This review contains spoilers

"It's not a lake, it's an ocean."
"It's not a loop, it's a spiral."

THIS IS THE TYPE OF SHIT THAT MAKES ME GET UP IN THE MORNING!

Even if Rockstar's design philosophy has worn out its welcome long ago, I would be lying if I said Red Dead Redemption 2 didn't tick all of my boxes while playing it. Maybe it's just the nostalgia goggles refusing to come off, seeing that I played RDR way back in 2010 when I was 13 years old and absolutely adored it (my first Platinum trophy ever). But even with all of its rigid mechanics and fragile pretentions of free-form play, RDR 2 consistently delivers an involving narrative experience that had me on the edge of my seat all the way through -- which is especially impressive, seeing that I had the ending spoiled for me a couple of years ago. The journey there, even with its array of hiccups, is one of the most emotionally satisfying I've found in my life, with some of the best characters probably ever written. Slow but always meditative, gleefully chaotic (sometimes too much so), and a perfectly captured portrait of the american landscape as a dialectical dream/real. This is a game I'll cherish for the rest of my life, but I do hope I never have to play anything like it ever again. RDR2 should be the last hurrah for this kind of open world experience. There's nothing else you can do here. Time to break the wheel.

You smiled, it was convincing

An excellent game that's just on the edge of being a masterpiece. It's sprawling epic fantasy that never forgets to ground itself in character and emotion, even if sometimes it comes across as too one-note or simplistic for its own good. It's greatest success is in how it successfully manages to be an epilogue to the original GoW saga, a setup for a new overarching adventure, and a self-contained narrative with fully realized arcs. And it's a blast to play, obviously!

Interesting concept that feels bogged down by some iffy design and pretty shoddy writing. Its ideas and themes are sometimes so poorly implemented they feel as if they exist purely for shock value. And yet, and yet!... I also felt a certain kind of obsession with it. To say that would be to sell it shortly, actually -- I REALLY fucking wanted to see how the narrative progressed, just because I wanted to know just how bonkers it could get. On that department, Twelve Minutes didn't disappoint. Shame I can't say the same about the rest of it.

It's absolutely incredible how drastically a game's mechanical philosophy changes just by slightly readjusting the speed and intensity of a combat system. In Dark Souls you felt like a thing to burned, gnashed, stabbed and pounded until made ash, and thus the combat reflected this by incentivizing the player to tackle it in a ponderous and surgical manner. Bloodborne doesn't just ask you, but demands that you partake in violence in a much more bestial manner, where you have to throw yourself at your enemies, again and again and again, because blood is not just a consequence or need of your journey, but a blissful pleasure in of itself. Even when hunted, you're always the Hunter.

What a game, what a setting, what a feast for the eyes and ears. I do have to give it another go before pitting it against the other Soulsborne games (and Sekiro, of course), but it's just as masterful as I anticipated it being.

EDIT: currently tied with DS1 as my favorite of the series.

It's an audiovisual masterpiece, but below the surface it's all a bunch of untapped potential. The tone is off the charts, but when everything that made me gasp happens outside of its mechanical boundaries, it does leave me wondering if Mundaun is a good game to begin with. I feel it should either be much simpler or more elaborate than it is; as it stands, it all feels very middle-of-road. But again, it does look and sound absolutely incredible!

Mechanics meet text meet subtext meet mechanics again, just one colossal wheel of kaleidoscopic madness. And, best of all, it just so happens to have a tremendously sweet beating heart, underneath all of the cubes, rubber ducklings and fire alarms.

Change your perspective, change your life!

I'm not a pure-platformer type of guy, but I found Celeste to be right up my alley. Its greatest strength, besides the pitch-perfect feeling of control over movement, is in how it ties its concept with the execution. Never has a tough game been so kind towards the player, and that's really it, the main key thing: kindness. Kindness and nurture to provide personal growth, either for your own life, or simply for the next jump.

An absolutely fascinating video game experience (yes, I'll call it a game with all the might and meaning that word may carry). Its pairing of mechanical simplicity and poetic opaqueness is a dreamlike paradox, making the player's impotence both a feature and a meta-commentary on the medium itself and the expectations it injects into its new creations. It's all pretense, a walking virtual poem, exactly as it need to be.

For all of its mid-to-late game inventiveness, Inscryption never manages to live past its absolutely perfect first act. What this means is, even if as a work of art it becomes more interesting to ruminate on, the whole thing feels absolutely deflated from a mechanical standpoint way before the credits roll. It just becomes dull and a tad too lifeless. I expected this sort of subversive approach to be right up my alley, but sadly it just wasn't meant to be.

Perfection. The type of survival horror experience I was waiting for -- I would even say longing -- ever since I completed Silent Hill 2 a couple of years back. Ticks all of my boxes and then some: lo-fi retro cosmic-ish horror with tons of pulsating flesh, cryptic yet emotional storytelling, and visual homages to the great Wong Kar-wai. How could I not love this?????? Probably my favorite game of 2022.

If were ever to get into BDSM, this would be my preferred method of torture.

"Un jour je serai de retour près de toi."

My favorite game of all-time, only even better.