Quern wears its Myst inspiration on its sleeves pretty heavily. On it's own, that's not a bad thing, but it's hard not to hold it side-by-side and see the flaws laid bare. There is a definite abandoned-village vibe, but the art direction is a little gray and mundane so there's no sense of wonder. There are many unique puzzle mechanics that require you to work out the properties of the objects you interact with, but without the grounding of a character story to motivate you, it feels more like checking off a to-do list than following a story. There's no grander thing that's happening to take this whole experience to the next level. But worst of all, there's nothing new that this game brings to the genre. An homage does best when it supercedes the reference by being more modern and bringing a fresh take, but this game retreads old habits in a bit of a lackluster way. I'm convinced that if this creator learned from this lesson and created something new from their own ideas, they have the capabilities to make something great, but unfortunately it appears this was their last attempt.

Although this game is quite similar to the others from this creator, I still enjoyed the journey and watching for the wild "it's not what it seems" twists. The final section builds momentum in a great way for a very satisfying conclusion. My one critique is that it feels a bit one-note mechanically, so it can drag a bit in the middle, but for a two-hour experience, I really can't complain. Still well-worth the time spent.

It's not just good, dumb fun, the game knows it and continues doubling down. It's forehead-slapping, childish-giggling, wet-sounding fun start to finish. I also highly recommend playing co-op where you can have up to four people control each limb.

I can't express how heart-breaking this disappointment is. After all the fixes, it's a good game, but it's not a Mass Effect game and every time I think about the title it feels worse. Point-for-point this title misses the mark on what made Mass Effect the series that I love.

It's an ambitious and risky endeavor to take one of your most long-lived and beloved franchises and redefine the core of that franchise's identity. Not only is this Zelda games one of the most "Zelda" of Zelda games, it has somehow taken a step forward to reestablish what that title even means. Flexible problem solving in an open-world sandbox is an incredibly modern direction. I do miss dungeon items, and I hope to see them return in the future, but I'm fully convinced by the new direction.

I enjoy an opaque story more than most, and it's particularly effective to have a "what do you think it means?" approach for a puzzle-platformer. The slow pacing of the short game helps make learning the mechanics easy and seamless, but no aspect of the pacing is more effective than the tension building in the moments where you have to time your movements or sneak through an environment. Never have I felt so anxious about my own impatience.

This game has everything I want from a puzzle game experience. Nothing is more frustrating than the game (even accidentally) spoiling a solution, but this is a perfect example of complete trust in the player. It scratches the deduction part of my brain that's enjoyable in a mystery game, there's a mystical exploration component as you can just see further areas before clearing the puzzles to reach them, and there are endless optional challenges without very much requirement at all. I will say the "story" elements with navel-gazing speeches added nothing for me. I would almost prefer them to be removed from the game entirely, but they are optional, so I can simply play that way.

I'm immensely disappointed to see this game fade in popularity, and every new wave of fan support warms my heart. The multi-player experience is incredibly dynamic and building up a flow state between traversal, FPS tactics, and giant robot fights has yet to be surpassed in my experience. In the meantime, I just keep playing this brilliant campaign that could create any number of spinoffs and new games. I nearly cried at this story, and a 4-hour FPS campaign has no right to be that good.

At first I assumed this was yet another sophomoric take on philosophy laid over a Portal knock-off, but boy was I wrong. The way the story plays with themes of religion and consciousness is not only intelligent, but also clever and subversive. All over a really well-realized puzzle game (which plays extra impressive in VR) with so much more content than anyone could have reasonably expected from a smaller studio, this is truly one of the greats.

This game could have settled for having a novel time-bending FPS mechanic and some simplistic models, but the designers had to go above and beyond with an existentially terrifying story, difficult-to-reach secret content, challenge modes, and unique visual styles over absolutely everything in the game. My personal favorite touch is the degauss effect when choosing an invalid menu option. This game is a revelation, and I will evangelize it to anyone who will listen.

It's hard to find an indie puzzle game that isn't just knocking off Portal, but this game manages to create truly novel ideas, tutorialize them in play, and combine them for some fantastic late-game puzzles that stretch your brain in new ways. Not to mention the cute story, excellent VA, and whimsical environment design. If you're a puzzle game fan, play this game.

As I get older and finish more games from my backlog, more and more I appreciate a tidy handful of hours telling a streamlined story. It feels great to feasibly finish a game in one sitting and have a whole experience, and Firewatch provides exactly that. While you do have player choice that ultimately doesn't change the story, I like how the choices color your emotional experience with the main character without interfering with the A-plot. Having all of the interactivity of the game be completely diegetic was a fantastic design choice that helps you feel immersed in the world at all times. Pulling a map out in front of you and unfolding it while listening to the conversation on your walkie feels like you're really out there.

2016

I have to praise the writing for this game on the ability to thread the needle between having a grand mythos and constantly making fun of itself. The narrative choice to have the protagonist not care about their own story is a stroke of genius. Of course, this is wrapped in an extremely satisfying package of gory action, disgustingly beautiful environment designs, a perfectly paced story, optional challenges. This game is everything that a reboot of the Doom franchise needed.

It's very rare to find a stealth game that allows you to not be stealthy without the feeling that you've somehow broken the experience. As a fairly impatient gamer, I find it immensely satisfying how you can go full-chaos through a level to learn the layout and then calculate your way through for the perfect stealth run. It's so easy to get every possible experience, not that that would prevent me from playing through the game again. My biggest critique is the color palate is already so drab, but you will spend almost all of your time using the Batman-vision filter which only makes the world even more brown and yellow. Not the most flattering visuals, and later entries don't to a lot to make this problem better.

While the game includes a more comprehensive set of mechanics than I would expect from a team this small, it's unfortunately quite stale even an hour or two in. I think if there was more of an effort to make setpiece moments to distinguish the levels and give the impression of forward momentum, I might be more charitable. All of that said, this is a very competent game with few bugs. If you're in the mood for a pretty straightforward cowboy arcade shooter, you'll still have a good time.