Because creativity comes at the cost of cohesion, the whole adventure turns into one irritating mini-game.
It shouldn’t be cutting corners, and it’s silly that the four major zones are all still so faded, dull, and repetitious.
It allows players to learn and wonder at all the symbolism at their own pace, to draw their own conclusions.
Both Klaus and the game are clones in search of higher sentience, and they both get there in the end.
Instead of improving upon the original game’s basic mechanics, this remaster instead indulges in fan service.
This revival of the 2003 cult classic is a rhythm game driven by the synesthetic idea of physically interacting with sound.
It’s precisely because of how exaggerated and savagely sophomoric Sunny seems that it’s able to sucker-punch the audience with all its satire.
The season finale of Homeland lingers almost uncomfortably long on the survivors.
Homeland should talk less, and trust that intimate scenes will serve to demonstrate or explain the larger themes.
Homeland falters when it focuses on the contrivances of its big-picture plotting, but they lead “New Normal” to a powerful ending.
The game can be enjoyable, but the barrier to entry is so high that it’s hard to recommend.
Despite the implication of the title, “The Litvinov Ruse” is no trick.
The episode closes with Carrie finally making the connection that Allison so desperately sought to cover up.
When Darksiders II sticks to the actual essentials of the main story and not its so-called Deathinitive features, it’s a solid action-adventure-RPG hybrid.
The writers either need to relegate Allison further to the sidelines or figure out a way of complicating her.
The game is filled to the brim with content, most of it disappointingly or needlessly executed.
It’s weird to say that Fallout 4 operates under the principle that less is more, since its vision of Boston is dotted with hundreds of hours of things to do.
That desperate need for someone to understand and stand beside us: That’s parabiosis.
Homeland is too wrapped up in its own allure to deliver on the story it started to tell in previous weeks.
It’s the mix of the mundane and the mercurial that makes Life Is Strange worth living.