Perfect pack-in game for a new console. Tight controls, amazing usage of the controller, fun nods to history of the PS brand.

The best of the original 3 Crash games. Good game for what it is, but nothing amazing. I think the nostalgia for Crash games is too high for what they are.

Enjoyed what I played. Finished 3 of the 4 main areas and a decent amount of side stuff. Played about 30 hours or so. Eventually, the open world nature of Ubisoft games got me to get tired of playing.

The transition to a top-down view worked better than I thought it would, but at a cost of the platforming being much more difficult. The game was definitely more combat-heavy, whereas I would've preferred more of a combination of combat with puzzles and dungeon exploration like the first 2 in the series. Luckily, the combat was really well-done. Playing as Strife made the game a top-down twin-stick shooter with different ammo types, and it was fun kiting enemies. Playing as War felt more or less exactly like Darksiders 1, which I'd say is a good thing. Creature cores were interesting at first, but is kind of bare bones; I didn't really feel the need to experiment because it didn't seem like play-style would change much. All I ended up caring about was seeing my power numbers go up.

Story was good, but short. Venom powers were fun. Too much open-world side activities that are meaningless, so I didn't do any of them outside of the forced ones. I wasn't a huge fan of the first one, and this one didn't really change my mind on it.

This game looks incredible, and the amount of narrative branches this game seamlessly weaves into the story is a technical achievement like no other. That being said, the story is pretty ass.

Super chill downhill mountain biking game.

Played through the first 2 levels. Enjoyed what I played but never picked it back up.

Enjoyed what I played of this one, but after 1 campaign, I felt like I'd seen enough of it. The "conversation" battles were an interesting marketing gimmick, but they didn't expand on the idea enough to make it different enough from regular battling. I guess deck-builders don't intrigue me enough, even with a heavy story element like this one, to keep me interested long enough to get through all of their content.

The scope and scale of this game is a thing to behold. The focus on hyper-realistic animations made this game so freaking slow-paced that I became bored in Act 2. That and the lack of direction of Act 2 made me drop it. Also, I don't need an entire horse management simulator baked into my open world adventure game. I just don't give a shit about my digital horse. Also also, I built my PC at the same time as I dropped this, which probably actually explains why I bailed rather than pushing through Act 2. Maybe I'll give this one another try some day in the future when I don't have a shiny new toy to play with.

Hysterical physics-puzzle game that becomes repetitive fairly quickly. Fun to play with a friend.

The 2D action in this game feels so freaking good. The artstyle is awesome. But, it's a roguelike, so you know that I didn't last longer than 5 hours. If somebody would make a roguelike where bosses stayed dead after you defeated them the first time, I might actually finish one.

I've started this one twice now, and never gotten further than 2 hours in. On paper, this game should be right up my alley, but for some reason I never stick with it.

Excellent atmosphere and vibe. Gameplay was quite good, for the most part. Ridiculous difficulty spikes towards the end caused me to switch on Immortality and One Hit Kills because I wanted to see where the story was going. Story was mysterious, but kind of up its own ass. Side mission boss battles were lame and I gave up on them.