1999
2000
This game gets left out in the cold when Boomer Shooter discussions happen, likely since any future relevance was killed by its disaster of a sequel, but this one's special. Fighting for your life on this surreal sci-fi-tribal alien planet, encountering cool optional bits of environmental storytelling, engaging in sharp, technical fights with fewer/stronger enemies instead of hordes of weaker demons - there's nothing else like Unreal. Play it.
2013
Desperate, skin-of-your-teeth fights mixed with peak Naughty Dog Storytelling, for better and worse. Wish they would have gone for a more inspired plot, although I don't mean to dismiss it entirely. The dynamic between Joel and Ellie is neat, and there are some great scripted moments, but in my memory they mix equally with frustrating, unresponsive animations, predictable plot beats, and the most boringest puzzles any prestige designer has ever thought of.
2016
2007
1997
2016
2016
Went in expecting Myst, was sorely disappointed. It gets at some interesting mechanics when things click, but the framing device of the island feels like more and more of a missed opportunity the longer you play. The ending's interesting, and I gotta give Blow credit for the puzzles he did design, but I stuck with this game and beat it more as a mental challenge to myself than out of curiosity.
The singleplayer maps are gigantic, and gesture at the ability to approach your objective through multiple means, but the game never really delivers on this promise and only leaves you with average-for-a-video-game squad banter and a checklist of AAA FPS setpieces. The destruction was a lot of the appeal, sure, but right now this thing's pretty uninspiring when you go back to it.
2013
2016
I gave this game two honest shots - on on PC, one in VR with my Index. During the latter, I had a few beautiful moments with No Man's Sky, but after seven hours, I decided they weren't worth the continual effort the game demands. In Hello Games' continuous patching and re-working of their Big Breakout Title, they created a mechanical monstrosity which can bore you in innumerably different ways.
More than anything else, but the greatest achievement of this game is ultimately proving that procedural generation will never truly be as compelling as hand-designed levels.
More than anything else, but the greatest achievement of this game is ultimately proving that procedural generation will never truly be as compelling as hand-designed levels.
2002
2018