I can't remember the last time I was willfully ready to risk getting a headache to play a game because I enjoyed the world and challenges so much. I've played through the main story twice, and I am still picking away at the side missions and running around the Oldest House to see if there's anything else worth finding. Staccato mass-combat issues and other burps aside, I'd recommend Control to anyone. Its world may be frightening and confusing, but it's also truly a sight to behold.
Even with all the promotion we're seeing now, Days Gone still carries the aura of a title that could be miscast and possibly overlooked at a glance, like it was for me a few years ago. You don't know until you play, and this stands as one the more pleasant and satisfying surprises of the year for me. It's been a long road to this game, but the ride is worth it.
Each incarnation of The Show I've played has been better than the last, and MLB The Show 19 keeps pace. I do wonder, however, if there is a "next level" coming for the series or if we're content to accept a layer or two of steady improvements for the next few editions. I'll take it. After all, it's a long season.
I will probably fire up Anthem more than a few times again, if only to experience the joyous nature of plopping down a Colossus in the middle of a firefight and unfurling fiery, shelled death upon the landscape. It's a wonderful distraction. But unfortunately, Anthem doesn't look like anything more than that. I can't recommend it.
This was a tale of two (or really, one-and-a-half story playthroughs) for me. During the first one, I was like many people and wanted to mash through the story and reach its end, and it was a truly satisfying experience, aside from what I thought was a really soft ending. Then I jumped in again, this time looking to interact with every possible encounter, using as little fast-travel as possible. That's when I ran into most of the crazy side-stories I mentioned above. That's when Arthur really got to know many of the people in camp instead of just riding with them on designated story missions. I've gone from waiting for it to end to sort of gearing myself up for the end when I see it the next time. We know what happens to Arthur Morgan at the end, but there's a moment during that end where he gets to see a pretty sunset, and the game lets you take a long look. He's dying, but that long look ends up being just enough.
Marvel's Spider-Man: The Heist might not have been revolutionary, but perhaps it's not supposed to be yet. It is the first part of a series of DLC, and as such, it leaves a lot of unresolved questions. I feel like I've officially "met" Felicia Hardy, and I'm certainly looking forward to where her story goes next.
If I have one issue, it 's that the path of the main story feels a little short and a little too neatly tied up at the end — if you simply choose to mash through it. I feel like you have some room to let things breathe at the end of a trilogy, and I didn 't feel like the story did enough of that as I progressed. With that said, it feels like the best way to play Shadow of the Tomb Raider is to embrace all of it and take some time to sink into the world Crystal Dynamics has crafted so that Lara 's journey feels more filling. That 's when her journey and everything she does feels a little more ... right.
Marvel's Spider-Man does what a lot of good art does, which is examine techniques and concepts that work well, and then blend and refine them to create something unique to itself and possibly greater. I've made this point before: Art and artists have built on and inspired each other since the beginning of time. So yes, I've heard and seen the Spidey/Arkham hot takes, and I ended up not caring at all because at no point did I forget I was playing a Spider-Man experience. I was too busy swinging around in Manhattan, with buildings whipping by as I tailed a police pursuit, thinking about how right it all felt.