Really, though, 3 Out of 10’s biggest sin is that, when it comes to the actual “sitcom” parts of this “playable sitcom,” players basically have no influence on what happens. Most narrative games that let players make decisions to drive the story are high-stakes dramas. But if something is a playable sitcom, it seems strange that I can’t choose what the characters do or, especially, what jokes they make. Instead, it just seems like another game, albeit with a slightly shorter runtime and a slightly more humorous tone.
What could have been an intriguing, unique, if somewhat underwhelming RPG is completely crippled by a terrible save system and game-breaking bugs. Kingdom Come: Deliverance's well-publicized adherence to historical accuracy pays off in its thoughtfully designed landscapes and intriguing combat system, even if its survival-style mechanics fall somewhat flat. It's just a shame that the more positive qualities are doomed to exist within a game that ended up being unplayable.
If not for its uninspired design and lack of effort in the storytelling, One Punch Man: A Hero Nobody Knows might have actually been a good game. Oddly for a fighting game, it focuses almost entirely on its single-player, often to its detriment. But if you can look past the repetitive structure and the uneven pacing, there's actually some fun combat to be found, and its multiplayer meta is surprisingly addictive.
Looting for better gear is a trend that's taken over gaming, but it's never seemed as unnecessary and as cynical as it does in Tom Clancy's Ghost Recon Breakpoint. Turning the game into an amalgamation of Wildlands and The Division, Breakpoint's gear system ruins any immersion you may have felt in pretending to be an elite spec ops soldier. If that was the game's only issue, it might have still been salvageable, but its predictable story, graphical infidelity, and obnoxious open world make this a failed experiment at marrying two or three different properties from the same publisher.
All MachineGames and Arkane Studios needed to do was make a straightforward, cooperative Wolfenstein experience. Instead, Youngblood replaces the series' celebrated narrative twists and turns with humdrum XP grinding and a live-service model. It would be bad in most games, but the fact that it's in a Wolfenstein title makes it sting a little bit worse.
People Can Fly's special brand of explosive gunplay is better than ever in Outriders, but the game loses its way by shoehorning in too many of the RPG mechanics that have become bog standard for the "looter shooter" genre. What should have been a rollercoaster all the way through ends up feeling more like a car in stop-and-go traffic.
Disjunction deconstructs the stealth genre and boils it down to its simplest and most readable mechanics. Mix in a cool cyberpunk aesthetic and interesting if optional gadgets, and it's a winning formula. Unfortunately, the game stops well short of fully mining either its trope-heavy story or stealth formula, leading to an experience that ultimately feels repetitive.
If it came out a few months ago or a few months later, Immortals Fenyx Rising might have stood out more. But the problem is that it's coming after a gauntlet of better Ubisoft products without doing much to improve upon the formula. Sometimes, it actively works against itself in what it's decided to steal from Breath of the Wild, too. However, its surprisingly engaging story and a late-game trek up a mountain save it from being entirely lost to history.
Star Wars Jedi: Fallen Order has its heart in the right place, delivering that Star Wars fantasy that is sure to please fans of the franchise. But putting aside the lightsabers and Wookiees, Fallen Order is too often unsuccessful in implementing ideas from better games, and ends up seeming like a pale imitation in comparison.