Adam Smith
I wish it were more literary or theatrical in its presentation and style, but perhaps that would distract from the aspects that I admire. A fair few people have reacted to the brevity and lack of resolution by suggesting that the game is unfinished but that doesn't seem to be the case at all. It may be a little rough but Unrest is deliberate in its approach to the idea of playing roles and even though I don't entirely approve, I will defend to the death (or mild shouting) Pyrodactyl's attempt to introduce new elements to the conversation.
Against strong odds, Larian have fulfilled the early promise and the extra time, effort and money has all been invested wisely. The sausage has become a steak, succulent and flavoursome, and I have a new toy to play with and return to over the coming months and years.
For those willing to invest time into the New Game +, into the covenants and the raiding of other players' worlds, there's far more to uncover than I'll probably ever see. As I said at the beginning, Dark Souls II is a very good game. These have been some of the reasons why as well as some of the reasons why I don't think it's quite as great a game as I'd hoped it would be.
When all was said and done, I felt that my curiosity had been rewarded rather than rebuked. Her Story recognises that we have a habit of slowing down and craning our necks when we pass an accident, but it also trusts us to temper that urge with empathy. Maybe if we were separated from these events by a window and a motorway lane rather than a screen and impassable years, we'd slow down enough to pull someone out of harm's way.
Dreamfall Chapters sheds some of the baggage associated with a traditional point and click adventure, but when I found myself in a miniature stealth section combining inventory items around an interactive but almost invisible hotspot on the floor, I wished it were travelling even lighter.
Most importantly, the story still has intricacies and a powerful emotional core, and after a decade and a half, I'm still happy to wait for an ending, even if this one was a little abrupt. Whatever levity and controversy occurs between now and then, I don't expect a dry eye in the house when that ending comes because I'm becoming convinced that this is a story about letting go – of life and of creations – and the inevitable consequence of growing up and coming of age.
Despite its flaws, I'm extremely glad that such a thing exists and that I overcame my initial sneery cynicism. If I had a slider to turn that particular internal setting down in my brain's menu system, I'd probably be able to enjoy films that don't fill me with anxiety and existential dread as well.
There's plenty to admire in Krillbite's debut but, like a child itself, it's messy, loud, confusing and it grows up far too quickly. The length is the key isssue. For all its efforts to get inside both the player and the characters' heads, Among The Sleep doesn't linger long enough to leave a mark or more than a fleeting memory.
It's lovely to play a game that covers unexpected ground and Year Walk certainly does that, although the player character feels like a curator of folklore rather than an individual partaking in a personal spiritual experience.
When all's said and done, that's a fantastic way to take a break from reality for a couple of hours. For all my gripes, I'll be surprised if any other game this year makes me laugh as much as Jazzpunk did.
Thankfully, the game never becomes grim. That light-hearted cartoon style shows its worth, allowing the game to lean heavily on the cruelty of crime in its mechanics without ever tipping into grotesque displays of violence or pain. This would not be the place for such things – the game asks you to experiment and play with life so often that it has to retain the feel of a toybox. And it does so, handsomely.
It's one idea done well, consistent and compact. As Bunnylord might say – Not A Hero might not be cooking with floppin' sexy gas on all cylinders but it's a facemurdering good time nonetheless.
I'd tell you if the changes are sufficient to justify a purchase but I shat it on the second night and uninstalled.
The Walking Dead explores survival and suffering to great effect, and it continues to do so here. It's disappointing, however, that when the setup created an opportunity to explore a society built among and upon that suffering, the game failed to scratch beneath the surface.
Through it all, I laughed, I cried and I savoured the tension. At one point I paused the game and shook my head in frustration, faced with too much bad behaviour in too short a time, but I'm hooked and excited to see what comes next. Episode one ended with an ill-advised bang but episode two continues with a whimper. And that's as it should be.
[T]he day that I find the final object in the database, I'll most likely be ready to move on for good.
It's a very silly game indeed but there's a sweetness at its centre that would put even the finest fondant to shame. Through all the raised eyebrows, ill-fitting costumes and fluffed lines, Roundabout has a sincerity that makes me happy to recommend it to anyone, even if it did fool me into playing a puzzle game.
Etherium is unlikely to work its way into anyone's list of strategy favourites but if you're a fan of traditional RTS games, its short bursts of action might be as welcome as a cool pint of H20 during a drought.
It's an accessible wargame and a good place to start for those familiar with the fiction and looking to make the jump to hex-based warfare.
As for Dungeon of the Endless, there's nothing to rank alongside it. Influences and borrowings be damned – it stands alone and is as brilliantly designed, challenging and cunning a package of ideas and aesthetic choices as anything I've seen this year. Short-form but a long-term commitment.