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When the game settles into straightforward action, it comes across as a retread of past Uncharted entries.
The game's propensity for indulging counterintuitive elements feels like a willful act of self-sabotage.
Hellblade: Senua's Sacrifice‘s strongest sequences mirror specific physical symptoms or psychological fears.
It's bewildering how so much of Volition's Agents of Mayhem feels like a show of conformity.
At its best, Sonic Mania makes classic zones from past Sonic the Hedgehog games feel unpredictable again.
Whether or not you suffer from simulator sickness, Bloober Team's latest, Observer, will make you queasy.
Capcom's second collection of Mega Man games mostly showcases a series in its death throes.
Tacoma is a master class in the art of giving you the tools to experience a fascinating place through others' eyes.
Almost every element ties into the game's overarching theme, which calls into question rules and tradition.
So much of the game is build up to minor privileges and plot points that other RPGs freely give to the player.
Aven Colony strikes a superb balance of introducing its systems and giving one enough freedom to live and learn.
Like the first Splatoon, Nintendo's sequel to their smash hit isn't your average multiplayer online shooter.
The original Crash Bandicoot is better remembered for what it was and what it meant than what it is.
Without a way to fail, Yonder: The Cloud Catcher Chronicles just soldiers on like its fishing minigame.
The game's politics have negligible emotional impact due to contrived voice acting and obtrusive loading screens.
It fares best when it escapes the environs of your oasis and delves into its all-too-rare puzzled-filled dungeons.
Driven to Win's Takedown mode feels like exploitation, the video-game equivalent of tying fireworks to G.I. Joes.
There's something to be said about Nintendo throwing curve balls to keep players from becoming complacent.
The game pays compulsory lip service to everything that's not about getting pro players online.
It wants to be more of a three-dimensional museum, one that carefully categorizes emotions, than a game.