Andrew King
Generally, though, The Park is an effective experience. It avoids the first-person horror genre’s worst habits while conveying an engaging story. It leans hard on horror tropes (and fails to interrogate well-trod stereotypical presentations of mental illness) but manages to unearth something potent in the process. Your mileage will certainly vary; roller coasters are thrilling for some, nauseating for others. I enjoyed this ride.
Felix the Reaper is an exhaustingly tedious puzzle game that attempts to set itself apart with the patina of a quirky thematic approach.
Most of what this game has to offer hasn’t changed since 2012. It’s more Borderlands. Decide how you feel about that.
It is Bloober Team’s least scary, least interesting game. There needs to be more to Blair Witch.
But, for now, Wreckfest just doesn't live up to the promise of its name. The destruction is technically impressive, but oddly distancing. It awes with flying debris, but rarely exhilarates.
It doesn’t have any radical ideas (or much to say about the radical idea of its inspiration). But, fans of old LucasArts adventure games will find a lot to love (and laugh at) in Stuck in Attic’s debut.
That said, The Church in the Darkness is a smart stealth game that impressively warps to reflect your actions. It lets you get in and break out as you see fit. While failure still feels like failure, success is sweet and varied. Once it gets a hold of you, you may not want to break out, at all.
The Blackout Club isn’t perfect. As a fan of immersive sims, I want more lore and more tools to play with. But, it is a unique and compelling mash-up of genre horror and systems-driven gameplay. I can’t wait to get back to the maze.
The story and characters and shooting that make Wolfenstein shine are still all here. But, the structure has shifted those elements around, producing something that just doesn’t feel like Wolfenstein anymore. If you like loot-shooters and would like to play one with a Nazi-killing coat of paint, Wolfenstein Youngblood is basically that. But, if you come to Wolfenstein for well-realized characters and pulpy stories, Youngblood is defined by their absence.
Complaining about Outer Wilds inscrutability is a little like criticizing Rome because you don’t know which sights to see. Do a measly Google search. Mobius Digital has, at times, erred on the side of giving players too little information. But, as a result, they have created a world that casts you as Isaac Newton. They are eagerly waiting for you to discover its gravity.
Void Bastards, unfortunately, stifles creativity at times. No matter how you approach the game, much of your time will be spent rifling through drawers. It succeeds at evoking the best of comic book art, but will need some work before its emergent narratives approach the heights of explosive comic book storytelling.
Layers of Fear 2 is a brief, electric bolt of terror, a game that begs to be played in the dark and on the biggest screen possible and with a pair of sound-canceling headphones.
My own lack of emotional investment doesn’t negate what Observation does so well. No Code has created something truly unique. It defies easy “x meets y meets z” categorization. While there are recognizable component parts—the map of a ship-builder, the numerous small mechanics of a microgame collection, the rubberneckery of an immersive sim—I have never played anything quite like Observation. But, I’m guessing it would be awfully familiar to the AI in my pocket.
Maybe the most damning thing I can say about Close to the Sun is that the main story it’s so interested in telling—the story that everything else on the Helios funnels you back toward—just isn’t the least bit surprising. All of it borrows pretty heavily from the BioShock playbook, and all of the plot points it trots out have been done better (and far more shockingly) elsewhere. The portrait of Tesla it presents seems conflicted—and I hoped Close to the Sun would attempt to close the distance between the egomania that would prompt a man to build statues of himself and the gentle humanity Tesla shows elsewhere — but the game doesn’t do anything to dig into those contradictions. That’s the consequence of all those chase sequences. Close to the Sun just doesn’t have the time to dig into anything. It’s got somewhere else to be.
In short, nothing collected here is as good as the best this series has to offer. But, Assassin's Creed III Remastered is a welcome glimpse into an era that would define much in the years to come.
In the end, there isn't much here that feels fully developed. While The Caligula Effect: Overdose has some interesting ideas, none of them really work. I suspect that after some time with The Go-Home Club, players will be longing to go home to the cozy comfort of a classic JRPG. Better to avoid this simulation from the start.
My hope is that BioWare, too, will be able to overcome the ways that their game is broken. Since that demo, Anthem has steadily grown more stable. Some issues, though—like the repetitive mission structure—run deeper than glitchiness. But, Anthem’s core mechanics are satisfying, its world is enticing and its characters, by and large, are charming. With this review done, I will continue to play it. I want Anthem to get better, and I only hope that EA will give BioWare the time and resources to make this game as good as it can be. As it stands, it’s still worth a shot.
When looking back at my time with the game, I don't feel horror at its revelations. I feel disappointment in light of what it could have been concealing, and simply wasn't.
Playing 8-Bit Hordes then is a bit like walking a tightrope with boredom on one side and frustration on the other. There are occasional moments when the game offers an exciting balance. But most of the time it fails to watch its step.
It's a satisfying mix. This is the rare (only???) game offering something for fans of Doom, No Man's Sky, Harvest Moon, and Fortnite. It's not the perfect simulation of life in outer space, but, in some ways, it gets closer than anything else has.