Carrion is an energetic and taut game that flips the tables on The Thing, putting you in command of the alien creature and tasking you with simply going to town on the hapless humans surrounding you. The loose physics-based gameplay is satisfying to play, and the enigmatic creature's bloodlust is crucially never too powerful to render the armed humans that challenge you entirely helpless. Although Carrion's story falls largely flat, it's a very satisfying slaughterhouse of gnashing teeth and tentacles.
Rocket Arena is an enjoyable up-tempo experience with genuinely fun traversal abilities to keep you on your toes and moving to the high and lows of the arena. It's largely undefined characters and lack of meaningful customization options, however, hold it back from being truly memorable. It's a fun arena shooter in the moment, but it'll fade quickly from memory after you've walked away.
Dreams is fantastically experimentative, and it's obvious that the near-limitless creation tools provide a platform on which the community can build far into the future, but to judge this package as whole right now, it's not the wider product that leaves a lasting impression.
Journey to the Savage Planet puts you in a brilliantly colorful world, and tasks you with exploring to your heart's content. The moment-to-moment exploration is enjoyable, but the act of combat offers very little in the way of a challenge. The score and insane FMV adverts give Journey to the Savage Planet a lot of personality, but the tiresome parody nature of the writing really lets it down.
Night School Studios have made hell intriguing and complex, with punchy dialog and relatable characters, be it human or demonic. The humor and writing is where Afterparty shines the most, breathing life into every character it touches—be it short and sarcastic, or emotional and reverent. Like the Beastie Boys' "Fight for Your Right (To Party)," what seems like dumb entertainment can evolve into something a lot more meaningful if you're willing to look beneath the surface.
Concrete Genie is certainly easy on the eyes and ears, with brilliant colors popping out of the screen and a light, airy score to coaxe life out of your paintings. It even successfully switches around the perspective of a strained parent-child relationship compared to what we've seen in other games. Unfortunately the monotonous nature of everything in between creating Genies, from dodging bullies to dousing Denska with Super Paint, drags it down.
Observation has no trouble grabbing you from the go, with gripping central mysteries and questions that demand answers. Painstaking progress through even the simplest commands and instructions counteract any sense of progress in Observation, and ultimately dilutes and cheapens the experience.
There's no denying that breaking down an arrogant witness, and ultimately winning a case in Phoenix Wright: Ace Attorney feel fantastic. Fitting in the right pieces of evidence to find contradictions is extremely satisfying, I just wish there was more depth, and a little more nuance, to both the witnesses you're breaking down, and the game at large.