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Tears of the Kingdom is a tour de force. A consummate masterstroke of game design and worldbuilding, unrepentant in its pursuit of player freedom, well-deserving of a place among the greatest games of all time.
Frankly, it’s a relief to see real neck-biters treated with the proper pulp care. Arkane Austin gets right to it: teeth, claws, and clear agendas.
Minecraft Legends is a worthy spin-off from the main game, but doesn't break any new ground in the real-time strategy genre, instead acting as an accessible entry point for the younger generation.
Wo Long: Fallen Dynasty is an engrossing, dense, and hard-fought slog, but nevertheless a slog weighed down by some heavy recycling and inconsistent difficulty.
Nonetheless, even when the trappings are more traditional, as they are in Return to Dreamland Deluxe, Kirby is Kirby.
WWE 2K23 isn't a revolution, but a welcome evolution to the series with just enough new features that are sure to please WWE fans and newcomers alike.
God of War Ragnarok is a masterpiece.
In the end, Gotham Knights is, like the studio’s earlier contribution to the saga, Batman: Arkham Origins, a decent game haunted by the notion of not being the main event.
A Plague Tale: Requiem is a visually stunning and emotive fable that pierces through the noise of the most contested of release periods as a captivating triumph.
Metal: Hellsinger merges rhythm, violence, and the fury-laden chugs of metal to create a unique kind of carnage that's a pleasure to conduct despite, at times, feeling repetitive.
The Last of Us Part I is a beautiful thing to behold, honouring your recollection by surpassing it.
From control to innovation, Madden 23 delivered one of its best full game experiences to date. However, a push for creativity has led to stark inconsistencies from year to year, leaving many unsatisfied with modes like Face of the Franchise.
Indeed, there remains about Saints Row the air of a slightly desperate brainstorming session.
This is where Stray succeeds. It offers us delectable opportunities to act out the behaviour that so bewilders us, in very celebration of that bewilderment.
Far more damning is the fact that The Quarry, though happily thronged with beasts, is barren of scares.
Not that this is something that has to be endured. The underworld may be outglowed by the freaky fogs above, but so what?
There just isn’t enough juice in the combat, the cover shooting, or the endless hoovering of collectibles.
What saves Norco is that the visions on offer belong as much to the imagined as the troublingly real.
You can sense, in Weird West, a developer both returning to his obsessions and toiling on a fresh frontier.
And yet, despite its obvious muses, Tunic manages to rise above mere flattery, by paying deeper homage to the medium itself.