Jon Bailes
Solar Ash is a highly original open-plan platform game. A slim move set that rewards momentum is the perfect means of exploring its swirling, broken landscapes and executing its more exacting challenges. While some of its elements feel overly simple, that doesn’t detract hugely from a clinically focused and fresh experience.
Sifu is a master of hand-to-hand combat, injecting its kung-fu showdowns with exhilarating fluidity, tactical depth and cinematic scale. Its structure is harder to fully embrace, though, as it demands a lot of repetitious dedication to even reach the final stages. At times that feels needlessly punishing, but the thrill of the fight should help pull you through.
A sweet treat that recreates the old recipe with higher quality ingredients.
An admirable adaptation of a classic sci-fi story, despite a few stumbles.
A uniquely inventive and chucklesome puzzle game that could do with a little more substance.
Tight design and compelling mythology compensate for a few too many borrowed ideas.
En Garde! flares brightly with its slick, slapstick combat, for a while at least.
A gripping horror story, but one where the interactive elements struggle to sustain the tension.
Not everything works well in Chorus, but its inventive, hectic space shootouts deserve to have their praises sung
Once you get to grips with its demands, Rollerdrome’s core concept is realised immaculately. With glorious backup from its retro stylings, each run is peppered with audacious stunts that would grace any action movie. It flags towards the end, however, thanks to an inelegant pile-on of difficulty, a lack of new twists, and disregard for its character’s story and narrative themes.
Scorn works wonders with Giger's and Beksiński's artwork, not only in terms of aesthetic fidelity but in creating a world that's utterly strange to exist in. This is a violent, painful, but fascinating place, thick with symbolism and interlocking puzzles that hint at some terrifying grand design. While it can be overly obscure and frustrating, especially in combat, Scorn serves up one hell of a journey.
After Us combines stunning vistas of environmental decay with a dreamlike flow to its light platforming challenges. Despite some missteps, such as ill-fitting combat, exploring and affecting its world is a gratifying process that comes with a wave of emotional ups and downs.
Like the original game, Dragon's Dogma 2 excels when you're out in its open world with your pawn allies – finding hidden caves and treasure, fighting monsters, and generally losing track of time. Also like the original, it falls short in terms of quest design, convenience, and general polish. A somewhat conservative sequel, then, but one that retains the charm of its predecessor.
Evil West delivers on its big dumb action game premise, for better and worse.
Clash's brilliantly surreal world is hampered by uncompromising combat and level design.
An over-ambitious and technically flawed tactics game that can't live up to its more accomplished influences.
Rani and Becks are an appealing duo to share adventures with, but they deserve something more exciting than The Gunk has to offer.
In its visuals and audio, Trek to Yomi nails its brief to create an Akira Kurosawa-inspired samurai adventure. Its interactive elements, however, along with its story, are all too ordinary and rarely combine to heighten the atmosphere or create suspense. Worth a try for the sightseeing perhaps, but don't expect it to cut deep.
Signalis conjures a memorable retro-futuristic vibe with its art design, matched with a story that explores the terrifying extremes of sentient life. But its Resident Evil inspired systems feel overly mechanical and fail to produce tension, draining energy from a potentially chilling scenario.
As an ode to '90s JRPGs, there's no doubt that Octopath Traveler 2 has chops. Its aesthetic and combat system are perfectly judged to recall the old while feeling new. The fragmented nature of its eight separate plotlines, however, means the world and its characters lack coherence and room to escape simple archetypes, while the stories themselves lack sufficient nuance to hold the attention.