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Even if Quill sounds like a surfer bro, surfer bros can sometimes be among the most earnest people you’ve ever met once you actually get to know them. The same goes for Quill and co. Their personalities may seem like the stereotypes you’ve always heard, but spend a bit more time with them, and you’ll be glad you did.
In design terms, what most impressed me about “Metroid Dread” was how the developers guide you through the game’s sprawling areas. Although there is ample incentive to backtrack after Samus acquires a new powerup, the game never wasted my time. At no point was I needlessly sent crisscrossing over environments to determine where to go next. Usually, when Samus acquires a new powerup, there is a place nearby where she can use it to open a previously-unexplored suite of rooms. The game does not lack internal momentum.
Look at “Eastward” as a love letter to EarthBound, Zelda and Japanese RPGs. You can tell a lot of love was poured into this game and years of work. But the game’s art, music and format all work in service of a story that doesn’t actually say much. “Eastward” just doesn’t connect those last few dots.
Golf Club: Wasteland is one of the best games I’ve played this year. I loved everything about this game from its refined art style to its soundtrack. It’s peculiar alchemy of meditative sport and pointed sentimentality is a sight to behold.
As the game industry has proven throughout the years, the Metroid formula is worth iterating and reiterating upon. Now that the formula is back home in the original series that created it, here’s hoping Nintendo remembers this too.
From a visual standpoint, every line and every hue seems purposeful, in contrast to so many other games that heap color upon color and detail upon detail as if "more colors and visual effects equals better graphics."
“Kena” isn’t especially inventive, but the game is an entertaining hodgepodge of tried-and-true ideas. A sense of deja vu certainly emerges. But one scarcely notices it during the brisk battles or amid the splendors and astonishments of the enveloping forests.
I never felt any urgency to break the time loop since everyone in the world — even Colt — is pretty blithe about going through the motions from one loop to the next. Alas, I find it difficult to imagine anyone who isn’t partial to video game tropes loving Deathloop. Unless you’re particularly drawn to its vibe, it’s a shooter with good mechanics but not much more than that.
Lost Judgment is the most captivating, dramatic and transfixing story of the year, and that should be no surprise to fans of RGG Studio’s output.
In that way, “Deathloop” is a big winking self-reference. It is not really a social space, even with (limited) multiplayer. It is not a shop, or a metaverse or a simulation. It is not film, and efforts to translate it to prestige TV would snuff out its red hot heart. It is not borne of a producer’s latent anxieties about games being kids’ table fare. It is a game with ambitions to be great at being a game, and mostly just that. It exists in a clear lineage of games. It includes games, and is about games. It is refreshing to participate in something that is so itself.
As a close friend of mine texted me, it’s like a playable Tim Burton movie. Its imaginative reach leaves most other lighthearted adventure games far behind.
True Colors is worth exploring in its entirety, but it glosses over the rougher parts of life, painting them in a romantic light.
It leans into its own ridiculousness to deliver a multiplayer experience that feels unique to the series and a single-player experience that has plenty of fun reasons to return even after you beat Story Mode.
Perhaps it’s a good sign that Boyfriend Dungeon leaves players wanting more — it means that it’s compelling, even if only for a short time.
The Medium is uninspired, from puzzles to characters. If you’re looking for an interesting world to explore, it delivers with stunning art direction, but for those looking for a richer experience, The Medium feels skin deep.
Not every idea lands — a parody of turn-based JRPG battles toward the end feels overly labored — and it’s hard to escape the sense that writer and co-director Suda51 is being self-indulgent even by his standards. Perhaps there’s such a thing as trying to squeeze too many references and cameos into a script. For all the surprises, the riotous homages, plot twists, characters and style switches, there’s not much to bind them, and not much genuine innovation.
I doubt that Twelve Minutes will go down as a crowd pleaser. If the revelation fails to move you then all that came before it was for naught. But if it catches you unexpectedly, as it did me, then Twelve Minutes may linger in your mind as an unusually effective high concept piece.
While brimming with gorgeous visuals and charm, for a game about time, “Cris Tales” doesn’t seem to value yours.
After traversing nearly a dozen brains, I, along with Raz, couldn’t help but feel empathy for people along all walks of life. The moral of the story, delivered rather obviously by Raz’s supervisor Hollis Forsythe, is that institutions are flawed, people are flawed, but we are all just trying our best.
I can’t remember a game that sustains an awe-inspiring presentation for just about every second you play.