Moises Taveras
For what it is, though, Astro Bot is incredible, and that is worth celebrating here and now. I just can’t help walking away from the experience with a bittersweet taste in my mouth and a hope that someday soon, we don’t have to look to gaming’s past for the best bits of it all.
Despite Hinterberg telling me that I should confront my problems rather than run away from them, I’d happily run back to this game time and time again. The beauty of its rendition of the Alps is hard to overstate, and I was enamored by the mere act of jogging up and down its sumptuous trails. Its top-notch dungeon design only further complements what an absolute joy it was to sink into its world filled with magic. Like the best vacation spots, I can’t wait to be drawn in by Hinterberg’s magnetism again and revel in its luxuries for a long time to come.
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.
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.
So yeah, FBC: Firebreak is just fine. If you're looking for something mindless to play with some friends one weekend, this'll get the job done.
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.
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.
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.
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.
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.
Despite some steps forward, Survivor finally settles for falling back in line and humming an all-too familiar tune.
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.
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.
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.
In fact, in some ways, it could actually stand to hew more closely to them, especially when it comes to exploration and difficulty. Taken as it is though, Vengeful Guardian is an approachable, stylish retro platformer that I can see many falling for once they give it a chance, and I encourage anyone curious enough to do so. I think much like myself, you'll find a surprising amount to appreciate here, even if you'll be left wanting more.
It's all cozy but rote, which is a shame because the series has been bolder in the past. Walking away from it, I'm impressed at how much I cared for the cast, for example, and am also keenly aware of the fact that while I liked them, I will largely forget who they are because I've done this before and will likely do it again somewhere else in a few years. Life is Strange may sell itself on comfort, and True Colors may be the one most emblematic of this, but I wonder if the series itself has become too comfortable for its own good.
Like I said, Like A Dragon: Infinite Wealth is positively bursting with just about everything you could think to ask for in a game. It’s a more confident RPG, even adopting the kinds of stories fitting of the genre, but that transformation isn’t as seamless as it could be. Sure, it’s a long adventure with plenty of fun to be had and a lovely party of characters, but there’s also a disjointed feel to its disparate narratives and how they ultimately come together. Along the way, it even loses sight of some of its themes, threads,and characters. But that doesn’t mean Infinite Wealth doesn’t coalesce in some truly outstanding moments every now and then that make the journey worth the highs and the lows. I only wish it better understood that some restraint, as opposed to unlimited growth, can go a long way towards making a better game.
Rebirth‘s world is gorgeous and fun and quirky, even if the delivery of its stories can feel a bit stilted and rote, and it turns the finale of Remake into the impetus to re envision a phenomenal cast in ways I adore. Along the way, it becomes big, perhaps even bigger than Final Fantasy VII ever needed to be, but that excess provides quite a bit to love.
Besides that hitch, Marvel’s Spider-Man 2 is a largely commendable sequel, building on what’s come before it in smarter ways than I’d put past most AAA titles. It’s an impressively lean and refined take on the open world structure that gives me hope the future isn’t just endless growth. Its familiarity is both a crutch and a boon that Insomniac manages to spin in a mostly good light in order to tell a story we’ve seen before with some key changes that make it land more impactfully than I’ve seen it done in quite some time. Though it sometimes struggles to use the entirety of its cast to great effect, I think what it does accomplish is no small task and more than anything, sets up an exciting future for characters I’ve grown remarkably fond of and can’t wait to see more of. If you’re wondering whether or not this title delivered here and now though, rest easy knowing that yes, it absolutely did.
Nobody is ambitious but not too in over its head, funny to boot and grounded in an idea that understands the joy of defining conventions. It may miss a bit of the formula that's made its influences as strong as they were, but it's got style and confidence and those are swings I'm glad connected. Most of all, it reminds me of the fun I used to have playing pretend, and even though I've stopped, games like this one help keep that sense of adventure alive.