It stands apart from its contemporaries for relying heavily on audio over visual cues.
Where the similarly ambitious Until Dawn felt relatively seamless, The Quarry often feels as if it’s bitten off more than it can chew.
Neon White’s setting thrillingly liberates it from the pesky rules of gravity and the boring old architecture of humans.
Size isn’t just a matter of square footage when it comes to the games that have awed us this year.
Hardspace: Shipbreaker is a game that, over time, requires you to feel out your own ideal working method.
When you’re not performing exactly as instructed, the game’s narrow and inconsistent margin of error is just frustrating.
The game’s faithfulness to its brutal and campy source material isn’t enough to make up for a litany of bugs and problems.
Elden Ring is FromSoftware taming the monster they created by giving players the weapons and armor to endure it.
The Stanley Parable: Ultra Deluxe isn’t just recycling old content and adding new dialogue to it.
Citizen Sleeper works very hard to ensure that it remains a story of perseverance rather than failure.
The line between a leisurely atmosphere and an aimless one is quite thin, and Sephonie often drifts across it.
The fondly conceived open world of Ghostwire: Tokyo isn’t bustling with life but defined by its unnerving absence.
In this bursting-at-the-seams collection of over 350 handcrafted puzzles, you’ll need to think both inside and outside the box.
The Forgotten Land may not nail the world-building or plotting, but it’s not snoozing when it comes to Kirby’s transformations.
It’s hard to shake how much more gracefully other games of this type avoid similar pitfalls.
Tunic focuses on the most unexpected elements of its forerunners in order to reward players with a rapturous sense of discovery.
Triangle Strategy is structured to give you the maximum amount of struggle and conflict, and to never give you an easy way out.
WWE 2K22’s only major problems stem from the fact that it’s, well, a WWE game.
The game is devoted above all else to making the player believe that its world is worth saving and that its people are worth knowing.
Ice-Pick Lodge’s game is in direct conversation with the developer’s Pathologic series, and seems to serve as a kind of inverse to it.
Sifu is built on parrying and timing to a degree that can feel brutally difficult, if not outright inaccessible.