… I’ll reiterate that Ragnarok is a game that continues the powerful nuanced storytelling from 2018, along with all of the twist-filled writing. But this time it’s with bigger set pieces, more boss battles, and a new playable character for the series.

Rather than half-assing Atreus’ gameplay like they could have, his combat not only feels organic, but exhilarating to control. The fact that it’s so different from Kratos’ yet so fun in its own regard is such a rewarding experience that truly makes me hopeful for the future of the franchise.

The story is less simple than 2018’s… and while I somewhat prefer that simplicity, it’s undeniable how character focused all of the grandiose conflict actually is. Everything is much larger, yet it’s just as personal as it should be. Exploring realms new and old is fantastic. It’s honestly brain melting how large this game is. A true achievement for how interactive it is despite its scope.

Bear McCreary’s score is as good as ever… and the scene with Kratos blowing the horn, leading the war on Asgard may be the best moment of payoff in any video game I’ve ever played. What Cory Barlog, Eric Williams, and each of the writers have pulled off with Kratos is unreal. It’s probably one of the greatest redemption arcs in any media that I’ve ever seen.

It doesn’t excuse his past actions, but instead presents him as a person who is haunted by those actions, and is willing to dedicate the rest of his life trying to help others.

I could throw praise on this game for hours… but it’ll just sound like what everyone else is saying. I’ll instead point out a few of my gripes with the game that I think if refined, could have made it an even more rewarding experience.

With the nature of this story, it had to be bigger. I’m not mad at it for that. But with the realm travel… it was a bit disappointing that we couldn’t use the room that it was designed for, and instead had to use the door everytime. It felt a bit lazier and not quite as unique. It’s a nitpick, but one I would’ve liked to have seen.

I also appreciate how advanced the combat system has become… but I can’t lie… it was so easy to forget a lot of moves. There’s almost too many options for the combat, and at times it doesn’t feel so optional. It’s almost like you need to know certain combos to make it through the game, which feels less freeing. I also don’t like that Atreus’ armor no longer has benefits like the first game. I really liked the health-stone costume, and it was disappointing to see that exchanged with ones that were purely cosmetic.

Ragnarok is still a one of a kind game… yet much like my other favorite video game series, they did it twice. What a beautiful accomplishment.

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.

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.

Unravel Two is an awesome couch co-op experience that maintains all of the fun you’d want in a two player game, while delivering a layer of subtle intrigue with its story.

Though the narrative isn’t told quite as well or ambitiously as something like “Inside”, it still manages to keep you wanting to know where it will go.

There’s really well designed levels, and some really cool mechanics that make it really fun, and it’s runtime is short enough that it never gets too repetitive.

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.

No one had prepared me for how ahead of its time this game would be, and the experience was all the better for it.

While I plan to play the original Metal Gear 1 and 2, I’m more than happy to have this as my introduction to the franchise. I’ve been playing Death Stranding, and while I love it so far, it felt wrong not to play Kojima’s earlier work knowing damn well I had this game sitting in my collection waiting to be played.

The opening for the game is awesome. It sets the perfect tone and atmosphere for what you’re about to experience. I’ll admit though, I wasn’t fully sold in the beginning.

The gameplay was a bit awkward and stiff in the first half. That’s of course to be expected with the ps1 territory… and I’ve played worse for the console, so I tried to be forgiving, and I’m glad I was.

I know some people feel this game gets worse after the psycho mantis fight… and to me that’s absolutely untrue. That was the point that this game actually began to pick up for me. At least with its story and gameplay.

Something began to click. Perhaps it was the uniqueness to its level design, or the well crafted boss battles throughout. I’m not sure, but I became fully on board. The story is great. It’s not as grounded as I was expecting, and it’s certainly over the top… but there’s an anime like quality that just works so well in its favor.

The last act is pretty astounding. So many great twists, so many iconic character moments, and so many awesome set pieces. Liquid is an antagonist I will not soon forget.

The game even manages to end on a shockingly poignant and mature note that’s completely unexpected, and wholeheartedly welcomed. In the end, I loved Metal Gear Solid. Though it’s not a game without its faults… and there are quite a few.

Some of the writing does not hold up well. Specifically with some of its female characters. Especially with the romance between snake and Meryl. It just felt forced and unnecessary in the first half. By the end, it didn’t quite bother me as much.

The gameplay is definitely stiff as a rock, and that final fight with Liquid can be infuriating for that reason. You also have to save like hell, or else you’ll pay from time to time. There’s just a lot of little details that can really work against it.

I can’t wait to see where this series goes. Considering the hardware will be more ready for Kojima going forward, I have a feeling I’ll be in for some really special experiences.

This is a much better experience if you play it with a couple of friends.

The story is decent, and it feels just like the kind of storytelling you would want from an Alan Wake experience. My only issue is that it feels as though it has no progression on Alan’s overall story or character arc. It feels very “villain of the week” esque in that regard. Though the villain they chose, Mr. Scratch, is a good one. Especially with those awesome videos you find throughout. The new enemy types were refreshing as well.

The gameplay is more fun and action oriented. Even during loops I found myself still enjoying it. I also appreciate that when there are timeloops, you would have to explore different sections of the same levels.

I think that playing it with friends was the ideal experience because if it began to feel too repetitive, we would rotate the controller… but I think that makes the biggest issue with this game pretty transparent.

The time loop sounds like a fun idea in theory… but it makes for a repetitive and somewhat meandering experience. If I rated this personally based off of my overall enjoyment with the experience, it’d probably be closer to 3 and a half stars. But I’m trying to be slightly more objective about it.

Easily the best couch co-op gaming experience I've ever had.

From consistently changing gameplay mechanics that are fantastic every time, to incredible level design, and boss battles... It Takes Two sticks the landing in every way in terms of gameplay.

There are so many little mini games sprinkled throughout that keep the experience exciting and creative- and small details scattered throughout every level that are easy to appreciate. I was impressed with every inch of this game top to bottom.

It's a total blast to play, and it's a wholesome, rewarding experience in just about every way it could be.

There are admittedly some tonal inconsistencies. I can't deny that. And I can see why people are unimpressed with the story. Especially when every other aspect of the game is a home run.

I can't pretend that I didn't enjoy it though. It took time for certain aspects to grow on me. Certain characters too. Eventually I came around to those aspects, and I felt as though the culmination of events led to a relatively satisfying conclusion for the story.

It was an unforgettable experience, and I can't wait to go back to it one day and play through it as May next time!

What’s it like to “Control” Jesse Fayden?
Pretty damn cool… for the most part.

Though it’s likely my least favorite Remedy Game (a detail I’ll touch on in a minute), there’s still plenty to enjoy in a single play-through. The combat mechanics get progressively better as you go along, and stylistically, it has similarities to some of the coolest Sci-fi films out there, such as Annihilation and Stalker.

It took a while for the combat and traversal mechanics to grow on me. It felt underwhelming at first. The gunplay didn’t really feel all that satisfying early on, and it was a while before I started to unlock new abilities, which made traversing the building feel like a slog. I used fast travel more than I would have liked to.

Things began to click about 35-40% through though. Using the different abilities in tandem became really satisfying. That’s when the full potential of the combat was realized. Upgrading each ability was useful, though I had to occasionally start from scratch with the upgrade system, which felt a bit superfluous.

The UI of the upgrade system could have been better. I get the whole minimalist stylistic choice… but I actually think that hurt things here. It’s very bland, and uninteresting to look at. Bareboned to say the least.

The same can be said for the environments in this game. It’s cool that this all takes place in one really tall building (or the oldest house) in concept… and it does a nice job at trying to make different floor levels feel distinguishable. It still manages to suffer from a bland color palette, and a lack of interactivity in its level design. These areas feel empty and devoid of entertainment.

Aside from the random enemies that you have to fight, the files you find, and the boxes you open, there’s nothing to do. I can see why making it feel devoid of life would help the narrative… but there’s more that could have been done to immerse the players in this environment. Now that I’ve shat all over the style after saying I really liked it in the beginning, let me explain what I meant by that.

The cutscenes are designed in a way that feel very cinematic. I think that’s when the stylistic flair really shines. I love the look of them. Especially the opening. It sets the perfect stage for the journey ahead, and it manages to establish a level of mystery and intrigue that reel you in immediately. If only it was able to maintain that!!!

Perhaps the most frustrating aspect of this game, is the narrative.
It starts off really well, and it slowly devolves into a meandering, confusing mess. Mostly because it’s filled with fetch-questy side tasks that don’t really add much to the overall plot. It’s you running around turning on power, or clearing control points for information on your brother.

The entire plot of the game is entering the oldest house to find your brother, and save him. And that’s exactly what you go ahead and do. There’s not much that happens in between. Nothing substantial enough to take note of. You learn a bit about Jesse’s past… but not enough to justify the runtime. The whole experience feels overly drawn out with not enough gameplay variety to keep it compelling.

It’s conceptual ideas don’t always come together satisfyingly, it’s save points are infuriating, and the dialogue exchanges feel stiff to the point of being awkward. And all of these issues are repetitious. So why did I give it 3 and a half stars?

Because when it kicks ass, it kicks ass all over the place. When the concepts do work, you get some really awesome stuff. The motel was a fun way to change the pace of the game. I liked the puzzle solving, though on the easier side. It also added to the weirdness of the environment. The cinematography in the cutscenes is gorgeous, and best of all, the final act is so damn cool.

The last act of this game really brought it together for me. The Maze is a section I see brought up a lot. For good reason too. The level design is slick, and motivated. The song choice adds to the excitement, and the combat feels amazing in the moment.

Trying to save Polaris felt like the right combat balance for me. It was hard, but not hard to the point that I wanted to put head through the tv. It was a really cool section that added a lot of tension. Plus the transition from that set piece into the fake credit sequence, into the office section was just incredible. I wanted more of this content the whole game! Then there’s the final combat stretch that was a bit harder and more frustrating than the Polaris section, but just as fun.

The game ends a bit too abrupt for my liking, but I’m hoping to take away something from the DLC’s. I’m also hoping that the storytelling is tighter knit with the shorter runtimes. We’ll see. Overall, it’s a frustrating game with its underutilized potential. I know you have it in you Remedy! But I can’t deny that I still enjoyed my play-through. Though it’s just that alone. My one (and done) play-through.

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.

Few games have managed to have such unique mechanics as their primary focus of gameplay. Perhaps that’s what makes L.A. Noire so incredibly special, and simultaneously so frustrating.

It’s a games that never quite reaches the heights of its potential both through its narrative and its gameplay… but it consistently tows the line of becoming something truly great.

It manages to immerse you in its 40s noire-esque atmosphere through the well executed use of music choice, dialect, automobiles, clothing, and set design. And that score… oh wow that score. I would have loved to have more to do in this open world. I’d love to get lost in it.

Rockstar managed to create a truly living and breathing world through Red Dead 2 with its over abundance of interactivity and detail. Something similar can be said with the approach to the grand theft auto games as the combat mechanics open them up to so much excitement and possibility.

The problem with L.A. Noire’s open world is that it feels so empty… there’s some stark limitations on what you can and cannot do, and there’s not a lot of interactivity with the world. I would have loved to stumble upon active crimes, or random NPC exchanges. I recognize that changes such as these have only blossomed at Rockstar over the last decade, so this game predates those lovely inclusions… but I can’t help but think about how much this game might have benefited otherwise.

The game gets a lot of slack for its narrative, as it just isn’t quite as interesting or strong as it should be for a detective game developed by Rockstar. The first half’s pacing feels fragmented with most cases lacking a strong overarching narrative structure. It certainly feels like some cases are only their to pad out the run time.

It isn’t until the back half of the game that pieces begin falling in place and dots begin connecting. I really liked the way certain pieces of information came together for me as I was playing. It was almost as if I had solved some big case of my own, as they deliberately don’t spoon feed the player. I think if they had trimmed off some fat in the first couple of departments, it would have benefitted the story they were trying to tell.

I don’t like that I can’t jump!!! Aughjhh. I don’t like when games don’t allow me to traverse wherever I want to. I mean sure, I’ll probably do something stupid and pointless. But that’s my right dammit! I want to jump off of that building or climb up the side of it! Let me have what I want!

Anyways, I mostly really liked the gameplay otherwise. You were limited to what you could and couldn’t do at times, but it all felt organic to the story flowing through each scenario you were in. I think trying to determine whether or not someone was telling the truth was a really awesome idea in theory… but never quite worked the way it was supposed to. It’s a mechanic that probably would work better today, as the technology for it is likely more ready for something so ambitious… but I think here, it was perhaps- too ahead of it’s time.

The alter in protagonists was a lovely little surprise. Especially since Kelso is an awesome character. I’m beginning to really love games that do it.

Overall, I came pretty close to loving L.A. Noire. If the elements I took issue with were refined, I probably would have. But liking it a lot isn’t too bad either.

What kind of experience do you hope for when you pick up an action adventure game? Are you looking for an epic scale story and satisfying combat?

Perhaps you want to traverse some richly detailed environments and do a little puzzle solving along the way.

Uncharted 2: Among Thieves manages to deliver on just about every single thing you would hope to get out of such an experience. I needed to sit on this one for a bit before properly writing about it because I wasn’t sure how to approach this review.

It’s not a game that necessarily redefines the genre or reinvents the wheel in anyway. But it’s sure as hell the type that keeps the wheel spinning better than ever. A lot of the problems Drake’s Fortune had were reworked. Especially in the combat. It’s a lot more fluent and opportunal (not a word?) than ever. Though it’s not quite as tight or clean as something like tlou… yet. I love that you can now throw the barrels in any direction, and being able to use grenades is awesome.

I also think the traversing was a big step up, along with the environments you go to and from. The story feels much more grandiose and the scope is a lot larger with the way they develop it. The set pieces are bigger, and better! The boss fights are pretty awesome, with the exception of the mercenary on the train, cause wtf was that.

Outside of some large difficulty spikes that could be pretty obnoxious, a final boss fight that left more to be desired, and a combat system that could use the same polish as naughty dogs later titles… Uncharted 2 kicks ass in just about every way you’d want it to.

I really hope the final entry in the series manages to blend all of the elements I love with the ones I’m hoping for. Nonetheless, I have one more to get through before then, and I’m not mad about that!

One other little thing I’d like to address is that I see the first game get flack for its supernatural elements. I’m now left very confused and don’t know what to make of that considering this game takes it a step further… which if I’m honest, I kind of liked. I never felt like either game went “too far” or anything. It’s okay to be a little silly.

Last thing is that I’m tired of folks pretending as if the first game is this awful first attempt, and that this sequel rectifies all of the series’ issues, and is like 3 steps above or something. How stupid. Don’t get me wrong- THIS IS A BIG IMPROVEMENT. But the first game still rocks… and this just enhances all of the elements I loved about that one. So it’s time to show some respect to Drake’s Fortune. Thank you for your time. Goodbye.

Using my favorite video game as a way to plug the trailer for my new film (As it was a source of inspiration):
https://www.youtube.com/watch?v=dVQzC7bIBys

I finished writing the movie not long after completing this game. It was inevitable that some elements from this story's DNA would seep their way into my script, as this was what inspired me to finish.

Though I'm not sure that I could ever write anything as heartbreaking or moving as what has come out of The Last of Us games, the soundtrack was another constant motivator. Finding the writing through music.

It doesn't matter what medium a story is told in. If it's well executed, it can inspire others- or at least resonate with them fundamentally.

Cute, cute, cute.

The ending feels bizarrely melancholic. Perhaps the final dialogue was written before the story had been worked out? Regardless, the journey to get there was rather lovely.

There’s something so special and atmospheric here. They really managed to create a space so cozy, and simultaneously scary. This really laid the blueprint for the masterpiece that is “What Remains of Edith Finch”.

I’m so happy that another game like that one exists. These will be so rewarding to return to in the future. I petition that we get one game like this every few years. It’s therapeutic for the soul.

Bonus points for the Twin Peaks reference.