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SEA *OF* REMNANTS (and not, as I thought before going back to check, SEA REMNANTS) - Joker Studio
...no but for real, look at that key art again. I can't be the only one who didn't catch that the sword was supposed to represent the "OF" in the title. HOW?!?
SEA *OF* REMNANTS (and not, as I thought before going back to check, SEA REMNANTS) - Joker Studio
...no but for real, look at that key art again. I can't be the only one who didn't catch that the sword was supposed to represent the "OF" in the title. HOW?!?
If ever I need to point at a work that perfectly exemplifies the notion that we can have classic game design cues AND narrative or thematic touches that a modern audience will better respond to, Celeste is an easy pick.
If ever I need to point at a work that perfectly exemplifies the notion that we can have classic game design cues AND narrative or thematic touches that a modern audience will better respond to, Celeste is an easy pick.
(*yes, the NA/EU release date, I know Japan got it sooner)
The game that put Like a Dragon on the map for me. A tangled web of power plays, real estate scheming and broken people straining against an unjust system…
(*yes, the NA/EU release date, I know Japan got it sooner)
The game that put Like a Dragon on the map for me. A tangled web of power plays, real estate scheming and broken people straining against an unjust system…
It took two decades and at least a couple creative misfires, but at last DOOM IS BACK. The speed and brutality of the combat feels in line with (the good) past games, even as it’s visually far beyond the scope of anything the original ID team had envisioned back in 1993.
It took two decades and at least a couple creative misfires, but at last DOOM IS BACK. The speed and brutality of the combat feels in line with (the good) past games, even as it’s visually far beyond the scope of anything the original ID team had envisioned back in 1993.
What this game’s tapping into, what it has to say about the burden of following up past success and the complicated relationship between game maker and audience, I think about quite a lot.
What this game’s tapping into, what it has to say about the burden of following up past success and the complicated relationship between game maker and audience, I think about quite a lot.
Begrudgingly, I must hand it to Ubisoft Montpellier (Rest in peace? Maybe? It’s still not entirely clear…) on this one. It’s a fine war story, conveyed through a 2D art style that threads the needle between charm and grit.
Begrudgingly, I must hand it to Ubisoft Montpellier (Rest in peace? Maybe? It’s still not entirely clear…) on this one. It’s a fine war story, conveyed through a 2D art style that threads the needle between charm and grit.
THE absurdist masterpiece of our time, and a true triumph by veteran studio Volition (rest in peace). It is a game that recognizes the importance for some things to just BE video games above all...
THE absurdist masterpiece of our time, and a true triumph by veteran studio Volition (rest in peace). It is a game that recognizes the importance for some things to just BE video games above all...
Rare is the game whose creators seem to have chosen to tap into, of all feelings, contempt as the driving force for many of their ideas, rarer still the game that manages to excite and provoke introspection while successfully conveying that same contempt.
Rare is the game whose creators seem to have chosen to tap into, of all feelings, contempt as the driving force for many of their ideas, rarer still the game that manages to excite and provoke introspection while successfully conveying that same contempt.
A solid narrative about picking up the pieces in the wake of a world-destroying apocalypse, elevated by exquisite art design, some smooth rock tracks and fine narration by Logan Cunningham.
A solid narrative about picking up the pieces in the wake of a world-destroying apocalypse, elevated by exquisite art design, some smooth rock tracks and fine narration by Logan Cunningham.
Two games from this year stood out as possibilities - both odd and idiosyncratic in many ways, both flawed in their construction, both endearing in spite of (and sometimes because) of those flaws.
Two games from this year stood out as possibilities - both odd and idiosyncratic in many ways, both flawed in their construction, both endearing in spite of (and sometimes because) of those flaws.
To the rest of Canada: Be BETTER than this.
To the rest of Canada: Be BETTER than this.
There is a dedicated hug button.
It. Has. A. Dedicated. Hug. Button.
No, I will not accept any arguments here. Hug button, fuck you.
There is a dedicated hug button.
It. Has. A. Dedicated. Hug. Button.
No, I will not accept any arguments here. Hug button, fuck you.
Does it borrow notes from quite a few sci-fi horror classics? Yes, but it’s the arrangement and the execution that matters, and Visceral Games (rest in peace) were onto something real solid. The Necromorphs are just a great monster concept brought to horrifying life with class...
Does it borrow notes from quite a few sci-fi horror classics? Yes, but it’s the arrangement and the execution that matters, and Visceral Games (rest in peace) were onto something real solid. The Necromorphs are just a great monster concept brought to horrifying life with class...
2007: SUPER MARIO GALAXY
Some of the most inventive platforming in gaming, period, full stop. Exquisite visual design that takes the familiar Mario character designs and tosses them into an assortment of bright, beautiful landscapes across the cosmos...
2007: SUPER MARIO GALAXY
Some of the most inventive platforming in gaming, period, full stop. Exquisite visual design that takes the familiar Mario character designs and tosses them into an assortment of bright, beautiful landscapes across the cosmos...
I won’t knock the first game, it’s a fine title that wrings charm and joy out of a troubled trio of films. But LEGO Star Wars II benefits a great deal from working with the best and brightest of franchise material (at that time, at least).
I won’t knock the first game, it’s a fine title that wrings charm and joy out of a troubled trio of films. But LEGO Star Wars II benefits a great deal from working with the best and brightest of franchise material (at that time, at least).
Shinji Mikami and the other talented folks from that moment in Capcom’s history take the spot here, because they are mad bastards and I never want them to stop throwing shit at the wall to see what sticks...
Shinji Mikami and the other talented folks from that moment in Capcom’s history take the spot here, because they are mad bastards and I never want them to stop throwing shit at the wall to see what sticks...
Yes, I know - Half-Life 2, Spider-Man 2, Katamari goddamn Damacy. All good, all worthwhile… but in many ways, my heart will always belong to Kojima and company. The variety of ways to tackle those magnificent boss encounters, the game’s ability to bounce...
Yes, I know - Half-Life 2, Spider-Man 2, Katamari goddamn Damacy. All good, all worthwhile… but in many ways, my heart will always belong to Kojima and company. The variety of ways to tackle those magnificent boss encounters, the game’s ability to bounce...
Once upon a time, BioWare were practically untouchable in reputation. This is a key part of why. The seams are more visible now than ever and the best to be said about Taris is “it eventually ends”, but its grasp of the material...
Once upon a time, BioWare were practically untouchable in reputation. This is a key part of why. The seams are more visible now than ever and the best to be said about Taris is “it eventually ends”, but its grasp of the material...
The rare remake, in any format, that engages in dialogue with the original whilst also succeeding in establishing an identity all its own. It’s tense, disturbing, visually gripping and technically polished to an absurd degree. Fine craftsmanship from some of Capcom’s best.
The rare remake, in any format, that engages in dialogue with the original whilst also succeeding in establishing an identity all its own. It’s tense, disturbing, visually gripping and technically polished to an absurd degree. Fine craftsmanship from some of Capcom’s best.
A tough call between this and Pikmin - both great examples of their respective aesthetics and genres. Team Silent gets the nod here, though, because something that starts out in the realm of horror...
A tough call between this and Pikmin - both great examples of their respective aesthetics and genres. Team Silent gets the nod here, though, because something that starts out in the realm of horror...
Begins to hammer out and refine the rough vision that Gen 1 set forth. The new Pokemon are uniformly delightful, the shakeups to Gym Leader type keep things interesting, the greater colour palette is appreciated...
Begins to hammer out and refine the rough vision that Gen 1 set forth. The new Pokemon are uniformly delightful, the shakeups to Gym Leader type keep things interesting, the greater colour palette is appreciated...
This one kinda creeps up on you. It’s easily the best usage of the digital AD&D 2nd edition toolset, one of the all-time great video game supporting casts, and its manner of tying disparate threads and quests back into the central themes at play is incredible.
This one kinda creeps up on you. It’s easily the best usage of the digital AD&D 2nd edition toolset, one of the all-time great video game supporting casts, and its manner of tying disparate threads and quests back into the central themes at play is incredible.
“We’re not tools of the government, or anyone else. Fighting was the only thing… the ONLY THING I was good at, but… at least I always fought for what I believed in…”
“We’re not tools of the government, or anyone else. Fighting was the only thing… the ONLY THING I was good at, but… at least I always fought for what I believed in…”
I’ll always go to bat for this one. Its sense of purpose, its delicate hand when approaching many of its themes, the sheer desperation and deep-rooted decay of its setting. A strong foot to start on.
I’ll always go to bat for this one. Its sense of purpose, its delicate hand when approaching many of its themes, the sheer desperation and deep-rooted decay of its setting. A strong foot to start on.