It's a pleasure to dive back into Control, and that's why I genuinely enjoyed my time with The Foundation. I still love hunting down every research note and every minute-long audio file -- anything to fill in more of the lore gaps in this bizarre, enigmatic world. This expansion does all of that even if it's ultimately left feeling inconsequential. Ironically, The Foundation fails to build on the excellent structure Remedy already built with Control.
Life is Strange 2 represents a sophistication of Dontnod's storytelling capabilities because it effectively adds up and weighs moral decisions to truly influence the narrative outcome. Every ending comes with some degree of complication -- that much was to be expected -- but it's satisfying because they're all befitting of the characters you molded. Whichever direction you took Sean and Daniel's lives, chances are you'll feel responsible for their fates. It's personal. Because it's personal, it's memorable. That's about the utmost positive quality for this style of story.
Still, Superliminal's satisfying every time a puzzle clicks. It sounds obvious, but that's the most redeeming trait a puzzle game can have. Sometimes it'll take you by surprise, sometimes you'll train your eye to see it coming. But analyzing a situation, exploring possibilities, and approaching it from unique angles never fails to be rewarding. Is that enough to offset the realization that you're starting from obtuse and working backward toward logical? It all depends on your perspective.
Yooka-Laylee and the Impossible Lair neatly captures the essence of Yooka-Laylee and reimagines it as a new type of game. It's a distillation and a simplification, but it's effective. Then, as its grand finale -- a necessary conclusion that looms over the whole game -- it turns uncharacteristically punitive. It's rewarding, that much is undeniable. But it also leaves you feeling like all those hours spent beekeeping never really prepared you for the final challenge. Those bees just afford more leeway over the course of a very long struggle. It's kind of a buzzkill.
The Coalition has achieved a lot with Gears 5. The writing and action often rivals the best moments in the series, even surpassing its predecessors at times. The overall package is the most robust Gears has ever seen. But, the big structural alteration feels like an unequivocal misstep. Gears 5 is a rousing success, but it could've done without the needless change.
Faith serves a few important purposes within the Life is Strange 2 story. It shores up some loose ends from the brothers' past, it proves the lengths Sean is willing to go to in order to protect Daniel, and it gives Daniel further autonomy by letting him make his own decisions. It's an exciting chapter that leaves everyone worse for the wear. That's the cadence we've come to expect from Life is Strange, though.
There's no question that Sean and Daniel leave Life is Strange 2's third episode with more scars than they began with. Scars have a way of robbing innocence and dispiriting the spirited. It's no wonder Daniel is disillusioned. But that headstrong attitude leaves Wastelands feeling like an episode without much development. Deep in the California forest, the weed is growing but that's about it.
Still, DreamWorks Dragons: Dawn of New Riders is the rare movie tie-in that doesn't flagrantly lean into a reliving of the film. Dawn of New Riders tries to do something else entirely, and that's admirable in its own way. There's a decent time to be had -- especially for youngsters -- and its flaws and shortcomings don't grate too much, thanks largely to a relatively short runtime. But, because it forges its own path, Dawn of New Riders won't make a lasting impression on the How to Train Your Dragon canon.