Love the atmosphere and story tucked in every corner of Rapture. The director's commentary was also a welcome inclusion that gave a glimpse behind the curtains. The plasmid/weapon interplay was a little stale, especially since zap-and-whack was good enough for almost any situation. The final boss fight was also a little hokey.

It's incredible that this game can stand toe-to-toe with the original, especially considering that a whole new team took the reins. Rapture truly feels like the sprawling underwater metropolis it was poised to be, with larger sets, brighter lighting, more fleshed out characters, and deeper lore. The soundtrack accompanies both loading screens and in-game events suitably (though nothing can quite top "Beyond the Sea" in the original). Also the gunplay has some much welcomed improvements.

The ingenious plot of the original Bioshock was arguably why the game made such a splash in '07, but unfortunately the same can't be said here. It's fairly straightforward without too many twists or meta-narrative commentaries. The inability to backtrack was also a huge disappointment, but I suppose this allowed for a more streamlined storytelling approach.

Playing the remastered version on Switch, I understand that the level of polish in this version might not shine as well as on other consoles. Still, a few bugs, glitches, even a typo or two slipped through the cracks.

Overall, it's still a strong follow-up to the original Bioshock that's absolutely worth playing.

The Challenge Rooms are a surprisingly fun time and allow the game mechanics and art direction to work a little outside the limits of the original story.

Not much incentive to gather the roses or beat the challenge times, but it's still overall a fun diversion.

An outstanding goodbye to Rapture. The story here is excellent, with a luster that easily outshines the base game. It almost makes me wish that this DLC was the main story, as its themes are more akin to that of the first BioShock.

The gameplay is even more streamlined here, with the newer weapons and abilities keeping combat fresh. Upgraded weapons are now looted off enemies, keeping the progression steady and allowing for experimentation. The characters and enemies more intriguing, considering that this is a population ostracized from an already secluded city.

As its nomenclature suggests, BioShock Infinite is different from its predecessors. Columbia is a breath of fresh air, free from the claustrophobia down in Rapture. But what remains the same from previous entries is the staggering attention to detail and a story that cracks your brain wide open.

Things I liked:
• The art direction is immaculate and stands toe-to-toe with BioShock 1 and 2. Every so often I had to stop just to appreciate how beautiful this game looks.
• Combat is actually fun, a first for me in the BioShock series. The new powers, or vigors, were a welcome change as they blended well with the gunplay. Elizabeth's help in combat can sometimes turn the tide in dire situations.
• The characters in BioShock Infinite are incredibly well written and memorable, especially our two leads.
• Again, the attention to detail is jaw-dropping. With the environments, in-game posters, Voxophones, clever writing, and more, I'm sure it'll take several playthroughs just to take it all in.

Things I didn't like:
• The plot is a little too narratively focused. Often it felt like details were specifically withheld only to string the player along.
• Exploration is arguably the weakest in the series, with the lack of a map and inability to backtrack in most cases.
• The Vox Populi seemed like an underwritten part of the story, especially compared to Fontaine's army or Lamb's family. Working through that portion of the plot felt underwhelming, with a weak resolution.

I'm incredibly glad to have returned to this series eight years later. With news of another entry on the horizon, I have to ask: how on earth do they follow up on this?

Simply put, a less fun version of the Challenge Rooms or the Protector Trials. While the combat here in BioShock Infinite is the best in the series, the variety or enemies or stages in these arenas isn't varied enough to be any fun. The museum is the best part about this, though a bit lacking compared to the one found in BioShock Remastered.

A surprisingly short chapter that was over before it began. I do understand that this is only half of the story, but I was shocked that after a few short hours I had reached the end of Episode 1.

The return to Rapture is a bittersweet one. The mechanics and themes introduced in BioShock Infinite has left indelible marks on the franchise, and bringing these changes back to Rapture yields mixed results. The isolation and claustrophobia found in the first two entries is replaced with a crime noire in lofty locales to zip around in. I'm not convinced that our main characters have any reason to be at Rapture, but it's a good enough excuse to explore this unseen version of Rapture. And at the very least, the ending scene left me wanting for more.

Episode 2 is bold and ambitious, harrowing yet hopeful, and ultimately bites off more than it can chew. But it still delivers some exciting twists and developments that flips the script on (mostly) everything that came before.

This return to Rapture feels more in line with my expectations from Episode 1. We finally get to see the sparks of the infamous Civil War and meet face-to-face with the boogeymen leading the charge. The marriage of old and new mechanics and stories is smoothed out from the previous episode, and from it, new gameplay mechanics and plot points that work surprisingly well. Elizabeth is much weaker and underpowered, so stealth is paramount. The new abilities and weapons complement the gameplay nicely, with a special shoutouts to the stealth mechanics, lockpicking minigame, and the Peeping Tom plasmid.

Attempting to tie together the events of BioShock and BioShock Infinite to this DLC made for some great (if not confusing) plot points. The story here became a little dizzying to follow, especially since dialogue is delivered so cryptically. It seems odd that the events of BioShock 2 are notably absent from the story here, though it seems evident that there's hardly anymore room for that.

Incredibly satisfying to return to this collection of games and play them back-to-back. The first two BioShock games struck gold with the story of Rapture's fall and decay, with the Minerva's Den DLC being the most effective showcase of the BioShock formula. So many iconic moments have sprung from this collection that have been cemented in gaming history.

BioShock Infinite was great in its own regard, though I believe it should have been completely separate from the BioShock series (much like how BioShock itself was a spiritual successor to System Shock). Merging these two worlds together delivered mind-blowing twists at best and fanfic-quality scenes at worst.

Overall, The Collection is a must-play for anyone who hasn't yet experienced BioShock, or for anyone who hasn't played these since launch. Your mileage may vary across each entry and DLC, but there's bound to be something in there that makes your jaw drop.

Charming and clunky with a standout soundtrack, EarthBound Beginnings is definitely a product of its time.

The first few hours playing this game were spent adjusting to gameplay mechanics from a 32-year-old game. On top of that, the relentless random encounters only exacerbated my frustration. Progressing through the story felt obtuse at times, but often that led to wandering into silly side quests. What shone through were the laugh-out-loud story beats and infectious tunes in and out of battle. The final sequence was simple and spectacular.

I wanted to go back and prepare for the release of Deltarune Chapter 2, but maybe I went TOO far back?

What more can I say about EarthBound? This game stinks. It's goofy and subversive. Its dated inventory system means I have to shuffle items around every so often. Its soundtrack swirls together so many genres and song samples. It's a JRPG fever dream whose DNA can be found in so many indie games today.

It's strikingly similar to its predecessor, yet it improves in practically every aspect. Its cast and locales are unforgettable, with a visit to Lumine Hall being a personal favorite. Its final sequence is truly haunting, making me feel small and powerless. As the battle unfolded, it captured the hope and inspiration that can blossom during adversity.

Given how Mother 3 is actually my favorite game of all time, I'm not sure why I never got around to playing EarthBound until now. It's criminal how little attention Nintendo gives this franchise nowadays. Both EBB and EB have official English releases, yet they remain virtually inaccessible outside of out-of-production hardware. Someday this series will get its proper revival, right...?

It's that bizarre WarioWare charm with the classic Nintendo polish. There's a lot of fun and silly microgames with a diverse roster to shake things up, but there's also a few stinkers in there as well. The game modes range in quality, and only one or two are worth your time. It's a fun diversion at best with no real staying power.

Punishingly difficult and humorless.

At least it's an interesting take on the EarthBound continuity and digs a little deeper on an otherwise glossed over plot point. Beyond that, it really is just "a bad rom hack with swears."

An incredible co-op game that not only stands strong on its own terms, but also plays as a love letter to the multitude of games that inspired it.

Right from the start, the game moves at breakneck speed through new set pieces and mechanics, and never leaves time for a dull moment. It especially shines in its open-area sections, which are stuffed with hidden minigames, interactive objects, and silly banter between the two characters. The game has a sincere heart to it, with some scenes making me laugh out loud, tear up, or even both. While the overall story leaves a little to be desired, it's still able to string together a series of truly unforgettable moments.

I had the joy of playing It Takes Two with my partner to celebrate four years of dating. One of our first video gaming moments was playing the co-op campaign in Portal 2. And while personally Portal 2 reigned supreme for co-op multiplayer, It Takes Two deftly usurped the throne. This games deserves every bit of praise it gets.


This game is incredible. Where EarthBound could be broadly described as an upgraded EarthBound Beginnings, Mother 3 deftly deconstructs the suburban sci-fi series. Its main character isn't destined by prophecy, but is thrust into the unknown by tragedy. The Podunk hometown is now the scene of a utopia-turned-dystopia. The world-ending threat isn't some otherworldly being, but rather the monsters created in the wake of unchecked greed and power.

And in every other aspect, Mother 3 is a direct improvement from its predecessors. The script (which has been expertly translated) weaves togethers a cast of characters, each with their own nuanced story. The soundtrack is iconic and dizzyingly large, meaning neither quality nor quantity was sacrificed. The gallery of enemies are goofier and more menacing than ever. I mean seriously– a Cattlesnake?!

Mother 3 is a heartbreaking tale that touched my heart, made me laugh, and brought me to tears. And more than a decade later, this is still my favorite video game.