Steve Heisler
When approaching the final boss in "Ivory King," I discovered a bonfire so lit up with summoning signs that I couldn't find the floor. Players wanted to fight this boss on repeat—one hello right after the other, defeating sadism with genuine excitement and camaraderie.
If the new additions in The Pre-Sequel! don't ultimately matter, then this is essentially an add-on to Borderlands 2, spread out over desolation. "The Blue Danube" never actually plays, but if it did, it would no longer signify marvel, only déjà vu, the nagging feeling that you've done this before, and it was better the first time.
Child Of Light is a joyous story about how tragedy, be it in achievement form or otherwise, shapes the strongest of us, how the only way to measure love is through pain. Aurora's coming-of-age is disguised as a righteous fight. There is a lot of tragedy in Child Of Light, but she chooses to see the triumph.
Dark Souls II wants you to play it—all of it. Each dimly lit room and crumbling bridge offers a chance to die but also a chance to fight for your life. You'll still run across messages of encouragement left by other players, but now the game itself is quietly rooting for your success. It's still a hell of a journey, but unlike your character, Dark Souls II isn't soulless.
Jokes fly at the player like angry hornets from the hive, hinging on intimate knowledge of games like Warcraft II or Quake, and the references swarm and sting. There are more than enough punchlines, but there's too little setup.