Even when Fall Guys is working perfectly as intended, its appeal is limited.
The game has the look of a thoughtful samurai epic, but the façade flakes under scrutiny.
While a lot of care has gone into refining the game’s combat, there’s no shortage of things to do outside of battles.
Make & Break is at its best when injecting variety into the campaign, not only mixing up the environments but the game modes.
Few of the game’s problems would be insurmountable in the face of an engaging narrative.
Metaphorically speaking, the developers at Pugstorm have left more than half the carrot buried in the soil.
The game is primarily a vehicle for Amanita Design’s brand of typically immaculate artistry.
The game feels like the brainchild of students who were into debate club as much as programming.
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.
The game displays a thorough, haunted understanding of what cruelty for cruelty’s sake can do to the soul.
Making the old new again could be the mantra of this year’s gaming.
After a few exhausting months in the gaming world, July promises to be fun by comparison.
The most impressive thing about the game is still the strength and specificity of its vision.
While the plot and characters in Desperados III may be familiar, each scenario feels distinct.
Its occasional pizzazz, including Shoji Meguro’s blissful J-pop soundtrack, is undermined by how hard it often is to actually look at the game.
The game’s attempts to distinguish itself from other first-person shooters ultimately feel superficial.
The scarcity of the game’s puzzles is frustrating, because, slight repetition aside, every one of those puzzles is cleverly designed.
It retreads the same ground of the prior games’ fetch-quest-driven, backtracking-filled action-adventuring.