The mind-bending range built into its Divination Deck mechanics to allow near limitless replayability. The crystal-clear writing that has been demonstrated time and time again by Deconstructeam. The overflowing riches of memorable set-pieces, emotionally draining yet fulfilling stories, and the perfect range of character-building sequences. The Cosmic Wheel Sisterhood may center around the Luck of the Draw, but make no mistake: this is about as perfect of a narrative-driven story as you will experience.

Goodbye Volcano High, under less tumultuous circumstances, had the makings to create a genre-defining experience that would carry the narrative weight to captivate audiences much past its expectations; but this title, much like some of its main characters, just needed more time to show who they really are and what they can really be.

I know people with a tolerance for punishing mistakes and the will to achieve perfection might embrace No Sun to Worship more than I did, but my 3 hours within this project were tough. The gameplay lovingly encapsulates the sound/see design that put Splinter Cell on the map in the 2000s and embraces a tension-building pace that doesn’t release until the level ends. But the brutal penalties for making just one mistake are miserable and hurt any interest in navigating or learning or enjoying anything outside of the mission, and only the mission, and the game’s demand to do it right no matter how long it takes.

Pseudoregalia finds itself in that weird gray area between “overachieving tech demo” and “lacking full title,” but Game Jams have that weird gray area where that’s entirely okay. The name of the game is fluid movement and it does so with flying colors, but if you’re looking for much else outside of that in Pseudoregalia, you might be best to keep dreaming.

He Fucked The Girl Out of Me is not a game but a somber, therapeutic release. An attempt to free the pressure of compressed silence from their internal black hole of guilt and shame that carries the weight no human should bear. It’s the world promising everyone the chance to be a beautiful butterfly, and the policies that rip the wings off the ones not deemed beautiful to the world. It’s a frustrating, debilitating realization that if the world just fucking let people be who they want to be, trauma like this would not happen. This story shouldn’t need to exist.

Despite a long and Kickstarter-funded development time, people may look at the flaws as too many to recommend what Love Shore provides. But I very much enjoyed my time and have had a blast taking the shorter routes to just enjoy a quick chunk of lore and learning more of the stories that hide in the alleyways of the bustling city. I feel a couple changes would really put this in a higher spot, but if you can gloss over a few issues, and save regularly, you’re looking at a winner.

Let’s address the elephant in the room here: this needed more time and funds. Gun Jam is desperate to stand out against a stout lineup of Rhythm FPS’ of the past few years, but its attempts to shake the genre’s foundations misfire in almost every regard.

Mr. Saitou runs a solid 2-3 hours in its playtime but really doesn’t need much more to tell what it wants to tell. It’s not a game that is going to “wow” you with gameplay and mechanics as everything is very basic and easy to learn, but the story pulls itself nicely along with nice pockets of humor and emotion to guide you through Mr. Saitou’s make-believe-but-very-needed-for-him journey.

Mainstay pieces of the franchise have been ripped out in exchange of a gacha-like play-em-all Tour mode with each character having the personality roughly equivalent to a PNG. Much of the difficulty has been smoothed out to the point of boredom rummaging through to unlock more characters and costumes. But through all the negatives, Easy Come Easy Golf shows that Clap Hanz are still the true kings of the Triple Tap format, and somehow, somehow provide chicken salad from a chicken covered in bunker-sand to grab dozens of hours from their faithful golfers.

Now make Hots Shots Golf 7.

There's a problem with cult hits: you either love them, or you don’t. Some may read between the lines and see the light-hearted enjoyment of just making a game as ridiculous as you want, packing in whatever is felt necessary and utilizing your characters to do what they want outside of the hard-nosed job that they’re practically forced to do. But all the ideas in Wanted: Dead don’t feel nearly fleshed out enough to cover the ridiculousness of the full package. Stale combat, ludicrous pacing, poor design decisions, and a complete lack of direction combine into a masterclass on why intentionally trying to make a cult hit never works.

I don’t quite know how to feel after finishing A Space for the Unbound. The first half of the game is a disastrous case of doing-too-much to keep you in your seat: repetitive objectives, an overabundance of similar puzzles, and missable items that can ruin the full experience of the story if not found. But the final third puts on a narrative tour de force of emotion and the quality of the writing, tempo, and atmosphere is something that should be celebrated at year’s end. I fully endorse taking the time to experience this story, just know the long road ahead will be worth it.

Punchy and chaotic gunplay, a poetically thumping soundtrack, and the crisp and precise sound direction build a solid package of fun even if it lacks length and creativity around some of its sharp corners. It’s absolutely worth a run through and a gander at how well you can carry your combative tune. Join me in praying to the Hell Below for a sequel that really shows what this studio can accomplish.

There’s so much to love in Lil Gator Game and you can feel that love built into every portion of MegaWobble’s foray into the pre-teen age of wonder and freedom while quietly supplying a potentially auto-biographical slice of retrospective nostalgia. This Lil’ Dude’s quest to be the Legend of Hero is a love letter to the soft and charming platformers of our youth, and worth every goofy gator step you can take around the island.

Indie titles will always amaze me as the video game industry looks to provide the biggest and grandest experiences that millions of dollars can buy. But when you get titles like Faith, which take a nostalgic look of 1980s gaming and inject some of the most tense and nail-biting experiences using nothing but genius pacing and what should be award-winning sound direction, you can’t help but be excited for what could come from any corner of the gaming world.

Bravo Airdorf, bra-fucking-vo.

It was a bold decision to supplement 4 years of development and 2 years of Early Access on a teenage spin to the Survival genre, but for the most part it paid off. Grounded provides a ton of content with its mountainous variety of wildlife, biomes, and creations to keep players glued to their game; they will just have to turn the other cheek to monotonous combat and a slew of technical issues that could dampen their positive experience. For what could easily be stretched into 100+ hours of content, Grounded provided a fun, complete experience that even had a contrarian of the genre having a grand ol’ time.