Mike Mahardy


45 games reviewed
76.1 average score
80 median score
57.6% of games recommended
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Unscored - Hitman 3
Feb 1, 2023

Hitman’s Freelancer mode is something rare: an intoxicating blend of challenge and approachability. It plays on the hubris of longtime players, but also guides newcomers with thematic objectives and a more explicit overall structure. It may not allow for the micro-repetition that makes the base trilogy tick. But it does maintain a rapid momentum from the beginning of each run to its bitter, comical end. After so many hours spent with this trilogy, combing each of its locations for something, anything I missed, I did not think it possible for IO to surprise me anymore — but here we are.

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Feb 20, 2023

I’m a sucker for studios that don’t play things safe. IO Interactive kept toying with the Hitman formula until the very end, Supergiant reinvents itself with every new release, and there’s not a genre that Thunderful won’t touch. With Company of Heroes 3, Relic could have easily taken the safe route — or, to put it in Sid Meier-speak, ignored the “completely new” and “improved” pillars of sequel design in favor of something familiar. Instead, it looked outward, recognized what made the best modern strategy games tick, and adopted those factors into its own formula. Company of Heroes 3 is a great sequel, yes. But it’s also just an excellent game.

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I’ve tried each of the three Chorf factions, in both the base game campaign and the Immortal Empires game mode. And although they’ll likely get their fair share of nerfs and minor reworks in the coming months, I can confidently say that they’re one of the most consistently engrossing races in the vast world of Total War: Warhammer. Their armies are flexible, their economy is robust, and their political mind games keep campaigns interesting into the triple-digit turns. As with any addition to this digital facsimile of the Warhammer Fantasy world, their presence will have ripple effects in the game’s future. And as usual, I can’t wait to see what happens next.

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These are moments where I’m gently reminded that true player freedom is, of course, a fallacy. Nintendo created this world, and I inhabit it. Weeks, months, or years from now, I may affect it in ways its creators didn’t intend, but still — I will be using the tools they provided. The brilliance of Tears of the Kingdom lies in how well it imparts the fantasy of player freedom. Sure, Nintendo shakes me out of the daydream every now and then, and in those moments, I see flashes of its old rigid self. But no matter: At some point, I’ll fully escape its watchful gaze.

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When all is said and done, Shadows of Change is the most uneven outing in Total War: Warhammer 3’s DLC plans yet. The previous packs were giant leaps. Immortal Empires, Champions of Chaos, and Forge of the Chaos Dwarfs came into this massive fantasy world, and things felt irrevocably changed. I still remember the awe with which I first saw the four fearsome Champions tearing across the northern expanse, or the first time I struggled to hold off the wave of machine-minded dwarfs spilling out of the Dark Lands at the center of the map. Shadows of Change is less an evolution than a maintaining of the status quo. Are all three Lords powerful in their own way? Absolutely. Will I itch to play as them every time I see them on the Lord Select screen? I suspect not. Ironically, Shadows of Change may have done less to evolve Total War: Warhammer 3 than any of its DLCs yet.

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