Build, drive...and smash! Open-world sandbox driving games are my drifting jams (so to speak...). I can spend literal hours just driving around doing absolutely nothing, and much like the 'Forza Horizon 4' LEGO DLC, that is exactly the strength I was looking for in LEGO 2K Drive. The four open-world(s) are filled with collectibles, challenges, races and even annoying weed whacking activities that then grant you boost bonuses in actual races. The building mechanic was great with the unlockable bricks and styles you gain as you level up. The driving was tight, particularly drifting and quick-turns. And even the races themselves were designed well enough to warrant replays.

However, the main enemy that most kart racing games face is the infamous rubber-banding of AI racers. Oh damn, it is obnoxious here. They seemingly have endless turbo to the point where even if you are super skilled and somehow amounted a ten second gap between first and second place, believe me they will quickly catch up to you. Rather inexplicably I must say. It makes for frustrating victories and losses when the rubber-banding essentially telegraphs the outcome of each race (they slow down during the final lap...).

The disgusting micro-transactions for what is essentially a kids game is inexcusable. However, and this is a polite however, it's not that aggressive and earning currency in-game is fairly easy to obtain. Overall though, impressively solid despite what the mixed reception claims.

The sublime platforming of 'Super Mario 64' (honestly this giraffe jumps like an absolute BEAST!) weighed down by the boring, bland and amateurish level design of 'Yooka-Laylee', yet shorter and jankier.

"Activating Combat Mode".
"Conflict Resolved".
"Activating Combat Mode".
"Conflict Resolved".
"Activating Combat Mode".
"Conflict Resolved".

Banging remaster of quite possibly the best PSP game of all-time. DMW is now active, graphics got a serious lick of paint (aside from some pre-rendered cutscenes) and just really is a testament to how well Crisis Core has aged. Sure some of the linearity and constant random battles slowly become annoying - though fortunately they're all fast-paced - and the third act dips narratively. But it all just slaps harder than Zack's thighs as he's squatting in Costa Del Sol. A ridiculous amount of side-missions, great story that builds upon FFVII and the Shakespearean nature of this tragedy imitates the poetry of LOVELESS.

So glad we got Reunion!

The 'Smooth Moves' sequel we deserve. Insanely wacky, ridiculously fast and hilariously fun - as WarioWare should be! Some of the forms are a little cumbersome to pull off in such short spaces of time (particularly "Pounce" and "Hand Model"), and occasionally the motion controls become unresponsive during the more frantic moments. But damn, I love this series! The characters are vibrant, the colours are popping and the microgames never fail to make me smile. Now time to get some more high-scores...

While not quite on the same level as 'Limbo' or 'INSIDE' - mostly due to loading screens breaking the one-take immersion and the lack of varied mechanics in the second half of the game - Planet of Lana is still a beautiful example of visual storytelling marinated in entertaining stealthy puzzle-solving.

Mui is my new best friend now!

An exhilarating exercise in tension building. The chase sequences ranging from a horrifically disproportionate man to two thudding butchers truly had me exclaiming “Oh my God, run run run run run RUNNNN!” (you can tell horror games aren’t my usual cup of gaming tea…). It’s short and narratively vague, but these shortcomings hardly affect the grotesque intensity on display with some atmospheric puzzles to boot!

A short spelunking metroidvania. The same charm, objective and addicting resource mining as its predecessor but with improved mechanics and plenty of upgrades. If the first game was a gem, then this sequel polishes that gem.

Apparently spending a summer in Mara means endlessly running back and forth providing items for townspeople, pirates and fishy people who are all incapable of doing anything. The vibe is chill and it's an easy crafting/farming game to pick up from time-to-time, but the constant fetch quests means you can only really play an hour per sitting before the boredom starts creeping in...

Solid writing as per for the 'Portal' franchise which admittedly made me laugh on multiple occasions (Cave Johnson is supreme!), and a great demonstration of the control schemes for the Steam Deck. Heck, I didn't even know about the gyroscope until I played it!

Unfortunately though, 30 minutes just isn't enough. PS5 had the brilliant 'Astro's Playroom' to demonstrate their hardware, so Valve easily could've turned this into more of a gaming experience for sure.

Stickmen fighting with various weapons. Great couch co-op fun with fluid movement...for about 30 minutes before the repetitive gameplay kicks in and leaves you bored. A glorified Flash game for sure.

A world within a world within a world within a world. A metamorphosis of ingenious puzzle design that encompasses the environments of several different locales simultaneously. Much like Atlas with the globe on his back, this little insect carries one world at a time to find the meaning of his existence. Through dusty canyons, dank swamps and fleshy vessels, the gradual progression of the "world within world" mechanic grows so much to a point where you're solving puzzles through five different worlds - all working symbiotically. Each gifting unique abilities that can only be harnessed by carrying that particular world. The sheer ingenuity and imagination to even conceive these puzzling realms - let alone constantly pushing the boundaries of what you can do with them (recursive world loopholes becomes a thing...) - it's quite honestly perfect game design.

The story is vibey, where the environmental visuals and boss fights do more of the storytelling than actual words. The sound design is masterful. Seriously, the otherworldly audio is a strong contender for the best of the year. Moon Ancestors are neatly hidden in crevices for an extra challenge of unlocking additional lore.

The selfish gamer within would've requested a longer game, but at the risk of making the mechanics redundant or boring? It's not worth it. At just over 3 hours long, this is categorically the best indie game of the year and one of the most refreshing puzzlers available. Hot damn, I want to jump into more worlds!

Who knew a crow could be so nimble? It’s never nihilistically difficult (despite its gorgeously dark aesthetic) like ‘Cuphead’ or ‘Hollow Knight’, but challenging enough where any mistakes you make are yours alone. The combat is so so so tight, almost effortless. Wish it was longer with a bigger world(s) to explore, but the shiny polish exuding from each nook and cranny makes this an irresistible indie darling.

I’VE NOT PLAYED PERSONA 5, I JUST LIKE RHYTHM GAMES lol

It’s basically ‘Samba De Amigo’ but instead of Latin music it’s to the slapping soundtrack of Persona 5. The overall package remains consistent with the mainline game (I’ve seen my partner play it), and watching the characters just come out and full-on dance is undeniably infectious to watch. The track list however is just too small and the remixes aren’t much to go on. Each one with a possible four difficulty settings and a plethora of modifiers to make the game easier or harder. The scratching mechanic on top of the circles spewing from the centre makes the higher difficulties absurdly challenging. Too much is happening on the screen and the brain cannot process it without constant practice. The socials where the Persona 5 characters mingle, which primarily act as the objectives for unlockables, are cute albeit inconsequential.

It’s a pleasant game, but in terms of rhythm spin-offs, ‘Kingdom Hearts Melody of Memories’ absolutely reigns supreme.

Open-world skiing/snowboarding in beautifully designed mountainous dioramas? Yes please! Very picturesque arcade-style gameplay. The problem is, and it’s weird saying this, too much unvaried content? By the time you get to the fifth mountain doing the same styled trials with limited differences in the actual obstacles on the mountains, it gets somewhat tedious.

A ‘Donkey Kong Country’ clone, where the animals are switched up for masks and the letters KONG are substituted for KAZE, that tediously repeats many of the level gimmicks. Way too many stages where you’re running away from something. However, it’s a challenging platformer that boasts plenty of charm. Sprite work is sublime and the platforming itself is pretty tight. It’s short, sharp and pretty difficult on Original mode (or maybe I’m just losing my platforming skills…).