2018

That there was such a focus on thematic art direction and narrative meant I actually cared to see this Roguelite through to the end, multiple times. Shocked and stunned beyond all belief that an entry in this genre can actually look pretty, and not just be a dozen repeating mud tilesets.
For a game about systems compounding into "always-unique" runs, I still found myself rolling my thumb across the face buttons and dashing to victory regardless. Eventually grew weary of having to dungeon run for 20~ minutes before I saw some new dialogue, but it was nice affirming Medusa while it lasted. Such a sprawling and reactive script is obviously very impressive, I certainly hope loamlikes everywhere take the hint.

Thanks RPCS3. My favourite Souls - Blanketed in sorrow and an intoxicating ambiguity. An artstyle akin to a faded picturebook you've plucked out of an ancient water-logged library. I love so much that all of the environments feel restrained and utilitarian. A soundtrack that is wholly unique, doesn't feel a little inspired by the Hollywood Orchestral Epics nor does it even attempt to hit those notes.
The one title in the franchise that actually feels like a fantastical adventure, with encounters and environments that are more often a challenge of wit and intuition than attack pattern memorisation or a side-flippy shounen damage value race. It reeks!!! But it reeks beauty. I genuinely don't believe FromSoft in their current form have it in them to create a boss battle like King Allant again.

Solid and innovative, continues to be the breath of fresh air now as it was when I first played it in 2009. Nothin like it!!!!

All I'll say on the Bluepoint demake: https://www.youtube.com/watch?v=y5z2-hpZB1w

\*WHO ARE YOU ?*

My comfort. Ever since I learned how to emulate, I've returned to this title with semi-regularity just so I can trip through it again.

\*DON'T COME ANY CLOSER !*

Rez is like if Char Davies' 1995 art installation called "Osmose" was a shmup. Experimental explorations through 3D spaces that, while primitive, are teaming with vibes, life, and anthropologic influences. There's such a grit to it all, it's like decoding the earth's DNA, weaving it into strings to pluck, and playing along to the universe's heartbeat. Did you know that all the data on Rez's PS2 disk amounted to 91mb? That's how much a soul weighs.

\*WHY ?*

You could definitely say it peaks early by starting with the best level - its music is incredible, the escalation in instrumentation and aesthetic complexity is unmatched, you can't power up enough to become one of the forms with annoying sound effects. It's worth playing the slightly less spectacular middle levels just to eventually hear Fear is the Mindkiller again. Never dull, always reinventing itself and finding new ways to overwhelm the player, enemies and patterns that never show up across levels - it's a journey.
The Area X level they introduced for the Rez Infinite port is welcome optional content that isn't hurting anything. Many people love it, I'm kinda nonplussed. Empty void of Unreal Engine particles and none of the progressive trance choons that keep my heart bumpin.

\*AREN'T YOU AFRAID ?*

Still about as visually spectacular as games ever got!!! This is up there with Zone of the Enders 2 for Apex Graphics.

\*SAVE ME .....*

Strapping on the VR headset for the first time and playing what is honestly akin to jail; Justin Roiland dialogue that never stops to take a breath for a moment, while I desperately explore the most rudimentary environments to find the actual game hidden among the two (or sometimes three) physics objects. If it's 1995 and hearing the word "fuck" in something stylised as a cartoon is the most twisted thing in the world to you, go off!!!!

Invader Zim levels of critique on capitalism.
We're better than the corporations because our social atomisation, dissociation from community doesnt have a Pip Boy mascot. Let's kill "Marauders" (please don't ask who or what they are). Damn is that gun a Gucci? We replaced the politics of New Vegas with a gripping perk system that entirely leans on combat stat boosts. The extent of this game's role-playing capability is deciding whether or not to be a character who presses the bullet time button. Randomly generated loot lends to the sheer artifice of this world, the characters are all jokes and interacting with them is like flicking a bobblehead. This review is as short and unfocused as the game is.

2018

On-the-nose visual metaphor that is almost as funny as the main character's overall design. A 'nothing ventured, nothing gained' type of game - has nothing to say about depression or trauma besides lovingly painted watercolour renditions of the images you get when you Google Image search those words. I wish this was affecting, but it just left me bored and frustrated.

Very spellbound by Yakuza 7's early game. Broad shifts for the series that nicely complement the themes of the story - about the difficulty of starting over in a new place, and it never being too late to look to the future. Further complemented by the fact that you are ripped out of not only the familiar Kamurocho, but also the genre. The fact that it unflinchingly (albeit clumsily) touches on topics like homelessness in Japan, the sex work industry, and immigration mindfully... It's really fucking incredible. I won't gush, but I love the cast and their themes. I cried a lot.

The shift to turn-based was the stim injection I needed after growing weary of the mashy brawler combat of 0, K1+2. It's incredible that a combat system that has been iterated on for over a decade has been immediately blown out of the water by something that almost feels like a science experiment. A genuinely informed genre shift that means items and equipment finally matter, as well as meaning you can now operate an entire party of characters while completely maintaining the old original pacing. My vote for personal GOTY.
https://www.youtube.com/watch?v=VV1lOo-T15I

Hard to express my disappointment in Giant Squid's output. It wasn't until the last legs of this game that I learned it was by that studio; the developers of Abzu, and offshoots of the crew from Thatgamecompany - but it contextualised everything.
It's almost insulting how formulaically they seem to conceive their titles, they might just continue to make 'emotional, artsy' games where the Good Blue defeats the Evil Red until heat death. It's all too convenient, it's the type of theming you come up with while playing Halo multiplayer, made all the less engaging and challenging when you take into account that it follows the very same beats as Flower, Journey, and now Abzu. Giant Squid's games feel robotic, outside of paying the aesthetics lipservice, there is no narrative throughline to keep them together, everything feels present because "they should be" rather than because there is a story that needs told.

It takes more key inspiration from Shadow of the Colossus this time around, the framing and gameplay is essentially identical. This only serves to make Giant Squid's unsubtle hand cause ripples throughout the game at the absolute worst moments. Trying to conjure the quiet grace of Team Ico in one scene, then throwing a tutorial prompt that pauses the game at your face which reads "Press and hold flap while gliding to perform a Super Flap. This powerful move will consume a large number of flaps.", I couldn't help but laugh.

Pathless was not without merit - if it innovated at anything, it was making the normally tedious task of travelling across a vast videogame landscape into a far more engaging affair. A sprint meter that would only get refilled with well-timed shots at ever-present targets that litter the world map. I'll miss those next time I'm expected to hold the analogue stick forward for ten minutes to heavily approach a waypoint on the other side of an empty grassy field. Also present is some nice music that punctuates key setpiece events, including some very engaging boss chase sequences.

Sucks to be sick to death of this game's overall novelty waaaay before I actually had the opportunity to try it, felt like playing an interactive Dat Boi gif.
A cute Hitman-lite with a surprising amount of environment interactivity.

A puzzle box of meticulous design, and it actually summons a Hellraiser.

Over time, this title's reputation started to seep into my skin and conditioned me to believe that it is bitterly unfair, that an element of clairvoyance is necessary, that hints to solutions simply do not all exist within the text.
This was my first replay after many years, and it served to prove to me that it's all true - the biggest clue is actually in the manual.

Very clearly inspired by Masacore indie titles, built top of its more direct Maze of the Galeous roots, La-Mulana takes the crown of the cruel genre by being one of the only entries with a beating heart. A sprawling structure that demands intuition and respect in regular doses. Fall out of line for even a second, and you're inviting your archeological gig to end prematurely in sharp, fiery death. Bosses use every cheap trick in the book. Fields populate with countless enemies that exist purely to halt all progress. Completely untelegraphed traps jump up and kill you with reprise. All this, made feasible with a generous checkpoint and teleportation system, it's kind of genius.
Soundtrack is a bop, too. Invites you to the challenge and remains a toe tapper throughout.
https://www.youtube.com/watch?v=-rfhi6I84hM

Puzzle design like this remains unmatched in anything outside of a Cyan Worlds point & click game. Every single screen holds an element of a grander puzzle, each with an inspiring level of thematic relevance. Their biggest crime would be dodgy wording in places. There isn't another Metroidvania in the world where every single room is equally important. All this, and the final task is to fold the ruins in on itself like an Origami butterfly, opening up a whole new layer of appreciation for the painstakingly crafted world Nigoro has created.

In the interest of sounding unbiased, it's definitely imperfect. Lots of iffy collision, a trial and error, and sheer leaps of logic are afoot. The later bosses are cruel to comedic degrees. All of these are astoundingly valid reasons to despise or drop this game..................... I just think it's uniquely satisfying to overcome the trials regardless - a nailscraping crawl to a victory that you need to fight tooth and nail to earn. To the last, I grapple with thee. from hell's heart, I stab at thee. for hate's sake, I spit my last breath at thee.

Good aesthetic cohesion and puzzle design, not something you'd expect in a free game. Fun characters that feel diminished by the harem premise, it's all a little embarrassing. At least it's too short for any sense of guilt to really set in.

Takes a cute concept and spins it into an algorithm-driven gameplay loop completely barren of any soul. Totally threadbare in terms of characters, questlines or narrative. There was nothing keeping me attached to this game aside from rather frantically exploring the admittedly gorgeous and well-realised map to find something that could make the data entry-esque gameplay feel worth it. It's in early access at the time of writing this review - and if history has proven anything, it will feel unfinished long after it hits 1.0. Worthless.

Roughly fifty years of painstaking devotion to the craft and they still forgot to add a world map.

My heart sank the moment I fought the very first enemy. The worst-feeling soulslike game i've ever played.

why is the low health sound a heartbeat when the subtitle is literally "rebel without a pulse"