Brodie Gibbons
- Hotline Miami
- BioShock
- Guitar Hero
Brodie Gibbons's Reviews
It's a bit unfair to compare Cuphead to almost any other of the brutally tough platformers I've grown to love recently, as it lacks the filler. It gets straight to the good stuff and gives us an almost 'greatest hits' of boss fights. And if they don't get better and more rewarding as they go, I'll go eat. So while you've still got to be a masochist at heart to get through the 'true' Cuphead, people of all ages and backgrounds would be able to sit in front of the television and appreciate Cuphead for its sense of style and its ability to evoke that childlike wonder that was, until now, dormant in most of us.
I put more time into the original Destiny than I've ever put into anything. I can see myself playing the sequel just as much. Though the core grinding loop might be slightly different this time around, it's still as satisfying as ever. Though it's somewhat of a prelude, the story is a compelling introduction to the Red Legion. Finishing the raid with my clan left me feeling accomplished as its ultra-hard mechanics put a team's mettle to the test. I can't say I've got a whole lot of gripes about this sequel. It feels like a pretty natural evolution of Destiny and does what it always did that little bit better.
Fullbright captured lightning in a bottle with Gone Home, and I began Tacoma wondering whether they could hold onto it, as rare as that is. Thankfully, they did. The core mechanics are simple, yet they make sense within the game's world. Most importantly, they do not over-complicate matters. It allowed us to take in another magnificent Fullbright narrative.
I know Hellblade won't be the catalyst to us understanding mental illness overnight, but, again, it needs to be stressed that Ninja Theory took a bold risk here and their art is going to change perceptions somewhere down the line. It's a game where the difficulty of its subject matter trumps its combat, which is unfortunate. How a group of twenty people can make one of the most affecting games of the year, when teams of hundreds routinely fail to do so, is beyond me.
Rime explores a profoundly melancholic story and plays on the wanderlust we naturally feel as gamers. We're spoiled with how many engrossing worlds and intelligent subtexts have made their way into the medium and Tequila Works have delivered on both fronts.
Sniper: Ghost Warrior 3 has to be partially excused for some of its shortcomings, given CI's inexperience at producing larger scale, bigger budget games. It does have a pleasing core experience that is sadly let down by, more or less, every other facet of the game. Come for the poor load times, the dreadful writing and the painted-on, wooden expressions the game's cast has, but stay for the sniping. Because the sniping is great.
FIFA it ain't, but it wasn't ever going to be. AFL Evolution is a game that, given its niche market, we're pretty fortunate to have. Wicked Witch have yet to craft the perfect footy game, but there's certainly fun to be had here.
I'm sure one day I'm going to finally be able to sit down and say that the well has run dry for Telltale, that their stories can't carry them through anymore. But today isn't that day.
I seriously can't speak highly enough of the world this game presents. I found value in every corner I poked my nose into. Its people, its creatures and its oddball take on what society could be like in a billion years places Torment among the best of its kind. Torment's world has a lasting appeal. Much like a good book you've closed for the last time, you're left with a sort of bitter understanding that you'll never experience it for the first time again. So, you settle for seconds.
Halo Wars 2 is familiar but different in all of the right ways. A short, robust campaign, rich with genuinely effective character performances and a compelling (though far too absent) villain is complemented by a multiplayer facet that is far better off on the back of a daring deck-building venture.
I consider myself a pretty big fan of those Mighty Morphin' Power Rangers. It was everything to me when I was a kid and it does sadden my inner child to have played this game. It'll appeal to some that are new to the franchise who may want to tune out and just wallop on endless, nameless clay men for a few hours but, as a long-time fan, I found only disappointment with rare sprinklings of flair.
In another triumph for the humble indie game, Hyper Light Drifter delivers the year’s best action-adventure hybrid so far. It’s best in class on all fronts that count, offering up razor sharp gameplay, an ultra-stylish coat of paint that, when served with a smashing synth, drips an unforgettable atmosphere.
Limbo, when I reviewed it all those years ago, was one of the few games that compelled me to reward it a perfect score. Inside isn’t just a marked improvement on Playdead’s formula, it smashes through the benchmark Limbo set tenfold, leaving me to ponder how a team so small can produce an experience so damn grand.