Enslaved is an extremely ambitious and flawed game. In an era where color was all but gone from the popular games media of the time, Enslaved commits itself to vibrant colors and varied visuals getting the most from Unreal Engine's ability to represent both mechanical metallic textures, apocalyptic city-scapes, and varied greens and reds. For that, I think the game deserves praise. Beyond that, the narrative and gameplay choices made in this game will make you wonder if Neil Druckmann of Naughty Dog fame was a big fan of the game since the dynamic between Monkey and his traveling companion/enslaver Trip feels eerily similar to a certain post-apocalyptic game released three years after Enslaved's original release.

With that out of the way, I think gameplay is another thing to talk about here. Ninja Theory pushes for a lot of variety in their encounters throughout the game with shooting, stealth, basic platforming, and melee combat sprinkled throughout this 6-8 hour story. Although these different elements are ambitious, the game has many shortcomings on the gameplay side. Admittedly this comes from the perspective of someone who played on hard for my first runthrough. The melee combat is extremely basic and at times feels frustrating as the lack of variety for handling multiple enemies shows its ugly head in the most difficult encounters. In fights with more than 3 enemies the game feels borderline unfair when Monkey's combat feels extremely slated towards single-target attacks. You have your basic fare of light and heavy combos with a few options including a terrible wide sweep, a heavy charge for breaking blocks, and finally a block and dodge roll with a few frames of invulnerability for defense. This kit feels good in single fights but with groups and more aggressive enemies it feels terrible. Next, let's talk ranged combat. Monkey has a staff with the ability to shoot two types of projectiles: a stun which locks enemies down for a second and a plasma beam which does damage. If you upgrade Monkey's damage with the staff the shooting goes from a chore to a joke where you can one-shot most enemies in the game. The melee combat was so mediocre at times I often tried to whittle away at the mechs with ranged attacks when I was attacked by large groups. The way Ninja Theory avoids or balances this issue is by heavily segmenting the game into melee bits where no ammo drops and ranged bits where most enemies are untouchable by melee and ammo is so plentiful that it may as well be infinite. This is a very poor way to split the game because it makes Monkey's kit feel separate instead of parts of a full arsenal. It also makes the upgrade system odd because until you hit a proper shooting segment you have no reason to invest in that tree at all.

Upgrades aren't the only thing that feels like it was half-developed. The whole partner system in the game felt undercooked and so strangely implemented that it bordered on frustrating at times. The ambition of that system was too much for the game in my opinion. I think the best example of this is how the game handles healing. Your partner, Trip, carries all of your healing items you can use mid-combat. You can hold multiple full heals in the game via Trip but the problem is these are only usable when you are near her. The game often splits you from her to perform cooperative things like puzzle platforming or combat where she hides in the back so I do not understand where you're supposed to use those heals. It honestly frustrated the hell out of me when any time I thought to try healing, the game decided I was too far from Trip to use these things. I beat the entire game without ever using that healing system because the upgradable health regeneration ability further undercuts this central mechanic of having a cooperative AI buddy who can do unique things.

A final thing to critique is the narrative. The strongest portions of the narrative are the shifts in the relationship between Trip and Monkey. The actual overarching plot gets extremely loose in its back half and goes from somewhat compelling to a complete trainwreck by the end. The epilogue might be the dumbest thing I have ever seen in a game that up to that point barely felt like it had any primary antagonist or threat besides an abstract slaver group responsible for the mechs you fight throughout the game. Fair warning on that, do not expect high art when it comes to the narrative or anything like that. I was just kind of here for the vibes anyways.

In all, I do not hate this game but there is a lot to critique or find issue with which is always the case with highly ambitious games like this. I think for the time Enslaved is an impressive game with a lot of interesting attempts at doing something unique. That ambition also feels like its downfall at times so buyer beware if you go in expecting a masterpiece.

Honestly not much more to be said about this game that hasn't already been said. Truly one of the most unique gaming experiences of the PS2 generation. The fights really manage to capture the scale of the colossi you fight and each manages to be unique and memorable in their own ways. Highly recommend anyone interested in this game check it out, its a must play in my opinion.

Phenomenal remaster with solid replayability in the form of mirror mode, new game plus, and time trials. Bluepoint also managed to add a set of hidden collectables made to entice those fans of SOTC that want more to discover in the Forbidden Lands. One thing that does come to mind as I play is that something was lost in translation from the original to the remaster since some of the bloom and things that aesthetically made the original as iconic as it is. Don't misunderstand, this version is beautiful and absolutely worth the time. Seeing things rendered with this level of detail is something to behold whether you're a new player of Shadow of the Colossus or someone who has loved the game since its original release.

A fascinating and short experience with an extremely deep and customizable combat system based on learning new moves and including them in your ever growing catalog of moves. While I'm sure there is a "solved" or meta way to play the game at the highest levels I believe the best thing you can do is let yourself experiment and play around with moves until you find a way to express yourself through your tailored and designed move list. While my time with the game was brief this is something to come back to and praise for its seemless pvp/coop experience and its interesting combat system that is unlike anything else I have ever played.

A very interesting experience throughout that rides that line between a point and click adventure game and a platformer. I say it resembles a point and click game because often it has obtuse and strange solutions to its puzzles and combat encounters that can frustrate or be satisfying depending on your tastes. The platforming still feels good despite how old this game is, something many platformers from that generation or earlier struggle with. I think the true strength of Psychonauts is in its aesthetics which evoke that Tim Burton style of dark and cartoony elements blended together. Would recommend to anyone interested in an early showing from Double Fine from years past.

Really solid expansion with new tools to use, mechanics to engage with, and enemies to fight. Fun stuff but has some tough competition with the main game which feels like a much more consistent experience throughout.

Incredibly mid expansion that is so strange off the back of Opposing Force which introduced new weapons, mechanics, and other fun stuff. This expansion just does not match that same energy and is kind of a let down by comparison.

Absolute classic game with incredibly fun movement that holds up to this day. The combat is fast and frantic throughout the game but does wear on you if you find yourself stuck on certain encounters. Xen is also a bit of a rough patch that makes up the last fifth of the game.

Probably a better experience than the base game but much like my review for it, I feel like playing Outlast Trials turned me into an AI exploiting menace which kind of undercut the difficulty and fear factor for the game.

Incredibly funny game to play after playing Outlast Trials. The complete lack of the quality of life features from future Outlast entries made this a pretty clunky experience but playing Trials also helped me completely exploit the AI and just break the game wide open. I was completely unbothered by anything in this game as I ran through and beat it and Whistleblower in under 4 and a half hours.

A game that teaches you how to speedrun through its entire soul and core design. Genuinely something special that is worth playing for anyone who has any interest in why people enjoy speedrunning. I was completely captivated by this game for weeks after I first beat it chasing faster times and better medals. The dialogue is incredibly cringe though. All I'll say is the voice actors are real professionals who did their job well, the writing just wasn't it in some scenes.

A masterclass in how to blend mediums with live action video, music created specifically to tie into the story experience, and the game itself all coming together to make an experience that blew me away from start to finish. If I have any complaints it tends to be with the gunplay and wandering which in the moment I found engaging and fun but on reflection was occasionally tedious on the hardest difficulty I opted into when I ran through the game. Also if Poe's "This Road" doesn't end up on streaming sometime soon, I'm going to lose it. Just an incredible product and something that speaks to the strength of video games as an artistic medium.

Absolutely criminal what happened to the original creatives behind this game. I'm not sure I can recommend financially supporting the game given what happened with this game and the developer behind it but its also a must experience game for anyone interested in the ways a game can let you run wild and express yourself. One of the most fun experiences I've had in years with witty and creative writing that fundamentally influenced me and the way I think about both how I express myself in other RPGs and in reality.

Incredibly fun game. Just hits right sometimes when I want to jump into some rally racing. An absolute vibe with a strong art style and surprisingly deep control over your difficulty and realism. One of my favorite racing games although part of me really wishes there was more potential to see or maybe even race against actual vehicles on these tracks rather than just racing against the clock.

Hard carried by the coop experience. The level design is fun stuff from Arkane but heavily brought down by the repetition.