It’s probably unfair of me to review this game without engaging with all its systems, yet, I've rolled credits many times and devoted a lot of hours to playing this game (1060 km and 2090 coins), so I think it’s only fair. The game needs no explanation; it's the definitive version of Mario Kart 8 with its DLC and the new DLC from Booster Course Pass. At the time I'm writing this review, the last two tracks aren't available yet. I've spent most of my time engaging with Grand Prix, I fully completed 50 and 100 CC for the base game and DLC and 150 CC for the base game alone. Firstly, I have to preface that this game is a ton of fun, and its sales speak volumes. Every map is meticulously crafted, it's vibrant and captures the Mario and Nintendo as a whole. The character roster is immense, the unlockables are fun, and it is an enjoyable experience. I've only played the single-player component, so there's a lot I can't speak for personally, but I can imagine how great playing with folks like Smash Bros is for my family. I never felt any real problems, but once you start the harder modes, some of the gimmicks become excessive. Mostly the blue shell, everything else feels somewhat fair game. Especially when trying to get gold at 150 cc, it annoyed me so much. I understand why mechanics like that exist, giving everyone an even playing field so the person at last can somehow make a comeback, but yeah, everything is fine because it's avoidable if you are skilled enough, but the blue shells just boggle my mind. So yeah, the deeper you dig, certain flaws feel a lot more apparent. Beyond that, it's a joy of a game, and I will probably play it on and off again if friends come over or something of that nature.

In Conclusion, it’s very good game and a fun casual experience!

I might pick up this game again, but honestly, it's not worth it. I know I'm probably in the minority in this case. There's a great game inside Forza Horizon 5, but as a whole, it isn’t a great game. The cluttered interface, the UI that feels like it’s for 12 years old, EXP for every little thing, annoying dialogue that feels like something a classmate wrote when they were 12 and mediocre music. Plus, so many bloody menus. Look the driving is fun, the feedback is fantastic, and visually it looks incredible and probably well-designed for car enthusiasts but the number of times you are on a menu is beyond my comprehension. The map felt like a mess, it makes Ubisoft maps feel clean, not cluttered and perfect in comparison. It's kinda annoying, as Forza should be great and in concept, it's pretty dope, but certain modern design choices very does baffle me. As there's a lot of good but just some bullshit that holds it back.



Plague Tale 2 is like jumping from Uncharted 1 to Uncharted 2. The latter just improves upon the original to a staggering degree. Of course, the first isn’t rough like Uncharted 1 (Plague Tale 1 is a ton better) but it’s a good comparison because of the style of the game. The cinematic approach to storytelling can be a real hindrance for the medium at times, but here it delivers in spades. I think another good example would be The Last of Us 2 (TLOU2) if it was executed much better. I think that’s an even better comparison just due to the fact of influences and both original titles were games didn’t think needed a sequel until we got it, in TLOU2's case, it wasn’t worth it (in my view), but here it absolutely worth the experience.

Like the original game, it’s about the relationship between Hugo and Amicia. It’s set a year after the original game. The scope is considerably larger in some cases, though narrower in others. It’s a very focused title rather than a meandering mess. This is an AA project that just feels like a passion project throughout. I’ve praised the visual in the original (in my review) it’s the same but even more stunning especially because there’s more scenery and even open places to explore. One aspect I adored about the relationship is how the original game has scarred both Amicia and Hugo. All the actions they take always have that trauma in the back of their minds. Amicia faces some serious cases of PTSD and it’s handled very appropriately. There isn’t too much of a jarring Ludo narrative going on maybe except for Hugo. Even though that is somewhat recontextualised so overall it creates an immersive experience, Amicia kills a lot, and the game doesn’t hide that fact in cutscenes or in gameplay dialogue. The main characters just go through hell and back, if you thought the original was dark this takes it to another level. It’s ballsy, to say the least, this is the direction they took, and it paid off. I adored the story throughout, I felt for the main characters, the side characters and sometimes even random NPCs.

What this game does much better is the marketplace, festivals etc. Seeing more of the common people in the Middle Ages. Those moments of levity are something to cherish and there are just certain mechanics you don’t realise why exist until you finish the game and it’s wonderful. It’s so tailor-made to evoke a certain reaction. The openness of some levels especially later on is very nice stumbling upon certain skippable story beats. Though there’s one major caveat that hurt immersion invisible walls. I’m not blind to why it exists (and it’s understandable most of the time) but it’s more so very few invisible barriers, sometimes there’s a pathway ankle high and you can’t walk on it. It’s kind of silly how restrictive basic movement is even taking Hugo into account, then there’s certain grass you can’t traverse through for no apparent reason. My criticism is not the existence of more so places you can traverse but you must go in a specific walkway and not go down or up on tiny rocks. Besides that, there isn’t much to complain about. Yes, the AI is still brain-dead but it’s the same as the original if not slightly better with new types of enemies.

The crafting is the same but even more streamed line for the better, like basic crafting like flames, tar etc. requires different things than one where you are improving your weapon or whatever. There are a lot more ways to handle combat now, even stealth. Sure, stealth is still somewhat barebone, but the gameplay mechanics have a lot more depth here. The introduction of the crossbow, a mixture of alchemy and our side companions is more useful. So yeah, the game takes everything from the original gameplay loop and made it better.

The writing is even stronger here, I briefly mentioned the relationship, but the amount of depth Amicia and Hugo are given in this one is staggering. Like the small things very do matter in creating the bond, like I said what the original did, in gameplay, the holding hands, helping Hugo when he jumps or him when you jump on a cliff and yeah, they really nailed this game. There isn’t that weird audio editing issue I stumbled upon in the original.

In Conclusion, this is a fantastic AA game and beats out pretty much all the cinematic AAA games that are currently being pumped out. This is a game I didn’t know would justify its existence to being one of the best I have had the pleasure of playing. It’s an emotional rollercoaster ride and I feel bad I played it on Game Pass as this game absolutely deserves your money, if you haven’t played the game, you are doing yourself a disservice.

Note: I should note I only crashed once (randomly), besides that the experience is bug-free though I did notice some stutters. My graphic settings were mostly in ultra-high (1080p) and the performance typically ranged from 70-120fps though sometimes in marketplaces it will go to the low 50s. Then one section of the game went to the 27fps but that was very rare.

Hi-Fi Rush was an unexpected surprise, it was shadow-dropped on Xbox Game Pass (so I could play it on PC) and took the community by storm. It’s an AA rhythm-action game akin to Devil May Cry, Viewful Joe, Bayonetta and others of its type. Rhythm games have this reputation of sheer frustration, as going off the beat can lose that sense of flow then adding that to an action game, it can become nightmarish. Tango Gameworks understood this criticism which is why here the rhythm is not required, as actions sync up with the music (with the exceptions of parry’s). Though if you input the button at the right time, you will be rewarded. Immediately you can tell this is a passion project, every frame and momentum throughout feels unique, experiment and daring. It isn’t surprising to learn this was John Johana's (Evil Within 2 director) dream game coming to life.

The director has made it abundantly this game is heavily influenced by Edgar Wright (not derivative). Just watch the entirety of Baby Driver, with moments of Shaun of the Dead fighting in the Bar matching to a Queen soundtrack and that deliberate choreography is showcased throughout from Gameplay and very intricate cutscenes. It also nails the comic book art style, there’s an obvious reference to anime-manga but feels like a comic book comes to life. It has that Japanese essence with its design, gameplay and so forth while being written an American. Another obvious reference would be Edgar Wrights Scott Pilgrim.

The Game feels like it would have been released in Capcom’s GameCube golden age. The humour is very tongue and cheek, it’s very self-aware which makes some of the dumbness of the protagonist charming. The game as a whole is very cheeky, breaking the 4th wall without it feeling cheap. The gameplay surprisingly has a lot more depth than I expected from the offset. This is primarily due to heavy hitters on board, Masaaki Yamada who is the designer and worked on Resident Evil, Devil May Cry, Okami, Bayonetta, Vanquish, The Evil Within and notably directed Viewtiful Joe 2. So, the combat has genuine depth that you can explore.

The music is great, I sometimes wished there were more licensed tracks but I understand why it isn’t as much. It really gets you into the groove. One I didn’t mention is the transition from 2D to 3D is almost seamless now. The Cell-shading is just that good. I do have some minor criticism which first is the parrying system. It’s weird as the game is generally quite lenient even in Hard mode, the precision can be frustrating. The unskippable cutscenes, it’s as egregious as modern game design (GoW18) however it’s just odd. Because when you die, you expect you would be able to replay it straight away but sometimes it’s a lengthy cutscene you cannot skip. It varies in length and sometimes you can hold B and skip it. The main reason I mention this is the obvious post-game content the game has from the beginning. It wants you to replay the missions, have higher rankings and find secrets. So, to me, it feels like a conflict of interest at times. Another is not the game's fault but just my problem. I had trouble during the proper rhythm sections pressing and holding x, a,b,y at the right time, it was my first time using an Xbox controller so I don't have those inputs memorised as I do with the PlayStation controller.

In Conclusion Hi-Fi Rush is a fantastic game and if you have Game Pass you should give it a shot, if you wanna buy it, I urge you to do so, as games like these should be rewarded in the industry.

Halo ODST, was planned DLC for Halo 3 and which was turned into its own game and thank god for that. This is a very unique entry, in the Halo franchise, where you are playing as an average soldier. The framing is brilliant, seeing the aftermath of a disaster and reliving that experience as the city crumbles before our eyes, following various characters in that way. The sense of loneliness and isolation is handled beautifully, and the amazing OST complements it immensely. I would argue it’s the most atmospheric title in the franchise. Due to all the factors above and just brilliant lighting. It’s a stunning game even after a decade, due to its fantastic art design. The character models haven’t aged the best, but it doesn't take away from the experience whatsoever.

As we aren’t Master Chief, the characters that we follow have a lot of limitations. They don’t have the endurance as Chief, they panic a lot more (breathing hard) and they can’t dual-wield guns. I played this game on heroic and I believe it’s the ideal challenge. Because you have to be more careful. The game isn’t as good as Halo 2 or 3, but it is still a fantastic entry. A lot of Halo 3 was showcasing the common people, and this complements that game immensely and it’s obvious why this was seen as potential DLC.

This game might have the best music in the franchise, it’s difficult to make that judgement, but all I can say is that ODST gives this game a unique sense of identity from the core series. The levels are mostly good, I would the final one certain section can go on a tad too long, but beyond that, it’s a fitting ending to a wonderful game. In conclusion, ODST is a fantastic game and it’s the end of my Halo journey.

Halo 3 is how you conclude a trilogy. Similar to Halo 2, It keeps what works, improves upon that foundation, and built upon it and addresses certain criticisms. Switching between Halo 2 Anniversary to Halo 3 is a tad jarring at first, but Halo 3 is still a beautiful game with amazing art direction. In terms of atmosphere, I think it’s the most well-realised. Beginning with the lush jungles and progressing from there.

This is an odd game because it’s both a continuation of the storyline in Halo 2 and a sequel. It's just as ambitious as its predecessor yet manages to be better. Halo 2 did a fantastic of showing the Covenants perspective, what Halo 3 does best to showcase the common people. There’s a lot of patriotism, but in general, shows a granular look at the soldiers who sacrifice themselves for the greater good. Often seeing soldiers who have broken down, are close to breaking down or feel triumphant. The marketing campaign ties into this underlying sense of hope and belief. The Believe campaign is one of the best marketing campaigns of all time and worth watching, rarely you can say a marketing campaign should be watched before playing the game. It sets the tone of Halo 3 beautifully.

The gameplay felt similar to Halo 2, which is an ‘If it ain't broke, don't fix it’ situation. Besides some additions, which is called equipment. I assume the developers tweaked the shield and HP as I didn’t have problems as I did with Halo 2. The levels are fantastic across the board except one, I think it does the best balance between the appeal of Halo 2 and Halo 1, making it a tad more open while having that cinematic linearity to it. Especially levels 7 and 8, which is the series' all-time best. I should note the final level didn’t disappoint, it’s a cathartic ending to the trilogy. Almost all of the threads are closed in a very satisfying manner, which was Halo 2 biggest weakness (the ending). Also, I’m glad that Bungie removed bosses altogether, it was terrible in Halo 2 and I’m glad it didn’t come back. The driving felt better, the physics was less jank and lastly the music somehow just got better, beautiful work by Martin O'Donnell and Michael Salvatori.

In Conclusion, this is how you conclude a trilogy and I understand why this was an influential series.

( I should note I played it in heroic which is the ideal difficulty, especially if you played Halo 1-2 in normal mode).

Halo 2 is what a sequel should strive to become. It keeps what works, improves upon that foundation, and built upon it and addresses certain criticisms. Even as a remaster it’s a significant upgrade from combat evolved. A big problem with that game is the upgraded visuals are just so drastically different from the original vision. The art style completely changed and, in many cases, lost the atmosphere of the original and looked worse in places. From a pure presentation standpoint, it's an odd remaster and not a good remaster. In the case of the anniversary edition for 2, it's substantially better. The art style is close to the original and makes updates if necessary. In this case, it seems like 343 understood the original Halo 2 and tried to present that vision in the best quality possible while retaining that atmosphere and it mostly succeeds, it looks stunning.

One of the biggest compliments I can give is that it’s bloody ambitious. The storytelling is so much superior in every sense. The narrative of the original is fine, but here it just takes what work and builds upon it in a compelling way. The Covenant is so much better, I didn't think much of them but here, due to a certain gameplay choice, it makes you think of this organisation in a new light. It gives them depth, and some humanity to the covenant so the struggles become more human as a result. It's not the most complex story just one executed brilliantly. This is helped by the beautiful cutscenes done by Blur Studio. It compliments this space epic so much when presented in this format while the new visuals in gameplay it's just breathtaking.

The gameplay is better than Halo 1. The guns feel snappier, the dual wielding makes it more fun, and the weapon variety is welcomed. I even enjoyed the unique weapon specific to this game and not just the typical rifles, shotguns etc. Though one change I'm a bit mixed on which are shields. I do as it regenerates faster, but the lack of HP makes it hard to indicate how much can you take before dying once the shield is gone. I assume the HP is equivalent to the max in Halo 1, it's just there's a lack of an indicator that gives uncertainty. Maybe have the bar and once the shield regenerated the HP regenerates? Though it's a small issue. The levels are a significant improvement, sure it's less open but it's also less empty as a result. The momentum in gameplay is just better, there's no stupid level as bad as the library and the pacing is just strong across the board. I'm not sure if the vehicle's improved drastically, but it did feel slightly improved. Lastly, the music is fantastic, Martin O'Donnell and Michael Salvatori just get better and better. The tracks in this game just rules, full stop!

There are two major criticisms I have for the game firstly, the bosses, they suck. There might be one decent exchange, but it's not worth it at all. It's very anti-climactic and doesn't favour the strengths of Halo. Secondly, it just ends, I heard the reason is that they ran out of budget which is starkly apparent. Even without knowing that it just feels incomplete, you are in the final mission and the climax is beginning then it just ends. Now I have to praise other aspects there are some new alien entities and beings that are a welcome addition. I think it's in mission 12 the opening cinematic which is fantastic, another is that POV. Which makes those levels very interesting.

In Conclusion, this is the ideal sequel and it’s a must-play if you have played Halo 1, just prepare to install Halo 3 soon afterwards.

Halo is a fun old FPS that is still charming to this day. It has aged gracefully in many respects that even some modern shooters don't even go close to reaching. One aspect of this game which is phenomenal is the music done by Martin O'Donnell and Michael Salvatori. It's just fantastic, particularly interesting seeing dynamic music play out in an old 2000s game. The level design is open (mostly) and there's no sprinting, so positioning is very important. Furthermore, the art design is excellent, I kept reverting between the old and new graphics, and there's a charm to both, particularly the mood and use of purple in the original. It's crazy how drastically different the two incarnations can be, you would think they would be closely aligned, but it's so different. I applaud 343 for preserving both versions, and being can able to change them on the fly, it's such an under looked feature.

The gameplay is surprisingly very good. The shields, the lack of sprinting, and the plentiful ammo make this a very fun experience. Even the normal difficulty can kick your ass at times which is welcoming. I liked using assault rifles, shotguns, enemy weapons etc was a lot of fun. The levels across the board are strong, especially the earlier ones, however, the library is very bad. the level design is particularly awful in this one which the new graphics mode tries to fix up some errors, but at the core of the mission, it's simply tedious and boring. It's just wave after wave of the enemies and doesn't use the series' strengths in my view. Beyond that, it's pretty good. Despite a lot of jank, I liked the idea of using various vehicles. There's a specific section with Warthog that I kept dying, not sure if it's me thing but that section was frustrating.

I don't think the story is anything revolutionary, but it's a solid foundation that I can see Halo 2-3 building upon in a satisfying way. There's one cutscene in mission 6 which was very impressive and in general Cortana is the real gem of the game. She offers a much-needed personality and her dynamic with Chief was great. Truth be told I wouldn't think anything too noteworthy of the story if it wasn't for Cortana as I very much liked her character. One last thing I would like to remark on is the concept of the Chief himself. The dude feels like a one-man army, especially in contrast to the countless marines, it's a nice contrast and increases the immersion and sense of importance you have in the game.

A Plague Tale is an excellent AA game about a brother and sister during the Hundred Years' War between England and France. It's a fictionalised account of the Black Death (or the Plague) with an interesting supernatural twist. So, the first strength of this game is the clear passion from behind the scenes. There's something about AA or indie titles where you can see just the clear passion on screen. The scope is focused, it isn't a meandering mess and overall, a well-paced adventure. From just a graphical perspective it's better than most last-generation games (and even this generation). This is a combination of high-quality assets, beautiful lighting, stunning art direction and fitting music. There is a considerable amount of period piece architecture that's breathing taking to experience. From the churches and paintings like during Byzantine Empire and so forth. As this was before the Renaissance, so overall the world is rich and lived in. The developers take advantage of the diversity of the world.

My favourite chapter location would be chapter 5, It’s like seeing a terrible period in history at its worst. Without any glorification, just that dread, the sound design of walking through ... the lighting particularly makes it feel uncomfortable and sort of claustrophobic. It just showcases the vulnerability you have so well and makes this plague even more frightening as there’s so little you can do. When you start up the game, I think the ICO inspiration is fairly obvious, especially in terms of its design for Escort missions. Hugo isn't an intangible, like from games such as The Last of Us or Bioshock Infinite, but a character in gameplay you have to hold their hand and take care of. There is definitely more the developers could have done, to make it even more immersive but I do applaud the effort in general, compared to many game developers who don't bother adding a basic feature (like this) in general. This remedy does expose some weaknesses when it comes to AI. The brain-dead AI is a curse and a blessing in disguise because from a mechanical perspective, it’s pretty brain-dead, but the stealth of the game is far from great, so I guess it makes it a less frustrating experience. The weaker levels were the ones that had to rely on those mechanics except one which I won't spoil besides stating it was very good.

The crafting is pretty much the same as the Last of Us which the developers openly stated it's the reason they could make the game, as these games would be financially viable. So, this is the first obvious homage and others that are scattered throughout the game. I think what was truly satisfying was the sling, yeah it does the majority aiming for you, but man the recoil is very good. Especially as you upgrade it.

The writing across the board is strong, especially some good character writing. Both in and out of gameplay, the relationship between the siblings is enhanced because of how you treat each other in gameplay. Simple stuff like holding Hugo when he is scared, or tired or him putting a flower above your ear. Though I do admit I think there's some odd audio editing. Like sometimes characters respond so awkwardly and less to do the actor but the editing. Generally, there was some funkiness to it. I'm unsure what the cause of the weirdness but it does appear briefly.

In Conclusion, this is a fantastic AA game that's worth experiencing and I would highly recommend it. I’m curious where the sequel would go considering the ending is quite closed and as a whole satisfying.

I can't reliably tell how many hours I've spent on Doom Eternal, but it's a lot. So, firstly is this a good sequel? Absolutely, it takes the ideas from the first game (in the reboot series) and naturally expands on them. The first major change would be mobility, there are a lot of tools at your disposal from the double jump, double dash, the meat hook and others. That added mobility increases the complexity of the level design and navigating to these various environments was a blast.

Secondly, I think the developers do a good job at balancing the guns so the super shotgun isn't your default weapon. Forcing you to play how they intended. I remember an interview with the game director and one of the key things they highlight is that fact. Wanting players to engage with the systems, regularly using different weapons and fighting at a fast pace. So from that fact alone, I think it succeeded.

Thirdly the enemies felt fair and were well-designed. In general, the game does a good job of supplying you with ammo, giving you chainsaws etc. The most annoying enemies probably are Doom Hunter and Marauder. It's not because they are difficult, but force you to play in an unfun way (mainly the latter). Another thing is that I don't believe boss fights are the strength of the game, the game is at its best when fighting just hordes of enemies.

Finally the music, regardless of the sad controversy Mick Gordon gave life to the game. It's just fantastic, how the music interweaves with gameplay which raises your adrenaline as you are playing the game. Unfortunately, he won't be performing for Doom 3 (reboot) but understandable. In Conclusion, Doom Eternal is a kickass sequel and a fantastic game. I wish I finished this earlier but I'm glad to finally complete it.

2018

Gris is an excellent and short game. The less said about the experience, the better. So briefly, I loved my experience with it, this is basically an arthouse painting coming to life and you have various interpretations of the subject. To me, I felt it explored depression and a person who is truly broken. Of course, there is more than that, but I believe that's best for the gamer to decide. It's a game that uses its medium quite effectively to explore certain ideas. The gameplay was never intrusive and felt intuitive the entire time and it has some good level design. There was one section I was a little bit stuck on, but you can figure it out quite easily. The controls and gameplay do take a step back to take in a wonderful atmosphere. The music was bloody fantastic and complemented the visuals in creating an immersive experience. It is no exaggeration to state every frame can be a painting. Overall, Gris is an excellent game and worth 3-4 hours of your time.

Note: Either 8 or 9/10, I'm unsure.

Titanfall 2 is a delightful game. I cannot comment on the multiplayer aspect, but purely from the single-player campaign standpoint, it's excellent. Titanfall 2 campaign does not have any fat, which is a big feat in the modern AAA space. Where you got titles from Ubisoft, Sony, EA, Warners and so forth, having their games full of needless tedium and bloat. It's such a well-paced adventure. There's no moment where the game crawls to a halt nor an encounter goes on for too long, it's the perfect length for what they wanted to achieve. I wouldn't state the narrative is stronger than Respawn's Star Wars title, but it accomplishes what it seeks to achieve much better. Where that title's biggest issue is that it was a little bit Metroid, Souls or Uncharted but never fully committed to anything. In the case of Titanfall 2, its ambition is much more focused. The gunplay is satisfying, the mecha aspects are great, wall running is fun, the first-person mechanics are well done, and specific gimmicks tied to individual levels make for some fun level design. You got levels manipulating gravity, inception-inspired ones, time travel and so forth, it's very varied and never outstays its welcome.

One of the biggest praises is that most of the set pieces are actions you can do in the gameplay (for the most part) and when it strips control from the player, it's so quick and never goes on for too long. The characters aren't too notable, but BT is the exception. The robot is a delight, and he really grows on you as you go through the levels. There isn't more that needs to be said beyond that it's a good 6-hour campaign and I highly recommend it. Just get it at discount (at the time of writing this review it's 90% off) and you will have a blast.

Wow, what a genuine masterpiece! DnD, True Detective, The Wire, Jenny Saville, Alex Kanevsky, Wassily Kandinsky and all political ideologies rolled into one and you got Disco Elysium. I will most likely be preaching to the choir, but yeah this is a universally beloved game for a good reason. Firstly, this is just a brilliantly written game. The writing is fantastic from all perspectives, and the intricate worldbuilding feels so immersive and lived in. The various political ideologies, you can follow whether being a communist, fascist, ultra-liberal or moralist (etc..), the decisions that you make will increase those stats. Which can honestly be a reflection of your own moral compass and of course wanting to game the system. The characters feel so genuine and realistic maybe to an uncomfortable degree. Loss, depression, isolation, and mental illness there are so many subject matters explored within the protagonist’s psychology. I glanced at the Disco Elysium Wikipedia, and I was surprised how much I missed his backstory which is unlocked through the “Thought Cabinet”. It’s part of the genius of the game, it can offer insight into your life before the case, as well as stat bonuses and other minor gameplay differences. There are also unique thoughts that convey unique effects, some aspects I assumed I should have unlocked to get through some secrets.

Genuinely the writing is just one piece of the pie of what makes this game fantastic. As I described above the Thought Cabinet, the increasing of certain stats and the DnD-inspired nature also make it a fun game to play in general. It isn’t just brilliantly written but it’s interwoven with intricate game mechanics that it becomes a story that can only be told through its medium. Every player will play the same main missions but how you accomplish those missions can vary from person to person. There’s a decent chunk of missable content, however, if you just play the game, interact with the people and interact with different you should be able to find most things very easily. The side quests aren’t required but why miss them? It’s brilliantly written, has a lot of amazing worldbuilding and you will be surprised some could connect to the main storyline in intriguing ways. There are so many small details it got right, like the novels that you interact with to pass time, they can be a ton of fun.

Kim Kitsuragi is one of the big reasons why this game works so well. His interaction with the protagonist is so brilliant and both have an amazing back-and-forth. You genuinely want to earn his respect and how that bond develops throughout the game is brilliant. There’s underlying compassion beyond cynicism, nihilistic undertones and depression of the world and its inhabitants which was highlighted beautifully. The music I felt fit the tone of the game, and I adored it. The art design makes this come to life. The graphics are fine, but the artsy involved is what makes this so immersive and engrossing. All the clogs click into place for this experience the gameplay, music, story, art design and not even talking about the UI. It’s accessible enough for the general gamer but also has enough depth to continuously play this after the first playthrough. The ending was fitting (I should note I got the good ending) and I’m sad we will never get a sequel, but as a standalone game, I 100% recommend Disco Elysium, it’s one of those rare masterpieces in this medium.

This is my first Steam game, and my first time delving into PC gaming with my new computer. Overall the game ran buttering smooth 1080p 144fps, Ultra setting and turned off motion blur. Never played with such a high FPS, as I was a console player so it's definitely a damn treat. I bought this during the recent sale for like $7. I was planning to buy it before the recent buzz, that's it getting a PS4/Xbox one port running at 60fps so I think this review will provide some insight.

My PC specs are = RTX 2070 Super, Intel i7-9700F with 16GB of Ram.

Story

Well, it's not really memorable, it's pretty serviceable in most incidences. What keeps the story engaging is the dynamic camera and the charismatic protagonist. It's not really Dante or Bayonetta charismatic, both of those characters are bloody iconic this however is still good.

Gameplay

This is the highlight, the reason why u will buy this game. Unlike so much 3rd person shooters, you hide under cover and shoot this is not that game. You get punished for hiding and your score can be so low. The mobility is kinda intimating, but as it progresses you get into a certain groove. The mouse and keyboard are pretty intuitive, the only thing I changed was the grenade as the side button of my mouse. It does this sense of gameplay escalation really well, compare the beginning to the final boss you think about all the stuff you have learnt. It's a rewarding game you want to master.

Music

Well, this is my only real gripe and bit of narrative. The music is solid however platinum has set a standard for itself when comes to music e.g. Bayonetta, Nier Automata ... You have this unique game, but featured in such generic music. More experimental sounds would most likely evaluate the experience it's the most forgettable element. Which sucks as again this studio's soundtracks are great.

Faults or things that can be expanded

Invisible Walls are just annoying, the environments are pretty bland, I think Melee could have set a limit of 2-3 attacks not being entirely used up with one. As it diminishes experimentation additionally the scoring system is a bloody mess. In Bayonetta I think the numbers are confusing however at least you know Pure Platinum is good ... Or even the Devil May Cry franchise you know SSS means your kicking ass, and when you end a mission with S that's the satisfaction. In this game, however, it's hard to determine what these scores even mean. Honestly, it should have adopted DMC or Bayonetta's style of ranking, plus it is more fitting as this is a Platinum game.

Final Thoughts

This is one hell of a game and I highly recommend people play it. The game is pretty damn unique, sadly you won't really anything like this anymore.

I've had a Star Wars burnout for a while, since the Disney sequel trilogy, but playing this game I realised that's not true. This contains the heart of Star Wars. The music is fantastic (especially one track from the Mongolian band The Hu), the animation is slick, the art direction is beautiful and the characters are good. The Metroidvania elements, the exploration and just living in this world is the best aspect of this video game. The story could be criticised because of its structure, however, it works in the context of being a video game. Going to various planets to unlock something to find an object. It's just Cal's journey of becoming a Jedi once again and the general theme is confronting one's trauma. It's the fundamental element of what makes a Star Wars story resonate.

I generally enjoyed most of the level designs, it wasn't lazily put together but rather deliberately. there is a lot of missable content, which the more observant gamer would be rewarded for discovering. It's something you have to at least recognise, as these games are for a much wider audience.

The combat become more fun as the game transpired. Unlocking new abilities and changing the way you fight certain enemies. That said it's far from perfect and I have some criticisms. Firstly the combat is less intuitive than I would have liked. There's an odd auto-correct feature that feels like it removes control from me and is a bit arbitrary. More correctly, an input delay and waiting for animations to play out removes the control from the player. One element it does well is incentivising a time-based approach to combat. Reading the enemy tells and punishing them through your own wits. However the automated feeling conflicts with the combat system. Even when it's got a decent amount correct, it's a step in the right direction.

Another criticism would be backtracking. This game from the offset did a good job at giving the player the option to explore however, the backtracking isn't its strength. I believe it's too slow, often in Metroidvania transports are very snappy especially so when you discover shortcuts. Whereas here, the speed you explore is much slower. So it becomes somewhat tedious as it progresses. The puzzles were solid however some were lacking because the tells were very difficult to interpret.

The uncharted-inspired elements were good but also proved to be one of its limitations. Playing this game makes me appreciate Naughty Dog's attempt at interactivity or illusion. Uncharted 4 is a great example of us feeling more like the people in the game than experiencing a rollercoaster ride.

In conclusion, this is a good game with a nice foundation I would like to see the sequel expand and improve upon. It was a fun adventure and I would argue it's worth playing. It's rough in a certain areas but a good experience at the same time. I would recommend the second hardest difficulty as it doesn't seem designed in mind with the hardest difficulty due to its combat limitation.