Moises Taveras
A lack of a compelling story hurt the time I spent with the game's cast, even though I adore the game's art and how much every scene leaves me wanting more. More time with the mechanics and a greater emphasis on the place and people of 1700s France could've helped Card Shark a great deal in my eyes, but I still admire it for what it is. I just think that much like the game's countless tricks, the best possible execution of its ideas needed a bit more confidence.
Reinvention can just as easily be a prompt for a bold new swing, and while Saints Row feigns one or two, it could stand to commit more fully to them. This retooling/reboot/reenvisioning doubles down on the past in an intentional, if short-lived, nostalgia play, but there has to be more there, right? If we should see more of these Saints-and I earnestly do want to-I would hope it would be with something fresh to say or show. Until then, Saints Row still has some growing to do.
Nonetheless, High On Life is a rock-solid shooter and a great way to idly spend a weekend's worth of time blasting aliens. More than anything, I see the mold of a game that could really break the surface if Squanch Games and company decided they want to revisit this world and series. Just please, less holes next time, y'all.
Despite some steps forward, Survivor finally settles for falling back in line and humming an all-too familiar tune.
Though getting through it was occasionally bumpy, I only wish I'd been able to get more of it once it really got going. And had Somerville maintained its human element front and center, I think I would've loved the way the story ended more than I ultimately did. As it stands though, Somerville is a notable debut by Patti's new studio, it just has some of the wrinkles of one too.
But it didn't and despite my efforts, Sifu constantly met me with a passing disinterest in its subjects and a reckless deployment of imagery it didn't seem to entirely understand, all the while passing itself off as admiration. Its weak writing and poor characterization strips the game's characters and settings of tension and texture and the lens of the game's creators seems to forget the people and culture at the heart of the movies they love to invoke. I don't think I can square that away and I'm not sure anyone should have to.
All these fragments of Forspoken collide in messy ways that reveal the lack of depth or even synergy across the whole thing. Forspoken is, if anything, a compelling enough first draft at something that I think can be greater. Maybe next time around the puzzle pieces will actually fit and I'll be able to see the game it could've been. But as it stands right now, a more explicit direction could've prevented the thorough roasting everyone seems keen to deliver.
There’s nuance in these stories—look to the attempts, successes, and failures of just about any other fantasy RPG—but Arcadian Atlas either doesn’t know that or doesn’t want to admit it in favor of simplistic moralizing. The moment to moment writing falters too, meaning that no matter where you look for growth or substance in the game’s story and characters, you’re bound to smack into walls of derivative tropes and bland archetypes. As much as it wants to resemble the classics, Arcadian Atlas can’t help but feel pared down and simple; in a word, it’s modern, born from a philosophy that subtracts more than it adds before dressing it up to appear otherwise. Yet despite its weaknesses, Arcadian Atlas is easy to pick up and breeze through, ensuring that its brand of tactics-lite gameplay will almost definitely be someone’s gateway into an infinitely more complex and rewarding genre, even if it struggles to conjure those strengths for itself.
Gunbrella ultimately fizzles out, playing its strongest card upfront and stumbling as it attempts to follow it up with something meaningful. For what it’s worth, playing with the eponymous central mechanic is never anything but a joy, but the rest of the game around it, however, never flies quite as high as you do. While the world it builds is a compelling and stylish parallel to our own present and future anxieties, it does little else but reflect them. A great sense of style and killer accessory can’t carry all the ambitions of Gunbrella, a game that certainly wants to tackle a great deal of subject matter and design ideas, but should’ve probably settled for fewer than it did.
I don't think there's a situation so bleak they wouldn't try to render in service of people-pleasing and making sales climb higher. Battlefield 2042 represents the pinnacle of a feedback loop that told its creators that bigger is always better. Now that we're here, I'm sure we were never right to think that and I don't think we're stepping back from it anytime soon.
Coming in at an immensely satisfying runtime of about four hours, Pepper Grinder is ultimately a wonderful little platformer to spend an evening or afternoon on. Even now, I (who almost never revisits a game, let alone one I’m reviewing) have booted it back up to dive into one of its bite-sized levels because of how great it feels to just move in it. To dig. To drill. I’m not likely to tackle one of Pepper Grinder’s action-focused levels again, save for the grand finale maybe, but that doesn’t mean there isn’t a lot it doesn’t get right. I just wish there was more of what worked to go around.