I'm going to establish some context before I start writing this review.

I am autistic, and one of my special interests is space. It's maybe my longest-lasting one, and it invades almost everything I do. I tend to include space or space travel in almost every story I write, even if it shouldn't really involve space at all. Because of this, there's something that I refer to as the Spaceship Bias: if a game lets me pilot a cool spaceship and travel through space, I am immediately going to be more generous to it than I otherwise should. I can’t help it. Generally, the more realistic the depiction of space, the better. My favourite video game, Outer Wilds, is my favourite in part because of its realistic orbital physics and incredible spaceship piloting (you have to account for acceleration and deceleration burns because it doesn't pretend like there's friction or air resistance!!! You pilot your ship with pitch, yaw, and roll and if you jump from your ship's artificial gravity, you'll be pushed to the back of the ship because of the G-forces!!!). So with that established, I'll get on to my actual review.

Starfield takes place in 2330, a few centuries after humanity was forced to leave Earth. The setting is a small pocket of space called the Settled Systems, radiating out about fifty lightyears from Earth. These star systems are a fairly accurate map of space within this distance, though many have been renamed (understandable given that most near-Earth stars are just "Stellar Classification - Number").

I love the design. The world feels very lived-in and I love the spacesuits! They feel futuristic but in a way where they actually feel like advanced versions of suits we already have, and I think that the starships are really cool. I love the blocky, sixties-NASA look to them and how lived in each part of a ship is. Each of the major settlements all have their own unique aesthetics. Also I love love love the robots! They look like humanoid NASA rovers, like if Opportunity (RIP) had arms and legs, it’s a really creative design and I haven’t seen anything similar to it before.

To give some nitpicks that are only problems to a space obsessed autistic girlie like myself, I wish that more planets had names. The overwhelming majority of them are just named “System-Numeral”, even a lot of inhabited ones, which is a shame because I love the naming scheme of Alpha Centauri. It’s frustrating how procedural generation can affect planets in the solar system. The model of Mars from orbit is pretty accurate, you can make out actual Martian geographic features like the Valles Marineris, Olympus Mons, or Hellas Planitia, but when I clicked on Valles Marineris because I actually wanted to take a look it was just Generic Mars, no valley to be seen. And maybe I do wish that the air pressure crushed me and instantly killed me when I was on Venus. Maybe I do wish that happened. And maybe I also wish that they went with more realistic space flight, with you having to consider things like acceleration and deceleration burns, but I also know that I’m the only person on the planet who would enjoy that, especially in a fight.

The factions are okay, but the game seems unwilling to criticise them or look beneath the surface, and a lot of the most interesting things about them aren't really explored very much.

The United Colonies is an authoritarian state, with armoured soldiers patrolling the street brandishing assault rifles and the whole Starship Troopers “service guarantees citizenship” thing going on, but this is never really commented on. It’s always “the old administration was bad, but the new one is pretty cool!”. The UC’s government, the Military, Administrative, and Scientific Triumvirate, isn’t explained in that much detail but I don’t think anyone says the word “election” once, so for all I know it could be an outright dictatorship. The UC’s dystopia is best exemplified by the Well, a district of New Atlantis. It’s a rundown underground slum, covered with graffiti calling the UC out for being hypocrites and tyrants. It’s a place for the people unable to earn their citizenship and the United Colonies has cast them aside, their only presence a single technician and dozens of armed security. I did want to also mention how much I love the UC cities in the Sol System, especially New Homestead. Titan is my favourite body in the solar system and it really felt like the writers did their research as the history of the town ties into Titan’s many cool properties and why it would likely be colonised.

The Freestar Collective are also dystopian. They wanted to escape from the authoritarianism of the United Colonies, but their idea of freedom was just less regulations, allowing for corporations like HopeTech, Xenofresh, and Ryujin Industries to dominate the Collective’s society and government. At least three members of the Council of Governors are unelected and two of those are CEOs of a major corporation. Akila City arguably holds the truest to the ideals of the Freestar Collective, but it’s a city with streets paved in mud. People in Akila City are obsessed with their legacy, to the point that families like the Coes and the Cartwrights almost form a local aristocracy. Akila City feels like the writers tried to recreate Firefly from memory. In Firefly, the Independents tried to rebel from the Alliance but failed, and they’re stuck at an almost Old West level of technology because the Alliance is intentionally depriving them of it. But the Freestar Collective won its war for independence, so its whole “Space Cowboy” aesthetic and the run-down Akila City don’t really make sense. Neon is a very sanitised version of a cyberpunk dystopia, it reminds me of the sort of thing I would’ve tried to write when I was thirteen and had only just learnt that the cyberpunk genre was a thing. It mimics the aesthetics; a corrupt, neon-lit city that’s either dominated by corporations or by street gangs, but it feels toothless. The best cyberpunk media lives up to the “-punk” suffix in its name. It’s angry. It has something to say about the world we live in, about the systems of class and capitalism that dominate society, about our relationship with technology and with ourselves. Starfield is too kind to its corporations, and because of that it ultimately ends up feeling like there’s nothing to say. I could write about it a lot more given that cyberpunk is my favourite sci-fi subgenre, but I won’t because this review is long enough as it is.

There’s this very deep sense of tragedy to Starfield, always lingering in the background, and I don’t think it was intentional. The human population is probably only a few thousand people across the galaxy. Cities like New Atlantis, Neon, and Akila City are described as colossal metropolises but only house a few hundred people at most. Land on a random planet, even a habitable one, and you’ll frequently find it to be full of mostly abandoned mining outposts or research stations. It creates the implication that what the United Colonies tell you in their museum is false; they didn’t save humanity, but only a handful of people could jump ship to Jemison or Mars and everyone else was left on Earth to die, or that the Colony War was more devastating and brutal than either the UC or the Freestar Collective are willing to admit.

The main questline is the least interesting part about the game. I think that Constellation has the potential to be a pretty interesting faction, and I think that the Constellation members are fun and compelling characters to follow. But the main questline feels familiar. The plot is about strange alien artefacts across the galaxy that give you powers, and you need to search for the artefacts and uncover the truth about them. In all honesty, I didn’t even finish the main quest during my first playthrough because I didn’t really find it engaging. I finished it this time around and while I won’t spoil it, I found the later plot developments and eventual conclusion to be pretty lacklustre.

I’ve been ragging on Starfield quite a bit, so here are some positives. Combat is fun, and zero-G combat is incredible. Dealing with enemies in three dimensions, the force from your gunshots pushing you backwards with each shot, seeing each enemy drift away from you after they die creates a really tense and engaging fight experience. The side questlines are pretty fun, with the Crimson Fleet being a particular standout. Working as an undercover agent for UC SysDef is really exciting, with the questline itself having really great missions and setpieces like a prison on a desolate ice world or a fancy party on a luxury starship. The visuals are pretty nice, at least for the environments. The roleplaying mechanics are also a massive step-up from Fallout 4, I think the character creation system is pretty fun and I liked how your traits can pop up again in the game, though it only happens rarely. I’d highly recommend picking either Neon Street Rat, UC Native, or Freestar Settler because those three have some of the best RP potential in the game. The score is really good too.

Ultimately, Starfield is a strange little game. It’s clear that it was made with love and passion from the developers. They very clearly admire the science fiction genre in all its forms and the game wears its influences proudly on its sleeve. But I don’t know if they really understand what made their influences so beloved in the first place. It’s not as bad as most people say, and despite all of my criticisms I ultimately still had fun with it. I’ll probably end up buying the DLC if I see it on sale. I think I’d recommend it if you bought it the same way I bought Fallout 4 - on sale with all the DLC a few years from now, when the price is less than £10. Starfield tries to be the definitive space game - it tries to be an action RPG, a space exploration game, an outpost building survival game, but in trying to do everything, it fails to stand out with anything. If you want a space exploration game, Outer Wilds is my favourite video game and is available for a fraction of the price. If you want a sci-fi action RPG, Cyberpunk 2077, another of my favourite games, has better writing and visuals, a more interesting setting, more compelling characters and better gameplay while also being cheaper (I literally spent a good chunk of my Starfield playthrough thinking about how much I’d rather have been playing Cyberpunk). And if you want a sci-fi survival game, Subnautica is one of a handful of games where I actually enjoyed the gameplay loop of hunting for resources to upgrade tools and build a base (and sick submarines), and it’s also cheaper than Starfield.

Sorry that this is my third critical review in a row. I prefer it when my backloggd is a more positive place but I had a lot of thoughts about Starfield and wanted to write them down. I don’t know what I’m gonna play next but I hope it’ll be something that I can wholeheartedly gush about in my review, like I did with Unsighted.

It’s strange. I’ve tried to play Fallout: New Vegas twice now, and both times I had to stop my playthrough when I inevitably get softlocked out of the game. Even when I could actually play it, it was still plagued with constant crashes and bugs. But for some reason, the only thing I could think of while playing Fallout 4 was how much I’d rather be playing New Vegas.

Very strange decision for the latest entry in your roleplaying game franchise to strip away most of the roleplaying aspects. It ends up feeling more like an action-survival game than an RPG. The simplified roleplaying systems seemingly come in exchange for more in-depth survival mechanics, like weapon and armour customisation, settlement building, and so on but I never actually engaged with these unless I was forced to. The main gameplay loop is based around exploring the map and completing quests, so these overcomplicated systems just kind of exist for the sake of existing, and hunting down resources just to build a guard tower or whatever is just tedious. The moments when I was forced to build a settlement or whatever to complete a quest were some of my least favourite parts of the game, and I hated repairing and upgrading power armour so much that I just sold all of my power armour parts and abandoned it in Diamond City.

I personally like it when an RPG gives you a voiced character with preset details about their backstory, core personality, and motivation. I think it works really well in games like Cyberpunk 2077, the Witcher, or Mass Effect. But the thing about those games is that their missions and narratives are constructed around those characters. In Cyberpunk, V is a mercenary, which justifies why they're taking all of the sidequests in the game even when they don't directly contribute to the main questline. But in Fallout 4, the Sole Survivor doesn't really feel like they belong in this game. Their mission is to save their son, which creates a dissonance when you're taking sidequests or doing anything that doesn't directly contribute to that goal. Their personality is simultaneously blank enough that they aren't interesting to follow but defined enough that they can't really be played as a self-insert or roleplayed in any different ways.

I probably would’ve finished the main quest, but then I was forced to build up the defences at the Minutemen castle and I just don’t want to spend the time scrounging for the resources to do that, taking me away from everything I’ve enjoyed about it. Combat is fun, the soundtrack is pretty good (though New Vegas has a better one IMO), and some of the characters are enjoyable, but the world is kinda disinteresting. It feels like they put so much effort into the settlement building and survival mechanics that they didn’t work on any towns except for Goodneighbour and Diamond City. I could see myself returning to it someday, and maybe I'll like it more if I finish the story, but I don't think I will for a little while.

It crashed 18 times in four hours and I seem to have been softlocked out of the main quest. I want to love Fallout: New Vegas but the game just refuses to let me.

I started playing this last summer but stopped playing because of the release of Baldur's Gate 3 and other anticipated games, and I unfortunately never ended up picking it up again. I thought I'd start it again because what I'd played was really good.

I wish I hadn't put it down in the first place. Unsighted is an absolutely incredible game. The combat is great, it's challenging without being frustrating and being able to pull off parries and long combos is so satisfying. The boss fights are so much fun. The time limits mechanic is great too, its firm but fair in a way that feels tense but without feeling unfair or stressful. The story was really compelling and delightfully queer, the art style and visuals look great, and I will be listening to the soundtrack when working on uni assignments for the foreseeable future. I can't recommend it enough.

This is the second game I've played this year about lesbian androids. I couldn't fit that point into the actual review but I thought it was worth mentioning.

This is my go-to comfort game. Whenever I've had a particularly shitty day or life is too overwhelming, I can always put my headphones on, turn my phone off, and escape to Hawk's Peak Provincial Park.

I know a lot of people absolutely adore Baldur's Gate 3, including a lot of queer people, and as a result I've been really anxious about posting this. I don't want to act like my opinions are objective, I personally hate it when people list their opinions as if they're facts so I'm really sorry if I end up doing that unintentionally. I also want to apologise if this ends up feeling vitriolic or hateful. A 7/10 is a positive score, and I definitely enjoyed my time with Baldur's Gate 3 overall, but I just had some flaws with it and its queer representation that I haven't really seen anyone talk about and I just wanted to write those down here. There might be a couple of minor spoilers here but nothing major.

I was very surprised when I saw that Baldur's Gate 3 had been nominated for multiple queer gaming awards, like the GLAAD Media Award for Outstanding Video Game or the Gayming Awards, because I found BG3's attempts at LGBTQ+ representation to be... condescending and frustrating, especially with its trans representation.

Firstly, every BG3 romanceable character is playersexual. This alone might not be a flaw. Other games I can think of like I Was a Teenage Exocolonist and Stardew Valley are able to have 'playersexual' love interests while still telling queer stories, and as a result the characters don't feel playersexual so much as they feel like bi/pan representation. BG3 does nothing of the sort. My character's relationship with Shadowheart never felt like it was a queer relationship, it didn't feel like a queer story, because ultimately my character could've been removed and replaced with a man and nothing would change. The only queer couple I can think of in the game are two side characters, Dame Aylin and Isobel, and while they're delightful they didn't really change that I never felt like the game was using my character's relationship as an opportunity for meaningful queer representation.

I've written before about how I dislike it when game devs include genital customisation and describe it as playing a trans character, it feels at best reductive and at worst objectifying. This is also a critique I had of Cyberpunk 2077, but that's able to somewhat mitigate it through the presence of Claire, an interesting and well-written trans character with her own questline and story arc. BG3 has... Nocturne. A character who shows up once and has at most a dozen lines of dialogue, all of which are about a cis character. Because trans people aren't people apart from how we relate to cis people I guess. Hell, it's mentioned that Shadowheart is the entire reason why she "found the strength" to transition in the first place, and she's introduced by her deadname long before you actually see her and learn her actual name. There's no reason to deadname her, Shadowheart knows her as an adult after she's transitioned and earlier games like Tell Me Why don't deadname their trans characters even in flashbacks to their pre-transition selves. Shadowheart is my favourite BG3 character, but it's so frustrating that the game's only trans character is entirely dedicated to making her look great and isn't a person beyond that.

This also extends to a problem with the character creator. While you do have the "nonbinary/other" option for your character's gender, it doesn't really change the fact that the character creator is incredibly binary. Naming them body types 1 and 2 doesn't really change the fact that one is very masculine and the other is very feminine, and this combined with the eight or so set face options for each body type mean that there's really not an option to play as a more androgynous character. Obviously, there's no one way to look nonbinary. But I thought that the lack of options to depict your character really felt like I was being pigeonholed into playing a certain character, both in terms of appearance and personality.

My problems with this game's LGBTQ+ representation weren't my only problems with it. I also had some problems with its combat balancing, story, (some of) the characters, and I never really felt like I was properly roleplaying my character at all. You can ask in the comments if you want me to go into more detail about those, but I felt like its LGBTQ+ representation was a flaw that I've never seen discussed. It feels like it was well intentioned but misguided, and I think it's important to critique it so that the developers can learn from their mistakes and improve next time.

Cyberpunk has long been one of my favourite sci-fi subgenres. There's something about stories where technology has advanced but society has collapsed, where the capitalist hellscape of our reality has thrown away its mask and is displaying its cruelty upfront that's really interesting to me. Characters in cyberpunk stories walk neon-lit streets where the game is fixed against them, willing to throw everything away for the chance to complete their goal, usually either failing or succeeding after great sacrifice. Cyberpunk 2077 is one of the best examples of this I've seen, especially in video games.

Cyberpunk 2077 is one of the most immersive games I've ever played. You're dropped in the shoes of V, who's on the run from a shaky past and is trying to make it big as a Night City legend. V is one of my favourite video game protagonists, and probably one of my favourite protagonists in general. You have a good amount of leeway to shape their personality and background, but in a way where they actually feel like a present and important character in the narrative rather than a blank slate and nonentity in the story. While I'll admit that I've never played as masc V during any of my four playthroughs (and I haven't been all that impressed by what I've heard), Cherami Leigh gives an absolutely amazing performance as V. I honestly think she should've been nominated for best performance at the game awards.

Much of Cyberpunk 2077's strengths lie in its story, characters, and world. Night City is both alien and all too familiar, and despite the strangeness of their setting and situation the characters in Cyberpunk have realistic feeling motivations and writing, complimented by their excellent performances. Real standouts for me include Judy, Takemura, Claire, and Jackie, as well as Reed, Myers, and Songbird from the DLC (which is incredible in its own right).

This is also complimented by its gameplay. Cyberpunk 2077 decides not to go with the class system of the tabletop RPG its based on for a more skill-focused system. I personally really like this decision for the video game; V is a character in the game rather than a faceless self insert, so having them always play like a Solo (though maybe with a bit of multiclassing into Tech or Netrunner) really fits. On the subject of the tabletop RPG, I'm a really big fan of it (I'm most familiar with Cyberpunk RED because I started getting into tabletop RPGs back in 2017 when I was 13) and it feels like a fitting continuation of that world.

Also, the soundtrack is just incredible. From the game's score and combat music to the in-universe radio stations, every song works together to immerse you deeper into this world. If you haven't heard it, check out Kerry Eurodyne's version of Chippin' In. It's one of my favourite songs on the soundtrack but it only shows up very briefly during a Johnny flashback.

I also feel obligated to discuss the trans representation in this game, as I've criticised other games for their trans rep before. I personally don't really like it when devs include genital customisation and explicitly describe it as "playing a trans character", it feels really reductive at best and kind of objectifying at worse, but nonetheless I first played this during a period of time when I was feeling really shit about myself, and even if it's really dumb, being able to play as a canonically trans badass mercenary made me feel bit better. It's also worth mentioning Claire, an interesting trans character with her own sidequest line and story arc who's one of my personal favourites.

I played this for the first time in February last year; this playthrough was my fourth. Despite its rocky release, Cyberpunk 2077 was able to become one of the best games I've ever played and I can't recommend it enough if you like science fiction, action RPGs, or both.

If you'd asked 14-year-old me what her favourite game was, she would've said the first of the World of Assassination trilogy. I loved that game. I'd played through every mission dozens of times and I had go-to routes so that I could get silent assassin on every mission (still remembered my routes for Paris and Sapienza but completely forgot the others). Despite that though, I never actually got around to playing Hitman 2 or 3 so it was nice to finally play them. The gameplay is great, the various minor improvements were enough to make the gameplay feel better without straying away from what makes it so good, and the levels from 2 and 3 are great sandboxes just like I'd come to expect although I do feel like the Hitman 3 levels feel more linear than their predecessors. I'm definitely gonna end up going back to this every few months to approach all the levels in a different way.

A roleplaying game that's also a musical and it's about Greek mythology?! It's like the developers read my mind and designed a game specifically for me.

Zoe and Calculester are very cute additions (Zoe is probably my favourite main character now, although I do think there are flaws to her transition allegory) and I LOVED the new secret endings, but I just wish that Leonard wasn't here. I didn't really wanna have to deal with transphobia and toxicity in the silly monster dating game, there's enough of that in real life. I wish there was at least an option to prevent him from showing up.

I found a lot of the story and characters interesting, but I could just not get into the combat. I could be convinced to pick it up again in the future, but I think that if I still despise the combat 5 hours in then I'm probably not going to get into it no matter how much I play.

Also when will cis people learn that casting a cis woman to play a trans man or a cis man to play a trans woman is always a horrible decision regardless of how good their intentions are.

Persona 3 Portable has always had my favourite story and characters of any Persona game, but unfortunately the various ways in which it's aged poorly have prevented me from naming it my favourite Persona game. After the remake was announced I was cautiously optimistic, with my excitement only growing with each new trailer. This is the third game I've ever been so excited about that I preordered it.

I'm going to start with the flaws because there are not many. The lack of FeMC is really disappointing, I thought that some of the music tracks are better in their original incarnation, and I think there are a few moments where the second-person narration is a bit more effective. That's it. Those are the only flaws I can think of as of writing.

I was a little nervous about the new voice cast, but I'm glad to say that they all knocked it out of the park. Although there are a few performances from Portable that I prefer, the new cast are great. The real star of the show for me was Zeno Robinson, who was able to turn Junpei from a character who I actively disliked in the original version of the game into one of my favourites. The fully-voiced Social Links were great too.

The reworks to combat and Tartarus have turned it from a chore I hate completing into something I regularly journeyed into for fun. The combat feels like the best the series has had so far, with Theurgy making me frequently adjust my strategies so that I could unlock the attacks.

The music is great too. Although a few songs are better in Portable, the new songs are some of my favourite in the franchise. I've been listening to Full Moon Full Life on repeat and I think it might be my favourite Persona intro?

Finally, the story of Persona 3 Reload is just as great as it was in the original, and arguably even better. The new Link Episodes were really good, both preventing the SEES boys from feeling out-of-focus and exploring different aspects of them to the Female Protagonist's Social Links. The expanded sequences with Strega make them feel more fleshed out. I was sobbing for basically the entire ending.

In short, this is easily my favourite game in the Persona franchise and one of my favourites ever. A 10/10 genuinely feels too low. I highly recommend it.

Very fun and cute! I don't know how Celeste always seems to tell a story that relates to what I'm going through at the time, I also have a big and exciting thing approaching that is nonetheless a big change that I'm very nervous about. I may have cried a bit when meeting with Part of You.

Also Madeline has a girlfriend now and is writing a book!!! I love to see a trans lesbian thriving.

At the time of release my only console was my Switch, and this came out on Switch a week after it came out on PC. That week was spent dodging as many spoilers as I could on social media, despite desperately wanting to see all the memes and theories. Late 2021 was a very bad time for me, and playing Deltarune and interacting with the community was something of a bright spot for me. Noelle's arc in this chapter in particular was something I found myself relating to a lot. No wonder I probably replayed both chapters about a dozen times over the next few months.

This is an improvement on the first chapter in almost every way. The environments are better looking, the party dynamics are more solidified, most of my favourite Deltarune songs are in this chapter, and it feels like Toby has a better idea of what direction the story is going in. Undertale's influence feels a lot lesser in this than in Chapter 1, something I think is for the best as it allows Deltarune to stand on its own.

I'm not really sure where I got the impetus to replay Deltarune from, other than that I wanted a small game I could play over the few days before the release of Persona 3 Reload. I haven't touched Deltarune in two years but I was still able to beat Jevil first try on this playthrough, nice to know I've still got it.

Definitely the weaker of Deltarune's two chapters, but still a lot of fun. Great music, nice character development for Susie, though I think it only really finds its footing after she joins the party properly. Made me remember the release of Chapter 2, back when I still used social media, and all the theories and memes from the fanbase.