This review contains spoilers

So much said with very little words

Unpacking is a very short, very cozy, and yet somehow heart-wrenching title. The premise is exceptionally simple, you play a character who is unpacking into their new home at various stages of their life, from childhood to adolescence. Open the boxes, grab the things out the boxes, place them appropriately in the space provided, and you win!

To me, the gameplay loop could get a little tedious at times, especially in some of the larger levels. That’s not to say that getting everything in it’s right place wasn’t satisfying, it very much was, it’s just getting there could feel a bit of a slog sometimes, much like the actual act of unpacking.

But really that’s not even where Unpacking’s magic lies, this game does such an incredible job of telling a coherent story with the only dialogue being the footnotes your character annotates each “new home” picture with, which culminates to maybe a couple dozen words by the end of the game. The protagonist goes through the aching pains of growing up, making new friends, falling in and out of love, and exciting career opportunities, and you gleam all of this through the simple act of getting things out of boxes and putting them in places.

I was enraged when I was forced to put the diploma under the bed, I was concerned when it was revealed my character needed a cane to get around, I was giddy when I saw their table-top miniature had finally been painted, I nearly cried when I got the stuffed pig out for the very last time.

Make no mistake, this is a narrative game, one that trusts the player to understand what it’s trying to say, but Witch Beam have done such an immaculate job of telling the story that you really don’t need to do a lot of legwork.

Don't fix what isn't broke.

Nitro-Fueled understood what needed to be done bringing CTR to modern consoles; really not that much. It nails the feel of the original PS1 title and adds flare and the current gen graphics, makes some of the trickier aspects like drift-boosting a little easier to read, but by and large this is the same PS1 CD-R with a fresh gleam of paint and a Blu-Ray disc. It slathers on an extra helping of Nitro Kart levels, whcih was a fun new experience for me and many people because who the hell played Nitro Kart.

Having the option to play the Legacy Music was also a nice touch, I almost wish Legacy Voice Lines would be available too for that extra kick of nostalgia, but it's a moot point when you have one of the greatest kart racers here.

It gets 9 stars rather than 10 because of it's pissy little microtransactions, sure you can get everything without paying but I'd rather it not be there in the first place. Also Baby Crash/Coco/Cortex freak me out.

A genre-defining classic that's weathered with time.

It's undeniable that Fallout is a benchmark in CRPG's, it started a landmark franchise with unforgettable entries, and it's not difficult to see why. The original Fallout has so much going for it, a sprawling open world, fascinatingly intricate characters, an engaging story and some great combat moments, but it doesn't quite hold up by today's standards.

Everything that happens in Fallout is in the hands of the dice roll, for better or worse. Invisible numbers play behind almost every click you make, numbers you will never see the true results of, sometimes this will work in your favour (enemies shooting enemies, lucky repair win, good barter deal), sometimes it will work in the complete opposite of your favour (enemy does 400 points of damage to you in one hit bypassing all your armour).

You know how in a lot of TTRPG's, part of the DM's role is to read the rules and go "Hm, this is stupid, and kind of ruins everyone's fun, we'll tweak this a bit", Fallout doesn't have anyone at the steering wheel, just a random number generator deciding your fate, taking your stats into consideration only slightly.

Of course, for a game from 1997, it's a product of the time, and this system would become refined as time went on. And it's certainly not to say Fallout isn't a game worth playing, outside some of it's questionable design choices it's a simultaneously simplistic yet deeply intricately layered world, that'll reward you for taking the time to explore and talk to everyone. It sets the groundwork for the post-post apocalpyse that's explored further in Fallout 2 and New Vegas, and has some memorable talking heads with believable personalities.

Save scum your way through this game, maybe even tweak some of your stats using an external program, I won't be mad at you if it means you'll get to explore the wasteland in some capacity, it's certainly worth it.

What a horrible little goose I am.

I played this game when it came out, and this time around I had the joy to experience "Untitled Geese Game" with a friend. The sheer amount of joy experienced playing this is quite literally doubled when played co-operatively. Myself and my fellow goose-in-crime started giggling as soon as their head popped out of the bushes following mine, and then didn't stop for about two and a half hours.

Truly the biggest downside of this game is that two and a half hours is by-and-large what you get, maybe just under double that if you go for all the added achievements. It's a shame because I left wanting more at the end.

But that doesn't mean what's their isn't wonderfully silly, truly it's one of the few games that I think deserves the title of a comedy video game, it's a delightfully goofy puzzle game, and in all honesty any game that has a dedicated honk button deserves praise for that alone.

Death Stranding is the best multiplayer game going because it does away with the worst part about multiplayer games; other players.

I think the thing that caught me most by surprise in revisiting this game 4 years after it's release was the confusion on just how divisive it was when it came out. At the time I remember phrases like "walking sim" getting thrown around and not to be rude but you'd have to be purposefully oblivious to think Death Stranding has only walking to offer.

Sure, the core of the game is walking from point A to point B. But the world is designed in such a way to make such a simple task incredibly engaging. Traversing this uniquely post-apocalyptic America is never dull, and you're always kept on your toes. As an experiment I TRIED to check my phone during seeming quiet moments and ended up eating shit and ruining somebody's precious cargo (Apologies to the poor denizen of Port Knot City whose stuff I ruined, if it's any consolation the poor Porters Grade I received dampened my spirits).

DS does an incredible job of creating a new kind of game, that of the humble delivery man, and kept adding new ways to keep it engaging during my 60+ hour run time. Either through new tools, vehicles, or environmental hazards. It's online system also works wonders in evolving the world, and making you feel connected with others. The amount of times I mashed the like button because some kind soul had placed a vehicle, Timestop shelter, or some other handy resource in the middle of nowhere, seemingly out of the goodness of their heart, is too many to count. I have never had such an engaging and heartwarming experience with a community I can't directly communicate with.

It's story is equally as entapturing, it's the standard Kojima affair, and you can feel his style oozing through almost every facet of prose, it had my smiling, laughing, crying, and just all around hooked.

I truly am thrilled this game is receiving a sequel, there are so many moments I could gush about, it has some amazing gameplay segments that rely on the players cunning and knowledge to resolve, it treats the player with respect and patience, and asks only you do the same with it.

If your were turned away from Death Stranding because of some of the negative press it received on launch, go back and give it a go, it's a title that demands your attention.

I'll be waiting for you on the Beach.

Signalis is a game that rewired my brain chemistry, for the better - kinda.

This is one of those titles that it's recommended to go in blind playing, try not to look up too much, just pick it up and go for it, and that's something I heartily recommend, so I won't go into too much detail here because of it.

Instead, I'll try to sing it's praises as best I can. I replayed this game twice, I plan on replaying it a third time soon, I got so enraptured in it's tangled web of a story I took notes, and even then watched video essays afterwards to compare. I love this game, I love it's style, I love it's gameplay, I love it's story and characters. The only thing I don't love is sometimes interacting with doors is a bit of bitch when I'm in a hurry. But that's okay, I can forgive it.

Play Signalis.

It's not often that I get hooked on a roguelike for the story, normally I get invested for the mechanics. Returnal is one of the few cases where both are so intriguing that I can't help but want to keep playing, which is an incredible feat given that a standard loop will take upwards of an hour.

Unraveling the mystery of Atropos, and Selene herself, is such a driving force that even when I wasn't playing the game I was thinking about it, theorising what there is to find, piecing together clues from Audio Logs and Xenoglyphs, and it finds a happy middle ground of giving you just enough to connect dots, but not enough to see the full picture.

It's important to note as well that the moment-to-moment gameplay is incredibly satisfying, so that when there are lulls in the story it doesn't matter as much because its still just a blast playing it. Admittedly a couple of the bosses (or at least the paths getting to them when you loop), are difficult for difficulties sake, and feel like they're there just to hold you back and extend game time, especially at the half-way mark. But when you get a good loop, with great gear, and you're riding that wave of Level 5 Adrenaline, it feels like an utter dream.

Returnal really is one of the best showcase of the PS5 so far, utilising it's SSD, GPU, and the amazing DualSense, to create a title that's up there with God of War and Spiderman in terms of Sony's first-party quality

A stunning, beautiful journey that I already wish I could play again for the first time, Outer Wilds is incredible.

The whole time I felt like I was on an adventure, like no other game could make me feel like, I was truly the hero in a story revolving around me, not the player avatar, but myself. Once it was solved, it was over, I can't replay it, I know how to solve it, and that's what makes it so special. It's a brief capsule, a lone chapter of the adventure I had in a far off galaxy, I played an important role in a fantastical galaxy, and it was wonderful.

I do wish that perhaps there was more interactivity with the world outside of the Scout and the Translator, but it is an absolute feat what Mobius managed to accomplish in designing puzzles with what little tools they give the player.

There is a part of me that wishes I could explore the star system that homes the Outer Wilds Ventures crew forever, but a larger part of me is forever grateful that I was able to visit at all, even if it means I won't go back again.

I thought Yakuza 0 would stay at the top of the Yakuza series indefinitely, but Kiwami 2 has such a satisfying combat system, such a wealth of things to do, and such an incredibly intricate yet engaging story, while staying sufficiently cheesy where it needs to be. Ryuji Goda may be one of the best written villains in the series, towards the end you could be forgiven for rooting for him.

While it does have it's typical silly moments, it's also loaded with heart-felt scenes that make you connect with Kazuma Kiryu more than ever.

The one criticism is that the longer sub-stories (Majima Construction, Cabaret, bonding with Haruka), don't quite reward you in the way 0 does in providing the Dragon of Dojima fighting style, making them not really worth it unless you enjoy that sort of thing.

Playing the Yakuza franchise in chronological order has been great in terms of story, but it has meant some stark contrasts in terms of gameplay quality.

Were I to play in release order I would have gone from 5, to 0, to Kiwami, to here. In realising that, it becomes glaringly obvious that 0 and Kiwami were where Yakuza decided to get weird, and 6 is a welcome return to that weirdness.

Coming back to the absolutely stellar combat from Kiwami 2 is much appreciated of course. The game is just more willing to ease into it's goofy side, having ridiculous side quests, odd mini games and strange characters, but beneath all that is a simply incredible story, which brings the conflict closer to Kiryu than ever before, serving as an amazing send off to the Dragon of Dojima.

I have no doubts he'll return in some capacity, but his role as the saviour of the Tojo Clan is brought to a beautiful close, and one I won't forget any time soon.

Resident Evil 2 is an absolutely stellar remake, and should be used as an example for other IP's that wish to follow suite.

At the heart of it's gameplay the RE2make manages to keep the core of what made the original so tense, while improving just about everything else immensely. A shift from tank controls to a third person shooter is a large one but one that absolutely pays off, allowing more player control and even creating far more tense scenes than what would have been originally possible.

The lack of resources mean you have to plan your routes carefully, finding the safest and most efficient way through the RCPD, and because the map is altered by the way you play, your safe spots may be different to another players, forcing you to learn your own layout as best as possible.

The story is a bit basic, and only expands slightly on the universe developed in RE1, but each character is incredibly memorable, and makes playing through with both Leon and Claire's story a must.

Resident Evil is a classic, and I can fully see why. The ominous atmosphere, the horrifying enemies, the excellent sound design.

Beforehand I had only played the Resi 2 remake, a game I intend to revisit on my playthrough of the series, and expected a downgrade. However, aside from the tank controls occasionally causing Jill to go the wrong way (which only caused a Game Over once), this game is fantastic.

That being said it's not perfect, while the majority of the puzzles are great, and provide that sensation of "Aha! I know exactly what to do" when you get the last piece, towards the end there's a couple of "click-everything-on-everything-until-something-works" (Ah yes, the broken flamethrower is the key to this door). Plus, the inventory system seems largely arbitrary, and does little to effect the game outside of "Oh good, I have to trail all the way back to get this from the item box".

Still, it sets an incredible benchmark for the rest of the series, where it only moved strength to strength (despite a few hiccups down the line)

Hollow Knight is an amazing Souls-Like experience, that really has the heart of it's inspirations worn proudly on it's sleeves, while still being it's own gorgeous beast.

Visually it’s an absolute joy, with beautiful art and stunning effects to make exploring a pleasure and combat engaging. The gameplay is absolutely solid, the Knight controls excellently in both movement and combat, and landing hits on enemies just feels great.

However, navigating Hallownest can be a bit of a pain, there's an absolute mountain of envrionments to explore but with no easy ways to track your progress outside the markers (which are limited and can't be labelled), it's very easy to get lost and be unaware of what needs doing next.

And whilst most of the bosses are an absolute joy to take on, some of them do feel like they're difficulty for difficulties sake, a problem a lot of games in this genre tend to suffer from. Bosses that deal double damage, or have randomises attack patterns that put the player at a disadvantage, the Radiance (the final boss of the game), being the biggest culprit of this.

I was expecting to have to wait a bit after 3 for Yakuza to really get into full swing again, but my god this game takes everything wrong with it's predecessor and massively improves on it.

No more stupid enemies that do nothing but block, and even if you have heavy blockers, your attacks now break them. No more stupid "Feel the Heat" where you have to mash R2 (???) to get an advantage. No more weak-ass Heat moves, all of them now do significant damage. Stepping into 4 was like stepping out the other end of the tunnel, Yakuza is back in full form and it's incredible.

However, while they've done a good job with making all these in-depth characters to control, I don't feel like I get enough time with them. I barely had a chance to get to fully explore Saejima before I'm whisked away to Tanimura, and Kiryu's chapter is miniscule in comparison, mainly used to round everyone up before Requiem. Sure I could spend time grinding the Master or IFR-7 sub-stories, but that doesn't change that the story brushes past them too quick.

The music is fucking sick though.

When I started playing Like a Dragon, it was difficult. I missed the old combat system, and I missed playing as Kiryu. It made the game a bit of a slog for the first half, and in my defense, the first half is a slow burner.

However, come the second half I came to terms with the fact that this was the new normal for Yakuza, that Ichiban and his crew were here to stay, along with the turn-based mechanics. Once I overcame that hurdle I was able to truly enjoy the game and it's unique combat system. And even though it starts slow at first, Ichiban's story is one of Yakuza's best. Kiryu was always stern and straight-faced, but Ichiban is incredibly emotional and that paves the way for some truly touching scenes that will stick with me for a long time.

There's a lot here I don't like still, some of the bosses suffer from the age old JRPG issue of requiring lengthy grinds to progress, and with these bosses once you find one effective move you loop it over and over until they die, it's something I hope they improve on with the inevitable sequel.

But there's so much to do here, so much to enjoy, and such an incredibly colourful roster of characters that I can't help but be completely enamoured by Like A Dragon, as much as I prefer the old combat system.