
SUPERHOT is a game in which time is often frozen but it's a game that allows you to cherish every moment. Time stands still but it's never wasted.


SUPERHOT is a game in which time is often frozen but it's a game that allows you to cherish every moment. Time stands still but it's never wasted.

This is a game in which I'm trying to spin out just a few more seconds and in doing so I'm likely to spend a couple of hours at a time. I have no regrets.

Layers of Fear is an effective scare 'em up but the sense of dislocation and the lack of character development left me feeling as if I'd enjoyed a thematically messy series of shocks rather than a cohesive horror story. It's a collection of scary things that are tangentially related to the idea of creative blocks and familial cruelty rather than an exploration of the artist or his personality flaws. By the time the credits rolled, I knew very little about this particular painter that I couldn't have learned by reading a brief synopsis.

The buggy, like the rooftops, is a temporary form of safety. All of the enhancements in the latest edition – new loot, new levels, new end-game excess – are icing on the cake. Dying Light is about creating moments of safety, empowerment and comedic triumph in a world that wants nothing more than to tear you down, and The Following is a perfect expansion of that central tenet.

XCOM 2 is an improvement on its predecessor in every way and the vast majority of those improvements have been applied so intelligently that they risk making Enemy Unknown obsolete. That game was a smart remake of a classic. XCOM 2 is a classic in its own right and as good a sequel as I can remember.

It's a step forward for the series and a step toward Total War: Medieval III. I hope the improvements here will inform that game, should it be on the drawing board. These gloriously attractive strategic sandboxes may be about the journey rather than the destination, but without a clear destination in sight, and without a shared objective to tie their factions together, they can become unwieldy. As a template for Total Warhammer, Charlemagne seems like a snug fit.

The lack of improvements in areas that have stagnated, most notably dealings with the media and team talks, is frustrating though. There are seeds of good ideas in the drift toward an RPG-like system of relationships and stats, but they're slim and seem half-conceived in some areas. In fact, where the game is improved it may well benefit in Touch (formerly Classic) mode more than in the full-fat simulation. And for the first time, I'm considering spending my time there, and in the entertaining new multiplayer draft mode. I probably won't stick with the multiplayer until Christmas, let alone next season, but at least it's something new to sink my teeth into before settling into the usual decades of toil.

When I reviewed the ill-fated PC port of Arkham Knight, I said that the Arkham games were my go-to AAA series. On this form, they've got stiff competition. Here's hoping Syndicate isn't an anomaly and that the future of the series will be something other than history repeating itself.

In ye olde days, Call of Duty games would throw a famous quote up on the screen whenever you died, to provide a moment of reflection between attempts. Now that I've laid Blops III to rest, I've found a quote that seems like an echo of my thoughts and feelings. "The crisis consists precisely in the fact that the old is dying and the new cannot be born; in this interregnum a great variety of morbid symptoms appear."

There are plenty of upgrades and the way that you can mix and match them to create new attack types is fantastic, but enemies and objectives are locked into a handful of templates, and those dungeon-rocks all start to look the same after a while. Even so, I've had a tremendous time playing. Galak-Z is a smooth, polished and compelling arcade shooter that trades in tension and tactical awareness rather than screen-clearing power-trips.

Some of the additions in Afterbirth break whatever thematic cohesion might have existed more than what has come before. Laser-cyborg Isaac doesn't quite fit with my reading of the game but then, what the hell, maybe it's just a game about shit, blood and tears after all. And it's a fantastic example of the form.

If the game itself were as much of a mess as the port, I'd happily ignore the whole thing but Rocksteady are still capable of spectacle and style. Given the choice of one big budget collectathon series a year, and that's often all I can find time for, I'd pick Arkham almost every time.

For all of my complaints, I'd like to see more. More explorations of the weird places that we scrap, shoot and claw our way through as we play games. More short stories. More horror. If Funcom want to flesh out their Secret World with a few more side projects, I'll be a the front of the queue, even if I'm not convinced I'll enjoy the ride.

It's a shame that the skaven act so much like zombies rather than having their own distinct traits. But if Vermintide can act as the catalyst for a trend whereby at least one in every three zombie games is now a Skaven game instead, it will have served a wondrous purpose. The 'tide' suffix is excuse enough to have hordes of ratbeasts running mindlessly through the streets and it could happily be attached to 'Daemon', 'Corpse' or 'Green'. That said, 'Greentide' sounds like an off-brand toilet cleaner so perhaps that one would need a bit of a rethink.

Forget your Just Causes, your Uncharteds, your Battlfields and your Call of Duties – Broforce comes closer to capturing the beautiful chaos and heroic misadventures of a big budget action movie than any of them.