Beyond just claiming the title of the best Amnesia game to date, it's also one of the best survival horror experiences of recent times, and a perfect entry to spearhead the franchise's future into a new direction.
Dead Island 2 could have been the Return of the Living Dead of zombie video games, making for an irreverent, B-movie romp through an undead-filled LA, but it just ends up marginally better than the original game without ever approaching its full potential. The improved combat is the game's main saving grace, but it isn't enough to redeem the shallow progression mechanics, inconsistent tone, and unfocused story.
I'd be hard-pressed to say Atomic Heart is an outright bad game, and despite featuring some awful elements, there's clear quality in its gameplay mechanics, art direction, and encounters that highlight Mundfish's talent. Stories from before release painted the development as largely directionless, causing them to have to fashion it into something playable and structured near the end, and this seems evident in the final product. Mundfish bit off more than it could chew, leading to a lot of half-baked ideas that should have been scrapped and reigned in. It makes the game's greatest moments ultimately bittersweet, as deep down there is potential for something excellent.
Company of Heroes 3 is an excellent game for veterans of the RTS genre and complete newbies who've never felt the rush of overseeing resources while micromanaging units on a virtual battlefield. Its double campaign feature provides two very distinct ways to experience the game, while the real-time strategy gameplay shows just how engaging and rewarding the genre can be if you give it the time and learn the systems in place.
Despite being an uneven experience, Midnight Suns is ultimately still a good game that's worth a try for tactics and Marvel fans.
Victoria 3 is a niche game that at its core is about enacting social and political change through close internal management of your nation, and nothing on the market comes close to replicating it.
"While New Tales From The Borderlands doesn't quite reach franchise heights, it succeeds at providing an entertaining and whacky Borderlands experience."
Steelrising had all the potential to be a strong entry into the souls-like canon, but it never manages to exit mediocrity.
Eternal Threads is a solid attempt from first-time developer Cosmonaut Games, presenting a sci-fi, time travelling mystery where you'll need to monitor how cause and effect influences the events around you. Its clear and engaging time manipulation mechanics make the meat of the game satisfying to engage with, and focusing it on the personal issues of everyday people grounds the experience. Despite the uneven presentation and lack of a major challenge, it makes for a worthwhile light puzzling experience.
Trek to Yomi presents its world through the lens of classic Japanese cinema, reinforcing its thematic exploration of self-reflection and overcoming failure with masterful presentation and design to form a captivating experience. Combat presents a satisfying learning curve that rewards carefully studying your opponents and mastering the moves in your arsenal, and while overall it can falter at times due to uneven pacing, it's well worth undertaking the trek yourself.
13 Sentinels: Aegis Rim tells an ambitious and compelling story that takes an anaconda's worth of twists and turns, but it's careful to never overwhelm you to the point of exhaustion, while remaining grounded enough in its characters and concept to deliver everything with a bang. While the other half of the experience is pretty unremarkable in comparison, it doesn't prevent 13 Sentinels from standing high as an example of video game and science fiction storytelling.
Weird West really is a wonderfully wild experience. Its mysterious and fantastical take on the American West is a unique change-up for a typically overdone setting, and the elements of black humour help to bear its bleakness. Many of the immersive sim elements gel well with the CRPG design to produce a living and reactive world, shaped by your gameplay and narrative choices. Some of its systems don't quite feel worked out yet, and it doesn't always stay consistent across its five episodes, but Weird West is a grand debut from WolfEye that understands the core of what it is to be an immersive sim.
TUNIC is a type of game that feels increasingly less common in this industry, and its dedication to upholding a mystery that it lets the player figure out themselves is commendable. It has an enchanting world that's well worth exploring for yourself, and the way it asks you to use the instruction manual is a breath of fresh air for engaging with a game. While it doesn't fully stick the landing thanks to some later combat sections that sour the experience, it's an undeniable gem of wondrous action-adventure.
Iron Lung is a masterclass of how to effectively build tension and dread. It runs at just the right length to explore its minimal gameplay ideas, while remaining mysterious and opaque enough to feel larger than the immediate experience. It's well worth the time for those who enjoy experimental game concepts or suffocating atmospheres, and what lurks in the blood ocean may stick with you well past your playtime.
Shadow Warrior 3 is a great return to form for Flying Wild Hog, and a much-needed comeback for the series after the middling reception of the second game. While the gameplay can falter early on due to the lack of challenge and intensity, it soon ramps up to create a bombastic experience that beautifully borrows from retro and modern shooter design. While your mileage may vary on the game's sense of humour, and the full package feels a little underdeveloped due to a lack of replayability - it's undeniably a whole heap of fun.
Ultimately, Yu-Gi-Oh Master Duel is a must-play for fans of the franchise, and they'll fit right in despite the lack of beginner-friendly design. If you're new on the other hand, it's hard to recommend unless you can bear with the frustration that's sure to plague your first games and put in the effort to learn the myriad of mechanics. If you can overcome the hurdles, you'll be blessed with one of the most electrifying and rewarding TCGs on the market, with richly tactical gameplay, stylish presentation, and some of the friendliest monetisation that can be found in free-to-play gaming.
In the end, Expeditions: Rome rises above the previous entries clearly, with more polish and refinement than ever before. The game may not fully achieve its aims due to some underdeveloped systems and inconsistencies in the design, but as a historical role-playing experience, it stands unrivalled. It's a must-play for anyone with an interest in Ancient Rome, and it offers more than enough for fans of CRPGs.
In the end, The Gunk sits in the middle of the pile. The core of sucking up the Gunk is satisfying for the roughly four hours of playtime, but the lack of a difficulty curve for the puzzles or combat lets it down. Its story makes an honest attempt at character drama that works for the most part, but the short playtime doesn't leave us quite enough time with the characters or world. It's by no means bad and there's not much poorly implemented content here, but it's a plainly inoffensive experience that settles when it could have punched slightly higher.
Ultimately, Halo Infinite's multiplayer is a victim to its progression system, that stands in the way of the excellently refined core of the game. It's certain to be a mainstay for years as the developers work out the kinks and factor in the fan feedback. Their work still paid off though, because the gameplay of Halo Infinite is the best of any multiplayer shooter from recent memory. It's just sullied by the egregious implementation of artificial hurdles to that gameplay, which knocks a point or two off the score. Without this abhorrent progression? Halo Infinite would be one of the best multiplayer shooters of the last 10 years.
Fights In Tight Spaces is a fantastic example of a turn-based strategy game. There's so much depth to the mechanics and different strategies that can be utilised, that paired with the roguelike elements, makes for an endlessly replayable experience. The purposefully minimal presentation helps to make the combat the centrepiece of the game, highlighting the momentum and force of the fighting. It hardly reinvents the wheel, but it explores melee combat with a vehement focus that you don't often see, making for a tight fighting experience.