Anthony Gomez
Each gun has a niche that you can change your play style to suit.
The premise is amazing, and your first hour or two with the game is stellar, but the long term enjoyment you'll get out of it depends on what level of tedium you're willing to tolerate.
Pox Nora will not starve you for content.
Portal Knights is a kid's game, and with that come the kid game trappings: Cutesy visuals, minor challenge, whimsical story, and simple design.
The Butcher is Transhuman Design's grimy homage to the hardcore metal-shooters of the 90's
There's a greater depth to the level design than you get with most other shooters of this quality.
Fun is a great describing word for Flinthook. It's fun to play, it's fun to look at, and it's fun to explore.
Beat Cop drew its own chalk outline and willingly laid inside it.
Everything wants you to explore the full scope of the universe. A universe that we often forget consists of much more than our own short and small lives.
It’s amazing how Messhof has transmuted the very basic activity of controlling a little bendy line through a minimalistic level, into the feeling of being some kind of superhero.
On the surface it may look like nothing much is happening, but the act of positioning and quietly feeling an opponent out can be surprisingly thrilling.
Cliches are the death of interesting characters and Earthlock is all too willing to draw its own characters’ chalk outlines and willingly lay them down in it.
I’ve heard the chorus of “scariest game of all time,” I’ve seen the countless accolades, and I came into the games wanting to like them, wanting them to terrify me.
There’s something inherently satisfying about seeing your friends visibly devastated when their dreams of an architecture career come crashing down in front of their eyes.
I have a hard time calling the art style good exactly, but it isn’t bad either.
That being said, you probably already know if you’re going to like Ascension or not because the changes aren’t significant enough to attract strategy fans that were put off with the previous release.
Nicalis did us a solid and stuffed a disgusting amount of content in a game already bursting with disgusting content.
I want to be able to recommend Sublevel Zero to everyone out of principle, but I can't do that in good conscience. It's a game with a striking presentation, but suffers from problems that no amount of sheen can cover up. Float past this one, sadly waving at what could have been.
I recommend the game wholeheartedly to that certain brand of gamer that gets satisfaction out of building intricate little machines and watching them go. It's a unique sandbox game that has all the necessary ingredients to hook you, if you let it.
Of course, Tearaway isn't without its faults. The combat is shallow and gets tedious near the end of the game, the story drags in parts and could have benefited from being an hour or two shorter, but Tearaway is such a rare type that those things are easily forgiven. It joins the mediums of video game and art together, then flips them topsy turvy until you're unsure of where one begins and the other ends. And it does this with enough heart to warm even the iciest of cynics.