Far exceeds its predecessor in pacing and gameplay variety. Each chapter is distinct in aesthetic, gameplay motifs, weapon usage, and enemy patterns. No section overstays its welcome, unlike some of the parts of Half Life (and even Black Mesa). Truly a pinnacle of FPS design.

Also, shouts out to the sound design! Love that the Combine enemies have a flatline sound when they die. Really great non-visual kill confirmation that reminds me of the original DOOM's use of sound, though with a more minimal style.

The open-world sandbox vs. mission dissonance is the realest its been for a Rockstar game, but goddamn are each of those halves of the game really really good. Most of my problems stem from Rockstar's unwillingness to let go of your hand in the missions, and their insistence on including a beautiful open world in a game that kind of doesn't need one.

That being said, the game is beautiful, the story and characters are incredibly engaging, and every other superficial detail in this game is flawless. Unfortunately, all of Rockstar's issues are central to their archaic formula.

1993

Some neat ideas in the gameplay loop and metaphysical plot devices, but it lacks in so much nuance to make me really enjoy it. This ain't no Twin Peaks... Didn't play the DLC since I've heard it's just more of the same in terms of combat.

Even ignoring the technical issues, Cyberpunk is still just kind of boring. Weak quest design, eye-rolling combat, bad driving, uninteresting story, bland characters, Borderlands-ian sense of humor--all of these contibute to a lackluster video game. It's beautiful to look at when running on a nice machine, sure, but it lacks the coat of polish, detail, and frankly, heart that made the Witcher 3 a work of art.

A sincere--and sometimes corny, in a charming 50s-60s sci-fi TV way--story! Despite being remade in Unreal Engine, it feels like a Bethesda game in the cute ways (bad face animations, sticky player movement, an extensible dialogue tree system) and in the regrettable ways (boring combat, which in this game feels like an unnecessary formality). Content-wise it's short and sweet, and made up of enough great twists to keep you intrigued to see each ending. If you liked Disco Elysium, or even just the clever RPG dialogue of New Vegas, The Forgotten City is for you.

I think I'm just a little too dumb for this game, however for puzzle-lovers and programmers, its a must-play.

Truly captivated me with its music, diagonal scrolling background, gorgeous pixel art, etc. I got the alone ending first, then tried again with save states and a guide for Shiori but got Miharu instead. An utterly punishing experience. A voice in the back of my head is screaming at me to try again, or to at least do an honest playthrough where I follow my heart for one of the other girls.

I remember this game being the end for me. Departing from the dense city areas of Ezio's trilogy strayed from the pillars of the series: climbing, parkour, stealth. Replacing these with buckaneering sword combat and (sorry) bad ship battles left the game feeling barren.

Incredibly tight action gameplay here. Overall an astronomical improvement from Alan Wake. Tonally interesting but the way aspects of the world were chosen to be revealed or kept obscure felt a little haphazard. I feel like with something like this, you need to either go full abstraction and surreality--a la Jeff Vandermeer's Southern Reach Trilogy or Twin Peaks: The Return (both obviously massive influences here)--or truly leave enough hints and easter egg hunting for internet sleuths to piece together a coherent timeline. I'm partial to the former method, and I think Remedy is leaning towards that direction as well. However, there wasn't enough pathos to get me to care to parse whatever allegorical elements were in fact present.

The first half of the game serves as one of the greatest games ever made. Unfortunately, Dark Souls' level design is soured by a rushed and partially finished second half. However, even in its worst moments, the innovation of the bonfire system combined with impeccable art direction elevate this game to classic status.

Despite Hollow Knight's jaw-dropping animation and combat, I was most impressed by the game's ability to continue expanding its map, even dozens of hours into the game. Hollow Knight's world design is easily its biggest strength, and something I dearly admire.

2016

Beautiful art direction and awe-inspiring levels. I unfortunately started to lose interest towards the final moments, but had a positive experience nonetheless.

Played this for a Storytelling in Video Games course in college. Kind of a lousy story. The humor didn't click with me, combat was clunky and derivative of other titles in the mid-2000s, without any of the complexity found in contemporary RPGs or action games.

It's nice for a 2d mario game to feel novel after so long. Wonder excels in its pacing--both at the macro and micro scale. Really nice to have the special world levels--what's usually relegated to a post-game world--sprinkled in as you complete each main world.