Colin Campbell
Mike Bithell and his team are doing important work, struggling with a challenging genre. Quarantine Circular hasn't perfected it, but if you like stories, characters, dialogue and moral choices, it's worth one playthrough — or maybe even six.
Football, Tactics and Glory is an old-fashioned strategy game that's pulled me in, demanding that I keep playing and slogging towards in my quest to build a better team. It makes great use of turn-based battle grids to create a convincing simulation of soccer strategies.
If you're looking for a game to enjoy with the people you care about, I'm happy to recommend Unravel 2. It's an agreeable, friendly, sometimes challenging world that encourages us to be the best version of ourselves.
Solis is a huge island, which allows for a realistic distribution of targets, and environmental diversity. There's some pleasure to be had exploring its various environs of city, jungle, mountain and beach-fronts, making use of an almost infinite variety of vehicles.
For all its faults, Assassin's Creed Odyssey is one of the best explorable game worlds yet made.
Intriguing game has its moments, but flubs story section
Semblance is a clever, intriguing world of likable, entertaining challenges.
Two in-game currencies are at play. One is basic income, which can fluctuate wildly and must be managed with care. Ambitious expansion projects can take time to yield profits. Sloppy management of floorspace soon creates inefficiencies, or other problems. Another currency, called Kudosh, allows me to unlock new items. This gives me more options for resolving specific problems, such as inclement weather, local pandemics or aesthetic development.
The Gardens Between is a magical journey that's well worth your time
Some of the desires of Martin's characters come through in Reigns: Game of Thrones' structure and its writing. I can play as nine different leaders, including Daenerys, Jon, Cersei, Tyrion and Jaime. Each has their own quirks, as well as specific missions and locations that resonate with their previous adventures.
For a short time, it threatens to say something vital about games, heroism and violence. I take this as a good sign for the future of this form of entertainment, and as a frustrating demonstration of its present limitations.
Given this game's artistry, the child is a surprisingly ugly thing. It moves like a mole through molasses. Traversal is a major part of the game's puzzle landscape, but the child never feels entirely connected to the ground, dragging its feet through rocks, or floating weirdly over perches.
Tough games generally reward me by offering up small lessons, each time I die. In most games, I'll notice that the big Dark Souls-y boss I'm trying to kill has a particular movement or flaw, and I test that weak spot until I discover the answer.
Three Kingdoms delivers, in the sense that it gives me the gift of a genuinely absorbing historical fantasy.
There are small things we can do for refugees via the appropriate charities, or through our political systems. We can also listen to their stories. Bury Me, My Love is brilliant storytelling.
At the Gates is badly flawed, and strangely compelling
When the writers of Assassin’s Creed Odyssey decided to suddenly turn Kassandra into a housewife, they betrayed the person they’d spent so much time and care creating. They made her into a cutout for a hackneyed plot.
Civilization 6: Gathering Storm offers too little, and costs too much
The Stillness of the Wind is a lovely, sad spin on farming games
I hope the next Assassin’s Creed gives me as much joy as this one.