Josh Wise
Whether OlliOlli World charms you or chafes at your patience will depend on your appetite for such whimsy.
Indeed, if, like me, you have a weakness for the zombie-hued, and for the sway and flail of first-person platforming, then Dying Light 2 is easy to recommend.
More than any other studio, Ubisoft is willing to mutate its existing IPs until they scarcely resemble what they once were.
Where Solar Ash goes from an intriguing ambient platformer to one of the year’s most fascinating releases is in its fixation on living as an act of being stuck.
But it is, right now, where 343 has succeeded with Halo Infinite—where it has taken us full circle and where it is looking ahead. I will leave you with the words of Cortana: “This isn’t an end. It’s a chance to make amends. To rectify mistakes. And it starts here.”
There remains about Pokémon Brilliant Diamond the glint of something far gone, and there is something warmly reassuring about the place.
If these games shaped or changed you, you might find the notion of their being shaped and changed, in turn, an unwelcome one.
Its narrative is fractious and slight, compared to Sledgehammer’s previous work, but the chance for a chaotic, target-rich experience with friends exerts a stronger pull than usual.
It may well be more of the same, but Mexico beckons, ravishing the eye and devouring up the miles.
Where Marvel’s Guardians of the Galaxy proves most winsome, however, is in its twining of the intergalactic and the terrestrial.
If only House of Ashes were possessed with something malevolent enough to actually scare us; sadly, it commits a litany of sins, none of them original.
In Back 4 Blood, we have been given a finely tooled zombie shooter, but it lacks the power of the original.
Where the studio succeeds—and where Metroid Dread elevates from noble and flawed effort to inspired riff—is in its embrace of the unreachable.
As it happens, though I played for much longer, I had had more than my fill after the first four hours, with no desire to venture back in.
Whether you demand more than comfort from your games will inform the way you see Kena: Bridge of Spirits; is it merely a graphically sumptuous example of design that you wish we would leave behind, or is it a vivifying tribute to a rich precursor legacy?
It offers an otherworldly break from the busyness of life, and, when you do return to Earth, you will do so with a smooth landing, and without stress.
In an odd way, then, Glass Bottom Games has captured the truth of the situation; contrary to its mission of cuteness, it has made a game that feels hollow-boned, caged by unflattering mechanics.
More than felling each Visionary, however, and piecing together the history of Blackreef, I relished uncovering more about Colt.
At the end of The Artful Escape, all I could think of were the words he fired back at a heckler, angered by the electricity in the air: I don’t believe you.
True Colors is the best game in the series since Before the Storm, and it will satisfy your narrative craving for a time.