I LOVE this style of game so much. It scratches a similar itch to games like Return of the Obra Dinn so if you're a fan of that or even just good old logic puzzles this will probably be up your alley too.

I remember having this in my Steam wishlist/library for years but never got around to playing it until now which is a shame because the offline version doesn't have the same impact. I am a sucker for a concept like this though!

She did nothing wrong 😊

Before I could play F.E.A.R. on a modern PC in 2024, I had to put in considerable effort to optimize the game. However, once I had everything set up, I didn't encounter any issues during gameplay. There are numerous helpful guides available that outline how to optimize the game for modern hardware, and I strongly recommend using them if you're playing on recently released equipment.

Unlike the compatibility issues, the game itself did not feel outdated. One aspect of F.E.A.R. that has stood the test of time is the enemy AI. It's often praised as one of the game's best features, and I'd have to agree. The combat never felt unfair or nonsensical. Each encounter was genuinely enjoyable, rather than feeling like a grueling battle against bullet sponges or overpowered enemies that could shoot through walls like other FPS games released around the same time ... and even now.

2022

This review contains spoilers

This is objectively probably deserving of a higher rating than I'm giving it, but you've likely read reviews other than mine and/or played it yourself and loved it so this is lower based purely on my individual enjoyment. Tunic is a well-crafted and thought-out experience boasting great music (the music that plays whenever you're shopping is a personal favorite of mine!), beautiful art style, fantastic level design, and of course the best part was the instruction manual the game revolves around.

I played about two hours and initially felt incredibly overwhelmed. While this is more akin to a classic Zelda game, parts of it felt like a metroidvania to me which really is not my style of game. Eventually, I took to turning off and on some of the accessibility features as needed. This made the game much more enjoyable and digestible for me so kudos to the devs for including it. I'm not one to stray away from a challenge, but given that I probably would have quit without them due to my personal taste when it comes to certain mechanics it was a welcome addition and if you're in a similar position don't be afraid to use them!

The premise of Tunic appealed to me for many reasons and I've enjoyed games similar to it. This played like a love letter to many classic games and I can not stress how genius some of the level design is. If you love having A-ha! moments this is something you'll probably enjoy a lot. If I was able to beat the game (yes, both endings however I had to submit to a guide to get a few of the last pages) and enjoy my time with it despite not really vibing with bits of the genres it touches as a whole, I've gotta give it props.

I like the idea of collecting a bunch of short horror games from some really talented devs so I was all about this and have been wanting to play one of the Dread X Collections for some time now. The presentation is nice and I like the addition of little manuals of sorts along with a recording/note to go with each game that gives a teaser of what you’re about to get into. Since the games vary so much, my overall rating took the average and my individual ratings for each game with thoughts can be seen below in a ranked order:

Summer Night 7.5/10
So much to like about this one and does a lot of particular things that I enjoy in a game all in a short session. I can’t say more but its certainly worth a play going in blind!

Pony Factory 6/10
It felt satisfying to actually get through levels here because of how bad I was at the game but I found the true fear came from just trying to make it to the next floor due to my lack of skills. Also enjoyed the gun and flashlight swapping. I think this might actually be pretty good if you’re into shooters like Doom, but they aren’t particularly my type of game so don’t write this one off on my input alone.

Hand of Doom 6/10
Aesthetic and music is pretty cool. Also really love the idea of creating the incantations and using the grimoire to solve problems and cast spells.

Shatter 5.5/10
I like the music in this one. The story and world interested me, but the gameplay itself felt a bit lacking. Shows potential but stand alone doesn’t provide a ton. I do think it is something I would have checked out if it was turned into a full game though. After a bit of research it looks like I’ve had one of the developers other games on my wishlist for the past couple years and it just made it’s full release a few days ago. I liked this enough to want to play that even more.

Outsiders 5.5/10
I like that this appears to be setting up a full game with the ending, but the gameplay itself wasn’t particularly riveting on its own.

Mr. Bucket Told Me To 5/10
I got both endings for this one and the basic survival mechanics and concept interested me but it felt lacking something special. Surprisingly found out after playing that the dev team for this included the writer for one of my favorite games Hypnospace Outlaw, and it looks like as a development team they’ve put out some other well liked games as well.

The Pay is Nice 5/10
The real horror was making me think I was going to have to do math.

Don’t Go Out 4/10
I started to like it a bit the more I understood how to play but it just felt a bit less polished than I would have liked with nothing super interesting mechanic wise for me.

Rotgut 4/10
Unnerving to play and did a good job building that atmosphere but not strong enough to warrant a higher rating from me personally. Also contained a bug in the launcher where when I reloaded the Dread X collection it no longer was scratched off as completed but that does not factor into my rating, just wanted to mention it here in case anyone else suffers from this and to warn them to maybe play it last so it counts as completing all the games. I fixed it by opening and closing Rotgut again and it counted as being scratched off after I initially beat it once.

Carthanc 3.5/10
Man the music on this is pretty damn good but it really frustrated me to play due to the little enemies in the main area that chase you around and felt more like a nuisance than actually adding anything to the game. When I would spawn back in I’d frequently get spawn killed and it felt like I had to keep respawning hoping to get lucky enough the AI wouldn’t see me so I could pick back up where I left off. I expected to like this one a lot based on the description but the enemies in the hub area really killed my ability to enjoy this as much as I think I could have. There was honestly very little I liked about the game outside of the music and if it wasn’t the last game I needed to complete to get everything crossed off in this collection I probably would’ve abandoned it and/or just watched a walkthrough.

Horizon Zero Dawn had me hooked from the very start. I’m a sucker for a training montage and that transition from Aloy as a child into a young adult immediately got me invested. Using Rost as a tutorial guide felt like a nice touch as well.

The world itself is just stunning - the flora and fauna looks absolutely gorgeous, and the overall art design is phenomenal. I actually had an animated scene depicting the day and night cycle from the game as my desktop wallpaper for months before even playing it. Speaking of the night cycle - I usually hate night time in games but here it’s oddly inviting. The way the light from enemies can be seen in the distance, the way collectibles pop, it’s got this cozy yet mystical vibe that’s hard to resist. The moon glow is stunning and makes for one of my favorite depictions of night time in any game I’ve played. The soundtrack also helped sell it with the way it matched the different vibes of the environments and story moments.

The different tribes and cultures all felt really distinct and fleshed out, as if they truly had their own rich culture. The character designs, especially the intricate outfits, were stunning. I particularly love what they did with the Banuk shamans and wires in their skin.

The core gameplay loop was a ton of fun for me. Crafting, elemental weaknesses, balancing weapons – it all sounded overwhelming at first, but it's surprisingly approachable. Mastering different weapons felt like a natural progression, especially with the hunting grounds and optional tutorial quests. The resource collecting scratched an itch for me - there’s just something so satisfying about picking up all those plants and machine parts. The combat felt rewarding. It was super satisfying to hit enemy weak spots or snipe small animals from a distance. The various weapons were fun to play around with and by the end I had a loadout that I felt comfortable decimating anything with.

I found the inclusion of overrides to be a fun mechanic and more fun was the way you unlock them. I was pleasantly surprised to see that the cauldrons weren’t just reskins of each other and provided a unique challenge each time.

The datapoints as a form of worldbuilding throughout the game did a great job of painting the events that took place prior. I loved piecing together the story and even being able to predict one of the big twists before it came based on theories I developed after reading the datapoints. A few sets contained surprisingly strong narratives and I have to give a special shout out to the vantage points and The Last Girls on Earth as standouts.

The Frozen Wilds DLC was also excellent, with a gorgeous new area set in Yellowstone (genius!) that felt like a whole other world while still connecting back to the main map and feeling cohesive with the base game. I loved the addition of being able to see footsteps and even the marks left from the tips of Aloy’s arrows in the snow and wish this was something that was included in the base game as well. The side quests here were all high quality and some of the best overall in the game with their own stories feeding into expansion on the lore of the Banuk.

My main gripes were the lackluster mount controls and the lack of any meaningful inventory organization. I really didn’t care for how the mounts controlled, especially on PC with a keyboard and mouse. The concept was something I could have loved if it was better implemented, but they felt cumbersome and useless to the point that I was almost always faster on foot. The inventory organization, or lack thereof, was disappointing. You can sort resources and that's about it. I hated that I couldn’t rearrange my weapons or outfits and the only option was to drop them on the ground and pick them back up in the order I wanted them to appear in my inventory. While not as poorly done as the aforementioned mechanics, I found the platforming to be lacking. I loved climbing things but I never truly felt secure. I always felt like I could fall at any second, whereas Aloy is more than capable so it felt disconnected.

Overall, it seems like Horizon Zero Dawn achieved pretty much everything it set out to do. The world feels alive unlike many other open world games that came out around the same time, the gameplay is engaging with satisfying mechanics, and even after 100% completion, I still didn't want it to end. Any game that makes me feel that way must be doing a good job in my book, and I think at the time I played it, it was exactly the sort of game I needed.

I like the idea of this and it only takes about 5 minutes to play through so no harm in trying it out but ultimately doesn't do much for me.

Decent concept and I think pretty accurately captured the vibes of being home alone and worried that someone might be in the house with you.

Control is a wild ride through a twisted world of mystery and power, delivering an experience that not only captivates but also feels like a love letter to Remedy Entertainment's past works. Coming right out of Quantum Break, I was thrilled to hear echoes of Beth Wilder in Jesse, a clever nod by Remedy to their own universe despite not having the rights to the IP.

From the get-go, the game's visuals, enhanced by ray tracing, are nothing short of breathtaking. This was my first experience with a game truly built to utilize ray tracing and I could not have asked for a better way to test out my new hardware. Every detail, from the vintage designs to the font choices, adds to the immersive experience. And speaking of immersion, the integration of game mechanics into the narrative is genius. It's like the game acknowledges its own existence, making the experience seamless and organic.

Let's talk about those powers! Telekinesis felt so satisfying, especially as you unlock and upgrade skills throughout the game. It's a testament to Remedy's expertise in combat mechanics, building upon what worked in Quantum Break and refining it to near perfection. I absolutely have to mention the Ashtray Maze, it’s up there with some of my favorite moments in gaming and had me smiling at my screen.

Exploration is rewarded generously, with no fear of missing out on anything which is huge for me in games. Lore, world-building, and environmental storytelling are everywhere, enriching the experience and making every corner worth exploring.

The nods to Remedy's universe? They're everywhere, from subtle Easter eggs like a reference to a book I’ve read authored by a character in the Alan Wake games to major plot points with the AWE DLC. It's like a treasure hunt for fans, deepening the connection to the world of the game.

The DLCs, Foundation and AWE, further expand the story and gameplay, introducing new abilities and tying in elements from Alan Wake seamlessly. The Foundation was a great way to expand on the base game’s story and I enjoyed the inclusion of Marshall as a key character. The horror elements in AWE are particularly fun, and the inclusion of familiar themes and gameplay mechanics from Alan Wake was done well. I can only imagine how the ending must have felt prior to the announcement and release of Alan Wake 2.

Overall, Control is a masterpiece that continues to showcase Remedy's talent for storytelling, gameplay, and world-building. With its thrilling combat, immersive world, and nods to its own universe, it's a must-play for fans and newcomers alike.

I wish the checkpoints were implemented a bit better and we had some trouble with the in game voice system so had to switch to Discord, but overall I don't have too many complaints. For a free game, I don't think there is any harm in trying this if you love escape rooms or similar style games and want a way to spend a couple hours with another person solving one.

Quantum Break offers a fantastic blend of gaming and live-action storytelling that had me hooked from the start. One of the first things that struck me was how well the visuals held up for a 2016 release. I feel that usually games that opted for more realistic graphics at the time suffer when looking back at them, but this was not the case here. Aside from eye candy; the game boasts an impressive cast that brings depth and authenticity to the characters.

The narrative is where Quantum Break truly shines, seamlessly weaving together gameplay and live-action episodes to create an immersive experience. It seems like it was a love or hate thing, but the risk of using live action episodes between each act really worked for me. I also enjoyed the gameplay of mixing gunplay with time-bending abilities a lot more than I thought I would.

However, the game isn't without its flaws. While I appreciated the rich lore and environmental storytelling scattered throughout the world, I often felt rushed to move on by other NPCs, even when I wanted to take my time to explore and absorb the details. This tension between wanting to delve deeper into the lore and the pressure to keep moving forward sometimes detracted from the experience, although it did improve towards the end of the game as I became more comfortable with the pacing.

Additionally, I encountered occasional issues with repeated dialogue during exploration, which broke immersion and pulled me out of the experience. Despite these drawbacks, Quantum Break remains underrated in my opinion.

Bonus points go to the soundtrack, which features a track from Paramore. And of course, a special shoutout to Beth Wilder, who has my whole heart.

This review contains spoilers

House of Ashes delivers some of the best character writing in the anthology so far with the characters feeling more fleshed out compared to previous entries. The inclusion of alien vampire parasites was a lot to throw in all at once, but I did like the end credits scene which really started to show more blatant connections between the anthology’s stories through an unknown organization.

Like its predecessors, House of Ashes leaves a few loose ends and unanswered questions, but that doesn't fully detract from the overall enjoyment. The series keeps me coming back by basically being an interactive horror movie that makes for a fun game night with friends.

I REALLY loved Mr. Scratch as a villain. I think they did a great job making him compelling and further setting him up from the end of the last game. While it lacked as strong of a story, the combat felt a lot better than the first game.

Having embarked on the journey of Red Dead Redemption several times over the years, spanning from its original release on the Xbox 360, to a second time on the 360 back in 2020, to now on an upscaled, emulated Switch version, I've finally finished it.

Having completed the original Red Dead Revolver, I found it to be bogged down by monotony. However, Red Dead Redemption did a great job blending the finer elements of its predecessor with the tried-and-true formula Rockstar honed through their Grand Theft Auto series. There's a noticeable synergy between the game's mechanics and narrative, reminiscent of Rockstar's signature style from that era.

The game's allure was immediate, drawing me into its world with a magnetic pull during the early stages. Yet, there were moments where my engagement waned during the middle. Nevertheless, it managed to reclaim my attention, steadily building momentum as it approached its climax.

Very simple premise that I felt was executed well. I thought it wasn't particularly scary when I first started, but then felt myself start to get a bit on edge the more I played. However, by the end, I felt less tense and more just focused on spotting the anomalies taking away any of the fear as I became more familiar with what I might see. Overall it does not overstay its welcome and is worth trying out if the concept even remotely appeals to you.