I can't get Fish Sticks out of my head. Not the food, but the stray cat with a squished face and stubby legs that I wrangled into my shack in Edmund McMillen and Tyler Glaiel’s new roguelite strategy game, Mewgenics. The shop, the pub, the dentist; no matter where I go, I…
I was, like so many of my 1990s-born peers, a huge Sims girlie. I spent hundreds of hours as a teen and young adult making people I knew, characters from shows I was obsessing over, or original characters I wanted to experiment with, and diligently following their life paths and…
I’m really impressed by Sagebrush. It could have been tacky, it definitely could have been gross, but it’s neither. It’s sensitive, well constructed, and harrowing just where I think it should be.
Stumbling on other survivors is a thrill, but in reality those encounters rarely lead anywhere interesting. DayZ is an anecdote-generator, but the odds are you’ll need to feed it more hours of your life than they’re worth.
I found Rage pretty hard work to enjoy. Much like the mercs themselves, for every positive trait it may offer, there tends to be some frustrating problem to deal with too. The combat is rarely all that enjoyable and a game that requires so much inventory management should do so much more to make that process appeal to the player.
A game of everything, a game of nothing. Eternal, unknowable, remarkable, infuriating, Kenshi defies easy judgement. Kenshi is. I implore you to play it.
This remains the magical, bizarre, joyful and utterly peculiar game that earned its place in gaming history. It also remains very short (about four hours at a slow pace?), but also extremely replayable, with so many targets to meet. And it’s very funny, in a super-dark way.
Ultimately, though, Dota and Artifact both appeal to me for the same reasons. Both can feel overwhelming and unfair, but both those feelings can be quashed with experience – at least, outside of the competitive modes. For now, those are the preserve of the wealthy – and a question mark on the game’s longevity for everyone else.
I’ve missed out on Roller Coaster Tycoon and its descendants, so I can’t compare Parkitect to those games. What I can say is that it is delightful and non-threatening, and playing it has typically left me feeling pleasantly drowsy and contented, the way I might after wandering around a brightly-lit midway, munching a corn dog covered in mustard in a gauzy childhood memory of the carnival.
Although that said, even if the bugs and AI were fixed, it would still leave behind a version of Just Cause that barely changes anything you actually do since the third edition, yet has made every aspect of doing it so astronomically more annoying. What went wrong? How did such an established and entertaining series end up in such a quagmire? Gosh I’d love to know.
I’m greedy. I want a bigger, beefier, more flexible Mutant Year Zero. But that’s because the small, linear but smart, powerful and atmospheric Mutant Year Zero I got grabbed hold of me so completely.