This review contains spoilers

Elden Ring

So, I beat this three days ago and I've been trying to wrap my head around how I feel about it. First off, I don't know if I have ever seen such beautiful art direction in a game. Ethereal and serene or foul and horrible, every vista was evocative and one-of-a-kind. The Eternal City, Lyndell the Capital, Crumbling Farum Azula and the Siofra Well were standouts. The new mechanics like the Ashes of War, the Spirit summons, the crafting, and the counterattack were great additions.The sheer variety of weapons and creatures is fantastic. So much effort went into these elements and I don't know of another game that even comes close to this on those aspects. But before I get too praise-heavy, the modern amenities that everybody has been praising has me irritated. It still feels woefully outdated in terms of having a user-friendly interface. Like, seriously, y'all are losing it over it having a map and a dedicated jump button? It's absurd that it has just been implemented. I've played a lot of open-worlds and what I wouldn't do for a lore tab in the menu. This should be a non-issue! How does it negatively impact the experience of the game to actually record the exposition as you get it or the last place you saw an NPC and relevant dialogue? There are seriously different characters named Godwyn, Godrick, Godfrey, Renalla, Ranni, Radagon, Radahn, Rykard, Mohg, Morgott, Miquella, Melania, Melina, and Marika. Jesus, man. I feel like I'm watching fuckin' House of the Dragon. I don't have any doubt whose contribution this is. You have a fathomlessly deep and fascinating story and you hired George RR Martin to help you pen it. So why does it feel like you're trying to obscure it so thoroughly? Why are major plot points of the histories buried in item descriptions STILL. That's a great place for esoteric facts and secrets, but for the love of God, help me enjoy what you spent so much time forming. The lineages are so interesting and the histories of the lands and wars could fill books, but it's ridiculously hard to follow because it's a jigsaw puzzle of 20 different storylines. Sure, when assembled you have a beautiful and complete understanding (not really, still ambiguous af actually), but it being a jumbled, random mystery dampens my enthusiasm a bit. The previous games were smaller in scale, so they could get away with it, but this particular fixture of the game needs to evolve too. There's a reason why Vaatividya is SO popular. It's because no one knows what's happening and everyone wants to know. Every open-world game has a "Journal" tab or something similar. It's so aggravating. It's a big ask to have me remember what a random NPC said in the middle of nowhere and then actually manage to follow the story thread. This game is MASSIVE and over a hundred hours long. As soon as you round the corner after that NPC, you're reminded there's a million other things going on and you'll be lucky if you EVER spot 'em again. Makes no sense to me.

The combat and the progession and the paths to different builds are good too. But I think Dunkey said it best. I'm paraphrasing but he said that "the game is so hard that it funnels everyone into the same builds" and it's true. The game is so fuckin' hard. I got severely tired of getting one-shot killed at every point of the game. No matter what level I was at or how good the armor was. It's brutal. And then I hear the purists denigrating others for actually using the mechanics used to mitigate this. I'm willing to spend an unreasonable amount of time gitting gud if that's what the obstacle in front of me requires. But, it's also an unreasonable ask to ask me to spend my limited free time in a frustrating loop because I'm "not supposed" to use every tool in the toolbelt. Not a fault of the game, more the community, but still grinds me.

All-in-all, this game is a magnificent achievement. It really is special and it really does deserve it's accolades, but I also spent an inordinate amount of time with this NOT having fun because of what I felt like was balancing issues and unfair scenarios. I had to take three separate breaks from it to try other stuff just from getting fed up. And I never do that. I don't want to give the impression that I didn't still like it or I didn't have ANY fun. I absolutely did and I will play it again, but there's no part of me that wants that to be soon.

Owlboy

Owlboy is a Norwegian indie game made by a small team of about a half-dozen people. It features some of the most charming and endearing characters I've seen in a 2-D game. I was genuinely moved by their stories, dialogue, humor, and affectionate natures. Look at the sprite work! What's not to love? Some of the background work is astounding too. Couple that with a great soundtrack and you have a recipe for retro delights. The gameplay is relatively straightforward. No part of it emerges as any great surprise. I would also say that the level design of the dungeons left me a little wanting as well. They utilize the newest companion/unique ability you've acquired, but it's nothing you haven't played before. Some sequences are downright annoying due to some confusing controls and aggravating trial-and-error timed dodges. What's really left me feeling out of sorts is the story. Its cutesy aesthetics belie a story bursting with deeper mysteries and consequences that could cause the world to come crashing down around you. The ending was a bit ambiguous for me and I hate that. Not the fault of the developer, just personal preference. Apparently, there was more lore locked away behind obscure items in hidden places around the world and that annoys me as well. Especially because there was no map or fast travel option to mitigate tedious wandering around the open-world that tends to look way too similar from screen-to-screen. Overall, despite it's faults, I'd still say its worth checking out if you catch it on sale. Its charms are undeniable and its characters wonderful.

I'd always heard really great things about this one, but no trailer I watched ever made a lick of sense to me. It was irresistibly reduced in a sale recently, so I dove in to it. I had no idea what to expect, but what I got was wholly original and brave storytelling that was both emotionally affecting and laughably absurd (in good and bad ways). My girlfriend never plays games, but she agreed to check it out with me and we were both absorbed and invested over the two days we spent with it.

The game itself is the introduction of the Finch family that has been under a tragic curse for generations. Every family member has a fascinating tale to tell. Some of which made me howl darkly with laughter and some put tears in my eyes. Every one was interesting and worthwhile. I don't want to get into it much because, if you decide to play, it's better to be swept up in it.

It isn't much of a game, however. It's a point-and-click, interactive picture book, figuratively speaking. None of the gameplay is that compelling. It's even downright boring at times. There's also going to be little to no replay value, unless your memory is dogshit like mine. If it's on Game Pass or Playstation Plus, by all means, this is worth the 2-3 hours it takes to complete it. I definitely wouldn't pay full price though.

This review contains spoilers

I've been playing this game every couple of years for nearly two decades. I don't know how many times I've been through it and I still don't fully grasp the story. I mean, an American town harbors a dark cult with dark aims. They attempt to harness the power of a psychic girl to summon a demon and it goes sideways. Surprise. There's a terrible fire, she burns, and her soul splits. One half ends up a baby on the side of the road in the outskirts of the town and is found by the protagonist, Harry, and his wife who raise her as their own. The other half is hidden away under the hospital where she lives in a state of perpetual agony which soon becomes a living nightmare that bleeds into the town itself. Her pain nurtures the seed of evil the cult placed in her, awaiting the power of the second half of the soul to return to Silent Hill. Now, all that, takes place before the game even starts. I don't really get what I just played. The story is deeply ambiguous and open to all manner of interpretation. I don't fully grasp how the characters relate to eachother. There's something about a hallucinogenic drug ring that I don't really understand. I also don't know what aglaophotis is. Doubt I ever will and that's okay.

I love this game. I have a real soft spot for it. But it has aged. like. milk. The graphics are bad. Character models are ridiculously boxy. Movement is clunky. The camera is disorienting, but sometimes that's on purpose, to be fair. The famous fog effect that covers the town, known mostly for effectively masking loading defects, looks awful. The visible artifacts could be the result of PS3 emulation, but regardless, it's not good. It doesn't help that the developers decided to go with real-time 3D backgrounds rather than the prerendered 2D backgrounds that allowed the early Resident Evil titles prettier scenery and additional processing power. I realize that if they had gone for the latter, they would be bound to the static camera angles as well. I wish they had because the current dynamic camera is really nothing to brag about. It's so dated at this point that it's SCREAMING for a remake. I'm excited the sequel is getting this treatment, but this is where my heart lies. I just don't know if I could recommend this to people if they've never experienced it. It might be too late.

All that being said, the game is haunting. I think it remains one of the scariest ever made. The soundtrack contributes to this greatly. Primal beatings, screeching sirens, horrifying grinding. Nothing is more unnerving. The locales are infinitely memorable as well as the twisted characters that remain. If you have it in you to look past the frustrations of a game older than nearly ever college student walking around, then it is a veritable classic and will always be one of my favorites.

Guacamelee 2 was dope. I've played a lot of games over the years. Mostly ones with higher difficulties or horror games, but it's actually a rare occurence to laugh openly while playing. I like challenge and adrenaline and terror, but joy is something else entirely. This franchise is pure FUN. The challenge is there and the adrenaline is there, but the humor and revelry are front and center. The story is goofy af. There's all sorts of crazy stuff going on. "Sacred guacamole", "chicken illuminati", the "Mexi-verse" aka the multiverse lol, etc. There's one universe of just memes, solely to troll the people who didn't like them in the first game. Like the first one, there's a lot of fraternal love and references to other games. My favorite was a "Purgatory" stage that was styled exactly like "Limbo". If you're looking for fun and addictive combat and traversal that has you literally bouncing off the walls, TRY THIS OUT. Only downside is a final boss that was WAY too easy. There's a series of really difficult platforming challenges called The Crucible that makes up for that a bit. Still, if Guac 3 ever comes out, I'm buying it because Drinkbox is killin' it.

Growing up, I loved 3 just as much as 2, sometimes more. I couldn't be more excited when this remake was announced. (I had/have so many gamertags called "Nemesis"). They did so many things right. The new character models, the animations, the voice acting, the city, the controls; I love so much about this game. Jill is the best RE character and this is the best iteration by a country mile. Marvin and Brad's encounter is one of the best moments in the entire series. Jaw was on the floor. Unfortunately, that just makes it hurt all the more that this game feels very rushed. Once you beat it, that's it. There's only higher difficulties. No B scenario, no mini-game, no real incentive to continue. There was so much cut content as well. No clocktower section? No park, no newsroom, no dead factory. No random Nemesis encounters. There is some new stuff, of course, and it's all cool. But, you can't cut off arms and add back fingers. Don't work like that. That's what makes the RE1 remake so perfect. You took what was there, made it beautiful (or grotesque? pftt whatever same diff), trimmed very little, and added a ton more cool stuff. They even did that better than the near-perfect RE2 remake. But this one. (loud exhale irl) It never slows down. The pacing is just nonstop. It's all action. It goes by so fast. When I bought it in April 2020 (pandemic news coverage in-game was startling btw lol), I beat it the next day and I expected to be absolutely elated with it. But, I wasn't. And it confused me. I didn't really know what I was feeling. But as I sat with it, I realized it was disappointment. It's a really good game and I really like it, but I don't think I'll ever get over what it could have been. If only it had another year of development.

Probably in my Top 3 favorite games of all-time. I remember I played the original (1998) at my cousin's house after we rented it from Blockbuster for a sleepover. It scared me so bad that I didn't stop thinking about it for months. I remember taking $20 I got for mowing my grandparents' lawn, walking to the comic book/dirty shithole shop downtown on Main St, and feeling so happy to finally buy it for myself.

So, when this came out a few years ago, I felt immediately transported back to that time in my childhood that felt so special to me. I honestly can't choose between the two. I've beaten the remake probably a dozen times and it still scared the piss out of me this time. Multiple times! WHAT A THRILL. They nailed everything about the original that I loved. The setting was so meticulously constructed and every detail lovingly pored over. The animations are absolutely top-notch. This is the best example of the best genre. It really is survival horror at its absolute finest. I wish I could shake the developers' hands and tell them how much I appreciate this profound impact on my life. I've been in it for two decades with them and I imagine I still will be in the next two.

The Evil Within 2 has its problems, but it's definitely worth playing if you're an action-horror fan. Not as scary or dark as the first game, but that's alright. The first one was so vicious and unforgiving that the brutality of it felt oppressive. All that excess horror got swapped out for prolonged action sequences, sacrificing fear for fun. Six one, half a dozen another for me, personally. It's a simmering stew of its influences. Take The Last of Us, the post-RE4 formula, and a dash of Twin Peaks and this is what you got. Silent Hill, too. If somebody over at Konami decided to quickly make a Silent Hill remake in the style of the newer Resident Evil remakes, you'd get something like this. It's a little clunky. The movement was a bit janky for me, mostly due to the weapon wheel being assigned to R3. Facial and movement animations were pretty weak. Everyone looked and acted stiff. Minimally expressive. The dialogue at the beginning was like a bad cop movie from the 80's and I loved it. The environment did the talking though. The surreal imagery washes over you and immerses you in its terror. Weirdly enough, the style of the imagery was based on the current villain. Three in total which, by the way, makes the game feel bloated. You can't keep killing important antagonists and then keep adding Acts to the story. Anyway, the phantasmagoric set pieces are the cornerstone of the game. You never know what to expect and if you're not safe and smart with your progression and conservation, you're gonna have a bad time. I've complained a lot, but there was no better feeling than sneaking into a crowded room of of monsters and dispatching them all with the competent stealth system and the vast arsenal at your disposal. You can set traps, use environmental hazards, and utilize the RPG skills to wreak havoc. I loved the crossbow. Freeze, lightning, smoke, and explosive arrows got me out of tough spots. Despite the bloat, I liked the story. It had a great emotional payoff during the climax and the character's motivations were sympathetic and moving. The side characters were surprisingly easy to root for and I found myself interacting with them as much as I could. Not like, Mass Effect level, but above average. Totally worth playing and the fun and thrills outweigh the annoying sequences (mostly bosses). If you like the genre, you can't go wrong here. The Evil Within 2 is solid survival horror, smooth stealth, and groundpounding action that doesn't quite live up to its varsity peers, but stands proud above the middle crowd.

2017

Finally, finally, finally. I've been at this one for months. Difficult samurai game from Team Ninja. I was really hesitant to play this one because of the intimidating difficulty factor, but after doing the Fromsoft gauntlet, I had no excuse. Luckily, it was a fun, polished game. When it comes to the story, I honestly had no clue what was going on. They introduced so many characters so rapidly that it felt impossible to keep track of who was who. My character was a pretty generic Japanese-style hero. Meaning he had an iron resolve and stoicism and no personality but was a white guy named William for some reason. William McWhiteface somehow managed to get wrapped up in the Japanese civil wars of the 16th century in search of his guardian spirit with an unpronounceable Irish name, Saoirse, which is pronounced "Betty" probably. The gameplay is vicious. Absolutely fantastic variety. Ton of weapons, fighting styles and postures, techniques, magics, combat items and enhancements. Prominently featured fast-paced combat with constantly shifting tides of battle that can be decided in a heartbeat rules the day. The RPG elements are really thorough and user-friendly. I'm not usually the insatiable type to master a game and make a character with an unstoppable cyclone moveset, but if you are, then you have an infinite amount of options and customizations (including aesthetics). I wouldn't say that it's EXPERTLY balanced though. I figured out what the exploitable mechanics were pretty early on. Your current Guardian Spirit has a meter that, when filled, just wreaks devastation on everything around you. The final, epilogue boss was this recharging-health chump and once I got that meter up, it was done dinner. That's one complaint I have. The bosses felt really off-kilter. The difficulty seemed front-loaded, as if to shake off the new players without that "no-matter-what" mindset. But, towards the end, there were plenty that I beat first try. Including the three-boss run as the finale. As if they knew that, they seemed to focus the post-game content on this. A bunch of missions unlocked after the last one, but they were mostly boss gauntlets. Like, "okay, you beat this one and this one, but now fight them at the same time". And I'm not nearly masochistic enough at this point to be willing. The sheer amount of time I spent on it and the pacing of the game burnt me out. Unlike other adventure games, this one has individual, start-and-stop chapters unlike the open-world seamlessness so popular today. They padded out the game with a shit-ton of repetitive objectives and fights and it got really tiresome. Just, "oh this guy again" and "back here, huh?". It wasn't optimal, but it wasn't bad enough to deter me from ever playing again. And I definitely will, this and the sequel. Best of all, it's dirt-cheap nowadays if you eBay shop. If you're a fan of fast-paced fighters and RPGS then nosedive here. Just be patient with it because the difficulty can spike on you.

77 strawberries, 1628 deaths, 7 hours

Celeste really is platforming greatness. If you're a purist for the genre, then look no further. It's expertly spread across eight levels that are all ripe with fresh and different mechanics and steep challenges. I never got bored and the levels rarely lingered too long.

The real draw for the million people that bought this indie title is the story. The protagonist, Madeline, suffers from depression, anxiety, and panic attacks, which you experience from her perspective throughout the game in her interactions with herself and others. The objective is to reach the summit of Celeste Mountain in spite of yourself. The Mountain has a mystical quality and you soon find that all of Madeline's insecurities and fears have materialized into "Part of You" (dubbed Badeline by the fan community) claiming to be Madeline's "pragmatism". She belittles and chastises you for trying to climb while the rest of the characters, and Madeline herself, all serve as voices of encouragement. Ultimately, the game is about the attempt to continue on in the face of adversity, dealing with mental illness, and accepting yourself and your duality, warts and all.

I thought the narrative was a little choppy, personally. The dialogue was a little inane, saying shit like "YOLO" and endless chatter about selfies, being from far-off places called "Seattle". It all struck me as eye-rolling, hipster prattle, but I gotta say, the characters grew on me as I went along. The greatest video game story ever told this is not, but I do appreciate it and it did end up endearing.

I paid maybe $5 and it was absolutely worth it. I can give it a solid recommendation as long as you know you're in for a tough, but forgiving game with real heart. Just remember, like climbing an actual mountain, you're doing it because it's there and the reward is the journey.

"No cost too great."

Hollow Knight is a complete masterpiece. I've played a lot of indie and adventure games lately and there aren't many like this. The game is so thoroughly refined and fan-friendly. Who would have thought that a crowdsourced game could not only meet, but exceed expectations? This team polished it until it gleamed and then released FREE DLC, three times.

And it was made by three guys in Australia by crowdsourcing $57,000. And I paid $7.50 for it. Twice. But, "no cost too great", lemme tell ya. These AAA titles that get churned out every year, with hundreds of staff working ungodly crunch hours, can't manage to create a "GOOD" game, let alone put out a veritable classic.

Only a handful of titles can compare their worldbuilding, versatility of traversal, heartwarming charm, hair-raising anxiety, and clever environmental storytelling. I could sing praises for nearly every aspect of this game up and down, but just play it. It is a challenge, don't let the facade fool you. The first playthrough a couple of years ago was an utter smackdown, but gitting gud has eased it up a bit, personally. Out of all the similar titles I love with twisting, turning labyrinths and backtracking and mysterious ways forward, I mind getting lost in this one the least of all. There is ALWAYS something fascinating and fear-inducing just down the path.

Thank you Team Cherry. I can't wait for Silksong.

If you're anything like me, you lament the lost relics of childhood; both the material and immaterial. Some things can never be recovered. Or, if they can, they often disappoint upon revisiting. I considered the co-op beat-'em-up to be one of those experiences. Just another memory sealed away in a capsule. So, when I got the call from my buddy, "Well I was thinking we smoke and run through the new TMNT game?", I felt that inner rumbling of something exciting. That brimming, bubbling long-dormant nostalgia eager to soak my brain in endorphins. Also weed. My buddy had the whole spread ready. The chips and candy and pizza and wings and bud; the game room was blasting the new Kendrick and lit up by a nebula-projector.... Aaaannddd thats about all I remember up until the final boss fight, which is basically a four-boss run. We were down to our last Continue in Arcade mode. 1-2-3 bosses down, health in the red, we think we're done. BOOM. Super Shredder. Dead. Game Over. Heartbreaking. We sat with our defeat a day or two, wringing our hands, but it couldn't stand. Today was Attempt #2. Clear-headed and determined, I actually got to experience the game. It didn't let me down at all. Seeing characters I hadn't thought about in 25 years was a wild ride. The gameplay was near-perfect. We ran through level after level of glorious memories and music, racking up big combos, viciously spamming the special move (on my part, lol) and delighting in every health recovery with the loud "Pizza Time!". Whoever this developer is knew exactly what things to recreate and what mechanics to improve upon. What a sheer blast. We barrelled through the enemies all the way to Super Shredder and put him down once and for all. Joy and revelry. And not TWO MINUTES after our victory, the power goes out. Solidifying in my mind that some things happen in their own time, just the way they're meant too. I know this review is a little atypical, but the context is what made it so cool. Even more so than the game. The only additions I wish I had were a counter/parry button and our other friend playing on the 3P slot. But, like I said, some things that were once here yesterday are gone today. All in all, find a bro, sink into the couch, and tear into this one time for me. The game is fun, but it's a friend that makes the experience.

Also, Wu-Tang

When I went into this, I was led to believe this was the easiest one. I do not agree with that horseshit. 50/50 slog and fun. If Dark Souls 1 is a gem and 3 is that same jewel, polished and sparkling, then Demon's Souls is the rough, scuffed, unrefined ore in the vein. I can't believe I played this one last. All the quality of life improvements and the tender mercies of modern technology are so much vapor. Frame rate stutters and the brutal, lengthy gauntlets nearly did me in at the end of my road. (The run to the False King had me completely tilted.) I didn't have to use magic or do serious grinding in any of the other titles and it felt absolutely necessary here. Without Heal magic, I'd have bellyflopped for sure. I don't think there's much reason to go back and play this one unless you've declared your undying love for Fromsoft. You can see the DNA of all the other games swimming in this primordial ooze and that's reason enough to go for it. But, after switching publishers from Atlus to Bandai Namco, they essentially redid it and drastically improved with Dark Souls. This one was begging for a remake and I can only assume the PS5 is doing the title justice.

Man. This one was tough. These 2D Soulslikes feel harder than their namesakes, for real. This really is Dark Souls in 2D. You have all sorts of weapons and classes, covenants, magics, and armors to choose from. The map is interconnected, but it really felt kinda pointless, tbh. Sure, you could open a gate into an older area, but it just felt random rather than meticulously constructed like Souls. This is where the lack of a true Hub world hurt this game. It seems to emulate its progenitor for good and for ill, emulating even the outdated tropes that Souls phased out. Things like ridiculously cheap falling and enviromental hazards and brutal one-shot enemies. I was feeling a little bitter about this game and ready for it to be over when I learned one critical fact. This game was essentially made by ONE person. I think there were separate music contributions and the developer's wife added important artistic elements, but the game was built by ONE guy. There is a HUGE amount of detail to take into consideration. There is expansive lore (if you choose to dive in, they don't shotgun you in the face with it), cleverly balanced combat options, unique boss encounters, and distinct and NUMEROUS areas. I didn't have the most fun in the world, I actually spent a decent chunk of it irritated, but color me impressed. What a monumental achievement by this individual. It deserves way more praise than criticism. If I'm honest, I am more likely to replay Hollow Knight or Blasphemous, but if this kind of game is your bag, then dig it.

I'm taking a deep breath and wiping the blood from my wall and forehead. Holy fuck.

First of all, let me say, at this moment, I don't HATE it. This is the first Sonic game I've ever played more than halfway through, much less to the end. I know only the barest bones of the franchise; I know what fans and haters say. Basically, it seems the quality of the franchise looks like unstable stock market charts. Up, up, UP, meteorite crash, middling, sadness, depression, spike!, UP!, trapdoor to hell. So, when people say that this is an anniversary present to the fanbase, a loving tribute to a long-running series, I can only assume that Sega made this game kinda shitty to also pay tribute to the shitty games they made when they were running the franchise into the ground. I'm being harsh, so let me sing a couple praises. The music jams. It's not my particular style, but it is undeniable how fun and infectious it is. To have classic and modern Sonic side-by-side was bold and BOUND to alienate somebody, but they crafted great levels for both. (For the record, I had more consistent fun with modern Sonic and it wasn't even close 😬) I wish I knew the series better so I could appreciate the remixed stages and songs. And to make these stages with all these branching paths and alternate routes is SO impressive. A couple hours in, I realized what this game was. "Easy to play, difficult to master." How exhilirating it must be to know these maps by heart and to fly around them at breakneck speed for flawless finishes.

I just don't ever see it for me. It's too frustrating. Right when I get a little confidence and start booking along, I feel like I run smack into an unavoidable obstacle that's just there to troll me. FUCK, that's so bad to keep derailing my pace. And speaking of pace-killing, the optional challenges were the worst mixed bag. Some were really innovative and interesting, but others were just mind-numbingly dull and brain-crippling. I did the first 30, but I completely phoned in the rest and did the bare minimum. The game has a terrible habit of explaining the SAME thing over and over and over and over and over within a stage. The repetitious dialogue cues make me want to rip my ears off throw them down the sewer. The final boss was the most egregious of all. I probably heard "it looks like a homing shot" 19 times in 4-5 minutes. Do they think I've been lobotomized? Am I playing Playstation with Alzheimer's where I need constant reminders of what's happening to me? Did nobody test this out and realize how grating it is? UGH.

I'm not sorry I played this. Despite the whining, there were times I had a blast. When I was on a roll, it felt incredible. But, I ain't playing it again. One and done!