Wolfenstein 2: New Colossus
Must like with the first entry, I don't find the gunplay compelling, made worse by the way the game magically spawns enemies, that and it only features hitscan enemies. The game's greatest strength is its production values. It looks great, and has traces of what made
Escape From Butcher Bay Great, but this ain't it. I hope MachineGames can stretch those muscles again in the new Indiana Jones b/c their Wolf games are some of the worst AAA FPS I've played. Weak gunplay, frustrating enemies, cramped funnel-like level design. Avoid. Eh, at least the music is alright.
The Surge 2
Gave it another shot but uninstalled once again. Environment does feature onion-like design, but the sense of place isn't well established. Enemies feel like generic bodies. It feels souless. Combat also doesn't have the umph I expect from melee combat. Inventory and upgrades felt obtuse. Asked myself if I was having a good time. No, not good enough.
12 Minutes
A neat premise that opens with many interactive objects to play around with but the experience is quickly weighed down by the "proper" path needed to advance the plot. I quickly tired of hearing the same replies, the same banter, watching the same janky animations, until I stumbled upon what the devs wanted the player to do. While ultimately disappointed with much of the game's objects being a facade/farce, I think this idea could be better executed if it did accomodate for more of the player's choices instead of the oh so typical point and click retort "I can't do that."
Quake
I decided to check out Quake after the recent update, initally with the MachineGames expansions, but that soon led to replaying the older expansions, the original campaign, then Arcane Dimensions. Needless to say I got that Quake itch again and I'm loving it. I like that the setting sets up the possiblity to explore vastly different worlds, most evident in the Arcane Dimension maps. I find the arsenal and the beastiary to be mostly outstanding, with only the hopping jellies pissing me off with their wonky movement pattern, and the flying torso enemies as being the weakest aesthetically.
I went into the MachineGames' expansions with the expecattion of massacring everything, but quickly found myself out of ammo in some of the maps. There wwas one where I had to use the console to grant me either ammo or hp to get through. I chalk this up to my not being able to organically find secrets to resupply, but at the same time I see it as a failure on the level design to maintain a good flow of challenge/resources.
This almost never happened to me in BOTH the older expansions or in the original campaign (they also featured the Shambler far less than the newer expansions).
Arcane Dimensions: worth the hype. While not ALL of its maps blew my mind, this collection of community maps features SOME of the largest, most enjoyable maps I've ever had the pleasure to explore in any game. The gameflow (balance of challenge/resources) is just perfect across the better of the maps. Particular favorites of mine are gargantuan in scale and took me 30-40+ minutes to completed. The better ones do a fantastic job of doling out tought adversaries at you and feature levels that fold into themselves in the best ways. You know a game has done this well when it puts a smile on your face, Undead Burg style.
Psychonauts 2
The word that comes to mind after my first playsession is "cozy." This is probably the first time I've said, this game LOOKS like Psychonauts as I REMEMBER. It has a smooth (perhaps too smooth) presentation with a wonderful use of color and features many great details. I love how Raz's goggles move as he jumps. I loved how they change Raz's image when using clairvoyance on different NPCs. My little nitpicks thus would be a few technical bugs (wonky lighting during the intro to motherlobe cutscene, plus Raz's jacket clipping during cutscenees. While the voiceacting is overall great, I did find that some of the direction felt off, particulaly with regard to tone. I get it can't be perfect since there is A LOT of it but I still felt like emphasis was missed at parts. That said, this is a nitpick. I'm having a wonderful time exploring and came away impressed with the game feel. My only complaint on gamefeel would be the odd pause Raz does after dodging. There's a brief moment where you regains his bearings that prevents you from smoothly flowing from dodging to immediate movement. Perhaps this is tied to a player upgrade b/c it definitely feels noticeable.
Random thoughts: smart to have a fast travel system in the hub. combat, while easy, features enemies that are conducive for players to test out their psi powers. speaking of...I've just got the idea to use clairvoyance on the enemies, curious to see how they see Raz!