Too many RPG mechanics, too many multi-enemy bosses, and especially too many beast-like bosses - but there really isn't anything quite like Sekiro's swordplay.

Really really good. I know this gets compared (favorably) to Deathloop a lot but they're very different beasts - if all you come to Arkane for is gameplay, I guess this is mostly just a stronger version (since it has a backbone of Prey's incredible systems). Deathloop, however, has much more engaging characters, a charming world, great art design - things that I definitely missed in Mooncrash. Many of my favorite aspects of Arkane games are their lived-in worlds, exploring all their secrets, and admiring their incredible visual style. Mooncrash largely fails at all these since it's mostly just a rearranging and repurposing of Prey's assets, without the meticulous worldbuilding or story.

Mooncrash still fuckin bangs, though, because it's a fantastic way to utilize Prey's systems. The base game is a brilliant immersive sim with some of the most in-depth stim-and-response in any game - there's many ways to approach each obstacle, and many many branching paths with barriers to find. Depending on your build and your playstyle, however, this means that it's pretty easy to default to a few ways of traversing through the world - forgoing the gloo gun for the leverage skill, taking hacking where the huntress boltcaster may have been more rewarding.

Mooncrash makes the wonderful decision to separate out Morgan's skill set from the base game into 5 separate characters, which really forces you to understand and use the entirety of each character's skillset. You have to escape the moonbase with each character, so you really do have to learn each of them - which rooms they can get into, and how. Which enemies to take out and which to run from. Add to this some new and improved enemies, new weapon upgrades, and an ever-increasing timer that spawns harder and harder enemies as you progress, and Mooncrash really feels like a puzzle that you have to solve. As you progress what story there is, even more systems reveal themselves, too - more ways for the station to fuck itself up, forcing you to find ways to power doors, or avoid radiation, or get past a fire. It almost makes me wish I had played Mooncrash first, so that I'd go into Prey primed with the knowledge and the creativity necessary to really enjoy and exploit its systems to the fullest.

Great music, stylish character portraits. The world is a little ugly but tiny moments of beauty evoked in the collectible flavor text make traversing worth it. The game really opens up once you get the double jump and then the dash, which makes exploring more fun and secrets start to reveal themselves. Despite some errors/clunkiness with the dialogue at times and a few QoL frustrations, this had me pretty gripped the whole time. Loved the characterizations and the vaporwave-horror setting. The music is good (if generic). And the freedom allowed in the end trial really ties everything together - it is very satisfying both to present copious, painstakingly collected evidence and to forgo evidence and bring justice down upon the Syndicate.

Quick little finale to the New Vegas saga - Ulysses is interesting and I really liked the Divide, despite (because of?) its linearity. Cool enemies and encounters and a nice thoughtful story, and doesn't overstay its welcome. ED-E is also super cute here.

Pretty good! Big tonal shift from the base game but it was mostly funny and I appreciated the pulpy retro-futuristic designs in this. My build didn't do damage to any of the myriad robots in this dlc so that hampered my enjoyment a bit but I appreciated the way this teased out information from both the prior and the coming DLCs.

Pretty fun Star Warsy space opera. Wish it got a little more out there with other species/worlds. Combat not as bad as I'd expect in the legendary edition but gets repetetive quickly. Lots of little quality of life changes would be useful here but it's not bad. Not loving the story or the characters yet.

Pretty effective survival horror. My base game build was not suited to this at all. A little frustrating at times but overall really atmospheric and wildly different than the base game. Lots of fun new mechanics and a cool self-contained story.

Cool new area, some fun quests. Not as strong as the base game.

Really good! With a few mods, it doesn't feel too dated mechanically, and I was generally really impressed by the writing and variety on offer here. Plenty of diverse locales to explore despite a more linear feel and muted color palette. I was particularly impressed (as I guess everyone is) with the factions, and how deftly they are written to have their own identities and goals that fit so well with their societal and geographic positions. They really feel natural and organic, and it is really impressive how they weave together and influence other storylines. It leads to a lot of role-playing possibility and player freedom without simply presenting the character with Big Choices.

This review contains spoilers

Really really good. Super impressive levels of detail with the worldbuilding here, with a spectacularly different set of assets, enemies, etc. from the base game (impressed by even small details like new idle npc animations!). The set of quests is refreshing - almost entirely eschewing monster slaying in favor of fun little errands - restoring the "stones" of a painting, winning a knight's tourney, photographing animals, or finding out who's been tampering with a vineyard. The change in color palette and tone is super welcome after the base game. Really fun!

This review contains spoilers

Really outstanding expansion. Does a lot to flesh out the previously underutilized areas like in the northeast and in Oxenfurt. Adds a couple cool new mechanics to make building your character a little deeper.

But mostly where this DLC shines is the wonderful main quest. They smartly pivot away from the combat here (the standout moments of the expansion are almost combat free). Quests like Dead Man's Party, Scenes from a Marriage, and Whatsoever a Man Soweth are really great changes of pace from the typical gameplay of The Witcher, and are some of the best and most engaging in the entire series.

Where there is combat, it seems to have been changed for the better. A little slower and more deliberate. Fights with the Toad Prince, The Caretaker, and Iris's Greatest Fear are standouts for the whole series. Olgierd and Gaunter are great characters.

One other thing that particularly impressed me - the visual direction, primarily in the cutscenes and dialogue. Much more dynamic and interesting (even down to what the camera is doing) than in the base game. CDPR really stepped their game up for this one.

Of course there's some issues with the combat, some jankiness in the movement. I wish the game handled detective vision a little better, and not all of the quests are great. But I can't help but love this thing. Great characters and a stupendous world. Really, really engrossing.

I really really liked this. It was so wonderfully creative - a satisfying mystery with really tough moral choices placed in a meticulously researched historical setting that actually fully influences the story and characters. The art style and design are beautiful and immersive - the faces and character designs are delightful and expressive. I loved how fleshed out each character felt, speaking in their own unique voice. But most of all just learning about everything, the town and its politics, its history, the people's secrets and their hardships, was a delight. Really entertaining and thoughtful and beautifully human.

2015

This review contains spoilers

Really great atmosphere (the sound!!) and visual designs here but the story comes off as overwrough pseudo-intellectual musings for me unfortunately. Was also very surprised by all the praise I heard for the voice acting specifically - all of the audio logs/black boxes were well written and performed, but the two "main" roles of Simon and Catherine are poorly written and terribly acted/directed. Tonally all over the place.

Probably still worth a play, however, for fans of Frictional's style or sci-fi/horror. This evasive-horror style with no real stealth or puzzles has overstayed its welcome but the game still does a great job at sending you on an oppressive trek through futuristic bases and the bottom of the ocean. Just don't be afraid to play on Story, which is probably more like a frustrating/not frustrating switch rather than a scariness setting.

SPOILER: Was also disappointed by the game's unwillingness to commit to an ending? The game makes a big deal about characters winning or losing the coin-flip of creating/transferring consciousnesses, but then decides to show you both of them at the end: the horrific doomed loneliness of losing the toss before the credits, and the paradise you escape to when winning the toss after the credits. Make a bold choice and stick with one!

Cute art style and wonderful atmosphere. The dialogue is realistic and charming and includes the most creative use of language selection in any game I've played. The game takes place in a fictional Montreal, and so you are greeted in French - you can respond in French or English, and can drop in or out of one or the other at any point. Really creative and unique.

The game is short and the endings are warm and charming, but there are plenty of secrets off the main path to find. Definitely recommend as a polished <2 hour burst of fun and creativity.