Keith Milburn
Destiny: Rise of Iron isn’t the hardest hitting expansion. That isn’t due to the content being poor – what’s there is solid, even if there isn’t a lot of it. It just doesn’t reimagine some of the core concepts the way that The Taken King did, which puts it at a severe disadvantage when comparing it. But if you don’t mind interfacing with Destiny’s familiar grinding elements because you appreciate the shooting, and you have a team of like-minded players to tackle the new raid, then Rise of Iron is an acceptable footnote to the sci-fi FPS.
Solid core systems, but poor presentation and technical issues hold it back.
New content that’s less like busywork, and more like meaningful progression.
Charming tabletop presentation, let down by boring combat.
There’s something meditative and introspective about No Man’s Sky. It’s size and scope elicits feelings of wonder and irrelevance in equal measure, creating metaphors from calculus and code. Those feelings are savagely curtailed by oppressive systems that transform it into something smaller: a videogame.
Design missteps and combat randomness don’t defeat this sombre tale.
Woefully inadequate AI makes boring combat frustrating.
Uneven UI elements and poor tutorials don't detract from the base action.
Some directionless new systems and pandering historic tie-ins can't undermine its achievements.
Still visually striking, but poor voice acting has undone much of the gravitas it once had.
Driving and customising the buggy is a lot of fun, but not at the expense of tight parkour.
Not so much filled with "a-ha!" moments. They're more like epiphanies.
Still one of the most charming, innovative RPGs of last generation, despite the rough edges.
More than just DLC. It's a core part of the Bloodborne experience.
The same loveable Fallout formula far outweighs bugs and directionless new systems.
Games are at their best when they subvert expectations, or challenge longstanding norms. While Everybody's Gone to the Rapture mostly accomplishes this by questioning traditional videogame storylines, it stumbles, and falls back on the very thing it's critiquing. That, however, doesn't detract from the overall worth of the human experiences that underpin it.
Journey's beauty isn't solely from its art or music, or the experiences crafted by its level designers and programmers. It's the way all of the elements speak to each other, and how it challenges classical game systems to further reinforce its metaphors. Journey was a masterclass in emotional design when it came out. This sharper, crisper version still carries that badge.
Godzilla is an emaciated experience, with a dangerously ambitious price tag that smacks of men in suits preying on fans hoping for the best. Once again, this oversized, irradiated monster has been let down by video games.
While the story mode feels like a missed opportunity, and minor issues on the periphery detract, Guilty Gear Xrd SIGN is still an impeccably polished, lavishly produced, and lovingly crafted fighting game – worthy of a spot on anyone's shelf.
MachineGames have, again, gone beyond the scope of what most people would come to expect from a game with the Wolfenstein tag on it.