And That’s 2024

What a fucking year. For games, yes, but also for this dumpster fire of… a world? Just my country? I dunno. I have moments of hopelessness, but overall I’m trying to focus on myself and dive even deeper into my hobbies. As mentioned in my last post, I really wanted/intended to write about the games I played as I played them this year, but that didn’t happen. I played a lot more games than I realized, so I wanted to at least do a sloppy catch-up post to get some of my thoughts down, even if I can’t dive as deep as I’d like into some of them. These are kinda in the order I played them in, -ish, and of course there are some [SPOILERS], even in screenshots. I mostly won’t be discussing games I’m still playing or replaying (Stardew Valley, Lake, EarthBound, etc.), with a couple exceptions (Phasmophobia and Sea of Thieves for PS5). Feel free to just search for games you’re interested in, or strap the fuck in and get ready to read the shit out of this behemoth of a post. I went a little overboard there, sorry. Let’s just get started.

The Legend of Zelda: Tears of the Kingdom

And what a game to start with. I’m embarrassed that I’m so far behind with blogging that I’m starting with a game I played a full year and a half ago, but here we are. This is one of those games I wish I had more time to dive deep into. I would spend approximately a dozen or so paragraphs on Purah alone, because I love her and want to smooch her sassy face, but we’ll get back to her soon enough.

There was some discussion about how Tears of the Kingdom was “more of the same,” when it came out, but I have to believe that was the typically loud and wrong gamer segment of social media. I’m actually down for some “more of the same” sequels from games, within a limit. The constant need for innovation and genre-defying revolutionary changes sometimes spoils a perfectly good thing. Again, there is a limit. I’m not saying all sequels should be slightly more polished versions of their predecessors, but there is nothing wrong with refinement and iteration. Having said all that, I don’t think that’s what’s happening in Tears of the Kingdom. At first glance, sure, the core experience seems the same. Same graphics and art style, music, characters, even the same primary map/world.

But as Zelda creator Shigeru Miyamoto has said, at the center of the Zelda experience is exploration. For most of the mainline games, the Zelda team have sought to stoke a sense of childhood wonder and curiosity in the player. A fear of dark caves and strange creatures, the thrill of discovering something completely new and unexpected. Trying to climb something you clearly shouldn’t be and eating shit. Breath of the Wild did this better than any other Zelda game I’ve played, and Tears of the Kingdom expands on it beautifully. What’s better than having an expansive world with tons of hidden places to explore? Well, how about a bunch of magical floating islands that are a blast to both traverse and also dive off of? How about a massive darker-than-dark underworld that is legitimately scary to explore and has cool skeleton horses you can ride around on? And THEN, the real kicker, what if you could engage that childlike part of your imagination and make all kinds of machines and vehicles using whatever you found around the world? Five-year-old me, who once made a “tank” out of an overturned wheelbarrow, two old tires, and a segment of aluminum rain gutter, is tickled. If Nintendo’s goal was to create a childhood fantasy simulator, mission accomplished.

I’ve written about my love of Breath of the Wild before, and much of what I loved in that game has returned here. The combat is simple but satisfying, the world is filled with interesting encounters and charming characters, and I still have a crush on Princess Zelda, who despite largely being MIA in this story is somehow even more of a badass. The fight with Ganondorf, where you beat his first phase and then his life bar just extends beyond the screen, was amazing. Like Breath of the Wild, Tears of the Kingdom’s story is fairly simple but told in fragments in whatever order you unlock them in. And I like the story well enough, but it’s the moments that make up the story that matter more to me. Spoilers, of course, but the whole broken Master Sword storyline, and having to recover it after all this time? You already got me hooked – but it’s how you recover it and the storyline behind it that made it so memorable for me. There are a few ways to get the sword, and though I wish I’d taken the route with the Dragon of Light because of story reasons, my path to the sword was still thrilling. Avoiding too many main quests, I found myself in a spooky, bespoiled Korok Forest, with the goal of cleansing the poor, sickly Great Deku Tree. I should note that I wasn’t particularly well-equipped to battle the shadow creatures at this point, and even the damned groping shadow hands were scary to me. So as I scraped along, progressing in my goal of helping the Deku Tree and sure I’d be rewarded with something incredible for doing so, I dropped down beneath the tree and found myself face-to-ugly-face with Phantom Ganon. “I’m dead,” I thought. But there was no way to escape, so I pulled out my best sword and shield, gave a hearty “HYAAAT” and leapt straight toward my inevitable death. Except I didn’t die. Because I am the best and most skilled gamer that has ever existed. Okay, that’s definitely not true, but it sure felt like it after many broken weapons, panicked dodge rolls, and half-skilled strikes, when I beat Phantom Ganon and made those bold and untrue claims to my cat.

Claiming the sword a second time, kind of, after progressing the story and finding out that Princess Zelda willingly transformed into a dragon to restore the sword for a future Link to recover was even more epic, and I legit got misty-eyed more than a few times later in the game with story beats like that. It’s what I mean when I say the moments are what made it for me. The story in the game is good. But I’ll forget most of it at some point. I won’t forget diving off the back of my immortal love, who sacrificed herself to become a dragon, unsheathing the Master Sword, and landing on a similarly transformed dragon Ganondorf (Demon Dragon) to slash away at the corrupted pods on his back.

I will also never forget about Purah. In this game, Purah is a baddie. Not as in a video game enemy or villain. As in a Grade A, 10/10, blue ribbon baddie. A smokeshow. Or, as the internet has come to call her: Science Mommy. From the flirty, sassy attitude, to the bookish but stylish look, Purah can master my sword any day. Is that too crude? I don’t even care. I would risk it all for Purah. Zelda who? What, she disappeared and no one can pin down her location? Oh noooo, guess I’ll just hang out with my new bestie and bae, Purah. I kid, I kid, Zelda for life and all that. But, man. Purah can get it. And by “it” I mean my penis. Okay, okay, I’m done. Sorry. I’ll pine over her more in a future Video Game Crushes post, I’m sure.

Coffee Talk Episode 2: Hibiscus & Butterfly

I spend a lot of my time doing stressful things in video games. The battle with Phantom Ganon mentioned above, for example. Phasmophobia, a game that made me stink-sweat when I first played it, is currently still in the rotation. But sometimes I just want to chill out and enjoy a nice cup of virtual coffee. Well, enjoy serving it to an eclectic group of colorful characters in a sleepy cafe in rainy Seattle, anyway. I really liked the original Coffee Talk, so I was excited that a sequel was released in such (relatively) short order. Hibiscus & Butterfly offered more of the same low-stakes, high-charm vibes that the first game did, which is a true balm in these trying times. It once again very much had me constantly craving coffee, tea, and hot chocolate, too. It’s always an odd point in a game’s favor when it gets me jonesing for something in real life. I was once again slightly disappointed that I didn’t have as much of a part to play in the character’s stories, especially with regards to romance (let me smooch these cuties, damn it), but I can’t say I was surprised, given that the first game was the same. Regardless, it was another very welcome, very adorable cozy game.

Final Fantasy XVI

Final Fantasy XVI is not, however, a very cozy game. It’s dark, occasionally very sad, and features bombastic battles between massive beings. So, yeah, not cozy, but still fun. I had a great time with FF XVI, but my opinions about it as a game/RPG and my opinions about it as a Final Fantasy game are very different. As an action RPG, I loved it. Incredible graphics, sound, and music, huge dramatic set pieces, stunning boss battles, and some touching character moments. But it truly does not feel like a Final Fantasy game to me. This is just my opinion, based on my own experience with the series, and I’m not saying that this disqualifies it as a good game, so put down the Tonberry knives.

While I played the original Final Fantasy for the NES when I was a kid, I didn’t really get into the games until Final Fantasy III (VI) on the SNES. I loved that game, and with each subsequent release in the series, I couldn’t help but compare them to it. Final Fantasy VII-IX didn’t ruffle my feathers too much, but when I saw the early screenshots and promos for Final Fantasy X, I was like “this does not look like Final Fantasy…” It was so colorful, the characters looked so… un-fantasy-like? There was a soccer-like game in it? It didn’t feel right to me. And then I played it. And loved it. And it did end up feeling like a real Final Fantasy game. I had similar thoughts about XII, which seemed like a wannabe-MMO, and XIII, which looked more like a stylish action game than a classic JRPG. And let’s not forget Final Fantasy XV. You’re a group of dudes going on a road trip? What? How is that remotely Final Fantasy? But, I have to admit, in every one of those examples, I ate my words. Sure, they strayed from the roots of the series in some elements, but after playing each of them for some time, some mystical combination of ingredients  must have clicked for me, because I ended up feeling like they were all in their own unique way, very Final Fantasy.

I never reached that point in Final Fantasy XVI. It had its moments, sure, but for the first time it felt as if the creators were looking to other pieces of media or art for inspiration rather than at their own legacy. I was satisfied, in the end, but as I beat it I couldn’t help but sadly think “maybe next time,” meaning maybe Final Fantasy XVII will be a return to the magic formula that makes Final Fantasy games feel like a unique blend of fantasy and tech, of romance and tragedy. That caveat aside, as I said, I did have a great time with it. It is a gorgeous game, with spectacular lighting and particle effects filling the screen during the epic boss fights. I often complain about the lack of summons in recent Final Fantasy games, spoiled by some of the older games that offered up to two dozen or more summons, so the fact that summons are the stars of the show in this game is huge. There, again, aren’t all that many, but they really take center stage and are given dazzling light shows and battle scenes with their special attacks. The Final Fantasy VII remakes have been scratching the nostalgia itch for Final Fantasy games of yore, and I did have a great time playing it, but I hope the next mainline installment is a bit more familiar, personally.

Goodbye Volcano High

Goodbye Volcano High was a charming surprise for me. I was fully hyped for the PlayStation 5, so when they showed this game as part of the PlayStation Future of Gaming event just before launch, I was intrigued. The art style seemed a little middle-school sketchbook to me (not in terms of skill, but the character designs/style, I guess), but the premise of a group of high schooler dinosaurs having to face the end of the world instantly hooked me. The game came out two years late, apparently due to narrative polishing and to avoid crunch, but it sure seems like those were two years well spent. I went into this game feeling intrigued. I came out of it feeling in love. With the characters, the story, the art, the music. I love to be surprised by games like this.

First, let me say I really dug (get it? Because they’re dinosaurs? I know, I know… clever girl, right? Because Jurassic Park? Which is also about dinosaurs? Okay, stop flirting with me and let’s get back to the game) the whole high school band plot. As someone who was bad at an instrument in high school and still somehow sure he’d be famous for playing it, I related to much of the strife and conflict at play, and felt a surge of pride and excitement when these characters overcame them to find their own version of success (not to mention when I nailed the hardest rhythm section to score a trophy). The backdrop of the impending world-ending meteor provided such an interesting point of conflict in many of the relationships. These characters were already dealing with the kind of social and interpersonal struggles of high school life we’re all familiar with, and now the meteor is ratcheting some of those issues way up. These characters know there is a strict time limit on figuring out their shit, and it makes some scenes that much more emotional.

More specifically, I really liked the relationship between Fang and Naomi. I didn’t know if there were romance/dating options in the game, but as soon as I saw Naomi I thought she’s cuuuuuute. And when Fang started receiving mysterious, anonymous texts from what seemed like someone crushing on them, I hoped so hard that it was Naomi. The whole thing with the Sailor Moon (Pretty Heroes) cosplay, and her showing up to the show wearing it to surprise Fang? My heart melted as if it had been hit by a meteor approximately 10-15 km wide. I also loved the D&D scenes, particularly the final, climactic one. It was very funny and charming, but also felt so powerful in terms of where these characters were at in the story and how near the end truly was. I haven’t platinumed this one yet, but I plan to. I’ll gladly play through it again to revisit my prehistoric friends.

Heart of the Woods

I bought Heart of the Woods solely for the pretty cover art. I was browsing Limited Run Games’ site, just looking at some of their recent releases, and the cover art for this game instantly caught my eye. Gorgeous cover art? Visual novel? Only $35 for a physical copy? Bam, straight to the cart. Visual novels are interesting to me because I feel like they’ve grown in popularity in recent years because they’re much easier to develop than other types of games (mostly static art assets, limited or no mechanics or systems to build, no 3D worlds or spaces to design, etc.). For a host of young writers who might otherwise be self-publishing or sharing their work in online spaces, they offer a novel way to reach audiences (and merge their love of writing and games, I imagine). This does mean that you get a range of experiences with the writing in visual novels, and Heart of the Woods is a prime example. There is a lot of good writing here, some interesting character work, and plenty of charm. But it’s also a bit wordy and bloated and might have benefitted from some trimming down. I’m glad these kinds of games exist, though, because even when the presentation isn’t particularly award-winning, I can usually feel the developer’s passion for the material, as I can here. I don’t regret taking a chance on the game with the pretty cover art.

Persona 3 Reload

Phew. This is one of the games I wish I had time to devote a whole post to. Or a book. Or an anthology. I’ve made no attempt to hide my love of the Persona games, and like many fans I was calling for a remake of Persona 3 for years. I played Persona 5, then Persona 4 Golden, then Persona 3 Portable. What struck me about playing them in that order was that I could see the evolution of P-Studio’s style and design. I was shocked that Persona 4 Golden felt so very much like Persona 5. I’m used to RPG series that try to revolutionize or innovate with each new title, so it was weirdly refreshing to see that P-Studio is more about iteration and refinement. The core Persona magic is there in Persona 4 Golden, with slightly less flash and style, and the same can be said of Persona 3. It’s not as flashy and polished as Persona 4 and 5, but the formula is there. So, as I did with the other two games, I loved my time with Persona 3 Portable.

So when they announced that the new Persona 3 was going to not just be a remaster (which also came out, hah) but a full remake in the style and engine of Persona 5? [Huge SPOILER for the sake of a dumb joke] Like the protagonist, I just straight up died. And it turned out to be just what I’d hoped for. Intact was the dark, twisted story, the incredible character moments, my girl Mitsuru. But now the game has the same vibrant style and sheen of Persona 5, with a ton of minor (and not-so-minor) quality of life upgrades, like new activities to do with social links, Shifting (Baton Pass), All-Out Attacks, smoother traversal, and more. I was a little wary of having new voice actors, but I did understand the reasoning (wanting to give younger talent a shot, especially because I imagine there will be spin-offs and other content coming later). I was especially worried about Aigis, because I thought Karen Strassman did such an amazing job in the role (as she has in everything I’ve heard her in). But the new cast really made the characters their own, and I was excited to hear many of the original voice cast (like Strassman, Michelle Ruff, Yuri Lowenthal, and more) in supporting roles throughout the game.

So, yeah, I loved this game. Again. Cried my eyes out at the ending. Again. Romanced Mitsuru. Again. I got the platinum and will almost certainly play again someday. I haven’t yet played the expansion, Episode Aigis, but I might do that very soon. I’m also about to start Metaphor: ReFantazio, which I hear is another P-Studio banger, and I have my fingers crossed so hard they’re fusing into one big, freaky finger that we’ll see a teaser for Persona 6 sometime in 2025. Yes, I know it’s probably still a few years away, but just gimme a lil taste. Just a little crumb of art or a cheeky “Ready for more?” voice line over a black screen with a title and vague release window. I will take it. I love Persona so much.

Marvel’s Spider-Man 2

Speaking of things I love, the Spider-Man games and Tom Holland Spider-Man movies have seismically shifted the needle for me with the quip-slinging web shooter. I read some Spidey comics as a kid, I really liked Spider-Man and Venom: Maximum Carnage for the SNES, and the Tobey Maguire trilogy was my proverbial jam. But the recent games and movies, including the Spider-Verse movies, have just been so damned good, and Marvel’s Spider-Man 2 is no exception. It has the same blockbuster setpieces and AAA shine as the previous games, but it really delivers on the relationships between characters and the depiction of Venom in a way that pleasantly surprised me. 

I got misty-eyed multiple times, and I really liked the quieter character moments, like riding bikes with Harry, doing street art as Hailey, the stuff with Miles and his Uncle, the homecoming side-quest, and more. The Pete and Miles combo worked so much better than I thought it might, with their distinctive combat styles feeling much more intuitive to switch between than I thought they would be. Plus Tony Todd as Venom? A slew of new Spidey suits to unlock and switch between? The Mysterio levels? Wraith? I feel like I’m forgetting more than I’m remembering about this game, which might seem like a dig. What I mean is that it’s filled with tons of fun content, missions, nods, and activities despite not having an aggressively bloated length. And, in the end, swinging around the city as (a) Spider-Man is just really fucking fun.

The Dark Pictures Anthology: The Devil In Me

I played this game as one of my Halloween/spooky season vibe-setters. I’d played all of the Dark Pictures Anthology games, plus Until Dawn and The Quarry, so it really was about time I got to this entry. Somehow I missed the press for this one, though, maybe because I knew I’d play it regardless. So I thought the story for this one was going to be about possession, like an Exorcist type of thing. Nope, hah. It was like Saw mixed with American Horror Story: Hotel. It might have the least likeable cast of the games I’ve played, but I did end up digging the game overall (enough to play through a few times to get the platinum trophy). It retains some of the jank from previous games, but there is something about the combination of realistic graphics and choice-based horror that really clicks with me. It’s probably middle of the pack in terms of my ranking of these games (plus Until Dawn and The Quarry), but I’m on board with them pumping more of these out.

Dredge

I downloaded Dredge to get a PlayStation Stars collectible, but I’d heard good things about it and it was spooky season so I decided to play it a bit beyond the intro to see if it might get its hooks in me. 35 hours and a platinum trophy later… yeah. I’d say it was pretty amazing. It has that cozy combination of simple mechanics and satisfying rewards, so once I started upgrading my ship and traveling beyond the relatively safe starting area, I was in deep. Unlocking new ship parts to access rarer fish, saving a dog (and a stranded researcher), slowly unraveling the mystery of my lack of memory, all while zipping here and there in my own little fishing boat? So good. There is a part of me that wanted a bit more hands-on sim-y type of mechanics, like in Far: Changing Tides, but the simple, easy path was also fulfilling in its own way. I loved this one.

Blair Witch

Blair Witch is such an interesting game. It lacks some of the gloss and polish of AAA games, and at times looks and plays like a game from a generation or two ago, but it certainly has grand ambitions, many of which it delivers on. It’s somehow not at all what I would have expected from a game based on the Blair Witch movie/lore, and also perfectly situated in the mythology. Sometimes I play a game and think “I don’t envy the person reviewing this…” and this was a prime example. Playing it doesn’t necessarily feel good. It doesn’t exactly look good. And it stumbles occasionally in delivering its story. But… it’s still good? Like, definitely worth playing? Particularly for fans of the greater Blair Witch universe, I would guess, but I also think fans of psychological horror will find it pretty interesting, if they can get past the lack of glamor and shine. I found it compelling enough to replay a few time-consuming sections to get the platinum trophy, for what it’s worth.

The Evil Within

The Evil Within is another very interesting horror game, but for very different reasons. A new horror game from Resident Evil director Shinji Mikami? Published by Bethesda? I’d heard mixed opinions when the game came out, but one refrain stuck: If you like Resident Evil, you should play this game. Hey, that’s me! I love Resident Evil! And somehow it took me until 2024 to play this game. But, I can say with no hesitation: They were right. Look, I won’t sit here and tell you this is a perfect game. The stealth sections are straight up trash. Some of the writing and acting is very hammy (though that does add some charm, like a good B horror movie). But it is very Resident Evil. Like, parallel universe Resident Evil 4 (or 4.5?) similar. It very liberally borrows from RE 4, with enemy-rush levels, crossbow snipers in and out of cover, traps, the mansion, chainsaw guys, spiky-masked guys, hidden statues, and much more. But RE4 was directed by Mikami as well, so… I dunno, I just would just have loved to have been a fly on the wall of the Capcom offices when this game came out, hah.

The stealth segments aside, I did enjoy my time with The Evil Within. It was, as promised, a hammy throwback to old-school survival horror. The shooting felt pretty decent, the increasingly horrific and twisted world was fun (well, horror game “fun”) to explore, and I may have developed a slight crush on the monotone asylum nurse. Because of course I did.

Until Dawn (Remastered)

Getting the platinum trophy for a game doesn’t always mean I loved it, but it does often mean I liked a game enough to want to extend my time with it. I realized this because I did, in fact, love the original Until Dawn so much that I got my first platinum trophy for it. I’ve gushed about my love for that version already, so I’ll just say that I think this remaster does a nice job of harnessing the power of the PS5 to make a great looking game even better. Some of the facial expressions look a little weird on occasion, as they do in the original, but man do the environments look stunning. The particle and lighting effects add an additional layer of atmosphere to an already moody and spooky setting. I couldn’t quite tell if the voice parts had been re-recorded until a couple of specific lines sounded very familiar later on, which could be a good or a bad thing. I liked the original performances a lot, so as long as the performers were compensated for their contribution again, I’m cool with the reuse. I intended to get the platinum trophy for this version as well, but I encountered a bug late in the game that temporarily soft-locked it for me, so with a crowded Halloween playlist I had to move on until it was patched. I finished the game just recently, and I’ll go back and get the platinum next Halloween, probably.

Silent Hill: The Short Message

Like many, I was a big fan of P.T., the “playable teaser” for the now-dead Hideo Kojima Silent Hills game. It seemed the franchise might be dead after Kojima’s falling out with Konami and their subsequent bailing on development of many of their premier franchises. With the announcement of a Silent Hill 2 remake and this short experience, however, hope for new, exciting Silent Hill projects was reignited. I won’t say that the ember of hope was snuffed immediately with this demo-length short game, but it was… contained. There is some very cool spooky visual stuff here, and a couple of P.T.-esque scenarios. I did really like the very subtle camera height change (it’s first-person) in a flashback scene, where you’re seeing through the eyes of a younger Anita, for example. A lot of the flashback stuff was disturbing and effective, I thought (the closet… phew), despite some stilted voice acting and writing. The storytelling in this was pretty solid, though they handled the themes of suicide and social media pretty clumsily and were a little too eager for the player to “get it.” Show, not tell, please. I also could have done without the extended chase scene at the end, which was very annoying, but I did like Sakura Head and the cool effects used to bring it to life. This game was free, so I can’t complain too much, but I hope they spend a little more time shaping the narrative elements in the next full Silent Hill game.

Silent Hill 2 (Remake)

My history with the Silent Hill franchise is… spotty. I have to admit, I really didn’t care for the first Silent Hill when it came out on PlayStation. I’d read that it was poised to give my beloved Resident Evil a run for its money, especially with a very scary fog effect, so I ran out and rented it from the small shop around the corner from where I lived at the time. I miss that rental place. They had a bin of big movie posters, the kind they get for promotional use, for only $1. It’s also where I discovered Suikoden II, Tales of Destiny, Silent Hill, and other cool OG PlayStation games. I tried really hard to be responsible and not rack up late fees, but I had like $30 of late fees when I stopped going, ashamed that I couldn’t pay it back right away. Then they closed down and a dry cleaning place opened there. In a place called… Silent Hill.

Just kidding. It was a place called Streamwood. So, no hill. Just a stream and some woods? Anyway, I was pretty disappointed by Silent Hill. I don’t feel this way anymore, but at the time I clearly remember thinking the fog was an overhyped way to cover pop-up and load times. After all, many of my early N64 and PlayStation games had that fog, but because of memory limitations, not “atmosphere.” Add to that a clunky combat system and slow pace, and I kinda thought it was a dud. I should go back and try it again, because I’m sure I was being unfair to it. When Silent Hill 2 came out, I finally had a job and a shiny new PS2 I was desperate to buy games for, so I decided to give the sequel a shot. And I was so glad I did. It was a very tense, stressful experience, in a way that was different from what I was used to with the Resident Evil games, but I walked away from the ending buzzing. My first encounter with Pyramid Head was so memorable. I’d seen him in flashes earlier in the game, and had been trying my hardest to save ammo. When I entered a room with him for the first time, I panicked and began unloading, thinking I was supposed to beat him. No. I wasted all my bullets, got a quick and fatal poke in the ribs, and had to reflect on my life. He was terrifying. I also loved the multiple endings, even if I didn’t have the patience to get all of them. My favorite was one that I’d read about but didn’t get. The rumor was that if you look at a knife (given to you by Angela) in your inventory enough, the game reads it as you being suicidal so you then unlock an ending where you kill yourself. That was such a cool, interesting, dark mechanic that I got Angela’s knife tattooed on my arm as part of my video game sleeve.

I was, admittedly, a little worried about this remake, though. I was thrilled it was happening at all, of course, but when Bloober Team was announced as the development studio, I can’t deny I was doubtful. They made Blair Witch (above) and Layers of Fear, and I found both of them to be lacking polish in several ways, despite both having cool, spooky concepts. My fears were unfounded, though. Silent Hill 2 (Remake) might not be the most dazzling game ever, and there are a few odd visual artifacts (the newspaper boxes, for example, are hugely disproportionate), but generally it looks pretty stellar. The fog and atmosphere in particular are very well done. They kept all of the features I loved, like the crackling radio that alerts to enemies, and smoothed out the combat and traversal a ton. Besides Pyramid Head (who is as legendary as ever), the story is the star of the show, and it’s told with reverence and some nice improvements. The Angela dad boss fight? Fuuuuuck. The slow trickle of clues revealing the truth behind James’ and Mary’s experience? Daaaaaamn. So good. So, yeah. Like the original, I loved the new and improved Silent Hill 2.

God of War Ragnarök: Valhalla

This entry is very special to me. God of War Ragnarök: Valhalla is my very first game credit. I’d worked on other games to lesser extents, but this was the first game I did the copywriting for on my own. I got briefed on it months before release, got to write the marketing and social beats for it, and even had my name in the credits. There was no physical copy so I didn’t get to write the box copy (that would come later, with Horizon Zero Dawn Remastered!), but seeing my name in the credits, especially after going through and beating it, was a huge high.

That aside, the game itself was, as expected, incredible. When I was briefed about it, someone from the dev team said it had elements of Hades and other rogue-lites, which made me wonder how much I’d like it. I have to be very into a game to deal with bashing my head over the same levels again and again, but as it turns out, I am indeed very into God of War. The combat in the new games is so good and masterfully designed that I never feel like a death is unfair. If I die, I usually know exactly why and can make a plan to fix the problem when I try again. This lends itself well to a rogue-lite formula, because my frustration is almost always with me, not the game. So, as with the base game, I loved the combat in Valhalla, and I thought they did some really fun, interesting things with Kratos reflecting on his past and his identity. So proud to have my name attached to this game, even if I wasn’t involved in the actual design/development.

Helldivers II

As a perk of my job, I get game codes for all of our first-party games. Some I don’t necessarily need, because I buy physical copies regardless, as was the case with God of War Ragnarök, Horizon Zero Dawn Remastered, Until Dawn, and others. But Helldivers 2 was one of those games that wasn’t on my radar, so when I got the code I thought hmm, I guess I’ll check it out later, if I have time. But then I was seeing TikToks of it all over my FYP, my friends were getting hooked, the reviews were great… I had to (hell) dive in and check it out.

And I had an absolute blast with it. Shit can go south so quickly in it, but the stakes never really felt that high. My friend group didn’t take it too seriously and were just there to blow shit up and have a good time, and it helped with some of the more chaotic moments. Whether we were being swallowed by a wave of Terminids or found ourselves fatally surrounded by relentless Automatons, we would say “That’s Helldiving, babyyyyy” and prep for the next round of chaos. Things were especially hectic early on, when a couple of us were less than experienced and being carried by a high-level friend, but eventually we got great at communicating and coordinating. It was such a unique thrill to plan a route on the map, drop in, have to change plans because everything is going sideways, lose some ground, gain it back with a fiery fury and many bombastic Stratagems, and make a narrow escape on the shuttle as enemies descended around us. What a ride.

Sea of Thieves

I played Sea of Thieves on my Xbox One when it came out, but I returned to it when it released on PS5 this year for a few reasons. First, holy shit an Xbox game on PlayStation!? I suppose it’s not as crazy as it sounds, as Microsoft has published games on other platforms, like the Nintendo DS, before. And PlayStation has released MLB the Show on Xbox and Switch for a few years now, but something felt different about this one. So it was an odd thrill to boot this up, similar in some small way to when I hit play on Sonic Adventure for the GameCube after Sega quit the hardware game.

Second? Trophies, babyyyyyy. And third, I often find myself missing the beautiful water effects and (sometimes) tranquil seafaring in Sea of Thieves. I previously stopped playing because I’m not a fan of being trolled and harassed while I’m trying to do my own thing. Rare said at launch that they had plans of bringing private servers to the game, then they stopped mentioning it, then they gave them to just influencers, then, finally, after years, they did end up introducing them. People can say what they will about it “being a pirate game so how can people be mad when people act like pirates lololol,” but pirates respected each other and had a shared enemy of states and wealthy merchant companies. They didn’t just attack every ship they saw for the lulz. Regardless, with private servers and shiny trophies to earn, I hopped back in and had some pretty good times with friends. We were all still outraged at the ridiculous monetization, but what are ya gonna do at this point?

Final Fantasy VII Rebirth

Yet another game that deserves its own post. Sigh. A few rambly paragraphs will have to do. I’ve already discussed at some length my origin with the original Final Fantasy VII in my post about Final Fantasy VII Remake, so I’ll just get right to business. And by “business,” I mean my sadness at Jessie Raspberry not being alive in this one. They showed Biggs at the end of Remake, and with the party realizing that Whispers are actively trying to stop them from changing fate, meaning that fate (and the events of the original FF VII) can be changed, I was so hopefully that my flirty little eco-terrorist girly would be back in action in Rebirth. Sadly, aside from some wistful flashbacks, she was not. 0/10, terrible game, do not play.

Okay, okay, I’m being dramatic. I loved this game. Well, before I open the flood gates of adoration, let me say that I do agree that the mini-games were a bit of a drag on the game overall. Now, don’t get me wrong. I love a good mini-game, and there were some excellent ones in Remake. But this is a very big game, and when you actively require some of these mini-games to progress the story, especially later in the game, it really starts to feel like a drag on the pacing. As with many sprawling RPGs, I tend to wander a lot and do side content as I slowly advance the story, but once I exhaust side quests and other stuff I want to then focus on the main story. It’s a little frustrating when I’ve reached that point, committed to finishing, and suddenly the game is like “wait, have you played THIS mini-game? Well, you have to. And you have to win at it to progress. You’re welcome.” Thanks.

That gripe aside, where do I even begin with the good stuff? Some of it carries over from the first game. It’s a beautiful game, as expected, with huge, gorgeous landscapes and setpieces. The music was once again amazing, especially considering how much of it there is. I was many hours in and I caught myself thinking is this… the fifth version of the Chocobo theme I’ve heard? Sixth? Seventh? And that’s just for one single theme! And much of it tugged on the same nostalgic heartstrings that the music in Remake did. Speaking of heartstrings, how about that ending? Like an absolute Buster Sword through the heart. I knew it was coming but, as with Jessie, I hoped things might be different this time. Fuck. Tears flowed freely that night.

But, as with my thoughts on Tears of the Kingdom, my memories of Final Fantasy Rebirth come down to the moments. Riding electric scooters with my friends at the beach (as dumb as that sounds… and looks, kinda). Playing all the mini-games and taking in the amusement park vibes of the Gold Saucer (the Haunted Hotel was my fave). Fixing Chocobo Stops and petting each baby Chocobo as I did. Flying Blue Chocobos! Playing piano for Joe Biden. Cait Sith’s climactic fake-out (again, tears flowed). Elena’s cutie patootie self. The tension of the parade marching sequence (rocked it). Acting in the musical with your team. Visiting your hometown and reminiscing with Aerith and Tifa. The flashback to a young Cloud deploying with the legendary Sephiroth. The summons, particularly the whole side quest sequence with Gilgamesh. The cruise with the Queen’s Blood tournament. Red XIII walking around as a soldier. Red XIII climbing a ladder. Red XIII riding a Chocobo. Red XIII’s voice change!? You know how when something funny happens in a video game, you kind of blow air out of your nose as a “laugh”? Like a slightly audible version of “heh.” Red XIII’s voice change made me legitimately and helplessly guffaw. I did not see it coming. And I loved it.

I should devote these last paragraphs to the Skywheel date and romance in general. In the original game, I wasn’t quite as invested as a lot of other games. I chose Aerith for my Gold Saucer date back then because it felt like I was supposed to, but I wasn’t head over heels for her. In Remake, I was admittedly torn between Aerith and Tifa, but ultimately Jessie stole my heart so I didn’t have to worry about picking sides. I knew I’d have the chance to go on a date with one of them on the Skywheel at the Gold Saucer in Rebirth as well, so for most of the game up to that point I was thinking about them. With far more fleshed out backstories and developed personalities, I had more than enough data to push me in one direction or another. Aerith is a sweet, caring, kind, and uniquely powerful woman. Tifa is tough, tenacious, fiercely loyal, and supremely talented. Aerith seems to have a crush on me (Cloud), and Tifa still seems to be holding a candle for me from our shared childhood. I went back and forth all game, and in the end I was happy to discover you don’t really have to choose. The game chooses for you based on how you interact with each character, how many of their missions you’ve done, your bond, etc. So I knew when the night came and I swung open my hotel door, the right woman would be waiting. And that woman was…

…Yuffie!? Wtf! And apparently I was more into her than I knew because I got the “intimate” date! To say I was shocked would not be adequate. I specifically spent a ton of time with Aerith and Tifa. It’s not like I neglected Yuffie, I tried to keep up with all of my team members, but how she ended up my number one girl, and to that level… I have no clue. Having said that, our date was adorable and I did actually think wait a minute… am I missing out? I really loved how they expanded her character and brought her to life in this game. Sure, she can be a bit… much at times. But she’s fun, energetic, super skilled, and very cute. I think I’m leaning Aerith overall this round, but the fact that Yuffie is a contender was a real surprise. And neither of them hold a candle to Jessie, but that ship has sailed, sadly. Anywho, in the end, I loved my time with Final Fantasy VII Rebirth, tears and all. Bring on the final chapter.

Princess Peach: Showtime!

As a big Princess Peach stan (she features prominently in my video game tattoo sleeve, even), I was cautiously optimistic about Princess Peach: Showtime! when it was announced. I liked Peach’s first solo game, Super Princess Peach, more than most, it seems, but I didn’t like how all of Peach’s powers were emotions, as if she wasn’t yoinking vegetables out of the ground with the best of them in Super Mario Bros. 2. It sure seems like Nintendo was conscious of not making the same mistake twice… mostly. Yes, Peach throws aside those “girly” emotions and plays a range of types in this game, including traditionally “fem” roles like patissiere, ice skater, and mermaid, but also some more typically “masc” roles, like ninja, superhero, and Kung-fu master. But she only steps into these roles by *checks notes* playing dress-up? 

Okay, so maybe Nintendo still isn’t letting Peach be the badass girly that she is, but I still had a fun time with Showtime!. It was on the easy side, which was kind of a bummer. I don’t think easy games are inherently bad, but I like how Nintendo handles difficulty in mainline Mario games, where much of the required gameplay is fairly easy or medium, but there are some optional levels that are brutal. As with Super Princess Peach, this choice felt a little like it might be suggesting that girls, the primary audience for this game, aren’t as skilled at games as boys. To be fair to them, their argument might be that they don’t think that girls are bad at games, only that they aren’t as interested in difficult challenges as typical male gamers, but… I dunno. Feels a little fishy. Regardless, Peach was cute as hell throughout this game. I was snapping screenshots every time she appeared in a new costume, hitting those poses and being all girlypop. And the game felt really good to play. I loved zipping around as Ninja Peach, skating elegantly as Figure Skater Peach, and riding a trusty steed as Cowgirl Peach. The climax of the game, with a massively powerful Mighty Peach bashing the ever-loving shit out of everything in her way, was particularly fun and rewarding. Plus, as always, Peach is cute as hell.

Astro Bot

I’m not sure a single game has made me feel as much joy as Astro Bot. I’ve loved my time with so many games, and even some of my favorites like Persona 5 have had lots of joyful moments. But Astro Bot is just saturated with adorable charm. I kept finding myself smiling or thinking “this is so good” constantly. The game controls well, as it did with Astro’s Playroom, which is critical in a platformer. Beyond that, this game expands on and adds to everything that made Playroom great. There are lots of great power-ups/abilities (the sponge and mouse levels are so great), the DualSense integration is still best in class, and there was always some small, fun new thing for me to do. Seriously, just running around through piles of broken pixels or leaves or junk was never not fun.

I wasn’t the lead copywriter on this game, but I was briefed in on it very early. The brand manager for Team Asobi mentioned that there would be special powers and courses for PlayStation first party characters, like Kratos and Aloy. I asked if there would be a return of third party characters from PlayStation’s lineage, from games like Resident Evil and Metal Gear Solid, like there was in Playroom. I essentially got a “wait and see” answer, so I was a little nervous that we wouldn’t see them again. Nope. First and third party cameos for dayyyys in this game. There are little nods, like pushing the Katamari ball or Jill Valentine hiding from zombie dogs, but then there are whole levels or sections dedicated to games like Ape Escape and Loco Roco! Even Persona 4 Golden got a couple of amazing cameos! Hell yeah.

References and inside jokes can only take you so far, but Astro Bot doesn’t disappoint as a platformer, either. There are constantly new, simple mechanics to pick up and use to get through tons of inventive, delightful levels. And those levels are varied and never overstay their welcome, which can also be said of the game itself. There is a ton for you to do, but it never felt bloated or rote. Many of the levels were pretty straightforward, but there were definitely some challenging levels and parts, too. Those PlayStation Shapes levels took me a try or two. Or three. Dozen. I also love the return of all of the detailed, realistic models of PlayStation hardware, especially in the final level where it all comes together in a massive cosmic assault. And, yeah, the ending made me weep like a lil baby. I love this game, and I can’t wait for more people to play it and experience the joy.

Mister Mosquito

Part of PlayStation’s legacy, in my opinion, is taking chances on quirky, unique titles. Noby Noby Boy and Katamari Damacy come to mind, as does Mister Mosquito. I’ve had my eye out for a decently priced used copy of this game for years. I recently bought the Japanese version because the cover art is hilarious (and I’m hoping to someday be able to play it and understand the language). But an English copy has eluded me to this point, which is why I was shocked to see PlayStation was releasing it for PS Plus! This game is very weird, and not just because you’re a mosquito going around sucking blood. The story, writing, voice acting… all weird and wonderful. I remember playing my friend’s copy when it came out and feeling like it gets pretty challenging like halfway through. That’s still true, but with the trusty rewind function now in play, I was able to get pretty far this time around. And trophies! Always a nice perk, especially when added to older games. Now if only Square Enix would port Chrono Trigger…

Dragon Age: The Veilguard

This is another game where I was glad I didn’t have to write a review for it. As with FFXVI, my opinion about Dragon Age: The Veilguard as an RPG is markedly different from my opinion about it as a Dragon Age game. Let me get the whiny stuff out of the way first. The art style never grew on me. I was so hyped when the trailer for this game dropped. I’ve been playing Bioware games since Star Wars: Knights of the Old Republic, and I’ve loved almost every game they’ve put out. KotOR? Banger. Jade Empire? Banger. Mass Effect and Dragon Age? B-b-b-bangers. There is something about the classic Bioware formula that I couldn’t get enough of. So when the trailer for Veilguard dropped and it looked like they were drawing inspiration from Fortnite and other stylized, cartoony popular games, I can’t deny I cringed. How do you go from a grimdark, realistic style to… this? It changes the entire tone of the game, evident by the game further leaning into humor, quips, and Marvel-like cheeky exchanges. I don’t mind a bit of that, and there was some of it in previous Dragon Age games. But this felt like too much of a shift for me. I thought maybe I’d get used to it after a while, once the gameplay and story hooked me. Nope. I wouldn’t say I “hated” it, but I certainly didn’t like it, and it’s hard when you have such a history with a series not to feel a little bitter and burned. This all might sound superficial, but I do have one slightly more significant gripe. That Bioware formula that I love? It’s here, to be sure. But it doesn’t feel like they’re making much progress in expanding and refining it? If you look at their previous games, you see that in each game they’re pushing things a little further, allowing you to romance more people or making it more natural, trying to flesh out their social systems more and more, pushing the envelope with regards to the romance scenes (remember the “Sexbox” debacle?). The romance and social systems in this game were fine. I’m not saying I didn’t enjoy them. But after waiting so long for a new Bioware game, and a big return to a beloved series, I was hoping for more progress and improvement on the formula I love so much.

Okay, phew. If you’re still here and don’t hate me too much, I do have some very positive things to say about the game as well. As I said, I was disappointed in it as a Dragon Age sequel (especially for being in development for so long), but I did have a great time with it as an RPG. Similarly, I didn’t like the art style for a Dragon Age sequel, but that doesn’t mean it wasn’t beautiful and had some gorgeous vistas and awesome character design. But let me back up a bit and start at the beginning, with my Rook. Because I loved the Grey Warden lore and main storyline from the first game, I chose to also be a Grey Warden here. My background felt like it fit so naturally into the game world and plots, so kudos to the creative team because I’m guessing the other backgrounds feel similarly tailor-made for the greater narrative. I also generally tried to make my Rook look like me, as I always do, which made for a fun scene where I (Rook) meet myself (Inquisitor) from the last game (and in Inquisition I [Inquisitor] met me [Warden]).

As for companions and allies, I was of course thrilled to see Morrigan return in a somewhat prominent role. I haven’t written a Video Game Crushes post on her yet, but she is probably among my favorite romance partners in gaming. She’s a strong, scary, sexy goth witch that can turn into a dragon! A very specific kind of Kryptonite for me, maybe? I was, of course, bummed that I once again could not romance her in this sequel. And it wasn’t even like she was like “I can’t, my great love Warden Joey is waiting for me at home.” At least then I could nod with bittersweet appreciation that the me from the first game is still with her. Nope. None of the romance options in Veilguard can compare to my Witch of the Wilds, but I ended up being pretty happy with my romance with Neve. She is gorgeous, talented, a cool detective, and she has a sexy accent. A small thing I really appreciated was how she gave me the nickname “Trouble” halfway through the game, then kept referring to me by it as the story progressed. One of my complaints about the romances in previous Bioware games is that they didn’t feel as pervasive as I’d have liked. Like, this is my new true love and we’ve expressed our deep affection for one another and then… we just treat each other like coworkers most of the time? Veilguard doesn’t quite fully solve that problem (it’s not an easy one to solve, if you think about all the writing and extra scripting it would require), but it’s a simple and elegant solution in the short term.

You know who else I loved? Well, yes, Assan. And my man Manfred! Definitely. But his master, Emmrich, has to be one of my favorite Dragon Age characters ever. I love that he’s this badass necromancer, but actually very soft-spoken and kind? He has such reverence for the arts he practices and both life and death. He’s charming, wise, and has a great sense of humor. And, yeah, having Manfred with him for most of the game doesn’t hurt. Emmrich’s companion quest, becoming a necromancer, was incredible. I love how they treated the role and made it about so much more than just revive-dead-get-power. I felt so proud of him for going through the process and honored that he allowed me to accompany him. And the fight with the giant mech-like skeleton? The council of necromancers? The Necropolis? All rad as hell. It was a very tough choice when it came time to decide the fate of Manfred, but ultimately I feel like we made the right call in allowing him to rest. RIP, rock-paper-scissors buddy.

Speaking of tough choices, I have to say I really dislike when games force you to make an impossible choice that results in something bad either way. I understand it creates tension and a huge rise in drama and can sometimes be reflective of reality, but… come on. It feels sadistic. I say this because I absolutely resented having to make the choice between Harding and Davrin/Assan. Davrin rubbed me the wrong way at first, but once we got into his companion quests and saving the griffons, I came around. And I love Assan, so much. The choice between them was spoiled for me a bit earlier, so for hours I was convinced I would choose to sacrifice Harding. I liked her, but… Assan, man. So innocent. So cute. But when the time came, literally at the last minute, I chose to allow Davrin and Assan to make the ultimate sacrifice. Davrin saw it as part of his destiny, and we saved Assan’s family and the future of all griffons, so it just felt like the “right” thing to do. Damn it.

I can fix her.

Okay, let me shotgun some thoughts and move on. I did like the combat. I didn’t love the loot system. It’s made for people who love builds, and that’s not really me. I don’t like putting a lot of work and time into doing a quest or exploring an area just to find a flashy chest that contains a piece of gear I’ll never use because it’s not for my build. And that was like 80%+ of the gear chests I opened. There were some cool weapons and armor, though. I rocked the Mass Effect suit for most of the game. So many dragons. Very fun fights. Was Isabela always this fine? Because holy hell. I feel foolish, but I did not see the twist with Varric coming, which was a nice(?) surprise. I got the ending where you talk Solas into binding himself to the Veil. It might have been somewhat disappointing as a Dragon Age game, but I liked it enough as a game to get the platinum trophy, for what that’s worth.

Infinity Nikki

I’ve never been interested in dress-up games, but I am a fan of pretty things. The older I get, the more I like to just, like, look at pretty stuff. And this game seems filled with glitter and cute things, and it’s free to play, so I decided to give it a shot. I’ve played it for about 17 hours now, and I do have a few thoughts. It is, indeed, very cute. I don’t know much about fashion and style, but the dresses and outfits in this are so pretty. You can also groom pretty much any animal you see, so I get very excited when I see a new animal, like a horse-like creature, and rush to meet (and brush) it. The game is a collect-a-thon, which is mostly good. I haven’t gotten around to using much of it yet, but I do enjoy running around and grabbing the various (and plenty) shiny flowers and shells and such. 

That said, there are so many materials and currencies in this game it’s head-spinning. The gameplay, in terms of traversal and combat, is very simple. The systems, for crafting, buying things, etc., are anything but simple. I’m slowly starting to understand them, but sheesh. And I think that is, in part, what will probably drive me to disengage eventually. It hasn’t required me to purchase anything to succeed at the main quest so far, but when games are centered around trying to get you to buy things and spend real money for in-game currency, it’s hard for me not to see it in every design choice. Is this mission impossible because they want me to buy something? Are the dresses I have access to not as pretty as they could be because they want me to purchase the prettier ones? I’m not condemning the game for these things yet, but I do wonder when I’ll run into that. For now, I’m content to run around, brush my little cuties, try on beautiful dresses, and do the fairly simple quests and puzzles.

LocoRoco

When I saw the LocoRoco level in Astro Bot, I thought, oh yeah, I never got around to checking that game out! I only got a PSP recently, so I never had the chance to play the original. I do remember the 1UP Show podcasters talking highly of it, though, back in the day. I downloaded the remastered version recently and I get what the hype was about. It’s a pretty simple puzzle game, which is good for a portable system, and it’s so cute and weird. The sounds the little LocoRoco make as they break apart and come back together, the way they sing along to some of the music, the annoying little Moja enemies, all great. I’ve only finished the first world so far, but I’ll definitely be going back to this one.

Never felt so represented in my life.

Sly Cooper and the Thievius Raccoonus

Will I go back to Sly Cooper and the Thievius Raccoonus after getting flustered as hell at the first Murray racing level? Probably, but I did have to step away from it for a bit. Things were going so smoothly, too. I’d beaten the first world, was enjoying the colorful art style, with the bold black outlines, I’d collected most of the clue bottles, and was just generally having a pretty good time. Even the Murray sniping level was really fun. But then that damned racing mission reared its head. I feel free to vent about it because when I looked online for tips, it seems like a common point of frustration for many players. And the nifty new-gen rewind feature doesn’t do much to help. Well, I’ll get back to it soon, and a friend who is a big Sly fan is stopping by tomorrow, so maybe with his guidance I’ll breeze through it and get back to what is otherwise a fun, nostalgic platformer.

Phasmophobia (PS5)

Ah, Phasmophobia. I wrote at some length about the game just over four years ago, when it was still in early access on Steam. I’d played for about 61 hours at that point, which felt like a lot. I’m now at 1,294 hours on PC, 155 hours on PS5. Yep. I wrote in that post about how this game scared me in a way no other game has. It made me stink-sweat, especially when I tried to play it by myself. And I can’t really explain why. I don’t believe in ghosts, so it’s not like I thought some apparition was going to pop out of the TV and possess my cat. It was just very unsettling. And now here I am, almost 1,500 hours later, and it’s become a comfort game for me that I still play at least once or twice a week. I was beyond stoked when they announced it was coming to console, and after about a year of delays, it finally landed this Halloween.

The first time I logged in and played with the DualSense instead of keyboard and mouse, it felt very weird. I was convinced it would take forever to get used to. But after tweaking the button mapping a bit, it felt a lot more natural. Some things don’t seem to look as good on PS5, like the DOTS projector, but some things (like lighting and some textures) look better to me. I was a little bummed that I was leaving behind my Steam profile and all that I’d accomplished on it, but it has been fun accomplishing those things again and being rewarded for it with trophies. I’m just six trophies shy of the platinum now. Three of those will happen pretty naturally (Demon kill, prestige level three, weekly challenges), but I am sort of dreading the grind that it’ll take to get the Apocalypse Challenge trophies. Regardless, I’m still having a blast hunting for ghosties with friends (I even convinced some of my PlayStation colleagues to try it with me! There was at least one uncontrolled yelp of fear, so I’m counting it as a win), and I hope to write about it again when Phasmophobia 2 hits PS6 in 2028.*

*Just kidding, I have zero insider knowledge about a sequel to Phasmophobia or PS5, sadly

Wingspan

I played the original (board game) version of Wingspan once, like, many months ago. Maybe over a year? I can’t quite remember the details, but I remember really digging it. It’s technically a competitive game, where you collect birds and eggs and complete goals to get points and win against other players. But it’s the kind of game, like Disney Villainous, where you have your own board and can just kind of focus on your own goals. So that’s what I did. I tried to collect and play birds that I liked. Blue jays, owls, mockingbirds, ravens, hawks, etc. I just liked looking at the incredible bird art and hearing their sounds with an app that scans the cards. I bought the PS5 version when it came out, but didn’t get around to playing it right away. I recently found myself playing the board game again, for what I think is only the second time ever, and I was like “why have I not played the console version again?” So I did.

And I play it exactly how I do the board game. I mind my own business and play cool birds to learn little facts about them and build out my compendium. I set it to one easy AI competitor and just go. It’s such a chill, relaxing game. The art is gorgeous, the music is soothing, and just playing to play new bird cards is so calming. I even went and bought the two expansions and have started playing with those in my decks. I don’t really understand the new goals/rules, but there are even more colorful little dinosaurs for me to scoop up, so it’s been well worth it.

I’m finishing the rough version of this post at 9:21pm on New Year’s Eve in my time zone, so I fulfilled my promise to myself to get it done before the new year, heh. Hopefully I can get it edited and up by midnight. Either way, if you’re reading this, I hope you had a great 2024 filled with amazing games and other fulfilling hobbies, and I hope your 2025 is even better. And let’s end with a Persona 3 Reload screenshot dump because I ended up uploading a ton, expecting I’d write a whole post about it, but now they have no home. So… welcome home, little screenshots.

Big Ol’ Early 2023 Catch-up

*blows dust off imaginary typewriter* Hello again, old friend. Friends? I don’t know who I write these to, in reality. I maintain that this blog is a way for me to chronicle my history with video games mostly for myself, but I am aware that an occasional stranger or friend might pop in and read these overly long and rambling posts. So, to you, hello. It has been a while.

A lot has happened since I last wrote, not least of which is landing a dream job with PlayStation. It couldn’t have come at a better time, too. Last summer I was mid-crisis, anxious about finishing my degree and what came next. I got a call about a copywriting position I’d applied for just two weeks prior. I’d also applied for a game testing position, sure I’d never qualify for the writing position since it was far from entry level. When I got the call, I was certain it was for the testing job. Nope. I felt incredibly lucky and honored to even get a pre-interview call, and with each subsequent round of interviews I told myself that I was just really fortunate to have gotten that far. When I got the job offer, I lost it. I couldn’t believe it was happening to me. Maybe I’ll write about it in more detail later but suffice to say it was quite a ride.

This post, as others in the past have, will focus on catching up on games I’ve played recently. Well, if eight months can be called “recent,” I guess. To manage the length (somewhat), I’ll abstain from saying much about games I’ve revisited. Animal Crossing New Horizons is currently pulling me back in, I replayed Ace Combat 7 to chip away at the platinum for that, I played Everybody’s Golf with friends until the second the servers were taken offline (RIP), and I still pop into Mario Kart 8 Deluxe, Mario Party Superstars, and Phasmophobia on the regular. I also threw several dozen more hours into No Man’s Sky at one point. But let’s talk about newer experiences.

Arcade Spirits: The New Challengers

I’ve gushed about my time with the first Arcade Spirits game, so The New Challengers was one of my most anticipated games of 2022. The colorful art style and character design, the clever writing, the retro game scene vibe — I loved it all, and the sequel fine-tuned much of what I liked about its predecessor. I really liked the original cast of characters so my main concern going into the sequel was that I might not connect with the new crew as well.

Turns out, the team at Fiction Factory Games knows what they’re doing, and I loved the new cast as much as the old. I also really liked the competitive tournament storyline and the many choices you can make about your approach to the matches and Iris, besides the obvious relationship stuff. Speaking of, the first game touched on some interesting gender and sexuality things, and the sequel adds even more, including the ability to be in a poly relationship. I’m sure it’s not the first indie game to allow it, but it still felt pretty refreshing. And I took advantage of it, because it just so happened to involve my two top relationship choices: Grace and Jynx. Best of both worlds, babyyyyy. I do still wish there were character animations and even more customizable player character models, but maybe that will come in future installments – of which I hope there are many.

The Quarry

I’ve written about my love for Until Dawn and my mixed (but mostly positive) feelings for the Dark Pictures Anthology games, so The Quarry was one of the games I was very excited for in 2022. One thing that turned me off about some of the Dark Pictures games was the settings. While I appreciate the desire to let players experience several different horrific scenarios in several different settings, like a ghost ship or an ancient cave system, there’s something about the classic bunch-of-teens-in-the-woods scenario that scratches the classic slasher itch for me. The Quarry scratched that itch even more than Until Dawn, and while the latter is still my favorite in the series, I had a ton of fun with former.

I’ll avoid story spoilers here, but the story was indeed a highlight in this entry. Having good characters is a must for ensemble horror, and I haven’t liked a cast in the series this much since Until Dawn. There has been a likable character or two in each game, but I thought this whole lineup was strong. Ted Raimi was great as Sherriff Hackett, Siobhan Williams played a great final girl (sort of?), frickin’ Lance Henriksen? Ariel Winter? Great cast. My favorite character was Kaitlyn, played by Brenda Song, though. Not only was she “a baddie,” as the kids say, she was the kind of character that you’d actually want with you in a situation like that. Smart, strong-willed, and (almost) unflinching.

Good writing goes a long way in making a good story and good characters, though, and I thought the dialog writing in particular was much stronger in this game. There was an occasional cheeseball line or cringey joke, but those are part of the horror experience, too. For the most part, I thought the characters sounded believable and natural. The graphics were also, as always, excellent. I love the realistic horror movie look, plus with forced camera angles, moody lighting, and great animation, these games still feel like the closest thing we can get to a playable horror movie. I haven’t gotten the platinum trophy yet, but I can see myself going back and cleaning that up at some point. Supermassive Games puts these games out at a decent clip, too, so I hope I won’t have to wait very long for the next one.

Resident Evil Village: Winters’ Expansion

I can’t get enough of Resident Evil Village. Well, I can’t get enough of the Resident Evil series in general, which is why I’m super stoked for Resident Evil 4 Remake later this month. But Village holds a special place in my RE-heart, and not just because of the beautiful Lady Dimitrescu. Okay, so largely because of the beautiful Lady Dimitrescu. Get it? Largely? Because she’s very big? Ahem. No, I love a lot of what Village brought to the series. The graphics and design were stunning, the balance of eerie exploration and tense action was on point, and I was invested in the Winters family’s tragic tale.

The Winters’ Expansion is woefully lacking in vitamin D (as in the Lady), but it does continue Rose’s story right from the end of the main game. It’s a short experience but there are some very cool, scary scenes. Light content spoilers ahead, though I’ll avoid story stuff. You return to House Beneviento and are once again stripped of any weapons and required to sneak your way out, solving puzzles along the way. I loved that part of the main game, so I was very happy to see another level like it. The mannequins were very creepy, to the point where I sent a short video to a friend and they wrote back “oh hell no.” As a matter of fact, oh hell yes. I haven’t yet gone through the game in third person mode, but I do like that they’ve added that option for people who prefer that perspective over first. It was a short addition to the Village story but it was as beautiful and spooky as the main game, so I had a good time with it.

Stray

Stray blew up in a way that few could have gue… oh, who am I kidding? As soon as the trailer for this game was released, I think the combination of adorable cat and atmospheric robot city convinced me and many others that this was a sure hit. And that it was, deservedly so. It’s a fairly simple and straightforward game, with just a handful of puzzles and combat scenarios, but it’s incredibly charming and emotionally engaging. I mean, come on. It’s a cat. As a cat owner myself (hi, Bella! She can’t read this. She’s a cat. But I will read it out loud to her at some point), I was instantly invested in this little feline’s fate.

Slight spoilers for the beginning of the game, but right in the very first scene you’re already heartbroken. If you’re me (and at least one of my friends), your eyes are actually welled with tears by the scene that sets the adventure into motion. There are other moving moments as well, but overall this was just a sweet, lovely experience for me. Combat and running from enemies was tense, but later I could find a cozy shelf in a library bathed in soft lighting, curl up on a pillow, and go to sleep. And I could sleep for as long as I wanted. There’s even a trophy for sleeping a certain amount of time! And it’s that kind of thing that made me really appreciate this game. They got the cat-ness right. Rubbing up against robot legs, knocking things off shelves, scratching rugs and couches when I can… It’s not an intensely realistic cat sim, but it balances the right kitty notes with a world I wanted to explore and a story that engaged me. I really liked it.

Call of Duty Modern Warfare II

I hadn’t played a CoD in a while (since… the first Ghosts?), and Modern Warfare II seemed to be getting some buzz, so I decided to give the campaign a try. I finished it, and it retains much of what I liked about previous campaigns, though there were a couple of small annoyances. While I understand the desire to produce highly scripted action set pieces, and sometimes they work well, sometimes it just felt like I was set up to fail. I feel most immersed and a part of the action when everything seems inevitable and natural. When it’s obvious that a guy is scripted to kick in a door and blast me with a shotgun as soon as I step past an invisible line, I feel more like I’m an actor in a movie, hitting my mark. Yes, I understand that these kind of invisible triggers are in most games, but in MWII sometimes they result in immediate death. It was like the developers were trying to get across the point that war is hard and death is around every corner. Which, yes, duh. But you also want me to feel like a badass who’s taking out entire squads almost single handedly, so… these two things didn’t mesh for me. I am fine with challenging games when my deaths feel like my fault. I scold myself and try again. When I feel like the game is working against me and my deaths are the result of careful scripting, I feel far less engaged and more aware of the “gaminess” of it all.

Also, please, video game developers, I’m begging you to do some research on Lake Michigan before trying to depict the Chicago lakefront. This is not the first game where you can see lights across the lake from the city, but this might be the biggest budget one with the most people working on it. You’re telling me no one involved has been to Chicago or even looked at pictures of the lake from the city? Lake Michigan is massive. By surface area, it’s bigger than nine of the US states. It’s bigger than entire countries, like the Netherlands, Denmark, Croatia, Switzerland, and Taiwan (not combined). I understand that people see “lake” and think of, like, a lake where they might go kayaking with their family on vacation but… no. Please. Justice for Lake Michigan.

Seriously, what are those lights over the water? Get outta here.

Anyway, those gripes aside, I had a pretty good time with MWII. It looks amazing, as they often do, and the gunplay and movement feel as fluid as ever. One of my favorite things about the series is the variety when it comes to mission types. I can see how it might get old if you play every single entry, but I like breaching a desert facility with a squad, then firing on several escaping enemies from an airship above, then sneakily infiltrating an area solo, then crawling through muck to snipe a compound. I could probably have done without the vehicle hopping mission, but you can’t win ‘em all sometimes. Overall, it was a fun time.

Disco Elysium

I’ll keep this relatively short because Disco Elysium is a dense game with a lot to unpack. If you are a big fan of the game or just want to hear more, we recorded two episodes discussing it on our Pretty Pixels Podcast (which is now on potentially permanent hiatus, RIP), which you can find here and here. To sum it up, I really warmed to this game over the many hours I spent with it. It was a gradual climb that ended with me loving it. My first hour with the game felt slow and confusing. The second was slightly clearer, but I found myself wondering if this game was being obtuse just to seem complicated or nuanced. With each subsequent hour, my cynicism melted away and I could see purpose behind the design choices the developers made. The amnesia, the inner voices without context, the impact of player choice… like Harry’s memory, slowly things started to come into focus.

In the end, Disco Elysium tells a complex but beautiful (if tragic) story that is not just Harry’s. It’s yours. It’s Kim’s. It’s Elysium’s. It was a ride. I was surprised, I was moved, I was provoked to really consider things like government, identity, systems of power. I started my journey in a detached and cynical way, but ended up getting misty-eyed on several occasions, none of which I want to spoil. So, like other narratively rich games, I mostly have to just urge you to play it and experience it for yourself. It might seem confusing and, depending on your tastes, overly “artsy” at first, but if you stick with it I have a feeling you’ll get a lot out of it, as I did.

Gotham Knights

Poor Gotham Knights. Gamers on social media love a punching bag, and Gotham Knights really took a beating when it came out. As is often the case, it does seem that after the launch ire dies down, people start discovering it and there is an adjustment in public sentiment when people start realizing that it’s not nearly as bad as reactionary hot-take-baiters seemed to make it out to be. I played it alone and with a friend, and while I do agree with some of the valid criticisms of it (primarily that the city isn’t as filled with the kind of rich detail and love that we’ve come to expect), I had a good time and thought it was a solid Batman story.

Yes, the city design is uninspired, but I thought the characters looked great and I was frequently snapping screenshots of Batgirl (the only character I played as) kicking ass and gliding over rooftops. The opening cinematic was rad, as was the ending sequence. One of my favorite things about the game was the costumes, though. I don’t know if this is controversial to say, but the costumes are one of the few things this game does better than the Arkham games (though I do feel it’s unfair to the devs to keep making that comparison). Batgirl alone has the awesome Knight Ops, Eternal, Beyond, and Talon suits.

Online co-op was very fun, though when my friend and I got too far from each other, we did experience some slowdown. I also do wish that the cycle travel was faster, as it felt like I was dutifully obeying local speed limits rather than zipping dangerously through the dark streets of Gotham. Still, overall, I had a really good time with Gotham Knights and am always down for more Batman games where we get substantial story beats involving Bat Family characters we don’t see in games as often. On a last note, I would bet a very pretty penny that Harley Quinn’s appearance was based on Bridget Fonda. Seriously.

Thronebreaker

That same friend I played Gotham Knights with, Paul (hi, Paul!), had been recommending Thronebreaker to me (and every one of our podcast listeners at the end of every episode) for months, so we did a game swap. He is a huge Star Wars and Mass Effect fan, so I was absolutely shocked and appalled that he hadn’t played Knights of the Old Republic yet. That game played a critical role in deepening my love of Star Wars, plus it was the launch of my love of Bioware-style RPGs that have moral alignments, choices, romance options, and all that good stuff. What I am not typically a fan of is, uh… card games. Thronebreaker, dear reader, is a card game. But I do love The Witcher 3, so in the spirit of the swap, and to keep an open mind, I downloaded Thronebreaker: The Witcher Tales and started my deck-based journey.

Right off the bat, I loved the art style. The thick comic lines, minor details, and subtle animations really made the maps, characters, and cards very pleasing to look at. Especially Queen Meve. Because she real purty. Ahem, where was I? Speaking of Meve, though, I very quickly became invested in the story. Again, no big story spoilers, but the plot involves Queen Meve being dethroned and her fight to win back her Queendom. The enemies are particularly well written, which is so important in revenge/vengeance stories because my drive to kill them painfully grows with each new slight or injustice they deliver. And my bloodlust was ready to burst once I got near the endgame. Okay, wait, I guess I should slow down and talk about the actual card battles. As I played the tutorial, and the game introduced rule after rule, and I could see how deep you could get into deck building and strategy. I could feel my brain going numb. I fumbled my way through the first few real battles before deciding to just use a guide for any battles I struggled with.

Surprisingly, it wasn’t many! I fought every battle I could for practice, and eventually I started to catch onto some of the patterns the game uses. An enemy would start laying down certain cards and I would think “ah, they’re trying to set me up for this. Well then I’ll do this.” So, yes, I did need help on occasion, but it didn’t diminish my experience. Every victory felt hard fought and my ultimate victory was very sweet. I didn’t get the best ending, because I made what I didn’t realize at the time was a bad decision, but my ending was pretty solid. Overall, I ended up having a ton of fun with Thronebreaker. And Meve can get it.

Dying Light 2

Oh, Dying Light 2. I really wanted to love you. I really do appreciate all of the work that goes into games, especially games with as many moving parts as Dying Light 2. And there are things I enjoyed in my time with the game. The gameplay loop, which is a big part of the experience, hooked me. Like the first game, I enjoyed doing runs, scoping out new places to raid, dodging zombies, levelling up, all that good stuff. And some of the early story beats, like liberating the first utility tower, made me excited about the narrative and my role in it. If you’d asked me when I was around a quarter of the way through the game what I would score it, I’d have said around an 8, maybe an 8.5. Unfortunately, that number steadily dropped as the game carried on.

Granted, some of my biggest gripes are with the last quarter of the game, which drags on at an uneven pace, making me wish at every turn that it would just end and leave me with my still mostly positive memories. But end it did not, and the final stretch had several sections that just slowed it down even more, like an infuriating and pointless duct crawling section and a terrible final boss. I got the “good” ending, but by the time I got it I just didn’t really care anymore. I was so annoyed by the last bit of the game. If I were just looking for an open world zombie game to pass the time with missions and side quests and such, I might have had a perfectly fine time. The story kind of ruined it for me.

Unpacking

I like to fit small indie games between bigger, AAA affairs, and Unpacking seemed like the perfect kind of low-stakes, chill, cozy experience to follow Dying Light 2 with. It was everything I’d hoped it would be. It was charming, the retro pixel art was adorable, the soundtrack was pretty bangin’, and the narrative was subtle, sad, sweet, and more. It’s a simple premise, obviously: click on a box to produce an object, find a place for it in a room (or rooms), and click on where you want it to go. You can turn things, move them around, or just lazily toss things where you like. Some things have a very specific location, and I did find myself a little frustrated when I couldn’t figure out where that spot was, but overall the game was pretty free and loose with where I could drop things.

Yet again, no major story spoilers, but I really loved the way the narrative unfolded in this game. Each room, each object, reveal new wrinkles in the story. You find yourself feeling like you really know this character you’re playing as, just by considering the kinds of items you’re handling and the space you’re unpacking them in. Each room contains clues, and this environmental storytelling felt new and rewarding. But my story might not be yours, or even “the” story. A friend of mine played and mentioned how sad it was that the player character [redacted]. But when I played, I didn’t read it that way at all. It’s not that either of us has to be “right” – we just experienced a different version of the same story. Which is pretty cool, I think. So, yeah, I loved Unpacking. While it is pleasant and charming, to call it a “palate cleanser,” as I was about to, is unfair to it, even if that’s how I used it. It’s a wonderful game in its own right.

FAR: Changing Tides

FAR: Changing Tides was another quiet, lovely game. Whereas Unpacking kept text to a minimum, FAR excludes it entirely. For a game about tending your ship, sailing the seas, and exploring the depths, the lack of narration or exposition felt appropriate. The sailing mechanics are simple and rewarding. You push in a heavy switch to raise your mast, carry down a cable to open the sail, and move the sail with a handle to control speed. You can stop quickly by releasing the handle and loosing the cable. These are the opening sailing controls, and I would have been happy enough with even just this simple setup. Slight progression spoiler, but as you get further you unlock a steam engine, then even more upgrades later. With the steam engine, you use trash you’ve collected from the seafloor or ruins as fuel, and must then balance the previously mentioned controls with occasionally feeding the engine and putting out any fires that might occur if you push it too far.

Things didn’t always go smoothly, of course, and dealing with storms, obstructions, and other barriers meant I had to always be on my toes in case I had to jump into action and halt the engine, drop the sail, and stop on a dime. This made travel itself a perpetual puzzle, but to unlock upgrades or a path forward, I also had to explore buildings, ruins, and more, solving pretty straightforward physics puzzles along the way. While these weren’t as fun as sailing, they were still rewarding, especially because I then got to scurry back to my ship, my home, my heart. The sometimes-smooth, sometimes-manic process of driving my ship was endlessly soothing. It made me wish for a fully 3D, open-world version, where I could literally just sail around and explore strange new places.

Teenage Mutant Ninja Turtles: Shredder’s Revenge

Man, what a blast of pure nostalgia. Shredder’s Revenge has learned the valuable lesson of recent excellent remakes and remasters, like the Resident Evil games and Metroid Prime Remastered in that it maintains the essence of the thing you once loved and polishes it with modern flair. In my fuzziest, most nostalgic memories of Teenage Mutant Ninja Turtles the arcade game, it plays like a dream. When I revisited it a while back, I was reminded of the reality, which is that it is an arcade game designed to snarf up as many of your quarters as possible. It was purposefully unbalanced and, at times, unfair. We can’t have you just breezing through it on a few measly quarters, can we? Luckily, I played it in The Galloping Ghost Arcade, in Brookfield, Illinois, where you pay an entry fee and can then play as much of any game that you want. Infinite continues meant I could finally beat the TMNT arcade game that I never fully beat as a kid (though I did make it to Shredder a few times).

Shredder’s Revenge takes the fuzzy part of my memories with that classic arcade game and delivers them back to me in a beautiful retro package. The sprite work and animation are bright and beautiful, the soundtrack is bangin’, and the game plays like a cleaner version of what I remember the arcade game playing like with some added special moves unique to each character. It was a pretty short game, yes, but I was able to play the whole thing with a few of friends and had a lot of fun doing it. If I’d just played it solo it would have still been a good time, but there is something extra fun about picking heroes, helping each other, and experiencing something new with friends.

Twelve Minutes

Twelve Minutes, like Gotham Knights, was a bit of a victim of gamer ire on social media when it came out. I can understand why, given the level of Hollywood talent involved, the hype preceding release, and the admittedly awful narrative twist. Removed from the drama, though, I thought it was a pretty decent adventure game that reminded me of the simple joy of a point-and-click-style narrative mystery. Like those games, you investigate objects and points of interest, and, with the power of inductive reasoning, piece together a story. There were a couple of pieces that were a little frustrating to fit together, but overall it was a pretty satisfying loop. Get it? Loop? Like… a time loop? Never mind. Yeah, the twist was very dumb, and the voice acting was a bit of a mixed bag, but it was a short and ultimately decent experience.

Metroid Prime Remastered

Metroid Prime was one of the oldest games on my backlog. I loved my GameCube and was desperate for new, exciting releases after launch. At the time, Super Metroid was on a ton of “best games of all time” lists. I felt like I’d missed out by not playing it, so when Metroid Prime came around I was determined to not miss out. Unfortunately, a couple of things were conspiring against me. First, Grand Theft Auto: Vice City was released just a couple of weeks prior to Metroid Prime, and I wasn’t ready to move on from its sunny, retro, neon-washed streets. I shipped out for basic military training two months later, so a lot of that time was spent with friends, saying my goodbyes. I wouldn’t get my GameCube shipped to me until I was in technical training, more than three months later. I tried to start Prime while I was in training, but I just wasn’t feeling it. Too many distractions. Like its predecessor, it was held up as one of the best games of all time.

The years went by, sequels were released, and I just never got around to playing it. Then Metroid Dread came along, and I decided to play Super Metroid to prepare for the release of the much-hyped Dread. And I’m glad I did, because I fell in love with it. And Dread. And Samus Returns. And Fusion. Yes, I was a total Metroid convert. I had seen the green visor-tinted light. So when Metroid Prime Remastered was announced and shadow dropped, I snapped it up right away. As the other entries in the series are, it is truly an incredible game, and an amazing remaster. As others have pointed out, it doesn’t seem like a simple up-res. It sure seems like the graphics were completely replaced with new assets. Everything looks crisp and beautiful, and it runs as smooth as Chozo butter… if there is such a thing.

Much of what I loved about Metroid Prime is what I love about the series in general. It’s atmospheric, moody, challenging, and Samus Aran is a certified badass. Every time I got stuck with a puzzle, or struggled with a boss, I worried it was going to be a massive road block that would frustrate me and cause me to walk away. But apparently Retro and Nintendo know how to make video games, because the answer to my troubles were always within grasp. With a little patience and the willingness to approach things from a different angle, I was always able to overcome challenges. Ridley was a classic Metroid boss fight. My first attempt, he demolished me. How could I beat him? Should I look up a guide? After my second try, he still beat me, but I could see his patterns. I crushed him on the third try. I love Metroid Prime Remastered and I really hope they give the same treatment to Prime 2 and 3. Also, that Phazon Suit? Sexyyyyyy.

PowerWash Simulator

My time with PowerWash Simulator was brief but intense. I don’t know what it says about my brain, but pressure washing dirt and scum from every kind of surface, building, vehicle, and structure was supremely satisfying. I don’t really even know what to say about this game that’s not obvious. You have a pressure washer with several attachments that control the strength and size of your jet, and you use it to clean vehicles, buildings, carnival rides, ancient ruins, and more. The game is forgiving in the sense that you don’t need to blast away every single molecule of dirt on a segment of whatever you’re washing. If you get around 97%, it’ll auto-complete for you, which takes away a lot of the pressure (badum-csh) that you might get stuck because you can’t find what tiny patch you’re missing.

I played this game obsessively over the course of a couple of weeks, sometimes listening to podcasts while I worked. It felt oddly productive. Like, obviously I’m playing a game, but after I completed a particularly big, complicated job, I felt seriously accomplished. The very loose and silly story was charming, and there were a couple of very fun surprises throughout. I put the game aside after I finished the campaign, but I’ll definitely be picking it back up at some point to run through the Tomb Raider and Final Fantasy VII content, and I hope Square keeps adding more levels from their IP catalog. Chrono Trigger sets, anyone?

God of War Ragnarök

God of War Ragnarök will always hold a special place in my heart because it’s the first first-party game we shipped during my time with PlayStation. I didn’t write for the game itself, just some support stuff, but seeing one of my fellow copywriter’s name in the credits was so exciting. And what a first game to be even loosely associated with. I loved God of War 2018, and I think Ragnarök surpassed it in every way. While it is a cross-gen game and doesn’t take full advantage of the PS5 hardware, it’s still gorgeous. Its beauty isn’t just about the fidelity of its graphics, though. It has exceptional character and level design, with obvious care and thought put into the smallest of details. A word of caution: visual spoilers in the pictures below.

The story and writing were also top-notch. I really don’t want to spoil anything, but I will say that they put a lot of work into each and every major character. Every line lands, and there are some really moving and breathtaking scenes. An excursion with Brock to retrieve a weapon (he said vaguely) was probably my favorite. A favorite side quest involved a couple of beautiful, glowing jellyfish-like creatures. I also love how they developed relationships between characters. Again, it’s hard to say much without spoiling anything, but the way that Kratos and Atreus’s storyline wraps up was better than I could have guessed. I’m so excited to see what the future holds for these characters.

The combat, new and old, was awesome, and [slight combat spoiler, if you haven’t already heard] I absolutely loved the spear combat. I liked the axe and blade combat from the first game a lot and, admittedly, I questioned whether a new weapon could match the simple yet rich potential of those two. It did – so much so that it quickly became my primary weapon. I also, once again, enjoyed the added complexity of using Atreus in combat to stun, distract, or damage enemies. Some random notes: the first fight with Thor was amazing. I love Fenrir. So much. I was excited to see Deborah Ann Woll, because I like her a lot. Freya is a baddie and can get it. Sif is a baddie who can get it. Sexy Valkyries are back, babyyyyyy. And the game was surprisingly funny, even more so than its predecessor. I have many more thoughts, but it’s hard to dive too deep without giving anything away. Suffice to say, I loved my time with God of War Ragnarök and it deserves all the praise it’s gotten.

Need for Speed Unbound

I wouldn’t call myself “a racing game person.” I don’t buy every big racing game, I don’t have a racing wheel, and I can be really picky when it comes to sim vs arcade racers. And yet some of my favorite games of all time are racing games. I’ve spent countless hours chucking shells in the Mario Kart games, I nearly hundred percented the first two Midnight Club games, loved knocking heads in Road Rash, and Burnout Paradise was one of my favorite games of all time. It’s been a while since I’ve played a great arcade racer, and since Need for Speed Unbound was getting some hype, I decided to check it out. I was worried that it might be another Forza Horizon experience, though, where people say it’s arcade-y but it ends up being more realistic. As is often the case, I worried for nothing. Before I knew it, I was sliding around corners, breaking dramatically through billboards, and taking down competitors with style.

It made me realize that one of the very specific things I look for in a racing game is controllable power slides. If I can’t slide recklessly around a curve, recover, and get right back in the race? Not for me. NFS Unbound definitely requires skill and focus, but it controls loosely enough to make races feel just the right amount of ridiculous. I’m a bit embarrassed to admit that I had played many, many hours before having a sudden realization: this game reminds me of Burnout Paradise! From the basic design of the open world, to starting events, to breaking billboards, it’s all so similar. Weirdly enough, it was a very subtle thing that made it click: the way the camera swings around behind your car after completing an event. I was amazed… and then I looked it up and, uh, yeah, it’s the same developers. So… duh.

I also got very into making a rad wrap for my cars. When I first looked at the customization options, I wasn’t feeling it. I thought “eh, I don’t want to ruin my perfectly beautiful paint job.” I kept scrolling through the decals. “Oh, well… that one is pretty cool. Maybe just one decal.” Scrolled more. “Ooh, dang. Alright, maybe just two.” Two hours later and my car was completely wrapped. Tweaking my design and unlocking new decals via street art was fun. Tweaking my car’s performance and unlocking new parts was also very rewarding. My only real complaint is that the difficulty is not balanced very well. Between impossibly fast AI who will zoom past you with inferior cars to cops that conveniently t-bone you out of nowhere, it really felt like the game was working against me in unfair ways at times. In the end, though, I had an excellent time with Unbound. Even after finishing the campaign, I couldn’t get enough and drove around grabbing collectibles, cleaning up optional events, and popping a few final trophies.

PS VR2

I loved my PS VR, so I was thrilled when a follow-up was announced, especially because the specs for it were so impressive. I always said I would take power over portability, so I didn’t mind the fact that it would be wired, since that just meant it wouldn’t be hampered by mobile processors and would take advantage of the PS5 hardware. Well, I got one at launch and it’s fully lived up to my expectations so. Granted, I haven’t had it for long, but it has everything I wanted in a new VR unit: 4K (2K per eye) OLED displays, better tracking, headset see-through, controllers designed for VR, and it even has a couple of features I didn’t know I wanted (haptic headset feedback and eye tracking). It’s not the Ready Player One leap that VR skeptics seem to be waiting for, but it smooths out many of the last-gen rough edges and I’m just hyped for the library to grow. I do wish there was a media player on PS5 that supported VR, but maybe that’ll come later.

In terms of games, I bought a handful but haven’t played all of them yet. I got Before Your Eyes, Gran Turismo 7 upgrade, and Star Wars: Tales from the Galaxy’s Edge, which I haven’t played yet. I played through the campaign for Tetris Effect Connected, but there’s not much to update there since I also played the original. Same with the few rounds of Pistol Whip that I tried. I played through the tutorial for Resident Evil Village VR, and while the game looks beautiful and the gunplay is surprisingly fun, it’s also the only game I’ve played so far that’s made me feel a little of the ol’ familiar VR sickness. I did play through the opening levels of What the Bat?, which were pretty fun.

Horizon Call of the Mountain

Again, I haven’t beat this game yet, but I’m a couple hours in and it’s great so far. It’s beautiful, the climbing is intuitive, the bow combat is precise and fun, and there are several fun little VR activities (like painting) to show off the medium’s potential. I love the Horizon games, so while I’ve been disappointed with the relative lack of Aloy, I am happy to just have an opportunity to explore the vibrant, colorful world. I’ll do a more thorough VR game post at some point, but for now I have to take another multi-month blog writing break. Just kidding! I think. I hope. No, seriously.

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