Who doesn't enjoy making pencils line up perfectly in height order, or arranging cabinets so that everything fits perfectly together or even pruning leaves off of vines to create perfect symmetry.

A little to the left is incredibly satisfying to play through, so much so that I wasn't even half way through the game when I bought the DLC for it because I knew I'd end up wanting more from it.

There's enough variation in each of the 5 chapters' levels - along with some levels having multiple solutions - to keep you engaged for the entire playtime (which, isn't very long - it can absolutely be finished in under 4 hours), but it has just the right amount to not overstay its welcome and become bloated.

Finding some of the solutions to the multi-solution puzzles can be a nightmare (especially with them being so obvious but it just not clicking), but overall quite rewarding when you do solve it.

Part of me thinks playing Far Cry games is self torture at this point.

I didn't enjoy 5 all that much - I quit 4 about 1/3 of the way through it both for the same kinda reason in that I just don't think Ubisoft makes great first person games, it always felt a little bit "off". (Though, I enjoyed Primal a lot.)

With 6, it took me a long break between playing it to actually completing it and when I did return to it, I ended up playing it on PC instead of Xbox for the final parts and when I say the experience completely shifted for me, I mean it. It shouldn't be shocking to say that a first person game played way better with keyboard and mouse, but here I am saying it regardless.

The only downside was that besides the sudden enjoyment I got from switching up control schemes (why can't I play with kb/m on xbox????) is that it's still a large map with locations to go to to "check off" before going to the next one to check off etc etc. none of which have any real consequence on the game, nor do they really progress anything.

The story was fine. Giancarlo Esposito was pretty much the only reason the story was fine as he was selling the sh*t out of Castillo.

Would I play it again? probably not. At least, not in any kinda hurry.

Weirdly the only 'Metroidvania' (If you can call it that) that I've actually managed to complete and I think it's because it barely counts as a Metroidvania.

Carrion is a lot shorter than I expected it to be, I was expecting around 10/12 hours and ended up completing it in 4. Is that a bad thing? No, not really - short games can sometimes be very good in not outstaying their welcome and enjoyment. However, I really wish there'd been just a bit more to it.

It was fun to play as some kind of alien creature escaping a governmental lab that increases its mass by consuming people before then burrowing part of itself within walls to 'expand' and take over the facility (which, non surprisingly act as checkpoints).

Controls did get a bit annoying the larger you got though, with the final tier having me confused as to what end of the creature I was moving and ending up with annoying deaths as I'd have part of me within the room full of enemies that had flamethrowers etc etc.

The scattering of lore thrown about the game - mostly in the form of controllable "cutscenes" - were nice, however, I still have not a single clue as to the actual story (if there is one) besides alien escaped and at some point (past or future) a scientist walked around the facility? - Maybe I just didn't pay attention enough but that's what I got from it.

Never has a game held me by the throat and called me a dumb b'tch quite as much as The Talos Principle did.

So many times did I end up starting a new puzzle, staring at it for 3 hours and still come away with absolutely no clue how to solve it - only for the solution to just be right there, sat in front of me almost with an arrow saying "do it like this you absolute dumb'ss".

What makes that more frustrating is that it strokes your ego with plenty of simpler puzzles then it'll just smack you with a "tough" one.

The overall "story" touching philosophical themes of humanity was enjoyable, being able to actually choose responses to these questions posed to you and them affecting the response you get / game itself (ending wise, I think?) is a nice touch.

*potential ending spoiler ***

The final part being an unexpected timed section that I had to restart a few times before I realised was annoying as hell. It took me genuinely 4 attempts before it became obvious to me that I had to do it all fast otherwise I'd end up dying and having to do it all over again.

Despite originally panning this off when I first heard about it and saw it as looking like a "kinda crap, generic open world experience", after actually playing it I'm annoyed.

Annoyed that it's associated with a person whom I do not agree with their views nor support in any way because it's actually a very enjoyable game. The world is the perfect size for an open world game, giving you the freedom to explore it from the get-go, side quests unlock as you progress the story and there's a decent amount of them to do, but collectibles are pretty much all there from the start (not all, as some require things that are unlocked again as story progresses), but, I spent a good few hours right away ignoring my main "quests" just running around collecting. In fact, that's basically how I played the game, because it almost encourages you to do so.

The combat at a glance looked to me like it would be cumbersome and irritating, however actually playing it - it was fun. Being able to choose from a decent array of spells and mix and matching them during fights to keep the combo going - lifting enemies from the ground and just wailing on them to keep them in the air until they're down without you taking a single hit (whilst also timing perfect blocks/parries from other enemies around you) just felt so satisfying.

Hogwarts itself being fully explorable with hidden secrets around was also good, having changed it up from the layout you'd be expecting as portrayed in the movies it kept it fresh and exciting to find every part of the castle and its grounds.

The story is the one aspect I didn't care for that much. It's not that it was bad in any way, it's just that the side stories and the rest of the gameplay overshadowed it to me.

Ubisoft releasing a somewhat enjoyable and concise Assassin's Creed game? for once? jesus christ are they okay over there?

Not once did it overstay its welcome and actually became enjoyable because of it. Sure, there's still a lot "wrong" with it - they said a 'return' to the old Assassin's Creed gameplay but, it's quite literally just Valhalla's combat and exploration with two things thrown in to make you feel nostalgic (and honestly, I don't want them to return to the old games - I replayed them the other year and they did not hold up well).

Now, do I want Odyssey and Valhalla levels of grandeur and sizeable empty and lifeless worlds to explore? no, not at all. Do I want a little more scope than Mirage offered? Yes, absolutely. Sure, Mirage does indeed have - outside of its city - a barren world with not all that much to offer, but this could easily be resolved by having just an ounce of like.. yknow.. side content out there, make the world alive outside of two side quests per region.

That's the main issue here, they have scaled it all back but they haven't balanced the content to match the world scale.

But hey, it's a step in the right direction - and I enjoyed playing an Assassin's Creed game to platinum status after just 25 hours instead of 100+ for once.

Supraland is not the usual game I'd delve into. Mostly because I usually s u c k at adventure-puzzlers, however, my partner had played and loved it and seeing him do it made me wanna give it a go.

Turns out, it's actually very enjoyable. The main issue I had with it, is there's absolutely no hand holding whatsoever - you're pretty much just thrust into this world (okay, there's some, with arrows saying go here, but how you get there is kinda vague - at least for my small brain).

I do however, enjoy how many upgrades you get that just make the whole thing incredibly fun and easy to traverse / kill enemies. There's also plenty of 'creative' puzzles to solve that as in most puzzle games, have stupidly simple solutions that are in clear view but just never actually come to mind right off the bat.

Also, the Crash DLC is genuinely fun too - removing basically all combat and turning it just into a strict puzzle/platformer was an interesting choice, but one that absolutely paid off.

Infinite Wealth continues off with new main character Ichiban Kasuga's second outing in the formerly named 'Yakuza' franchise this time with returning icon and legend Kazuma Kiryu in tow.

Now, I'm someone who relishes in the series' old combat style and tone - with a silent and stoic protagonist, beat-em-up combat and then the quirky and stupid relegated to the side quests and supporting cast. However, I've begun to really warm to this shift of embracing the kooky, whilst allowing the main character to have their serious side (as shown throughout both LaD7 and Infinite Wealth).

What helps this time, especially in terms of the combat, is the much needed improvements to the turn based style. No longer are you constrained to a single spot - you can walk around freely in a small circle area which provides proximity bonuses if coming close to an enemy - or - combo bonuses if close to a party member with whom you have a good relationship with. Eventually, it ends up being a massive help - managing to get combos going and then follow-up attacks from other party members can really shift how a battle is going.

The story I don't need to comment on. It's a Like a Dragon/Yakuza game after all. It's got heart, it's got comedy, it's pure soap opera goodness and worth every single minute of lengthy cutscenes that the series is known for.

As expected from this series there's a whole host of side content and by a whole host I mean a l o t of side content. This time Ryu Ga Gotoku decided to spoof off a bunch of popular Nintendo IP's from a Pokemon Snap "clone", where you explore Hawaii on a tram and take pictures of muscle men in tight undies being lewd across the island to a full-blown Animal Crossing moment of having "your own" island resort to build up to a 5 star resort (of course, with it being Like a Dragon, it's got a campy and zany twist to it). I could honestly go on for hours about just how good of a job they did with Dondoko island and how unnecessarily in-depth they went with it or how I spent a good 10-15 hours of the total 50 I played of this game just building my resort but, I think it's best to just experience it.

God I can't wait to see what they do next with the series.