In the end, Melody of Memory is very much a fans-only affair.
A successful tech demo that allows one to truly feel like Iron Man, the game is also a strong superhero narrative in its own right.
Luigi might be luckless, but he’s still a force to be reckoned with across this, the most variety-rich Luigi’s Mansion game to date.
The 2019 Electronic Entertainment Expo presented an industry in transition.
It’s unfortunate that A Plague Tale’s story falls short of its technical accomplishments.
The little that’s good here isn’t enough for one to shake off the faulty nature of the game’s narrative and thematic machinery.
Overkill’s The Walking Dead certainly stokes the player’s despair, but not the sort that its developers intended.
There’s no mystery to Union, which is grounded in exactly the way that the Beacon Mental Hospital was not.
The game’s propensity for indulging counterintuitive elements feels like a willful act of self-sabotage.
Driven to Win’s Takedown mode feels like exploitation, the video-game equivalent of tying fireworks to G.I. Joes.
Dead Rising 4 is a defanged sequel unlikely to satisfy fans of the series or appeal to new ones.
This series reboot fails to replicate the cleanness of the original games’ racing mechanics.
Think of Rare Replay like an entire Criterion Collection for video games in one package.
Some of the best features are frustratingly kept out of the player’s hands for hours, by which time many will have lost interest.
Although the core gameplay isn’t always fun, mistakes are barely penalized in such a way to prevent one from progressing through the story.
Neverending Nightmares purports to give the player the experience of suffering mental health problems like depression.
Playing the game’s campaign on the standard settings frees up timed events to allow a more casual and manageable playthrough.
The game is impressive for its overall sense of refinement and accessibly.
When you reach a certain age, you realize just how much of your life you’ve spent wasting time.
Few video games so directly encapsulate the notion of “being a toy” as The Room.