Josh Wise
Complex systems are made simple, by committing their clutter to muscle memory, and play-good play, at any rate-requires that you, like Selene, ride its enigmatic loop.
Taro's approach is of a restless rarity; he swaps genres as though trying to scratch an itch.
In that image lies the appeal-and for some the off-putting twinge-of Oddworld: a bleak and black-hearted concoction, laced with snickering humour and shot through with hope.
The best time I had with the game was a ten-minute stretch that contained (a) no crashes or bugs, (b) the right level and world tier-essentially, a measure of enemy toughness-and (c) a harmony of tactics, sorcery, and gunfire.
If only Naka, staying true to form, had given the whole thing a dose of high speed; his work only holds together when it hurtles past our eyes, growing vivid with velocity.
It's difficult not to be bowled over as you watch a feline chef and his staff caper through a culinary ritual of song.
The puzzles compel, while the narrative stalls, and there is something worthy in that mismatch. I only wish that breakup at its core yielded something worth holding on to.
It's worth pointing out that few other studios have the confidence to take this approach to horror: not to jolt you with sudden frights or to ration your ammunition, but to probe and puncture your emotional ease by putting foulness in such close proximity to the childish.
Who would have thought that the solution to madness might be marriage?
Bloober Team has summoned a rich atmosphere, under all that writing, and one or two sequences offer glimpses of a purer game.
That's why, as much as Hitman III was a pleasure to play, it left me longing for the mood of the old games.
The scenes that have lodged most deeply in my memory are not those devoted to the chases, the shootouts, or the narrow squeaks, but those possessed of a quiet empathy.
What I didn't expect from the new Call of Duty was downtime, and the suggestion, at least in the first half, that guns, while great for going in blazing, can provide just as potent a thrill when holstered.
I would prescribe The Pathless to anyone feeling numbed and locked by our days of inanition; it's perfect if you feel your home becoming an isle on the edge of the world.
Where Sackboy: A big Adventure proves most winsome isn't in its play but in the surfeit of its surrounding glitter.
If you wish to see what your new console can do, this is the game to get; it provides the most whimper for your buck.
The developer, SIE Japan Studio, has forged a platformer from the same blend of delirium and precision that blows through Super Mario, and then filled it with fossils.
Far more than the combat-whose charm ebbs away on a tide of repetition after the first few hours-the draw of The Falconeer is its suggestion that, while we may be shaped by our stories, they don't pin us down, that the mere act of living is to take flight from the past.
Sadly, that string of hours, spent clambering up towers and defogging the map, bounding across the fields in a hopeful, happy loop, was the last of the fun on offer.
The developer, Insomniac Games, has a similar storytelling confidence to that of Naughty Dog-a natural cinematic ease, bolstered by money and technology, which gives equal weight to ground-level struggles as to those beyond the rooftops.