Catch the Moon does not waste time with its theme; you build a ponderous tower of ladders in order to catch the moon. It’s a simple, lofty goal, a hint of story in an abstract game you can learn in a minute and then giggle about for many happy hours. Grabbing my attention-span challenged niece, age 9, I sat her down and taught her the whole game in just a couple of minutes. Just a few minutes after that she was hooked.
Videogames don’t often affect me emotionally outside of making me annoyed or happy because I’m having fun. But The Last Day of June hit me in the feels. There weren’t any tears, yet I did walk away in a contemplative frame of mind. I was invested in the story it wanted to tell, a story of heartfelt love and terrible loss, of learning to accept, of sacrifice and of grief.
I’ve talked before about how some games can surprise you before in other reviews. Sure, it’s nice to be confident that a game is going to be good ahead of time and then to have your assumptions justified once you finally play it, but that never manages to capture the same sense of elation as a game coming out of nowhere and blowing you away can. That’s how I feel about Battlestar Galactica: Deadlock from Black Lab Games. I heard about it many moons ago, thought little of it and then was mildly surprised to get review code come through a few days before launch. I was even more surprised when I played it.
Oh little black box of witchcraft, how do you work? Despite how much I appreciate amazing audio the mechanics behind it all are akin to black magic in my eyes. All I know is that sound is something that often gets overlooked from a gaming and filmgoing perspective, and spending the money to get something deliver that sound can change that perspective. It’s not until you splurge on a good set of headphones or a speaker system that you can appreciate how much you weren’t hearing.
The Adventures of Bertram Fiddle: Episode 2 might just have the most amount of puns in a videogame ever. Practically each and every sentence somehow manages to contain a pun relating to a nearby item, a name or anything else the writers manage to think of. It’s wonderful. It’s stupid. It’s annoying. It’s funny. God, puns evoke such complex emotions, don’t they?
The problem with creating a new game every year that’s based on a real sport is that eventually each game starts to feel a bit similar. Without any huge shake-ups in the sport the developers are left to twiddle their thumbs. To their credit, Codemasters have at least attempted to do a few new things, but their efforts have been inconsistent over the years. Now, though, they’ve gone and done it. They’ve made their best F1 game to date.
Agents of Mayhem has been spawned directly from the Saints Row series, and despite not bearing its name in the title it takes place within the same universe, although this time developer Volition have chosen to take a real city (Seoul) and then chuck some sci-fi paint all over it. The game we’ve gotten out of this looks and feels a lot like the newer, crazier Saints Row games, but with a twist.