Hackers (1995) by way of Silicon Valley (2014). One of the best open world cities not made by Rockstar, with gameplay and storytelling that's leaps and bounds ahead of the first game. Shockingly high effort, Ubisoft was really on to something here.

Just playing this in case it's referenced in Dreamsettler

Pretty wild how after making some of the best scripted and most linear Call of Duty missions ever, Infinity Ward said "fuck it" and made one mission an immersive sim, complete with nonlinear objectives, interactive lights à la Thief, and a keypad with the code 451. What a flex.

Nice concept marred by technical issues, poor controls (why is opening doors so hard?), and a mediocre English translation. There are moments when the game works, like some of the daydreams, and the music fits the tone very well. I'd love to see an expanded version of this game made with more polish and attention to detail.

A nice little throwback to the days when 3D platformers had bad controls and even worse cameras.

Really wish these games had more meat on their nasty little bones. I would've loved more ways to engage with this weird world and its denizens besides jumping around and having one-sided conversations.

Very confused when I accidentally killed a Vietnamese civilian and instantly failed a mission. I thought I was playing as an American soldier? They even give you a flamethrower shotgun for maximum collateral damage potential. Definitely a mistake they should correct with a remaster someday

Ahead of its time in some ways, and painfully dated in many others. I loved the storytelling, the realistic locations, detailed ambient soundscapes, scripted setpiece moments, and the combat when the game was playing fair. Unfortunately the gameplay often devolves into trial-and-error tedium, where you'll grind your way through encounters and quicksave every couple minutes knowing instant death is always just around the corner. The game punishes you for using its iconic dive by leaving you defenseless and unable to shoot at the beginning and end of the animation, and using slow motion is often frustrating because suddenly your bullets travel at a snail's pace, requiring you to lead your targets in a way that just doesn't feel right. Sometimes you pounce on a group of enemies and kill them with a quick burst of precise gunfire and it feels great, other times you'll pump 5 shotgun blasts into a goon's face as they continue shooting you like the Terminator. I can't imagine what a slog this must have been on consoles back in the day.

Pros: Looks and sounds a lot like Jet Set Radio
Cons: Plays a lot like Jet Set Radio

I was going to write a long detailed review explaining all my problems with this thing, but then I realized: the developers of this game didn't give a shit, so why should I? Every facet of this game is junk. The controls feel terrible. My character regularly stood in place attacking thin air when I wanted them to move, and they would walk into objects when I wanted them to attack. The maps are blandly designed hallways built out of the same handful of assets you'll see repeated endlessly. Loot is a joke, with most items having just 1 or 2 uninteresting affixes from the beginning of the game to the end. Character progression is slow and has virtually zero depth, only offering a single skill point per level and no other character customization beyond your initial class choice. The endgame is insultingly shallow and pointless. It lacks the mod support that gave the other 2 Torchlight games years of extra replayability. Even the soundtrack by the usually great Matt Uelmen is forgettable.

If you enjoyed the other Torchlight games, or you're just looking for a new ARPG to play, you might see a video of this one and think it looks alright. Don't bother, in 5 minutes you've already seen everything this game has to offer. It's a buggy unfinished mess, and probably would've fared better without the 11th hour pivot from their original f2p business model.

Undeniably charming and unique, but unfortunately the game's main hook becomes a chore by the end. The tank battles were fun once in a while, but they appear more frequently as the game goes on (sometimes 2 or 3 in a row) and there just isn't enough depth to keep them interesting.

Instantly attractive with its music, art, and unique mix of dungeon crawling and management gameplay, but it plays its hand far too soon. After a compelling first couple of hours, the game fails to layer new interesting gameplay or any real challenge. The final boss in particular was a complete joke, definitely the easiest I've ever fought in a rougelike.

Way too rigid to be cozy. Instead of organizing things myself, I feel like I'm trying to guess exactly how the designers organized them, which too often feels arbitrary.