Very mixed feelings on this. It had some real moments of brilliance and I can see how if you put the time in you could have some real fun stampeding through the levels in one combo. The levels felt well designed but very samey, very quickly blending together. I can't criticise the story or art design too much; a bit plain and not my cup of tea but not enough to put me off. Overall I would say I "liked" it... although I'm comparing that to my partner who bought the game Day 1 based on the trailer and rage quit after the second world.

I have two main gripes. One is that it's very finnicky and a tad glitchy. I died more times than I can count because of awkward camera angles, depth perceptability issues, glitching through walls, or trying to throw my yoyo at something that's just out of reach.

The other is that the game feels like it doesn't want you to be good at it unless you're already experienced with this specific type of platformer. It explains what the buttons do, but doesn't teach you how to combine the actions in the way the levels demand. I'd have really appreciated a sandbox level to learn things in, or even better specific levels geared around different techniques akin to Mario Wonder's badge stages. Just something to say "hey this is how we're expecting you to play" to avoid levels becoming a total slog.

I'd also have liked to see the game focus more on the feeling of momentum, rather than tempering it with the collectathon side of things. Jumping around to collect things can be really hard and really slow if you're not confident in the controls. I think a more focused game could have been a lot more satisfying, and made it a lot more obvious how it's meant to be played.

Worth a look if you're super into this kind of thing, but probably not one for the casual player.

What a game! The gameplay was quite shallow, but it's testament to the story and its telling that despite the repetitiveness I was fully on board for the entire main game and the two special features. I had very little idea of what to expect going in (despite having played the first few hours of the original years ago) so every twist came as a welcome surprise, and the set pieces were often spectacular.

As much as I loved it, I feel like I cant go above 4 stars because of the general clunkyness and repetitiveness. There are only a few weapons to choose from but it means you know them well, and there was a lot of great tension to drawn from having to weaken enemies before damaging them. The driving and occasional platforming bits were questionable. Every so often I'd smash my car into a tree or step off a ledge accidentally.

Comparing the remaster to the original, I'd say it's a definite improvement but not worth buying if you already have the original. Probably the biggest positive over the original is the removal of product placement, while on the downside there were some odd frame drops during cutscenes.

A fantastic and polished puzzler but not without its frustrations. Definitely appreciated it but won't be going for 100%. Most levels posed a reasonable challenge, but I really struggled with some of them to the point of just looking it up, especially the ones in War and their ilk. Also hated how often I had to restart a level because I pressed the wrong button and did things like send a goldy over the edge. Also would have liked time after finishing the level to tidy up goldys. In the last level I had them following me while I set up the final turn commands and before I knew it the level was over and they weren't moving towards the exit :(

I wanted to like this a lot more than I did. I had seen recommendations from a lot of great curators, and it started out very strong with an enticing premise and gorgeous pencilled visuals dripping with atmosphere.

The thing that killed it for me was those hay enemies. They can shoot from miles away, their needles slow you down, it's easy to miss your attacks, and if two of them see you at the same time it's basically game over. The first encounter was manageable, but I just couldn't get past the group near the start of the second area. All the carefully crafted tension dissipated, leaving in its wake only pure frustration.

I can totally appreciate the use of clunky combat and threatening enemies in a horror game, but after 5 or 6 tries I gave up. Maybe I'll revisit it one day.

All around excellent puzzle game. Very polished, with incredible sound design and some stunning visual effects. Definitely more "omg that was so cool" moments than most games, and the only real frustration was that it can get a tad tedious to move the orbs back and forth (especially if you've made a mistake.)

I found the puzzles engaging but often a bit too linear, with solutions becoming apparent just from wandering around and seeing what options were or were not available, although it can be hard to differentiate that from tidy puzzle design. There were two or three mindblowing moments that almost nudged it up an extra half-star, but it didn't delve deeply enough into those tricky late-game puzzles for me.

Enjoyed the three new cases, would absolutely recommend if you enjoyed the main game, but I've come away feeling like they were a bit underbaked.

Lots of intriguing new characters and backstory although without much time to sit with the characters or really invest in the locations. Overall it came across quite rushed. I'd have loved to see the story spread across maybe another 2-3 cases, even if just for pacing's sake.

The clues themselves were not up to quite the same standard as the main game. Much less subtle, much more "puzzley", and often with an overwhelming amount of little boxes to fill in. The places this game truly shines for me are when I'm solving a puzzle that's really embedded in the world, but a big chunk of the DLC ones (especially those picture clues in the third act) felt like more abstract puzzle-game-puzzles rather than detective-game-puzzles.

Still a great way to spend a couple of hours and I'll absolutely pick up any future cases, but perhaps with slightly lower expectations.

Played the first 2-3 chapters but found myself reluctant to pick it up for a second play session. Visually astounding with lovely music and an intriguing story, but also frustrating controls and a lot of clunky and tedious little actions like physically turning a a key in a door. I'm partial to games that are closer to interactive novels, but those "slow-time events" and the sluggishness of moving around and picking things up really got in the way of me enjoying this otherwise gorgeous game.

After the first level I was sure this was a 4 or even 4.5 star game for me, but a few hours later I found it had really started to drag. On reflection I think I was wowed by my first impression and the sheer stylishness of it, but the game didn't really evolve from there in any unexpected or interesting ways.

The main cuplrit is the uninspired platforming sections. They were slow and clunky with puzzles and secrets you've seen a hundred times before, and more importantly just didn't "feel good" to play. Rather than being engaged and curious, it seemed I spent most of my time meandering between the much more interesting fight sequences. There were glimmers of something more in the rail sections, and perhaps the later levels would have won me back, but I didn't fancy spending another hour or two trudging through yet another underground tunnel complex.

I have a lot of praise for the dialogue, voice acting, art direction etc. I doubt anyone could argue against this being a supremely stylish and cohesive game. It shines in its combat, with some neat interactions between the beat and various combos or mechanics. I'd have loved to see more focus on that both in terms of complexity and proportion of gameplay. Basically: get out of my way and let me play the good bits.

A game that oozes style and has just enough substance to hold it up. In terms of atmosphere, both visually and audibly, Manifold Garden is absolutely stunning. I was constantly in awe of the buildings and environments, and found it extremely satisying to traverse the world.

The only negative for me is that the puzzle design left something to be desired, although to be clear it was still well done. I found it moderately challenging in places and overall engaging, but I did find myself wishing there was a little more to it towards the end.

I've seen hints of secret rooms and paths that I might try to investigate, but even if I don't I am very glad I played this game and would not hesistate to recommend it, even if it may be a bit light for experienced puzzle solvers.

Okay, so. I can't complain too much about a game that's fun to play, largely achieves what it set out to do, and doesn't overstay its welcome... but I do have Some Thoughts.

To start with the basics: I very much enjoyed the fishing-and-upgrades loop, the range of fish to find, and the various characters you bump into along the way. The story was solid if not entirely original, and I'd have liked to see things get super messed up rather than skirting the edges of true horror.

Horror games live and die by their atmosphere, and although towards the beginning Dredge builds a real sense of terror it quickly tails off as you get a handle on the game and what kind of threats you might encounter. It soon becomes more or less a regular fishing game.

I can't help but compare it to Sunless Skies, a game which feels weighty and ominous and horrifying throughout. Although Dredge had better pacing (and engine upgrades) I didn't get the same sense of foreboding at all.

Part of this is, I suspect, down to the environment. Don't get me wrong, it's all very competent and I could believe it achieves what the devs were aiming for, but for me it was lacking. Where the 2D illustrations ooze style and hint at something ominous, the 3D environments are disappointingly bland – just flat colours and fog (and tbf some great looking water). Obviously building 3D worlds is extremely hard work and it's unreasonable to expect much more from a small team, but I feel like it must be possible to inject a bit more style into it without breaking the bank...

To end, one thing I can't praise enough are the fundamental technical aspects of the game. For an indie title to have so many options is rare. It handled switching between screens, resolutions, audio outputs, and controllers without hiccups, which sounds small but isn't common and indicates that someone really knows what they're doing.

All in all, solid game, would recommend, but don't expect anything too groundbreaking.

Definitely captures the escape room experience, and I'd say I enjoyed my time with it, but we never quite managed to finish it. Part of that was because we kept accidentally asking for hints and losing our ranking (which I think is fixed now), but also just growing generally tired with the characters. Not to disparage the writing, which was solid, but I mostly just wanted to do some escape rooms and it did a little bit get in the way of that.

One of the few games to capture the dream of Jedi combat - they did a superb job on that front. Some outstanding environments as well, but I can't quite give it 4 stars because although it was solid it didn't do much to differentiate itself or really make me love it (as opposed to just enjoy it)... at more or less every point it felt like I'd already played this game before. Also a tad disappointed the main character is just another generic dude, can only hope the more interesting characters might have a bigger part in the sequel.

What an astounding game. It's rare to play anything with such an immersive yet expansive world. The architecture and environments and atmosphere were a constant delight, some of the best I've ever seen. The fights were satisfying, challenging, and (usually) felt fair, and the boss design was generally superb with some real breathtaking moments. If it weren't for a few flaws this would be an easy five-star game for me.

First, and mainly, the quests are appalling. In a world this big it's inevitable that you'll miss things, but in Elden Ring it's often nearly impossible to find things without either the wiki or sheer luck. Frequently characters will teleport to a new location without any indication of where you should search for them, and there's not even a basic quest log to record who you should still be looking out for. Thankfully the side quests are just a small part of the overall experience, so it didn't spoil the game by any means.

Secondly, the back half of the game drags a bit. Although it includes one of my favourite areas (Elphael), the other late game environments feel a lot emptier and less interesting. Maybe that's inevitable with a game so focused on discovery - as soon as you get the measure of it some of the magic is lost. This might be contentious, but I think I would have loved the game equally (perhaps moreso) if the post-Leyndell areas were condensed to focus on the interesting bits and took 20 hours less time to work through.

This review contains spoilers

My overriding feeling with Inscryption is that it ended up being a bit less than the sum of its parts. Knowing it's a roguelike adventure deckbuilder where all is not as it seems I was expecting this to be one of my favourite games ever, but I found myself underwhelmed.

I was quickly drawn in to the world, in love with the macabre atmosphere and all the little gruesome details. After a couple of hours, though, I found myself struggling. Small strategic mistakes or RNG misfortune meant I had to retry a bunch of times even after my second win, but the mechanics were a little too shallow for it to stay interesting. It became clear why later on, when those mechanics were thrown away and then adapted for a less interesting (but still enjoyable) dive in to the meta hole.

Those pacing issues aside, I would say I liked but didn't love the story. I appreciated the writing and the variety of ways in which it was told—cards speaking, live-action videos, mysterious text files— and I'm always down for a mystery, but I'm quite tired of self-referential games about games and the associated meta-humour. There's an "isn't this clever" vibe that isn't backed up by any substance — it's an intriguing conspiracy about a haunted game, but it doesn't say anything interesting with it.

I was also really looking forward to Kaycee's Mod, but it's just that first part of the game except less forgiving and with even less power progression. Total time sink.

I guess I mostly like I'd seen each thing the game did well done better elsewhere. The deckbuilding adventures of Hand of Fate and Slay the Spire; the FMV mystery of Immortality; the run-by-run progression in Hades; the "game about games meta"-ness of Undertale. I had fun, but it dragged on a bit, and I really wish it had some substance to tie it all together... but I won't expect much given the ARG (I looked it up) revealed that the cursed code was stolen from the pocket of LITERALLY HITLER

I'm a sucker for a mystery and a time loop, and once I had a few power ups and weapons Deathloop was a lot of fun although tedious at points and a little flat towards the end.

The world was highly engaging, tons of flavour and hints at the bigger story. The writing was largely excellent, lots of really solid characterisation in the audio logs and conversations. I was a bit let down by the ending, not so much by what happened but more that it felt quite sudden and shallow. Would have appreciated something more drawn out (without the risk of having to restart the loop) to bring it together thematically.

In terms of mechanics I appreciated the range of powers, although once I got Shift I found it so useful I never swapped it out. I feel like I might have missed some cool combinations of other powers, but being able to move that easily is hard to pass up. Got annoyed with some of the secrets being a bit cryptic and having underwhelming rewards, but overall it was very satisfying seeing how the whole machine fit together and playing with it to see what I could uncover. Also found inventory management a total bore once I had a few of a range of trinkets. Could really do with a "get rid of all doubles" button.

As for the PvP, I love the concept but for me it was hit and miss. I'm very glad to see someone experimenting with different types of PvP, but I often just played in single player if I was trying to set up something across mutiple areas. In the early game I was way underpowered and got instantly annhilated. Once I was levelled up and knew the maps it was 50/50 as to whether I'd get the jump on Juliana and be done immediately, or whether the other player slaughtered me before I even noticed them. Probably the worst round was going up against someone extremely good in the final stage of my final loop and having to do the whole thing again. Not fun. I did also play a couple of rounds as Juliana and had a great time with it, but it took a while to get a match so I didn't go back for more.


A few technical issues: had two crashes that lost me maybe 45 minutes of progress each, which is absolutely infuriating. Dunno why it can't just save your progress in an area... the game takes so long to start up I can't imagine people save-scumming with alt+f4. Also, as someone who likes to explore, in the early game I'd easily spend over an hour in one map so I'd have loved to be able to exit the game and come back later. Had other occasional issues with my PC/monitor where everything got weird and I had to restart the PC if the screen went to sleep or I changed window while the game was open.

Overall, super engaging, solid if slightly janky gameplay, felt quite different from anything I've played recently, and could have been a tad shorter with a more meaty ending, but I'm glad I played it and would totally recommend it.