Pros:
+ the look and general design are absolutely unique
+ the dungeon is huge and more complex than it seems at first
+ ability system is intriguing and affects every element of the game
+ exploration is a constant tug and pull between danger and reward
+ treasures are rare but incredibly useful
+ enemy locations are randomized
+ descend and ascend abilities are fun and can break the game
+ losing all party members does not lead to a complete game over
+ walking speed can be quickly adjusted

Cons:
- the general visual style, animations, and overall presentation are amateurish
- the game loop repeats without change from the first floor to the last
- playtime averages over 30 hours and feels artificially inflated
- exploring each floor in full is necessary but boring and time-consuming
- event numbers on the board seem to follow no discernible logic
- the number of useful abilities far outweighs the available slots
- user interface is ugly and badly designed
- combat mechanics are shallow and tedious
- characters have no personality and cannot be customized
- equipment cannot be changed mid-combat
- party strength is highly dependent on random enemy drops
- there is no no narrative beyond the barebones title card
- random number weapons turn fights into dice throwing competitions
- shop inventory is linked to party levels instead of floor progress
- music mostly consists of lazy versions of classical pieces
- hard rock combat theme in particular gets annoying fast
- even with the upgrade, the perspective is limiting and cannot be zoomed
- wanderer compass ability is necessary but frustrating to use
- losing and retrieving a party is terribly annoying
- a wandering, lost party is practically impossible to find
- optional characters can break the entire game
- enemies and traps can put you deeply into debt without warning


Playtime: Abandoned after 12 hours, with most floors uncovered, most characters collected and 46,000 tiles explored. Final boss found and fought but not beaten. -20,000 coins in debt because ... why not?

Blagic Moments: Using a weapon with randomized damage output for the first time and realizing that the damage number is indeed completely randomized, turning battles into endless dice throws. Losing a battle and having to retrieve it with level 1 characters for no apparent reason at all. Stepping on a trap that you have never seen before and going into debt for the rest of the game.

Magic Moment: Finally turning off the terrible sound to enjoy the game a tiny bit more.


Verdict:
Dungeon Encounters portrays itself as a modern take on classical RPG virtues that distills genre tropes down to the bare necessities, opting to focus on the strength of its the mechanics over the contemporary rat race of higher and higher production values. However, only a few hours in, the issue with this unique approach quickly becomes apparent: Exploring the same, grid-based maps over and over again gets grating fast, and the combat quickly amounts to little more than two spread sheets throwing dice with thousands of sides at each other.

Losing or winning a fight more often than not amounts to pure luck after the first third of the game, and certain enemy constellation can quickly lead to a party wipe even after copious amounts of grinding. One lost fight makes it necessary to retrieve the party with level 1 characters that can be lost even more quickly on the same boring maps. This combination of tedious exploration and unfair combat situations is the core design that the entire game is built around: by floor 20 or so, you will have spent hours repeating the same few actions without much of a reason to repeat them for 80 more floors due to the lack of a narrative or any other engaging elements. With this severe lack of dramatic heft, the game reveals itself to be a wholly superfluous time sink that offers nothing but hundreds of confrontations of still pictures, until the credits finally roll.

Skip this game if you value your time and play one of the classic progenitors of the genre instead if you value mechanics over presentation.

Pros:
+ PS1 era graphic style is distinctive
+ impressive backgrounds and partical effects
+ guard mechanic is a unique selling point that just works
+ boss fights are creative and frequently surprising
+ the missions never outstay their welcome
+ levels have frequent checkpoints
+ story can be quickly skipped
+ movement speed can be adjusted mid-game
+ option to disable collision damage with floors and ceilings
+ large amount of customization options
+ ships can be customized mid-mission...

Cons:
- ...but most weapons feel alike
- attacking backwards is only possible with certain upgrades
- second playthrough becomes a bullet hell
- dying is a double punishment
- restarts don't refill upgrades or smart bombs
- upgrades are generally too expensive
- smart bomb gets refilled too slowly
- enemy debris effects add a lot of confusion
- the tutorial only explains half of the mechanics
- default button configuration is useless

Playtime: 3 hours, two playthroughs on Normal difficulty. Roughly half of all upgrades acquired.

Magic Moment: Seeing each of the planetary backgrounds for the first time. Entering the Credits scene and being surprised by the story twist.

Blahgic Moment: Dying to a boss and realizing that death is a double punishment that makes progress extremely difficult.

Verdict:
Drainus is an old-school, arcade vertical shooter with a distinctive guard mechanic. While it offers high production values, it also shares the core issues that plagued arcade shooters since their inception: the difficulty is frstratingly high, deaths are often cheap or even unpreventable, and the punishment for dying is brutal. Loosing not only weapon upgrades but also your smart bombs is a frustrating double punishment that makes the game harder the longer you are stuck in a section, when it should actually be the other way around. The architecture of some sections and bosses makes it practically impossible to avoid damage on your first attempt, and the later levels and second playthrough devolve into frantic bullet hell parcours. Even though it is possible to change loadouts between and even inside of missions, most primary weapons feel alike, even though the shooting mechanics itself feel satisfying.

Play it if you crave the olden days of the arcades and like the art style, but one playthrough is certainly enough and there are many similar games that offer this type of experience.

Pros:
+ the setting is a respectful homage to the first game
+ graphics and assets have been greatly upgraded
+ handling of objects has been much improved
+ facility level designs are as great as ever
+ portal creation is now a guided, seamless mechanic
+ orientation after entering portals is much quicker
+ the new puzzle elements change up the gameplay
+ the writing is still funny and memorable throughout
+ Weasley is a good addition to the plot
+ the credits song is surprisingly good
+ the lore has been greatly expanded upon...

Cons:
- ...but the story is basically a repeat of the first game
- GLaDOS has been relegated to a supporting role and...
- ...only interacts with Chell at set, bite-sized moments
- the pacing is off and the increased length is noticeable
- middle act veers greatly from the core design of the game
- middle act puzzles are often cumbersome pixel hunts
- long sequences of inaction, listening, and walking
- new mechanics are clumsily or not at all introduced
- white gel introductory puzzle is probably the worst in the series
- the credit sequence is jarring deviation from the rest of the game

Playtime: 9 hours for the single player, with roughly 60% of achievements. No guide usage except for one level.

Magic Moments: Learning about the background of Aperture Science and understanding the relationship between its creation and present moment of the facilities. The final fight and creation of the final portal.

Blahgic Moment: Doing the first white gel puzzle over and over again until looking up a solution and finding that there actually isn't a genuine one. What were they thinking?


Verdict:
Coming to this game for the first time since its release and right after playing the original, Portal 2 is a peculiar experience. All the elements that made its predecessor an instant sensation are present: the seamless puzzle mechanics, the smart and funny writing, the clean visual design. However, the team behind its creation seem to have been more interested in expanding on the lore and characters of the Portal world than in extending the vocabulary of its puzzle design. The gels add up to some expansive, vertical sequences based on quick movement, but it does feel like fan mods and custom levels provided more fresh new applications of the Portal mechanics over the years than this actual sequel. For being an "impossible sequel" to a classic, widely beloved game, though, Portal 2 is a perfectly fine addition to this universe that offers hours of head scratching and plenty of genuine laughs.

Play it and enjoy it, but do not expect giant leaps in new directions - or a satisfying conclusion.

Pros:
+ the portal creation mechanic is incredibly implemented
+ main game features a diverse, creative set of challenges
+ tutorial and learning curve are perfectly calibrated
+ length and complexity of levels is never overwhelming
+ various puzzles can be solved in more ways than one
+ very few levels require quick or mechanically difficult actions
+ the final boss fight is simple but effective
+ the writing for GLADOS is smart and memorable
+ the visual design is clean and supports the game design
+ the soundtrack is unobtrusive and fits the action
+ "Still Alive" is an iconic piece of music
+ the additional levels are a nice bonus
+ the memes will outlive us all

Cons:
- later half of the story levels are weaker than their predecessors
- walking speed is pretty low
- orientation during high and fast jumps is tough
- life cycles of energy balls are not properly explained
- turrets do not catch friendly fire
- handling of objects through portals is buggy
- some textures in the Switch version are rough
- load times feel archaic and unnecessary
- no quick save options and autosaves are overwritten automatically
- difficulty spikes in final two Advanced levels are frustrating
- developer commentary is only available as New Game+


Playtime: 2 hours for the main game with 50% of achievements. 4 additional hours for all Advanced and Still Alive levels, guide usage only for the two final Advanced levels.

Magic Moment: Re-living through this modern classic after all these years with a smile on my face and still marveling at the carefully crafted diffculty curve.

Verdict:
Time has been kind to the one original, single-player IP that Valve has created in the past 15 years. Be it the clean, deceptively simple design of the portal mechanics, the fluid technical performance, or the iconic writing of the character of GLADOS, Portal is still just as playable as it was when it first came out, and this Switch version is a perfectly fine (and so far, only) way to play it on a recent console. The additional levels are generally not on par with the original ones - serving mostly as additional content for anyone interested in deepening their understanding of the game mechanics -, but they highlight how perfectly calibrated the tutorial levels and learning curve of the main game are.

There is just no way around it: Portal is a true modern classic that everyone has to play.

Pros:
+ the visual style and feel are close to the original consoles
+ the infos on classic consoles are a sweet tribute
+ collectables are saved even when dying

Cons:
- having to play through levels in sequence is a huge design flaw
- the jump mechanics are difficult to get used to
- enemy movement is arbitrary
- collision detection is subpar
- retractable spikes in particular are tough to navigate
- the level design in later levels is highly confusing
- unfair situations are plentiful
- losing a heart early spells the immediate end of an attempt
- screen dimensions and doors are often not discernible
- no option to quit to the level select screen


Playtime: 1 hour, 23 of 116 levels completed.

Blagic Moment: Entering the level "Monster Palace" and getting stuck in an unfair situation only to find that it's entirely optional.

Verdict:
A weird little game with a fresh central idea of playing through the history of video games. However, the bare mechanics are not working well, the jumping is too tough to control, and the level design is frequently confusing.

I abandoned this quickly and do not recommend it.

Pros:
+ a modern, respectful take on classic RPGs
+ fitting artstyle and detailed pixel art
+ walking speed and traversal are wonderfully fast
+ grinding is unimportant and heavily discouraged
+ overworld combat is usually optional
+ energy refill after battles is a daring but effective design choice
+ common fights are always challenging and meaningful
+ boss fights are challenging and their designs are memorable
+ reward system serves as an integrated achievement log
+ status effect system is innovative (but the game does not keep track of them)
+ swapping characters mid-fight is quick and rewarding
+ unique enemies are smartly integrated and hinted at
+ buried treasure system is a fresh idea
+ Sky Armors are undeniably cool and well-animated
+ dungeon design is pretty good and chests are hidden well
+ some items and skills retain their German idiosynchrasies
+ overworld map is charming and quick to traverse
+ a lot of optional content to explore towards the end
+ plenty of accessability options
+ overdrive system is a genuine innovation to the genre...

Cons:
- ...but its implementation is severely lacking
- multiple enemy attacks extend overdrive level more than defending decreases it
- Sky Armor overdrive bar in particular is often completely unworkable
- Sky Armor proficiency system is unintuitive and never explained
- only four characters can wear Sky Armor and none have Ultra Moves
- combat is generally simple, early tactics can carry through the entire game
- fights cannot be avoided in dungeons and caves
- enemies' aggro radius is intransparent
- gem system is overly complex and unnecessarily frustrating
- Ultra Moves are creative but inconsequential
- leveling system is intransparent and skill increases are expensive but unsatisfying
- turn order often seems arbitrary: the same fight can start with various orders
- reviving characters does not add them to the turn order overview
- the music is mostly bland, the main combat theme is forgettable
- menus spoil late-stage aspects of the game: Sky Armor, playable characters, canning etc.
- frequent UI and interface issues (characters not in party still show up in the menu...)
- cutscenes are too long and too frequent
- the cast of characters, especially the villains, is far too large
- the writing is too expansive and dependent on plot twists
- the ending is frustrating and nonsensical
- some typos and awkward phrases mar the English translation

Magic Moments: Playing Sienna for the first time and realizing what a badass she is. Exploring the overworld and finding hidden spots, just like in the old days.

Blahgic Moments: Finding an secret character and realizing that he starts from zero and is mostly useless in combat. Getting the Sky Armor for the first time and not being able to use Ultra Moves. Using moves that you actually are not comfortable with, just to satisfy the overdrive bar.

Playtime: 55 hours on default (normal) difficulty. 100% completion. All rewards and best weapons acquired, all optional bosses beaten.


Verdict:
Every once in a while, you are bound to play a game that everyone seems to love but you are somewhat disappointed by. Chained Echoes is that game for me.

While creator Matthias Linda's reverence for the look and feel of old-school, 90s RPGs is felt at every turn and very much appreciated by this 90s kid, the overall package of Chained Echoes beyond its pitch-perfect presentation is lacking in more ways than one. The hardcore railroading, while designed to make grinding obsolete, severely limits the customization of each party member, leading to a combat system that rarely changes over the course of the game. The same tactics will carry you from the first few hours to the finale, and even if Sienna's animation in particular never gets old, the combat in general becomes boring very early on, and the Sky Armors add very little to the overall combat loop. The cast of characters is too large to have everyone experience a complete arc, especially when it comes to the giant cast of villains, and the ending to the story feels designed by a Disney committee instead of evolving naturally over the course of the game.

That being said, there is never a doubt that Chained Echoes is a real labor of love that offers plenty of secrets to discover, characters to gawk over, and cool bosses to fight, and that will be enough for many fans of the genre. But the glorious reception feels somewhat excessive, and the frequent moments of frustration and questionable design decisions should not be overlooked.

So play it with an open mind and see if it's for you, but a quick playthrough without exploring every nook and cranny of this world is certainly enough.

Pros:
+ a tight, expertly designed journey that has lost none of its appeal
+ the feeling of discovering an alien planet is unmatched
+ the level design is of the highest order
+ pacing in the first half is absolutely perfect
+ collectables are plentiful and directly influence the difficulty
+ the platforming is precise and responsive enough
+ combat feels dirty, quick, and satisfying
+ weapon upgrades open up new combat choices
+ enemies scale in difficulty over the course of the game
+ the map is one of the best ever created for a 3D Metroidvania
+ updated graphics and lightning effects make the game feel brand new
+ each biome has a distinct look and feel
+ music is great throughout and sets the perfect tone
+ sound effects are iconic
+ hint system is helpful and optional...

Cons:
- ...but the notification can't be skipped
- scanning the environment gets tedious quickly
- scanner text windows are far too small
- the writing is dry and descriptive
- boss fights are few and simplistic
- noticeable difficulty spikes after the middle of the game
- Speed Ball and Grapple Beam are difficult to handle
- later enemies require constant change of weaponry
- changing visors and weapon systems mid-fight gets stressful
- the artifact hunt is as frustrating and time-consuming as it always was...
- ...and some are practically impossible to find without guidance
- cutscenes cannot be skipped
- the penultimate boss is a frustrating, tedious bullet sponge

Magic Moments: Beating the first bosses by the skin of your teeth and getting that precious weapon upgrade. Hearing the Magmoor music again after 20 years. Beating the final boss on the first attempt.

Playtime: 16 hours on normal difficulty, with 77% of progress. All health upgrades acquired, most objects scanned, and 160 missiles found.

Verdict:
Much has been written about this game since it first arrived on the Gamecube in 2002 and the impact of Retro Studio's creation is still felt to this day. This remastered version emphasizes the incredible strengths of the original - the worldbuilding, sense of place, and satisfying action - while presenting it with upgraded visuals and some quality of life improvements. While elements like the constant scanning of the environment and the time-consuming, late-stage artifact hunt still somewhat hurt the overall package, the incredible design of this dangerous but beautiful world and the feeling of discovering it slowly and carefully has lost none of its appeal.

Metroid Prime is an action-adventure of the highest order that everyone worth their salt has to play, and this Remastered version is the definitive way to play it.

Pros:
+ a reverent, respectful throwback to the 16-bit days
+ art style and animation are impressive throughout
+ backgrounds are detailed and the parallax scrolling is great
+ the difficulty is generally high but rarely unfair
+ plenty of checkpoints prevent frustration
+ stages are varied and offer surprises at every turn
+ slide move is implemented well and offers I-frames
+ collectable items shake up the gameplay in various ways
+ magic replenishes on its own
+ bosses have specific weaknesses tailored to specific weapons
+ the final stage is a real surprise and extends the combat options
+ the story can be quickly skipped

Cons:
- extra lifebar cannot be replenished
- enemies frequently appear out of nowhere
- stage-specific items do not carry over
- jumping challenges tend towards the unfair
- store items are too expensive
- combat upgrades are not worth the money
- health pickups are randomly dropped by enemies
- magic pickups are practically useless
- music is merely okay

Magic Moment: Researching the original release date on the Sega Genesis and realizing that this is in fact a new release. It was designed for the original hardware and seems to work fine on the Genesis, which is amazing.

Playtime: 6 hours on normal difficulty without seeing a Game Over screen, which seems to place me on the slower side.

Verdict:
You will know if you like this after a few seconds of footage or a screenshot in the gaming magazine of your choice (as long as those even still exist), just like in the good old days of the early 90s. With a great presentation, tight combat mechanics, a steep but rarely unfair difficulty curve, and surprising boss encounters, Demons of Asteborg will satisfy any fan of old-school 2D platformers, and the creator's reverence for the genre is felt at every new platforming challenge. Still, the game offers nothing new compared to its peers from yesteryear, and the health and magic management system could have used a serious overhaul.

Take a look at it if you are over 30 years old and crave a nostalgic trip to the past, because they truly do not make these anymore, but do not expect a reinvention of the genre. Newcomers and players with a short temper should be prepared for a serious ass kicking.

Pros:
+ a competent homage to classic 2D Zeldas
+ Lily is a memorable protagonist
+ colorful art style and impressive particle effects
+ a large overworld with lots of optional challenges
+ combat is snappy and satisfying
+ progress and pacing are swift and concise
+ difficulty curve is moderate enough
+ movement speed is quick enough
+ writing is quiant and flowery
+ meta-narrative elements offer surprising options...

Cons:
- ...but sadly appear to rarely
- item management is a bit cumbersome
- most NPCs have nothing interesting to say
- health replenishment system is a bit wonky
- the general design doesn't evolve much from the Zelda formula
- very little post-game content

Magic Moment: Chosing what enemies to fight on the overworld for the first time.

Playtime: 9 hours with most of the map explored and 13 hearts collected.

Verdict:
Blossom Tales is a competently made homage to the classic 2D Zeldas. It emulates the combat, overworld design, and exploratory nature of its forbearers well, but offers little in terms of innovation. While the meta-narrative is a unique twist, the different routes offered in specific situations only rarely affect the gameplay. Still, the colorful art style and flowery writing help in giving the game a distinct identity, and anyone interested in re-exploring the concise, streamlined action adventures of the 16-bit era will find plenty to enjoy here.

Play it and then play the sequel.

Pros
+ incredibly detailed pixel art
+ NPCs and the main character are cute and lovingly designed
+ bosses are unique and require specific combat approaches
+ a large number of individually created rooms to explore
+ stages are rarely too long even though backtracking is necessary
+ common enemies are tough but predictable
+ health can be replenished in different ways
+ the hookshot mechanic is implemented well
+ meta-upgrades are a constant motivation to keep going
+ perks allow for a highly personalized playstyle
+ the lore section is entirely optional
+ optional hidden stages and secrets can be discovered
+ a lot of stage and room variants that offer varied challenges...

Cons:
- ...with symbols that are never explained ingame for no discernable reason
- high degree of frustration tolerance is necessary for enjoyment
- bosses are brick walls that necessitate luck and memorization
- controls are not tight and hookshot mechanic is often iffy
- removing enemy shields before attacking is imprecise and frustrating
- no option to use the second stick for aiming
- no aerial aim lock on consoles (but apparently on PC?)
- slow-down mechanic is far too quick and often frustrating
- some enemies can shoot through walls
- room generation algorithm frequently leads to unfair trap placement...
- ... thus actively discouraging backtracking, even when necessary
- entering a room can lead to instant, unavoidable damage
- spike traps are almost unidentifiable
- number of perks hugely outsizes the number of available slots
- the cost of perks is generally too high and not balanced well
- the dash perk should have been a standard action
- combat builds cannot be kept from one finished stage to another
- receiving loot at the end of levels is tedious and time-consuming
- the music is immaterial and the main track gets annoying quickly


Blagic Moment: Entering a hidden stage for the first time but dying instantly from fog effects that make save traversal impossible, enemies shooting you through walls, and new killer traps.

Playtime: Finished it once but I didn't keep track for some reason, but the roguelike structure makes it difficult to say how much time it would take for a complete run. You can except a playtime of over 15 hours at least would be my guesstimate.

Verdict:
Flinthook is a tough game. It's one of those roguelikes where not only getting to the boss of any given stage is difficult and time-consuming, but beating them is equally difficult and requires not just skill, but also a great amount of pattern memorization and just a bit of luck. This high degree of difficulty is obviously a conscious design decision but also a steep barrier to deriving any enjoyment from Flinthook. At the same time, the meta-upgrades are engaging, the number of perks and perk combinations that directly affect the gameplay is high, and unlocking them is quick and easy enough to give rise to the magical incantation of "just one more run!"

However, in a packed genre that produces new prime examples in regular intervals, it is hard to recommend Flinthook to anyone but the most hardcore fans of pixel art 2D action games. Anyone else should stay away from this and save themselves the frustration.

Pros:
+ the first act creates a brooding, foreboding atmosphere
+ biomes are distinct and the open areas are well designed
+ surprisingly good lightning, shadow and particle effects
+ technology equipment system is a smart and fresh new mechanic
+ Dolmen boss mechanic is a good idea that mostly works well
+ the reactor/elemental mechanic adds a lot of complexity to the combat
+ ranged attacks add a lot of options and gunplay is pretty satisfying
+ equipment crafting is quick and can be tailored to specific challenges
+ the (very limited) voice acting is pretty good
+ the relatively short playtime is quick and dirty
+ the cutscenes are stupidly enjoyable
+ performance mode is mostly stable

Cons:
- let's be honest here: the title is pretty terrible
- lack of polish: there's heaps of glitches, typos, clipping issues etc.
- the whole UI is flatout terrible and gives the game a cheap look
- damage numbers look amateurish and have an awful font
- enemy AI is mostly non-existent and bosses can easily be cheesed
- the various combat options can get confusing (7 buttons!)
- most animations are barebones and look unfinished
- close combat has no weight to it and hit feedback is weak
- enemy placement feels random and unintuitive
- most enemies have unreliable, unclear hitboxes
- many boss runs are far too long and tedious
- the camera freqently gets in the way of the action
- lock-on system is barely working at a greater range
- energy meter refills extremely slowly
- using a beacon (bonfire) does not refill batteries (flasks) in full
- crafting materials are not itemized in the menu
- the main antagonist is completely forgettable
- the music is bland and of low audio quality
- loading screens are in bad taste
- the final segment and the ending are short and laughable sequel bait

Magic Moment: Following frosty ranged attacks with a timed reactor hit and barely killing a big, wormy enemy in time.

Blagic Moment: Reading a random YT comment on how running in circles around a certain boss to kill him without resistance and asking myself: Is this fun?

Playtime: 17 hours at level 60 with all beacons, roughly half of all crafting items and all bosses, some killed repeatedly in Dolmen mode. Played in single player mode only - the multiplayer seems to be dead anyway.


Verdict:
Dolmen is a weird game. This debut by a Brazilian studio feels remarkably aggressive in its contradictoriness: with each new situation, it becomes clearer that this is not a good, or even a finished product, and yet, for some reason, it keeps you engaged through its relatively quick runtime. Each fresh new gameplay idea - of which there are many - is offset by subpar production values and lazy design decisions. The audio-visual quality oscilates between terrible and surprisingly decent, the atmosphere is involving until the broken enemies and mindless boss fights appear, and the combat is a collection of unfair but sometimes also incredibly satisfying situations. It almost feels like the team uncovered a lost PS3 game with bonkers PS2 cutscenes and added modern combat mechanics to it, while also, somehow, offering a surprising amount of fun to anyone willing to grind their way through a whole lot of jankiness along the way.

Most people should probably skip this, but if you are a die hard fan of Soulslikes and would like to know how the genre is evolving at the moment, take a look at it. However, finishing it is not really necessary to get something out of it and one playthrough is absolutely enough - there is no New Game+ anyway.

Pros:
+ the open world is handcrafted and intriguing from start to end
+ the map is large and much more intricate than expected at first
+ the sky box and day/night cycle are one of the best in gaming
+ feelings of discovery are persistent throughout the game
+ three different modes with plenty of anti-frustration features
+ PDAs are smartly used for creating story crumbs and guiding the player
+ incredible sound design that fits each situation perfectly
+ the visual design of the biomes is distinct and creative
+ great voice acting and good writing
+ movement in water feels smooth and responsive
+ the "gasping for air" mechanic when close to the surface is a great idea
+ scanning mechanic just works and rewards curiosity
+ discovery of new technologies always feels like a step forward
+ lack of lethal violence is a bold but compelling design decision
+ build sequences are mostly transparent and logical
+ not all technologies have to be found or created to finish the game
+ the final sequence of events feels like a true finale to the story

Cons:
- game is buggy: items get lost in the scenery, assets won't load etc.
- quitting and reloading from menu leads to a persistent game-breaking bug
- technical performance is choppy throughout
- enemy AI and animation are generally wonky
- no quick save or auto save option
- no quick reload option from the options menu
- walking on land is tediously slow and janky
- combat is unresponsive and lacks hit feedback
- dying deletes items from the inventory without notice
- reloading a game is usually preferable to dying and losing equipment
- item management is time consuming and generally cumbersome
- new equipment cannot be created with ingredients from storage
- base building is tedious and construction issues are not transparent
- finding blueprints for new items can get annoying
- endgame progression is not always clear

Magic Moments: Too many to count.
Seeing the double moons circling the planet at night for the first time. Following a certain signal to dry land and realising there is so much more to the story than is apparent at first. Entering a mech suit and punching space eels in the face.

Playtime: 30 hours in Freedom mode (without ever using the Cyclops). Platinum trophy unlocked.


Verdict:
Subnautica is more than just a great game: it is an important step in the history of its genre (and a perfect companion piece to one of the greatest games of its generation, Outer Wilds). It offers a unique setting, a rich atmosphere, and most importantly, a constant sense of discovery in a dangerous but beautiful world full of secrets and surprises. In addition to its satisfying gameplay loop and its great audio-visual design, it also tells a surprisingly complex story that slowly but effectively guides players throughout their journey, thereby vastly improving on the mostly bland and generic crop of similar survival games. Moreover, the option to eliminate tedious survival elements like gathering food and water is a welcome one, as is the bold design decision to eschew lethal violence against the animal population. Even though the technical limitations and issues are plentiful and tough to ignore, they are never grievious enough to give up the quest of surviving and ultimately overcoming the trials and tribulations of your temporary home.

So buy the game, strap in and get ready to crash on Planet 4546B, guided only by your own sense of discovery and willingness to explore. The depths are waiting.

Pros:
+ Kratos is a one-note but badass, well-designed protagonist
+ cinematic presentation is excellent and was revolutionary for its time
+ story is simple but effective
+ combat areas are large and backgrounds are always busy
+ combat feels intuitive, quick and satisfying
+ meaty sound effects and mostly great voice acting
+ lots of secrets to discover in every stage
+ camera perspectives are smartly used to emphasize and hide secrets
+ upgrade points can be individually allocated
+ most enemies have specific weak points and demand individual approaches
+ enemies can catch friendly fire
+ plenty of post-game content and bonus features

Cons:
- only three, rather bland boss fights
- optional weapons are nice to have but unnecessary to use
- some areas like the desert are pretty tedious
- all the balancing challenges are clunky and out of place
- one hit death traps are just bad game design
- lack of a sprint button makes backtracking tedious
- even the standard enemies are damage sponges
- enemies blocking attacks ends a combo
- evade moves don't always register in time
- quick time events are not transparent and get pretty tough towards the end
- underwater stages are tedious and controlling them is difficult
- the low-poly, low-frame-rate cutscenes are jarring and not implemented well
- the final fight is a real letdown and not introduced well

Magic Moment: The penultimate boss fight, which combines Kratos' repressed guilt and destructive rage in a satisfying and smart way.

Playtime: 8 hours on Normal difficulty, plus roughly an hour extra thanks to countless deaths to the one-hit-kill traps. Played on the PS2 emulator on PS4.


Verdict:
This is it, the start of Kratos' journey and the initial spark to one of Sony's biggest IPs, and as a first timer 20 years late to the party, there is plenty of entertainment to be found here. While the action has aged pretty well and the setting and presentation are as hyperbolic as ever, it is really the Spartan's memorable design and characteristic, indiscriminite rage that elevates the game beyond its fun and varied mechanics. The story, which is told in a non-linear style, holds more surprises than expected, and the settings and areas offer new ideas and gameplay elements at regular intervals, even if some elements like the balancing challenges are huge design flaws that should have been excised completely.

Even though the unavailability of this game on modern consoles is a problem, any fan of the series should play this at least once to understand where the character came from and how it evolved over time. I'm looking forward to the second one.

Pros:
- thick atmosphere and fitting soundtrack
- background layers are detailed and well-designed
- world is surprisingly large
- bosses are memorable and real challenges
- boss runs are mostly quick and seamless
- most enemies require specific combat approaches
- upgrade tree is large and varied
- magic attacks are satisfying and pack a real punch

Cons:
- the whole game is buggy and prone to crashes
- there are no autosaves (which is a terrible combination)
- technical performance is subpar: gameplay freezes or slows down frequently
- teleporters and reloads frequently glitch you through nearby walls
- picking up items or using teleporters locks up the controls
- enemies can aim and attack through solid walls
- dropped souls can spawn in faraway or unreachable places
- standard button layout is awful (and could not be changed initially)
- pixel art lacks detail and presentation is generally of low quality
- limited color palette makes most areas look alike
- interface is confusing and slow to navigate
- there is no low health warning or indicator
- map is useless: dead ends and locked doors are not identified, markers are limited
- death is a triple punishment: you lose spite upgrades, souls and gain Moonhunger
- plattforming is often frustrating and vertical paths are unclear
- standard weapon use pushes character forward into hazards
- special attacks are lost after each tedious doppelganger fight
- magic system is unbalanced and far too expensive to be useful
- speed upgrade is not implemented well and often gets triggered by accident
- only one rare currency is used for most upgrades and important mechanics
- final boss is a huge letdown compared to other bosses
- Statue Gemstone is completely imbalanced


Playtime: 10 Hours with 2/3rds of the upgrade tree unlocked and many collectables found. Played on version 1.0 shortly after release.

Blahgic Moments: Getting crushed to death by a giant cogwheel, only to find that your dropped souls are now unreachable and forever lost.


Verdict:
There is no other way to say this: Moonscars is an outright failure. It adds no ideas to the - already packed - genre of 2D Metroidvanias, copies elements from Soulslikes without understanding their function, and is cursed with an ugly, undetailed presentation. Apparently, the creators even decided to rebuild major aspects of the game following its release, changing the spite upgrade system from an annoyance to a much more workable element. However, releasing the game in such an unfinished state does not reflect well on the initial release of the game, and the myriad other flaws, both technical and in terms of base design, are impossible to ignore.

Skip this one and play Death's Gambit instead if you like the moody art style and combat feel, or just play Hollow Knight again.

2022

Pros:
+ the art style, visual direction, blur, and lightning effects are outstanding
+ the cutesy look serves as a perfect counterpoint to the complexity of the design
+ overworld and dungeons are smartly and efficiently designed
+ the camera is intelligently used to emphasize and hide elements in the world
+ short cuts at every corner lead to frequent moments of surprise
+ most of the game is designed around invisible systems of interlocking puzzle systems
+ a wide range of puzzles can be solved solely by observation and deduction
+ the in-game manual simultaneously serves as a guide, hint, reward, and storytelling device
+ the retro screen in the background when opening the manual is a really nice touch
+ combat and controls are simple but effective and fit the look and general design
+ enemy attacks are telegraphed well and failure is usually one's own fault
+ bomb reward and piggy bank system minimize grinding for resources
+ the checkpoint system is always fair and restarts are quick and easy
+ every area offers new enemies and requires new combat tactics
+ an integrated hint system helps to find the most obscure collectables
+ sequence breaking is very much possible and encouraged
+ the bosses are actual tests of skill but never unfair and fun to fight
+ the final boss is available very early on and not gated off behind progress
+ accessability options are plentiful and include anti-frustration features
+ the soundtrack is mysteriously introspective and part of the puzzle design
+ so many caves behind waterfalls

Cons:
- the game not pausing in the item menu is unnecessary and makes some tactics unviable
- combat options are basic and lack the freshness of the puzzles
- some puzzles are so obscure that most playery will never see or solve them
- important elements such as the items and cards are never explained
- card effects are mostly useless and their pictures seem random (tincture?)
- invisible enemies and permanently limited health points are frustrating
- the dash mechanic is buggy and can lead to a lot of cheap deaths
- manual pickups do not indicate their respective numbers in the manual
- the final boss cannot be easily restarted and takes some time to reach
- the final boss will test your patience and requires rote memorization
- story beats are barebones and the endings feel abridged

Magic Moments: Too many to count. Finding a treasure room by observing the dungeon architecture and hitting a wall for a real "eureka" moment. Going underground for the last key and wondering how much backstory is never made explicit. Finding a key item twice?!

Best Manual page: The story reveal on pages 7 and 8 is absolutely perfectly executed.


Verdict:
Let me come right out and say it: Tunic is a masterpiece. It's no surprise that Andrew Shuldice and his team had to delay the game various times, even after working on it for over seven years, as the sheer work required to create a game at this level of quality is felt from the very first, somber moments. The creators proudely wear the influence of modern classics such as Fez, The Witness, and the Zelda series on their sleeves, while producing a game that easily stands proudly among them. Behind the perfectly executed facade of cutesy characters, a simple but intricately designed audio-visual presentation, and familiar combat options lies a complex, interlocking grid of secret mechanics that require intelligence, patience, spatial awareness, and willingness to experiment to fully uncover - even the "load game" screen will take you by surprise. At the same time, players who just want to cut some shrubs, collect some loot or grind their teeth on the difficult but fair bosses will find plenty to enjoy here, although not giving explanations for even the most basic items or combat mechanics may be considered a step to far into obscurity. But for everyone willing to really invest time and effort in the world of Tunic, this is one of those gems that will keep you up all night, trying to see where it takes you while hoping the rabbit hole would never end.

Buy it, play it, uncover the manual, read the margins, wonder how they ever came up with those puzzles, play it some more and be glad you got to experience this. Andrew Shuldice's next game cannot come some enough.