These sorts of first-person adventure games don't normally impress me, but I feel the need to spread the good word of Broken Reality. It's a delightfully weird homage to ye olde internet during the 2000s and early 2010s, and you can feel in particular areas that the small dev team do legitimately miss it. I realise it's just nostalgia informing me, but I do too. As well as that melancholic undercurrent in some areas that I always love, the art style was pretty tremendous. It can be way too much sometimes and can hurt your eyes, but I think that's part of this game's charm. I thought most of the puzzling was very straightforward and easy, dialogue writing was mediocre and the overarching plot was obtuse and didn't have much development, so Broken Reality is just for people who want to see the weirdness on display.

This review contains spoilers

Game where you have to identify the path forward using maps? Great! But sadly, this was more like: Game where you have to identify the path forward using maps-- oh no you missed a map so now you have to backtrack and there are characters apparently but you haven't actually run into more than one and he wasn't useful in the slightest and you swear that you've climbed this cave before and, yep, you have, you're going round in circles and the protagonist is now berating herself because there's a soft time limit on navigating this terrain and you're taking too long and you just fell to the bottom of the climb again and the day is over and there's nowhere to sleep so you're just going to lose health tonight before you climb your way through this cave for the third time. Time for a jaunty tune that you've heard three times while you jump across this plain again since you're not sure if you need to go to the left or right side of it and you keep running into dead ends! Oh and while you want to interact with this signpost that'll let you cross to another path, the protagonist just launched into an anecdote so you'll have to wait until she finishes.

Sorry for the vent, a small title like this doesn't deserve it - especially one that's so earnest and inspired and doubly so when I may have just been an idiot and missed something obvious. But the pitch of open-ended navigation by identifying the path forward on maps sounded like something right up my alley. I love that shit! And with a great visual style, great music and some fun writing in Scottish accents? Everything sounded perfect to me, so I can't help but feel incredibly frustrated with my experience of it. I feel like I'd have more patience if it wasn't for the soft time limit. Initially I was taking my time, exploring the world, but then the protagonist started talking about how I was taking too long and wouldn't make it to the lighthouse in time so I started rushing and getting stressed out by how few relevant maps I was finding. Maybe I'll give this a few years and come back to it with a fresh perspective and love it.

On launch, I've had an absolute blast playing queuing with friends. I've been told the solo queue experience hasn't been great (which isn't hard to believe with how frantic things get), but this game is a tense, action-packed experience that I've enjoyed every minute of. Map knowledge is clearly going to be one of the biggest parts of the early difficulty curve, especially when you aren't playing heavy with the ability to break down walls, since you don't really know where doorways and windows are yet. I also suspect there are some balance issues that'll need to get ironed out, but as it stands this game is in a very nice spot on launch. I'm looking forward to making the most of it before its inevitable, sad decline into live service oblivion.

edit: I have since become aware that the voices are AI generated which makes a lot of sense as they never sounded very natural to me. Knocking it down from a 4 to a 3 because yeah, knowing that does impact my enjoyment a fair bit.

Puzzle platformers aren't really my thing, so I'm shocked to announce that American Arcadia kept me very engaged for its 6 hour runtime. The key factors that contributed to this were the engaging story, the great dialogue writing and the variation. Each section of the game had something different going on, and the first person areas did wonders to spice things up a bit. Some plot beats were a little bit contrived, and some puzzles could get a little frustrating (especially one or two that couldn't be solved without seeing an easily missable clue), but ultimately I really enjoyed this one.

One last thing worth mentioning is that they nailed the difficulty. While it isn't a hard game by any means, there are some sections where it's incredibly easy to stuff up. Thanks to the quick restart, you get back to it pretty quickly, and thankfully not many areas were such a cinch that it got boring. That, I think, was key to keeping me engaged.

Yes, the skateboarding is floaty and imprecise. But you can mostly just ignore it! Yes, there are a lot of QTEs, but they aren't inherently bad, and you can turn up the difficulty on them if you want! Yes, the turn-based battles are easy, but using them as a physical manifestation of the arguments Jala has with all the people she has wronged in the past is genius! I love the writing so very much, and this is one of the most lovable casts in a video game I can think of. Jala was a horrible person, wracked with guilt and without the emotional maturity to realise it or deal with it in a healthy way. Her trying to make up with everyone (and herself) was a journey I absolutely adored and I cannot recommend it enough to people who love interactive fiction.

Laika: Aged Through Blood is an incredible game. For starters, you can see via trailers why you may enjoy its gameplay. The systems all fit together in a way that makes you pull off absurd shoot-spin-backflip-gunswitch combos while mid-air thanks to all of the moves available to you. The controls do take some time to get used to, and during that period of adjustment, you will die a lot. But from each attempt, you'll learn. Soon enough I had a really good grip on everything and felt like a badass sweeping through difficult rooms on my first try. Most of the difficult rooms in the game are boss fights, and I was surprised with how much I enjoyed them. Nothing ever felt impossible, you just need to figure out the right strategy and pull it off by using every aspect of the combat system. If you do die enough times without getting close to your previous dead bodies, you will start losing large chunks of viscera (LATB's very grim form of money). The first time this happened to me was actually pretty devastating, but you build up your viscera very quickly by traversing the wasteland and killing more birds. If anything, it convinced me to spend more money on upgrades instead of hoarding it all. To help with this, as you get further in, more and more enemies will spawn in the game world and more enemies to kill means more money. This has the added benefit of changing areas that you've already visited several times, and sometimes you'll have to rethink how you traverse the map as more elements get added. Everything in this game just fits snugly together, and it's a great demonstration of game design.

I really enjoyed the writing in LATB. Laika herself is a very compelling character. You'll see a lot of her past and what drives her to go to the lengths she goes, and how her dysfunctional relationships with both her mother and daughter shape her perspective. These relationships are very well written and I think most people will probably adore Puppy. Laika also has a past with the other residents of Where We Live (almost all of the locations in the world are named like this and I LOVE it) and you'll see of that all on display in their everyday conversations. The world itself is a dark, horrible place as Laika and other denizens of the wasteland try to avoid the genocidal birds. Some really effed up stuff happens across the course of the game, the fact that the character designs are all anthropomorphic deadens some of the blow but it didn't stop me from being saddened by events that occur. The ones I found most interesting were some of Laika's actions. Moral grey areas are a difficult thing to pull off in media: a lot of the time you'll see writers struggle and write characters inconsistently in an effort to avoid simple black and white morality in their stories. This wasn't the case here, and the LATB writers should be proud of that.

The game is also presented really nicely. Bugs were few and far between (some I noticed have already been patched) and, I mean, just look at it. The artstyle is consistently great throughout and there aren't many instances of it interfering with the gameplay. I will say though, I played this on a computer monitor, so people using smaller screens may struggle to correctly identify everything they need to look for in the hectic combat. Lastly, the music is really important for setting the tone of the game. Certain areas have set music, but for most of the wasteland you'll be playing casettes you collect and Laika plays on her casette player, performed by Spanish musician Beícoli, who herself is a character in the game as the person who performed the songs. Despite all the screwed up and badass things happening on screen, the music is very relaxed and chilled out, and it does wonders for the vibe of the game. Towards the end, I think I started to feel the short playlist of these songs even though I had collected all of them, but that's only a minor annoyance and they are still great songs (I just need a little time away from the music before I can listen to the soundtrack by itself).

With combat systems that work together beautifully, a fleshed out game world, enthralling character writing, a gorgeous art style and a killer soundtrack, Laika: Aged Through Blood exceeded all expectations I had for it (and I was pretty pumped for this). Some criticism will be (and has been) levelled at its difficulty but I found the quick restart combined with the amount of tools you have at your disposal meant that it was easy to try new things and eventually succeed. I had a blast and it's quickly become one of my favourite games. If you've ever enjoyed a challenge in video games and a good handle on game controls, I'd recommend at least trying out the demo and seeing how much you like it, because this is a banger.

There is a lot of potential here. It feels great so far - movement is a little weird but I'm assuming I'll get used to it, and shooting feels better than it did in GO. As it stands, though, CS2 only has basic content (even this couldn't escape the main issue plaguing multiplayer game launches) and their method of stopping the playerbase from going back to GO means that it is currently impossible to access CSGO's rich history of custom maps. I'm assuming that this is temporary - as well as CS2's current lack of a workshop to share maps and UI to play them - but even then, it sucks that they're inaccessible and might be for a long time. It also looks like achievements in CSGO were wiped, which is a bit of a bummer.
CS2 will likely be a great (maybe even the best) addition to the Counter-Strike series. In the meantime, we have to wait.

Bomb Rush Cyberfunk is everything I thought it was going to be, from its great aspects to its flaws.
The way it looks and the way it controls are perfect and exactly what anyone could have expected going into this. The soundtrack was put together by people with very good taste and is extremely danceable - what you want in a game where you can make your character dance whenever you want. The missions are a little formulaic but they don't keep you in the same area for too long which I think staves off the tedium. Everything is also pretty easy aside from some post-game content, but I think that plays into BRC's favour since it's another element that ensures that the game doesn't get tedious.
The only element I think could definitely have been improved is the writing department. I did enjoy the broader plot and its tendency to get weird, but despite some distinct and memorable character designs, the characters don't feel particularly distinct or well characterised. They have attitude (good!), but no depth (not so good!).
Ultimately, BRC is a game with lots of style, is a little thin in the gameplay department while still giving you enough to have plenty of fun, and a little thin in the writing department while still keeping you interested. That's a great game, right? I'm describing a great game. It's an instant favourite for me.

First of all, do NOT play this game without playing the original. You won't have any idea what's going on. It's extremely cheap right now or you may have gotten it in a Bundle somewhere, just play it.

It has to be said that this game has a lot of the same pitfalls as the first one. Moving around is still a little tedious and standing around flicking through frequencies is sadly still present (I hoped that they would add a bit of puzzling to allow me to figure out the frequencies faster but no dice). I don't think they matched the atmosphere of the first game either, I found the horror a lot less compelling since we got a pretty good idea of how it worked in the first game. But even with that, I still loved my time here.
Dialogue is the main highlight of any Night School game, and they've made it so you don't have to be worried about cutting much of it off this time around (in the English version, at least). That problem was rife in Oxenfree 1 and Afterparty, although I will say that the dialogue in this is a lot less witty and a lot more... grounded in the characters' problems than those two games. It's here where they've made their major strides. The main characters of Night School games keep getting older, and the two fully fledged adults at the helm in Oxenfree 2 had character writing that resonated with me a lot as someone also going through that stage of life. The writing is a lot more grown up this time, and I found that it made up for the less scary atmosphere.
Oxenfree 2 certainly treads a lot of the same water as the original, and while it doesn't hit the mark in some aspects, improvements elsewhere made this a worthwhile play for me.

A very short, wonderfully written game about death. It's a shame we didn't see more expressive character art in the game. Charlie's design in the promo material is great and I wish we could've seen more of that and the other main characters, but I guess all indie titles have their limits.

This is a really solid effort for one developer, two artists and a musician! The characters feel a little archetypal but the romantic scenes were very sweet, and I did like the undercurrent of wrongness sprinkled in here and there. Some group scenes feel like they're going through the motions but I appreciate that it was a very fast paced VN, none of those scenes lasted for very long and I liked that a lot of them referred to events from the previous day instead of each event being separate. On the technical side, this desperately could've used some scene transitions and music transitions too. The bad trumpet playing at the start of the game was funny but I mostly didn't really enjoy the music too much either. But in the end, it's a free game from a tiny team. I enjoyed my time here and that is all I could ask for.

Part of me can't believe that it's gone for good. Blaseball hasn't been particularly present in my life for close to two years now, but until today there was at least a chance of it coming back in some form. Some of my favourite moments in gaming happened in this silly baseball simulator and we won't get that chance again, and no-one will ever experience those highs like we all did. For all its flaws, there aren't many games that have brought a community together so thoroughly and meaningfully. But alas, it was a relic of 2020-21 lockdowns and there it shall stay.

Planet of Lana is an extremely easy puzzle platformer with a gorgeous art style. The setting looks to provide what the difficulty does not but it seems... simplistic and the faceless robot enemies are pretty bland. I don't have the drive to finish this one. The trailers show that there are new environments and story beats later on that may be more enjoyable but it feels like a timewaster. If you're a fan of the small-child-scary-world-2D-puzzle-platformer genre or cute cat-blobs then you might feel more engaged than I was.

Hey, you! You had a childhood, right? I don't imagine many users of this website are still in their childhood, so I'll assume your answer is yes. Despite the appearances of this game, this one is more for you then those little guys. Sure, I'm sure children will still enjoy this game - maybe quite a lot - but they'll miss the melancholy running beneath the surface that everyone older will sense.

Play Lil Gator Game. This is an unconditional recommendation.

Road 96: Mile 0 is actually a pretty fun expansion on the first game. We got plenty of backstory that wasn't in the original game, and I think it definitely enhances the Road 96 experience with a nice tale. However, there are some pretty glaring flaws, both to do with the story and otherwise.

The runner minigames are very silly, but it's clear they had a vision for them so I'm willing to discount their silliness despite everything, and it is short break from the constant exposition. However, some of the hitboxes in the runner sections are pretty inaccurate so you have to give everything a wide berth and that's not always possible. Sometimes you have to keep going until you figure out where the hitbox really is through trial and error. Frustrating.

And while I mentioned how much I did enjoy the plot, I had to overlook some things. For starters, the moral choice system undermined the story. What's the point on including one if the character you're controlling will contradict your actions during the cutscenes? I would've preferred it if they just railroaded me a bit more, so they could tell the story they wanted to tell instead of giving me the freedom to contradict the plot. My other real gripe is that the climax is very goofy and sucked all of the emotional tension out of the moment.

Otherwise, I enjoyed this. You may miss the road trip vibes of the original if you were a fan, but I think the fun exposition will make up for it. And Colton. I actually ended up liking that little ratbag in the end and I hate myself for it.