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This isn't a game you'll return to over and over, due to the heavy emphasis on a linear story with large-scale set-pieces hinting at the much bigger war around you. But it's absolutely worth playing through at least once, or playing again if you haven't touched it since its original release.
We need a break from this divorce game
Rise’s gameplay variety and mobility — all fueled by that little Wirebug — make it a must-try game for Monster Hunter skeptics and hardcore fans alike.
Mundaun still delivers eight to 10 well-paced hours of slow-burning horror. There are no endless exposition dumps or scary monsters jumping into frame. The story is just interesting, competently paced, and set on a believable and beautiful stage. Turns out, that’s all a game needs to be a good play on a dark weekend night.
You'll also be earning gear as your hero fights to survive, and juggling your loadout is a constant, unending job. Learning about each magical effect takes experimentation, since Loop Hero explains very little. What will this ring with those stats do when paired with this shield? What even is "vampirism," and could it be good in this context? You have to try different things and find out what works, much like parenting. Using trial and error to learn and figure things out is a great way to explore the world with your children, and it's almost a mandatory skill to perfect your run in Loop Hero.
Gnosia manages to capture that in single-player format, while creating a story and universe you care about enough to really learn and understand. I know everyone’s tells, but I also know what they like and dislike, what they struggle with and what they seek. Gnosia’s both an impostor game and a visual novel, and the mix results in something else entirely new. Whether you enjoy new forms of storytelling or just want the friendly deception without the social anxiety, it’s well worth experiencing.
Or you can remove the stress altogether and play on the lowest difficulty setting, which eliminates the stamina meter, allowing the player to zoom up the side of each environment and focus on enjoying the view and the experience. You do have to play the climbs in each environment in order of difficulty to unlock them in the scored modes where you unlock new gear. But every single climb is available to try on the casual setting from the jump, a welcome feature for anyone who just wants to be a virtual tourist on these mountains and structures.
It reminds me of a relationship I had, one that I thought I would never see myself out of. It's these memories of mine that give Maquette's narrative that emotional weight, even when the writing is clumsy or stilted. When I look back at that relationship, it's only just a speck in my 32 years of life, something that hardly gets a thought. It's hard to imagine that there was a time when it was so much bigger, where I lived in a fantasy world of my own creation - but I did. And Maquette has the right beats, and recursions, to bring up that feeling in me, that conflicting sense of scale.
Valheim's world is low-poly for the most part, but features enhanced lighting and water refraction effects that create a beautiful blend of the early 2000s and modern graphics. Oceans and rivers look lovely, while even the dreariest of environments somehow stand out. Particle effects bloom and blossom in snowy locales, with dense fog sometimes permeating endless meadows of yellowing grass. It made me stop and appreciate the environmental design and procedurally generated scenery. This approach also allows for those even with fairly low-end machines to run the game.
I'm even more baffled by the enemies for which I don't even get the correct tools to fight. Bravely Default 2 makes it easy to find all enemy weaknesses when I use a turn to inspect them, but some enemies are weak to energy types that I didn't gain access to for a whole two chapters after I first encountered their symbol. The peak of this frustration was when I fought a boss with a beefy minion that was vulnerable only to electricity and light, and completely invulnerable to all physical attacks. I had one character who could cast electrical attacks, and I still had yet to see light energy.
NoNo one asked for the Pong Cinematic Universe, but the PC game qomp is here to provide it anyway. It may be one of my favorite games of the year so far.
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Shadowlands doesn’t do everything perfectly. The questing experience doesn’t feel as fluid in as previous expansions, and the quests aren’t as diverse. And it’s still too early to see how good the endgame content and updates will be. But even with the limited time I’m willing to put into Shadowlands, I’ll actually be able to play that endgame content as it comes out. And as my real life just gets more complicated the older I get, I couldn’t ask for a better shift in philosophy from my favorite MMO.
Cyberpunk 2077 is dad rock, not new wave
Maybe open-world games don't need to boast 175 hours of playtime even while torturing developers with months of crunch. Immortals, and by extension Ubisoft, isn't immune to this problem, but there are pieces here that argue for a shift in the scope of a genre that has historically been more interested in simulating the minute details of a horse's genitalia than caring for the people who worked on them. Immortals makes an impression because it's not a massive game like Assassin's Creed Valhalla, even if it benefits from the many systems and ideas that Ubisoft's open-world games have refined over the years. Its sharpest ideas have just enough time to dig in before the game smacks you back down into an experience you could have anywhere else.
On their own, all of these things would have been significant improvements over the Zombies modes from the recent past. But when added together, they feel like a massive leap forward for the whole mode. By streamlining the overly complicated mechanics this time around, Treyarch is placing the focus back on the mode’s bread and butter: killing zombies.