Rock, Paper, Shotgun
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I've not gone deep into the game, despite having given it a whole pile of my hours, because it's the sort of thing that'll take me ages to chip away at until I wonder how I ever used to be so bad at it. Which is the sign of this mishmash genre at its finest, for me. I hope for you too.
I've had such a splendid time just mellowing and wallowing in Yonder: The Cloud Catcher Chronicles, not needing to care why it has such a terrible name, not being rushed along, or nagged to do anything. Sure, I now want to also play a game that rushes me along and nags me to do things, ideally with a sword to swing around, but what a wonderful piece of balance Yonder offers.
Maybe Serial Killer is a great idea with appealing style, saddled with iffy design and insufficient flexibility. Walks the walk, but the talk's another matter.
Even if it isn't top of my list of collectible card games to get into (yes, that honour still goes to Duelyst) it has an attention to detail that is admirable and should be noted by others in the room.
It's big on personality too, from the wide choice of thief avatars to the Gangs Of New York toughs and the comedy cockernee urchins, and I dig the Darkest Dungeon But Chipper cut-out art style.
For me it felt far too derivative of Inside (it was of course in development before Inside's release, but looked awfully different), which was itself derivative of Limbo, and without the precision of either. Utterly beautiful when it remembers to be, but more irritating than fun in execution.
The Necromancer has turned out to be a fantastically gruesome expression of all Diablo III best qualities. With nice skills and good looks, it's an enormous pleasure to tour all Sanctuary's old haunts with a new special someone.
Get Even is a true original, of the kind we all too rarely see made with this degree of gloss, and I found it deeply interesting for all its stumbles.
Housemarque and Eugene Jarvis have created something very special, and I suspect, enduring.
The characters all strongly stick with me after finishing, and I think that's probably more important than anything else.
I'm conflicted. Conceptually, The Crimson Court is very much my cup of blood, but the execution, particularly when it comes to the first mission and the curse, sometimes feels off. That said, Red Hook has clearly been taking feedback seriously, and changes have already been made to make things a little less punishing.
Passpartout does a decent job of replicating the frustrations and concerns of being a painter, but that does mean it's purposefully difficult to tell what people want. I like that it gives you an excuse to indulge in some childish MS Paint creativity, but I'm finished with the art scene. These scum don't deserve to gaze upon the Stretch Face.
Everspace is at its best when one or two bits of your ship are busted and you have to improvise slightly during fights and prioritise finding the nearest mechanic station or a pile of nanobots. When the pressure is on and it embraces those sim-lite incidents, it can overcome its dogfighting simplicity and dainty flight controls. For me, however, I'm not sure that's enough to keep playing.
It's not the most polished shooter but it does shine in all the right places, and it builds on the huge potential of Red Orchestra, which I loved. There are very few games that can match the feeling you get when you watch an artillery strike destroy a treeline and push up with your squad mates under the cover of smoke and deafening explosions. If you're after a slower-paced shooter with tactical combat and tense moments, then it's time to enlist.
Despite the concessions made in the name of ambition, it's an impressive dungeon romp.
I've had such a splendid time with Rime, so deeply enjoyed its expansive and sumptuous world, and found myself not missing the attack button at all. Not when there's a sing/shout button that does so many more interesting things.
Caveblazers is superb and I'm looking forward to discovering all of its secrets, and to the local multiplayer add-on that's apparently coming soon. I can see myself playing for years to come.
Tokyo 42 is an inventive and strikingly attractive game, with a very natural blend of stealth, combat and figuring out a path, unfortunately hamstrung somewhat by absolute fealty to its isometric perspective. ... An impressive accomplishment, but sometimes a grating one too.
There's not quite enough here to win me over completely, but there's more than enough to make the numerous trips I've made worthwhile, and part of the charm is in never knowing if there's anything left to discover.
Is Vanquish the legendary success that you may have heard others describe it as? Nah, but it is a distinctive and solid good time with excellent movement and controls, and some delightfully tricksy setpiece battles.