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Basically, you'll either dig the lush tedium of this game or you won't.
"N++" is a testament to that transfixion. It is a meditative and surprisingly intimate game, something that seems to never stop unfolding even as it appears to remain rigorously spare and constant. "N++" is the best in the series and a reminder of why so many have committed themselves to playing in its simple spaces for so long.
"The Magic Circle" wants to confront you with its imperfections and make you consider why you play games in the first place. It may be the wiliest reflection on the medium to come out of a small studio since "The Stanley Parable" or "Fez." It's the rare sort of game that wants to amuse you, not pacify you.
In "Red Goddess," blue and red enemies frequently overlap each other so the mechanic feels muddled. Button mashing is almost unavoidable. There is nothing elegant about this game and no reason for anyone to play it.
As an open-world game,"Arkham Knight," on consoles at least, makes fabulous use of the Unreal 3 graphics engine, rendering Gotham in romantically grungy detail. This is the first Batman game that I've played that feels adequate to the comic book's legacy.
Though the game is only a few hours long and its soundtrack occasionally relies too heavily on saccharine piano melodies, "Her Story" is a remarkable achievement in creating something which is personal, cinematic and playful. It's a work that's impossible to imagine as anything other than a video game, and one of the best I have played so far this year.
What sets "The Witcher 3" apart from most of the competition is its keen sense of humanity, which is calculated to be every bit as gripping as an HBO drama. At their best, the characters with whom you chat don't seem like they live in a vacuum only to impart useful information.
Although it may sound like an oxymoron, "Splatoon" is a family shooter done right.
"Sunset" feels like a beautiful culmination of their vision, a loving attempt to turn the idea of private interiors into shareable spaces.
What gives the MachineGames' Wolfenstein titles their own mojo is the casual way they pair generic gameplay with silver-tongued characters who reflect on their faults, speculate on their fates, and enjoy mundane occurrences like going to a pub and cadging free drinks. In this way the game's B-movie vibe is evocative of the work of those skilled filmmakers who embrace the silly or even the self-consciously stupid.
"Kerbal" is best appreciated as a space for lingering contemplation spread across three radically different dimensions of experience — the theoretical, cinematic, and subjective. Like space travel itself, the deeper one goes, the greater the sense of smallness, creating a burgeoning humility for how much is still undiscovered.
Though there were plenty of puzzles with outlandish solutions that left me unimpressed by their logic, my grousing never caused me to lose sight of the fact that "Broken Age's" esprit is charming enough that I could imagine returning to it again.
The game's co-op mode, which accommodates up to three players, brilliantly divvies up the ship's responsibilities.
It's a game that keeps promising new beginnings but delivers only dysfunction repackaged as progress.
As a system of addiction and obsession, “AdVenture Capitalist” works as advertised.
When I finished "Dark Souls 2," I felt utterly burnt out with the series into which I had poured over 400 hours. But "Bloodborne's" labyrinths and fantastic creature design ensnared me from the first. Whereas "Dark Souls 2" felt to me as if it was laboring under the weight of its forebears,"Bloodborne" feels like the swaggering culmination of them. From Software has, in the best possible way, brought the evil back.
There are some who can dominate Battlefield's multiplayer with an Olympian efficiency, but the overwhelming majority are marooned in the middle, where the concussive sound of bullets and the smoldering plumes left by grenades aren't signs of domination but reminders that you're still on your feet, not dominating the world, but surviving in it for another few seconds. There's genuine awe in these moments, a beauty particular to video games, demanding respect for scale and the necessary investment of thought, coordination, and time to accomplish simple acts like moving a duffel bag from A to B. It's a poetic antithesis of the game's story mode, proof that order can more easily come from conflict than from conflict's preemptive repression.
Like a punchdrunk heavyweight in the 15th round, "Revelations 2" is both a sad echo of former glory and an agonizingly perfect summation of it. It should have been over long ago, but it remains a marvel to see how much will remains in the slouching goliath, the once powerful frame of sculpted muscle and sinew slowly turned into dead weight, counting as a victory anything that keeps it on its feet for another round.
"Ori and the Blind Forest" will tax the dexterity of just about anyone who doesn't eat games like "Super Meat Boy" or "I Wanna Be the Guy" for breakfast. If that disclaimer doesn't give you pause, know that this is a game that made me want to hug the developers.
As obvious as the game's criticisms are about the encroachment of the police state or the ease of character assassination in the digital age, they're worth reiterating until we, in the real world, find a way out of our predicament. That doesn't make me fault the game less for its heavy-handedness, but I give it credit for having arguments to make.