This cute little open-world game is oozing with personality. Tiny Terry's Turbo Trip is the second game I've played by snekflat, the first being Wuppo. You can definitely tell both games are related by their writing alone, though this world is definitely a little more grounded. The characters are charming, the world is full of little nooks and crannies, and pretty much every side quest I bothered with was fun. There's a sprinkle of social commentary in here, super subtle. That said, I love a game that's not afraid to draw parallels to real world issues through in-world metaphors, and it honestly goes hand-in-hand with open world games, from my experience. You can finish the main story in about three hours, which I think is a perfect length, though there is a ton of stuff to do post-game. I think it'll be a little too silly for some, but I'm personally happy with the time I spent in Sprankelwater.

Wonderful anthology game. It isn't perfect, but overall the presentation is super clean. Visuals are probably its strongest point. I was honestly a bit floored when the SCP-1762 story transitioned from artwork into this delicious painterly shader; I embarrassingly had not realized gameplay had started. The writing isn't anything groundbreaking, due in part to this being an adaptation, and at a few points it can come off stilted, but they really did what they could with the source material. The SCP-239 tale had me at the verge of tears, due to a really strong narrative flow, and some surprisingly solid voice acting. I do feel they chose a strange SCP to wrap up the game with (it probably would've been better if they swapped 239 and 426's places in the story), but the segment itself was hilarious. Overall, pleasantly surprised by how polished this game is. Not without its flaws, Secret Files achieves what it sets out to do. Please, more games like this.

I don't think anyone ever asked, "What if there was a Metal Gear character action game?", but I think PlatinumGames provided an amazing answer to that question. I'd always been skeptical of Metal Gear Rising, but I decided to dive in this month, due to a river of glowing retrospectives over the last few years, and I'm left regretting my apprehension. This game is sick.

There's a lot to enjoy, here. Great amount of enemy variety, gorgeous levels with just enough complexity, absolutely satisfying move set. The latter is only accentuated by Blade Mode; something I've seen as a gimmick since Rising's initial reveal, makes this game ridiculously entertaining while having legitimate utility.

As a Metal Gear game, there is obligatory stealth, and I wish they had either given it more time to cook in the oven, or just removed it entirely. It's incredibly barebones, worse than even Metal Gear 2 (that's the MSX game from 1990; not Solid 2). I wouldn't mind it so much if you weren't forced to sneak at several points, and these segments are no fun. There's a paltry amount of stealth mechanics given to Raiden, and enemies range from braindead to hyperalert. Every time I got past an area, it was due to sheer luck.

The story is pulpy as hell, so your enjoyment of it will vary. I personally loved it. This is a Metal Gear game that really dives into the series cyberpunk roots, and goes all out with it. Odd comparison, but I was somewhat reminded of Neill Blomkampf movies. Specifically, Elysium, though Rising predates it by a good amount of months. This game does not bother with subtext. It's funny, because the game is trying to have a legitimate conversation at times. For me, it totally worked. It's a game that wears its heart on its sleeve, which I just couldn't help but respect.

That said, I didn't really enjoy how this game treats Raiden. It's not great! Shocking, I know. The entire game is just spent reinforcing that he can never move past his trauma. I understand at a certain point, it becomes harder for people to heal some wounds, but it's fiction, for one. Plus, Snake was given closure three times in this series. To be honest, I was kind of upset with the ending. It's implied that Armstrong somehow got through to him, and I just don't buy it. That man is an absolute loser, and Raiden spends the majority of the fight putting him in his place.

Gripes aside, I think Metal Gear Rising is absolutely fantastic, and totally worth your time. It's not a long game, closing off at a solid six hours, but I love that the game doesn't overstay it's welcome. Plus, there is a ton of complexity in it's combat, and I could totally see it being fun to go after its harder difficulty modes. Totally earns the praise it gets.

A cute, sci-fi dystopian visual novel that dwells on the inhumanity of capitalism, and the difficulties of being thrust into such a system from a young age. Lovely world-building, and charming characters carry this experience. For most of it, the writing is really strong. Though within few moments, I feel like the plot meanders a bit. My thoughts on the soundtrack are complicated. Most of the time, it felt like stock music with no consideration for the scene at hand. Though a few tracks are really unique, and charmed me. Overall, a solid little experience.

A perfect sequel. It takes everything good from the first game and expands upon it, while also cleaning house on all its mistakes. Don't let people fool you; this game is totally horror, it just gives you time to breathe. Honestly, though, this game had me clutching my controller at several moments, which is just something the first never did outside of Hunter segments.

Taking place on the Sprawl, a gigantic space colony, gives environments so much diversity, and really expands the scale of the in-game universe. Churches, Mines, Nurseries... it's all here! It avoids the trap the first game fell into, where the entirety of it was endless metal corridors, with a dash of meat walls. Every character you meet is fantastic. The writing isn't perfect, but it's totally serviceable.

This does the whole Naughty Dog cinematic TPS thing, while actually being a game that I want to see through to the end. It's everything DOOM 3 wanted to be back in 2004. Hell, you could say it finally realized the vision of 1997's cult classic, Event Horizon. It also still looks gorgeous; over ten years old, and a lot of its visuals still made my jaw drop! Overall, a timeless horror classic, and I can't recommend it enough.

This is a fantastic little horror experience. The atmosphere oozes tension, the sound design is crisp and satisfying, and the environments, despite their low resolution, are full of life. Honestly, looking at the game's flora, I couldn't help it feel like a heavily compressed version of Half-Life 2's exteriors, or a more refined version of Minecraft's procedurally generated, grid-based vistas. This is definitely a horror game, though I wouldn't say that's its focus. It is carried heavily by its cast of interesting characters, and its interactable environments. All in all, I loved Paratopic. I feel bad that I took so long to get to this one, and I highly recommend it.

I beat Planet Robobot last night, and I'm honestly ashamed I skipped on this one back when it was fresh. A few months ago, I said that Forgotten Land was the first Kirby game in a long time to fill me with awe. I'll admit, at the time, I had enough Kirby after Triple Deluxe, but in retrospect, I wish I had waited for Robobot instead. This has easily climbed my Kirby rankings, and is easily one of my favorite games in the series.

The premise is honestly killer. A space-hopping mega-corporation starts colonizing Popstar for profit, and Kirby's primed to stop them for his own well-being? I am surprised this wasn't done before, and it's such a great idea. I am not going to act like this game has some powerful social commentary; it is a kid's game, after all. Plus, the premise is swept aside at the end in favor of a larger, more abstract threat, which I wasn't a fan of. Regardless, it had its hooks in me all the way to the finale.

To be totally honest, I'm not a big fan of the Mech. Aside from the SHMUP segments; though those have always been a Kirby staple. That said, Mech gameplay isn't bad by any means. It's totally serviceable, and it's fun to experiment with different abilities while trying to get all the collectables. Still, I primarily play Kirby games for the core gameplay. Of which Robobot pulls from Triple Deluxe, which was already stellar. Mix that with fun level design, and exciting bosses, and I'd say the core Kirby gameplay is strong, here.

With the 3DS a quirky, legacy console, and the eShop defunct, I can't in good conscience tell anyone to find any way to play this one. It is a fantastic game, though, and if by chance, you have a 3DS, or are planning to get one, I'd chalk this one down on your list of games to acquire for it. Easily one of the best games on the handheld. It really does feel like the moment modern HAL finally got a grip on what made classic Kirby titles so great, and stuff like this and Forgotten Land has me excited for the future of this series.

Trepang2 is a really fun snack-food FPS, with a pulpy as hell plot, simple-yet-satisfying gameplay, and slick vibe. At it's core, it is a military shooter. That said, it's also got sci-fi, and a bit of horror thrown into the mix. In particular, it absolutely loves Internet horror. Aside from the Backrooms level, there is a side-mission with heavy SCP vibes. Some find it corny, but they're undeniably well-executed!

The combat mostly consist of arena-style encounters that felt a bit reminiscent of the modern DOOM entries. The bullet-time and cloaking really opens up your options in approaching enemies, and though the former isn't a new idea by any means, the latter adds an extra layer to gameplay that I felt was unique to the Trepang2 experience. My only complaints would be the two weapon limit and the measly stamina bar, but I'd say these thoughts are subjective.

It took me about six hours to complete the main story on Normal, though I did not go for everything. So I'd say there's a good amount of content in here! There's a surprising amount of side-missions, though they aren't mandatory. Overall, Trepang2 is super entertaining. Though it's by no means perfect, I'd be excited to see a sequel that iterates on this fantastic foundation.

This is the first Kirby game thrown out by HAL that's enthralled me since Kirby's Canvas Curse. Not to say I didn't have fun with Return to Dreamland, Triple Deluxe, or any of the other titles released in-between, but during my 10 hour playthrough of Forgotten Land, not once did it get stale! In 2003, Kirby Air Ride gave us a tease of a three-dimensional Kirby game. It took almost 20 years to finally get it, and though this is honestly the farthest thing from what was implied, the results are still fantastic.

Less Super Mario 64, and more Crash Bandicoot, this is a pretty linear fare. That said, something about the usual Kirby gameplay adds so much flavor to an otherwise simple formula. There's also a dash of Character-Action game in here. It's no Bayonetta, but there's a surprising amount of depth. Despite the small pool of copy abilities, each has some fairly thought out potential in combat, especially with the upgrades. You're rewarded for perfect dodges with a small increase to attack charging speed. I also have to mention Mouthful Mode, which grants new abilities for Kirby, though not their typical ones. Most seem silly, but their practically is extended through challenge rooms on the world map. In regards gameplay, Forgotten Land is no slouch.

This is a kid's game, but I do love that, alongside Robobot, some of these recent Kirby games are giving the younger crowd something to chew on. Denizens on an abandoned planet from an alternate universe kidnap citizens from Dreamland, forcing most into free labor, while collaborating with a select few familiar faces. Kirby travels through ruins of a once-thriving society, raptured by hubris and greed. It takes me back to playing through Shiver Star for the first time, in Kirby 64, and slowly putting dots together in my head. I don't want to make it sound like it's more than it is, it's an incredibly simple story. Not really any different than what, say, the original Sonic trilogy was doing back in the 90's, but it adds a lot to the entire experience.

Kirby and the Forgotten Land blew me away with its incredible gameplay, fun story, and absolutely gorgeous visuals. Back to the Crash comparison, it honestly stands toe to toe with It's About Time as a modern extension of that sort of gameplay! I don't say this lightly; this is one of the must-buy Switch exclusives. Honestly, one of the greatest games on the platform, and one of the best platformers ever made in this style. I'd go as far as to say I enjoyed it as much as I did playing Super Star or Adventure for the first time. Much as I love the series, couldn't say the same for any other game in the franchise. Whether you're a returning fan, or this is your first Kirby game, this is an absolute must play.

Pseudoregalia was quite the surprise! It's a gorgeous 3D platformer that is unbelievably fun to control. Super Mario 64 would be the obvious point of comparison. Though it isn't a collectathon, it's a search-action game. So like in your usual Metroid entry, you dig around areas, find mobility upgrades, and these in turn not only help you in traversing areas more efficiently, but allow you to reach paths previously inaccessible.

The game doesn't give you much direction after the starting area, so initially, a lot of the game is figuring out what areas are accessible to you, and digging through them thoroughly for upgrades. Without a guide, this can feel a bit annoying, but I think these moments are elevated by the downright mesmerizing music, and choice direction in its environmental art. There were a few times where I caught myself hopping around aimlessly in an area, trying to reach places that looked like they could hold something, without really knowing if there was anything there. Personally, I respect any game that can have that effect on me.

Once you're fully upgraded, you're on a hunt for literal keys. These will open up a locked door with five keyholes, in an area you stumble upon for an upgrade. The first key you get early on in the game, so I felt the game did its best to direct you towards this goal without literally stating it to you. I can understand some people might hold the game for possibly leaving players completely lost. I think, if this one has you completely stumped at some point, there's no shame in using guides. I was honestly kind of surprised that I got through this game without ever really getting stuck. I personally felt there's a lot of really solid usage of landmarks, and areas are just the right size. Big enough to feel oppressive, but not labyrinthian. Though your experience may vary.

I grew up with the N64, so I naturally have a bias for low-poly 3D games with muddy textures, and short fog rendering distances. I'm also a sucker for the abstract art direction that this game has. I want to say it reminds me a lot of playing Touhou, or Undertale. It's a really unique mood, and I wouldn't say either coined them, but I'm sure they inspired this game in some way. As much as I loved Pseudoregalia, I think it's really going to come down to taste. I wouldn't be surprised to here some folk hated this one. As for me, it was honestly love at first sight. It's a delight to play, and it doesn't overstay its welcome. So glad I got to finish this one before the end of the year.

Full disclaimer, my experience with Mega Man starts at the Classic series, and ends at X. So excuse me if I say Gravity Circuit is one of the best homages to the series I've played. Tight, responsive controls compliment its stellar level design. On top of that, it has some slick art direction, an addictive soundtrack, and some shockingly good presentation!

To be honest, the platforming in Mega Man has never been its sell for me; levels being an appetizer before the fantastic boss fights, but this has both in spades. As for the story, while it is simple at its core, its the delivery that sells it. The script never take itself too seriously, and every major character in this game is interesting and memorable.

Again, I do need to clock out the rest of my Mega Man backlog before I make any proclamations about this game, but all I know is that I had a damn good time with this one. If you've ever enjoyed a Mega Man game, check this one out.

The "Super Mario Bros." of modern horror games; their gameplay distilled into its rawest form, warts and all. A love letter to some of the most popular works in the genre, yet creative enough to feel like its own, unique experience. For such a straightforward gameplay loop, it's ridiculous how good Spooky's Jumpscare Mansion is.

The goal of the game is simple; survive one-thousand rooms, and reach the end of the mansion. The catch is the "Specimens" inhabiting its halls, which will try and end your progress. A good half of them revolve around chasing the player to the exit, but each is visually distinct, and adds their own unique quirk to the chase. About halfway through, the game gets creative with new encounters, and the race to the next save point becomes much more thrilling.

I think my only gripe with the game is the writing, which is very of-its-time. Particularly, some of Spooky's dialogue, and the closing line of the "good ending". There's a ton of nods and winks, and I think this sort of self-aware dialogue can work, but I just thought it lacked nuance, at times. I think some small revisions to the script would make this one timeless, though that is just my opinion.

Overall a fun time that masterfully iterates on a simple concept. It somehow manages to be tense, as well! I honestly was expecting it to be a horror comedy, but Spooky's absolutely crafts some great atmosphere through its sound design and bestiary. Yet, despite this, it's pretty accessible, and gives the player plenty of room to breathe. If I were ever asked a recommendation for someone's first horror game, this would be it.

Aesthetically, Max Payne 2 is a success. It nails the noir vibe very well. The story is pretty pulpy, but entertaining nevertheless. The visuals are a complete step up from the first game, and still look great today. That said, mechanically, it feels like a game that was pretty solid at the time of its release, but unfortunately has been improved upon by games in its genre over time.

In particular, the camera distance is a bit too far behind Max; fighting enemies in a large area often felt like picking ants off a wall with a pistol. Enemy reaction speed doesn't really account for this, and I found myself regularly killed by foes I couldn't parse amidst environmental details. I did some searching, and found a mod that allows you to edit camera distance values. I pulled in the camera in closer, above the waist, pointing over Max's shoulder, and found myself having more fun with the game. It increased my precision, at little to no cost of spatial awareness.

Out of curiosity, I tried out a first person mod, and found the transition surprisingly seamless. It makes sense that this feels almost like it was designed as an FPS. Third person games weren't as fleshed out at the time Max Payne 2 released. With a lot of the standouts in the genre, you notice that enemies aren't as snappy to react as they are in first person shooters, as player perception is inhibited in comparison. There is also usually a mix of hitscan, projectile, and melee enemies, where as this game only really has the first in the list. Though this is purely an observation, not necessarily a flaw of the game.

I also have a few nitpicks with some of Max's movement options. Crouching is more important than you might think. It shrinks Max's hitbox a considerable size, and helps steady sniper aim. That said, you can't move while crouching, and you can't toggle crouching. Really, the former I can live without, but the latter would've been appreciated. The dive mechanic looks cool, but I didn't find much use for it, and I honestly completed the game fine without it.

That said, I loved pretty much everything else about the game. The gun-feel is incredible. The arsenal is huge, and I found myself using every weapon in the game. Max's mobility options, despite my nitpicks, are pretty robust. The time-stop is an incredibly useful mechanic, and it is fun learning how to use it properly. The combat itself is perfect, and once I amended my issues with the camera, I found myself having a ton of fun with the game's various combat scenarios.

I also want to quickly shout out the Xbox port, which I played a few levels from out of curiosity. It doesn't look much worse than the PC port at its highest settings. The enemy speed is lowered; almost a bit too slow, but it does make the game a lot more manageable. That said, you no longer have the precision of a mouse, so it evens out. The control scheme is surprisingly good! Crouch can be toggled in this version, which fixes one of my earlier issues. My only complaint is no adjustable aim sensitivity, instead replaced with a button that increases your aiming speed. Overall, it's a nice port, and a good way to play this game, especially if you'd rather play with a controller!

Max Payne's writing, coming from Remedy, has always intrigued me. I am a sucker for anti-heroes, and Max isn't a perfect person. We know this. He knows this. We also know the institutions he's dedicated his life to are corrupt at the core, and I love that these games are willing to have that dialogue, steering away from being copaganda. It could be said that this game, compared to the first, focuses a lot more on character relationships than it does on any sort of subtext, but I thought it was fine. The final cutscene is a bit anticlimactic, especially after the amazing final setpiece. That said, the cast is fun, the writing is great, and I'm a sucker for the little comic-book interludes.

Overall, I enjoyed my time with Max Payne 2. It improves upon the first game in a lot of ways. It is a little dated in this day and age, but its still an enjoyable experience. The game clocks out at around 5 hours, which in my opinion, is the perfect length. If you enjoyed the first game, and wanted more of this world, give it a shot. Chances are you'll really like this one.

Bayonetta 2 is an incredible sequel. I think all in all, the first game is probably the better game as a whole. You also won't get as much out of this without having played Bayonetta. Yet at the same time, this feels like an oddly perfect starting point for people who want to get into the series. It is a sequel, yes, but it is also a prequel. It also is a lot more accessible than Bayonetta; I'd even go as far as to say it's a nice entry point into character action games, in general.

The team behind this over at Platinum did a fantastic job. It is a lot easier, yes, but it is also no slouch. There are plenty of ways to challenge yourself here, if you so please. The spectacle is still here, and as good as ever. Minigames and quick-time events are cut down on, which I personally enjoyed. Also, a scene near the end actually had me welling up, and feeling bad for Bayonetta? Completely surprised by that. Cannot recommend this one enough.

It's good to finally put this one to rest. I've owned it since its Wii release in 2010, always started it, but never finished a playthrough. Now that I've finished it, I can safely say I like it a little more than 9. I've never agreed with Inti Creates stripping Mega Man of his charge shot and slide, but this one isn't bad at all. Whereas 9 sometimes feels like a gauntlet built on the groundwork of its inspiration, 10 feels a little more balanced around their interpretation of the Blue Bomber. Great sprite work, interesting level design, and some fun boss fights make this a solid entry point into the Mega Man games (though 11 is a better one). Not quite as fun as the late NES releases, but still worth your time, if you're a fan of the series.