This post includes links to, and discussion of, severe depictions of violence.
(PC/PS4/PS5/Xbox) I’ve never loved the faux-noir of MAX PAYNE or its sequel. (Don’t even get me started about the film adaptation.) Those games felt terribly adolescent, which isn’t the vibe you want from noir or neo-noir. Even BRICK, directed by Rian Johnson — an entire neo-noir film about adolescents — feels far more mature than the first two Max Payne games.
MAX PAYNE 3 is a completely different beast. It’s neo-noir by way of Michael Mann in COLLATERAL mode, all hedonism and nihilism and neon-soaked coastal digital backdrops with rude black drop-offs, letting you know you’re just so close to falling off the precipice.
MAX PAYNE 3 came out around the time of KANE & LYNCH 2 which, while KANE & LYNCH 2 is an extraordinarily remarkable visual triumph, it is also a terribly unplayable game (and I actually enjoyed the first one despite the fact that it was one of the first games to cause a major rift in games criticism), and both share a very stylized, very heightened but also very surveillance look to them. (Also, both clearly owe a debt to the missed action director Tony Scott.)
Are you playing as an irredeemable shitheel? Yes, yes you certainly are. Is there any fun to be found in this personal hell that you’re playing through? No, not really — you’re barely an anti-hero — however, there is one fucking amazing set-piece scored by electro artists HEALTH featuring a looped version of “Tears” that I will never, ever forget. I play a lot of games and, while I am normally prone to hyperbole, this moment is absolutely in my top 10 gaming moments of all-time.
There’s a specific melancholy to it while, yes, it has a lot to do with HEALTH’s initial “Tears” video which is definitely NSFW and features a lot of dystopian zombie toddler stuff, but the devs finessed it slowing down and back up and looping, and the level is designed in a certain way that is emotionally evocative.
You can go long stretches without seeing anyone. You simply feel beaten down, like you’re on your last legs, but you still have to circle around the airport. There is no hope for Max here, but he’s trying to do the right thing, get to the exit, and the brutality of trudging through the endless folks in the airport is a testament to that.
(Again, I will note that this excerpt is very violent.)
(macOS/PC/PS4/PS5/Switch/Xbox) UNPACKING is an adorably short but impactful indie game from developers Witch Beam that is basically an isometric interior design game. All you do is age and move from place-to-place, from apartment to apartment and so on. It’s one of the few games I’ve played that, while I imagine some 20-somethings might understand, really, it’s all about proper adulthood. The kind that requires a mortgage or, at least, striving to get to a point in which a bank will allot a mortgage to you.
This is a game about aging and compromising and figuring out what works for both you and your partner, and also just enjoying the space you’ll spend the bulk of your time in.
I realize that sounds heavy, but Witch Beam lightens the load for you. You can think about all of that, or you can just mindlessly open boxes and try to find where every object should live, because that is the entire game, and it’s supremely satisfying to do so. The narrative is just the icing on the cake.
The game leans on a lot of 16-bit era tropes, from the pixelated visuals, the isometric viewpoint, as well as the soundtrack, but that works in its favor — at least for me. It comes across as simple and endearing in a soft way, although the audio and sound design? Way better than the days of the SEGA Genesis. Goddamn, I am not one for ASMR, but this is a balm for your ears.
Again, this is a very short — but very fulfilling — game. Is it for everyone? Well, no, particularly if you’re consistently seeking videogame thrills. However, it is very sweet and cozy and amazingly designed and something I think most folks would enjoy.
(If you watch the trailer, pay attention to the pig. That’s all I’ll say.)
(PC/PS4/PS5/Switch/Xboxes) I’ve been seeking out cozy console gaming for some time as I’m fucking sick of mindless violence, even if it hits my lizard brain in the right places. Yes, there are a lot of cozy indie games available for PC — and when I mean cozy gaming, I mean small-stakes games that coddle you and actively try not to re-invoke any prior lived trauma — but I still don’t have a Steam Deck because holy hell they are expensive, and I don’t really do desktop Windows gaming as I like to keep my office to work-things, which means that space is off-limits for gaming. So, until I rectify that or receive my long-awaited Playdate, I’m at the mercy of the Switch and PlayStation Stores.
I downloaded HAVEN on a whim, shortly after having upgraded my PS+ account to Sony’s version of the Xbox Game Pass. I expected very little but a light experience, as it looked like JOURNEY meets ENTWINED (which may or may not be currently available?).
I didn’t expect HAVEN to be so romantic.
Historically videogames have not prioritized romance and — even when they have — it’s often offered as something secondary. (Unpopular opinion, but while that has changed quite a bit recently with games like DREAM DADDY and BOYFRIEND DUNGEON and even THE LAST OF US: LEFT BEHIND, more often than not games still focus on gunplay instead of folks navigating love.)
HAVEN puts romance forward, first and foremost, and it’s amazingly handled. Out of the gate, you know these two love each other. (Yes, you can queer the romance — thanks to a recent-ish update — although it does default otherwise. I’ll give you two guesses as to which I picked, and the first doesn’t count.)
Let me rewind a bit:
HAVEN features a couple, Yu (by default the woman in the relationship) and Kay (by default the man in the relationship), who have escaped a planet that features a ‘Matchmaker’ that forces coupling based on an algorithm. The two of them fall in love apart from the ones they’re assigned and they finagle a way off the planet on a rickety spaceship not meant for the sort of travel they’re embarking on, and they crash on a slightly unforgiving planet, having to use their skills to combat the creatures that inhabit the planet while also salvaging parts for their ship.
It’s hands-down the best depiction of a young relationship I’ve encountered in a videogame. It’s messy, it’s physical, but also endearing and earnest and honest. They cook together. They sleep together. They get high together. Yu sprawls over the bed, her arm laying across Kay halfway through the night. There’s even a bit where they try to change bedroom sides because of — well, moisture — and it ends terribly, but if you’ve been there, you’ve been there! They lounge around with their guard let down, mouths agape as they feel their own exhaustion. They change into comfy clothes when they’re in their ’Nest’ (the spaceship they’re trying to repair). They occasionally quip horny remarks to each other, but it never feels pornographic, it feels sweet, which — again — is rare for a videogame, but isn’t rare for real-life.
Also, both protagonists are super-smart and accommodate each other in ways the other cannot. It’s a literal coupling of minds, and I can’t get enough of it. Just watch how they nuzzle each other!
Hell, even the idle animations! Yu will passionately throw herself against Kay, and they both will heal that way. Occasionally there’ll be a chaste kiss. When they ‘flow’ across bridges (they have anti-gravity boots that allow them to float around the planet) they often hold hands. It is adorable, and I just glow and want nothing bad to happen to them.
This is one of the few games that realizes: you don’t have to put your protagonists through hell simply for narrative escalation. Is there conflict? Yes. Are there goals to be met? Yes. Do Yu and Kay occasionally bicker? Yes (depending on the dialogue choices you make). However, it’s a loving, non-toxic relationship, and goddamn, we need more of that in gaming. If anything, it reminds me of the simple tranquility of ICO, even just due to occasional downtime. (In fact, if you wait long enough in a certain spot, both Kay and Yu will sit down and a bird will nest in Kay’s hair. It’s so cute.)
I’ll note that Polygon underscores the use of HAVEN’s loading screens, and I cannot deny that they are fabulous. They do a great job of unfurling them as you progress through the game, and they also become quite tastefully tantalizing.
Also: watch for the tactility. Kay & Yu are physical in a very comfortable way that also looks natural, which is odd for a video game, and something worth applauding. You can practically feel the drool from Yu’s mouth as she’s asleep. It may sound simple, but it’s an astounding accomplishment.
I don’t have enough superlatives for this game. While it has issues — especially with exploring, an impenetrable interface and a cumbersome fast-navigation system — I grinned and glowed 90% of the time while playing it. I just want more of this, all of this, all about intertwining. So many games suck at this, at character-forward romances with action-centric design but HAVEN absolutely nails it; it’s a gorgeous experience in every which way.
Also, the opening title sequence is amazingly opulent and kinetic with explosions of color and unfurling of watercolor emotions and I’d be lying if I said that I haven’t watched it more than a few times:
I’d also like to suggest the soundtrack video via DANGER, which is like DAFT PUNK meets HEALTH. It’s absolutely delightful while also being incredibly soft.
Goddamn, I just love to see them coupled together out in a field, nothing to bother them, just letting the sun soak in. If you’ve never done this with a loved one? Make a point to do so, even if someone calls the cops on you. (I’m not not saying that happened to me.)
(Also, I love how the seasons progress and times change in the OST as they stay stationary. So idyllic, at least until the last moment right before the very end which, oddly reminds me of the cult-favorite rhythm game GITAROO MAN, one of the few other games to nail peaceful, romantic tranquility.)
I’m astounded that this game didn’t initially launch with the feature to have a queer couple, as it feels so natural, especially considering that one of the primary themes of the game is indoctrination. This is a game that needed all sorts of different people and voices, and they managed to eventually find a way.
I cannot recommend this game enough. I feel like I’ve been overly enthusiastic about the recent works I’ve been imbibing and — yeah, I’m prone to gushing — but this is the real deal. I’m not sure it’ll have the influence of LIFE IS STRANGE, but it deserves it.
“Love stories always end badly.” “Ours doesn’t!” “No, not ours, but ours isn’t a story: it’s even better. It’s real life.”
(PC/PS4/PS5/Xbox) TWIN MIRROR is the most recent game from LIFE IS STRANGE developer Don’t Nod, and it certainly feels like one. It’s yet another narrative-forward interactive adventure game focused on character interactions, dialogue branches, story-changing decisions, escapism and fantasy via superhero elements, and traumatic deaths.
In fact, it eeriely mirrors the first LIFE IS STRANGE game in a number of narrative and mechanical ways, even down to the protagonist having ghosted their best friend for years, then returning to their hometown, and it essentially recreates the ‘high school dream sequence’ Max endures where you’re endlessly walking through hallways and doors.
While it doesn’t take place in the Pacific Northwest, it does take place in rural West Virginia, and even features similar sequences from LIFE IS STRANGE 2 such as road and forest exploration, as well as looking after a plucky but rebellious youth.
So, you could say Don’t Nod have more than a house style; they have a house template.
Let me rewind a bit.
TWIN MIRROR features middle-aged ex-investigative journalist washout Sam Higgs who, after being rebuffed by a marriage proposal to his co-worker Anna, abandoned his hometown after penning an expose of the town’s central mining industry, causing them to shutter and forcing many folks out of work.
He returns two years later to attend the funeral of his prior best friend and co-journalist Nick, who appears to have died in a car crash. Matters escalate, and dramatic intrigue sets in, and Sam only has Anna and a mysterious other to help him sort matters out.
What results is something that feels like an odd fusion of LIFE IS STRANGE, recent SILENT HILL games, and the Frogware Sherlock Holmes games. As mentioned earlier, it borrows a lot from LIFE IS STRANGE, but the bland, middle-aged protagonist, mining town, and guilt-obsession and illusionary characters feels very SILENT HILL, and the deduction puzzles are very Frogware. (Hell, they even include ‘Mind Palaces’.)
So, yeah, it’s an amalgamation that is perfect for me as I love all of those games, but perhaps not for everyone else.
Sadly, if you’re expecting the quirky, queer characters as seen in LIFE IS STRANGE, you should look elsewhere. These characters are straight archetypes; all older angst and repression. However, if you enjoy murder mysteries and adventure games, it’s a well-developed work.
While I first played LIFE IS STRANGE waaaay back in 2017, I’ve been intensely playing/replaying all of them pretty much non-stop for the last two months.
“I want to look at everything.”
I realize that’s not healthy. Emotionally, they’re absolutely brutal. My wife remarked: “Everytime I see you playing these games, someone is sobbing or you are.”
However, I’ve been going through a lot over the past year — to the point where friends have reached out and asked me: “Are you okay? Because you don’t seem like you’re okay.”
“I thought if you heard my voice, it could be a little bit like I was there.”
And no, no I’m not. Not at all. While I don’t want anyone’s sympathy, I do appreciate the outreach, and that’s exactly what LIFE IS STRANGE encapsulates.
(I will be fine. I have a quality support network. I’m just over-emotional in general.)
LIFE IS STRANGE: BEYOND THE STORM — FAREWELL [REMASTERED] (FAREWELL from here on out) supplies a short and bittersweet closure to the Arcadia Bay series. It’s simply Max and Chloe lounging around as young carefree teens until the end.
That’s all. That’s the entire game.
It’s delightful, and as someone who has lived through too much, to be able to relive the lighter moments of the past brings a smile to my face. Is it sheer nostalgia through another’s eyes? Yeah, but I’ll take it.
Two facets that I haven’t quite touched on with prior LIFE IS STRANGE entries:
1) The goddamn soundtrack. The music programming and the original scoring is absolute perfection. It encapsulates the ennui and conflict and ebulliency of being a youth. No notes.
2) Chloe’s physicality, height, and lankiness. As someone who is taller than most, often thinner than most, and prone to leap up on curbs as if they were a balance beam, I absolutely loved the animation work here.
FAREWELL sees Chloe before she literally feels the weight of the world on her shoulders. She springboards around, leaps around, bounds down stairs and jumps onto tables. She’s still slightly awkward and feeling matters out, but supremely confident in her command of her body in a way I’ve never quite seen in a video game.
I realize that may sound odd given that 90% of video games are all about physical activities, but there’s a personal exuberance here that feels fresh and makes me feel very seen.
“Even when we’re apart. We’re still Max and Chloe.”
To re-iterate: this has been an enormously exhausting but fulfilling journey; one that finally has me exhaling. At least until the next game. If you want to put yourself through the emotional interactive wringer, as opposed to mindlessly shooting dummies, I highly recommend it, but it does come at as cost, as does simply living life. There’s absolutely nothing like these games, and I’ll treasure them always.
In my prior BEFORE THE STORM write-up I noted how I relate far more to Chloe than I did to Max, which seems to be an unpopular opinion but I am who I am. I didn’t go into details so here are a few additional reasons that dovetail with my youth.
Chloe is a quintessential young punk, whereas I was a quintessential young gothling; she sneaks out of her house to attend illicit live band shows in sketchy places; she feels all alone in the world, at least until she finds a friend in Rachel Amber who presents as a perfect straight-A student but is actually a hedonistic, rebellious queer youth.
Been there, done that (although not necessarily in that order).
“It’s okay not to be okay, Chloe Price.”
BEFORE THE STORM sees Chloe trying to heal after the abandonment of Max and the death of her father, and she finds solace in Rachel’s hands. For three episodes, we get see the joy in her eyes, the wonder of discovery, a whole new queer world opening up in front of her.
Again, if you’ve played the prior games, you know how this ends, and it is not good, but goddamnit, I just love to see Chloe — as angsty as she is in this point in her life — happy, if only momentarily.
Upon replaying, I was surprised at how much foreshadowing and groundwork was laid, although I definitely suggest playing this after the first game.
Also, upon replaying, I had Chloe interact a bit more aggressively and was happy I did so; the call-and-response is far more interesting than the rather milquetoast approach I took the first time.
While the game lacks any supernatural or superpower elements, it does have spectacle with fire. Again, these are not subtle games — it’s subtext to communicate the burning urges of youth — but I can’t help but love it, and visually the billowing smoke ever-present in the background is so very striking.
And while you don’t have Max’s rewind powers, the developers have nicely added a few new features to the dialogue trees to keep matters fresh. Never at any point in time does it feel like you’re simply watching a film — you feel like you are in control, and that your decisions make a difference.
Lastly, I’ll state: this post is concerning the remaster, which … is not great. It is not polished. It has a ton of bugs and crashed several times and honestly? Doesn’t even look good enough to merit the term ‘remaster’. However: I bought it simply so I’d have a physical copy, so I could play it on my Switch on a desert island until the batteries died. That’s how much I love this game.
(PC/PS4/PS5/Switch/Xbox) One of my favorite things about LIFE IS STRANGE is its episodic fragmentation because it allows me to detail specific things I love about the series without having to write everything into one long post.
So, yes, I’m totally using the remastered version — which includes the first game and BEFORE THE STORM — to summarize everything I wasn’t able to shoehorn in before about the first game. (There will be one last post about the BEFORE THE STORE remaster!)
[Slight spoilers below!]
The fourth episode of the initial game is absolutely brutal, but also very memorable. Max’s time use inadvertently affecting her best friend is heart-rending, and the two of them reconnecting — a second time — is extremely emotional in a way that I’ve never felt in another game.
At the end, well, I’ve witnessed others going through what Max is tasked to do, and — the way I played it — goddamn, in real life I was just an observer, there for comfort, but holy hell. My face gets wet just thinking about it.
I’ve said it before: this is just life. Life is hard. Nothing and no one can prepare you for what you’re going to live through, because everyone’s journey is different. But if you can find folks that can help navigate you through, you’re very lucky, and that’s why the fourth episode is so tough for me, because of the loss, and because of the changes.
While I absolutely love this series — it’s certainly one of my all-time favorites — this remaster? It kinda sucks. Visually, sure, it’s slightly glossier — oddly, Rachel seems to have the best glow-up — but doesn’t add much except for major loading times and overly severe and distracting lighting. (I’ll note that I played it via Switch — loading times may be faster via your Xbox.) While the original was slightly janky, this feels terribly unpolished and I encountered a number of bugs and crashes, which is weird for a remaster. Frankly, I’m pleased I played the original digital copies when initially writing about this series, because that felt more natural and playable. It certainly doesn’t look as crisp or play as well as TRUE COLORS.
Nonetheless, I was very happy to see Chloe and Max together again, although watching Chloe and knowing what will happen made me constantly well-up. I kept thinking: “This isn’t fair. I just want the best for them!” Granted, that’s the sort of emotional response any writer wants to hear when they pen something, but goddamnit, as someone playing the game, it’s rough. I don’t want to spoil anything, but I did try to lighten her load.
I hope I’ve convinced you to at least try the series, no matter which way you can. It’s absolutely something special and evocative and overly emotional and I love it. This is a series of games that will most certainly inspire and influence future game designers and developers, and it’s extremely rare to know that upon initially playing a game. It’s so raw and heartfelt and, as I’ve said before, it’s hard to believe it even exists. It was a huge swing on behalf of Don’t Nod and they knocked it out of the park, and it’s something that will live with me always.
I feel like I did this game dirty in my initial write-up, so I wanted to revisit it. Granted, I extolled the game in my first write-up, but neglected to mention my favorite part of the game: the sound design. It’s so goddamn aurally tactile in a way that is utterly delightful. I repeatedly rewatch the trailer, just to hear her leap and splash. It’s amazing, and I feel like a shitheel for not boosting that facet originally. I’ve previously stated that I’m stupidly physical — I’m the kinda person who will launch himself onto curbs just to feel oft-kilter — and this is a game that wants to feel felt and I love that about it, and can’t help but embrace it.
It’s an astounding, remarkable achievement, and one well-worth playing.
Let me be upfront about GOTHAM KNIGHTS: this is not a great game. The primary issue isn’t its lackluster visual design of the major characters, which some have generously stated as looking like a generic mobile free-to-play game. Nor is it due to Gotham feeling oddly empty for a metropolis. (That said, given the fact that Gotham seems to be a villain paradise, why would one choose to live there as a civilian?) It’s simply that the game is trying to do too much, and manages to falter at almost every step. I feel for the devs because this is very clearly an extremely expensive game that took a lot of time and effort and money to make, but it never quite manages the effortless flow of the Rocksteady Batman games.
It doesn’t help that the game commits multiple cardinal sins such as bullet-sponges, bosses with fake-out health meters, cheap insta-deaths, and is brazen enough to recreate a spiritual successor level to one of the worst Batman levels of all time: the Batmobile levels of BATMAN RETURNS. (Ironically, this is definitely one of the most enjoyable Batmobiles of any Batman game I’ve played, but the one Batmobile level goes on for way too long.)
To be reductive, GOTHAM KNIGHTS feels like it’s cribbing from the recent ASSASSIN’S CREED games: it features a new leveling system, including superficial crafting of armor and weapons, on top of what was already a byzantine litany of combos and combat approaches. Every minute you get some new alert or notification or useless mod or unlockable. It’s not just that it’s overwhelming, but that very little of it actually matters.
Additionally, goddamn, some of the boss fights are the roughest — and I played the game on easy mode because life is too short. I hard-quit during both the Mr. Freeze and Clayface fights, and the end of the game — while abiding by the rule of threes — felt like a tad too much.
That is an absolutely perfectly commissioned needle-drop. I’ll also note: the Harley Quinn here? Not my favorite Harley, but I still found her to be intriguing!
I’d also like to note that, unlike many other games, GOTHAM KNIGHTS has a bunch of women goons of all shapes and sizes, and I can’t help but appreciate that because — usually — it’s all dudes.
I bought GOTHAM KNIGHTS despite having read the lukewarm reviews because I was in a mood where I just wanted something I could zone out to and mindlessly mission back-and-forth to and it delivered, as so many middlingly-reviewed games are prone to do. It’s not perfect, but it does have moments of brilliance, and in-between it’ll rarely frustrate you which, frankly, is all I need from a game, and hell, I may just replay it with the alternate characters! (I’ve read that Nightwing is especially delightful to play as.)
(PC/Xbox/PS4/PS5) GRIS is an atmospheric platformer that is also emotionally devastating.
As many kids, I was an absolute space nerd; still am, to be honest. One of my favorite memories as a youth was reluctantly seeing Halley’s Comet — the cosmos is scary, y’all! — then getting donuts at Dunkin Donuts. I still have the sketch of the comet that my father asked me to draw on a napkin afterwards and it’s one of my treasured objects.
This game? It will fucking wreck you. If you aren’t crying by the end, you aren’t human.
It helps that the gameplay is so damn fluid, the character design so dynamic, the visual style evoking Mœbius, the audio design so spacious, and the animation is astounding. I do not want to replay it it, but …re-watching these trailers definitely tempted me. This is one of the most brilliantly realized games I’ve played in some time, but geez, also so tough to deal with.
If you aren’t a gamer, jump ahead to the ending, linked below, because it will decimate you: