I think hype spoiled this one a bit for me. The puzzles are well crafted, and the atmosphere is unimpeachable, but the overall conclusion, while not predicted, didn't leave me as satisfied as I'd hoped.

This game is already carried strongly by the inventive and engaging world, and then pours creative parkour challenges, unique combat, and just-difficult-enough puzzles on top for a very satisfying mix.

The biggest knock is that the combat, around the halfway point, becomes so frenetic and complex, and the difficulty is tuned just slightly higher than I think is warranted, but the generous assist mode (which also has a slider for puzzles) does well to mitigate that problem. There's also a heavy reliance of gear to keep pace with enemies, which largely relies on an overly tedious and grind focused crafting system. The game does warn you to upgrade your gear, but the options available for purchase in shops are usually well below what would be satisfying.

There were times I walked away for several days, but I'm glad I saw it through, and while the story isn't the most novel, it's told well, and was a big part of why I stuck around until the end.

Fun little game! Short, but definitely replayable, and doesn't overextend itself. Dripping with atmosphere, and satisfying progression. The imprecise controls can get frustrating at times, but the imprecision is part of the point.

A giant step forward for Giant Squid. The moment to moment movement and gameplay is sheer joy, the set pieces are all standouts, and the progression through the journey is well paced and satisfying. Unsurprisingly, the world and every detail of it looks fantastic, and Austin Wintory's score is a grand accompaniment. The story could be a touch stronger, and I would have liked slightly more challenge/options at certain points, but all in all, an experience that feels wonderful the whole way through.

How weird and charming. Loses momentum leading up the end, but it has a weirdly solid climax. Most egregiously, there's not a compelling reason to catch any Bugsnax you're not explicitly asked for! A bit finicky on the control side, and I would have loved to see more proper puzzling, but an enjoyable experience overall.

Oh, and also: Bunger bunger bunger bunger!

Some clever ideas, but at points turns into try every combination of inputs, and has a bit too much waiting around for leisurely dialog to finish before it lets you play again.

Relentlessly fun. Though I forgot how short the tracks can be, every other aspect of this game is filled to the brim with enthusiasm. Wise's compositions for this will forever have a spot in my brain. I would love, love, love, love for Nintendo to bring this back in some form, as long as they preserve what made it so unique from other racing games at the time.

Other games in the series may be more technically proficient, expansive, narratively driven, but none of them come close to how the original entry actually made you feel like an assassin.

I truly wish the sequels had expanded on the best aspects of this game: tracking your target, gathering information that gives you a better opening to strike with, and most importantly, with proper precaution and planning, letting you silently take their life and melt away into the shadows before a soul notices.

Impossibly charming and warm hearted, but stretched too far and thin with the varieties of tasks available and requirements asked. A more focused version of this would be much stronger, even taking into consideration the value this games rightfully puts into spending time with people.

The story, gameplay, and absolutely needless upgrade/crafting system are more than carried by the excellent world building (what a monumentally apt phrase for this game) and aesthetic considerations.