Suffice to say that Bungie is recapturing the magic that Destiny has always had at its core. It's exploring concepts and story ideas that fans have been speculating about for years. And it's focusing on developing a game for the players who love Destiny, not trying desperately to change things to get new players on board. As a living world, iterative in design with an evolving narrative and constantly updated content, Destiny 2 changes persistently, but Beyond Light feels like a whole new foundation rooted in the kind of space magic and vision that has made Destiny special all along. I can't wait to see what comes next.
A solid campaign utilizing some of the best third-person cover shooter mechanics around, even if the stories of the four rogue agents leading to Keener are poorly implemented and the ongoing seasonal content fails to use the incredible locations and enemies added in the expansion.
As an expansion clearly built by Jurassic Park fans for Jurassic Park fans, this is not only a must-have addition to Jurassic World Evolution, but presents a pretty compelling argument for even picking up the game in the first place.
Island Time VR is a delightful escape to a remote tropical island, but this isn't LOST. The secrets of this tiny plot of land can be figured out all too quickly, and there's not enough of an element of random chance to retain interest in repeated playthroughs.
Destiny 2 and its expansions are all tough to review for this very reason. I've got some frustrations with Curse of Osiris–mostly with the lackluster campaign and unvaried patrol space—but it has largely pulled me back in to my traditional weekly ritual of completing various milestones in Destiny 2. How long that will last remains to be seen, but the immediate future looks promising.
Sabotage is a great map pack that improves on much of what Infinite Warfare’s base game offered. The maps are getting better at not promoting excessive flanking or being shot from behind, but Dominion is a huge step backward. Everything in each of the maps looks visually stunning though, and Rave in the Redwoods is a worthy follow up to Zombies in Spaceland, upping the ante on Zombies, and really making me curious what kinds of ideas they’ll explore going forward.
New World Order continues the slow burn of events that Batman: The Telltale Series has presented so far, only ramping up the intensity in the final half of the episode.
Blood and Wine takes The Witcher 3 and expands, evolves, and turns conventions on their heads for a fantastic adventure that not only is a must-buy as DLC, but makes The Witcher 3 even more of a must-own game for those that don’t already.
If you're still playing Call of Duty: Black Ops 3 or you're looking for a reason to come back, Awakening may be just what you were waiting for. It's not perfect, but it balances the low points (Rise) with high points (Splash and Gauntlet), and has a damn fine Zombies campaign to boot. Black Ops 3 continues in its quest to bring variety, creativity, and intrigue to its content, and Awakening doesn't fail to impress.
Dying Light: The Following is an impressive expansion. One might worry that the addition of an entirely new mechanic like driving would either ruin the game or feel like a gimmick, but Techland sufficiently built an experience that feels like it belongs, with a scope that could have easily been released as full game itself.
By taking Geralt out of his element and changing the course of what we'd expect from a stoic witcher, Hearts of Stone is a must own for anyone that's been hanging on to The Witcher 3. The story alone is enough to warrant jumping back in, but the way it integrates into the existing game just expands the already massive scope of the world. It's not perfect, and there are a few missteps in execution — most notably in the lackluster addition of runewords — but it more than makes up for its faults in the things that it does well. It leaves me feeling very excited for the next expansion, Blood and Wine, which is reportedly double in size.
The pitch for Out of Ammo sounds interesting on paper, but the execution is probably the worst PSVR game that I have ever played. Out of Ammo makes far too many critical mistakes as a virtual reality title, mistakes that even launch games managed to avoid. I spent more time fighting with the systems and mechanics than I did actually playing the game, but anytime I did get a fleeting moment of play, it wasn't worth the effort expended to get there. While the blocky Minecraft styling may have been an interesting novelty if the gameplay weren't so broken, uninteresting and unoptimized gameplay make the visual style seem more cheap than anything else. If you want an example of how to endlessly frustrate a VR player, go ahead and play Out of Ammo, but if you're interested in user friendly and entertaining VR experiences, Out of Ammo never even starts out with any ammo.
Bravo Team's third-person camera movement system snatches control away from the player far too much, creating a jarring and unfriendly experience. I'm still baffled at why this was thought to be a good idea after numerous play tests. Movement is just the peak of myriad problems in Bravo Team, including tracking issues, AI goofs, and just plain bad and boring game design. Endless waves of bullet-sponge enemies in one boring location become more endless waves of enemies in another boring location, and dealing with Bravo Team's other issues means it's not even a boring waste-of-time type of shooter. It's altogether a bad game with few redeemable aspects that doesn't represent the best of VR or Supermassive and should be avoided at all costs.
Fluster Cluck seemed like it might be fun and have potential as a party game, but I would honestly be more embarrassed to load this up and try to convince people to play it. Some people may be attracted to its simplicity and quick nature, but the frustration will quickly set in as the floaty controls, lackluster design, and poor explanation of the gameplay become apparent. You can buy a lot of things with $9, but Fluster Cluck shouldn't be one of them.