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It's a shame that the game loses the player so early, and that it takes so much of its length to win one back.
It shouldn't be cutting corners, and it's silly that the four major zones are all still so faded, dull, and repetitious.
The game allows players to learn and wonder at all the symbolism at their own pace, to draw their own conclusions.
Both Klaus and the game are clones in search of higher sentience, and they both get there in the end.
One of the finest, most relatable examples of the incredible empathy that video games are capable of inspiring.
Instead of improving upon the original game's basic mechanics, this remaster instead indulges in fan service.
Players will remain invested in a story that, if not entirely original, remains exciting and poignant in equal measure.
It doesn't ever completely shy away from using filler material after successfully building so much momentum.
This revival of the 2003 cult classic is a rhythm game driven by the synesthetic idea of physically interacting with sound.
The game's images convey less the abstract terror of an unknown world than they do a sub-American McGee warping of childhood innocence.
Imagine a roller coaster that stops for maintenance every 30 feet and doesn't allow you to exit, even after you've already been around the track a few dozen times.
The game can be enjoyable, but the barrier to entry is so high that it's hard to recommend.
Throughout this cynical gaming experience, the message of the show seems clearer than ever: reject dignity or die.
The story crafted by Tales isn't just a fine Borderlands sequel, but one of the most enjoyable sci-fi adventure stories in recent memory.
Unfortunately, Sileni Studios, in attempting to present something deeper and more original than your run-of-the-mill artillery title, has painted itself into a corner.
When Darksiders II sticks to the actual essentials of the main story and not its so-called Deathinitive features, it's a solid action-adventure-RPG hybrid.
The game places trust in the moral, philosophical, and intellectual response of the audience.
The game is filled to the brim with content, most of it disappointingly or needlessly executed.
It's weird to say that Fallout 4 operates under the principle that less is more, since its vision of Boston is dotted with hundreds of hours of things to do.
In Rise of the Tomb Raider, the action set pieces come first and the narratively satisfying reasons to do them second.