The world's history and language are very intriguing to discover and decipher. On the other hand, there's many annoying bugs and design shortcomings that dampen the experience. Worst of these: you can accidentally end the game before coming close to feeling finished, with no way to opt-out or reload a save.

Meat Boy eventually feels pretty great to control, but I’m not a fan of any of the homing obstacles in the later levels. Being precise and speedy feels best when you’re reacting to things.

Many of the scenes feel emotionally powerful despite not conveying anything complex. I think that's a testament to Lucas Pope's strength as a director, and it holds the experience together for me.

The challenge of communicating with your friends effectively and planning things out on the go is exciting; no other co-op game I’ve played is as intuitive. Like most games though, matchmaking is a rough time.

It's neat revolving an entire game around a very simple skill. Though the obstacles and Bennett Foddy's monologue are obtuse, the attachment I felt within its short runtime was genuinely nice.

The ghosts extended deep within American soil reach out, as we descend in search of a destination at the heart of it all. This game is their medium.

2019

A narrowly focused cyberpunk story actually interested in exploring the nuances of increased reliance on technology, while acknowledging the exploitation and apologism they provide for the corporate icons already deeply rooted in our societies. How can we provide the benefits of the former without accounting for the latter?