seems like it'd be a fun co-op game, not sure why I bothered trying it in SP though

2019

short, enjoyable 3D indie platformer with nice visuals (low polygon count + simple texturing + fancy UE4 lighting is a combination more games should use) and solid level design. worth playing for 3D platforming fans even if it requires putting up with a fair bit of jank attributable to its low budget and small team (some questionable checkpoints, a few unclear level objectives, English voice acting that doesn't match the subtitles, etc).

not to be confused with Elli, a similarly named but entirely different indie 3D platformer with a somewhat similar art style that came out a bit later in 2020. I liked this one better, though

fine but ultimately unexceptional Life Is Strange-like narrative game. features strong performances and some potentially interesting themes, but not a lot about the story stuck with me after I finished playing

enjoyable if janky exploration ultimately ruined by a horribly balanced and implemented battle system. combat has a number of elements that seem on paper like they should make for a fairly deep and strategic take on real-time combat, but in practice, the more advanced techniques either require button inputs that don't work reliably, or require keeping track of things around you that are all but impossible to keep track of due to the fast-paced and chaotic nature of the battles. for a while, you can just ignore these problems if you're willing to play it as a dumb button masher, but eventually, the game jacks up the difficulty and starts introducing enemies that can easily KO you in a single combo, at which point it's just not worth bothering

what if Resident Evil 4 but much slower and with tedious stealth mechanics and far too many cheap instakill traps and enemies

beautiful, charming open-world walking simulator. definitely rough around the edges, but has a real sense of place that much bigger-budget open-world games often struggle at

...not that I don't see the appeal, but maybe some things are best left in 2004

would actually be reasonably enjoyable if every level didn't feel roughly twice as long as it should be

solid, enjoyable 2.5D take on the Lords of Shadow subseries, with decent level design and high production values for its handheld origins. Has some significant flaws, to be sure (the LoS combat should have been reworked more for the shift to a single 2D plane, and the game should either have been strictly linear or have fully embraced a Metroidvania structure rather than the awkward hybrid on display here), but not even close to the "worst Castlevania ever" abomination that Igavania fans labeled it back in 2013

short, polished first-person puzzle game with a nifty optical illusion gimmick. it's not terribly difficult for the genre, and a sequel could probably do more with the premise, but I dug it

by far the most detailed raspberries I’ve ever seen in a game. thank you, Unreal Engine 5

it’s dumb, not particularly deep, and repetitive, but the core gameplay loop is pretty satisfying and addictive, and the campaign has the sense to end just as it’s threatening to wear out its welcome

fun action-adventure with very pretty voxel visuals and some extremely frustrating isometric platforming that will make you come close to giving up

a bit too mechanically simplistic and drags a bit by the end with a few too many tearjerker endings, but overall does a decent job of marrying gameplay to story

this horror walking simulator with light stealth and RPG elements is clearly a low-budget effort whose reach exceeds its grasp, but there's some janky Lovecraftian charm to be found here.

however, if you're playing on PC, I do highly recommend Googling and installing a trainer just so you can easily get through the absolutely godawful stealth sequence in chapter 6, probably would have given up at that point if that hadn't been an option