Artistic triumph. The atmosphere surrounds you from the first moments of the game, and grow with every step of the way. The fear you feel is real, from the danger your put in, the subtle animations of your character, and the growing understanding of the stakes of the world. This is a game that tells a complex, compelling, and harrowing story without saying a word. Of course, that leads to some who say that none of what you're seeing truly means anything, since by the end it doesn't form a cohesive narrative or easy metaphor. But I feel like actual art requires work on the part of the audience to create their own meaning out of imagery, emotion, and symbolism.

This game contains heavy themes, and depictions of child death (in multiple visceral manners). While I'd recommend this game to anyone, please take warning.

By far my favorite FromSoft release, Dark Souls is always best when it lets you off the tight leash it typically holds on you. However, one must always caveat praise for FromSoft games by saying that they are as fun as you are good at them. Your first game will only ever be retroactively fun, and your most recent game will always be your best experience.

You'll start out scared. Then, the fear will turn to stress. The stress wells up into anger. The anger boils into rage. Finally, the rage cools off down to apathy. Never play this stupid fucking game.

Played this with my parents, believe it or not. Was promised "the future of video games". Amazing graphics, constant cutscenes, never takes you out of the action. Turns out, in order to make that work, you need a writer of quality and substance. David Cage, that does not make. My folks still sat through the whole thing without many complaints, if that's worth anything.

God, what a game. As I call it among friends, "Three films, the video game." This game exists on multiple layers. First, you are piecing together the narrative of 3 films, each representing different styles and film movements. Then, you're tracking the behind the scenes, what went into each film and the dynamics of their production. Finally, you're following the actress, Marissa Marcel. Who she is, her role in each production, and the trajectory of her career. And then, as the game goes on, you find another layer to analyze on top of that. And then another. The game keeps you thinking, and makes you feel like a cross between an investigator and a film critic. People who say, "I don't like having to rewatch all these scenes to find the small things I missed," are psycopaths and are not to be trusted. Anyone who can so easily be pulled out of an experience is never going to enjoy art that requires you meet it on its own terms.

This game exists as a five star game at some lost point in time. It makes arguments that have been made better since. It comments on things that are no longer part of the zeitgeist. It evokes a feeling we don't feel anymore. The beauty of the game is not lost on me, and I don't think no one can feel what the game wants you to feel anymore, but I've read too many people mad at the fact that a game wants you to think about what it's telling you. "Ugh, why am I supposed to feel emotions in response to a narrative? Video games are about CHOICES and AUTONOMY! And I CHOOSE not to engage with art on any level that challenges me."

This review contains spoilers

I would recommend control to anyone who likes dynamic, fast-paced shooting galleries. The narrative starts off strong, conceptually, but once the characters have the chance to speak, the story loses traction fast. It's sadder still that they continually degrade their own core concept, a building with some unknowable inner will. It gets so bad that by the end, it fades to black just before the final confrontation, and then a voice over tells you what happened. As someone who was drawn in by the narrative element, I was greatly disappointed. As someone who likes big flashy gunfights with destructible environments, I loved it. As someone who just likes to get the action, and not look over loot to see which upgrade piece does 2% more damage when moving backwards vs. 5% protection against fire, I was greatly disappointed.

Watching the trailer for The Phantom Pain is what inspired me to get into the MGS series. Despite the fact that it was the narrative presented in the trailer for MGS V that got me interested, after having played through the rest of the series, the fact that MGS V ultimately had an incredibly subdued, and inconclusive, narrative was a breath of fresh air. This game is easily the most fun and dynamic game in the series, one where alternate playstyles are not only possible, but are accounted for and will evolve over the course of the game. It was a great catharsis that at the end of my journey, I was rewarded with a game that admitted the fact that it's hard to tell a good story when you don't have any writers on your team, and instead opted to just provide a playground of gameplay opportunities.

As someone who's been following the games of Daniel Mullens since the gamejam version of Pony Island, it has been incredibly rewarding to watch the evolution of his work. Inscryption is definitely his most "game-y" game, which was both exciting and worrying. But all my fears were quelled when I finally played it. The gameplay loop is smart, well-thought-out, and deeper than you'd imagine. While I sometimes worry about Daniel's propensity for ARG content required to fully understand the narrative (and how jarring it can be compared to what's presented in the game's direct narrative), I appreciate the effort that is put in to create a very real mystery surrounding his games.

Addictive as sin, one of the best games to come out during the pandemic. As I always say, the smartest games aren't about how many buttons you can make the player press, but how few.

Don't go in with high expectations, and you'll be pleasantly surprised. The best of the series, which you hope won't be the case when you beat it.

The music, the majesty, the vibes. This is a game that will live with you for the rest of your life once you've beaten it. I don't know if it's my favorite platformer. I don't know if it's my favorite Mario game. But every element has so much thought and heart put into it, you can't help but fall in love.

Once in a lifetime game. This is one of those great games that can never be replayed, only be pushed onto others so you can live vicariously through their first experience of it. A puzzle game, where each puzzle feeds into the planet's overall puzzle, which feeds into the universe's overall puzzle, until you realize the whole narrative was one puzzle you couldn't quite put together until it just clicks in your brain.

Genuinely fun, mechanically complex, and wildly inventive. The idea of turning turn-based combat into real-time action is a concept most franchised have struggled with, and while it takes some getting used to, you can't deny Kingdom Hearts its due. Only pay attention to the story if you go in with the understanding that it's not good and will actively hurt your experience the more you expect from it.

Two stars. And it earned those stars. The art style of these classic films are maintained to the best of the technology's ability, the basic combat is simple but enjoyable, in its own way, and the music is great. Kingdom Hearts should be proud of any victory it can maintain under the weight of the awful writing, unlikeable characters, clunky mechanics, difficulty curve that spikes to disrespectful heights in the last section of the game, and the launch of Tetsuya Nomura's career, which ultimately killed Final Fantasy. I still believe this is the best Kingdom Hearts, though.