2020

This game is impeccable. The art direction, the music, and the gameplay all serve a story that is deeply powerful. Never have I played a game that so comprehensively tackles trauma and mental health the way OMORI has. I think about this game often.

Imagine someone gave you all the episodes of a 30 hour sci-fi series and told you to watch them in any order. And you did and the story not only made sense, it was narratively compelling. That's this game.

Seaside Vacation is a jam too

I like games that are tight little clockwork rubix cubes. This game does that well enough. Some parts, especially near the end, are a little eye-rolling. But you'll certainly have an solidly entertaining time. It's fine ok! There's nothing really special to say about this one!

I don't think I like Ori games. This is tough, because I love Metroidvanias and Ori has become a strong cornerstone of the genre. But I brush up against the sadness of the game, which feels emotionally manipulative at points. The controls, while intuitive, feel floaty and imprecise at times. And the atmosphere doesn't grip me like other Metroidvanias. I can recognize the quality in the game, but there are certain "gamefeel" elements that frustrate me.

This is the best Resident Evil game, hands down. The level design is impeccable. The use of fixed camera shots to control tension is remarkable. And if you're hungry while playing, you can always grab a Jill Sandwich.

Somewhat interesting game hampered by frustrating mechanics and a choice system that has no allowance for nuance - if you screw up twice, you're locked out of the good ending and thus must be the megacorp bootlicker. Dumb.

A proficient Soulslike/Metroidvania (Soulsmetroidvania?) with fascinating lore and atmosphere. In its best moments the game feels like a symphony of combat and exploration, and it its worst it feels wholly derivative of Dark Souls. In fact, my greatest complaint of Blasphemous is that it tries to ape Dark Souls too closely - for better and for worse. Combat is responsive and rewards thoughtful pattern-learning, especially in the game's magnificent boss fights. The game rewards exploration well, and there are quality of life upgrades available that avoid the late-game metroidvania slog of backtracking across the map.

Overall some of the platforming elements are shaky (stop with the spike pits!), but the world and combat mechanics do well enough to earn Blasphemous a spot in the pantheon of metroidvania canon.

This game is all vibes baby. Some parts are frustrating - I certainly wouldn't call this a detective game per se, more of a collectathon. If you like the aesthetic you'll dig the game.

This review contains spoilers

Hard to imagine anything could compare to Outer Wilds' base experience. This is probably as close as we could expect. Exchanging sandbox-style planetary exploration for a more focused, linear Myst-like experience, Echoes of the Eye still has the eureka moments and a captivating atmosphere I loved about the base game. Incredibly, the DLC expounds on the thematic elements of existentialism found in the base game, offering a viewpoint that made me seriously consider my own views on mortality. Very much worth checking out.

I didn't like it as much as Chapter 1. I think the appeal of Deltaone and Undertale is the earnest story accompanied by silly trappings. This chapter felt more rooted in silly, wacky antics that felt somewhat directionless. The gameplay is still right on. Looking forward to chapter 3.

Metroid Fusion meets Super Metroid. Weird stutters at times. Bosses whipped ass.

This game captures the quintessential charm of a really nice day in the woods. The stakes are low - take a short hike! - but the quaint peace of exploring the park keeps a smile on my face for the appropriately short runtime. This is a nice game that I think my mom would enjoy, and I think we should have more of these in the world.

Mario 3D World is Mario at his most polished but perhaps least innovative, which is fine because the platforming is incredible. Bowser's Fury, on the other hand, seems like a Pixar short: something smaller, a bit rougher, but curiously trying to test the waters for a more expansive future effort.

An immensely stylish game that infuriated me with its gameplay. Controls felt imprecise but demanded accuracy, levels invited memorization and then randomized enemy layout, and more often than not I felt my deaths were because of the game and not my mistakes. Played the first disc and then bowed out.

2016