Olivia Falk
- ABZÛ
- SOMA
- Audiosurf
Adding fresh ideas to revitalize an old idea can yield some excellent results. However, it requires a certain degree of effort to be put in to nailing what made the original great. Only then can the solid foundation be built upon. Snake games as a concept have had decades to become extremely polished, yet Sssnakes seems to ignore the lessons of the past in favour of trying new things. The result is a game that feels completely half-baked, with new "features" that struggle to stand up while the ground crumbles beneath their feet.
Immortal Redneck manages to feel punishing, yet fair. Rewards are doled out frequently enough that almost every run ends with the ability to upgrade something on the skill tree, allowing the game to maintain a forward momentum that makes it difficult to put down.
In short bursts, it could be a fun diversion, but in the annals of history, Age of Rivals may be a short-lived one.
There's something truly special about Slayaway Camp. What could have been a one-note gag instead manages to be a hilarious, charming, and ingenious puzzle game. Actually stopping to write this review was incredibly difficult; the game is just that addicting. There's something new around each corner, with numerous unlockables and dozens of levels. Plus, new content is still being added, with the developers demonstrating some true passion for the project. It may be one-way only, but a trip to Slayaway Camp should not be missed.
The Dream Machine is a flawed, yet stunningly gorgeous game. The time and effort that went into it from such a small studio is mind-boggling, and every minute of it was well worth it from an aesthetic point of view.
There's nothing truly bad about Bokida: Heartfelt Reunion, and it certainly has its looks going for it. Unfortunately, when it comes to design, gameplay, and story, everything either feels underdeveloped or inferior to similar titles. For a couple of hours of peaceful exploration, it may be worth looking into, but after putting it down, it's unlikely that you'll ever have a heartfelt reunion with it.
Big things come in small packages, and much like its levels, OVIVO shows that it's not about getting caught up in the details; it's about looking at the bigger picture.
At the end of the day, Tangled Up in Blue is a completely unremarkable Telltale game. The most unique thing it does is to provide some verticality while exploring environments, thanks to Quill's rocket boots. There's potential for the series to turn into a fantastic, galaxy-hopping adventure with the Guardians; however, if this episode is what can be expected from the whole series, you're probably better off just watching the movies again.
The Count Lucanor is a clever little horror game that succeeds in avoiding cheap scares in favour of some truly disturbing moments. In an ironic twist, most, if not all, of the actual "jump scares" are caused by Hans rather than directed towards him. Additionally, the game features several shiver-inducing moments, varied endings (most of which can be seen by saving right before the final area), and a lovely presentation that includes chiptune covers of classical Bach pieces. It's nothing revolutionary, but for a few unsettling hours of addictive puzzle solving, Hans' journey through Tenebre Castle is worth a look. Plus, that kobold is just so darn cute!
Under Pressure does a good job of showing the cracks that are beginning to form in the Guardians' relationships, while ironically filling some of the cracks that were present in the first chapter's presentation. It still needs some work to make it something truly special, and it remains to be seen whether the consequences will be worth the yawn-inducing build-up. Luckily, things are looking up, and as the main theme suggests, Telltale's Guardians of the Galaxy is still very much a Livin' Thing.
The Long Journey Home is a painful war of attrition. It feels at odds with itself: it wants to incorporate randomization to encourage replayability, yet that randomization makes the critical resource-management components even more frustrating. It could have seriously benefitted from some restraint on the part of the developers; if fewer systems were left up to pure chance, this could have been an expansive, exciting new exploration game. Instead, it's an overpriced curiosity that buries some great ideas under a planet-sized mound of bad decisions.
If you can overlook the repetition and poor optimisation in favour of mowing down countless soldiers in increasingly spectacular fashion, you'll find one of the more entertaining history lessons in recent times.
Redout is one of the most delightfully high-octane, edge-of-my-seat racing games in recent memory. It's a thrilling adrenaline rush of an experience. It's a finely-tuned joyride that's been polished and balanced until it shines in a cornucopia of flashy colours.
There are a few moments of frustration, but there are also times where it – dare I say it – surpasses Dark Souls in my mind. At the very least, it's a colourful, compelling, sci-fi Souls-like, and a great way to pass the time while waiting for FromSoftware's next announcement.
There's a lot wrong with Minecraft: Story Mode. From its technical issues to its plot to its business model, it really has a lot going against it. Yet, despite all that, it still had its memorable moments. As the writing improved, things became more engaging. As the characters established themselves, they became more likeable (and detestable, for some). Hell, one moment even came close to generating tears: an achievement on its own for a game that feels like a Saturday morning cartoon. There's lots of coal here, no doubt about it. In some ways, though, that makes the diamonds shine all the brighter.
Minecraft: Story Mode Season 2 is a shining example of iteration done right. Instead of just slapping a new story onto the previous season's set of mechanics and calling it a day, it seems to be trying to deliver a far superior experience. It does suffer mildly from "setup tedium" when it comes to getting the plot going, but once it does, it becomes clear that there's a lot more going on here than in the first season. Assuming that the ride stays smooth throughout, this is shaping up to be one hell of a sophomore season for Minecraft: Story Mode.
Despite some continuity errors, episode two of Minecraft: Story Mode still shows that Telltale wants to make this season more than just an extra bid for money. The tension and character drama build to a point where the latter part of the episode flies by, leaving a void that can only be filled by the forthcoming episode three. When the only other complaint is that there's no option to start a romance with Lukas and/or Radar, it's clear that something special is being built here.
More Than a Feeling is not a bad game when compared to some of the other titles clogging the market. However, when compared to Telltale's other series, it fails, lacking the drama and heart that made many of them so endearing. When compared to the films that it draws inspiration from, it can't compete with the likeable cast, crackling dialogue, and exciting action scenes. Once again: if you want to spend two hours with the Guardians, you're probably better off watching one of the movies again.
Last Day of June is a frequently beautiful experience, with a likeable cast, gorgeous visuals, lovely music, and an ending that feels like both a logical conclusion and a tear-jerking finale - yet it stumbles when it comes to actually being a game. Its core concepts are sound, but the constant repetition quickly erodes much of the gravitas, especially for players who get stuck and need to spend some time jumping back and forth between characters. It says something that the game was at its best in its final fifteen minutes or so, where much of the "real gameplay" was thrown out in favour of an "interactive movie" approach. Of course, throwing out that gameplay altogether wouldn't do the title any favours, as its narrative and mechanics are intrinsically tied together and designed to play off one another. It's just a shame that one of those halves is decidedly weaker than the other.
While comparable to episode two, episode three of Minecraft: Story Mode is hampered by its technical problems. The audio issues could be forgiven, but its absentmindedness towards the player's choices completely undermines the core conceit of the experience. Thankfully, its isolated nature means it could be a one-off thing. Considering how enjoyable everything else is, it would be a shame if this episode marked the start of a downhill slope for the series.