fun game! haven't picked up in a while, but i enjoyed what i did play.

the art is just incredible and i really wanted to dig deep on this one, but it just didn't click.

i really want to get into this, but i honestly just don't enjoy playing it in this form. i'm sure the story lives up to its reputation, but i just can't sit through the random encounters and turn-based combat.

played this way back when. the presentation is a little obnoxious, but it captures a really unique seedy vibe and plays like a dream.

man does this game feel so good to play. it took a while for all the mechanics to totally click for me, but once they did this thing started singing. but, i hate to say it, i don't think the narrative stuff works very well here. it started to feel pretty bloated after a while. it doesn't help that the gameplay feels so good, and all i wanted to do was jump straight to the next level.

some more thoughts: i keep thinking about this one after completion. mainly, i really like this game's approach to difficulty. the demanding speed and perfect planning really gels with the compact level design and generous checkpointing. it avoids the "long run back to the boss" staple that is always my biggest pet peeve in From Soft games. Elden Ring quickly became my favorite of theirs since it (mostly) lets you get straight back into the boss fight.

mad respect for housemarque and for sony for letting them see this demanding vision through, but the friction is just a bit too high for me here.

this is great! love the brisk length as well. the core mechanics are rock solid, and each stage throws something new at you. i wish a bit less emphasis had been placed on the bosses, because the standard platforming sections are so much more enjoyable. that said, i dream of a metroidvania with these mechanics (particularly in terms of exploration, not combat).

This review contains spoilers

to get it out of the way: the people at/above the creatives of cd projekt red that pushed this out years before it was ready don't deserve a shred of credit for this. the artists who toiled behind the scenes for THREE YEARS after its catastrophic launch deserve all the credit. because, yes, this game is brilliant.

for one, while the combat isn't exactly challenging, it is hugely flexible and a blast to push to its limits. i really enjoyed specing into pistols and stacking up headshots in slo-mo. ridiculous and game-breaking, but loads of fun.

phantom liberty, too, is excellent, and leaves me with a lot of faith for the eventual sequel considering the expansion's director is seemingly taking the lead. looking forward to playing that in the 2060s.

the world of both the base game and the expansion is a delight to explore, and has a meaningfully overwhelming, oppressive mood. i truly feel like i barely scratched the surface, even after 70 hours. there's a feeling of endlessness to the city here that you don't get in GTA (for now, at least). dogtown, especially, is richly dense and rewards off-the-map exploration. it's no elden ring, but i got a real sense of satisfying virtual tourism that i haven't felt since rdr2. from a pure design perspective, i hope they scale up the PL model for the sequel.

and while i understand the controversy over the first-person camera, i think it was undoubtedly the right call here. it is genuinely immersive, especially when paired with the ridiculous graphics. and yes, this game is in large part carried by its expensive, jaw-dropping visuals, but the art direction makes that feel like money well-spent.

what really makes this game special, though, is the quality of writing and narrative behind it. with the exception of the panam/aldecaldos questline (it was... so weak, sorry), the side content is nearly indistinguishable in quality from the main game, especially in writing. the sinnerman quest, in particular, is brilliant. that conversation at the lunch table is so well written it feels out of place. i had more fun in those 2 minutes than i did the entirety of the time i labored through starfield.

both keanu reeves and idris elba bring real weight to their characters, and both campaigns have richly satisfying options and conclusions. phantom liberty, in particular, had me genuinely stressed about every dialogue choice i made in the final hour. i haven't gotten around to bg3 or disco elysium yet, but i genuinely can't recall the last time a game got me so invested in the choices i made. there is no clear-cut "good ending" and that is a serious accomplishment, in my mind, for what is essentially an rpg-lite action game.

i felt genuine relief when reed forgave me, in his own way, after i chose to let so mi die.

and, johnny... i honestly don't think this game would work at all without keanu reeves. CDPR deserves it flowers for not only securing such great talent for a game like this, but also for giving keanu such quality material to work with. i really do care about johnny in a way i don't about every other video game character, save arthur morgan.

it's really worth seeing through most of the side content here, if for no reason other than the interactions/development you get with johnny. johnny and v's friendship felt earned and real. plenty of movies can't pull that off.

i honestly don't know how you can pull off a sequel to this game. the core concept of the narrative is so critical to its success. there is no cyberpunk 2077 without johnny silverhand poking around in your head. the ticking-clock and the grounded, human plot are the perfect contrast set against the corporate espionage and fatalistic tone of the world. how on earth do you follow this up without johnny? i am genuinely curious and excited to see what CDPR dreams up.

i am pretty in awe of this one. as far as AAA games go, few are willing to take such bold steps and push for such bittersweet narrative endings that feel earned and satisfying, especially with so much spend behind them. blockbusters of this quality will probably only get rarer as the industry continuously shoots itself in the foot year-after-year, but it does leave me a little hopeful knowing there will never be a shortage of talent out there. if the C-suite can just get the fuck out of the way, you might just get more games of this quality (that ideally aren't finished 3 years after release).

a brilliant game that only misses perfection when compared to the QOL changes brought by Skate 3. that said, yes, this game's map is better

i had a great time with this, but i don't think i'll ever quite get through it. this game appears really simple as you're starting out, but there are a lot of little intricacies that make this engaging for a good 15 hours. that said, the pull towards the animal crossing part of the game was a bit too strong, and i wish that side of the game was a bit more lax to push you to spend more time in combat. that's something that's bound to come down to everyone's individual preference, though. excited to see what this teams puts together next! they have a great sense of imagination and style.

this is cool! really glad i picked this up. nice plane game as well

i honestly wish this game were simplified a bit... i have no interest in the "narrative" but the core gameplay is so relaxing. i kind of wish the objective was just to keep improving your sushi restaurant.

playing this alongside cult of the lamb (another double-the-gameplay type game), i'm struck by how both sides can be so engaging in these games while also making progression feel a bit more daunting. i think this game eases that tension a bit better than cult of the lamb.

still so much fun today, especially the multiplayer. respawn consistently nails moment-to-moment fun, and the throughline from this to jedi survivor is pretty easy to spot. both are great.

nice and fully accurate cat physics

no hate to double fine, just turns out point-and-click is not my jam