This is a cozy game, actually. It's not as horny as the EGM features would have you believe - it's actually a pretty fun vacation simulator with some casino games, some volleyball, and some light dating-sim elements. I truly believe that the structure of this game could be expanded upon to be something great, and maybe the sequels get there! Everything is pretty shallow though, and the only real "goal" besides chilling out is collecting a bunch of trinkets in the game. Still, it was a fun couple hours to spend on a virtual tropical island and have some light fun.

Quake 2's base mechanics served as a scaffolding for this - a set of fun, smart, modern levels with themes, escalating tension, incredible level design, and great environment art. Something of this scope can only be achieved in the modern era by looking backwards to what made games like Half-Life 2 and the modern Dooms great. The only thing holding it back is Quake 2's gunplay and spongy enemies, but Call of the Machine easily earns a place at the top of the great modern boomer shooter campaigns. Easy to recommend over the base Quake 2 campaign.

While the moment-to-moment gameplay of Quake 2 is fun, the vast majority of your time is spent trudging through endless rusty-brown techno-hallways which blur together. The arsenal is good, the enemies are good, but the whole thing feels like a milkshake that you ordered one size larger than you wanted. Decently fun, an important historical game, but nowhere near anything that's a must-play.

A boomer shooter with some fun movement and a cool look but not much else going on. It's short which is great, but doesn't really ever rise above feeling like a student project. A free 40-minute long shooter is hard to be mad about though. Hope the developer goes on to make some more full-fledged projects!

A cute, charming little point-and-click adventure that had several laugh out loud moments during its short runtime. I think the game suffered a little bit too much from "adventure game logic" moments, or maybe my brain isn't quite programmed to think in that way, but I'll remember the laffs from this one, not the frustrations.

Not sure why this one wasn't grabbing me. Gave it almost 3 hrs, and while everything is meticulously well-designed, it's just lacking some sort of secret sauce that makes me want to keep playing. Maybe someday I'll come revisit it.

A nice art style and interesting setting for a creepy ghost story with a few spooky moments, this game is a prequel of some sort for a bigger upcoming game. I can't really say that I am too interested in what comes next though, just not my kind of thing.

A really great experiment on something I've wondered about for a long time - can you squeeze a JRPG experience into just a couple of hours? Felvidek offers incredible art, music, and atmosphere on top of answering that question with an emphatic "yes". The medieval historical setting, humor, and weirdness blend to create a really special game that straddles the line between formulaic and experimental. Only the trappings of its engine truly hold it back, but if RPG Maker is the canvas the creators chose, I have nothing but respect for the awesome work that they made with it.

An extremely crunchy tactics game that doesn't quite stick the landing. The game has all of the gorgeous art and character design you would expect from a Vanillaware project, and the 2D animation and style is incredible. The tactics remain fun for most of the game's runtime, but where the game falls flat is with the story. Despite some decent character writing, the story feels like it was written for about a 5th-grade reading level, which makes this game shrink in comparison to other tactics titles like Tactics Ogre. No character has any conviction that is stronger than losing a fight, and the fact that you can recruit everyone means that there's essentially no reason to ever not spare a vanquished enemy. I started skipping some cutscenes towards the end of the game, and I feel incredibly confident in that decision. Despire the story being a dull mess, programming your units and getting an overpowered party is pretty fun, although the battles become extremely rote in the last quarter of the game. I am glad I played and finished it, but I'm a little disappointed that the game didn't turn out to be quite the banger I thought it would shape up to be.

2022

A gorgeous mini-documentary full of atmosphere, I love the multifaceted look at this river in Argentina, what it means scientifically, culturally, end ecologically. Nice and brief with a series of great messages - rivers are the bloodstream of the human existence.

A decent enough character-action game, evoking some of the fun of Sekiro in terms of gameplay and encounter design. The main character is sassy and fun, and the game is frequently beautiful to look at. It's just long enough for how deep the systems are (about 2-3 hrs for me), and is a quick romp through some fun fights. The last couple encounters kinda suck, but other than that its a competent action game.

How did they do it? The only deckbuilding roguelike good enough to hang with Slay the Spire and Monster Train as jewels in the Crown of Card Games. This shit is Poker 2. An ingeniously fun computer to tinker with, manufacture high scores, optimize, streamline, curse, and cheer at. I am going to be picking away at this one for a long, long time. Absolutely fabulous design.

Roboquest is all of the fun of running Destiny dungeons with some extra roguelite layers on top. The core movement and shooting feels dialed-in expertly, but the run variety just isn't there for me at the moment, and it seems like quite the grind to unlock the meta-currencies required to upgrade runs to a more consistent level. Decently fun but I am going to wait for a few updates to add some variety before I return. Would love to try co-op!

Bannerlord is ever so slightly more than the sum of its parts - clunky inventory management, Chivalry-adjacent combat, and a dynamic open map combine to make something pretty special. I can't overlook the shortcomings in each element of the whole game, but the potential for emergent storytelling seems there. Almost 40 hrs in and I haven't even completed a campaign, I feel like the core loop of the game wears a little thin after this long. Still, I had fun with the time I spent with it, but I am not sure I want to keep scraping to find more to love.

Anything cool about this game is drowned out by boring combat, dreadful stability and performance, and GTA cookie-cutter missions. I abandoned this one after too many crashes. It's heartbreaking to see CDPR go from making the Witcher 3 to this soulless, tepid, uninteresting, bland mess. For every interesting character moment or quest conceit, there's too much driving with WASD and combat that feels worse than Call of Duty 4 did 15 years ago.