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Any potential for excitement is squandered by the fact that the zombies you encounter are typically unthreatening.
It might boast a roster of wannabe pop idols, but the battle system is the real star of the show.
By the fifth of the six main zones, the game becomes a dull gauntlet of repetitive mini-bosses.
It's like a giant schoolyard playground, in which players can freely explore and make their own adventures.
The developers veer beyond the cartoonish nature of the TMNT television series and straight into the absurd.
Players who manage to get past the technical issues will find themselves saddled with a generic, emotionless game.
It's a gorgeous, gruesome beauty, but only inches removed from shooter conventions 15 years past their prime.
It articulates a horrific but heroic myth underneath the clothes of a traditional platformer and beat-'em-up.
There may be a good game buried under Gearbox Software's first attempt at a MOBA, but too many of its systems are developmentally in their infancy.
Nathan Drake's quest in Uncharted 4 successfully bridges the uncanny valley between adventure game, action movie, and real-world exploration.
Just as the game isn't content to rest on clichéd gameplay conventions, neither does it lean on stereotypical villains.
The game is almost literally built for those who, as kids, couldn't help playing with their food.
The game gets lost in metonymy, the act of substituting a label for something of a real substance or meaning.
No wonder the game leans so heavily on pop-culture references, as they help to distract from the relative emptiness of the game itself.
Even with as much mayhem as the game brings to the table, it never forgets to make itself accessible and welcoming.
Dark Souls III is the most evolved and accessible entry in the series.
Ironically, the game grinds to a halt whenever it indulges in callbacks to the Legend of the Zelda brand.
Unlike Gravity, which spaced out its most fraught scenarios between moments of calm, it's in a constant state of panic.
The game's stronger than expected writing and decent cast more than make up for its conceptual banalities.
It leaves the combat to speak for the story and trusts its murderer's row of cool ideas to, well, murder players.