Colin Campbell
The Red Strings Club is a fascinating journey into the problem of free will
In essence, Assassin's Creed Origins is much the same game as the original Assassin's Creed, which came out a decade ago. It's a formula that people like to play, and it's certainly been honed and improved over the years. Origins is, then, undoubtedly the best iteration of this formula yet. But I yearn for a fresh approach and new ideas, something that astounds the senses as much as the wondrous world this game inhabits.
Turn 10 has become highly proficient in taking this basic mechanic and turning it into a full on fantasy, of conquest, of acquisition, of personalization.
Death of the Outsider offers a standard take on the Dishonored formula, tracking closely to its admirable ethos of freedom and choice in a world of subtleties and illusions. It's a decent finale with a solid central character. But it makes little attempt to try anything new, a sign that all the best ideas are likely going into whatever comes next.
Knack 2 is an entertaining platform game like those of yesteryear. It's been created with due care and attention. Sure, it's old fashioned, and its story is appalling. But it's a reminder that the character-led platform combat game is still alive and well. Despite its good looks, it's more a work of engineering than it is a work of art. But, as my kid said to me after we'd mashed our way through a co-op level, it's kinda fun.
Last Day of June is a narrative puzzle game that makes full use of a wide range of powerful emotive devices to make its point. Its fairly straightforward puzzles won't keep you up, scratching your noggin at night, but the effect of its wonderful characters and the love they have for one another will leave you feeling like you belong to something bigger than yourself.
Subsurface Circular extracts maximum entertainment from limited resources through the admirable trick of great writing, excellent pacing, sparkling dialogue and bang-on story beats. It's a lovely little game, the fine work of a developer whose main skill differential is neither coding, art nor level design, but good old-fashioned storytelling.
I spent the equivalent of a working week playing Aven Colony and it was hard labor. This is a game of relentless concentration and chore-work, with only the briefest flashes of magic and relief, offering almost nothing new to the city building, or resource management genres.
The Fidelio Incident makes an admirable attempt to approach a difficult subject from a unique angle. But it fails to capture the emotional subtlety or artful storytelling that games like Gone Home, Firewatch and Virginia have demonstrated within the same kind of framework.
Old Man's Journey is sweet and undemanding
Rakuen is authentic and extraordinary
Wilson's Heart is an important marker in VR storytelling's path forward
Dawn of War 3 isn't evolutionary, but it is ferociously competent
Blackwood Crossing's truth is unforgettable and wrenching.
This is an exceptional piece of fantasy fiction, a metamorphosis machine, a toy, a game like no other. It's a work of deep imagination, humor and thoughtfulness. Everything held me captive for many hours, and will continue to do so. It's brave, bizarre, compelling and beautiful.
Orwell grabs the problem of how we balance our own liberty and our safety and turns it into a thrilling adventure. It unfolds complex debate points into a dazzling satire, that neatly presents all the relevant arguments as a series of moral problems, dressed up in a frighteningly convincing world.
Civ 6 is smarter and more varied, but doesn't show much progress
Virginia is powerful and original
Forza 3 Horizon is as beautiful as it is engaging
Bound is an imperfect but enchanting reminder of the power of art