Overplayed classic. Feels too gamey, every room instrumental. No pretense at naturalism, which is now taken as a given in game worlds.

The best Metroid.

The map-it-yourself approach enlarges and obscures the humble shape of its spaces. Searching for false walls is surprisingly consistent. The world exists for itself and you leave no grand impression on it, surgically removing a mechanical tumor.

A game where you go to The Next Door in one very long line that intersects and loops over itself. All action and execution, no dignity.

Bloated. I can't walk around without getting phone calls. The game is designed for nothing to happen unless you trigger obvious missions with specific solutions.

A dark jam on cut-throat euro paintings. Powerful visuals and non-derivative occultism drive its beating heart, pushing fresh blood through naturalistic bones of stone and timer and glass and steel. I always come back skeptical and always finish amazed.

2019

An Ueda-like with ideas and restraint, astounding tech art and color-bending environments.

The story of a young man who becomes so hungry for nationalist glory that his deceased grandfather emerges from his wounds and puppets his blade in war-general regalia.

From's take on their historical home turf. Powerful visual metaphors loaded with cultural introspectiveness punctuate wordless exploration, critique, and celebration of history, religiosity, myth, institutions, and folklore.

An infectiously confident cascade of gothic towers constructed for the specific effect of inducing a blood-letting hyperflow in the unsuspecting player. Speaks more with music than most games I've played.

Amateur-looking and naive.

Cute but unimpressionable. Would have enjoyed more if it had designed levels as personable as everything else.

A monumental prism of human labor and creativity that reflects the worst aspects of all popular USian imagination.

A silly game. The very act of playing it feels like going to a weird club and having a good time.

I like how an absolute comedy of bad rolls doesn't stop you from slowly building into a successful run. Failed rolls really just let you see more of the jokes.

I put the most points into Deception, which is funny. Isn't the whole thing pretending to be a pizza guy? Of course it's the most useful skill.

This game is front-loaded with incredible art and confidence, descending into an ending that's questionably off-the-rails. It's sort of an embodiment of the gen Z anxiety that so painfully saturates it, moving between modes of glitter and face breaking down into overpowering, boundary-less vulnerability.

The game asks you to play it again when you finish it, and I'm not sure I will. The plot ultimately about reconciling with the "lost youth" and damage of the pandemic is pretty brutal and hits a little too close to home. The characters and I are the same age. I would like a cathartic, better ending but I also liked what I played.

Extra points for being one of the sexiest games I've ever played. The charisma and characters are genuine and vital.

The tetris of first person shooters? Sadly I don't like score attacks or running away.

The barbarian: a promise that rage can get us off the ground and fuel us to fight against our struggles.

Diablo 4 seems like a game about moshing: cutting lose and chopping demons to bits. It feels good for a while, but good demons are metaphors - these are not. Just balloons full of coins and party favors.

With nothing to rage against, my barbarian's head cools, and she lowers her axe. There's nothing here worth fighting for.