Clementine's arc is setting up for a spectacular finish in this final season of Telltale's The Walking Dead. Even as we've watched her grow and evolve over the course of three seasons, her interactions with other characters and continued development in this nightmare world consistently allows us to learn new things about her in every new installment. Her relationship with AJ works on multiple levels, both as a callback to her relationship to her original father figure and a mirror image of her own struggle to adapt to her violent world. While some of the exposition-heavy conversations drone on longer than they should, it ends on a powerful note foreshadowing some difficult lessons Clementine has yet to learn about what it means to grow up and lead in a post-society world.
Once you've seen one slope, you've more or less seen them all. Characters don't have much of a sense of personality, and the entire thing feels more like a surface-level experimental photo mode than a fully-formed video game. But, I plan to invest a few more hours into it for the sake of attempting to get a better sense of it before issuing a final verdict.
A mixture of quiet, reserved instruments along with dramatic strings and percussion give every moment of Virginia some levity, its change in tone, timbre, and style indicative of the weight of each scene in the game. When mixed with the camera’s specific framing the low-res polygonal visual design and clear progression delineation, Virginia is a marvel of sight and sound.
Valhalla is a dark and moody dystopic game with an infectious underlying optimism. It’s comfort food, a relaxed experience welcoming you with soothing music, cooly-colored visuals, casual conversation, and a calm sensation. This, mixed with its brilliant approach of telling a story through the experiences of its characters, makes it a smart and inventive new take on the science fiction visual novel.
Mutants in Manhattan is so aggressively dull and sub-par there’s little to no joy to be taken from playing it. Like a coloring book, it’s nothing more than a shallow collection of non-stimulating activities and disconnected clichéd references created with the purpose of alleviating mild boredom.
Most of Stories: The Path of Destinies is hinged upon the idea of discovering the best possible outcomes of its story, no matter how nonsensical it may be at first. It's a clever way to build a narrative, because it's built around the assumption one will fail multiple times while still retaining useful knowledge to apply in a different run.
Fast Racing Neo is a grueling, rewarding racer. The temptation to chuck a controller across the room after instantly jumping from first to last will likely strike a handful of times, and it's a bit thin on customization options, but when all of its high notes line up, Fast Racing Neo is an exhilarating, devilishly grueling game that absolutely pulses with energy.