Even as someone who, until recently, was never really interested in walking simulators and their narrative-centric design, I was always well aware of the impact of Firewatch on its genre and the medium as a whole. Would it hold up to the high praise following it?

Pros:
+ gorgeous setting with incredible vistas
+ a smart variation on the tropes of the genre
+ incredible, true-to-life voice acting
+ dialogue system always feel natural and organic...
+ ...and reacts to player actions in surprising ways
+ map and compass system are well-implemented
+ the easter eggs and references to other games are sweet
+ the narrative takes wide, daring swings...

Cons:
- ...but misses more often than not
- technical performance is lacking and buggy, incl. a soft lock
- running has to be re-toggled every few seconds
- object interaction is pointless
- time limits for chosing answers are too short
- the initial multiple choice chapter seems perfunctory
- central metaphors of the narrative are heavy-handed
- story reveals arrive too late and seem arbitrary
- the ending feels abridged and unsure of itself

Playtime: Roughly 4,5 hours.

Blagic Moment: Finding something tragic in the last third and realizing that the main storyline connecting the two main characters is actually a Trojan Horse.

Verdict:
Regrettably, after finally playing through the game, I cannot help but feel like this is wonderfully presented but ultimately hollow narrative that never really knows what kind of story it wants to tell, directionlessly meandering between different character arcs without ever completing them. Neither Henry nor Delilah ever really change throughout their journeys, and the interactivity and choices the game offers in the beginning never amount to a coherent whole, including a severe lack of player-specific endings.

I was highly disappointed in Firewatch, especially coming off Gone Home and its more simplistic but much more effective approach to telling its heartfelt story. Therefore, I cannot recommend it and did not much enjoy it, but I am aware that I am pretty alone with this opinion.

What started as an entry into the venerable Ludum Dare contest turned into a nice and sweet, if somewhat slight manifestation of the idea of playing through the history of a genre in a single game.

Pros:
+ cute central idea that pays tribute to the RPG genre
+ chests serving more gameplay options is a good idea
+ controls and action sequences in 2D work well enough
+ music and sound effects feature classic 2D RPG styles
+ the card game is fun (and stolen from FF8)

Cons:
- the 3D gameplay is rough and unpolished
- collectibles do not serve any function
- the plot is as barebones as they come
- the final boss is terrible and badly designed

Playtime: 2 hours, with only a few collectibles acquired. Played as part of the Evoland Legendary Edition.

Magic Moments: The first change in perspective. Playing the card game and recognizing it from somewhere.

Verdict:
Even though the final 3D gameplay falls short compared to the early sequences, Evoland is clearly a labour of love. As part of the Legendary Edition, this is a recommended for fans of the modern RPG. However, players that are not interested in the history of the genre and do not care about reliving it in a quick play session can safely skip this.

After playing the first Blasphemous and ending up disappointed and frustrated by it, I was cautiously interested in this sequel. Would it improve on the weird difficulty spikes, issues with the platforming, and general lack of polish that plagued the original?

Pros:
+ graphical presentation is of the highest order
+ some screens rival Italian Renaissance chiaroscuro paintings
+ character and enemy designs are wonderfully weird and uncanny
+ combat options are varied and satisfying
+ boss fights are not the usual skill ceilings
+ weapons double as key items for progress
+ bead and statue systems allow for plenty of customization
+ soul system from souls-likes has been smartly changed up
+ one particular bead makes finding secrets easier
+ music has a fittingly grandiose style and quality
+ a lot of secrets to uncover...

Cons:
- ...but the number of collectibles is daunting
- the mace is OP and makes the other weapons obsolete
- boss introductions and dialogue cannot be skipped
- the verbose and obscurantist writing style is just so worn out
- quest item descriptions are rarely helpful in solving the quests
- important movement upgrades are found relatively late in the game
- little enemy variety and a lot of repeats from the first game
- some parts of the map are too hard to find

Playtime: 19 hours, 99% of the map uncovered, most but not all collectibles found.

Magic Moments: Finding one of the starting weapons in the dungeon and realizing how the game is structured. Entering shops and quest rooms and marveling at their incredibly detailed designs. Seeing a giant men feed a baby.

Verdict:
My opinion shortly after finishing the game could not be more clear: The fine people at Team17 have created a tight, polished Metroidvania that improves on the original in almost every way. The combat is more varied and tighter than ever before, the graphical presentation is frequently awe-inspiring, and the various collectables, although a bit too high in number, allow for lots of experimentation and varied personal playstyles. The newcomer-friendly difficulty is a most welcome change as well and shows that bosses do not have to serve as frustrating skill tests to be enjoyable.

In combination, Blasphemous 2 is a must play for fans of the original and a certain recommendation for anyone else.
Play it, Penant One, and a atone for your sins.

Pros:
+ fitting, clean art style
+ animations are fluid and stylish
+ camera never gets in the way of the action
+ enemies are easily distinguishable and color-coded
+ high level of enemy variety that demand a lot of attention
+ decks are balanced and offer wildly different approaches
+ shops offer a lot of options to improve your deck
+ most missions offer secondary objectives
+ the final level is smartly designed...

Cons:
- but also frustratingly difficult
- difficulty options are very unbalanced
- repeating missions or a turn is limited to only the easiest difficulties
- extra minion enemies can spawn indefinitely
- Bar Tender enemies in particular are far too tough
- runs always feel the same and take place in the same few rooms
- little variety between level architecture and level objectives
- some objectives like getting a suitcase are practically impossible
- card draws are not actually randomized but pre-rolled
- events are too rare and can make or break a run
- story is pratically non-existant

Playtime: 23 hours, four out of six decks unlocked, one playthrough on Classic Plus difficulty finished.

Magic Moment: Coming up with a distinct strategy that pushes an enemy off the screen for the first time.
Blagic Moment: Restarting a fight and realizing that the deck is literally pre-rolled and stacked against you.

Best Deck: Counter Deck. Hitting with counter attacks twice in a row is very satisfying
Best Card: Wall Jump Punch. Combine it with Steel Self to kill everything in one hit.

Verdict:
Fights in Tight Spaces is a good game that could have been great. With more variety in the level designs and objectives, more fluid difficulty options that let players decide if they want to repeat turns or entire missions, and a more involving story, this could have been a modern classic. While the distinguishing features like the smartly designed action, memorable art style, and heaps of combat options cannot be understated, Fights in Tight Spaces does not offer enough to really stand out in the deluge of contemporary roguelites.

Take a look at the demo to see if it's enough to hook you. Everyone else should probably skip this.

Pros:
+ a tight, consciously designed experience
+ architecture feels eldritch and otherworldy
+ sceneries display incredible light/shadow design
+ environmental puzzles are varied and smartly designed
+ movement and animation systems are highly complex
+ sound design is one for the ages
+ ending sequence is a truely memorable WTF moment

Cons:
- how to progress is sometimes not obvious
- some cheap deaths cannot be avoided
- the story could have used a more definitive ending
- some of the plot elements do not seem to add up with the ending

Playtime: 2,5 hours with the standard ending and some hidden artifacts found.

Magic Moment: The final stretch and realizing how much work it must have taken to build that singular physics engine.

Verdict:
I have no idea what they put in the water at Playdate studios, but somehow, the managed to make lightning strike twice. After Limbo, which was a tightly constructed game in its own right, Inside doubles down on all the strengths of its predecessor: it combines the fluidity and simplicity of a 2D puzzle game with an assured audio-visual presentation of the highest order and offers it in the form of a tigh package that never overstays its welcome and surprises and vows at every new turn.

Even though one playthrough will be enough for most including me, one playthrough of Inside is mandatory for ever fan of the medium.

Pros:
+ art design and visual style is one of the best ever created
+ incredibly realized, fully believable open world
+ size of the world has more than doubled from BOTW
+ movement through the world is a spectacle
+ important upgrades like the warp item are available early on
+ technical performance is mostly fine
+ untold amounts of things to do and secrets to discover
+ addition of caves noticeably enriches the game world
+ new abilities add a lot of new actions to the gameplay
+ ultra hand is an engineering marvel that works without issues
+ fuse system is easy to use and adds heaps of complexity to the combat
+ ascend mechanic is a helpful addition and just works
+ physics and chemistry systems have been much improved over BOTW
+ cooking system has been improved and many new modifiers affect the gameplay
+ Sages and their abilities are well-implemented and tied to the gameplay
+ Zelda's arc and plot revelations are highlights of the series
+ quests are more complex and varied compared to BOTW
+ story is better constructed and carries a greater urgency than in BOTW
+ Purrah is the best bae

Cons:
- controls are cluttered and take a lot of time to get used to
- ultra hand in particular feels cumbersome to use
- general game progression is copied from BOTW
- the depths are too empty and mostly disconnected from the overworld
- most shrines are too simple and too many are completely empty
- item management is time-consuming and needs more sorting options
- attaching items to arrows cannot be automated
- silver enemy variants are tedious damage sponges
- fights in the later game are zero-sum-games
- rewards for the bigger fetch quests are disappointing
- fuse system makes searching for treasure chests mostly obsolete
- shop prices are exceedingly high and rupees are tough to come by
- sensor is still difficult to handle
- musical direction is still great but mostly copies that of BOTW
- US dub is pretty rough (you should chose the Japanese voices instead)
- no accessability options
- final fight feels underwhelming compared to the size of the game

Playtime: 220 hours, 72% of in-game progress. Almost all quests finished, all armor acquired, all Bubbul gems acquired, all Sage's will acquired, all shrines and roots activated, 330 Korok seeds found.

Magic Moments: Entering the depths for the first time. Building a working flying machine and finding out I could control it. Entering the Korok forest again. Understanding the fuse system and using it to solve puzzles. The first finished Gleeok fight. Most importantly, finding out what happened to Zelda.

Best Shrine: Orochium Shrine (Courage to Fall).
Worst Shrine: Timawak Shrine (Against the Flow).

Verdict:
Nintendo have done it again: Tears of the Kingdom improves on Breath of the Wild in almost every possible way, offering a bigger, more exciting world, more secrets to discover, and a more engaging narrative to experience over the course of dozens, if not hundreds of hours of playtime. While the fresh gameplay options offer new, never seen possibilities to interact with the surprisingly large but beautiful game world, its quests, and puzzles, the ultra hand system in particular is a technical marvel that invites players' creativity in more ways than quite possibly any other game ever created. Even though the game is not flawless and issues like the cumbersome controls and item management, simple and short shrines, barren depths, and reused main quest structure should not remain unmentioned, the practically endless amount of incredible design decisions and memorable moments that Hidemaro Fujibayashi, Eiji Aonuma and their team at Nintendo have created here is nothing short of spectacular.

It is almost unthinkable where else the series could even go in the future after a game this fully realized, and I certainly do not envy the Zelda team's responsibility to create a rival to Tears of the Kingdom. But even if this is the actual endpoint for the series in terms of scope and scale for the time being, we should be thankful and glad Nintendo took a chance on one of its most beloved franchises and created this duology for us to experience. What a time to be alive.

Pros:
+ unique 1-bit visuals ooze style
+ central deduction mechanic is singular in the medium
+ the murder mystery hooks you from the first minute
+ death memories are incredibly designed and full of details
+ the game tells a fully realized story in a handful of static scenes
+ supernatural elements add a lot of intrigue to the story
+ faces slowly appearing on the sketch serves as a smart guidance system
+ the three-correct-solutions design is a great idea
+ the guidance book is well-designed and mostly quick to use
+ clues can be gathered in many different ways and places
+ some murder scenes accept various causes of deaths
+ incredible sound design and voice acting
+ the game can be finished with any number of correct solutions
+ the soundtrack is tailored to each chapter and serves secret hints...

Cons:
- ...but is far too blarring for my taste and cannot be volume adjusted
- no in-game system to record clues and possible connections
- memories play out twice for no apparent reason
- ghost animations after a death memory cannot be skipped
- memories cannot be played from the book
- not all causes of death are identifiable without some guess work
- some victims' memories can only be identified via other death sequences
- not all people can be identified in a given memory if they are too far away
- the final chapter is a letdown and reveals nothing interesting

Playtime: 11,5 hours with the entire book filled. A few solutions were lucky guesses.

Magic Moments: Realizing for the first time that there are supernatural elements to the story. Finally identifying that one guy with the beanie hat who is in practically every memory. Guessing corectly which place some of the crew disappeared to on my first attempt.

Most Difficult Deduction: The name and fate of the circus strong man.

Verdict:
Return of the Obra Dinn is nothing short of a masterpiece. Lucas Pope careful, precise creation of not one but 60 murder mysteries is simply incredible, and there are enough smart design ideas here to fill at least three other games. While the journey across and below the ship to each corpse and their death memories can get a bit tiresome over the course of a playthrough, the audio-visual style more than enough for it with a unique look that oozes style. It is save to say that Obra Dinn will feel just as fresh and exciting in the future as it did on its initial release all thanks to its daring but detailed art direction, even if the story of its crew and their often violent demise can only properly be experienced once due to the nature of the game.

One complete journey on the Obra Dinn however should be absolutely mandatory for any fan of deduction games, Sudoku riddles, or players interested in the dangers of maritime life in the 19th century. You will not regret it.

Pro:
+ unique dice system with puzzle and strategic elements
+ addictive gameplay loop that is easy to learn but hard to master
+ chance effects are smartly obfuscated
+ every character offers a different playstyle
+ large variety of usable equipment
+ enemies are challenging and use their dice efficiently
+ enemies have elemental weaknesses and strengths
+ dice element effects are surprisingly complex
+ limit breaks offer tactical choices
+ save scamming is possible (and I would encourage it)
+ final episode is a smart and fitting end to the game
+ DLC offers even more playstyles and more complex puzzle episodes

Cons:
- a full run can take over an hour on later episodes
- difficulty is generally brutal and one bad fight can end a run
- some episodes require long-form planning and a lot of luck
- randomness inherent in dice games can become frustrating
- lack of meta-upgrades is a questionable design decision
- UI is confusing and dice tend to cover the play area
- visual style is flatout ugly
- enemy design is terrible and most are carricatures (gay wizard? smartphone witch?)
- sound design is equally awful
- writing is forgettable and dialogue cannot be skipped
- shop item costs are randomized for no reason
- not all relevant information is available during fights: no exp level etc.
- pause button does not actually pause the game
- you never get to win the car!

Playtime: 73 hours with all episodes, all hardmode levels plus all DLC episodes finished and 90 percent of achievements acquired.

Magic Moment: Showing the game to my partner for the first time and them falling in love with it much more than I did. My partner did not even want me to uninstall it after we finished it.

Favourite character: The thief. Feels very different to play and stealing items is fun.
Worst episode: Episode four of the inventor. Finishing it is an excercise in futility.

Verdict:
I am fully aware that one's taste for the aesthetics of a game are highly personal, but I have to come right out and say it: Dicey Dungeons is an ugly game with an ugly presentation that is best played with the sound of and a trigger finger on the button whenever characters start talking. With that in mind, the underlying combat mechanics are extremely strong, the different characters feel very differently from each other, and the real sense of progress from one episode to another quickly leads to the infamous loop of "one more run" that will cost you more than just a few hours of sleep.

Play it if like dice games and crave a challenge. Playing through all the episodes and additional DLC challenges is not necessary to enjoy this game and doing so will lead to a lot of frustration, which is mitigated by save scamming and restarting boss fights, which I would highly encourage.

Pros:
+ the roguelike genre is a natural fit for Shovel Knight
+ most of the cast of the original returns in some form
+ look, sound, and feel are familiar to fans of the original game
+ one playthrough is quick and possible without too many meta-upgrades
+ choice between health and item after a stage offers tactical options
+ procedural level design rarely feels artificial
+ stages offer a lot of unique new challenges to overcome
+ many secrets to discover both within and outside of the dungeon

Cons:
- soft time limit feels manufactured and at odds with the exploratory design
- losing items after being hit leads to frequent moments of frustration
- some items are practically useless compared to movement upgrades
- collision and hit detection are wonky in the later stages
- meta-upgrades are exceedingly expensive
- level select signs are unexplained and unclear
- finishing a run is practically impossible without health upgrades
- most characters in town do not serve any function and have nothing to say
- the secret ending is almost impossible to discover on your own

Playtime: 6 hours with one ending discovered and only few additional armor and other upgrades found.

Magic Moment: Discovering that the owl is not what it seems.

Verdict:
A decent if somewhat unremarkable excursion into the roguelike genre for Shovel Knight and the team behind his creation. The soft time limit in the form of a deadly saw that follows you throughout the stage feels unnecessary and artifically inflates the difficulty, while the combat and bosses are fair and mostly fun to fight.

Take a lot at it if you want more Shovel Knight, but do not expect a deep roguelike action game.

2017

Pros:
+ combining Mega Man with roguelike design is a great idea
+ the controls are tight enough
+ pickups are varied and seriously change up the gameplay
+ meta-upgrades significantly reduce the general level of difficulty
+ different characters play very differently
+ boss weapons significantly change up the moment-to-moment gameplay
+ level select after boss fights offers tactical choices
+ boss weakness system is copied from the Mega Man games
+ difficulty of stages and bosses scales naturally over the course of a run

Cons:
- controlling various boss weapons at the same time can get a bit confusing
- proceedural level generation can lead to unfair platforming challenges
- challenge rooms are exceedingly difficult and one-try only
- the action frequently becomes confusing due to effects clutter
- movement and jump upgrades feel necessary for a sucessful run
- the music and sound effects are unremarkable
- the animation style feels a bit off
- the final boss is unique but not that fun to fight

Magic Moment: Finally finishing that challenge room that you attempted a dozen times to find the double jump upgrade.

Playtime: 3,5 hours for one playthrough with the main character on Normal diffculty. 18 hours for all characters with some attempts at the highest difficult.

Verdict:
The aesthetics might be an acquired taste to some, but any fan of classic Mega Man action will find plenty to enjoy here. The roguelike elements fit well into the structure of a 2D action game, and the meta-upgrades are motivating enough to want to got for just another run. And what more can you really ask for in a game like this?

Play it and look forward to the full release of the sequel like me.

Pros:
+ cute pixel art animation and great character design
+ core golf mechanics are simple and easy to learn
+ ace card system adds a lot of gameplay options
+ unlockable abilities are permanent
+ binder system allows ace cards to carry over between runs
+ biomes interact with ace card abilities: fire burns vines etc.
+ maps are hand-crafted and offer various routes to the hole
+ practice course is a fresh idea and always available
+ curse holes are creative and satisfyingly challenging
+ save scamming is possible (and highly encouraged)

Cons:
- extremely high difficulty curve
- mid- and endgame difficulty is just too high to be enjoyable
- roguelike design feels tacked on
- camera cannot be zoomed out during play...
- ...so the ball is always played blindly over the map
- map overview menu is extremely slow and buggy
- map introduction cutscene is useless and shows no viable paths
- teleporter routes are not transparent and amount to gambling
- not every position of the ball can be meaningfully played
- no way to slow down the ball or angle selection in play
- most ace cards are timing-based and too tough to control
- spinning move is helpful but exceedingly tough to control
- shops cannot be re-entered
- buggy on release and still glitchy after the most recent updates
- no post-game content or replayability options

Playtime: 5 hours for one playthrough, with plenty of save scamming during boss fights.

Magic Moment: Using an elemental card for the first time and understanding courses and shrubbery in a new way. Discovering save scamming and realizing that the game works best without the frustration of its tacked on roguelike design.

Blahgic Moments: Using the spinning move to just slightly push the ball over the edge and right into a body of water - many, many times in a row. Playing the ball from an impossible position and not even ace cards offering a viable option.


Verdict:
Cursed to Golf is one of those games that you want to love but you grow to dislike the more you play it. While most other golf games define themselves by the transparency or simplicity of their mechanics, the creators of Cursed to Golf opted to artifically inflate the difficulty with a crippling, close, and ultimately limiting camera perspective that turns actually playing the ball over a course into a needlessly frustrating challenge. While the ace card system allows for plenty of options to move the ball over the handcrafted but randomized courses, the constant lack of information on how to best proceed in any given direction - what teleporter to use and where to end up after using them, what TNT to explode, guessing which path is the quickest in boss fights - is a severe limitation that greatly diminishes the enjoyment of the mechanics.

There is some fun to be had here for bleeding edge fans of golf games and players willing to save scam, but anyone with a low tolerance for frustration and randomness will bounce off of this quickly and should skip this game.

Pros:
+ unique genre mix of horror and fishing game
+ great art style and technical performance
+ very atmospheric night time sceneries
+ fishing QTEs are varied and scale naturally
+ Tetris system for item storage is simple but satisfying
+ most fish have a distinct look and logical locations
+ the encyclopedia is helpful and quick to navigated
+ all main areas offer new biomes and require new strategies
+ clean UI and quick menu navigation
+ good to great writing in the style of H.P. Lovecraft
+ story holds a few genuine surprises
+ incredible ending sequence that does a lot with little
+ thumb stick dead zones can be adjusted in the options
+ a playthrough is quick and without any fluff
+ ship upgrades have a tangible effect on gameplay...


Cons:
- but it never feels like you actually have more room for cargo
- the horror elements have little effect on gameplay
- some enemy attacks cannot be avoided, even with the boost upgrade
- hull damage does not always correspond to the point of impact
- quest descriptions have few hints on their completion
- quest rewards are usually disappointing
- treasure is worthless and not worth the time to dredge them up
- metal scraps are pretty rare and cannot be bought
- no reward for catching all different kinds of fish
- weather effects are well-implemented but have no impact on gameplay
- the final journey feels abreviated and almost comes out of nowhere

Playtime: 13 hours, most quests finished and all endings unlocked.

Magic Moments: Daring the eye in the middle of the night and finding out what lurks beneath the ocean. The ending sequence reveal.


Verdict:
From the low-key but well-implemented horror elements to the satisfying loop of catching and selling fish, Dredg is a great little game that came out of nowhere to me and genuinely surprised me. Even though the setting and Lovecraftian elements could have been pushed a lot further and could have intertwined with the player's journey in a more meaningful way, the core mechanics just work, the presentation is great, and the writing is sharp.

Play it to the end and explore all endings. It's absolutely worth it.

Pros:
+ gameplay offers a genuine innovation
+ detailed art style and cozy atmosphere
+ the game manages to tell a complete story with static pictures
+ architecture of the different living spaces is believable and logical
+ the contents of the removal crates are carefully designed
+ music is sweet and simple
+ the final moments are memorable and heartfelt

Cons:
- the mechanics stay the same for the entire game
- cursor is a bit too slow
- some items are difficult to identify
- the logic of placing items is not always apparent
- graphics lack quality when zoomed in too much
- the achievement system feels a bit misplaced
- you could tidy up your flat and basically have the same experience

Playtime: 5 hours, with roughly half of all collectibles acquired.

Magic Moments: When my girl finally gets a stand for her Ukulele. Moving into a fancy new place and seeing red flags everywhere. The final image.

Verdict:
Unpacking's low-key impact on the gaming scene is no surprise. With the help of a cutesy art style and simple mechanics, the creators manage to tell a meaningful story with ups and downs without ever identifying a main character or outright formulating a story arc, which is a daring and memorable approach to game design that depicts the possibilities of the medium. At the same time, there is no false bottom or hidden feature to be found here: what you see is what you get, and the gameplay loop repeats from the first moment to the last, with frequent moments of questionable logic and repeating situations of issues with the placement of items.

Giving this game a score or recommending is therefore very difficult. It does exactly what the creator's set out to do, but as someone who values mechanics in games, I found myself underwhelmed towards the end. But even if I do not think I will every revisit this and do not consider myself the target audience, there is a specific subset of players that will love this experience, and the creative approach Unpacking exemplifies is certainly memorable.

So play it if you like what you see, but keep your expectations in check.

Pros:
+ a one of a kind genre mix
+ the setting is uncanny and memorable
+ graphical presentation befits the setting and atmosphere
+ horror elements are low-key scary without being blunt
+ the card games are genuinely fun and deeper than expected
+ rogue-lite elements constantly extend the amount of available actions
+ paths along the map allow for situation-specific customization
+ items are truly powerful and can quickly be replaced
+ the antagonist is well-designed and transgressively written
+ soundscapes are unmemorable but fitting
+ gameplay changes depend on choice of platform and online or offline play
+ the amount of unique ideas and secrets to find is staggering
+ the extent of the meta-narrative is genuinely shocking
+ Kacey's Mod is a great post-game addition

Cons:
- interface is generally clunky and sometimes confusing
- even the most basic moves cannot be redone
- the rules of the card games are deliberately obscure
- the deck and remaining lives cannot be viewed during a match
- the luck of the draw is a constant, frustrating companion
- events that add cards to your deck cannot be skipped
- ingame hints are not always transparent
- some boss fights situations are unfair or even unwinnable
- the later parts of the game are not as good as to the beginning
- the ending to the meta-narrative is shocking but disappointing

Playtime: 26 hours. All optional sequences played and bosses fought.

Magic Moments: Exploring the cabin for the first time and uncovering its secrets step by step, all while feeling the coldest shiver all over my spine with each new information. Understanding the meta-narrative for the first time. Playing the final match against a suprprising enemy.

Verdict:
Daniel Mullin's third outing continues on the unique path he has set for himself over the last few years: Inscryption offers a one of a kind, meta-narrative experience with a dense atmosphere, a constant stream of surprises and most of all, fun card game mechanics at its core. The different mechanics over the course of the game are deeper than they appear at first, constantly changing as a result of the rogue-lite design, while the escape room element adds to the meta-narrative storyline that becomes more and more intriguing over time. The antagonists ant twists or the story are well-written and uncanny in their unpredictability, even if sudden changes to the rules and presentation of the game lead to an unsteady flow.

At the same time, the UI is a fickle beast throughout that never really becomes any easier to navigate over the course of a playthrough, both while navigating the card games as well as the escape rooms, and the inability to redo even the most basic moves is a real design flaw that leads to many moments of unnecessary frustration. The decision to withhold information from the player even extends to basic aspects like the amount of remaining lives or cards in a deck during a match, and the unclear rules of the draw does make it seem like some situations in the later game are unfairly stacked against the player.

Still, Inscryption smartly and confidently combines elements from different genres to offer a unique journey to a dark cabin at the end of the world, while dazzling and entertaining in equal measure. Don't read anymore about it, just go and play it.

Pros:
+ a fitting sequel that is on par with its predecessor
+ graphical quality and lightning effects have improved
+ the sound design fits the action
+ the difficulty is surprisingly demanding
+ combat feels meaty and responsive
+ some items can be upgraded
+ puzzles are unique and mostly quick to solve
+ the world is large and full of secrets
+ items don't disappear after a while
+ the meta-narrative has been slightly expanded upon
+ the characters are cute and engaging
+ more sequences of interactive storytelling
+ restarting a save game gives a short recap of the current objective
+ you can ride a pig

Cons:
- game speed has been greatly reduced compared to the first game
- movement speed is far too low for the design of the action
- number of collectibles is too high
- most chests only yield gold
- gold is useless after a certain point
- using the guitar item takes far too long
- item finder song is barely useful
- no map markers available to use
- map itself is of extremely low visual quality
- most NPCs have nothing to say
- final dungeon is too short and final boss and requires simple button mashing
- no post game content

Playtime: 12 hours. Entire map explored, roughly 60% of collectibles acquired.

Magic Moments: Finding a certain weapon in a lake and recognizing it as a sly Zelda reference. Chosing which mini boss to fight at various moments.

Verdict:
A competent successor to Blossom Tales that expands upon the original without innovating to any meaningful degree. The look and feel are still satisfying, the combat is snappy, and the exploration of the sizable world map is incremental but offers plenty of challenges and secrets. The meta-narrative aspects, which allow you to chose between different enemy options or quest rewards at various moments, have been expanded upon and give the game a unique identity beyond its existence as a faithful Zelda homage. However, most rewards for these challenges are disappointing, as the economy of the world is not set up to offer any meaningful commodities beyond the obvious upgrades, and the noticeable decrease in overall game speed makes the experience much more sluggish than the first game.

The final dungeon and boss are equally disappointing and end the game on a weird Star Wars cliché and a boring final fight that can be brute forced in seconds with a bit of preparation. Still, this sequel will be catnip for any fan of the original game and can be recommended to fans of 2D Zeldas without hesitation.

Play it if you liked the first one, but one quick playthrough is enough.