Aaron Riccio
- Chrono Trigger
- Virtue's Last Reward
- The Stanley Parable
Aaron Riccio's Reviews
While the plot and characters in Desperados III may be familiar, each scenario feels distinct.
The game's attempts to distinguish itself from other first-person shooters ultimately feel superficial.
The scarcity of the game's puzzles is frustrating, because, slight repetition aside, every one of those puzzles is cleverly designed.
It retreads the same ground of the prior games' fetch-quest-driven, backtracking-filled action-adventuring.
The game's campiness doesn't extend to the shark combat, which flounders as a result of it mostly hinging on button-mashing.
It has just enough bells and whistles to suck you into its world, but not enough to compel your immersion.
Its characters already lacked personality, and the 3D makeover is mostly successful at bringing that deficiency into sharper relief.
Moving Out is a fast-paced, arcade-style co-op that leans into carefree, chaotic, over-the-top gameplay.
The game is limited by the static nature of its mission-based structure and the protagonist's severe lack of motivation.
The game improves upon its predecessor, and finds new ways to demonstrate their shared eco-friendly themes.
With their latest, Dan Marshall and Ben Ward successfully extend their lovingly parodic style to a much broader range of genres.
The game does a fine job of narratively showing the way in which a person can be broken down and made to believe anything.
It can't step out of the silhouette of its most brilliant predecessor, Portal.
There are plenty of military engagements in Breakpoint, but none of them are particularly engaging.
Each part is so overflowing with jokes, ideas, characters, and charm that you won't want to separate from the whole game.
For all of the work that Deck 13 has put into creating an intriguing city, the actual exploration is sometimes marred by technical issues.
The game is boorish, infantile, and violent, and, in refusing to take any sort of consistent stand, is wildly off the mark.
Without a sense of feedback or progress, the rambling, leisurely narrative of Telling Lies comes across as unfocused.
Our ancestors didn't have it easy, and that's the for-better-and-worse message reverberating through every interaction in the game.
Even when the game isn't actively shooting itself in the foot, it never entirely succeeds.