Jeremy Peel
Much like the man himself, John Wick Hex is straight-ahead and unwavering. It sets out to do one thing - simulate the fights of the movies - and does so with consummate efficiency.
Although the series naturally lends itself to scale, it has often been observed that Total War is at its worst when bloat sets in. So perhaps it should have been no surprise that Arena finds victory in focus, accentuating just a handful of tactical elements so that they become the totality of the game. Then again, that is exactly what makes Arena so much fun: surprise.
In its new expansion, XCOM 2 makes people of its soldiers and turns its aliens into personalities. It cares about the individual. But that's only so you feel the loss of your bonds more keenly, and hate the enemy more personally. In War of the Chosen, Firaxis are being kind to be cruel.
Frozen Cortex deserves a place in your inbox and your heart: while its stark simplicity might feel cold or even cruel at first, Mode 7 have in fact boiled the Synapse formula down to something perhaps more beautiful, burning away its impurities to leave hard diamond.
Beginning as a universally relatable fantasy about overcoming red tape, The Fall winds up as a game about identity and civil rights without ever talking too much or treading too clumsily. The fact that this is the first episode of a larger game only makes its climax more thrilling. Just as there's a sense that your powwers are building as you play through The Fall, there's a feeling that developer Over the Moon's powers are building too. We like who they're becoming.
But you'll keep bothering. Because there's no question that Guild of Dungeoneering is a tightly-conceived, devilish little game, keen to show dungeon crawling conventions the trapdoor. It takes what it needs from the best in CCGs and tactics and folds them into a structure that's clever and consciously underivative. It's a deck I intend to keep playing with.
There’s a lot lifted from other games in A Plague Tale, but somehow there’s nothing cynical about it. This is a full-hearted reach for the big time of AAA storytelling that succeeds in the most important departments, thanks to its sparkling polish and subtle characterisation. It’s one of a handful of games for which I could tell you the personality traits and motivations of not just the protagonists, but four or five secondary characters. Consider this review a carrier: Asobo Studio is a name that’s going to spread.
As any Trekkie will tell you, discovery is addictive, and Journey to the Savage Planet is almost all discovery.
A conservative but confident return to form from the masters of a much-loved genre.
Who knew Sid Meier's protégés had a secret, and completely brilliant, Persona game in them?
A frankly terrifying exercise in pushing Doom as far as it can go.
Divinity: Original Sin 2 stands as a remarkable example of three genres: the classic roleplaying game, the online arena battler, and the tabletop-style adventure enabler. If its campaign fails to shake off some of Larian’s unfriendlier habits, those flaws are mitigated by the ways in which the studio have shaped a genre moulded by nostalgia into genuinely new forms – changing more than just the keyboard shortcuts for the better.
Failbetter continues to revolutionise the RPG - not by burning it all down, but by slipping pages of prose into every crevice it can.Jeremy Peel
The '90s have nothing on this. Torment: Tides of Numenera might have been fuelled by nostalgia but outstrips its contemporary peers in reactivity, writing and invention.
XCOM 2 encourages a holistic kind of thinking that was never really necessary in its predecessor.