Did I expect the next game in the Dishonored series to be a PS5 launch title about dismantling an impressionist time cult? No, not really. But now I wouldn’t have it any other way.

Deathloop is a special game in that it continually gave me more than I asked for. Traversal that feels great? Check, but here are items and upgrades that really bust movement wide open. A story that justifies the game’s looping premise? For sure, but we’ll also give you knockout performances in every role and some real depth to each character if you’re willing to dig. Levels that feel purposeful and lived in? A tall ask but we’ll do that and make each space feel unique, interesting, and have at least three different versions. It’s a deceptively deep experience. At first what feels like Prey quickly gives way to Dishonored–all of which makes sense given Arkane Lyon’s tenure–but as you tug at each thread of the game, more and more reveals itself creating this standout rougelite action RPG experience that’s unlike anything else I’ve ever played. Okay, so that’s only sort of true. It’s like a TON of things I’ve played before but in the best of ways. The way it threads together the lineage of immersive first-person action games with an exceptional polish makes everything feel fresh.

Deathloop is its own marvel as much as it is the logical next step for Arkane as a studio.

Astro’s Playroom is in league with Wii Sports and Super Mario World for best console pack-in ever.

The 3D character platformer serves as an endearing introduction to Sony’s latest console as well as a welcome to the Sony family by way of cute bot-themed Playstation easter eggs generously littered across every level and console hardware serving as the primary collectible in the game. Players guide the game’s adorable namesake through stylized versions of the PS5’s CPU (world hub), GPU (jungle level), cooling fan (Tropical Freeze), proprietary memory (Kirby Tilt and Tumble), and SSD (sci-fi/space level) offering a wide range of environments and play styles. The true star of the game is the PS5’s Dualsense controller.

Between the excellent rumble and new haptic feedback on the triggers, the controller serves as one of the most “next gen” things about the newest Playstation. It may seem silly considering the game’s short length and ease of access, but it was one of my most anticipated games on the PS5. I was not disappointed.

Indie games are often relegated to a description of, “Oh it’s just [existing game] but…” Mortal Shell certainly isn’t avoiding that shorthand by way of the Soulsborne series, but studio Cold Symmetry’s combination of polish, tweaks to an existing formula, and thoughtful presentation make their debut game truly stand out in the sea of aspiring Souls-like indies.

Mortal Shell has all the components a fan of the sub-genre would expect–checkpoints, high-damage mobs quick to overwhelm in numbers, and spongy bosses just begging to be studied for attack patterns. The key differences can all be described as more arcade-like in comparison to their obvious inspiration. Rather than a single interconnected playspace demanding dozens or hundreds of hours of engagement to complete, Mortal Shell consists of a hub and 3 dungeons–my playtime was around 15 hours for a single playthrough. Instead of a deep RPG-system dedicated to crafting a unique character one stat at a time, Mortal Shell offers players four “classes” in the form of the titular shells their character can inhabit. The same streamlined sensibilities are at work in the different weapons, upgrades, and enemies in the game. While a trimming of fat for ease of development alone is a detriment to many Souls-like indies, Mortal Shell presents these changes with purpose. Each shell and weapon is distinct enough to offer a notable variety in playstyle, the shell system itself can be forgone for a sort of hardcore mode, and the “harden” mechanic replacing a traditional block entirely is a unique and notable addition.

In all, Mortal Shell is no Dark Souls 4, but it doesn’t seek to be. It’s a thoughtfully-crafted hors d'oeuvre of Dark Souls with just enough the same and just enough different.