Sea of Solitude gives us a boat. And a light. And it accepts that we must sometimes think of ourselves as a contradiction of insignificance and grotesquery, as we wind our way through the path of recovery. That, monstrous though we may feel, we can still affect change in our lives, and the lives of others. Healing is possible, if complicated, non-linear, and often contradictory. Sea of Solitude wants us to see ourselves better than we do, but won't abandon us when we can't.
But how do you review the experience of a city? I still don't think I know. Perhaps, as Judgment understands, our experiences are too precious, too deeply personal to do more than hint at suggestions of experience. To anecdote and extrapolate. To let slip the micro moments of intimate connection to a person or space, to leave others with only the wordless emotion of a snapshot.
Pathologic 2 is a deeply weird game, with a Mayakovskian cast of characters, plopped into an apocalyptic Bertolt Brecht play set deep in the Russian Steppe. And while the actual gameplay maybe disappointing or frustrating to some (it was to me), I can't help but be compelled by a game so enthusiastically bizarre.
The unwinnable-for-plot-reasons boss fights aside, Devil May Cry 5 never wants the player to feel any less than like they’re the coolest person on earth. While the game isn’t overly easy, health and upgrades are plentiful, every character has multiple options to handle any situation thrown at them, and the checkpointing system is gracious.