It simply rules. A game of real heart and slightly less real eco terrorism that diverges to become a tale about who gets to claim meaning in a work of art.

Sound design, open vistas and a permissive climbing system that turns the world into a giant explorabke playground. I love it, I've played so much of it, and I never attempted to finish it. Maybe I should go back and try that one day.

A groundbreaking game in many ways, but as someone new to the genre, I found the menu obscure, the payment/gem systems unintuitive, and the narrative at the time hadn't kicked into gear. I heard it gets really good narratively and I may try to get back in the future, but the rhythm it wanted me to play at didn't match my style. If you like regular games to come back to repeatedly, I think it's best in class. For newbies, watch or read some guides to get a feel for how to approach it, and if it has what you want.

Joyful! Beautiful music, great jumps, and big ideas.

It's a classic, I had loads of fun. The game is long, full of great music, fun dialogue, and very cool menu ui. The gameplay is solid though I will admit it can grate when you just want to get to more cool story and have to fight 100 demon dudes. But the real draw is story, mind heists, and watching teens be teens. There's structural critiques about how the phantom thieves try to solve their issues by going after individuals, certain plot lines could be handled a bit better, but ultimately, it's just a really fun time.

2020

A great, polished game, with lots of clever features to extend its life. The limiting factor is just going to be: how much do you like the gameplay and characters.

It's not really my genre, so I went as far as defeating hades twice, but stopped there. If I was a completionist I could have gone another 20 hours. I know several who have. Worth your time, just decide how much time you want to spend on it!

Charming, goofy, with lovingly designed characters. But the focus on being episodic makes it all feel that bit more incomplete. Where are we going toby?

The moment I saw a trailer and heard someone say 'surely it can't just be a game about walking?' I knew that I needed this game. The act of traversing the world and turning the landscape into a source of moment to moment information is unparalleled. Like an achingly gorgeous, precarious mirrors edge.

Much like mirrors edge, it's narrative is all about motion and the consequences of it. Delivering goods rather than smuggling information. But it goes beyond, thanks to phenomenal art direction, and a willingness to pretend that subtlety is everything. The story is like a second skin placed over the mechanics. The story is about what you can do, and you'll do it. Build roads, scale mountains, cross rivers, help people you'll never meet. So yeah, try it out. Go for a walk

A game about wandering through the bones of half forgotten old worlds. The worlds are deeply thought through, carefully written, and it teaches you a fictional language along the way. There is a bit of a pacing dip near the middle but persevere and you will be rewarded with a rich and memorable journey.