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With lacklustre combat, serious flaws in visual design and clarity, and a complete absence of synergistic team-based gameplay, Babylon’s Fall is a disappointing attempt at a live-service game.
Twelve Minutes desperately wants to be seen as an edgy, adult thriller. But it mistakes shock value for substance and ultimately has nothing of value to say.
Regardless of your relationship to Call of Duty, your feelings about military shooters, your investment in the rebooted Modern Warfare saga, or how much or little you like to play the new Call of Duty online multiplayer every year, the Modern Warfare III campaign feels more like an indicator of a series in decline than a misstep.
Surfing through the beautiful world of Atlas Fallen is nice, but unsatisfying combat struggles to keep you invested.
Revisiting Colossal Cave is a peculiar, uncanny experience. I understand Roberta Williams’ desire to bring it back to life, even if I’m not convinced the format she’s chosen to present it in does justice to the original’s pioneering spirit or the grip it managed to hold on the imaginations of those who played it. But perhaps that was always an impossible task.
Horse Tales: Emerald Valley Ranch bites off more than it manages to chew. It has the makings of a grand immersive adventure and a detailed life simulator, but it doesn’t excel enough in any of its core elements. Between the lack of a fully actualised world, flawed controls and technical glitches, I had to work hard to feel invested. There’s a certain charm to its overall style and environments, but its issues greatly hinder the horse fantasy it wants to foster.
There’s a real tonal dissonance in Sonic Frontiers. It wants to be a fun platformer. It wants to be a high-speed exploration puzzler. It also wants you to feel a sense of power as you take on towering bosses, and save a world from certain destruction. But in striving for success on multiple fronts, it achieves none of these goals – instead arriving as an ambitious but lukewarm adventure-platformer pockmarked by deflating choices.
The DioField Chronicle is almost good in a lot of ways, but it never capitalises on its unique real-time combat system, or the potential of its narrative genre.
If you find yourself in the right frame of mind, the unhinged nature of Saints Row can be cathartic, particularly if you find yourself in a good series of missions where the writing and humour aren’t too manic, and the action isn't too humdrum. In the end, Saints Row succeeds in recalling and refreshing the affable personality of the dormant series, but this reboot is simply a return, not an evolution.
Essentially, Midnight Fight Express’s approach to enemy behaviour echoes the approach of challenging retro arcade brawlers, but its more grounded fighting mechanics don’t feel suitable for the pace. And it’s this off-kilter balance between your character’s own ability, the effectiveness of environmental weapons, and the aggressiveness of the enemies that is ultimately to the detriment of its longer-term gratification.
Video games have the power to create an affecting emotional experience by making their audience active participants in the world. In A Memoir Blue, the interactive elements aren’t impactful, while the narrative is too metaphorical. Aesthetics aren’t enough to make up for that.
Martha is Dead swings about as hard as one can in its depictions of violence in order to communicate the viciousness with which war is infiltrating the lives and psyche of Giulia and her family, but it walks an increasingly fraught and unjustified line as more and more pain is inflicted on the narrative’s key players
Blending humour six years past its prime with combat you’ve played before, Shadow Warrior 3 trims the fun, instead of trimming the fat.
Biomutant doesn’t do anything well enough to make you care–ultimately its most grievous disappointment.
Axiom Verge 2’s attempt to create a free-form Metroidvania is let down by its lack of incentive to interact with optional content and create variety in combat and puzzles.
Battlefield 2042 is trying to be a distillation of what the first-person shooter genre has become in recent times, while also not committing to any single vision, let alone one that Battlefield can claim ownership of.
Vanguard’s campaign recalls the same shooting galleries seen year after year, full of cliches and with somehow even less point to it all.
Pupperazzi struggles to go beyond the obvious premise suggested by its witty name. Other than photographing a lot of dogs – so many, many dogs – there’s almost nothing else to do. While it remains charming and silly throughout, you’re not able to form any sort of lasting bond with any of these dogs. Your interactions with them are too fleeting, too inconsequential. That cute little pug I found snoozing under the picnic table doesn’t have a name, and she’ll be gone the next time I drop by. I can send you a photo of her I took, I suppose, but we both know you’re just going to delete it.
While its best ideas are held back by its lack of refinement, the adventure remains surprisingly compelling, even as you’re wasting hours away on levelling up your favourite monsters, and experimenting with battle tactics. It doesn’t quite live up to its competitors in the monster-catching genre, but it’s certainly a memorable game, and one defined by its devotion to being fun, silly, and wonderfully weird.
...the game that ultimately comes together is more than the sum of its parts. It might buckle under its own weight at times, but Knuckle Sandwich is an endearing and wild ride worth going on.