Huge disappointment. Erratic camera and loose controls make simple actions a chore; almost unplayable in some cases.

Like. . . I really dig the vibes. Dumb environmental storytelling, silly setting to the point it’s unclear if the developers even looked at reference pictures of Louisiana, repetitive objectives that lean into continuous mayhem. Others say it nails the budget PS2-era game. And I get that. But a lot of budget games play better than this.

A good-ass good video game. Leaner than the original Spider-Man and better for it.

A terrific platformer. I hope Team Asobi makes DLC or a sequel.

DA really feels limp. I admire trying to meld car combat with on-foot acrobatics, but they don't mesh well together. Running around feels like a gimmick: you can't do anything better or different enough on-foot than just bashing players in-vehicle. And the live-service, GAAS elements can't draw me in with such a limited offering.

Great game, underrated gem, best AAA PS4 game.

The word “workhorse” kept popping into my mind while playing F.E.A.R. 3.
Here I was, inexplicably playing a 2011 first-person shooter, which I haven’t thought about since 2011 when it was released. Years ago, I bought F3 for pennies in a Steam sale, and it sat untouched in my library. Until last weekend. I was looking for a time sink to decompress, and thought a PS3/360 era shooter would fit the bill. And it was.

For four nights F.E.A.R. 3 was just dependable. I played it as a cool-down from the day and as a break from the competitive adrenaline of Counter-Strike and Warzone. The discrete levels and linear corridors funneled my tedious, built-up frustrations into a loop of headshots, bullet time, and possessing dudes.

A good Crash game! At times, visually stunning, especially in the sections spent hopping across dinosaur heads or bopping on the backs of floating alien turtles. It’s impressive when a linear platformer can create ‘wow’ moments in these vistas. But everything tacked onto the Crash formula feels undercooked.

The new mask powers are uninteresting, even adding a messiness to the controls that makes those sections feel unnecessarily difficult. And they’re utilized too infrequently and too far apart to make you comfortable using them. The last mask, flipping gravity, feels too overused in the genre to be a rewarding end-game power.