As I decided to make my entry into the Metal Gear Solid Series, I saw that Metal Gear 1 and 2 were optional, but as someone who loves worldbuilding and not missing out on any pieces of a story, I delved into Metal Gear. It was not the game I was expecting and for a while was really enjoying it and worked hard to navigate my way through screens unscathed, unlocking new rooms, saving prisoners, and gaining new tools to help me on my mission. The thing that really tripped me up is that at a certain point it is an absolute requirement that you start hitting random walls in order to find key equipment that help you progress. To me that is not great game design and very cheesy, at this point I needed to look up a walkthrough to make my way through the game which I did not like.

When I started playing Dead Island 2, everything was screaming at me that I shouldn't like this game. They overhauled so much of the RPG and open worldness of the first game that made it so special, the story is uniquely unserious and cheesy, and there isn't too much depth to the combat. But once I committed to playing and beating this game, as well as taking my time moving through it, I was so surprised that I was actually enjoying it and having fun with it for a few reasons. First, the environments are so visually stunning and well detailed. As someone who lives in LA, I had a blast exploring all the nooks and crannies of notable LA locations. I would say this by far is the biggest standout for the game. Every house tells a story whether blatant or hidden and it's an aspect I don't see as much attention to detail in other games. Secondly, mowing your way through zombies is just... awesome. Modding all the weapons and slicing zombie heads, comboing with some drop-kicking, while not extremely complex it is actually a lot of fun and theraputic. I would also say that I was surprised of some of the story twists once I made my way through the end game. I'm glad I stuck with this one.

Okay don't get me wrong, there are some really cool and unique mechanics here and the soundtrack/art style is sublime. However there's a big obstacle that brings this game so far down for me. I started this game saying I wouldn't look anywhere for online help and just take my time moving through and experiencing it. For a game like this, that throws so many different mechanics at you in cryptic language, doesn't take the time to explain or retain any sort of explanation I felt I heavily misunderstood a few key mechanics like feeding animals to create more gardens, using compost to make plants grow faster, etc. But for the first half of the game none of that is really necessary at all to understand. So during the first half I had a great time, treated it just like any other metroidvania. But then you unlock this "living network" mechanism and realize you can connect up the shamasal you've already killed. Now again, I'm not using any outside help here, so I figured that in order to beat the game I not only needed to kill every shamasal, but I also needed to link every one up to the network. So I spend hours trying and failing to link up these different pathways, trying to pick the right plant, get the right seed, return back to the original spot, etc. I spend hours doing all of this tedious work and only connected 2 shamasal after giving up. This part of the game (if you choose to engage with it) is ridiculous and so very not fun. And it's not very clear that this is entirely optional and the game leads you into believing it's necessary (by providing you with all these different tools for gardening specifically). For me this was a very middle of the road experience, with some very frustrating stretches because I chose to engage with exploration and the mechanics that the game lays out for you. Without the gardening, this would have honestly been a decent game for me.

The Talos Principle really surprised me. I knew a bit about what I was getting into - a stage based 3D puzzle game which I was actually excited to play from the offset, but what really impressed me was the story and philosophical themes. Yes, much of it is told through reading a console, but I kept finding myself drawn in reading the text files from those who came before, the historical, religious, and philosophical references, and of course having deep arguments with the archival system. While the game ends pretty soundly, I feel like I have so many more questions about existence and life itself. As for the gameplay, I actually thought the puzzles were a good balance. Easy to teach the mechanics, then challenging when they needed to be. I forced myself not to use any outside assistance and felt super gratified getting through every puzzle and climbing the tower on my own and I think that is a testament to just how good of a puzzle game this one is solely from that perspective. I understand this one isn't for everyone, but I think I ended up playing this at the perfect time.

I remember playing this a long time ago when it first came out, but at that point I had no experience with 2D Zelda likes. This was such a calming, contained, and engaging gaming experience. I loved the atmosphere, the short little puzzles, and the exploration. Despite the story not being super easy to understand, it was still charming and I felt like there was a lot of depth and deeper meaning that could be found in talking to the world's inhabitants. I would say my favorite part of the game though, strictly from a stylistic angle is when you're sitting on top of the hotel talking to the boy that sees the lights in the cityscape as individual people that he loves. Really took me out of the action and caused me to sit back and take it all in.

2023

Tchia was a charming short little game. I did love the exploration of the slightly small world and the mechanics of hopping into creatures' bodies or calling upon them with the ukalele. Rhythm games were pretty fun and the music was definitely a standout. I played most of the game with my girlfriend beside me so every time I collected a handful of cosmetics, I asked her if she wanted to customize Tchia. Made it feel like there was actual progression and a point with some of the side activities. The part that really dragged was clearing out the factories. I found myself waiting 60 seconds every time I needed to summon the dudes that shoot fireballs instead of finding an object nearby to light the guards on fire. Story was unique and charming.

Two major standouts from this game - first, the story was told in a really compelling way through the voices in Senua's head, both the friendly and malicious ones. Particularly, Druth's stories of mythology that clearly latched on in Senua's head. Her disability is really on full display and playing the game you really feel a connection with her as being a part of herself. The story is so tragic, but filled with hope in processing grief. The mechanic that was a huge standout was the way they told us at the start of the game, you can pretty much only die a certain amount of times then your save gets deleted. That mechanic really made each life matter in a way I haven't experienced much before. I found myself sweating in fights or even between fights running from the beast or balancing on a beam. I think there were a few puzzle scenarios which weren't very apparant, but overall everything clicked and I would say this was a very immersive cinematic experience.

A quick, simple puzzle game that gets surprisingly complex at some moments, but the game does such a good job of nudging you in the right direction that you seemingly always know exactly how to proceed. Surprisingly relaxing and atmospheric, Cocoon isn't trying to be anything it's not. It even has a few cool action sequences and boss fights.

I found the DLC to Outer Wilds to be just as intriguing and rewarding as the original game, with arguably a more compelling story. While Echoes of the Eye did feel a bit more linear and contained, I think that worked to its benefit with few exceptions, every discovery had a direct meaning that led to something else on the Stranger and before I knew it, all of the mechanics which initially felt foreign to me, felt like my second language. No other game does discovery and exploration like this which is why I really tried to beat this without any online assistance. I did obtain one hint after spending a third of my playthrough trying to figure out how to get into the music house without the owls catching me, but I think it would have taken me another few hours to finally figure out that one considering there are no direct hints about such in the game. Other than that, every puzzle felt super satisfying to accomplish, including that final sequence - putting together all the pieces that you've gathered along the way.

Diablo 4 definitely took me by surprise. I was expecting pretty much the same thing as Diablo 3, and from a gameplay perspective it definitely had a lot that could be easily compared, but what really stood out to me in this game was its focus on story. It didn't feel like I was aimlessly running around killing demons like it may have felt in past iterations. This game there was such a great focus on character development and really interesting themes that brought me into the world and made me engaged. The game itself is also a blast. I loved delving into its expansive combat and gearing system to make an overpowered elemental druid that mowed down enemies with his lightning bolts and stone. Ended up completing the campaign on the 2nd world tier (highest you can do from the start) and I had very little trouble. Might revisit this soon to try some of the postgame content on a higher world tier and see if it still draws me in.

A really cute puzzle game that's not ever too difficult, but utilizes some pretty cool mechanics and teaches them well. Doesn't overstay its welcome either. I'm sure the narrative has some deeper coding/AI meaning, but it kinda went over my head. The coolest part about this game is the soundtrack. I'm a sucker for interesting audio and as the levels changed, the soundtrack had slight components altered to match the theming. Really cool.

This definitely wasn't a bad Assassin's Creed game, but it was definitely flawed in many aspects. From a gameplay perspective I think this is probably one of the more fun Assassin's Creed games in recent history - it really goes back to its roots of being a stealth assassin style game. I loved tackling each infiltration from a super stealthy angle utilizing all the tools I had in my disposal and found that to be one of the more satisfying parts of the game. I played on the hard difficulty so dying in a few hits really helped push me in that direction, but I really feel like that is the true way to play the game other than the storm the castle, parry, dodge, hit style. There were parts of the story that shined, like the beginning and end, but everything in between really felt lackluster. I felt no animosity with the Order and I never really understood why Basim became a Hidden One. Most of the main story I was zoning out for and half the time didn't even fully understand why we were killing the guys. I am really interested in how this fits into the overall Assassins Creed story and am definitely looking forward to seeing what they do next.

I hadn't really known much about Chrono Trigger except for the fact that Square Enix worked on it and I'm a big Square fan. This really exceeded my expectations. I played on the PC remake version, so I had access to auto attack which I found eliminated much of the slog. Ended up with Ending 1 - Beyond Time as I did a lot of the side content before fully going into the Black Omen. Overall I found it was a really unique take on the turn based RPG style and the charm of the world it was set in made me fall in love with the characters and the exploration.

HiFi rush is a one of a kind-unique experience and a very charming one at that. I played Hard mode because I find myself to be at least above average at rhythm games but this one especially challenged me. It took a while to get used to the timing every one of your button presses on the beat to rack up your rhythm gauge, but once I did I really found myself to be "one with the music". Speaking of music this game has some banger tracks. Also the art style was so cool every zone had such a cool atmosphere and the boss fights were electric. I even thought the story wasn't half bad and while Chai at first seems hacky and stupid, him consistently being a punchline till the end of the game actually made me laugh the more I progressed. There was some real meat here and I knew this was gonna be a good game from the praise it was getting, but I'm honestly kinda bummed putting this down because I know it'll be a while till I play anything else like it.

A cool deckbuilding rogue-lite that relies on coming up with some of the most cracked combinations to survive. I got a winning run in about 4 or 5 tries and am deciding to put it down after that. I'm sure there are more unlockables to progress through and some sort of "ending" but I felt I got enough enjoyment out of it, getting to that first victory to set it aside for another time.