A grand strategy masterpiece. What it lacks in polish is a) made up for by mods, and b) inconsequential in the face of its grasp of what 'modeling history in a video game' should look like, which remains unparalleled by anything else on the market.

EU4 is an okay game about conquering ridiculously large swathes of the world, but it's sorely lacking in the historical simulationist elements that I think make other Paradox games so compelling. There's precious little actually going on inside your country that's not just buttons you have to remember to press every once in a while, and events that could be really interesting to try and model, like the Protestant Reformation, tend to be flattened into really dull "define your playstyle for lategame" mechanisms that would be much more fitting in something like Civilization where distinct playstyles exist as a concept.

There's some ideas in there that are compelling, and in particular the (notoriously incomprehensible) trade system seems set up to organically encourage colonial competition along loosely historical lines, but most of the game isn't designed along that philosophy; a lot of things that seem like they should happen organically via game systems, like the 80 Years' War, just don't, and have to be forced out through scripted events. It comes away feeling weird and gamey as a result.

I have a lot of hours in this game--my "completed" status on this game is true, incidentally, I've played multiple full 1444-1821 campaigns (Netherlands and England, off the top of my head)--but it's ultimately just kind of thin and dissatisfying once the illusion falls away. Add to that the atrocious DLC structure, which is maybe Paradox's worst, and I'd point newcomers to basically any other title in the franchise.

I have thoughts on Crusader Kings II much too complicated to put down in a Backloggd review. Though I have more hours on it than any other Paradox game, it's not my favorite, and I think there are some things it could stand to do better (among other things this is where Paradox's atrocious DLC policy really metastasized.) All things considered, though, it's a really fun game.

The Hitman revival trilogy is easily three of the best stealth games ever made. Each one is a masterpiece of elegant 'clockwork level' design. I have an embarrassing amount of time in every one of these games.

A really enjoyable game once you look past some of its weird jank. Perhaps even more important as the blueprint for the series' 2016-2021 renaissance.

A beautiful return to form with a delightful soundtrack. RIP Vicarious Visions.

The late-era Flanders to THUG1's golden era Flanders. Takes basically everything from the first game--the tight, concise level design, the particular brand of early 2000s slapstick humor, the broader mechanical changes--and overdoes it. I would argue that although the 'original sin' of the franchise's late-aughts decline could be traced back as far as 3 or 4 if you want to be really nitpicky, this is where they really started to lose track of things.

Tells a surprisingly compelling story on top of being a genuinely really fun skateboarding game in its own right. Proud to say I've 100%ed the monstrously hard Sick difficulty in this game.

I would really like to enjoy this game, because in a lot of respects I think it's right up my alley; the art direction and many of the mechanics are really enjoyable. But, simply put, it's one of those games that never, ever needed to have roguelike elements.

A good game mechanically with an interesting narrative and a certain je ne sais quoi regarding capturing the feeling of small-town life, but I cannot get over how incredibly mean this game is to its cast. There's just so much 'comedy' that's just one of the characters creeping on girls, the best-friend character being a homophobe, the mere existence of a character whose sin is being fat--the list goes on.

I was initially not super big on Darkest Dungeon, but after coming back to it a couple years after I first played, I think it's a very good game. It's got a particular sort of difficulty I really like, where it requires exactly enough thought that even after dozens of hours I still feel like I have to consciously plan ahead, but I also feel like I've achieved a genuine understanding (and perhaps mastery?) of the mechanics.

Aesthetically I think it's also a very pleasing and evocative game, and I rather like the tale that the game's story tells (even if its mechanics are sometimes strangely divorced from it.) An excellent game by all accounts.

A masterpiece of both immersive sim gameplay and... absurdist satire? Dystopian science fiction? Gnostic philosophy?

I went into this worried that my old favorite series of flash games would turn out to not be that funny after all, so I was very pleasantly surprised to see that all of them hold up pretty well!

pretty good honestly. holds up better than i expected

An amusing concept for a game with some decent humor in it and a good aesthetic. This is unfortunately marred by its poor design; I could put up with the lack of i-frames after satiating a customer (true to life) and the questionable mechanic of hiding in employee rooms (the customers run way too fast for this tactic to be of much use, and going into them wastes time anyway), but I put the game down after I lost due to a customer request that I literally could not complete because the timer was shorter than the time it took to traverse the optimal route to my destination.

That said, I think the pitch and what already exists of the game has plenty of potential, and I'd be interested in a more fleshed-out realization of the game. It needs polish more than anything else.