I return to this game every couple of years. Truly fantastic experience, from the music to the characters to the gameplay. The art direction is truly exquisite, and remains beautiful even almost 10 years after release. In some ways it's more visually striking and provocative than Supergiant's more recent efforts like Pyre or Hades. The gameplay is very unique and it's strange, but satisfying mix of turn based and real time combat is still something I've yet to see be improved upon by almost any other games. Transistor's combat scratches a particular itch that I can't seem to find anywhere else. The music is simply astounding, with some of the best vocal and instrumental work I have experienced in any game. Ashley Barrett's vocals and Darren Korb's orchestration are a match made in heaven, and they have been a regular feature on my Spotify since 2014. Although the story is vague and leaves much open to interpretation, the amazing visual design, soundtrack and dialogue create such a sense of place that the experience of playing Transistor trumps any issues I have with it's narrative aspects. Despite me loving all of their games, in some ways I think Supergiant has yet to top Transistor.

Was completely surprised by how good this was. Ragnarok has an excellent core gameplay loop and it fits perfectly into the rogue-lite formula, obviously inspired by Hades and other similar games. This DLC is a real love letter to fans of the original God of War trilogy, and delivers a deep exploration into the Krato's from those games (as well as references to even the PSP titles and Ascension which was a lovely surprise). It's amazing how Santa Monica have changed Krato's from so two-dimensional in the earlier games, to truly one of the most interesting and compelling characters in recent triple AAA gaming. Get's me very excited for where Krato's may go in the future, and if this epilogue does serve as the end of his journey for good then it also works as a perfect introspective farewell.

Jedi: Survivor feels more like a classic Star Wars story than anything released from this franchise in recent memory. A great balance of heart, tragedy and adventure. The story is fantastic, and is far more emotionally complex and deep than the standard hero’s journey found in the original 1977 film. It makes interesting connections with both the original trilogy and the new High Republic era. It builds on the fantastic characters from 2019’s Fallen Order (Cal, Cere and Merrin just to name some standouts) and develops them into far more interesting and conflicted characters, with their own complicated dynamics between them. Cal is truly fleshed out in this game as a character stuck between his desire to respect and continue the ways of the collapsed Jedi Order, while also recognising the inherent darkness within himself which may be necessary in order to defeat the Empire and save the ones he loves. It is perhaps the most morally ‘grey’ a Jedi protagonist has been in any Star Wars media and this was a welcome and unexpected fresh take on the traditionally heroic Jedi troupe. Cal is no longer some starry-eyed hero, a slave to the order’s traditions, but now a more ruthless and vengeful guerrilla fighter that is willing to do whatever it takes in order to strike back against the Empire for all the pain it has wrought. It is this conflict within Cal, and how this is mirrored in the antagonists of the game, that truly makes this journey a special and meaningful one.


Alongside the fantastic narrative, the gameplay is also top notch, with crunchy parry based lightsaber combat, and some of the best platforming in recent memory (one of Respawn’s great strengths as a developer is their fantastic, fluent traversal). Survivor is bigger and better than Fallen Order in every way from story to combat to travel to characters. It is a true evolution from the original, think of the step up from Uncharted 1 to Uncharted 2 in terms of a quality jump that builds upon an already solid formula. Not to mention this game also includes one of the best set pieces since Uncharted 2, thanks to Merrin’s portal-based platforming. My only criticism would be that the game world and levels have been perhaps expanded to too large and broad a scope in some areas, particularly the planet of Koboh which takes up the majority of the game’s length through repeated trips and exploration. It does start to feel a bit samey after a while constantly returning to that location. Luckily there are enough trips to other planets and fantastic set pieces thrown into the mix in between to make up for Koboh’s flaws as an overly large and daunting explorable space. The beating heart of this game is its story and its characters so the game would have benefitted from being more linear in some sections (particularly Koboh) in order to put more focus and momentum on the fantastic story. The Metroidvania style exploration is fun, but when your only picking up cosmetic items and health/force upgrades it can feel a little pointless, especially when you could be following the fantastic main story instead of exploring. Despite my gripes with the large open world sections, the gameplay is still fantastic and the story touched me in a way that no traditional jedi-focused Star Wars story has done since the original trilogy. It is the new high point for Star Wars games and potentially even for 3rd person action/adventure titles in general given it excels in both gameplay and story. Jedi: Survivor is truly the ‘Empire Strikes Back’ in comparison to Fallen Order’s ‘New Hope’: bigger and better, while also being more complex and emotionally engaging on a narrative front. It has succeeded on being both greater in scale and ambition than its predecessor, while also telling a story that feels more human and personal despite the larger ‘space opera’ underpinnings.

Respawn has truly accomplished something great with Jedi: Survivor and I greatly anticipate their next chapter in Cal Kestis’ story. Aside from Andor which is brilliant in its own more introspective and nuanced way; these Respawn Jedi games represent the highest bar that Star Wars has reached in terms of narrative and heartfelt storytelling since the original trilogy.

This review contains spoilers

Halo 5: Guardians Review – ‘A Colossal Misstep’

Halo 5 takes a few steps forward, but several leaps backwards in terms of quality. It simultaneously has some of the best gameplay and multiplayer in the series while having the worst campaign to date. There are areas where 343 Industries has been able to build on and improve the Halo formula, but these are greatly diminished in light of a terrible narrative which will greatly harm the series moving forward.

In order to present a balanced approach let’s start with what 343 has done well and improved upon from their previous entry. I am a big fan of the new advanced mobility options introduced in this game. We had a hint of this in Halo 4 with Sprint becoming a permanent addition to the move set, but Halo 5 takes this to a whole new level. Both characters (Master Chief and John Locke) are given a huge amount of ability to quickly move around the battlefield. Sprinting for long enough enables the player to perform an immensely satisfying Spartan charge, where they use this speed and momentum to jetpack-boost into a crunchy melee attack. This charge also allows you to quickly dash in any direction (much like a supercharged version of Evade from Halo: Reach) allowing you to quickly dodge incoming projectiles or escape when you become surrounded. Clamber/Vaulting is also a welcome addition in my mind. There have been several times throughout the series where I’ve jumped for a ledge only to miss it by a few inches and fall to my death, which was certainly a little immersion breaking when you’re playing as a near indestructible super solider. The only addition which feels a little unnecessary is aim down sights (ADS). I understand this is an attempt to further emulate more modern shooters like Call of Duty, but ADS is implemented in such a way that it doesn’t impact the gameplay in any substantial fashion - it doesn’t slow the player down, and there is no damage boost to using it, simply a little more accuracy. Now I don’t want Halo to be dependent on ADS as I feel it would completely change the gameplay dynamic, but one must ask why ADS is even in here at all when it has such a minimal impact on gameplay. Overall I really like these advanced mobility options. They feel like a real evolution of the Halo formula. Now I understand that many people dislike this aspect of Halo 5, instead preferring the slower pace of the previous games. However I think they are a positive addition; it may make the game feel less like classic Halo but it makes the combat so fun and satisfying that I’m willing to overlook that.

This refined gameplay benefits both the multiplayer and the campaign missions. I had a particularly fun time with the multiplayer of this game. The added movement options just make me feel so much more mobile and in control, whereas in previous Halo multiplayers I felt quite slow and sluggish, essentially slow-moving sniper fodder. But in Halo 5 I can sprint around the map at 100 miles an hour Spartan charging unsuspecting enemies, and ground-pounding them from above. Even long after I finished the campaign I still find myself going back to the multiplayer just because I find the gameplay so addictive. The same applies to the gameplay portions of the campaign to a certain extent. The missions themselves are fun to play – large, vertical arenas packed with enemies which you can approach in many different ways. You can go in straight ahead gun’s blazing, or you can clamber up a nearby structure and strike from above, or you can jump into a vehicle and simply drive right through the enemies. The larger arenas provide so much more choice to combat that they are genuinely pretty fun to replay. However this fun can be hampered by the unnecessary co-op, which attempts to add a new layer to combat, but ultimately fails in shaking up the formula. In fact the new co-op focused mechanics (e.g. not dying, but instead having to be revived by an AI teammate) detract from the campaign as they make you feel like the game is not intended to be played solo, which is especially problematic for a Halo game.

This is where I must start getting into the negatives. On a technical level Halo 5 is great. Its gameplay is fun, it’s visuals are gorgeous and it’s music is impactful (if a little generic). But the main reason I come to Halo is for the campaign, and in this entry the story is absurdly bad. So bad in fact that it actually makes all these other aspects feel pointless in a way. What’s the point in having good gameplay if there is no meaningful narrative or character work to pull you through the campaign. So what is so bad about the story? Well there’s a lot of things so forgive me for the following ramble.

I should first point out that I’m not necessarily upset by the ‘bait and switch’ that we end up playing as John Locke for 80% of the game (in 12 out of the 15 missions). This kind of subversion has worked in the past, notably in Metal Gear Solid 2 with the switch to Raiden and has even already occurred in the Halo series with us playing as the Arbiter for much of Halo 2’s run time. However the problem is Locke is just not an interesting enough character to take on the mantle from Master Chief. Throughout the entire game, whether in game or in cutscene, he remains a stoic, humourless Spartan. This worked for Chief because of his status as a legend within this universe, he is more of a force of nature than a man after all. But Locke is just another Spartan and he does nothing to endear us towards him, despite being the main character for a vast majority of the campaign. Of course his character was already set up in some expanded material like Nightfall, but that isn’t an excuse to have him be a wet blanket in this game. This same characterisation problem extends to both Locke’s squad and Chief’s. Why do Locke and Chief both need their own team of 3 other squad mates? Well its obviously so co-op can be forced in, but this wouldn’t be as problematic if the squad were endearing, interesting or did anything to justify their existence. 343 Industries can barely handle the characterisation of characters we already care about (like Chief and the Arbiter), let alone all these unnecessary, superfluous characters. Even Buck, one of the most charismatic characters from ODST, is reduced to the run of the mill Spartan comic relief. Out of the 8 squad members from either team the only one we truly care about is Master Chief and he is not given enough screen time or material for any meaningful character exploration.

Not only does this narrative fail in terms of characterisation and delivering a standalone story, but it fails as a follow-up to Halo 4. In fact it goes in such a different direction that you might think that 343 is deliberately trying to distance themselves from their previous work. Yes Halo 5 does still technically include the Prometheans and the Forerunners, but it does so in a completely different context. Halo 5 focuses far more on a sort of human v Artificial Intelligence (AI) storyline but attempts to use the narrative device of the Prometheans/Forerunners to elevate this AI threat to a far wider galactic scale. But the issue is that these two plot elements seem so diametrically opposed to each other, one about an ancient civilisation and the other about human-made AI. It was strange of 343 to try and force these 2 plot elements together into one storyline, and it resulted in a messy, convoluted plot which is not satisfying. Even if the AI element was taken out of the equation altogether, the Guardians themselves would still be a fairly uninteresting plot point. The idea of giant robots that can be used to police and control the galaxy is just nowhere near as interesting as the Halo rings which can eradicate all life in the Universe, and Bungie managed to come up with them all the way back in 2001. Much like the Didact from Halo 4, the Guardians and the Warden Eternal from this game just seem far too generic and cliché for this Halo universe. Perhaps they could have worked if given a better antagonist aiming to control them, and that brings us onto Halo 5’s biggest problem by far.

Let’s discuss the elephant in the room. Cortana being the main villain of Halo 5 is absolutely absurd. There is a place in fiction for protagonists taking the slow descent into becoming antagonists, but there has to be the necessary set up for this. Cortana did become noticeably erratic and angry towards the end of Halo 4 as her rampancy worsened and she continued to deteriorate, but she didn’t turn into an adversary for the Chief. In fact by the end of Halo 4 she sacrificed herself in order to save Master Chief from the Didact’s exploding ship. She isn’t succumbing to rampancy in that final scene where she bids a tearful farewell to Chief, she is content and has come to terms with her fate. It’s baffling to me that this character can go from this reasonable state, to suddenly becoming some galaxy-conquering megalomaniac when she gets the slightest shred of power through the Guardians. This is not the Cortana from Halo 1-3, or even from the ending of Halo 4. I kept expecting there to be some plot twist that this AI was in fact another one created by Halsey or that it was one of the shreds of Cortana’s personality she had broken herself down into near the end of Halo 4. These kinds of twists wouldn’t have saved the messy AI/Forerunner plot, but then at least 343 would be recognising that this character is nothing like Cortana, just using the resemblance to manipulate Chief or something along this lines. But No, there is no such twist, this character is Cortana from all the other games. She’s just decided to do her best evil AI ‘HAL 9000’ impression for no reason. This is the main problem with Halo 5’s narrative – despite what 343 wants us to believe this character is not Cortana. Her motivations come completely out-of-the-blue and there is no build-up towards this random and out-of-character face turn. This decision completely betrays her character and motivations from Halo 1-3. Now her story in those games wasn’t anything substantial, but she had a clear character that distinguished her from being just some bland AI. Her and the Chief bonded because of how different yet similar they were. She was an AI who seemed quite human in her personality, while he was a human who could’ve passed for a robot given the trauma and years of war he experienced. Bringing back Cortana in any way (even if it had been with more care) also takes away any impact from the ending of Halo 4, one of the best things about that game. Not only has 343 Industries potentially ruined Bungie’s character from the original trilogy, but they haven’t even remained consistent with their own previous entry in the series.

But above all the worst thing about having Cortana take on this role of central antagonist is that I think this game leaves the Halo universe in a far worse-off and less interesting place than it was before. This issue wouldn’t have been as aggravating if the Cortana villain plot could have been contained to this game alone. Perhaps if it had been a more quiet, personal conflict rather than a galaxy spanning one. Or even if she had simply been defeated at the conclusion of this game then at least 343 would still be free to go in a new, hopefully more successful direction for the series. Sadly this is not the case. ‘Cortana’ was not defeated in Halo 5, instead she has been partially successful in her plan and seems committed to starting an all-out war between AI and organic life. This silly Cortana villain plot line is now the main threat against the entire Halo universe, and it will be impossible to ignore in future entries. I think this was meant to be 343’s big ‘Empire Strikes Back’, ‘lowest point for the hero’ moment of their trilogy, but it is so mishandled and unsatisfying that it can only come across as laughable. With the obvious negative reception to this game and the Cortana plot in particular, I have no idea how 343 Industries is going to provide a satisfying ending to their trilogy, if you can even call it that given how unrelated Halo 4 and 5 are. Halo: Infinite is on the horizon and apparently it aims to go back to the series’ roots, so I guess only time will tell how 343 plans to get themselves out of this grave they have dug.

The multiplayer and gameplay of Halo 5 may have saved it a little bit when reviewing it as an overall package, but the terrible campaign and narrative is something I cannot simply ignore. It represents one of the most egregious drops in quality I think I’ve ever seen in the story of any ongoing series, games or otherwise. 343 showed so much promise with Halo 4 that I’m quite sad to see it all squandered with this entry. I hope 343 is able to recover somewhat and provide a satisfying Halo experience with Infinite, but honestly I don’t think they have it in them after this big a blunder.

This review contains spoilers

Halo 4 is a strange beast. 343 Industries went so far in trying to capture the gameplay and feel of classic ‘Bungie era’ Halo that sometimes it is near indistinguishable, but at other points it can come across as nothing more than a pale imitation. The game feels fundamentally split down the middle, one half trying to recapture that Bungie era while the other half attempts to modernise the series and allow 343 to put their own spin on it. It succeeds and fails in both of these aspects, but overall it still delivers a fun experience and would have been great building block for 343 to improve upon in future instalments.

Although I’m not a big fan of the new Master Chief’s design, I have to admit that Halo 4 looks absolutely gorgeous, especially for a late Xbox 360 game. It’s hard to believe it’s actually running on the same hardware as Halo 3 or ODST. This level of polish is present throughout the whole campaign, whether in the in-game cutscenes or the beautiful, sci-fi vistas that you see throughout each level. It’s at these moments where 343 comes close to capturing that Bungie magic: with Chief looking out on an intricate Forerunner landscape, mesmerising in both scale and design, as Neil Davidge’s emotional score takes centre stage.

343 has also excelled in recapturing much of the gameplay of those original Halo games. Although the addition of Sprint might have frustrated some, it was a welcome one for me as I think it brings a speed and intensity to the gunfights not seen since Halo 2. All the weapons from the original trilogy return and feel as crunchy and satisfying to use as ever. 343 has done a great job replicating the Bungie style and weapons, in a way that remains faithful to the originals while still providing some updates and improvements. Where 343 doesn’t succeed as well is in adding weapons and enemies of their own. The 3 new Promethean enemies may be visually distinct and cool to fight at first, but they quickly become stale and don’t seem as balanced as returning enemies like the grunts, jackals or elites. The Knights look very cool visually, but their overdesigned armour makes it hard to tell when your landing meaningful hits, and they have a habit of teleporting away for seconds at a time right as your about to kill them which gets annoying fast. The Crawler enemies are similarly annoying: they are the main ‘Promethean fodder’ so you will fight large numbers of them throughout the game, but they are fast on their feet and can be difficult to hit reliably, especially when crawling on walls. These would be fine as just another addition to the battlefield, much like a Dog or Wolf enemy variant would be in most games, but making them the main enemy Chief regularly faces again seems strange. The Promethean weapons also don’t pack the same punch as returning series weapons. There are Promethean variants of most of the traditional weapons like the Lightrifle (battle rifle) and the Scattershot (shotgun). These look fantastic, literally assembling in Chief’s hands as you pick them up. But they never feel as satisfying to use as the more traditional weapons, especially against the Promethean enemies who don’t respond reactively to sustaining damage. A shotgun blast would blow an enemy into a ragdoll in previous games, whereas shooting the Prometheans (especially the Knights) feels like they are just bullet sponges, standing there and absorbing the ammo until they eventually burn away. 343 recaptured the original weapons and combat so well, but their own new additions were surprisingly disappointing. I feel I should also note the length of this game. Whereas most Halo campaigns usually clock in between 10-15 missions, this entry only has 8 missions overall. Although some of these are longer than the average mission, this also means the game isn’t able to explore as diverse an array of environments as previous entries, resulting in it feeling comparatively smaller in scope. This limited run time means the campaign flies by at a breakneck pace which only worsens the rushed introduction and quick resolution to the Didact conflict.

My main problem with Halo 4 is its story. Much like the game itself this story feels completely split down the middle, dealing with 2 unrelated conflicts (Cortana’s rampancy - and - the Didact) which both required far more development and perhaps even their own games to properly flesh out and deal with satisfactorily. Cortana’s physical degradation and fall into rampancy is easily the more compelling plot element, both from a narrative standpoint (it’s the most satisfying and complete narrative arc overall) and also from an emotional standpoint (most players, me included, already have years of love invested in this character). Without a doubt this Cortana element should have been the main focus of Halo 4’s plot, and from the outset that seems like the direction the story is going in. Through the Prologue and the first few missions 343 provides far more character to the usually quiet and stoic Master Chief, allowing him to have real conversations with Cortana and to actually show real empathy and affection towards her in her rapidly deteriorating state. This focus on the relationship between Chief and Cortana is the narrative high point of Halo 4 and it is only bolstered by the expert performances from Steve Downes and Jen Taylor. Cortana’s emotional farewell at the climax of this game is one of the most memorable scenes in the series and it does everything it can to try and salvage the rushed ending of this game. Cortana’s final scene is truly emotionally resonant, and I really think this story could have been exceptional if more focus was placed on her and Chief’s relationship overall.

But Cortana’s story quickly begins to feel like an afterthought after the introduction of the Didact, this game’s main antagonist. Of course Cortana’s rampancy is still present throughout the rest of the game (especially near the end) and Chief does become noticeably more distressed as she continues to deteriorate, but in comparison to the introduction of the Didact/Promethean conflict Cortana is forced to take a back seat, her rampancy feeling like little more than a subplot for large stretches of the game. Although I think the Cortana arc should have been the main story, I wouldn’t be so disappointed if the Didact threat had been a compelling enough alternative, but this is not the case. In fact the Didact and his army of Prometheans are actually the least compelling antagonists in the whole series. It’s clear 343 Industries wanted to try and top Halo 3 in terms of stakes and scale, but that’s no small feat, especially given the grandeur of Halo 3’s story – it was about saving the entire universe from destruction after all, both from the Flood and the Halo rings. However in trying to top Halo 3, 343 have actually made a villain who is far more stereotypical and one-note than anything in the series up to this point. The villains of Halo 2/3 may not be anything ground-breaking, but they were wildly inventive and ultimately fun. The Prophets of Truth, Mercy and Regret wouldn’t be able to match the Chief in a fight, but they use political power and religion to convince various different races to fight on their behalf. And I’d be remiss not to mention the Gravemind, a huge eldritch monstrosity which looks equal parts funny and scary, speaking in rhymes like a Dr Suess character. Halo was always its own inventive world, not just space marines and hulking alien warriors but something a little deeper. Sadly the Didact does fall into the predictable mould of an overpowered warrior that the Chief has to beat through sheer force alone.

The Didact himself isn’t the biggest problem, but the sheer speed at which this conflict comes into existence with little to no previous set up is. The whole story of the Didact, the Librarian and the Forerunners has an air of self-importance and grandeur that it doesn’t really deserve. The Forerunners are key to the original Halo games and are explored greatly in expanded material like the books, but within the games these specific characters have not been mentioned at all. Their backstory (something which you’d think would be essential for a villain to have) can only be discovered by finding all the hidden Terminals throughout the game, something most players won’t do. This results in the whole Didact conflict coming out of nowhere with very little build up towards it. The Didact himself doesn’t show up until the end of Mission 3, almost halfway through the game. There isn’t enough time to set up a normal villain in this time frame, let alone one who is apparently so fundamental to the fate of the Halo universe. This rushed introduction culminates in the worst scene in the game – where Master Chief meets with the Librarian and we are assaulted by a barrage of exposition. This kind of scene shouldn’t have to exist in a well-structured narrative. Even if the information on the Terminals had been properly integrated into the main plot, this scene wouldn’t be necessary. It feels like an attempt to elevate the stakes beyond previous entries, by linking the Forerunners to the evolution of mankind and trying to show how big a threat the Didact actually is. But despite this large scale, this conflict feels nowhere near as impactful or important as previous entries because it isn’t given the necessary set up for us to care. And the icing on top is the way this sequence ends, where the Librarian literally evolves Master Chief into a being which can withstand the Didact and his MacGuffin super weapon. This steers far too close to the overused ‘chosen one’ narrative for me and it feels far too hokey and supernatural for the Halo universe which has stayed predominantly in the realm of science-fiction up to this point. This is certainly the weakest point of the story, but it shows us the main problem with Halo 4 overall. The Didact is just not an interesting villain. Despite the threat he poses to the galaxy and Earth at the climax this conflict just isn’t interesting enough to follow on from the heights of the original trilogy. The fact that this manufactured conflict took the centre stage in the game instead of Cortana’s rampancy is baffling to me. When the Didact was eventually defeated (in a QTE no less) I was very happy, not because he was a compelling villain I’d grown to hate but because I was relieved 343 wouldn’t be able to put his boring character into future instalments.

I didn’t get particularly invested in the multiplayer of this game. I understand that might bring it up a few notches for some, but for me I was here for the campaign. I still enjoyed Halo 4 on a purely gameplay front. It recaptures the feel and addictive gameplay loop of the original games, even if 343’s new additions through the Prometheans aren’t really up to the expected standard. For that reason I have to respect 343 and give them some credit for the level of quality they achieved gameplay wise, especially for a first outing as a studio. But I must admit that the problems with the story bring the whole experience down for me greatly. The Cortana/Master Chief relationship is the clear highlight of the narrative and when it is at the focus Halo 4 is at it’s best and most emotionally resonant. However this takes up a far smaller percentage of the run time than it should, instead leaving us to focus on the undercooked and unnecessary Didact conflict. Despite the disappointing story this outing still leaves me with hope that 343 can make a truly great Halo game. They might not be able to fully recapture that special something that Bungie put into all of their games, but Halo 4 was a good foundation (at least on a gameplay and stylistic front anyway) to build upon in future. It’s just a shame that the bizarre story decisions detract from the game’s more obvious strengths, namely it’s fantastic gameplay and character work.

I’m likely not the intended audience for Cyber Shadow given I wasn’t alive when the Nintendo Entertainment System (NES) was on the market. I’ve never played the original Ninja Gaiden or Mega Man games. My only experience with these kinds of games has been through watching gameplay of them (which looks as frustrating as expected). Although I have actually played some of the clear spiritual successors to these games. I played and loved Shovel Knight back when it came out, a clear ode to Mega Man with its boss-focused structure. Funnily enough the developers of Shovel Knight (Yacht Club Games) are actually the publishers of Cyber Shadow so they certainly have an appreciation for this old NES aesthetic. And I also played The Messenger, which takes inspiration from the precision gameplay of Ninja Gaiden while also balancing it against a more Metroidvania focused exploration system. With all this in mind I really enjoyed the traversal in The Messenger and if Cyber Shadow was anything like this it would be worth a try, not to mention it is on Xbox Game Pass so I get the option of trying it without forking over any cash.

And I’m very happy I did. Cyber Shadow is an excellent throwback to these old NES games, taking their style and mechanics while utilising the power of modern consoles to push the pixel-art style to its limits. This is a truly beautiful game and that is in no small part thanks to its very unique Ninja/Cyberpunk aesthetic and gorgeous pixel-art. Despite being sprite-based the colours really pop off the screen and make this one of the most beautiful games I’ve played this year. This cyberpunk aesthetic was especially intriguing for me as I prefer this science fiction skin (full of cyborgs, synthetics and machines) to the more traditional Eastern skin of Ninja Gaiden (more of an honour and bamboo shoots vibe). The platforming is great and only evolves over the course of the journey. Shadow starts off with only a jump and a slash, but as the game progresses he learns new moves (such as the ability to bounce off the top of enemies to gain more height) and the platforming becomes significantly more complex as each new power is introduced. By the end Cyber Shadow is a challenging precision platformer, likely as hard as some of those infamous NES games, but it earns this difficulty by slowly adjusting the player to it and allowing them to build themselves up to it over the course of the game. Cyber Shadow has a far more gentle difficulty curve than those original NES games which are still hard-as-nails and may be nearly impossible without the use of save states, but I find this newer approach more satisfying as it allows the player to improve alongside their character. My only real problem with the game would be how unforgiving the spikes are in the environment. You can have an entire health bar, which would take even the strongest enemy several hits to deplete, but you will instantly die if you so much as lightly tap any of the spikes in the environment. I understand this is meant to be a throwback to games like Ninja Gaiden where you could die in very little hits, but even some of the older NES games would merely have the player bounce off the spikes and take a couple hits of damage. Having what can sometimes be a multiple minute run (between some of the later checkpoints anyway) instantly cut off because you just hit the edge of a spike with full health feels cheap and is ultimately unsatisfying.

Aside from this quibble I had a fantastic time with Cyber Shadow. Its levels were fun to traverse, and its bosses were all uniquely fun to fight – whether that be more human-sized adversaries, large, hulking machines, or something in between. The story in Cyber Shadow wasn’t particularly memorable, however it is told in these incredibly well-animated panels which really convey the cyberpunk aesthetic and this oddball group of characters. These cutscenes and sprites are so well done that they actually gave me nostalgia for a time and genre I didn’t really experience first-hand – the NES ninja platformer. I also must mention that this entire game is mainly developed by 1 person (Aarne Hunziker) who is the sole developer at Mechanical Head Studios. He created almost the entire game himself, from the gameplay to the pixel-art to the story. Almost every major aspect of the game was created by him, aside from the music. This is an absolutely insane achievement and it makes me respect him and this game on a whole new level. Cyber Shadow already had me endeared towards it with its fantastic gameplay and gorgeous graphics, but knowing this little tid-bit made me love and respect it even more. I’d recommend this game to anyone who likes platformers, even if they don’t have much experience with the older NES games Cyber Shadow is aiming to deliver a modern spin on.

Some people criticised Dead Space 2 for being too action-focused and straying too far away from the survival horror roots of the original game. This was never really an issue for me. Yes Dead Space 2 is not as scary as the original, but I feel the overall experience was only heightened through the more action-packed set pieces and fast-paced combat. Isaac may have been flying all over the place like an action hero, but the necromorphs moved just as fast. Despite the surplus of ammo and health, I was still fearful of what was around every corner, I may have had the means to take on these creatures but there was still a palpable feeling of dread when waiting for them to jump out and attack. Despite all the set pieces, ammo and spectacle Dead Space 2 never strayed to far into action territory for the experience to cease being a horror game. I’m afraid the same cannot be said for Dead Space 3. With this entry the series pretty much abandoned much of the horror tone that had made the original special. Yeah it still has necromorphs, and jump scares and a little bit of body horror, but the more unique elements have been sanded down until all we’re really left with is a standard cover-based shooter with some grotesque enemies, and you can already go to Gears of War for a superior version of that.

Dead Space 3 isn’t necessarily bad, but it is extremely disappointing, especially considering the great balance Dead Space 2 managed to achieve between action and horror. Dead Space 3 puts action at the centre stage adding in a combat roll, adding in somehow even more ammo and generally making Isaac more fluid and easy to control. Although these may be improvements, each of them takes away from the horror tone that made the series great. Isaac is no longer a vulnerable engineer desperately searching for ammo and health, but now a soldier who kills just as many marines wielding assault rifles as he does necromorphs. This shift towards action is apparent from early on. The first time we see Isaac he isn’t actually fighting necromorphs but shooting other marines on a human colony. There’s almost no horror in this type of encounter, one human shoots at other humans with laser guns, doesn’t exactly sound like a particularly tense scenario. It became particularly laughable later on, when even some of the necromorph enemies began to possess bodies and wield firearms themselves. People like to complain about how the Resident Evil series went far too action focused in its 5th and 6th entries, but Dead Space 3 has them beat in that regard – it only took about 3 entries before Isaac was your fun of the mill action hero killing hordes of humans as well as monsters.

Another major detractor from the horror factor is that Dead Space 3 can be played entirely co-op. Much like many of the other new additions this change was likely forced into the game to make it more appealing to widespread audiences. Accompanying Isaac for this story is John Carver, a bland and uninteresting soldier who is more of an angry stereotype than a character. A second player can play as Carver and accompany Isaac for the whole of his journey. I think this is a major misstep; it’s difficult enough to create a tense, horror environment when the player is by themselves, let alone when there is another character to banter with and provide supporting fire. Any dread which could have been achieved in the game’s more isolated locations is completely removed by the addition of a second character to the mix. This co-op focus can also be quite immersion breaking when attempting to play through single player. There are areas of the map which are reserved only for Co-op which the game will remind you of in large, unsubtle text if you attempt to enter into them. Carver also appears and disappears from the game world at will. Because he has to be present for the co-op players Carver will be present in nearly every cutscene, but on a single player run Carver will appear at the start of the cutscene and then disappear at the end, leaving Isaac all on his lonesome again. Not only does this break immersion in the moment but it made me frustrated with the story itself – don’t make Carver such a key part of the story if he’s going to have such a diminished presence in a single player run. The co-op sections should be additional parts added onto the main campaign, but here the main story itself bends over backwards to force in Carver, taking away the sense of loneliness and isolation from the previous games and literally breaking the 4th wall as Carver pops in and out of existence.

The setting of Dead Space 3 also doesn’t help in establishing a horror tone. The first half of the game is mainly set on a series of dilapidated space ships which does go some way towards recapturing the feeling of the other Dead Space games. But the main chunk of this game (and what much of the marketing focuses on) is the snowy planet Tau Volantis. Although there is an element of survival in the freezing temperatures and perpetual blizzard on this planet I don’t think it’s the right setting for this type of horror game. It’s very bright, even when underground in the caves, meaning there isn’t much darkness for enemies to hide in or for your mind to fill in the blanks. Now this kind of setting can still be home to some fantastic horror stories (think John Carpenter’s The Thing), but it doesn’t suit Dead Space’s particular brand of horror. Some of my most distinct memories from Dead Space involve moving through dark, claustrophobic corridors with the only light source being the small circle emitted from my flashlight. You couldn’t see a few metres in front of you, or even the edges of the walls that surrounded you. Dead Space 3’s wide, snowy terrain makes this kind of horror impossible. The closest you even get to the darker areas of Dead Space 1/2, was when you descend into the bowls of the alien craft near the end of 3, but by this point you have so much ammo and are fighting so many humans and necromorphs at once that there is little room for the more intimate horror of previous games.

Now I don’t mean to be so negative about Dead Space 3, but so many of its major flaws seem so obvious from the outset (forced co-op, increased focus on action) that I can’t help but feel they were included in the game against Visceral’s will. Now that may not be entirely true, but it is common knowledge that EA was trying to mould and force this game into being something else, in order to make it their next big ‘cash cow’ series. I imagine it was incredibly hard to develop this game for Visceral given how many things they were encouraged to include, and how many forces they had pulling them in opposite directions. Despite this the game does still have some bright spots. It may be fairly generic and formulaic, but the combat does feel as fun and crunchy as ever, even if it lacks the usual suspense. I enjoyed seeing Isaac and Ellie’s relationship develop, even if it went into complete melodrama by the end. And the game still has a few good set pieces – the Atmospheric entry sequence being a particular highlight where Isaac has to guide a ship through orbit, at just the right trajectory that it doesn’t burn to a crisp. These bright spots make me feel even worse for Visceral and what happened to them in the years after. They were a fantastic studio who made 2 of the best survival horror games of all time, and yet EA still unceremoniously disbanded them as they’ve done with countless other studios.

I would consider myself a Dead Space fan, really loving the first 2 entries, but even I struggled to get through parts of Dead Space 3. It is a sequel that feels bloated and unnecessary, obviously weighed down by the numerous different systems and features that were forced upon it by its publisher. In my opinion Visceral only made 2 pure Dead Space games in their own vision and Dead Space 3 is not one of them. It’s a poor end to the trilogy and a game I’m unlikely to ever return to.

Dead Space 2 is a non-stop thrill ride from start to end. In comparison to the original Dead Space which was far more reserved and focused on survival horror, Dead Space 2 focuses far more on an action horror approach. Ammo is no longer in as short supply and there are as many fast-paced set pieces in the game as there are dimly-lit, blood-soaked corridors. But this shift away from survival horror isn’t really a negative in my opinion. In my mind the original Dead Space is more akin to Ridley Scott’s Alien – a slower-paced, dread-filled crawl through a spaceship filled with monsters. And in contrast to that Dead Space 2 is more akin to James Cameron’s Aliens – a fast-paced, action romp which still retains clear elements of horror.

Now this comparison isn’t one-to-one, even the original Dead Space was significantly more action-packed than say the early Resident Evil games, but it was still scary in the way it utilised it’s environment and atmosphere to create deep feelings of dread and terror (despite the fact that Isaac could defend himself). And despite all the action in Dead Space 2 this fantastic environmental design is continued on and refined. As I moved through the halls of the Sprawl space station it brought to mind the design of the Nostromo – every inch of the game is filled with world-building. Each location feels believable and we understand how it operates within this science-fiction world. And it knows how to make these environments as tense as possible - flickering lights in the hallways, could it be a necromorph waiting in the shadows or just a trick of the light. It reminds me of Resident Evil 4: you have enough ammunition and weaponry to defend yourself but the sheer speed and intensity with which enemies come towards you creates a sense of horror. Despite this horror, the combat also provides such a rush when defeating these enemies – freezing a necromorph with stasis when their blade is inches from Isaac’s face still has me on the edge of my seat. And that makes it all the more satisfying when you cut off this limb and fire it back at the same necromorph at terminal velocity – this loop of freezing, dismembering and firing is one that never got old for me, especially when you end it all with a nice, crunchy, satisfying stomp to confirm the enemy is truly dead.

Dead Space 2 may not focus as much on survival with its lack of health and ammo scarcity, but the horror aspect has been explored even more thoroughly. It focuses far more on the psychological horror of what Isaac has endured, the trauma he has from the death of Nicole, personified in the horrific image of her which torments him throughout the game. It’s not necessarily scary, but it is unsettling and this kind of PTSD sequence is far more interesting than the usual jump scares or necromorph encounters that could have taken its place. This game also ramps up the gore to far more intense and grizzly levels. It feels a little try-hard or edgy at some points (e.g. killing child necromorphs in the nursery or the infamous eye scene), like the game is deliberately trying to be controversial with its level of violence, but most of the time it takes on a more playful and campy tone, somewhat similar to Sam Raimi’s work. For example, the first time we see one of the Necromorph babies, we watch as a woman encourages the baby to crawl towards her and picks it up in a big cuddle only to explode into a cloud of blood and guts. Now as horrific as this sounds, my first response was to laugh. The developers understand the absurdity of this, and it feels like there is a certain level of slapstick to this moment. I think this more playful tone helps to compliment the more rollercoaster, action-based pacing of this game. One moment it’s scary, the next it’s exhilarating, and sometimes it’s absurd to a comical level.

This rollercoaster tone is Dead Space 2’s greatest asset, and one that could only be afforded by the game’s overly large budget. Not 10 minutes goes by before your thrown into another unique sequence, whether that be fighting necromorphs on a speeding train, hanging upside down shooting enemies (long before The Last of Us did it) or one of the games numerous flight sequences where Isaac is essentially fired out of the airlock and has to thread the needle as space debris hurtles towards him. Now these flight sequences in particular really allow Dead Space 2 and Visceral Games to flex the blank cheque which was provided by EA. There isn’t much player control in these sequences, simply moving Isaac with one stick and controlling his thrust with the other, but the sheer spectacle and production value on display within these sequences elevates them substantially, making it far more than the sum of its parts. Jacob Gellar did a fantastic video on the breakneck tone of Dead Space 2 and I’d urge anyone interested to check it out (https://www.youtube.com/watch?v=EG8kRH4lDn0&t=1309s).

Overall Dead Space 2 still holds up as a fantastic game more than 10 years after release. It takes many of the horror and environmental design elements from Dead Space 1 and combines them with a more action-packed tone to craft an experience that delivers in so many different areas. It’s scary when it needs to be, and it’s fun when it needs to be. I haven’t seen such a perfect combination of action and horror since Resident Evil 4 and given that RE4 was a clear inspiration for the Dead Space series I would say Visceral truly matched their predecessors with Dead Space 2.

One of the greatest video game series of all time. Also some of the best science fiction I have ever experienced in any medium. A must play for any fan of games or science fiction in general.

Mass Effect Review - https://www.backloggd.com/u/MrChrystal/review/178780/

Mass Effect 2 Review - https://www.backloggd.com/u/MrChrystal/review/178790/

Mass Effect 3 Review - https://www.backloggd.com/u/MrChrystal/review/179050/

This review contains spoilers

Played on Legendary Edition. Taking the trilogy as a whole I would give it a clear 5 Stars.

Mass Effect 3 is certainly the entry in the trilogy which I feel most conflicted about. Playing it for the first time in 2021 I think it is a genuinely great game, even if it doesn’t exactly stick the landing as an ending to the trilogy. However that’s my experience including all the DLC and changes made as part of the Extended Cut, I can understand how the core version of ME3 without any of these additions or changes could have been incredibly disappointing back in 2012. That being said, I’m reviewing ME3 in the form it takes in the Legendary Edition, where all of this content is seamlessly blended in – in fact I couldn’t have told you most of it was released after the fact since it neatly meshes in with and supports the main game.

ME3 represents the series’ complete transformation from large, galaxy-exploring RPG to a more linear and action focused shooter. I didn’t feel this shift as much in ME2, as the more linear nature of its missions was still supported by fantastic characters and narrative. But in ME3 this shift feels far more noticeable and deliberate, an attempt to turn Mass Effect into something with more mass market appeal. I don’t actually mind this shift as much in the levels themselves, ME3 has the best combat in the series and it is genuinely great to play, up there with some of the better cover-based shooters. However it is in the narrative aspects where this linearity is more problematic. Many conversations now boil down to a choice between two options (usually Paragon, or Renegade), many of which result in similar dialogue. This is a far cry from ME2 and especially ME1 where the dialogue wheel could expand conversations in so many interesting ways, with us learning more not only about the people we’re speaking to but the lore of this world itself. In comparison some of ME3’s choices amount to Shepard saying the exact same thing in a slightly more or less aggressive tone. I would have rather BioWare put less time into the bombast and set-pieces of these linear missions and more focus on allowing conversations to branch off in a variety of interesting ways.

This focus on linearity has caused galaxy exploration to take a further step back from the spotlight. Now the Normandy can only scan a few different locations in each system, certainly a ways off from the nearly 40 explorable locations in ME1. Those ME1 locations may have been repetitive and underdeveloped, but they still gave the feeling that you were truly exploring a massive galaxy. Luckily ME3 has also done away with the focus on planet scanning from ME2 which is fortunate as that is my only major dislike from that game. Now you only need to scan a few locations per system and this is far less frustrating than the hours upon hours of compulsive scanning I forced myself through in ME2. ME3 also introduces the War Assets system which I think it a pretty great addition. These assets take the form of ships, personnel, and resources, and they show the player how prepared they are for the incoming Reaper invasion. The system is quite bare bones, simply assigning numbers to each asset you collect, but it really makes you feel like Shepard - amassing the largest fleet in the universe to fend off the Reapers. Each new individual or vehicle feels like a step forward in this seemingly unwinnable war, and it’s pretty nifty that BioWare managed to create such a feeling through a somewhat rudimentary system.

My biggest problem with ME3 isn’t to do with it’s linearity or the highly controversial ending, but actually about how it handles your decisions from ME2. BioWare left themselves in quite a difficult position with ME3 given the vast number of possibilities at the end of ME2. Everyone could die, no one could die or any combination of squad mates in between could die. This meant that the main story of ME3 couldn’t be as character-focused as that of ME2, as it was very possible that certain characters would already be dead. It wouldn’t have been smart to create a whole main story arc for Garrus when it’s possible he may not have survived the ‘suicide mission’ for many players. Therefore BioWare took the most efficient approach they could, creating several main story missions which can play out in 2 similar ways. Either the ME2 character in question will be a prominent character in this mission or an almost identical mission will play out with a similar character replacing them (Wrex replaced by another random Krogan) or no character at all. It is great to see all these characters again, however I feel they should have had a more impactful place in the main story. Although I understand that such a feat would not have been possible, especially with the very short development time EA allowed BioWare for ME3. It would have been hard enough planning out the story of ME3 to accommodate for the deaths of a single major character, while still keeping them central to the plot and giving them a developed story-arc. Doing it with all 12 squad mates from ME2 would have been truly impossible, especially given all these stories would have to fit with and compliment each other. That being said, although there was no ‘perfect’ way to condense all the possibilities from ME2 into a satisfying conclusion for each remaining character, I certainly think the team at BioWare could have come up with a more satisfying solution if they were given the proper time and resources necessary to accomplish this.

The small glimpses we see of these ME2 characters only makes me pine more for this ‘perfect’ ME3, because they are mainly fantastic. Jack finally appears to be at some sort of peace, turning from raging murderer to a teacher taking fellow biotics under her wing. Mordin finally gets to atone for his work on the genophage, finally setting history right. Thane has perhaps the most emotionally affecting conclusion of all. We know from the first time we meet Thane that he is terminally ill, already at peace with the fact he will soon be dead. However that doesn’t take away how impactful his death is in ME3. By the time we meet him on the Citadel he is already in the final stages of his illness and is too weak to become a permanent squad member again. This is one of the scenarios where I think a ME2 character taking a backseat is actually beneficial to the story as it has real narrative weight. Thane can’t just jump back on the Normandy to cruise around the galaxy with Shepard, his fate is already decided. Not all the ME2 characters are given as fantastic a send off as Thane or Mordin, and it’s a shame since BioWare clearly has these kind of stories in them.

I also think it’s relevant to point out how Cerberus is handled in ME3. In ME2 BioWare made the excellent decision of aligning Shepard with a very sinister, morally grey terrorist organisation. This gave Shepard far more agency as a character who would realistically make Renegade choices, rather than the Alliance boy/girl scout you were mainly made out to be in ME1. However ME3 takes this complicated organisation and tries to force it into the traditional bad guy faction. I understand this was likely an attempt to put more obstacles in Shepard’s way apart from the Reapers. It might not make sense to be fighting Reapers and their forces in every level because this would mean that the location in question is very quickly about to be decimated, for example it made more sense to fight Cerberus in the Citadel mission, since the Reapers being here would quickly put an end to the main narrative. However I feel like Cerberus and the Illusive Man were really done dirty in this game, turning into one-note villains whose only goal is ultimate power, despite the universe-ending battle on the horizon. Now it should be noted that the Illusive Man and many personnel are described as having already been indoctrinated by the Reapers, hence their decision to fight Shepard. However I don’t find this very narratively satisfying, given the immense odds against Shepard I don’t think it would have been unreasonable for there to be a scenario where even the Alliance and Cerberus were forced to work together to defeat the Reapers. Cerberus’ turn makes sense in the context of this narrative, but within the trilogy as a whole it seems forced and clumsy.

Although ME3 might not reach the same character-focused highs as ME2, it still delivers some of the series’ best narrative moments. It finally gives some closure to the Genophage plot line, a huge universe-altering event which has played a large role in all 3 games. To finally be given the choice to free the Krogan’s from their forced cycle of infertility felt like a huge pay-off. Shepard has had to deal with the repercussions of the genophage in every game and has heard both sides of the argument for and against this - for why this was necessary and also why it was a war crime. Putting this kind of universe altering event in the hands of the player is a fantastic call and one that could really only properly be achieved in a final instalment where such a choice wouldn’t have to be accounted for in following entries. ME3 similarly brings to a close the Geth v Quarian conflict which has been core to the series since ME1. Although the Geth seemed like only a malicious AI in ME1, we were given far more insight into them and how their ‘society’ operates through the introduction of Legion in ME2. This leaves Shepard in a difficult position in ME3. The player will have a deep connection to Tali and the Quarian’s plight to retake their home world, but at the same time will understand that Legion and the Geth are simply fighting to exist in a universe that refuses to recognise that they are alive. Fortunately for my Shepard, I managed to find a solution where both the Quarians and Geth would cooperate in peace, but the fact that ME3 allows the player (who is uniquely invested in both sides) to bring this conflict to an end in a way they desire is commendable. The conclusions to the Genophage arc and the Geth/Quarian conflict alone are fantastic enough to elevate ME3’s narrative up to the heights of its predecessors.

ME3’s DLC is essential to the experience as a whole and I really couldn’t imagine playing the game without it. Unlike ME2 where the Shadow Broker DLC was fun, but fairly inconsequential to that game’s overall narrative, some of the ME3 DLC feels completely vital, and the game would be severely injured by removing it. There are 2 fairly egregious examples of this. The day-one DLC, From Ashes introduces a living Prothean called Javik as a squad member. The Protheans are absolutely essential to the story of Mass Effect. Even in ME3 they play a core role in the plot through the introduction of the Conduit and the Catalyst as the sole means of defeating the Reapers. Although Javik is more of a warrior than a scientist and isn’t exactly as all-knowing as one would hope a Prothean would be, he still gives us essential insight into this race and their own war against the Reapers. It’s baffling to me that such an essential character would be separated off as DLC. This comes off as a purely EA monetary decision given this content was ready for release but was sold as DLC anyway. The other example is the Leviathan DLC which delves into the history of the Reapers and the organic race that created them 100,000s of years previously. This isn’t quite as egregious as removing Javik from the story, but in my experience this DLC gave me far more context and understanding of ME3’s ending and the conversation with the Catalyst, something that was obviously necessary at the game’s release for many players. The other 2 DLC aren’t quite as essential to ME3’s main narrative. Omega is probably the least interesting of the 4. It represents ME3 at it’s most action-focused and linear. Shepard teams up again with Aria T’Loak to retake the Omega space-station from Cerberus. It is an enjoyable romp which lets ME3’s combat really shine, however it is the least narratively satisfying DLC with very little player choice. In fact Omega represents a fantastic microcosm of ME3 overall, focusing on thrills and gunplay at the expense of narrative and character. Luckily I am far more fond of the final piece of DLC – Citadel. Citadel is a perfect end-cap to the Mass Effect series and these characters we have spent 100s of hours getting to know and love intimately. It is a genuinely fun and wacky adventure which skews far more towards the humour of a show like Firefly than the usual space politics more akin to Battlestar Galactica. In my game it was the final calm before the storm, one last chance to spend time with these characters. I played through the final Party numerous different times just to hear all the fantastic banter and comradery between my squad members. I knew it was going to be hard to let them and Shepard go after all the time spent with them, but Citadel really does soften the blow by delivering some of the most sweet and endearing character moments. It’s one of my favourite DLCs in recent memory and its inclusion makes ME3 a far more emotionally fulfilling conclusion.

What better way to end than talking about ME3’s ending. It was particularly controversial at the time of release, but I can only see it through my modern lens. It’s understandable that a series all about choice and consequence was going to struggle to stick the landing while paying off all the variables and possibilities that have occurred along the way. People were always going to be a little disappointed by this series funnelling them down into only 3 or 4 similar endings. But I honestly was very happy with my ending once it came. The whole idea of the Conduit does feel strange to suddenly appear in this final game, I think it would have gone over far better if it had first appeared or at least been alluded to in ME2. The reveal of the Catalyst essentially being a Reaper AI which was willing to cooperate with Shepard also felt a little out of the blue, but with the knowledge of the Leviathan DLC this was more properly set up beforehand. I also enjoyed that there wasn’t really a clear good or bad outcome (well apart from the Refusal ending where you just allow the extinction of everyone), something that the original version of ME3 drove home even more through it’s more bleak endings. Mass Effect is at its best when it’s dealing in these areas of moral grey. You have the option to Destroy the Reapers once and for all, however this isn’t the easiest decision given it will also destroy all synthetic life; including the Geth who we have spent much of ME3 developing and discovering are truly alive through Legion. This is the only ending where Shepard can in fact live, but that feels pretty bittersweet when you have to sacrifice so much life to do so. There is the option of Synthesis where Shepard can sacrifice herself to merge all Organic and Synthetic life together; finally ending this cycle which started with the Reapers/Leviathan, and even continues today with the Geth/Quarians. Although no species (including the Reapers) actually dies during this ending it felt like a big intrusion for Shepard to make this decision for all living life, forcing all Organics to become Synthetic and vice versa, regardless of their individual wants. The last ending is the Control ending, where Shepard merges with the Reapers and becomes essentially an immortal intelligence which can control the Reapers and can use them for good – repairing the Mass Relays, rebuilding the galaxy. I choose the Control ending as it seemed like the right thing to do for all living things in the universe. However even then this is a somewhat melancholy end for Shepard. The human version of her is gone, replaced by what seems to amount to little more than an AI. Within this state she’s doomed to live out for all eternity, not exactly the heroic fate you’d want the saviour of the universe to receive. But my Commander Shepard was a selfless individual, and so this sacrifice would have been worth it in her own mind, to save all life in the universe. Of course part of me would have wanted a world where Shepard and her crew could ride the star-ways forever, but I think that’s what makes ‘Mass Effect era’ BioWare so special, they don’t write the most obvious ending or the one that will be most crowd-pleasing, but instead the one they think will be the most impactful in this narrative and which makes the most sense in this universe.

Of course I couldn’t finish this series without mentioning Command Shepard herself. I choose the Female Shepard, mostly due to the fantastic performance from Jennifer Hale. She is honestly one of the best voice actors in the world, in games or any other media. She brings such a strength, but also a vulnerability to Shepard, and by the end I had truly grown to love her character. She is MY Commander Shepard, and even in future playthroughs I couldn’t imagine her any other way. Shepard wasn’t some blank slate character, but one that you could guide with your decisions and actually begin to understand throughout the series, far more akin to a Geralt of Rivia than some random create-a-character. Mass Effect created an amazing science fiction universe, in fact it is one of the best I have experienced in any medium. But at the same time it is in its cast of fantastic characters that Mass Effect really finds its heart.

In 2012 ME3 may have been a disappointing endcap to the franchise but looking back on it all these years later I can’t help but see it as a final victory lap for BioWare. ME1 will always have introduced this fantastic universe to explore, and ME2 will always be the most character-focused and emotionally resonant, yet ME3 still finds a suitable balance between the two and manages to finish the series in style, rather than with a whimper. All 3 games are available as part of the Legendary Edition, and nowadays it is harder to see them as anything other than one complete product, with each entry representing a different Act in this epic narrative. In that context ME3 is perhaps the best it has ever been, as a conclusion for the ideas, conflicts and characters which were so expertly developed in ME1 and ME2. It’s a game that I think will only get better in hindsight, and it cements the Mass Effect trilogy as one of the greatest of all time.

Played on Legendary Edition. Taking the trilogy as a whole I would give it a clear 5 Stars.

Mass Effect 2 is the high point of the trilogy. However that doesn't mean that it is miles of quality above its predecessor. In fact I'm rather conflicted on whether I enjoy ME1 or ME2 more as they both excel in ways in which the other falters. ME2 takes the extensive world-building of ME1 and runs with it. Where as parts of ME1 could be a little rough around the edges, ME2 focuses in on graphics and presentation to deliver an experience that looks like a whole generation jump ahead of ME1, despite only a 3 year gap between the two. The only way in which ME2 doesn't really improve upon ME1 is in the world exploration itself. It throws out the MAKO planetside exploration in favour of simply scanning planets from afar. This scanning is an enjoyable mini-game at first, but after doing it several times it quickly becomes mind-numbing. I would recommend skipping it altogether, however these resources are essential to upgrading the Normandy and therefore can't be missed. This scanning isn't the only place ME2 falters. The overall gameplay of ME2 takes heavy inspiration from cover-based shooters of the time, this causes each level to be condensed into compact areas of chest high cover. Now ME2 is a really fun shooter and its gunplay is leagues ahead of ME1, but I can't help but feel like world exploration has suffered as a whole. Whether it's in the main story or in the Loyalty missions, I can't help but feel like these locations far more resemble fighting arenas, rather than real, lived-in locations like many of those in ME1. ME2 is also far more linear in this way too. Gone are the large open hallways of the Citadel from ME1, now the visit to the Citadel is confined to a single room. Even the biggest spaces like Omega feel small and confined compared to most of ME1's areas. However this shift away from galaxy and planetary exploration has allowed BioWare to focus far more on developing the story and characters of ME2, something which I think is far more important in the grand scheme of things.

Despite ME2 having a fantastic narrative the overall story of ME2 is actually fairly simple when compared to it's predecessor. Where as ME1 was about hopping around the galaxy trying to stay one step ahead of Saren, ME2 is almost entirely about assembling a team to take on the Collectors (the new big bad in ME2). Although this is a simplistic set up for Shepard's journey, it allows BioWare to focus far more time on introducing compelling new characters to add to the team and dive even deeper into the psyches of returning characters. ME2 excels in this character focused approach to story telling. It doubles the available squad members when compared to ME1, while keeping these characters still unique and three-dimensional. Even ME2's DLC characters (Kasumi, Zaeed) which aren't integrated into the game as neatly as the core cast feel leaps and bounds more developed than more bland ME1 characters like Kaiden or Ashley. Every time I would start a mission I'd sit at the 'squad selection' screen for a good minute trying to work out which character I wanted to spend time with. It truly was picking between favourites and it only became harder as I learned more about this wonderful cast.

There are returning favourites like Garrus, Tali and Liara (the latter mainly in the DLC) who are still given much time for growth and exploration of their character. I found it impressive how ME2 keep these characters still compelling and interesting to choose over their ME2 counterparts, despite having already spent the whole of ME1 with them. In many other games these ME1 squad mates would be the most well-rounded characters and would be the obvious choice to stick with, however ME2 introduces several fantastic alternatives, some of which trump the ME1 cast in every way. There are so many to pick from it's difficult to mention them all. From the killer biotic Jack to the fast-talking Salarian scientist Mordin, to the terminally-ill assassin Thane to the Geth collective known as Legion. Each new character is as unique and interesting as the last, making the whole of ME2 feel like a non-stop rollercoaster of new intriguing characters and concepts. And this is mainly thanks to the new Loyalty missions which become available after recruiting each character.

The Loyalty missions are technically optional, but these Loyalty missions feel essential and represent some of the high points of the main story. These missions involve you helping a specific character with a problem they are facing in their life. These aren't some cookie-cutter 'side missions' like many of the lesser pieces of side content from ME1. Each Loyalty mission feels special and different from the last. Some don't even involve combat, allowing you a good chunk of time dedicated to characterisation alone (Samara's search for Morinth). Jacob's Loyalty mission is perhaps the only one I was a little disappointed with, and that may be more so down to his character than the quest itself. Aside from that I enjoyed every Loyalty mission, and some of them are truly exceptional like Tali's trial to avoid treason or Mordin having to truly face the consequences of his actions regarding the Genophage. I couldn't get enough of these characters in the main story, so these Loyalty missions were a no brainer - it's simply the icing on top that they deliver some of the best moments in ME2 and the overall series.

And it's lucky I did do the Loyalty missions, because they do have a real bearing on the outcome of ME2 and how successful Shepard's mission turns out to be. All your choices in the game culminate in ME2's most outstanding moment - the 'suicide mission'. Many games claim to be determined by player choice, but inevitably funnel you down into a narrow selection of similar paths. Even RPGs I love like The Witcher 3 suffer with this problem to a certain extent - Ciri or Geralt can't die half-way through the campaign as that upsets the whole story flow going forward. As the middle game in a trilogy ME2 isn't restrained in this way within it's core story. A number of different outcomes can occur at the end of this game (including everyone dying), and in an ideal world this allows the 3rd instalment to truly respond and react to the player's choices. This wasn't necessarily the case by the time ME3 came around, but ME2 does truly deliver on this promise in it's final mission.

Unbeknownst to the player, the suicide mission itself is heavily determined by player choices - by gaining Loyalty from specific companions and making significant upgrades to the Normandy throughout ME2 you significantly increase Shepard and his squad mates chances of surviving against seemingly unwinnable odds. One might not have realised this on a first playthrough and it makes the Collector base a truly harrowing experience. From the moment you enter there is a clear sense of dread building up. There are so many possible causalities, all 12 squad mates, and even Shepard themselves can perish in this mission if the player hasn't adequately prepared themselves beforehand.

Luckily for me I'm somewhat of a completionist, having already cleared the Galaxy map and gained the Loyalty of all my companions before attempting the 'suicide mission'. As this was my first-time I didn't know any of this would have any bearing on who survived the 'suicide mission', so I spent the whole time in tense anticipation of who was going to die. Every time I was given a choice to send an ally to do a certain task, I found myself pulled in many different directions, was I just about to send this beloved character to their death? By the time I survived the mission and destroyed the Collector base, my whole squad had miraculously survived. But that didn't change the sheer dread and anxiety I felt upon my first run through the 'suicide mission'. And it is in this way that we see ME2's biggest strength. It's difficult enough to make a player care about their main character in the span of a single game, but ME2 manages to make us care about an entire complex squad of new and familiar faces, giving them just the right amount of screen time to develop a true connection with each and every one of them. It is in this moment that we see two of Mass Effect's biggest strengths - it's true player choice and fantastic character work - combine together to deliver an experience that is truly transcendent.

Parts of ME2 may look a little simple in retrospect, but it's hard to deny that all these converging systems and parts combine together to deliver an experience that is unparalleled in gaming.

* Played on Legendary Edition. Taking the trilogy as a whole I would give it a clear 5 Stars.

Mass Effect is the best first instalment in a series I have ever played. It expertly introduces a layered and complex science fiction world which matches some of the greats. The level of thought put into the history of this universe and it's various species is truly something to behold. From the quarians to the turians to the asari, each species feels as well developed and has as rich a history as the humans themselves. ME1 focuses on exploration far more than the following entries in the series, and this is only bolstered by the rich backstory out there to be discovered. In terms of gameplay it is certainly the most clunky in the series, with gunplay that isn't particularly punchy or satisfying. The MAKO exploration is a particular hiccup for many players. Even with the improvements made by the Legendary Edition I still found this vehicle unwieldy and sometimes a real pain to use. I'm divided on whether I enjoy the planet exploration in ME1. On the one hand it really feels like you are exploring a universe since most of the planets you find are explorable, unlike ME2 or ME3 where you would simply scan the planets for resources from a distance. However this planet exploration is where ME1 really shows it's age. They are these vast open spaces which all look nearly identical aside from a few colour and weather changes to differentiate them. And when you go inside facilities on these planets, they all look the exact same and use the same assets, regardless of which species this planet was home to or how far apart these planets are on a galactic scale. Part of me wishes this planet exploration aspect was expanded upon in future entries as it really does make the world feel so much larger, even if the actual act of exploring is repetitive itself. But at the same time getting rid of this element allowed BioWare to focus more on the characters and main storyline of the following games, rather than padding out the galaxy with near identical planets. Although I don't necessarily think planetside exploration needed to be sacrificed completely, as ME1 managed to create a compelling main story and a fantastic set of characters while still dedicating a large amount of time to the exploration side. ME1 is a fantastic foundation for the series. It's so impressive that sequels aren't given a huge amount of room for improvement, aside from the wonky galaxy exploration. There's nothing quite like Mass Effect and I have a feeling I'll be revisiting this game many times in the years to come.

Been meaning to replay this one for a while. After watching RKG's Simpsons series as well as their live stream I was finally convinced to go back and relive some of my nostalgia. The missions may be very repetitive, but I have to admit that the game is still surprisingly fun and responsive. Where as Road Rage was more of a Crazy Taxi clone, Hit & Run feels like something all it's own. Most missions amount to a similar task, whether that's collecting things, destroying other vehicles or a mixture of the two under a time limit. Despite their repetitive nature, I found myself wanting to jump back in again and again, just because the gameplay loop was so fun. Although it should be noted some of the time limits are incredibly strict, the handling can be a bit off and certain missions are incredibly infuriating. There's so many little references and Easter eggs which are surprisingly niche and in-depth, the team were obviously true Simpsons fans and there's some pretty deep cuts here. Hit & Run has plenty of 'Simpson's charm' and some pretty engaging combat which combine to form a surprisingly great experience, that punches far above it's weight for an early PS2 IP game. Despite the years of rose-tinted glasses, Hit & Run is still fun, it's not just the nostalgia talking.

I enjoyed the first 2 GOW games as fairly mindless cover-shooters but GOW 3 is actually a big step up from it's predecessors. There is a huge graphical and design upgrade in this entry, in comparison GOW 2 looks like the whole game is different shades of hard to see mud. Despite being set in a similarly desolate and apocalyptic world, GOW 3 is so much more colourful than previous entries. There is a more barren desert aesthetic which gives the game a more vibrant orange/yellow hue. The newer Lambent enemies are also a nice change of pace, exploding into tendrils of luminous yellow liquid. This makes them not only satisfying to kill but also more noticeable and aesthetically pleasing. Despite the gameplay improvements, the story of this game is still nothing to write home about. It's probably the best out of the series so far, but it quickly devolves into a series of fetch-quests and annoying complications that quickly balloon the run time. The story does improve greatly in the game's last section, introducing us to a cool new type of human settlement, as well as some very lush and beautiful environments to end the adventure on. GOW 3 may be the best in the trilogy, but is still a fairly average game with some particularly fun and refined combat. I'm glad I finally played the original GOW trilogy after wanting to for years, but it's clear that GOW is in a league below Xbox's other flagship series - Halo. If GOW really is Xbox's alternative to Uncharted, it's always going to be the inferior product in my book, even when it's at its best. Despite the criticism, I can't deny that GOW's combat is uniquely engaging and I will certainly be making my way through GOW 4 and Gears 5 soon. I think the Xbox One generation will be greatly beneficial to the GOW formula, both in terms of the looks of it's environments and the scale of the set-pieces it can offer. I'm also not particularly attached to Epic making this series in the same way as I am for Bungie/Halo, so I'm looking forward to see what the Coalition does with the series in these upcoming entries, I like GOW 3 but I feel like there is still much room for improvement in the years to come.

Halo: Reach is a great swan-song for Bungie. It's probably my favourite out of the series so far. It has the same significance and story impact of the original trilogy, but grounds it in a surprisingly human and emotional way. The Noble squad might not be as vulnerable as 'The Rookie' from Halo 3: ODST, but they are certainly more grounded characters than Master Chief. There is a palpable feeling of dread and foreboding thorough the game as we know that Reach is destined to fall and that all these Spartans will eventually die. It's clear that Rogue One took huge inspiration from this game in terms of representing an important in-universe event which we know is destined to fail, and yet still causing us to relate to the characters therein despite this. The level design does feel a little more scripted and narrative focused at points than the original Halo trilogy. I think this benefits the story in some instances and detracts from it a little in others, there's nothing quite like Halo in the FPS genre so it was a little disconcerting to see Reach taking keys from other popular FPS games in the way it portrayed it's narrative. I'm uncertain whether this will remain my favourite Halo game, as I suspect the original Trilogy (and of course ODST) may have more emotional significance to me personally, but it's clear that Reach is the culmination of everything Bungie was working towards and is a fantastic end-cap for their work on the series. I'm going to take a bit of a break before jumping into Halo 4 or 5, given how divided people seem over these 343 Industries entries. I'm excited to see how Master Chief's story continues into a newer generation of consoles, however I'm concerned that they likely won't recapture the spark that Bungie brought to the series. If I had any hopes in particular it would be that the newer entries try and recapture the more open design of the original trilogy rather than embracing some of the more linear, narrative-focused sections from Reach. Bungie pulled these sections off well, but I fear another studio may not be able to do it in a way which still feels like Halo. At the end of the Bungie era all I can say is that Halo is Xbox's best exclusive franchise and also the best straight-up FPS series I've played (well maybe apart from Bioshock.)