Everhood is all over the place. The music, core rhythm gameplay, and art direction, while all derivative of Undertale to some extent, are universally fantastic.

With those praises said, this game has the most incoherent story I've ever seen in a game. It's such utter, confused, bizarre nonsense that it's almost admirable how surreal and dreamlike each random, non-sequitur plot twist feels.

Must be seen to be believed, and once you're through, I don't think you'll regret your time.

1993

This game is so much better than I remember! I do wish you could talk to these monsters tho

I want shorter games with worse graphics made by people paid more to work less and I'm not kidding

This game goes hard, headcannoning a Benoit Blanc voice for frog

It’s good. I understand it might not click for everyone as it's very heavy, but it worked for me. I left feeling like I had witnessed an echo of the creator’s true emotions.

I hope their experience making it was cathartic.

2022

As a fighting game dilettante, competitive smash enjoyer, and Sekiro: Shadows Die Twice superfan, I came into Sifu with a lot of preconceptions about what kind of game I wanted it to be. I was left disappointed with what I found.

First of all, Sifu is a genuinely beautiful love letter to Chinese martial arts cinema. The smart application of film grain and some excellent choices in each level’s color/visual design really help make up for the threadbare story.

My biggest issue is with the combat. There are several core mechanical decisions that I just don’t agree with: parrying strong attacks, regardless of your timing, will always do damage to your posture bar. Strong attacks must be dodged, but dodges don’t inherently lead to an opening, a successful dodge instead recovers posture and builds “focus”, a resource which serves as a super meter. This is a fine, albeit complex, foundation to build a game with (sekiro, for instance, only asked the player to attack, parry, and on some heavily telegraphed attacks, counter or jump), but the game further adds directional dodges and a high/low/mid/overhead system that is VERY under-explained. You can always dash back or to the side to disengage from a strong attack, but doing so usually forfeits your chance to punish with a meaningful combo. It’s almost tragic, this is an absolutely fatal flaw — this game is entirely a long corridor of combat encounters interspersed with boss fights. A solution to all this combat complexity could be to simply get good, and the game provides a fairly competent training mode your house/hub level, but since the whole game is only five levels long and most heavy attacks (these are the glowing strikes that force you to engage with the directional dodge system or dash back defensively) are fast enough to feel practically unreactable, I satisfied myself with just learning the combo counterplay I had to for boss fights, and just eating the overheads dished out by regular goons.
I genuinely really enjoyed all the boss fights (except for the museum boss’s first phase, which heavily incentivized non-interaction), so I’m sure I would have had more fun if I was playing the game correctly!!!

So Sifu didn’t meet my expectations, but I can’t shake the feeling that that’s on me — rather than the game not fulfilling its own vision. But even with my personal biases aside, I, heartbreakingly, can’t recommend this kung fu fantasy.

An inspired mystery/walking sim. The game is so, so clever for 98% of its runtime, but (in my opinion) the final chapter is an awkward misstep that doesn’t satisfyingly wrap up the remaining plot threads.

One of the most intimidating games I've ever played. More in common with competitive fighting games than a 'regular' FPS. It badly needs a compelling single-player mode to introduce its systems over a longer period of time.

Lightning strikes twice with TotK, a incredible sequel charged with the impossible task of following up Breath of the Wild… story still sucks tho

The "ride the coasters!" gimmick was so important to me as a kid. I would strap myself into my dad's office chair and launch myself down tracks like a virtual hot wheels car... gooooood times

The last chapter does May so dirty!!! I love to pressure my wife into uncomfortable situations despite her desperate begging

Art is awesome and the narrative is unique. Sucks that one of the core devs was an awful person, the team made something really special.

It’s obvious that this game was built with reverence, respect, and unremitting love for the Sonic community. Regrettably — and this was my first game in the classic Sonic style — I never clicked with it. I thought the levels were overdense and the bosses were finicky. The music, at least, was a total blast.

I wish this game subverted its formula. The core loop of rhythm matching and first-person action is extremely polished, but not much changes between levels — excluding the admittedly diverse weapon unlocks.
Songs in unfamiliar time signatures or dynamic tracks that change based on environmental conditions would easily make this an all-time great action game.

Also the story and animations are kinda rough but who cares; what’s good here is great.

Celeste is a difficult, demanding game, but at every step, the game is cheering you on. Each aspect of the game is polished to a sparkling sheen: platforming mechanics are smooth and responsive, the overarching narrative feels simultaneously personal and symbolic, and the art direction is simple but consistently emotional. A perfect game, to me, is something I can recommend to everyone. Celeste is exactly that.