Adam Smith
WWE 2K15 is a lot like the WWE itself – burying its female performers, mishandling its roster, screwing up its own booking and failing to establish characters. I say that as a fan. But maybe if we want a daring, innovative wrestling game, we'll need to wait for somebody else to jump into the market.
Whatever time was wasted traipsing across the same screens repeatedly, I sure as hell don't regret the twenty-odd perfect shots that happened along the way. The beauty of Titan Souls is that if you enjoy the demo, you'll find more of the same in the full game, with consistently inventive enemy designs.
Etherium is unlikely to work its way into anyone's list of strategy favourites but if you're a fan of traditional RTS games, its short bursts of action might be as welcome as a cool pint of H20 during a drought.
Dreamfall Chapters sheds some of the baggage associated with a traditional point and click adventure, but when I found myself in a miniature stealth section combining inventory items around an interactive but almost invisible hotspot on the floor, I wished it were travelling even lighter.
If it's playing I can close my eyes and feel what HLM made me feel. Because my associations for HLM2 are confusion and frustration more than exhilaration and escapism, the second doesn't seem to have power. But there are some lovely pieces in there for sure.
Apart from the splendid graphics, there's nothing particularly outstanding about White Night, but it's a decent horror-mystery game. It'd fit beautifully under the Alone in the Dark banner and seems like a much more obvious successor than…well…
The way that ships, planets and research all simply accrue numbers in various areas rather than opening up new avenues to understand, explore and exploit makes Starships seem like a game set at the end of humankind's ambition rather than the beginning of a brave new age.
I'd tell you if the changes are sufficient to justify a purchase but I shat it on the second night and uninstalled.
Like the best open world games, it's a factory for anecdotes and you'll create plenty of gems in its company. That's worth celebrating, no matter how derivative the various machines in that factory might be.
If you've never played the remake at all, it's worth visiting the mansion again just to meet Lisa Trevor, and if you've never played Resident Evil at all, now's the time. It's a slice of cultural history that has exerted enormous influence but has mostly avoided direct imitation. When something is this well-crafted, the flaws of a counterfeit are obvious.
Tower of Guns mixes up its shooting with platforming and freedom of movement, but Ziggurat battles its way to the top of the pile by scratching my Isaac and Serious Sam itches simultaneously.
Warhammer Quest fits snugly onto a very specific shelf in my gaming library. It's not a game I'd miss if it were gone but, like a crossword puzzle or a Peggle, it's a perfectly acceptable side dish while my mind is multitasking. It's advantage over a crossword is that it doesn't require the attention of my linguistic lobes so I can more easily listen to people talking on a podcast while I'm playing.
It's an accessible wargame and a good place to start for those familiar with the fiction and looking to make the jump to hex-based warfare.
Tales From the Borderlands might not pack the emotional punch of The Walking Dead at its best, or the style of Wolfamongous in full swagger, but it's bloody good fun.
With Inquisition, BioWare have handled the narrative and consequence of conversation and action with more assurance and depth than Telltale, while also constructing one of the finest and most forward-looking CRPGs ever made. And I'm as delighted and surprised as anyone.
There's no doubt that come this time next year, I'll have played FM 15 more than just about any other game. It's a fixture in my life and this version isn't fundamentally flawed, but on the surface it's a baby step in the ongoing process and the majority of the changes feel like the edges of systems that are still working toward career-long implementation.
It's an unusual game, not because of its content, which is all fairly typical, but due to the precision within which excess has been surgically removed. A shame that the cuts from that surgery are sometimes a little too messy because there's a clever core here and it deserves an audience. Light on content but with enough sharp ideas to keep me coming back for several days, Crowntakers is pint-sized and happily enjoyed in moderation.
As for Dungeon of the Endless, there's nothing to rank alongside it. Influences and borrowings be damned – it stands alone and is as brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I've seen this year. Short-form but a long-term commitment.
Most importantly, the story still has intricacies and a powerful emotional core, and after a decade and a half, I'm still happy to wait for an ending, even if this one was a little abrupt. Whatever levity and controversy occurs between now and then, I don't expect a dry eye in the house when that ending comes because I'm becoming convinced that this is a story about letting go – of life and of creations – and the inevitable consequence of growing up and coming of age.
Creepy, surreal, intense and occasionally very clever indeed, The Evil Within isn't undone by its ludicrous setting – it embraces it to wonderful effect, always ready to add another layer of bizarre hand-stitched horror. But the overall experience is frustrating, never managing to fully escape that narrow field of view, making me feel as boxed in as the game's posterboy.