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.

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.

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.

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.

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

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.

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.

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.