Hirun Cryer
Team Ninja's unforgiving role-playing action adventure set in feudal Japan owes a debt to the Dark Souls series, but with a tone and narrative of its own
Bethesda's reimagining of the popular shooting game combines the best of Bioshock, Dead Space and Dishonored but does little extra with them
Vampyr unfortunately flounders after building some solid foundations in the opening hours. London feels like a city on a knife edge, and the citizens prove to be an inviting cast of creative characters. But Vampyr then lures you into sacrificing these characters, cutting out a key part of the game, all to have a hope of standing up to the horrors that await you in the shadows of London.
“Nobody trusts anybody now, and we're all very tired” perfectly sums up this final entry in The Banner Saga series. Our fleeting time in this world has never been a happy one, and everyone is all the more weary at the end of it. We've had plenty of memorable moments with various characters along the way, but it's in this entry that the entire journey falls into a bloody maelstrom, as the game steams full throttle towards its brutal conclusion with unfortunately barely a thought to spare for its characters.
If this is a return to form for Telltale's The Walking Dead, it's ironically come at the beginning of the end. Combat is still a drag in this game, even with the improved freedom of movement. We've got precious little time left with both Clementine and A.J., but this opening episode of the final season of The Walking Dead neatly gives our characters hope, motivation, and some true friends, all in merely a few hours.
As heartfelt and emotionally painful as Episode Two of The Walking Dead: The Final Season may be, I can't help but feel like we've seen this all before. The groundwork has been laid for a brutal war, and everything from now until then seems to be dwarfed in comparison. Friendships are still the beating heart of this Final Season though, and it's the moment to moment interactions between characters, and the writing, where this second episode excels.
A week or so removed from playing Gris, I don't know what I'll remember it for, if at all. Gris feels like it almost belongs in a museum, with crowds marvelling at its art and sound for a few minutes, before moving on to something else. There's moments of beautiful brilliance in Gris, all of which is dragged down by a decidedly average platforming game.
Metro Exodus is a solid conclusion for a cult series that made its name in rough charm. The open world and stealth systems of the conclusion to the trilogy are largely missteps, but it's when Metro Exodus returns to its horrific roots, with a bunch of caring comrades, that the game fires on all cylinders.
There's no denying that breaking down an arrogant witness, and ultimately winning a case in Phoenix Wright: Ace Attorney feel fantastic. Fitting in the right pieces of evidence to find contradictions is extremely satisfying, I just wish there was more depth, and a little more nuance, to both the witnesses you're breaking down, and the game at large.
Observation has no trouble grabbing you from the go, with gripping central mysteries and questions that demand answers. Painstaking progress through even the simplest commands and instructions counteract any sense of progress in Observation, and ultimately dilutes and cheapens the experience.
Concrete Genie is certainly easy on the eyes and ears, with brilliant colors popping out of the screen and a light, airy score to coaxe life out of your paintings. It even successfully switches around the perspective of a strained parent-child relationship compared to what we've seen in other games. Unfortunately the monotonous nature of everything in between creating Genies, from dodging bullies to dousing Denska with Super Paint, drags it down.
Night School Studios have made hell intriguing and complex, with punchy dialog and relatable characters, be it human or demonic. The humor and writing is where Afterparty shines the most, breathing life into every character it touches—be it short and sarcastic, or emotional and reverent. Like the Beastie Boys' "Fight for Your Right (To Party)," what seems like dumb entertainment can evolve into something a lot more meaningful if you're willing to look beneath the surface.
Journey to the Savage Planet puts you in a brilliantly colorful world, and tasks you with exploring to your heart's content. The moment-to-moment exploration is enjoyable, but the act of combat offers very little in the way of a challenge. The score and insane FMV adverts give Journey to the Savage Planet a lot of personality, but the tiresome parody nature of the writing really lets it down.
Dreams is fantastically experimentative, and it's obvious that the near-limitless creation tools provide a platform on which the community can build far into the future, but to judge this package as whole right now, it's not the wider product that leaves a lasting impression.
It's not going to be a memorable tale, but this Sakura Wars is an enjoyable adventure while it lasts.
If Found is a mesmerizing commentary on the nature of failed relationships and human nature.
Rocket Arena is an enjoyable up-tempo experience with genuinely fun traversal abilities to keep you on your toes and moving to the high and lows of the arena. It's largely undefined characters and lack of meaningful customization options, however, hold it back from being truly memorable. It's a fun arena shooter in the moment, but it'll fade quickly from memory after you've walked away.
Carrion is an energetic and taut game that flips the tables on The Thing, putting you in command of the alien creature and tasking you with simply going to town on the hapless humans surrounding you. The loose physics-based gameplay is satisfying to play, and the enigmatic creature's bloodlust is crucially never too powerful to render the armed humans that challenge you entirely helpless. Although Carrion's story falls largely flat, it's a very satisfying slaughterhouse of gnashing teeth and tentacles.
Tell Me Why: Chapter One is certainly a promising start for Dontnod's new tale, as the developer looks for a slightly stunted but more mature take on difficult subject matters. Tyler Ronan is a surprisingly positive depiction of a transgender character, even if the bar is set incredibly low, and it's a relief that for once a Dontnod protagonist isn't put through drawn out, traumatic events as a rite of passage. I'm cautiously optimistic to see if Tell Me Why can build on this solid start.
After a solid debut chapter, Tell Me Why: Chapter 2 doesn't keep the momentum going. There are pleasant individual character moments between twins Tyler and Alyson Ronan, who remain the undisputed highpoints of the game, but the rest of the cast suffers as a result. Tell Me Why wants to paint an emotional tale of struggle and growth, but Chapter 2's experience is stunted by overuse of the Bond mechanic and the decision-based icon sapping any tension.