Garrett Martin
The vibrant use of color and warm, stylistically varied score elevate the retro aesthetic beyond mere homage. Although the game's story feels slightly hampered by the practical necessities of its play, it's still a touching and occasionally insightful depiction of what it's like to live with anxiety and depression. And the mountain, as in every work of art that has ever featured a mountain throughout the history of human expression, remains a metaphor.
Like a great novel or a TV show that you're binging, you'll start to think about Chronicles when you're not playing it. You might even dream about it.
The campaign focuses on the valiant pursuit of freedom from tyranny, the online (when it works) is once again based on personal growth and progression through experience points and loot drops, and then the zombie lark is pure pulp fantasy. This is standard for games, of course, but this clash of tones and themes is rarely as glaring as with WWII. And because none of these disparate components feel fresh or new on their own, it makes the overall package feel even less like the sum of its parts. Perhaps with a more inspired direction, one similar to that scene where Rousseau tensely explores a Nazi headquarters, the seams wouldn't be as glaring.
The key to games is what they do in response to our actions. We put ourselves into these things through button presses and the decisions that we make, and how we feel about them is dictated by what we receive in return. Ideally, that receipt will be something we can classify as fun, no matter how vague that term is. Like so many Nintendo games, fun is definitely the primary product of Super Mario Odyssey, and the sole reason it exists. Cool: The Mario game is good.
Like real life, this game will overwhelm you. The key is to find your own way through it as best as you can, whether it's beelining straight to the next key milestone or taking the time to wander and discover both your neighbors and yourself. It's a familiar adventure, but not a forgettable one.
If you played Metroid on the NES, Super Metroid in the early '90s, or any of the other two-dimensional Metroid games made for Nintendo's handhelds over the years, Samus Returns will be an instant jolt of history, an immediately recognizable old friend that might have picked up a few new tics and traits but is still largely the comforting presence you've known for decades.
The depth you expect, the open exploration and constant sense of discovery the series is known for, are here in perhaps greater effect than ever before, but with the systems and mechanics that drive the moment-to-moment action heavily overhauled. The result is a Zelda that feels unmistakably like a Zelda, but that also breathes new life into the venerable classic. It’s too early to fully weigh it against the historical record, but if forced to rank the entire coterie of Zelda games, Breath of the Wild would come in near the very top.
Pac-Man, Dark Souls, the best Metroids and Marios and Zeldas—the true classics, the cornerstones of the medium that have made an indelible impact on how we play and think about games. Thumper is right up there alongside them. It is an essentially perfect realization of its own unique goals and concerns, and a game we’ll be playing and celebrating for decades, even if it leaves us afraid and confused.
Catalyst introduces significant structural and design differences that don't fit with what made Mirror's Edge so special. Those decisions turn a tight, streamlined thrill ride into an overstuffed and undercooked bummer of a reboot. If another Mirror's Edge comes our way eight years from now, hopefully its designers will look back to the original game for inspiration and avoid the urge to fill it full of videogame clutter.
Uncharted 4 cares about its characters, but not as much as it cares about its thrills, and it doesn't quite unite these two goals as seamlessly as Uncharted 2 did. The game tips its hand when, early on, Sam asks Nathan about the best thing to happen to him in the 15 years they were apart, and the options on display focus on Drake's adventures and don't even let you mention falling in love with and marrying Elena. As good as Uncharted 4 is at being the type of game it aspires to be, it also seems to argue, unwittingly or not, that no matter the budget and number of designers and amount of development time you devote to them, this type of game can't be much more than the sum of its thrills.
By the end any notion of nature versus nurture is long forgotten. Tragedy falls on both sides of this war no matter what you or your hero do. Friends and family die or permanently retreat with regularity. Fire Emblem is both an adorable game about cute anime kids becoming friends and lovers, and also one of the cruelest and most unforgiving virtual death marches you'll ever play. Don't hold all that death against Fates: it's the game's birthright.
By the end any notion of nature versus nurture is long forgotten. Tragedy falls on both sides of this war no matter what you or your hero do. Friends and family die or permanently retreat with regularity. Fire Emblem is both an adorable game about cute anime kids becoming friends and lovers, and also one of the cruelest and most unforgiving virtual death marches you'll ever play. Don't hold all that death against Fates: it's the game's birthright.
It's what you feel as the story unfolds like a short story on your television screen, visiting the private grief of others who can struggle to communicate just as torturously as all of us in the real world can. And although this dual character study can feel a little slight, and has a few improbable notes that are struck seemingly just to enhance a sense of mystery, that central friendship between Henry and Delilah is powerful. It feels real, and important for both of them, and it would be wrong to change or weaken it by playing the game again.
Despite the supernatural intrusion, Oxenfree never loses sight of the human drama at its core, remaining largely understated and tasteful in its exploration of the gulf that grief and insecurity can create in any relationship.
Its individual moments might not always stand on their own, but it's amazing that something with Fallout 4's scope and magnitude remains as bewitching as this game does. Bethesda's formula is overly familiar by this point, but from a story perspective these games exploit the freedom afforded by the medium more than almost any other notable examples. Fallout 4 is built on mystery and discovery. We can charge through the main storyline as quickly as we'd like, but the true power of this game comes from exploring at our own pace, uncovering its secrets in no certain order and at no set time. Unlike a book or a movie, we can follow a specific subplot as far as we'd like before switching over to another one. We can jump between stories as we see fit, focusing on what interests us the most while ignoring whatever bores us. We can bend the story around our own preferences and desires, at least to a point. This world might be dead and emotionally sterile, and this apocalypse might be just like every other one we've ever seen, but its stories can still surprise, and that's something you can't say about most games.
As long as they're running and updating Guitar Hero TV, I'll carve out time for this game. It may not be the party machine that Rock Band 4 is, but it offers something no other game, and really, no other TV station, currently does: a powerful combo of play, nostalgia and discovery. I mean, I'd never buy a Darwin Deez record, but I'm glad I've seen that video, you know?
You're probably thinking this isn't cut out for anybody past a certain age, that it's just for kids. If you feel that way about games, well, bless your heart. This is a medium where the most acclaimed and best selling games feel like the idle doodles of a middle-school boy. I'll take my light-hearted joy where and when I can when dealing with videogames, and few games are as joyous or adorable as this one.
It's a minor part of the game—Chibi-Robo will find snacks during his clean-up duties, and can give them to his hungry plane friend for a useful return—but it's so weird to see real products in a game like this that it stands out more prominently than it should. Here's a fictional game world, devoid of all people and recognizable buildings, filled with stuff you'd buy at Wawa during a road trip. Actually, that might make it the most ingenious thing about Chibi-Robo! Zip Lash: it's not just trying to sell you something, it's trying to sell you something you'd buy to kill time in the back of a car, just like the game itself.
Of course Harmonix will need more than just the diehards to make this game a success, and that's the biggest problem the game faces. Five years is a long time, but it doesn't seem like it's been long enough to jumpstart the kind of nostalgia needed to make these games feel fresh again. The game itself is everything you'd expect from Rock Band, but are enough people expecting anything from Rock Band in 2015?
The steady trickle of new playable levels in the Toy Box probably won't include anything as impressive as the Play Sets, but the sheer volume of extra material, and the ingenuity displayed by your fellow players, should keep you playing Disney Infinity 3.0 until the next version inevitably rolls around.