I'll have to give this review as a gamer with no experience with health sciences.

The Ring Fit is a gimmick that could have been significantly worse, expensively impractical or actively harmful. Instead, it's a fun and productive way to be physically active.

Ring Fit Adventure does a good job at engaging with exercises, doing check-ins with the player, and offering advice and affirmations. It's not the most exciting or interesting RPG/Adventure game outside of its controllers, but it does enough to keep me coming back to it or going beyond the game and actually running in my neighbourhood.
The game provides direct feedback to your movements based on its motion controls, that seem to be fairly accurate. Although, there seems to be a couple of occasions where the UI demonstrates an exercise slightly differently from how your character performs them, or an odd bug that confused left and right for a stretch - there can definitely be problems with the audio cues not syncing with the actual gameplay.
Once in a while, the game throws new and fun mechanics in. There's a leveling system that opens up new exercises, and some of the levels change between being the adventure run-and-gun then fighting creatures using a move set, to competitive arenas focusing on one move set, or throwing something completely new mid-level - like running away from birds! This doesn't happen too frequently, but it's a pleasant surprise when these things pop into the game.
In between play sessions, the game offers decent health advice, encouragement and affirmations, they're always supportive without shaming. The game appropriately shows progression as a motivator to come back, and its asks about changing the difficulty - sometimes it even asks if its asking too many questions!
This is all fine in its neat package - except a couple of problems that really make me sour on the game.
There's very bad pacing in the game. Instead of consistency, there's a lot of downtime as it calculates scores, loads levels, or goes through the visual-novel aspect of the game where NPCs are talking. When a workout could have been 15 minutes, getting in to the game and going through the equivalent workout could take up to 25 or 30 minutes. The downtime isn't exactly paced when the player would want to break for water or catch your breath as it's usually before stretching or before actually working out throughout a level.
While the sound cues are very good and sometimes the only reliable way to do some exercises, the music is repetitive and horrendous. There's no way to turn it down or off and replace it with your own workout music. This is its biggest fault really, as I load up the game to do another daily workout, I'm immediately deflated and not excited to get in to it simply because of how often I hear the same short loops of boring and bad music. Granted, it is a major relief while continuing through the game to occasionally be greeted by a different musical track than usual. Unfortunately, this is rare.
I still recommend this though, but am looking for ways to actually play through it differently - having music or a podcast playing behind me seems to be more helpful.

Wow! A non-combative 4X with little animals that just harvest rocks, trees and stuff. Yet, this is a horrifically stressful and bleak game. I'd compare it to Oregon Trail, where you manage a group of travellers to reach their goal of a final location. Instead of the road being harsh on the travellers, you're playing every stop in order to survive or fail.

I believe I played as each tribe with their own starting conditions, but haven't completed every journey. I still feel that is enough to get a sense of the game and recommend it.

It is a fun but challenging strategy and colony simulator game. Thankfully, each location and traits among the travellers are randomized. There is a very stressful time allotted to each land, so exploring needs to be properly balanced with laying a foundation for everyone to start working.

Each traveller grows with experience based on the work they're doing, and resources that can be applied for the entire journey. The skill trees of individual travellers is an excellent aspect of this game, and really provides character to these little creatures you control.

There's a struggle to manage surviving and meeting the exit goal for each land, along with misfortunes thrown at the world sporadically. This is fun and rather tense the closer the time limit approaches, but it leads directly into the frustrating stalemate the game places the player in.

This game offers incredible replay value, which will be happening because of how brutally unforgiving it is. If you're doing well in a land, there is no mechanic to snowball into an overpowered force. Instead, every event that occurs or new land that is explored will take so much out of your resources, worker, or the land you're on, that every stop is a struggle. Furthermore, these struggles feel like mostly uphill battles, which is unfortunate because there will be times in when the player will overcome challenges and be aiming on a trajectory to skid to the finish line, then a few turns later the game is essentially lost due to a surprise event that took the only remaining resources needed to advance.

Even though I was successful in my first run of the game, I skipped the in-game tutorial (there are also tutorial prompts in the game). I understood it fairly quickly, but there are some menus and values in the game that require tooltips, or have their explanations buried in sub-menus.

Returning to the beginning isn't a bad thing though. The start of each game is exciting and full of possibilities that may not be the same with every run. As Far As the Eye is a very interesting 4X game that is incredibly punishing that rewards forward-thinking strategies and sacrifices not often seen in the genre.

For it's time and before the sequels, this was an impressive collection of mini-games. It's introduction is revolutionary for the party game genre, especially as players use their personal devices and a browser, instead of owning the game or sharing controllers. As with all Jackbox Party Packs, these can be rated individually.

You Don't Know Jack is the trivia game, based on the one from the 90's - a multiple choice question with some odd (but fun) choices. The questions are often presented with some gimmick (ie. wrongfully pronounced words) or critical reading requirements, similarly to SATs. There's also a hidden game within the game, where a wrong answer that matches a clue at the beginning of the game will award additional points. Regardless of whether points matter or not, this is a fun game that is limited to four players.

Fibbage XL is a unique trivia game, where the fill-in-the-blank answers are provided by both the game and players. This continues to be an enjoyable game, if you do not get repeated prompts (I still don't think I have after years of playing), despite there being 4 Fibbage games by the 9th pack as well as a stand-alone version of it.

Drawful, similarly to Fibbage, has sequels and a stand-alone version that contribute to this pack aging poorly. On its own, Drawful is an incredible and unique game, where players draw a prompt, others make false answers to the prompt and guess the real one. It is very fun and well designed.

The last two, Word Spud and Lie Swatter were almost entirely ignored by my group of friends. Word Spud seemed to not have a point nor any reason to be fun. We tried it for a few minutes, laughed a bit, then closed it and never played it again. Lie Swatter could potentially be fun for a stream, but playing among 2-4 of us, it was a simple true or false game with an annoying user interface.

As with all Jackbox Party Packs, the fun depends on the group you're playing with. We got this one for free on Epic and played with our family, which has become a tradition ever since. After almost 10 years of these packs, however, this one could possibly be skipped, as the most remarkable of these games have received much superior sequels.

This review contains spoilers

Summer in Mara is a strange game that works very well. I haven't felt this strong of an emotional connection to a game's story or characters since playing through Night in the Woods.

It's strange in the sense that it feels like a children's game, while touching on some very important and complex issues very immediately in the story. Even as an adult, I had difficulty controlling my emotions as I processed themes of [spoiler] losing family, building a community, cruelty in the world and the violent resistance that colonialist climate change necessitates. [/spoiler]

The controls, mechanics and quest design are incredibly elementary. While the game often refers to farming simulation, it is definitely an adventure story where these other mechanics are more incidental to the adventure, than being it's focus. I was never quite sure who this game was for.

The game is based entirely on fetch quests, which is no slight to the game as that is absolutely integral to Summer in Mara. A line that I held on to in this game delivered by the protagonists' family member early in the game was that [spoiler] "this world runs on the cooperation between people." [/spoiler]

Cooperation between people is the thesis and driving force behind why the protagonist is growing corn to feed chickens and harvest their eggs to bake a pie. It's the reason why she is exhausting herself and dedicating her life to building a community among everyone she meets. Absent of external threats to the world, no other video game has really directed and encouraged me to simply help fellow people around you, nor have the world reciprocate this behaviour when I have both demonstrated that mutual aid is the economic system we should be striving for.

In order to do perform this in Summer in Mara, you get to do fun things! The protagonist runs and jumps around, grows and waters crops, drives and upgrades a boat, builds a pen for pigs, feeds and pets animals, hit rocks for crafting materials, goes fishing, dives in the ocean, cooks meals and talks with interesting characters.

The music in the game is absolutely wonderful and properly attuned to the moments in the game and characters you're talking to. There are some odd cues for the music, as every conversation starts a theme song that is a few minutes long and enjoyable, but will be interrupted by talking to another NPC. Other times, there's just the ambience of the ocean and the world that makes me long to hear another one of those incredible songs.

A technical problem I faced in the game was finding NPCs to return items to as the map indicated the wrong locations to me. The main issue I took with the game was that it should be considered an adventure game rather than a farming simulator. Treating it like a Stardew Valley, Farm Together or something similar potentially leads to too much grinding. Quest items then stack and throw the pace of the game off, as you stand there telling an NPC you're going to find them something, then immediately explain that you found or farmed said items. I'm either desperately trying to manage a farm, or overwhelmed with how many resources I have in my inventory - despite the game only making minor requests at times for a very little bit of these throughout the entire game.

When the story completes, there is an endgame mission that [spoiler] encourages to player to continue the farming, fishing and diving cycle of the game. However, without anything else remaining in the narrative, the epilogue falls flat and almost undermines the thesis of the game. [/spoiler]

In the end, I strongly feel that Summer in Mara is an absolute gem and very surprising to me. I was taken aback that treating game mechanics as a chore is an approach that will definitely lead to a negative experience with the game. However, overall, I was impressed with how this game unfolded and am appreciative to have such a great experience that I can't forget.

I wanted to get the hang of this before I review it. After 50 hours, 2 failed campaigns, and one late game running constant battles between my federation and two large enemy empires, I think it was about time.

My 4X background was Master of Orion 2 for years throughout the 90's and into the 00's with DOSbox running it on my Windows XP machine. Stellaris feels so much like what MoO4 could be. It even uses a lot of the same terminologies, but expands on the economics, technologies, etc.

So for those without that 4X knowledge, this may seem like a large, confusing game. After installing, I stepped away for a long time because I couldn't figure out what most of the terms were or what I was supposed to do. After using the tutorial to hold my hand entirely through a campaign, a lot of it made perfect sense. Although, some minor aspects aren't taught, such as Empire Sprawl, or Influence Gain. However, there's such a large community that can decipher and explain this stuff very easily.

As a 4X player, I was overwhelmed in one of my failed empires. I had expanded beyond my control, made friends with no one, and when some jerk came around to poke holes into my empire's defenses, I almost caved and deleted my save. However, the combat and AI social behaviours are so forgiving. Despite aggressive species, there will be combinations of events and interactions that impact battles, despite the outcome looking bleak. There's a system of claims and negotiating prior to declaring war, and during wars other species will notice what is happening.

I never expected story in a 4X game that wasn't player-created. I have my stories of "so I let this fleet chase me to a star system where I ambushed them," but there's so much scripted in here. There are story-lines based on your exploration and research, then there's choices within the stories that impact the outcome of that and your empire. I had a failed empire because of some creepy horror story in the game that reminded me of a well-written sci-fi psychological thriller movie.

I'm really glad I gave this chance after chance to learn and engage with, because it's really fun and deep. I haven't tried the multiplayer yet, but I'm very excited for getting my Stellaris friends together to continue learning and campaigning together.

This game looks great, sounds great and most importantly - feels great. It's a platformer that has taken the best elements of the early part of the genre, where the movement and combat feels good. Jumping from platform to platform feels nice and forgiving.

I'm nowhere near done the story but I can tell already why this is overwhelmingly positive. After years of Sonic and Mario, I found any other platformer annoying or frustrating, but this feels comfortable and fun.

Great story and gameplay. A lot of new and interesting components for an action-RPG zombie game, like crafting and the aiming system. There's a lot of interesting weapons and variations to choose from.

I haven't been able to play with friends online yet, but there are plenty of extra missions to keep the game interesting and replay value up.

I was glad I was done this game when I finished. I found it really boring and repetitive by the last few chapters. Outside of a few memorable and epic fights, I felt this was a real long drag of levels using the same formula.

The fighting system is great, and the weapons, upgrades and skills are really fun to work with. But the combat encounters don't happen often enough and they become predictable: Entering a large empty room? There's an encounter.

You rarely find enemies straggling around, and when I found this formula, the excitement, nervousness and surprise that I had with the first couple of chapters faded quickly. The aesthetic makes it looks like a horror-action game, but there's really no enemies outside of those large-room encounters. You discover all the enemies outside of bosses halfway through the game, then they just get combined in waves.

When the encounters end, you have to search for a new room you opened up, or the key to open up the locked door you passed by earlier. Backtrack then show up to another similar fight. Those are the limitations of the puzzles that happen in between fights.

I don't have much to say about the story, because I wasn't really engaged. The humour is more mature than the original. They dropped a lot of the orientalist and racist jokes, which give it some points.

If people are saying that SW1 is better than SW2, I won't even try that out.

It's a dating sim and anime hack'n'slash all rolled into an interactive cutscene.

I'm not big into casual gaming and I'm just a little too young to feel nostalgia for Pong and arcade games of this era, So retro games don't appeal to me, but I was recommended this by a friend.

It's fast-paced, and the difficulty levels change the dynamics drastically. It won't be a relaxed game of Pong with some Alien Invasion elements; it's mellowest moments will still have you seeking powerups, watching for the ball to bounce back, and watching for enemy powerups.

I have yet to play with a human, but I'm sure it makes for a fun game on local co-op, much like arcade games would. I recommend it because it is replayable, challenging and fun!

It's a third-person X-Com game in real-time. It's not bad, but I'm sure there's better in the series and in the genre.

I've played the original X-Com games in dos when they came out - except everything after apocalypse. This feels like the new X-Com: Enemy Unknown but in real-time, and commanding a small squad from the ground.

I enjoyed the 1960's atmosphere, and found some scenerios creepy and had a lot of fun with it. It feels like a breeze to get through so far, and too linear to come back and replay - unlike the original X-Coms and the newer ones. Action sequences are also too infrequent for what I like, and there's rarely any aliens outside of staged shoot-outs. I was never expecting one to jump out, or be caught in a room with a couple of them.

I haven't played enough third-person shooters, but I found this one lacking - especially around commands and weapons. ex. I can't tell my squad to take cover and protect themselves, and the weapons are the same series of pistol, rifle, shotgun, sniper rifle, rocket launcher but with different technologies.

My only other complaint is that I felt that running to and out of cover felt sticky (I take cover everywhere), not sticky enough (I need cover but can't get down), and delayed interactions with cover - like rolling or running out. I'm using a keyboard and mouse and heard that gamepads feel better to use.

I think those complaints are too minor to pass up this. It really feels like you're taking a small squad from Enemy Unknown and playing out their combat during the 1960's. Your fights depend on your skill, creativity, how well your command your squad, and your attention to the battlefield. The storyline is interesting, and I'm glad there's options in your interactions - although I don't know how it affects gameplay or the story.

This is a fairly well-done and very pretty city-builder that is both lacking in content and overstaying its welcome. In the game's campaign, I've shelved it during the seventh of the nine missions, without trying the sandbox or challenge modes.

Aven Colony does what I like with city-builders: constructing and connecting buildings, managing a population's well-being, completing small objectives throughout a mission in a story and expanding out of necessity. It feels like a combination of Anno, Surviving Mars and Tropico. However, it's a relief to manage an economy that actually depends on what you produce, instead of trade or money, with the stand-in being nanites - a resource that makes sense in this world.

I had a great time with the first half. The learning curve is fairly low, and my poor choices in city planning throughout the first couple of missions were easily forgiven. Some mechanics weren't explained to me until I went on to forums to get my questions answered. I may have overlooked something in the tutorial, but I was missing information in the UI.

Every mission, I would start out with developing a small way of producing resources for the colony, mining to develop nanites, and farming or extracting water for the colonists. When I began expanding, I needed to find sources for generating electricity, build places to increase colonist health and morale, place defensive structures, and prepare for the last phase of the mission. The final part of any mission, outside of a specific victory condition, would be to explore outside of my immediate colony, like Frostpunk and invest in the late-game buildings, which typically end up being a combination of perks from other buildings (increases to morale, electricity, population growth and capacity, or storage).

But that's it. I've used every building I need, and typically would make similar-looking suburbs, wrapped around a resource on the map I needed. Each one being a replica of the previous one, except centered around an electrical or farming source. The mechanics of the game are very limited, in which something like Cities: Skylines would have entire industries or panels that could be ignored, every single building in Aven Colony is unfortunately necessary. It's unfortunate, because every map can be played the exact same, except with different resource placements.

It's a well-done game, but it lacks anything new to keep me going - even the story won't retain me. (there's a very weird and gross scene of this toxic space workplace early in the game that really put me off of caring about the characters or story behind this colonialist mission) While a good builder to start with, this game doesn't have enough to make it great and retain my interest in finishing it.

I had this game on my wishlist for a while because it looked great, then it was offered free from HB for a bit. I should have actually bought it because it is such a great game.

It's a rouge-like dungeon crawler, except your fast-travel world is a river you navigate on a raft and your dungeons are campsites, ghost towns and abandoned marinas. I finished the campaign and did some endless river, and really enjoyed both. The campaign's story is vague but neat and really puts the drive into continuing. I felt it very appropriate that I crawled my way to the end after being mauled half to death, but I made it.

There's some glitchy-ness that happens, both in design and mechanically. By design, in the campaign I had no missions until I was pretty much done the game and didn't need to craft anything for the mission's rewards. I hit a couple of bugs that forced me to restart from the last checkpoint, which was when I'd fill a jug of water from my raft it stick me there without any movement options. Then there's some minor invisible-wall issues for your character and animals, which just don't feel comfortable rather than game-breaking. I unfortunately discovered how to give yourself an invisible never-ending-torch.

The music is incredible. I'm a big Hot Water Music and Chuck Ragan fan, and didn't realize it was his compositions until the first song with vocals hit. There's a lot of instrumental atmospheric tracks with a bit of acoustic twang to make you feel the rural environment, then there's faster, folky tracks that pick up the pace alongside rafting the rapids or being chased by wolves. My gripe with the soundtrack though is that when it ends, it doesn't pick back up until you enter your raft again.

Trap placement and the bow feel clunky, but I really feel that's worth it. It would be unbalanced to have a lone survivor kill a group of wolves like they're firing a semi-automatic in a barren, flooded apocalypse. I've played both Kb+m and Xbox controller for this game, and they both feel fine. I died a lot in the campaign, but it was really worth it. Either I didn't prioritize making space and time for food, or I thought I could take on a bear with a single trap and a bow. There's a real feeling of dread when you realize you didn't prepare any antidote for that snake bite, and you're rushing to campsites to find a missing ingredient. That's part of this game, and it makes it fun.

Great job Molasses Flood!

It's a clicker farming simulator for your PC. It has decent mechanics and progression, but can feel very lonely if you're not with friends or a community. There's no real NPCs on the map to give it life, and it can be a pretty repetitive loop. If you're willing to get sucked into a mobile app - granted a way better looking and more fair one that won't rob you - then check this out.

It's alright.

It feels like a very introductory city-builder/real-time-strategy. Basically, you manage 3 renewable resources and interchangeable workers/soldiers, not unlike a 90's RTS. The city building is limited to about 9 non-military buildings, some of which you may never even build in a game. Then to make the game a little bit more complex, there's 2 advanced resources for other projects and 3 different types of perk trees with their own paths, each dependent on the clan you choose.

It's a pretty game with decent music that doesn't feel repetitive. It has a very simple and accessible user interface. The difficulty scales by numbers, which means the harder the difficulty, there'll be +1 wolf or +1 bear per region.

For a veteran RTS/4X/City-building fan, I find it pretty boring. However, this is something I could share with family as an easy, fun strategy game to step into other games of the genre, or just put hours and hours into.

I still recommend it because it does what it's supposed to very well and the free play can generate a lot of fun, quick games.