Went through a handful of endings over the course of a few hours and don't feel the need in exploring more. Scenarios/characters are desperately bland and uninspired and the humor too broad to really land. Fleeting moments of fun but was just bored and annoyed for the most part.

Short lived enjoyment. Refreshingly simple to the point of tedium. There’s a charm to that but after playing for about ten hours haven’t felt the urge to return to it in a minute. Good enough though in the moment and I look forward to the inevitable updates to see how they innovate from this base model.

Lacking in inspiration in almost every aspect, a game that feels perpetually on autopilot. On top of the least responsive gunplay of the series thus far this has a greater emphasis on hand-to-hand combat and somehow feels clunkier than ever. It's hard to muster anymore leeway for the mediocre design choices in these games. It's the same tired formula that the previous two games relied on but here wrapped around a pseudo-serious storyline that attempts a semblance of thematic consistency for these characters and falls flat on its face. Anything worthwhile here is a retread of what Among Thieves does better (outside of the genuinely innovative shipyard/cruise section) and anything fresh otherwise is half assed (considering only half the ND dev team worked on this it makes sense). The game, for all its surface ambitions, is a dull mess. Fleeting pleasures with the ordinarily arresting Naughty Dog presentation, but all in all, exhausting.

Dreams, their curators, and the dreamers that perceive them. Takes on a bit much from Portal in its opening half with the humorous quips and jabs at the player but settles into something exponentially touching as it closes. It may be obvious to say this evokes Kaufman like vibes but the influence is there and it feels deserved. Whatever the game lacks in conceptual ambition it makes up for in sheer brevity. It does enough to make the simple two-three hour experience fly by and for a game that moved me to tears that is all I could ask for.

Stale masculine power fantasy without any required pulp or rarely a thrill to be found. Struggles with identifying between its cartoonishly ridiculous antics and its grossly exploitative sentimentalism ("heroic acts", anything involving the squad perk nonsense). Insufferable for the most part but somehow more tolerable than MW2, even if in the slightest. The plane stuff was fun and the French Revolution mission was refreshing, I guess.

A sequel that has more going for it beyond its terrible first impression. Just as if not more janky and unpolished than its predecessor but vastly more interesting on a structural and gameplay level. There's more variety to be found here but the game is (even if mercifully) too short and underdeveloped to truly make an impact beyond a tepid "huh, interesting". While Tormented Fathers fell apart in its final act this has more consistency with its unfolding of the plot, giving the player more of an emotional grip to actually care about anything going on. Unfortunately outside of that Broken Porcelain is a near failure on every other level. Thankfully it's over before it gets too frustrating. It retains the giallo-esque schlock of the previous game and is never boring for that quality but coming to terms with the game's inherent brokenness is a challenge in itself. I'll continue supporting whatever comes from Chris Darril because there is a thread of something great coming if he continues to receive funding. Despite his inability to craft a proper game (and story at that), it's the attempt at something distinct in thematic approach and execution that makes all the difference for someone like me. It's incredibly dumb and probably offensive but pitifully captivating. Sorry lol.

I mean it's more of the same Naughty Dog formula without much radical improvement but it's so incredibly refined and confident at what it accomplishes that it almost doesn't matter. That final act is a doozy and probably the peak at the seamless cinematic excitement these games strive for.

A fascinating curio of an experience. Obviously borrowing from the Resident Evil and Clock Tower formula of exploring a vast decrepit mansion uncovering a dark conspiracy but transplanted into today's contemporary horror game scene this somehow feels refreshing. There is a legible artistic vision here, albeit most of it visual homage to an array of horror film/game influences from Silence of the Lambs to Don't Look Now amongst others; which is fine because tonally, structurally, and narratively this is as close to a clumsy ass giallo as a game can get, however intentional it is at its reach for that. It makes for a wonky time with its sparse opportunities to save, haphazard button prompts, and stalker AI that just doesn't quit. Its attempt at an oppressively intense atmosphere is surface level at best with its effectively musty aesthetic and screeching soundtrack but at worst, irritatingly obfuscated with its objectives. It adds up to something that feels special in moments but is obscured by its ambition. It achieves the most during the first two acts but promptly falls apart once all its stalkers are introduced and it remembers its trying to tell a story (the ending itself is atrocious even by giallo standards lol).

Exhaustively excessive. That final third easily could have been chopped in half and the pacing would've been all the better for it. Sometimes bigger isn’t always better even if its innovative systems and enemy varieties are welcomed. Otherwise design of environments and demons is top notch. It’s gorgeously presented and thrilling when it needs to be but overall ill conceived. Feels like too much of a good thing.

While a marked improvement over its predecessor, this installment still struggles to maintain consistent pacing and that keeps it come achieving greatness. The haphazard structure consists of extravagantly orchestrated set pieces strung together by awkward combat/shooting sections and dull platforming/puzzles. The game is at its best when these otherwise negative attributes are tied intrinsically into the fluidity of a constantly progressing sequence of increasing stakes and ensuing chaos (the Tibetan village siege and the Nepal city portion come to mind). This is where Naughty Dog's "blockbuster" illusion is most seamless. However, the inherent instability all leads to a final act that's disappointing and only highlights the issues listed above. For every downright electrifying moment, punctuated by the game's terrific dialogue and charm of its protagonists (plot itself is nonsense but whatever), is yet another shootout and then another after that and then some yellow bricks to climb and some colors to match to some tile. It's a formula that's steadily easier to predict and subsequently stales even if it might "work" on surface level terms. I sound much more negative on this than I really feel but this gets enough praise as it is.

Side Note: I wish Chloe was better utilized as a side character but I adore her dynamic with Elena so I'll take it.

For something that generally separates itself from the post-PT horror crowd with its inspired amusement park exploration, its a shame that this inevitably falls to those depths with the third act. Although I will say this apes the formula somewhat better than others thanks to its mercifully short runtime even if it completely fumbles the thematic resonance that made PT work, exploiting mental illness and its "warping" effects on the mind for shock value rather than generating empathy. It is rather tasteless entertainment but for the five dollars I spent out of morbid curiosity I can't complain too much. It never bored and though the atrocious lead vocal performance grated me to no end, none of it overtly offended my paper thin standards for modern psychological horror.

Very “New Age” as in its themes play in broad strokes and function through obvious emotional cues but it’s also one of the most beautifully orchestrated games ever made. So... tradeoffs? Equally hypnotic as it is overtly cryptic. Can’t help but feel its value stands as entirely visceral due to this. Not much to ponder after finishing but that's not always such a bad thing when it's this luminous and moving.

Better than how I remember in some ways but still intermittently tedious and loses momentum because of its monotonous encounters. The moment the player dies the first time, any brewing tension is sucked away and what's left is studying the level design and finding "crafty" ways to escape your enemies (mostly ridiculously running around in large circles until the AI forgets you exist). There is something taut about this gameplay loop but it doesn't feel nearly as fleshed out as it should and for something so short to feel as long as it is makes for a disappointing experience. The game is a cheap haunted house attraction and for the moments it works it delivers some startlingly effective jolts. Playing half of this with a headset highlighted how effectively the developers set up particular scares. It's just one of those objects of pleasure where if one approaches it with the mindset of it being complete surface level excitement you'll come away somewhat satisfied (the whiplash of that third act is still a mess though) but the closer they look they'll see a cynical machine operated by cogs that don't quite fit the grander scheme it yearns for.

Bargain bin film of the week level stuff. Kinda cynical in that way but it’ll be interesting to see where these games go as they continue to refine and find ways to broaden its interactive horror gameplay. What we have here is not nearly as exciting to play as Until Dawn but the promise of more innovative features is there despite shoddy pacing and stuttering tech performance. The cast isn’t as dynamic but I still found my heart pumping in some of the chase sequences and relentless QTEs. There’s something about what this brand of games offer that fascinate me and keep me coming back. Was hoping for more diversity in how your choices and actions (or lack thereof) based on curiosity and artificial recklessness would impact the character growth and overall consequences. There should definitely be more fluidity but that would require a lot more development time. Its predecessor served as a base model for this but is somehow more complex and challenging. I’ll continue to support this franchise of horror gaming because overall its a medium that has so much potential to churn out strong, psychologically taut material. What‘s here though is infrequently effective jump scares and C-grade storytelling laced with half baked mechanics.

The Phantom Pain but somehow blunt force it even harder. That said, this is easily the best of these that I've played yet.