Steven Scaife
Beautiful and elegant though it may seem on the outside, Jett: The Far Shore too often lets its stylistic tics drag the experience into varying degrees of frustration.
Where other games tend to have a greater purpose and complexity behind more granular mechanics that demand closer attention from the player, Biomutant remains a rather simplified, if overstuffed, game of loot-hoovering. In practice, you’re still chasing objective markers and wandering salvageable areas in hopes of spotting the “interact with object” indicator. But while Biomutant’s breadth of options does indeed make that familiar process more rewarding than the norm, it never quite offsets the accompanying increase in tedium.
It's difficult to escape a sense that the game's ambition far outstrips the number of unique people it can plausibly render.
In theory, its intricacies should be bracing, but in practice the fixation on spacing and formation further slows down the pace.
Windbound is an exploration game whose sense of exploration is painfully rigid.
For Cloudpunk, hardship is merely the wallpaper for a pretty yet thinly conceived gaming experience.
Its point-and-click adventure elements eventually feel alternately rudimentary and more than a little tedious.
Did you know that corporations are bad? That the drudgeries of adult life are soul-crushing?
One hopes Man of Medan will function similarly to a mediocre TV pilot for a series that only later finds its footing.
Worse than the sheer tedium of shooting is the effect it has on the game's atmosphere.
The Occupation's fierce commitment to immersing the player in its credible world is also the game's undoing.
Rather than going for size in the character roster, Dontnod might have done better to shoot for complexity.
The game takes so much more than it gives, forgetting that a journey isn't simply about the means of travel.
Concrete Genie is visually striking and offers a chill artistic experience, but its rote combat and by-the-numbers narrative greatly bring it down as the game progresses.
That’s how so much of Thirsty Suitors feels to play: stylish to look at and perhaps pleasurable in the moment yet ultimately quite shallow. As a whole, it’s a bundle of middling mechanics carried by strong writing. The story may be about Jala coming to terms with her past while she figures herself out, but the game itself never settles on a cohesive vision of what it should be.
Once we stop sharing in Yasna’s discoveries, the storytelling never quite clicks. Apart from a few stiff flashbacks, players simply don’t get to know enough about Yasna’s fellow researchers to get invested in how their fate drives her search for answers. Yasna’s quest feels detached rather than desperate, with all the game’s themes coldly laid out in dialogue choices. The Invincible does remain reasonably engrossing through to the end, but it never recaptures the interactive vigor of its first half, eventually becoming a bout of scientific calculus on autopilot.
Trepang2’s default control scheme even neglects to map the crucial slide maneuver to any button, only triggering when you crouch while sprinting. This can be changed in the options menu, but the oversight speaks to how the game, which launched on PC back in June, hasn’t been rebalanced particularly well for its console release. As frustrations mount with the final level’s poor autosave and maddening boss fight, it becomes clearer than ever that a console is far from the ideal venue to experience this flawed yet inspired shooter.
Only toward the end does Venba hit upon a cohesive solution for both its story and its puzzles. The perspective shifts from Venba to Kavin, whose complicated relationship with his parents’ culture reframes the friction inherent to the game’s cooking segments: He has difficulty because he hasn’t prepared these dishes before and hasn’t cared to pay attention. Furthermore, his grasp on the Tamil language is rusty, so while he can refer to instructions at the top of the screen, they’ll be inaccurately translated and require the player to experiment while surmising their true meaning. This late change allows the game to finish strong, though the irritation of its earliest puzzles never quite dissipates, like a lingering taste from a dish whose flavors don’t fully cohere.
Experimenting will more often reveal methods that do not work rather than validating the loading screen’s impossibly lofty claim to player freedom. Further, the resource scarcity that drives the game is hardly conducive to experimentation, doing more to keep you strictly on the path of least resistance. What motive is there to waste a precious gas can on some hare-brained scheme when you know for sure that it will work just fine in the generator? Certainly the more restrictive means of progression in The Bunker has its own pleasures even within a more open framework, but the game insists on calling a shot that it has no hope of making.
Nothing we see here matters because it’s all been made up for puzzle-solving. As such, the weirdness of the game’s mystery and its visuals is practically obliterated. It’s good, then, that The Tartarus Key squeaks by on the strength of its puzzles alone, because the connective tissue between them seems determined to strip the game of narrative intrigue before our very eyes.