At the start the game felt like part of a growing trend of fans turned devs making tribute games to the likes of Chrono Trigger and other RPGs from the 90s. This didn’t excite me, but the game got me interested as I saw a bit more of it. It does some cool things to make its level design a little more interesting by mixing up puzzle solving and traversal between fights. This isn’t enough on its own, though. I think an RPG really needs a strong story to keep it going, and Sea of Stars does not appear to have that. I think I made it at least 2/3 of the way before I put it down. So far it had been mostly lightweight, then I got to a long series of flashbacks. Normally I’d love that kind of thing but here I wasn’t finding enough substance.

I love the way this game immerses you and builds so much tension, with its whispering dialogue and thoughtful use of haptic feedback. The gameplay is expanded from the previous game with a few new tricks, alchemical combinations and weapons that make Amicia feel more like a fighter but also make it clear she is a protector, not a soldier. The use of supporting characters abilities provides fun dynamics too, making the action and puzzles feel like a cooperative effort. This game is so much bigger and bolder than the last and it seems the writers and developers have come a long way. It’s a relief though that this sticks to the linear action experience, and takes every opportunity that provides to further the atmosphere and storytelling. When nearly every major studio is trying to make game worlds bigger and bigger, padded with side quests, regardless of how empty they still end up, this is a joy to find.

The story may not be saying something groundbreaking but still feels like a great fantasy novel. Tying the events to real world history doesn’t feel tacky, aside from the eyebrow raising post credit scene.

I’ve loved following Amicia and Hugo’s journey, and I’m so pleased a game like this can still happen.

After being apprehensive I really bought into the hype and loved the demo. The game starts so strong, full of potential, dipping into interesting themes. As it progresses it slowly falls apart. The action is fun, the bosses are spectacular, but even they peak with Bahamut. The story lacks depth particularly in the second half, letting themes and strong characterisation fall by the wayside. Two of the most interesting characters are written out early on. For one of them this does open up a very cool new dynamic with Clive adopting their persona and trying to fulfil their ideals, but this ends up feeling like an afterthought. Jill spends most of her lines either asking what is happening or telling us what just happened on screen. Her ‘big moment’ comes early on and is barely about here, then for a while she’s conveniently absent. Later she comes back to serve as love interest and that’s about it.

I see complaints that it’s not a JRPG, but like many JRPGs, the writing is all over the place, and it’s padded to the hilt with dull side quests and filler content. A few of these will provide a bit of ‘world building’ or have something sad happen, but it’s hard to care. Some players don’t connect with the action combat, but when it’s so straightforward, mostly revolving around repeated attacks, dodges and waiting for abilities to come off cool down, is it really that different from turn based?

My big problem with this game is it feels purely made to be a crowd pleaser, to sell copies and just walk the line telling an unremarkable fantasy story that satisfies the general fandom. Compare that to Final Fantasy at its best, where it clearly has more to say, where it feels like a work of love, an attempt to express something meaningful. Other FF games felt that way. 16 is probably a step in that direction and can be a lot of fun, but where is the substance? Where is the imagination? Will we ever get it back? I won’t give up just yet.

I’d heard so much praise for XIV I was shocked when I came to this the first time, tried it for 20 hours and found it completely dull. I was baffled by all the love for the game everywhere I went. I heard it “gets good” in the expansions but I couldn’t see how you could really build something great out of this? A while later a small community I’m in was starting a new play along and convinced me to try again. I started having a bit more fun. I fell behind the group a bit but kept going. The narrative was still poor. Characters have a lot of words to speak but little of substance to say. There are hundreds of basic quests often involving travelling or teleporting between two places, walking a bit, fighting some enemies (combat mostly consisting of slowly auto attacking and cycling through commands waiting for health bars to go down and cool-downs to refresh). Party dungeons are a little more fun for having people with you, but again it’s all repetitive and basic. I finally got to the credits and felt such a relief, only to find there was a whole ‘post-game’ storyline as long as the first part. Here came some more characters with the tiniest bit more personality, people actually doing things in cutscenes. Is this the good stuff I was promised? Apparently not. It climaxes in a series of 24-man party dungeons bigger and harder than the others, and these really highlight what a mess it is. The screen is already so full of icons, text, buttons, names, especially on PS4, and now surrounded by all these players all using their own flashy abilities, you can barely see what you’re fighting. It doesn’t really matter, it’s just the same thing of watching bosses terribly high health points slowly decrease til you win. I will say the AOE zoning elements are kind of cool, when your character’s slow little legs and lengthy sprint cool-down let you escape.

The player community, particularly help threads online and the novice chat (which the game takes a long time to put you in) is really this game’s only saving grace. I’ll probably never understand their enthusiasm for this game beyond a virtual space to hang out with friends, a Second Life without the sex stuff (mostly?).

Here we are 100 hours later. I know for the unlikely reader this all sounds terribly hateful, I know. Honestly I only hold enough hatred for the game to rant this negativity here rather than let it out where people are having a good time.

Somehow I am walking out of this still interested in trying the expansions, but for now, I don’t want to think about it at all.

It’s very slick, the guys are cute and it’s occasionally funny. I enjoyed this a lot more than I expected and wish I had played 3 and 4 before this to get into it better. The writing is quite poor but it knows to just roll with that, going as absurd as you think it can go and then somehow even further. Combat can be fun but I find it quite chaotic and over complicated. The controls are a mess even with some remapping, there’s so many weapons and special moves that are awkward to use and ultimately kind of pointless as most of the time you can just mash through it. A lot of recent action games play with a similar core parry and dodge mechanic and I don’t think they all need to be the same but this one’s definitely missing that.

This one has a pretty good story and some interesting, believable characters, occasionally cringe but fun. At its heights it reminded me of some fun teen horror films like The Faculty.

Like Until Dawn the game is let down by some really annoying walking sections. Even with the slightest ‘quick’ walk you move so slowly, in areas that feel too big and empty. The areas are occasionally littered with clues about the story and its history, but these are also easily missable.

The game is designed as a choose your own adventure and it is impressive that you can take different paths and get to a variety of end results. In that way it’s encouraging you to replay to see the other paths, but the developer insists on making that as arduous as possible. There’s no fast forward for parts you’ve already seen, and the autosave means if you make another mistake or miss something, you’re stuck and could be starting over again. Or just watch it on YouTube.

Take out the walking sections or make them much shorter, give the player a bit of respect for their time allowing them to move around the story a bit more, and this could be great. Take the writing a little further too and it could be really special!

Wolfenstein New Order was a phenomenal game to me and this sequel made me appreciate it even more. New Colossus expands on its predecessor’s strong narrative and creative set up to reach new heights. This one starts with an interesting perspective shift as you start in a wheelchair. We know the whole game can’t be this way but it makes an interesting start. Things change with some technology and equipment, and there’s more shifts to come later.
The action is changed in this one, I think in an effort to modernise and fall in line with some trends of the time- some of this sadly to its detriment. Perks give some gradual rewards and feelings of progress, but skill trees and collectibles feel a bit redundant, weapon upgrades a misstep. Some of the side content feels like padding but occasionally throws in a nice twist (like a rat killing job that turns into something else). I’m not exactly into guns but I found I missed having a real sniper rifle this time, the upgrade equivalent not being enough. And the silenced weapons don’t feel worth it as enemies are often wearing armor to take more than one shot.

Where the game really stands out is it’s narrative. I feel the creators made an effort to push this as much as they could, understanding the power of a ‘good cutscene’ and also in the first person player perspective. The emotional flashbacks to BJ’s childhood really pack a punch, and the whole execution sequence is a fantastic, horrifying thrill ride.
Supporting characters get their moments to shine and say their piece. It’s enough but just a little more would’ve been perfect.
Trying not to spoil but I also love the game’s climax, subverting the expectations both of a damsel in distress and a huge final boss battle.

I found I got the most enjoyment out of this when I treated it like a sudoku or wordle, picking it up once a day or so for a short session, a good way to stretch the brain. As you progress the game increases in difficulty and you unlock new tools which expand the puzzles into new directions. Then there are a few tile based Tetris-shape puzzles to unlock doors and a couple of secrets.

To motivate you through all this is a mystery: are you a person? An android? Both? Why are you here? Who is the mysterious god like voice and what does he want? Is any of this real? What happened? It’s all vague and open, initially intriguing. To piece that together you must get to the end, piecing together clues here and there from computer monitors providing text logs. These are what lets the game down to be honest. There’s a lot of them. They are drip fed to you regularly as pages and pages of text. Some deal with history, philosophy, AI programming, fictional(?) writers flexing their song writing abilities. Some of these are surely meant to hint at the big mystery, and point towards the game’s heavy themes, others are entirely fluff, but you’d have a hard time telling which with some. The combination of these and the huge number of puzzles leaves it feeling overstretched.

There are a tier of more difficult puzzles as well. You know when you find these as they’re marked with a red block reward. At first they seem impossible. There’s a ‘notice board’ of sorts in the area for you to ask for assistance, but you’re told you can’t get that until you find their secret. When you do, it turns out you have a limited number of these requests, and they don’t actually make a difference besides giving you a text clue in one of these puzzles. After the fun of unlocking new tools and toys earlier, this was a bit of a let down. I did then find that even without these hints, I was able to solve a lot of the puzzles on my own. Perhaps the experience had trained me, improved my brain, updated my firmware? That was nice. I just would have liked a steadier, more concise narrative.

Holy shit this rules. Got this free on PS+ ages ago and just put it on today as a quick in-betweeny game while I waited for something else to download. This was such a great surprise. The time stopping/ slowing mechanic turns first person combat into a quick thinking puzzle experience. It feels like you’re a stunt coordinator simulating action scenes in a slick martial arts action film like John Wick or Hardboiled.

Framing the action is a very effective kind of retro bootleg computer hacker set up that I found really effective. There’s a very simple but compelling narrative, toying with ideas of going where you’re not supposed to, obedience to authority and the whole idea of playing games and what that does with your brain. It’s vibey. I’ve never been that interested in VR games but I can see how if there’s many like this they could be a phenomenal experience.

I’m a good dog.

Cool remake! I’m not really a fan of this trend of remaking perfectly good, not-that-old games especially when they’re readily available. This is a great example of a remake being done well though. Compared to the original, the action is much improved, a lot less stiff. Sometimes feels like you’re in an action film. A lot of this is a very faithful recreation to the original, many areas even keeping the same level design. There are a few surprises put in deliberately mess with returning fans and I love the idea of the makers messing with the player. Could’ve gone a bit further with that. I appreciated the improvements to some of the boss fights, and the exclusion of one of the bad ones from the original. The new parry mechanic adds a great dynamic to the combat. Durability is frustrating but that’s so hard to balance.

A few welcome changes are made to the story, taking away some awkward and cringeworthy aspects which already felt dated 10 years ago. I appreciated the changes to Luis in particular. Ada’s VA had unfairly taken a lot of abuse and blame when I think the character doesn’t work as well as she did before now that she feels younger and less aggressive in her dynamic with Leon, and that’s a combination of writing, design and direction more than the acting. The story is mostly the same which is to say a lot of fun but otherwise a bit shallow.

While so much of this is really cool, I found I was reminded of other games. Several times I thought of Metal Gear Solid 3, and this doesn’t carry the same weight.

RE4 2005 marked the full shift of the series from survival horror to action with horror aesthetics and this is as it was. I think there’s a place for that, but seeing the same shift that happened towards the end of RE7 and 8 it’s a little sad. I’d love to see RE9 go with another new protagonist and focus on horror and puzzling. If we get another remake next I’m content to see a RE1 REmake REMAKE, since that now looks in need of it after all this. Otherwise we’re looking at some seriously flawed instalments to be recreated or hopefully completely reimagined. But maybe messiness is what makes this franchise special.

Man what a fun ride. It’s easy to overlook when FPS games pull it off like this. It’s a great combination of intense, frenetic action and strong linear storytelling.

Let’s be clear. This is a game about a world where the nazis won and we’re part of what’s left fighting back. It’s an easy hook but it also embraces the absurdity of it all. It’s gruesome, it’s dark, it’s funny. It’s also amazingly poignant in places.

There’s a rather annoying joke at the start when you pick difficulty options, but that’s quickly forgotten as you get going. BJ is the perfect all American meat head, an absurd send up of masculinity whilst still being a lovable lead. The resistance hideout offers a nice break from the action, providing a sense of hope and camaraderie, even whilst it’s obvious level design tells you what’s inevitable.

The last few encounters become a little messy, but at that point you shouldn’t care. Just keep on blasting.

I picked up Sekiro about 2 years ago just to give it a try, in the middle of covid lockdowns. I didn’t know much about it, and I was fairly indifferent about fromsoft games at the time. Sekiro turned me into a huge fan.

So much of this game is well thought out and finely tuned. It’s a big challenge but unlike some soulsborne titles it’s consistently rewarding. Limiting you to the shinobi playstyle instead of dozens of weapons, spells and stats means every encounter makes you better. You’re constantly learning and training, and each boss you beat rewards with something useful, increasing health and posture or attack. The shinobi prosthetics provide a bit of variety and strategy. Where the game really shines is the parrying. It’s not just about quick reflexes, it’s a rhythm. It’s a dance. Learning your opponents move set feels less like memorising AI behaviour and more like executing choreography.

The game’s world is interesting with touches of history and folk tales. The key characters are so real and memorable and have their own stories and motivations. My favourite is the sculptor.

Even when the game repeats some bosses it works; for some there’s reasoning in their story, some have new moves and forms; or they’re there to give you the satisfaction of seeing how far you’ve come and how you’ve improved, when an enemy that took so many attempts before makes sense now and you can take them down in a minute.

After the first time I spent a lot of time watching streams and challenges. I’m in awe of players who can do the whole thing in under 30 minutes, and especially those who can beat the game without taking a single hit.
Coming back to the game again myself in the last few weeks I have had such a good time with it and cemented my love for it. I got the platinum!

I’d love to see fromsoft revisit this someday, if not in a sequel, another new game with the same impeccable construction. This game helped me appreciate soulsborne games a lot more. It’s also had me playing other things and wishing they were more like this. Elden Ring is great but there’s something about the restraint here that makes it exceptionally good.

This is a remarkably well crafted RPG. The monsters are adorable. It’s very pretty. I’d avoid the switch version if you can as it’s all a bit blurry, but on PS4 everything is sharp and clean.

I understand this series is not known for doing anything particularly remarkable on the story front, so I didn’t expect much. But for such a long adventure I think you really need some kind of more powerful narrative to make it worth it.
The music is obviously well crafted too, but it really becomes bombastic here. You’re listening to the same dramatic orchestral tunes for hours on end in combat and exploring. When I reached my limit I had the same tune going through my head when I wasn’t playing and that pushed me away.

For a while I thought I’d found something special with this. There looked to be a decent story brewing. The characters seemed interesting and at the very least not just typical anime archetypes. They were young but not juvenile. There’s no crude sexualisation or objectification, but it’s hard to say was that a conscious choice to do better or did the world building force that.

I was waiting for a little more substance to come and then I hit the same wall I have with these games before. The world opens up, wide open space, with little in it. There are quests, and a huge network of NPCs with tenuous connections to each other. But none of these felt real or worthwhile. Before I knew it I was walking about, checking boxes, while the combat mostly played itself as long as I didn’t walk into something too high level. I got lost- should I proceed with the story or will I be unprepared or missing something good? By the time I came back to the main story, so much time had passed and my engagement went with it.

I’m still a bit sad it turned out like this, it was one of the most promising RPGs I’ve found in years. My search for another good one continues.

Initially I was quite charmed by the game’s style, its obnoxiousness and jank. It felt like maybe they were trying to make something cool out of a limited budget and a specific brief. The game just doesn’t blossom into anything interesting. The writing never goes anywhere. The combat feels awfully simplistic despite complex skill combinations and mountains of useless loot. Going against the narrative legacy the game is keen to reference, you’re restricted to three party members instead of 4. Apparently this was done in favour of balance but that’s something that should’ve been worked out from the start.
Maybe the game is intended for multiplayer co-op play- indeed that can make even the worst game fun, but I’d like it to stand on its own as a single player experience too.
Jack is a cool guy. I kind of love how they s game seems to hate itself or want to be as abrasive as possible. But that ‘so bad it’s good’ vibe can’t carry a full length repetitive, unimaginative game like this.

Admitting I didn’t finish this one, just didn’t have enough to pull me back. The sight of multiple DLC packs still dripping out puts me off completely.