Fran J. Ruiz
Planet Coaster 2 offers a genre-best box of creative tools and community-driven features and expands on its predecessor on almost every level, but chances are you won't be as enchanted by its management systems, which continue to be a thorn in Frontier's side.
Space Marine 2 is an old-fashioned triumph that eschews modern trends and vapid bloat in exchange for relentless, gory action and a fully-featured Warhammer 40K package that's presented in gorgeous fashion.
Sure, Concord’s premium model over a nightmare FPS full of passes and paid skins sounded great on paper, but the package has to be enticing enough to warrant the purchase, and simply put, the juice isn’t there. A part of me wants it to find its audience and improve, but this is looking like another Suicide Squad situation.
Star Wars Outlaws fully commits to realizing the open-world scoundrel experience many fans had been dreaming of and walks away unscathed, which is no small feat and reinforces the idea that Massive Entertainment is one of Ubisoft's best studios at the moment. However, it needed an extra push and bolder swings to leave a big mark on the genre.
Dragon's Dogma 2 is as much of an odd RPG as its predecessor and makes little to no concessions, leveraging its many strengths and unique traits to make up for the half-baked bits.
Tomas Sala's second Falconeer game may come across as nicher at first glance, but it's far easier to approach and have a great time with despite some baffling inconsistencies.
Millennia's take on the historical 4X formula is fascinating, but the wonder wears off soon due to misplaced priorities and omissions that are hard to overlook.
As I approach the end game portion of the game, where we’re supposed to spend many more hours, and tinker with the online experience, which takes away the cool option to switch from one character to another on the go, I fear that the bland and uninspired will eventually overtake the awesome part of Suicide Squad: Kill the Justice League. It’s an extremely funny, well-made, and once-traditional co-op game stuck in a live service cage that makes it sadder and more tiring as time goes on. Will the most demanding content in the game convince players to stick around and actually engage with the ‘numbers go up’ systems? I don’t think so, but I’m not writing it off just yet.
We often talk about the limitations of the worn-down AAA model of game development and publishing, but because of financial woes and external pressure, independent games can be even more restrained by the unwritten rules of established genres and the whims of the market. Like its title suggests, Against the Storm is all about rebelling against the tide and making the impossible possible out there.
Like it or not, Avatar: Frontiers of Pandora feels like the perfect companion piece to James Cameron’s movies: it’s big but often intimate. Savage but calm. Familiar but charming. Even without playing a single minute of it, you should know whether it’s something you want to play. If you decide to make the jump, I suggest letting go of cheap analogies and using Na’vi instincts first and gamer brain second.
Dungeons 4 doesn't raise the bar for the dungeon-building subgenre, but it's a delightful fantasy romp that harkens back to less complicated times, and that's quite valuable on its own.
Cities: Skylines 2 doesn't rebuild the genre nor its identity, instead choosing to go bigger and deeper without losing sight of what made its predecessor work. With no better alternatives on sight, this will do.
Total War: Pharaoh will surely benefit from the shortage of AAA strategy games with real-time battles, but it may play things too safe for the most demanding fans of the series, and given it's a full-price release, the overall scope lands dangerously close to that of the Total War Saga entries.