Gavin Craig


15 games reviewed
66.9 average score
68 median score
6.7% of games recommended
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61 / 100 - Jazzpunk
Feb 6, 2014

This might be the central recognition that tips Jazzpunk toward working as a comedy. It's a ridiculous world, and we run ridiculously through it.

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As a system built for story delivery, everything just works beautifully.

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74 / 100 - Far Cry 4
Jan 6, 2015

As adventure park, Far Cry 4 performs admirably well. There are ample opportunities and excuses to do within its bounds whatever it is you want to do. The particular darkness of its narrative might be a bit more basic cable than HBO, but there are other parks if that's not your sort of thing. This is the kind of place where even your enemies love you, as long as you say yes to everything. That's the price of admission. Well, that and $60.

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Mar 4, 2015

Kirby and the Rainbow Curse is still a thing of beauty, lovely to look at and challenging (but not punitive) in play. In places, you can even see the sculptor's fingerprints, but you can't leave any of your own.

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55 / 100 - Aaru's Awakening
Mar 24, 2015

All of this will likely be tremendously appealing to a particular sort of player, and Aaru's Awakening clearly deserves a certain recognition for putting its own twist on the unforgiving 2D platformer. But if you are going to enter this world, know that the extrinsic rewards are few. The challenge is really all there is. The gods give only what they will, and are unconcerned with whether mortals find it sufficient.

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70 / 100 - White Night
Apr 10, 2015

In horror, we confront monsters, and survival is the only operational term. The resolving state is trauma rather than malaise. Forgiveness is a non sequitur. For a game whose design dwells so deeply and strikingly in darkness, it is unhappily ironic that the story prefers at the end to turn toward an illusory light.

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May 1, 2015

Don't let its electro beat fool you. Crypt of the NecroDancer belongs in a jazz club, a live, imperfect performance, sometimes fumbling and sometimes transcendent, where preparation can become improvisation with an audience shouting "go, that's right, go!"

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In places, Life Is Strange utilizes familiar gestures toward unhurriedness, allowing the player to direct Max quickly to the obvious and clearly designated story/action waypoints, or to meander instead, examining objects and pursuing optional conversations. The moments in the second episode that truly stand out, however, are the ones where the game allows Max to just sit down, and, after a bit of not-great but not-awful internal monologue, just be where she is, as long as she and the player want.

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Rather than reconciling the aesthetic and the spectacular, "Chaos Theory" exploded them. It remains to be seen whether both elements will survive. Right now, anything could happen.

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83 / 100 - Her Story
Jul 1, 2015

True to this experience, Her Story finally operates with a sort of functional ambiguity under its veneer of objective presentation. The player is presented with a crime and a sole suspect. By the end, there is even a narrative of what exactly took place, but no archive is ever truly complete, and all the information is never really all the information. You will have questions at the end of Her Story. Making sure that they're the right ones may require figuring out exactly who is looking and how, though which camera and on which screen.

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