Do you ever dream about sailing away, off into the sunset where there lies promise of sun, adventure, treasure and grog? If that sounds appealing then do I have the game for you. Sure, there may be the odd storm. A ghost ship or two. The occasional battle for your ship, lives and everything you have ever owned and loved against the fearsome, monstrous creatures of the deep. But it’s not just the party that makes the pirate, and when you’re approaching an outpost ready to cash in your haul, singing shanty’s of the sea into the dead of night, you will tell tales of previous voyages, laugh, and look forward to the next.
Sea of Thieves is an online multiplayer game in which you and up to three friends captain a ship. From there, the world really is your oyster. The game provides you with a huge sandbox world, full of random events. If you would like a fight then it is up to you to stock up your ship and seek out active forts, sea battles, or even other players. If you would prefer a calmer experience then you can instead find treasure maps, using the tools and clues provided to seek out the island you need. You can also become a merchant, follow story quests, or even just pick a direction and set sail, seeing what you find along the way.
What makes Sea of Thieves special is its core mechanics. Sailing a ship requires teamwork. Correctly navigating without incident and adapting when needed is always satisfying. The sea feels like a real sea and there is a learning curve to understand how the boat moves, all adding to the immersion. You will become as familiar with your compass and maps as you will with your sword and cannons. Not to mention, the stylised art style of the game offers an impressive beauty in all weathers, at all times of day.
The overall structure of the game creates an ever changing pace which makes no two sessions alike. The travel adds a downtime that is all the more appreciated after surviving three near disasters in a row, and all the more elevated when your ship is full of treasure and you have no idea what is in the water below, or over the horizon ahead.
Developer: Rare Publisher: Xbox Game Studios Release date: 20th March 2018 Available on:PC and Xbox (One, Series X/S, Game Pass)
If you would like to see a silly live stream, you can here!
Astro’s Playroom may seem like a strange game to spotlight due to the nature of its release. This is a game that arrived with the PS5 and came pre-installed on all consoles. Because of this, anyone could be forgiven for thinking that it is just a tech demo or tutorial that isn’t worth the time. Thankfully, I would like to let everyone know with great enthusiasm that this couldn’t be further from the truth. While it does do a great job of showing off the features of the DualSense controller, it definitely manages to stand on its own two feet as a full fledged – albeit short – game.
At first glance the game may seem like it is for children due to its cute characters and colourful settings. This is accurate to an extent – it can be enjoyable for all ages – but the true genius of the design is that the parents can have even more fun than the kids. Especially if they have any history at all with PlayStation.
The concept is that this game takes place inside of your console and every time you power it up, this is the magic that is happening within. It is a giant party. We take control of a robot named Astro, making our way through wonderful and bold levels based on different components, such as the ‘SSD Speedway’ and the ‘GPU Jungle’. It is a 3D platformer so your job is to explore, hop, skip, jump, roll, glide and fly your way to your objective, avoiding and/or dealing with obstacles, taking in your environment and collecting everything you can find.
The more that you look around, the more you will get from this game as you notice all of the attention to detail. Every level is full to the brim with references of famous scenes from many different games, providing delight around every corner. Every environment that you enter is built from technology parts in ways that you would not expect. Every area makes use of a unique mechanic, showing off the potential of the haptic feedback in the controller. At the end of each section, you will be rewarded with a nostalgia that – if you are anything like me – could bring a tear to your eye. On top of that, the sound track is fantastic and completes the atmosphere perfectly.
Unfortunately, the only way to play this one is on the PS5. But, if you do have a PS5 then that means that you already own the game and it is absolutely worth the few hours it takes to play through it. It is like the most fun, interactive, joyful museum that you could ever go to, celebrating PlayStation’s past, present and future.
Developer: Team Asobi Publisher: Sony Interactive Entertainment Release date: 12th November 2020 Average play time: 4 hours Available on: PlayStation 5
If you would like to see my live playthrough, here it is!
If you play one horror game in your life, I believe it should be this one.
Explaining in too much detail why you should play SOMA runs the risk of ruining the reason that you should play SOMA, but I am going to give it a shot.
SOMA is a narrative experience like no other I have ever had. While it isn’t gameplay heavy, it is a classic example of a story thats impact is amplified due to the medium and the player input that brings.
In this game we play as Simon Jarrett, an ordinary young man who has suffered the misfortune of a brain injury. Taking part in some experimental treatment, Simon arrives to get his brain scan but it does not go as expected. As he comes to, it rapidly becomes clear that all is not how it seems.
This is a game of linear exploration. From a first person perspective, we guide Simon through an ordeal, moving forward through circumstances that are horrifying on a spectrum from deeply personal, to unfathomable.
If you are a person that does not enjoy playing horror games for reasons like jump scares, intensity and/or gore (like me), then all is not lost. While the atmosphere is indeed spooky, the most worthwhile aspects of the game come from the themes and events that can stay on your mind for weeks, as opposed to a cheap scare. To account for these people, the developers added a ‘Safe Mode’. This is how I played and it prevents any lose state, allowing you to be confident that you won’t lose any progress while you explore the environment (which I highly recommend doing to get all of the context).
SOMA is not a pleasant experience. It is haunting, dark and bleak. But, it is up there with the most thoughtful games I have ever played and I think about it on at least a monthly basis. It presents the player with choices that have no easy answer and deals with existentialism among other topics in very interesting ways. It is the only horror game that I would encourage anyone unsure to try to look past the genre, and if you are a horror fan? Turn off the lights, get fully immersed and enjoy.
Developer: Frictional Games Publisher: Frictional Games Release date: 22nd September 2015 Average play time: 10 hours Available on: PC, PlayStation (4, 5) and Xbox (One, Series X/S, Game Pass)
If you would like to see my live playthrough, here it is!
Do you enjoy logic puzzles? Have you ever solved the clues, filled in the grid then sat back and smiled as satisfaction washed over you? If so, then Return of the Obra Dinn could be the game for you.
Not for the faint of heart, Return of the Obra Dinn is a sprawling interactive logic puzzle, set on the ill-fated ship – the Obra Dinn – in the early 1800’s.
In this game you play as an insurance inspector, tasked with deducing what exactly happened on what is now a ghost ship that has recently drifted back to Falmouth. As you explore the grisly scenes that took place onboard and the tragedy unfolds before you, it is up to you to piece together who is who and what fate befell each of them. Armed with a crew roster, portrait, and a mystical stop watch, you will enter scenes of time past. Using your observational skills and wit, you will gather the clues available to identify all 60 souls.
This game is a triumph of not only detective work, but atmosphere. The old timey maritime aesthetic is complimented by nostalgic graphics – a subtly fantastic design choice simultaneously shielding players from the finer details of brutal scenes while also allowing the player to fill in the gaps of the horrors they are witnessing. The phenomenal sound design paired with the fitting sound track will haunt you in the best possible way, bringing the still scenes that you are inspecting to life. Every scene is filled to the brim with detail, things you may not notice at first but can lead to eureka moments down the line. Finally, the none linear nature of the game structure allows for fantastic storytelling, remaining full of surprises all of the way through.
If this has piqued your interest then I recommend that you don’t read any more about this game and instead jump straight in, knowing that you have a harrowing yet fascinating journey ahead. Also, when you bear in mind that this game was developed by the genius mind that is solo developer Lucas Pope, you may feel as much disbelief as I did that such a feat can be achieved by one individual.
Developer: Lucas Pope Publisher: 3909 Release date: 18th October 2018 Average play time: 6 hours Available on: PC, PlayStation (4, 5), Xbox (One, Series X/S) and Nintendo Switch
If you would like to see my live playthrough, here it is!
Based on what I had seen of Pupperazzi, this game wasn’t high up on my ‘to play’ priority list. I thought it was going to be a ‘meme’ game and not much more. I am very happy to report how wrong I was about that. This game is an absolute delight through and through. I expected a rough experience that would be fun for an hour, but instead it provided multiple sandboxes of endearing, silly (in a great way), exciting, shenanigans and says ‘go wild’. And wild I went.
+ Atmosphere
The atmosphere in this game is unironically electrifying. The summer vibes instantly swept over me and there was no where else I would rather be. In every direction something weird or wonderful was happening and the energy of everything going on around me was in turn feeding me and my shutter finger.
– Bugs
I was so charmed by the rest of the game that I almost forget that I got some serious bugs. I almost quit in the second area because I thought my game was completely broken. It crashed and when I came back, it had kept my ‘follower’ and ‘item’ progress, but it set me back to the beginning with requests, right back to the tutorial. Thankfully I could speed through them, but then the third time I loaded in the game all of my items were gone. Once again, thankfully I could recollect them, but it was touch and go for being game breaking for me, which would have been a travesty. I am not sure how common these issues are, but being scared to quit the game for fear your progress will be lost is always a bummer, providing a background, gnawing anxiety that I must finish the game in this session.
+/- Jank
Sometimes the photos don’t register the ‘things’ that is in the picture you took, be it a particular breed, a number of dogs, a background element etc. I have read some frustrations from others online that couldn’t complete requests because of this finickiness. Thankfully that was not my experience. Instead, it created some fantastic comedy moments, which is why I give it a ‘+/-‘ rather than a negative. If you are going completionist then it could also be problematic because it is all about taking photos of all of the different breeds and behaviours. By the time I had finished all of the story requests my Puppypedia was pretty much full so it didn’t get in the way for me fortunately.
+ Stylistic Choices
The way the dogs move is hilarious. The lack of animation in their body is perfect. It isn’t something that I thought I would like, but when you enter an environment full of these goofy dogs, you can’t help but smile. Considering they are stiff as literal boards, they still have so much personality. Their faces and responses are animated giving them a lot of character, and each breed is instantly recognisable.
When you get photo requests from clients, each dog and/or thing that you talk to have their own little Disco Elysium style character portraits. This is another touch that didn’t have to be there but gave me a chuckle when I saw them. As much as I laugh at how silly the game is, it can also be beautiful. The art style provides for some beautiful backdrops, particularly the sunsets. It would be easy to see 5 seconds of footage and think that the lack of animation is ‘lazy’, but I disagree. It only takes playing the game for 10 minutes to feel the joy that the creators have distributed throughout so many different areas. Even the player character is an unexpected but light hearted surprise.
+ The Randomisation
The levels feature a specific kind of randomness. There are dogs in different scenareos and doing different things, but the breed that you get in each of those slots is random everytime you load up the level. The fact that the dog breeds are randomised means for more unique photo opportunities between players. Sometimes it can feel like you have hit a jackpot, having specific breeds for specific moments. Other times, loading back into the level can inspire a shot that you didn’t even consider before. This was a great decision to bring even more joy to a game already filled with it. It allows for a kind of spontaneity that you couldn’t manufacture any other way.
+ The Gameplay
This is a photography game that is actually about the photography. You arent going to be learning to use a DSLR or taking photo of the year, but everything in the gameplay loops back to it. The game is structured around taking photography requests in different areas. Doing so earns you money that you can spend on lenses, filters and other items to increase the tools available to you, allowing you to take more of a variety of photos. Exploring the environment will net you new toys, which you can then use to provide new interactions and yet more photo opportunities. A few other games feature a camera as a way of gathering collectibles, but it is often a means to an end. A way of cataloguing things as opposed to getting creative with the photos. This was the first of it’s type that really made me excited about taking good pictures, by giving me everything I needed to play. The only thing I wish was that film wasn’t also tied to that progression. On one hand, only having limited photo slots forced me to not go overboard and keep them organised. On the other, I would have enjoyed the freedom of snapping away as much as I desired.
+ Using the Camera
I really like how easy it is to jump into the camera. Right click to open camera, left click for photo, mouse wheel for zoom, wasd to move and tab for menu. Nice and simple. If you need to open the menu right as you have got a shot lined up (for example to change your filter or lens) you can do it easily and the action freezes perfectly. You can view the scene while altering your settings and it is exactly how you left it, ready and waiting for you to close the menu to get your shot. I was very grateful for the pause as I would have missed many opportunities and it would have put me off using the filters if it wasn’t so easy.
+ The Extra Things
There are some fun surprises in the game. I am not going to spoil what they are but I appreciated the additions. The final level that I unlocked was the first level at a different time of day, and despite spending a lot of time there, when I went back there was something new that made me smile. They can be small details but they make the game feel complete.
One of my goals this year is to properly learn to use my camera. This game has genuinely made me more excited for this. I have tried having photoshoots like this with dogs in real life in the past, and I am so ready to try it again.
I want to express how sorry I am for judging a book by it’s cover, but I already feel forgiven by the warm love that I felt from all of the wonderful doggos on my screen. If you enjoy dogs, taking pictures, summer vibes, silliness and/or charm, then I recommend giving this one a go. A bite-size delight.
SUPERHOT broke me. It tried to break its way into my mind, but instead, it just broke it. Let me explain.
In case you don’t know, Superhot is a first person shooter. Anyone that knows me will be thinking ‘Noob? Playing a first person shooter? Wut?’. As it turns out, there is a little more to it than that. In this game, time only moves as you move. As a consequence, every move you make has to be deliberate and precise. Stay still and watch bullets moving towards you at a snails pace. Panic though and it’s game over as they speed up and hit you before you can blink. This unique mechanic allows the game to present as a corporeal puzzle game as much as it is as a shooter, which is ironic considering the incorporeal theming involved.
+ Innovation
This is a game concept that makes so much sense. Even if you have never thought about it in your life, you hear the explanation of what this game is and think “wow, of course, how come I didn’t think of that?”. And it works! There isn’t another game like it, at least gameplay wise. It is one of those titles that creates something completely new and showcases it to its full potential.
+ Aesthetic
What can be seen as a simple aesthetic actually serves to be a great asset in the gameplay itself. There are three colours. White, red and black. Red = enemies. Black = objects. White = anything else. This completely eliminates any visual clutter aiding even further in the idea that the gameplay IS the game. It is distinctive, it is thematically appropriate and it is everything that it needs to be.
– Hitboxes
The hitboxes weren’t quite as precise as I would have liked considering this can be a game about millimetres. It could be technical limitations, it could be a choice to be discourage using cover, but bullets being stopped in the air by an invisible corner is frustrating when you feel you have otherwise made a good play.
+ Fast Pace
Levels vary in length but they rarely outstay their welcome. The short bursts that the game gives you allows for going ‘all in’ – getting creative without fear as dying will only set you back a couple of minutes. This can go two ways. On one hand, you can bash your head against the level until you nail it. It isn’t a problem because once you have died you are already back in the game trying again before you even have time to finish any outbursts it may have brought on. As soon as you complete it you forget the struggle, feeling like the baddest ass in all the land. Or alternatively, you nail it first time and truly are the baddest ass in all the land.
– Difficulty Curve
This is where my troubles began. I would say the difficulty throughout the game is sprinkled. Naturally, it starts off simple, but there were some early levels that tripped me up in the same way as some later levels, while there were some later levels I did easily in one try. For some, this will provide an interesting pace. For others, it may be a little more frustrating as it can be difficult to tell if you are improving at the game.
The final level, however, is something else. It is long. Mercifully, it is checkpointed, but that didn’t save me. The previous levels contained more strategically placed enemies, highlighting the puzzle element that I mentioned earlier. This level though is – for lack of a better phrase – on another level. Personally for me, it felt different from all the rest of the game. Yes, it felt climactic, but also it lost a lot of what I enjoyed about the previous sections. I don’t want to say specifically why as that is spoiler territory, but my strategies weren’t working and I couldn’t find a set answer to get through it. This, sadly, marked the end of my Superhot experience. The frustration outweighed the potential pleasure of succeeding and I had my first ever on stream rage quit. As it turns out, I had been probably around 15 seconds from completing the game, but unfortunately I have no desire to return.
+ Story
I like the story this game is telling and more so the way it tells it. It is brief, it is memorable and it uses the medium well. As you progress an unsettled feeling creeps in and the further you go, the more it grows. It plays with ideas of control and reality, and it was always welcome to check back in at the pc every few levels.
Upon putting it down, I vowed never to go back to this game. As much of a shame that it is that it ended this way, I still had fun in the lead up. The short snappy levels were great fun and when something works out well, it truly feels superhuman. Punching an enemy in the face and catching their gun to then shoot them in the face isn’t something that you get to do very often and while it may be a novelty, it doesn’t lose its appeal for the duration of the game.
SUPERHOT wanted me to complete the game, so in a way, technically, the fact that I quit actually means that means I won. So with that in mind, to conclude.. SUCK IT SUPERHOT. I BEAT YOU.
+ Innovation
+ Aesthetic
– Hitboxes
– Difficulty Curve
+ Story
If you would like to see ALMOST the full game then you can here!
2022 has been a phenomenal year for games. I personally rarely play games as they release, which means I am going to be feasting for years to come. Since my 2022 games post was a celebration of games both past and present, I also wanted to make a post specifically about games that released this year. For every game I play another 10 release that I want to try. This makes it hard to keep up, so I thought I would pick out 10 that have piqued the peak of my interest.
For reference, I have played 6 games that released this year (not including during 12 Days of Game Pass)
Elden Ring
Stray
Escape Academy
The Quarry
Powerwash Simulator
The Past Within
This of course leave many games untouched. As always, picking only 10 was extremely difficult. But here are the games I am most hyped to try from this year, in release order!
19th May – Eternal threads – Cosmonaut Studios
This is an indie game that is set in the north of England. As a northerner myself, that would be enough to get my interest but I also played the demo. I had a fun time with it. I love when games let you explore something that has already happened (Everybody’s Gone to the Rapture being another example) so I am so very down to pick this one up and piece it all together.
24th June – AI: THE SOMNIUM FILES – nirvanA Initiative – Spike Chunsoft., Ltd.
I only played AI: The Somnium Files for the first time this year which is great timing for me, having the sequel readily available. I haven’t heard much about this one as I have purposefully avoided anything about it, but even the screenshots on Steam leave so many questions. I’m going to need some answers.
30th August – Immortality – Sam Barlow/Half Mermaid
I love FMV. I love mysteries. Why havent I played this yet you may ask? I DONT KNOW, I NEED TO OK! I was already interested in what the game may have to offer, but multiple 10/10 ratings and awards/nominations mean I need to get to this one STAT.
Check it out here or it is currently on Game Pass.
22nd September – Beacon Pines – Hiding Spot
I played the demo for Beacon Pines a while ago and really enjoyed it. It has been long enough that I have forgotten a lot of the specifics but I do remember the lovely art, the cool story book narrative puzzle structure and an almost ‘Night in the Woods’ vibe. It is currently on Game Pass so I must jump on that opportunity to play it.
You can get it on Steam here or it is also currently on Game Pass.
28th September – The Excavation of Hob’s Barrow – Cloak and Dagger Games
This is another game that I played the demo of and wanted more. The atmosphere and art were great, and thankfully that is as much as I remember. Once I play a demo, I tend to internalise the want to play but forget a lot of the rest which means that I can enjoy the discovery again when I finally play the full game.
13th October – The Case of the Golden Idol – Color Gray Games
I played the demo for The Case of the Golden Idol relatively recently, much more so than the previous two games but much to the same effect. I immediatly knew I needed to play the rest of the game and locked it away until I get the chance for the full story. I do remember exploring wacky scenareos and collecting key words in order to piece together exactly what went down. It was great fun and I absolutely want more.
9th November – God of War: Ragnarok – Santa Monica Studio
It is probably very obvious that I want to play Ragnarok. I played God of War for the first time in 2022 and while it isn’t in my favourite games of all time, it was extremely enjoyable. I have actively avoided as much as I can from the sequel and everything that I did see was another thing too much. It looks outstanding.
15th November – Pentiment – Obsidian Entertainment
I have heard that I will enjoy this one and I 100% believe it. Narrative based, mysteries, detective work, choices, historical setting, murder. Just put it in my veins please.
Pentiment is on Game Pass or you can get it on Steam here.
18th November – The Dark Pictures Anthology: The Devil in Me – Supermassive Games
I love playing The Dark Pictures Anthology games and was very hyped for this one as it is my favourite premise of the series so far. The reviews are dissapointing, but I am only keeping them in the back of my mind because I am one of the few that thinks Man of Medan is much better people give it credit for. As always, I will go into this one with an open mind and enjoy the inevitably bloody ride!
This game has been in Early Access for a long time and I have had it on my Wishlist forever. It recently released in full and I must play it. I have a huge soft spot for cosy games but I am equally hit and miss with them. I love experiencing different applications of them and analysing what made one more successful to me over another, and this one looks like its own unique take worth some time.
If you would like to see a more extensive list, I’ve got you. Click here for a list of (at the time of writing) 51 games that have my attention. I will be keeping this up to date so if some of them have vanished I do apologise. That does however mean that I am making my way through the backlog so that is a win. Thanks to Game Pass I am able to dive into some of these right away, what an exciting time!
The year is almost over! Since I don’t make a habit of playing many brand new games on release I don’t often have a lot to add to the Game of the Year conversation. I do however track all of the games that I play within a given year. Since I missed so many titles throughout my life, I am very fortunate to experience many amazing games for the first time all year around. I want to celebrate that, so here are my Top 10 Games from this year!
Here is a chart of the release year of all the games I experienced this year!
10. AI: The Somnium Files (2019)
It was very difficult narrowing this list down. I have played so many good games this year that could make my top 10 for so many different reasons. After much back and forth, I have chosen AI: The Somnium Files as number 10. Despite not enjoying everything about it, I have to acknowledge that I loved the core mystery. Not only did the game deliver a murder mystery that kept me guessing with so many wild yet somehow plausible theories, it managed to bring it all together to a satisfying conclusion. When an ending falls flat it can often dampen my memory of the rest of the experience and that could very easily happen with a story so full of twists and turns. Thankfully, they nailed it!
If you would like to hear more about my mixed feelings on this crazy game, you can read my review here.
9. God of War (2018)
God of War felt like my first delve into the best that cinematic gaming has to offer. I felt like I was playing a blockbuster and because that is so rare to me, it was pretty damn awe-inspiring. I think the reason that this game doesn’t make it further up the list is becasue when something shines so much, the rough edges feel a little rougher. Slight issues with pacing, invisible walls and certain character arcs occasionally took me out of the experience and stopped this from being up there with my favourites. However, the fight choreography, the mythology and the characters themselves were so much fun, it was overall a fantastic experience.
8. Yes, Your Grace (2020)
I almost missed this one so I am so glad that I got to play it before it left Game Pass. The tough choices every day, the looming threat and the never knowing whether we would get through the next week created an extremely stressful and melancholic atmosphere in which I personally felt the weight of the kingdom on my shoulders. Yet somehow that is not all I remember. I remember the charm of every character being recognisable despite their pixel forms. I remember the nerves when someone returned to the palace, and the joy when they were saying thank you (and bringing me supplies). I remember the shenanigans of my daughters that elevated the game from a management sim to a life sim. It can be sad, it can be stressful, it can be buggy, but it is very worth playing.
7. Astrologaster (2019)
Having zero expectations helped as I discovered how much of a total delight Astrologaster really is. The music, the history, the choices, the relationships, the consequences – that is what the game is all about. It is all delivered with a sense of humour that couldn’t be nailed by just anyone. The passion and heart from the devs is palpable. If you are having a bad day, I couldn’t recommend this enough to get at least a few giggles. For how simple the game is moment to moment, the production value shines and makes this a stand out indie title.
6. Zero Time Dilemma (2016)
Finishing the Zero Escape series was the end of an era for me. I played the entire series for YouTube and each one was as wild as the next in their own way. It took me a while to adjust to the third and final game having such a new style, but once I got used to it I grew to love it. The janky animations added character as much as anything else, and the new flow of gameplay made a lot of sense in terms of the story. As I reflect, this game and Virtues Last Reward keep trading places for my favourite in the series, and that was very unexpected considering how much I enjoyed VLR.
If you would like to hear more of my feelings on this game, not only can you watch my series in the video above but I guested on the Left Behind Game Club podcast where we talked in a lot of depth. You can find more information about that here.
5. Elden Ring (2022)
One one hand, it almost feels wrong to put Elden Ring on this list as I am not even sure I am half way through yet. On the other hand, I HAD to put Elden Ring on this list. I have quietly enjoyed the souls games from a distance for a few years, but never thought I could actually play them. I wanted that sense of exploration but I don’t have the patience required for the combat. Then Elden Ring came along. It is like Dark Souls had a child with.. well.. me. Every change they made and feature they added feels tailored to my enjoyment and I have thoroughly enjoyed my time with the game so far, knowing I have many more hours of joy, discovery, fear and fascination to go. This was my onlyday one gaming splurge this year and I am so glad that I did it.
4. Guardians of the Galaxy (2021)
I am not entirely sure why it took me so long to play Guardians of the Galaxy. I had access to it for a while but the timing never felt quite right. Now that I think back, it is like it was for a reason. In an extremely stressful time in my life, this game gave me a wonderful place of respite. It is another that felt designed for me on a few different levels. The character interactions and small details were fantastic and the levels were very fun to explore. I even enjoyed the combat which isn’t usual for me. The only hype I really heard about this game were the few who were championing it saying it is underrated, and I whole-heartedly agree. I always hope for more people to play it because I’m sure there will be many that have as much love for it as I do. It is funny, colourful, bold, emotional, and so worth your time.
3. Stray (2022)
Stray was everything I needed it to be and more. To this day I see people calling it ‘that cat game’ but that feels so reductive to me. In my review I went into detail about why I believe this game worked so well, so instead of rehashing that, I will leave a link here. What I do want to say is while this game will not be for everyone, I am so happy that there is a space for games like these to be made. Not everything has to be a blockbuster, but I do believe games need some sort of substance. This is a short game that is bursting with atmosphere, gorgeous visuals, small moments, world building, and feelings; perhaps even more impressive considering all of the characters are animals and robots.
2. Persona 5 (2016)
This game took over my life in a way that I didn’t expect. At a time when I was creating a schedule – forcing in some mandatory yet reluctant rest time – P5 became part of my evening routine. Having never played a story based JRPG before (unless Pokemon counts) I wasn’t even sure what to expect, let alone whether I would like it. But after playing the first couple of hours I was completely sold. It was a totally new experience and I was entirely on board. The further in I got, the more I loved the characters and the more excitement I got from new mechanics, new story beats or discovering new elements of the game. This game is a masterclass in style and I couldn’t get enough. I lulled in the middle which isn’t unusual for me during a long game, but overall, Persona 5 took a place in my heart. Maybe even stole it? A hugely enjoyable experience that I will remember for a long time.
1. Return of the Obra Dinn (2018)
The award for favourite game that I have played this year goes to – Return of the Obra Dinn! All I knew going into this game was that there might be murder mysteries and puzzles, and that I was slightly off-put by the art style. It is so interesting how thoughts like that can 180 so hard that it becomes one of your favourite game experiences to date. As soon as I felt the game in motion I knew I had it wrong. This game is art in every sense. Not only the visual aesthetic, but the music, the audio design, the pacing of every reveal, the setting, the characters, the story, the clues, the unravelling. It is crafted to perfection.
In puzzle books my favourite pages are the logic grid puzzles. I had no idea this game would basically be a huge, sprawling version of those. Except for a couple of tiny niggles, this game ‘hit’ on every level for me. My only regret is not being able to experience it for the first time again.
Looking back over my list and writing this post is pretty magical. These games are outstanding and were one of the saving graces of a tough personal year for me. And the best part? I know there are 1000s more where they came from, just waiting to give more fantastic, wild, emotional, challenging, thoughtful, hilarious, *insert all other adjectives here* experiences, and the library just grows and grows.
For anyone else like me – people who want to experience everything there is, Indie and AAA alike – we will never be able to play all of the games that we would like to before we die. There literally aren’t enough hours. On one hand, that could be a reason to be super selective. On the other, how many games have clicked with you on a level that you never expected or could not have predicted? For me, that number is pretty high. The conclusion – be adventurous. Go with your gut. Listen to others, but not too closely. Curious about something? Give it a go! Not really feeling anything? Try absolutely anything! Games are more accessible than they have ever been, what better way to celebrate that then.. well.. playing games.
If you would like to see more of what I played this year, I have a Twitter thread with initial thoughts of every game I played here. I also have a more concise visual list on GGApp that you can view here.
Moonlighter is a game in which you hunt for treasures by night, and sell them by day. Both of these jobs create two different modes which construct the daily flow of the game. The dungeons you pillage are randomized in a rogue-like fashion. The further you get into a dungeon, the more valuable loot you will find. Kill the main boss to complete the dungeon and unlock the next one, with a new biome and new loot. Throughout the journey you will be fighting creatures, finding notes and organizing your bag in order to maximize your haul. What is the catch here you may be wondering? Well.. If you die you lose the majority of the loot that you have collected that night. It becomes a game of deciding whether you dare go into the next room. There may be enemies that could kill you, but there also may be a healing pool or something worth everything you have already collected combined. Do you want to risk it all? Or are you satisfied to come back another day.
The second half of this game is managing your shop. Almost everything that you find is sellable. Your job is to figure out the optimal price to sell these items. Price them too low and you are missing out on valuable cash, but price them too high and they will not sell or customer demand for said item will plummet. The game kindly provides you with a book that updates automatically to allow you to focus on pricing up the new goods while quickly selling old ones. Another catch? A lot of what you find are also materials that you will need to upgrade your equipment, so you have to make some decisions – managing money vs benefit when it comes to what you sell. My advice? Prioritize upgrading every time. It makes a huge difference as you can spend longer in the dungeons, allowing you to bring even more valuable loot home. And thus, the loop continues.
+ A Good Podcast Game
My favourite thing about this game is that it is a great podcast game. By which I mean, once you are used to the mechanics and know what you are doing, you can easily put on your favourite podcast and listen away.
– The Combat
I am so hit and miss with combat that anyone would be forgiven for taking my opinion with a grain of salt. However, I found the combat to feel really clunky. Hitboxes were strange, it didn’t feel super responsive and I never really got the hang of it. The first thing that I did was rebound the controls (excellent feature I am always happy to see) to feel more familiar which helped some, but the further I got it never felt better. The only thing that helped me make progress was upgrading my equipment. Of course, that is to be expected, but I never felt like I was improving as a player. I was still feeling as frustrated by the end as I was at the beginning. By the fourth dungeon I ended up turning down the difficulty because I just wasn’t having fun with it. Granted, I am used to playing The Binding of Isaac where you can attack in a different direction than you are facing. You can’t do that here and I felt it a lot. It resulted in lots of running into enemies while trying to face them, taking damage in the process.
+/- The Progression
This being a pro or a con really depends on how much you enjoy the core loop. I did enjoy the loop, but I was excited to see how it was going to progress as I unlocked new areas and facilities in the town. Unfortunately for me, I didn’t enjoy the direction it took. The best way that I can describe it is – more of the same but with a few added annoyances. The dungeons and your gear upgrades all follow the same patterns with a couple of changes here and there. That was fine. It was the shop progression that I had a bit of an issue with. As an example, the larger your shop grows, new mechanics are introduced. One of them is a bird flying into your shop. You have to chase it around and catch it by pressing X. It startles the customers and everyone freezes until you catch it. The first time this happened was fine, but it happened around the same time every single day, with the bird flying in the same predictable pattern. It wasn’t a challenge or a delight. It was just a thing that happened to give you something to do and it didn’t add anything. In fact the opposite, it developed to be quite annoying. I do enjoy how the variety of customers grows as your shop does, but I hoped for more in the shop itself.
+ The Ease of Use Features
Simple mechanics such as moving everything to and from chests, easily being able to pick up individual items or stacks, sorting via price, getting rid of items mid dungeon, automatically updating my price book, being able to see my price book easily mid looting, and having a wish list option that highlights crafting materials you need as you find them, were all very gratefully received by me. Often when I thought ‘I wish I could do this’ my thought was cut short because the game had already given me a way to do it.
– Valuing items becomes finicky
To create more challenge and variety, your book doesn’t store item price data if the item is in high demand when it is sold. That means that you can charge more than normal for profit, but the number doesn’t get saved. I wish there was a separate section for recording this data. In addition, it doesn’t save the price for certain customers. This can result in an attempt to figure out the best price of a particular item thwarted because some rich or interested dude bought it. This then gets frustrating becasue you not only have to remember the item and price range that you were working with, but find it again and try another day where it is just as likely to happen again. By the third dungeon I would say around 95% of my prices were not getting recorded and it was really frustrating because figuring out the price boundaries was my favourite part of the game. I loved testing the boundaries, slowly testing the maximum I could get without being too cheeky. This aspect was completely taken away due to the progression of the mechanics and instead turned into annoying robbers and just trying to sell everything as fast as I could. It improved slightly in the fourth dungeon but by then I felt defeated. It had me questioning whether my game was bugged, a question I still don’t know the answer to.
– Some Minor Technical Issues
Every time I pressed X – from entering a dungeon to reading a note – the game would switch my weapons. Which would mean I would run up to punch an enemy only to slowly shoot an arrow in their face because I didn’t realise it had switched. This isn’t game ruining at all, but it was an annoyance that added onto previous ones. I also had some chugging and framerate drops occasionally which felt a little strange in a 2D top down game like this.
+ The Familiars
You can happen upon eggs in the dungeons that after a few days hatch into little friends that aid you during your dungeoneering. I loved this addition. They were cute and had some legitimately interesting perks.
– The Notes
There are notes you can find throughout the dungeons and every time I found one I felt excited. They are there to give the player some hints and add some flavour. I just wish they were a bit more interesting. It didn’t take long at all for them to start repeating and I found them to be quite generic. Occasionally it would be a hint for something that I figured out 2 dungeons ago, and it just ended up feeling very disappointing.
Ultimately, the first couple of hours of was my favourite part of the time that I spent with this game. Where I thought it was going based on those first hours and where it actually went turned out to be a little different, which was unfortunate for me. My favourite part of the game was gradually made worse by strange mechanics rather than staying the same or improving, to the point that I pretty much gave up on it. I started my first few hours wanting to craft every weapon to the highest level, but by the end I was just trying to finish the game. It could be that it is just not for me, but what I really think happened is the niggles that I mentioned above wore me down. The later the game, the more niggly mechanics were added which added to the wear down. I think it is a fantastic, fun core concept for a game that was brought down by a few small things. That all being said, if you go in with the expectations set by everything written above then it is a nice game to keep your hands busy while you listen to podcasts.
+ A Good Podcast Game
– The Combat
+/- The Progression
+ The ease of use features
– Valuing items becomes finicky
– Some minor technical issues
+ The Familiars
– The Notes
If you would like to see my first few hours with the game then you can here!
I went into this expecting a visual novel akin to the Zero Escape series, a series that I have covered to completion on my channel. What I found was that the similarities are few and far between, and I think that if this is a visual novel, then it is on the very border of the definition of the genre. That is by no means a complaint. While a lot of the mechanical differences didn’t hit for me, the story (which has to be core of any game that identifies as a visual novel) succeeds in telling a thrilling murder mystery, in a world where the gritty, shocking atmosphere doesn’t get bogged down by the sci fi elements, but is rather enhanced by them.
+ The Story
Something that I think is important to note is that everyone may get a very different experience of the story depending on the choices you make. The game has a flowchart structure where you follow a route to completion, then go back and change your choice to see what happens in different scenarios. By the end, you will have the same information as anyone else, but the journey in which you got there could be vastly different. I personally believe I got all of the endings in an order that was specifically curated for my tastes (anticlockwise around the flowchart for anyone that is curious) and feel very lucky for doing so. Following this route, the story ramped up very far very quickly and I was hooked. The mysteries had me desperate to see what was going to be around the next corner.
Looking back, it must be some good story telling that it had me guessing so many theories. Some were close, some were mildly correct, and some were way off. Allowing you to have this variety of thoughts, and yet the actual answers being satisfying too is a credit to the writers. I think my favourite thing about this developer is the ability to allow your imagination to go wild, misguide you and leave you asking questions right to the end. They did that well in the Zero Escape series and they were successful here too.
+/- The Writing
While I was praising the writing of the story above, the writing of dialogue can go from great, to so annoying that I don’t even know why I am playing. The player character is a man named Date. Don’t get me wrong, Date isn’t the only one guilty of this. But obviously that doesn’t make it any better. It makes it worse, because you don’t only have to endure it from him but others too. I do like his character sometimes but it gets overshadow by how perverted he is. The occasional lewd joke, sure, why not. But every scene has something. Some have multiple, and it is just not funny. It comes across as juvenile to me and makes me grateful that I didn’t stream or record this game. That way, I could just roll my eyes and move on instead of having to take in what was being said.
+/- The Characters
The Characters are such a mixed bag for me. Some of them feel very over the top to be almost caricature-ish. It is impossible to explain why without spoiling the game so I won’t go too deeply into it, but Mizuki and Mayumi were great to me. Iris and Ota not so much.
+ AI
AI, Eye, Aiba. I had no idea what this game was about when I started. All I knew is that it had a title that made no sense to me. The game very quickly explains the deal with AI and I was into it instantly. I am very attached to my eyes – something happening to them is probably one of my biggest bodily fears – but I do think I would give one up if it meant I could have an AI. Also, her physical form is frickin adorable.
– The Somnium Puzzle Sections
Where the Zero Escape series had novel sections and escape room sections, AI has a little more variety. The bulk of the puzzle sections though are the Somnium puzzles. In these sections you are exploring various dreamscapes, investigating for clues and progress by interacting with objects. So far this sounds like something I would love, but it is completely ruined by the time mechanics. Every Somnium has a 6 minute time limit. Every action you do costs a certain amount of time. Some interactions give you modifiers that you can choose when to use (for example one modifier might make an interaction take exactly 30 seconds, another might make it take an eighth as long as it was going to). If you happen to get a bad modifier then your next action will take double time or more. At first I thought this could be neat. It is something new that I hadn’t seen before. But actually playing it doesn’t work on so many levels. Firstly, if I am in a dreamscape, that is super interesting! I want to be able to explore without consequence. Secondly, it is not intuitive which actions are going to help you progress, sometimes its something completely unexpected. Thirdly, what if I want to try out all of the silly interactions? Well if that’s the case then be prepared have to go through the convoluted retry system or start again from the beginning. If you do need to restart you can fast forward text, but that is no fun to me. In the end I gave each Somnium one try, then as I was running out of time I would pull up a guide because I found replaying so tedius. Finally, these puzzle sections are where the story branches happen. The trouble is that there is no way of knowing what interaction you make is going to take you down what path. Like I stated before, I am very lucky that I got the story in the perfect order for me, but that was literally just luck becasue I had no idea what direction I was taking things. In the Zero Escape series you make blind choices that lead to different paths, but at least in that game you can base your decisions on who you would like to spend more time with. In this one, you don’t even necessarily know you are making a choice till you have commited by interacting with a random object.
+/- The Other Mechanics
As I mentioned before, this game is more interactive than many other visual novels. What would often be a novel section in other games can almost be a point and click section in this one. You can look around your environment, clicking on everything and hearing comments from your own character as well as others around you. I really enjoyed this to start with, but it gets repetitive. I bet by the end most people are no longer clicking on the background objects. The problem is, they do throw in some new lines every now and again, but you never know when. So you either go through the tedium of clicking on every object due to fear of missing out, or you miss out on some character quirks and jokes. This section is also used to ask characters questions which I enjoyed.
There are some other sections too. This game contains action. And with action comes quick time events. These were fine. If anything I think I would have preferred to just watch the action rather than doing the QTEs. I am not sure what happens if you miss them so I can’t comment on that, but if you have to start the section again that would suck, it would ruin the pacing just as much as replaying a somnium does.
Finally, since you are a detective, there are interrogation sections. Unfortunatly there arent much to them, but I did like them none the less. You will be presented with a question and a few clues and you have to pick out the relevant answers. It is simple but it is nice while you are in the process of putting things together. If you choose the wrong one then Aiba will tell you, so there is no failstate.
+/- The Audio
As mixed as I have been with everything else, I am also mixed on this too. I don’t find the soundtrack very memorable. They did reuse some sound effects from the Zero Escape series which took me out of the game a little bit. There are occasions where you have to sit through an extended section of pop music and I was sat there like ‘oh my god, is this still going’. The best part of the audio though is that it is fully voice acted, and I think the majority of the actors did a great job. I enjoy hearing what each character sounds like as it gives them their own personality, more so than if I was just reading all of their lines.
I have tried to be as spoiler free as possible because the less you know the better, but also I believe knowing the caveats in advance can help set expectations and should hopefully improve the experience for anyone reading. Despite all of the problems I had, I still recommend this game if you have the patience, because the mystery was great and I really enjoyed the story. I am curious if any of my problems have been improved upon in the sequel!