Hayden Dingman
- Rocket League
- Baldur's Gate II
- 50 Cent: Blood on the Sand
I have no qualms about saying this is one of the best-written, best-voiced, and best-structured adventure series in all of gaming, and from this initial chapter I expect the same quality from Dreamfall: Chapters. If you haven't played The Longest Journey and Dreamfall: The Longest Journey, maybe check them out. And if you have? Well, there's still four chapters to go, but as far as I can tell this is the sequel you've been awaiting for seven years.
Obsidian has a reputation for crafting fantastic RPGs, and deservedly so. Pillars of Eternity is, as far as I'm concerned, Obsidian at its best ever.
Lego dinosaurs. If those words get you excited, great - I recommend you look into Lego Jurassic World for a few hours of dumb, mindless collectible-hunting and light puzzle solving. If they don't get you excited, give this one a miss. With this series, it really is that simple.
[I]t's a demo, boxed up and sold as a stand-alone game. You'll have to decide what that's worth to you.
It's clear a lot of legwork went into this PC version, from the future-proofed resolution support to the custom-soundtrack support (yes!) to the smooth controls to the amount of tweakable settings to the fact that the game runs.
Gat Out of Hell is a hell of a lot of fun. The flight mechanics are fantastic, the new arsenal of weapons is as creative as any other Saints Row title's, and the game basically fixes all the problems I had with Saints Row IV as an open-world game. It's a bite-sized portion to hold you over until the inevitable (and larger) Saints Row V.
For now, if you like that whole quirky indie scene—Juno, 500 Days of Summer, Away We Go, et cetera—you'll probably enjoy this. Or if you're just a fan of Telltale games like The Walking Dead or The Wolf Among Us and want something Telltale-esque, but less fantastical.
Evolve creates a spectacular first impression that grows dimmer over time. Once the novelty of its asymmetrical multiplayer wears off, you're left noticing all the areas where its ambitions aren't quite met by reality.
if you go into this wanting a Battlefield game? I guarantee you're probably going to come away disappointed. A shooter, this is not, and if you try to play it as a shooter you're going to find a pretty short, boring campaign.
It feels borderline useless to try and write a review of a game like The Division because it's packaged under this games-as-a-service banner, expected to bandage its problems and evolve into something wholly different in six months/a year/two years.
Inkle is fast becoming one of my favorite studios. 80 Days was excellent. Sorcery is much the same, forsaking the off-kilter Victorian Age for a more cliched land of swords and spells and knavery—and yet, by some combination of Inkle's own talents and Steve Jackson's original source, managing to wring some truly compelling ideas from the game's thin sword-and-board pretenses.
IO's built the bones of a fantastic Hitman game—certainly the best since Blood Money (though that bar is practically nonexistent) and possibly one of the best in the whole series. Skip it for now if you're just looking to one-and-done each level, but if you were hoping for a sandbox experience? You've got one.
I do not recommend you play this game.
The Technomancer’s not even actively terrible. It’s just completely forgettable. Come for the Brutalist architecture, stay because you’ve got nothing better to do with seventeen hours of your life. And that’s a low bar, here.
Sherlock Holmes: The Devil's Daughter is a hard left over Reichenbach Falls. It's Frogwares taking all the wrong lessons from Crimes and Punishments, turning out its least-coherent Sherlock games in ages and filling it with all sorts of mechanical drudgery. Such a shame.
Homefront: The Revolution ends up a more fitting sequel than I think anyone could've predicted. Like its predecessor, this is a kludged-together mish-mash of trendy design ideas from other, better games, glued to a story that punches far above its weight and aspires to something much greater.
Call of Cthulhu should be a great horror-detective game, but lackluster mechanics and a heavy-handed story undermine its stronger points.
Like Game of Thrones, Telltale's Batman tries to escape the constraints of its well-established universe but ends up falling into the same patterns and railroading the player through a story devoid of...
Virginia's extensive use of jump and match cuts makes it the meeting point of games and film, though it's not the most successful of experiments.
Ghost Recon: Wildlands is not a fantastic game. Some part of me is fascinated by Wildlands in the same way I was once fascinated by Crysis. Look at what we can do. Look at these amazing virtual worlds people create from thin air. It's just a shame so many of these worlds are about as meaningful as virtual bubble wrap.