Garden Life: A Cozy Simulator has no qualms readily identifying its goals to players. This is not an entry in the simulation genre meant to dissolve players’ time into crystalline tasks of micro-management. In the past handful of years, simulations seemed to have undergone a sea change in their ability to produce meme-worthy content. Perhaps one of the most noteworthy is Powerwash Simulator,...[Read More]
Final Fantasy VII Rebirth effortlessly carries the daunting weight of its own significance. A handful of hours into Rebirth, players are fresh off Cloud’s recollection of the incident in Nibelheim, one of the Final Fantasy franchise’s most significant moments in a singular title rife with them. The emotional knife is seemingly soothed with a figurative calm in the literal town of Kalm,...[Read More]
Suicide Squad: Kill the Justice League unfortunately does not exist in a bubble. The daunting weight behind Rocksteady’s newest major release since 2015’s Batman: Arkham Knight is immeasurable. Kill the Justice League and Rocksteady have been pushing the boulder up the steep incline of gaming opinion since a formal reveal in 2020. Nearly any vantage point one might take in a review for...[Read More]
Immortality‘s subversive goal is to make the player uncomfortable. In essence, the act of “play” is moderately stripped from Immortality. It is, after all, another FMV, interactive piece of work from Sam Barlow who also crafted Her Story and Telling Lies. Players transmogrify into viewers, merely using the controller to dictate the pace and sequence of events in the game. Within ...[Read More]
There is a perpetual sense of wonder throughout Prince of Persia: The Lost Crown. Admittedly, I was worried for a minute. In its opening hours, the game delivered some slick 2D action and an interesting premise. But none of it felt wholly special. A few “wow” moments trickled in, showcasing some unexpected visual spectacles to fuel intrigue. And then I got my first time power and was a...[Read More]
Pacific Drive’s opening hours were rife with familiarity. A strange sensation considering I’ve never before played a game where a station wagon is driven through a freakishly distorted Pacific Northwest. There was, of course, echoes of Control’s dalliances with ordinary objects possessing otherworldly properties. Half-Life’s disastrous resonance cascade reminded me of the realities of the Olympic ...[Read More]
“Oh yeah,” I thought as I had to crouch to go under a door, “I’m ten feet tall.” Avatar: Frontiers of Pandora asks players one simple thing: lose yourself in this world, let it absorb you. There is a kind of poetry in a game that allows its players to inhabit a central character. Not just a character that stands on two legs and shoots guns or slays demons or triumphs ...[Read More]
Eventually I will return to The Witness. The 2016 all-encompassing puzzle game consumed me for a couple weeks upon release. I think it was that moment I realized line puzzles existed within the environment. I had climbed a ladder and was overlooking the bay of the introductory area hours after wrapping it up and noticed a near-perfect circle formed by pieces of scenery. “Wait…” I...[Read More]
One benefit of cooperative play is that we can often ignore certain pressing issues which affect the quality of an otherwise lackluster game. When you’re goofing off with friends engaged in the chaos of multiple combatants delivering flashy, devastating blows to a screen full of fodder, you often don’t notice grueling difficulty spikes. When playing solo, enemies can easily gang up on ...[Read More]
Loot River is one of the first games of its type that I’ve played in quite awhile. A few days ago`when writing a prior review, the difference between a roguelike and roguelite eluded me. Anymore, the blanket term for either has glided its way into becoming increasingly defined as Soulslike. Nuance is a tricky beast when applying definition. A sickly-sweet romance with laughs used to just be ...[Read More]
As I mentioned recently in my review of Have a Nice Death, the beating heart of a great (or at least competent) roguelite often reverberates in its first run. In the first ten minutes of Trinity Fusion, developer Angry Mob Games taught me the basics of combat and platforming, feeding new enemies to slice and dash through. I treated it casually, assuming at some point an impassable enemy or story b...[Read More]
After nearly a year of PC and Switch exclusivity, Have a Nice Death is finally arriving to PlayStation and Xbox consoles. Since its reveal, Have a Nice Death has intrigued me not only because I’m a massive fan of roguelikes but due to the game’s striking aesthetic. Because the genre has been so massively crowded these past several years, developers are having a hell of a time different...[Read More]