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Game lead Ben Esposito has described Neon White as “for freaks, by freaks.” And yet, identifying as a freak isn’t a prerequisite for enjoying Neon White. The game’s greatest strength may, in fact, be how welcoming it is. Its difficulty is perfectly curved, its story is disarmingly charming. But after an hour of restarting the same level, ignoring all my other responsibilities to cross the finish line just a little faster, I realized that Neon White may have turned me into a freak so gently that I didn’t even notice.
AI: The Somnium Files - Nirvana Initiative boasts a compelling story, along with some great plot twists that caught me completely off guard. Its investigations are intriguing, and its Somnium dungeons are both colorful and foreboding. Nirvana Initiative is an incredibly eccentric game, bursting with vibrant characters, mind-bending puzzles, and an abundance of strange sci-fi detours. And once it builds momentum, it doesn’t let up. It wouldn’t be a stretch to say I love it.
However, I cannot help but think back to that giddy anticipation as I drove home with my copy of Dynasty Warriors 3 back in 2001. Asking myself if Three Hopes inspires the same feelings in me, I’d have to say no. It truly is fine, and all the proper elements are in place, but in many ways it’s also very expected and not particularly innovative. It makes me wonder, not for the first time, how much longer “it’s fine” will be enough in the world of Musou titles.
As with most horror endings, Alan comes away from his literal journey to hell and back a changed man. There’s no particularly profound message lurking here, which is actually kind of nice after all the chaos. Sometimes shit just happens, most of all in Hollywood. I leave this incarnation of Los Angeles with no regrets, but a fierce, bittersweet ache for the city I once called home, and surprisingly (and perhaps this is the benefit of distance), a twinge of affection for its insufferable movie bastards, many of whom probably, honestly, need an Edward Keller moment in their lives.
This game is so mechanically satisfying, so endearingly fun, that I couldn’t wait to hop back into the familiar environments, which remind me so much of crouching around that TV as a kid all those years ago.
On the surface, V Rising appears to be just another survival game, slathered with a different coat of paint. In many ways, it’s hard to argue otherwise. However, it manages to layer complex systems inspired by the popular mythology of the vampire to distinguish it from the sea of survival games. While V Rising hasn't completely satiated my thirst in its current form, I’m hopeful that it will somewhere down the line.
The Quarry is a blood-soaked, brutal, and janky summer camp rampage
The chaotic game breathes new life into franchise characters
As packaged content, this adaptation of Jaws of the Lion is a surprisingly effective remodel of the cardboard product. Despite abandoning the material’s original purpose of providing a more streamlined introduction to Gloomhaven’s systems, the design team produced an entertaining and effective side campaign that will extend the life of Gloomhaven and bring fresh perspectives to this storied game.
It’s worth returning to that earlier word — “fun.” While much of the design seems rooted in the past, if there’s one feeling that endures after a session of Sniper Elite 5, it’s that Rebellion hopefully has a solid blueprint to do something truly innovative and worthwhile with Sniper Elite 6. Until then, raucously silly fun will have to suffice.
There are also five other challenges, all centered around flying very low and very fast, and one challenge that requires players to land on an aircraft carrier. The expansion also introduces a new hypersonic aircraft that can reach Mach 10 and altitudes higher than 150,000 feet. To go along with that, there’s also a new mission to take your flights into the stratosphere.
I’ve even got my own clandestine spaceship that I’m slowly repairing. It’s an option for escape, but it’s also somewhat hollow. Once the ship is repaired, I’ll be “free” to start my own spaceship salvaging company — it’ll be the same dangerous work, but at least I’ll be my own boss.
In conclusion, The Stanley Parable: Ultra Deluxe is a game that can, and should, be played.
My relationship to Swansong has become almost like my ritual appointment with Passions — until I fully exhaust the entire story, I need my dose of ridiculous people making ridiculous decisions, and the nuclear fallout of their mistakes.
Rogue Legacy 2’s extremely random nature would crush a lesser game, but Cellar Door Games uses that pressure to create diamonds. Even if it’s occasionally frustrating, Rogue Legacy 2 refuses to ever let me be bored, and that’s more than enough to set it apart from the heap of roguelites that have followed in the original game’s wake. I’m 30 hours into Rogue Legacy 2, and I’m still discovering new toys to play with. But I still haven’t found another spoon.
While there’s enough tactical depth and customization to sustain a playthrough, much of Daemonhunters’ battles feel like vehicles for getting across its great story, and not the other way around. For many, XCOM is as much about the long journey — failures and do-overs included — as it is the destination. And while I don’t think Daemonhunters offers that same kind of obsessive replayability, it does lay a crunchy, thrilling tactical base for its brazen aesthetic and brilliant story to tread upon.
When I finally decide to end the game, I leave my Sleeper in the Greenway, where I imagine they can keep on going about their quiet, private routines. I’m not sure I’ll come back to the Eye again, because even if I make different decisions on another run, Citizen Sleeper’s most potent power lies in that first playthrough, when you arrive with nothing, and know even less. This isn’t so much about “replay value” as it is about the singular experience of a journey that — in keeping with the fiction of being a ragged Sleeper trying to survive — is very much a one-way street. Did I do right by my Sleeper? I don’t know. But all things must come to an end, and I feel like they would understand.
This is all welcome, and it makes Dorfromantik a more complete and rewarding experience. But really, this is one of those games for which early-access status was a bit of a misnomer, not because it had no room to improve or features to add, but because its premise was so fully, perfectly realized from the start. Add too much to it, or do anything that might disturb its delicate balance between friction and flow, between logic and naturalism, and it would have been ruined. But the Toukana team knows better than that. They are at peace, strolling through the countryside of the mind.
I do hope younger folks give this game a shot. I think they might once the game’s online mode is available, a place where people under the age of 35 are far more likely to play games. Until I can try those features, though, I’m happy to think of this as Nintendo’s love letter to the old and the old at heart. The company took over a decade to make the game, but maybe they were waiting for folks like me to age into it.
Overall, I’m excited to see how The Iron Oath develops; Curious Panda Games has already laid out a road map throughout 2022 leading to an eventual full release that includes a new class, more points of interest, and more quests. For now, I’m having a lot of fun with the current build — my mercenaries, on the other hand, probably have some complaints with my management style.