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 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.

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.

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.

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.

I was 12 years old when Injustice 2 came out, and it was the first time I'd ever been truly hyped for a game. I'd rush home from school every Thursday so that I could see the new character reveals, I'd watch in-depth analyses of each new trailer, and it was the first time I'd ever preordered a game, both so I could get Darkseid but also so I could play it as soon as possible. So this review is going to be tinged by a lot of nostalgia. Starting this game up for the first time since 2019 was legitimately one of the biggest waves of nostalgia I've ever been hit with. That being said, I'm a lot more critical of the games I play now than I was back then, and I've also read a lot more comics, so this review won't be one of blind adoration.

To get the biggest problem out of the way, I don't like the story of the Injustice games. Superman is my favourite superhero, and just saying that feels like an understatement. I genuinely don't know if I wouldn't be here today if I hadn't read All-Star Superman when I did. Above all else, Superman represents hope. The belief that people are good at their core and that tomorrow will be a better place than it is today. The whole "Evil Superman" trope one of my most hated elements of any fiction. It's boring. It's lazy. It's shallow. And when it's the Man of Tomorrow himself that's turned evil, it actively harms the way that casual fans see the character, making people think that Lois is the only thing keeping him human (don't even get me started on talking about how often Lois is fridged for these kinds of stories). And if we're being honest, I imagine that the billionaire with enough surveillance to make Big Brother jealous is far, far more likely to become a dictator than the embodiment of kindness himself.

The most frustrating thing, though, is that if you removed the "Injustice" stuff, I actually quite liked the story! The basic premise of "Grodd and the Society are up to some villainous chicanery, but it turns out that Grodd is working for Brainiac" is simple but it's pretty fun, and I enjoyed the character interactions between various Justice Leaguers. There's a part towards where Batman and Superman are working together and their interactions are more in line with the characters I actually like that made me feel like I was playing a Justice League fighting game, and the story already has enough Brainiac mind control/Poison Ivy pheromones/Scarecrow toxin to justify superheroes fighting each other! The character assassination of not just Superman but a dozen other characters, and the other edgelord bullshit that comes with the story is ultimately needless. Whenever the Injustice (derogatory) isn't showing up, the character interactions between the Leaguers are great (especially Green Arrow and Black Canary), and this has some of my favourite adaptations of both Supergirl and Brainiac, to the point where I imagine I will be picturing Laura Bailey and Jeffrey Combs' voices next time I read a comic with either character.

The gear system could be good if it wasn't tied to lootboxes. I have more gear for characters I've never played than I do for characters who I main because every time I open a lootbox and hope I'll get to customise the characters I like, it's always a gamble. I haven't seen a recent release with lootboxes and I'm so fucking glad they're gone.

So why am I giving Injustice 2 an 8/10 when I still have these problems? It's because, above all else, this is just a damn good fighting game. I'm not that big a fighting game fan and I had a ton of fun playing this. I'm not a professional games journalist so I can't really explain it well, but the controls are really good, it's really satisfying to string together combos or to use environmental interactions. The graphics look really good for a game from over five years ago and the voice acting is pretty good too. I've been playing this on my own the past few days, but I can't wait until I have some friends over so that I can play as Supergirl or Black Canary and obliterate them.

The feminist part of my brain acknowledges that the designs of women in this game are objectifying and oversexualised, but unfortunately the lesbian part sees that Poison Ivy kiss move and goes hfibsibfeisbfwbfibnnmm.

I really enjoyed this! The graphics look great, almost on par with recent games, and I love the art direction. I really admire the dedication to the retrofuturistic aesthetic of the Alien films, Sevastopol Station looks like it fits in with that world. The real highlight is the xenomorph. Encounters with it always feel tense, especially with the motion sensor, and I love the way that it seems to learn from your previous strategies.

That being said, I do wish that it was a little shorter. There were multiple occasions where I felt like the story could've end in a satisfying way, but it kept on going and by the end I found that the effect of the xenomorph had been lost on me somewhat.