Dead enemy A.I, awful loot and an unnecessary open sandbox that just serves to worsen the pace. This is one of the worst AAA shooters to ever release and its a shitstain on Arkane's legacy.

Its a bizarre decision to lock so much content like new maps and game modes behind a massive grind. It makes the first hours of Exoprimal feel like a beta, playing the same map over and over. Not that bringing more map variety it would fix the insanely repetitious and uninspired objectives.

There's potential here. The different class abilities, teamplay, shooting and spectacle are well implemented. Also, the story here is interesting and well acted but it is delivered horribly via videos that unlocks after matches. There is no coherence and flow.

Cutting through hundreds of dinosaurs is fun but the lack of variety in both gameplay and visual locales makes the fatigue settle in insanely fast.

This game would make sense as a free to play title with its rampant monetization and light content but this is $60. Its is robbery. Its a gamepass try or a rental.

Bomb Rush is an unique blend of Tony Hawk and the coolest part of Japan's late 90's counter culture. Its a must play.

Developer Team Reptile achieved the insane job of creating a worthy spiritual successor to Jet Set Radio and Future by combining the best aspects of both. The cool vibes and unique style are represented amazingly in its gameplay graphics and music. This feels like a labor of love.

They liked Jet Set Radio so much it inherited its problems too on top of newer ones. Camera problems, cut scenes that take forever to skip, weak bosses and an abysmal melee system drag the experience down a bit from classic status.

Still, these complaints never kept me from enjoying this game immensely.

Nightdive Studios makes the best remasters. Even the E3 demos are recreated.

Bethesda created a modern Fallout without its charm, personality or competent level design. The impressive technological graphical advancements are blemished by the bland artstyle and horrendous looking NPCs. For a title that tries to make you feel free to explore, its numerous loading screen and segmented maps that rely on fast travel (to be bearable) take you out of the experience. Exploring is devoid of adventure or wonder as you do nothing more than excessively running on an mostly flat map, breaking rocks and discovering the nth procedurally generated cave.

At least the movement and shooting mechanics are the best in the developers history. Though, its not saying much with the mostly dead enemy AI. The ship combat is just fine. Administrating your ships power between offense, defense and fleeing is surprisingly engaging.

Starfield is simply a boring ass game that from a technical standpoint, is a competently well made game. It works on the bones of Bethesda's previous titles but the shiny coat of paint dosent cover its antiquated aspects. Dialogue has been done leagues better in other titles. Characters are uninteresting. The main story is some direct to video/Tubi movie made by a fan that does not understand better movies.
A profound disappointment in a stellar year for games.



A nice gameplay mix of Super Mario RPG and Chrono Trigger with amazing pixel art and soundtrack. The combat can be fun but it wears out its welcome well before the final act because of the few choices it provided. The combat has a lock system that makes you land specific powerful attacks on enemies so you can interrupt them is a good addition but does not solve the fatigue.

Just like the developer's previous title, The Messenger, for some reason the game has to change gears and force a twist in the late game. Its not as drastic as changing a game genre, but the final act felt unnecessary and a lot less inspired that what came before. The second act's conclusion should have been the game's finale with some tweaking here and there. The finale is not awful, it just pales in comparison to what came before.

This is an RPG that should not be beaten in a few sittings. If you take it slow and take in the vistas, the fun but repetitive combat, the nice story and charming characters you will be delighted by how much this developer nailed the classic JRPG formula.

Payday 3 feels like they had to downgrade Hitman: World of Assassination to make it multiplayer. Give a chance to the weird comparison, steeping aside the obvious that one is a FPS and the other is in 3rd person and youll observe that everything from level design, dead enemy AI to objectives had to be sacrificed in order to accommodate multiple players. The biggest differentiator is that it turns into a mediocre horde shooter when stealth is no longer an option. Leveling up is a bloated, tedious grind rivaling most free 2 play games. The always online requirement and server problems are baffling at launch.

The game emits a shines when playing with friends. Needing multiple people to observe surroundings or open some sort of lock can be rewarding. Shooting is an upgrade from its previous title, though its not great yet. Some of the upgrades feel tangential, giving a good feel of progression.

The few maps offered would fall into repetition if not for the smartly implemented randomization of items, cameras and npcs. Higher difficulties also add NPCs and other variables so your approach will not be the same every time.

Payday 3 is a "just fine" title whose saving grace is that other, better games do not offer a multiplayer coop variant. Good for gamepass and a deep sale only if you have a crew of friends.

A painfully average and overly priced game. Superstars at least gets the movement physics of the Sonic group and some music tracks right while everything else felt mediocre at best. I can tolerate the generic art style but when most of the level design and boss fights are so tedious, I began to wish for the Sonic Mania developers to come back.

The last level with its Act 2 "twist" is abhorrent and the boss fight is even worse. Were not talking Sonic 06 levels of funny bad, this is boring ass bad. At times I was reminded of Mighty #9 and thats never a good thing.

What if New Super Mario Bros. had good control physics and soul.

A great Mega Man X style game with beat em up mechanics. The controls are precise, abilities are varied, music fits the MMX aesthetic and the level design is great. This is marred by the hookshot. Its finicky controls hurt the great pacing when going through the levels. Still, the game is fun throughout its three hour runtime and other modes unlock after beating the main story.

This developer gets what a Mega Man X game is. I would love it if they get a crack at a revival.

After playing countless shooters the gameplay in this just feels slow and unexciting. The roguelike elements wouldnt feel like a drag if the act of going through the levels was so boring.

Give me more Doom Eternal gameplay clones of this quality.

You get what you see in the first 20 minutes. I got a loop of oversimplified QTE's for catching fish and materials, going to town, selling and upgrading. This never changes in the first 10 hours. Theres no wrinkle, interesting story or event. The game feels like a mindless MMO fetch quest stretched over a dozen hours. You level up the ship, have more space and repeat the same tedious process over and over. Some might call it cozy or meditative, to me its just boring.

The art style and controls are nice at least.

The definitive edition of a SNES classic that could have used a difficulty option as the game is extremely easy. The timing of the action button for offense and defense still remains one of the most engaging gameplay innovations in an turned based RPG today. The game is perfect for a first time RPG player.

Could have been a masterpiece. Amazing story, characters. sequences and atmosphere. Its all brought down by the middling level design and awful enemy encounters. The camera, shooting and dodging feel undercooked. It is especially noticeable when fighting more than one enemy at a time and boss battles. Which is surprising since it was the best part of Remedy's previous game, Control. Luckily its not a large part of the game but they are the glue that holds these sequences together.