Carli Velocci
There are few other games like Kentucky Route Zero. The point-and-click/text-based adventure captures the economic anxieties and the loneliness of America in 2020, but it still manages to be hopeful amongst the tragedy. You don't want to miss this.
It's a game that wanted to be Icarus and fly, ahem, too close to the sun, but couldn't even manage to get too far off the ground.
The Bradwell Conspiracy is a game that gets in its own way when it comes to its most important element: puzzles.
Aside from some issues with encounter balance and my yearnings for more detail, it's a beautiful, challenging game, content to be ambiguous, rich and confounding in ways that few other RPGs have ever pulled off.
Shadow Tactics is a return to form for a genre that hasn't received nearly enough love
Tyranny's bad guy morality system is a little on the nose, and other aspects of the game sometimes suffer. But the game's dedication to that conceit works, setting a path of bargaining and self-examination. Even amidst self-doubt, I did summon a volcano and destroy a library — and I’d probably do it again.
Shadow Warrior 2 feels hollow
The Banner Saga 2 is a well-crafted, gut-wrenching tale
No simulation or game is an exact copy of what it's trying to emulate, but Stardew Valley, above all, expertly explores the connection that someone can have with their environment, their work and the people around them.
Homeworld: Deserts of Kharak is interesting enough but feels a bit empty
It's not the gamey aspects that are remembered, but the small, personal elements that make up a relatable narrative. It just all happens to involve time travel.
The heroes in film noir aren't flawless—they stumble through the story, rarely win a fight, and often pay a heavy price in the end. At least they try, though, and the same can be said for White Night.
The latest from Dejobaan therefore seems like a stepping stone, a strong premise and peaceful beginning with little longevity and little to do outside the foundation of the game. You have to wonder if there will be more to write in the future.
In this series we look at Clementine, see a child, and then experience where she ends up, getting to feel the disconnect between what it means to be a kid and how to be an adult. You can make the argument that being an adult requires making the hard decisions, and that's what The Walking Dead series comes down to.
It's easy to forget that, as with Clementine, there is still more to come. Episode 5 is on the horizon. We just had to sit through something else to get there.
A House Divided is more of a standalone Walking Dead episode than the first one was, drawing inspirations from the first game without being too reliant and mimicking, while also looking ahead to what's really in store for Clementine. It harkens back to what made the first game so special: the way seemingly small things have huge reverberations. While the first episode served as a loose prelude, the second episode serves as the real introduction. It's full, fleshed-out, and ultimately everything you would want in a Walking Dead episode.
In a way, the game, too, is a shell of what it once was. Season one was a slow build and a horrible pull. There was a lot of humanity to it, focusing on its characters above anything else. The sequel has a lot of that pull, but none of that subtlety or ease. So far, it's just a list of tragic events. This is, of course, just the first episode. As we've learned from the first game, it only gets worse from here. Maybe it'll also get better.