Hollow Knight: Silksong (2025)

No game may have been more highly anticipated than Hollow Knight: Silksong. Team Cherry surprised the world in 2017 with the debut of Hollow Knight, and one of their Kickstarter funding goals promised a second playable character: Hornet. That promised DLC expanded in scope until it eventually became its own standalone game. It’s been over 6 years since the game was first revealed and after the long wait I wondered if the lightning-in-a-bottle of the original could be recreated. But after playing the game, I can confidently say that Silksong picks up right where Hollow Knight left off. For my thoughts on Hollow Knight, check out my review from when the original was released.

The brilliance of Silksong begins with its world. Kidnapped by religious zealots, Hornet arrives in the land known as Pharloom. It’s inhabited by numerous varieties of bugs, but the common thread connecting them is religious devoutness. It’s clear that Pharloom is a kingdom that has crumbled into dust, only whispers and tradition carry the travelers to summit the peaks where the holy Citadel stands.

As a metroidvania, Silksong frees its players to explore and discover organically. With nothing but the nebulous goal of reaching the Citadel as your guide, you set out on a blind journey. Silksong takes inspiration from the storytelling of FromSoftware’s games such as Dark Souls and Elden Ring. Taking in the dying world around you, piecing together the puzzle of what happened through vague texts and environmental storytelling. Nothing is directly told to you, but the world and its artistry wonderfully communicate what kind of place Pharloom once was.

Take for instance the Underworks, a mechanical nightmare of pipes, gears, and valves beneath the Citadel. The opulence of the Citadel is powered by these dingy chambers. It is here where workers tirelessly labor to maintain the holy grounds that they never see. When they attack you for your intrusion, they only drop a pittance of rosaries, the currency of Pharloom. As you’ve progressed through the game you’ve gained increasingly more rosaries in each area from tougher foes, but the Underworks represent the poor dregs of the Citadel. There’s even a hidden room in which you can run on a treadmill to generate power, only to be rewarded with a single rosary for the effort. And it is here in the Underworks where the benches which have been the universal sign of rest and have acted as your checkpoints of safety incur a cost of 15 rosaries for a single use. Without any dialogue or text, Silksong portrays a dystopian society where a class is exploited and drained to fuel the grandiosity of an empty cathedral.

It’s these vignettes and partial truths of the past that make exploring Pharloom so compelling. The art and sound design of Silksong is also top-notch. An enormous amount of care was put into making each area distinct and filled with details. It’s from these details where the hidden stories are filled with life. The music is equally compelling, often harboring somber moods as you explore this crumbling kingdom. Yet frantic melodies make an appearance when engaging with any of the numerous bosses of Silksong.

The gameplay of Silksong is that of traditional 2D metroidvania. You explore massive areas, fighting enemies, platforming across dangerous pits, and collecting hidden boons to increase your power. The major upgrades that you find act as keys that unlock new paths in the world, as well as being purposeful in combat. What I love about Silksong is its non-linearity and its reluctance to guide the player. It is up to you to figure out where to go, often you have to choose at random between forks in the road. When you enter a new area, you are blind, there is no map until you find the mapmaker. You’re forced to rely on instinct and curiosity. I find this more compelling than being given explicit directions. Each path has something to be discovered, but the further you wander from a resting place, the more risk you incur.

Pharloom is a harsh place, filled with enemies, obstacles, and traps. Resting at a bench acts as a checkpoint, restoring your health and letting you respawn there if you die. And if you die, you lose all the currency you are holding, and you only get a single chance to reclaim it. The game design makes the world incredibly dangerous, and you can take nothing for granted. Every time you hit an enemy, you generate a single pip of silk, and nine pips of silk are required to heal. Getting hit at all is costly, and extreme caution is warranted when traversing Pharloom. I personally love this feeling of playing on a knife’s edge. You can never let your guard down or brute force your way through obstacles. You have to master your movement and your arsenal.

What makes Silksong stand out from its predecessor is the number of tools available to the player. Hornet is a much nimbler protagonist than Ghost from the first Hollow Knight. She acquires many different tools to dodge and evade. But this agility comes at a cost, as she is also much more fragile than Ghost. As the game progresses, many enemies and traps deal two ticks of damage rather than one. This happens fairly early on in the game. While there has been an uproar online about this steep spike in difficulty, I wasn’t offput by this at all. I thought the difficulty was well-balanced to provide an adequate level of challenge. Silksong is the sequel to Hollow Knight, and it was originally intended as DLC. It makes sense that it picks up where Hollow Knight left off. Furthermore, Hornet is swift and has so many more tools at her disposal to make encounters easier. Making use of these tools makes the game so much more approachable.

Not only do you unlock various movement options, but spells, crests, and tools also can be found to customize your moveset. Spells are powerful abilities that cost silk to use. Tools come in the form of both equipped passive bonuses and accessories that you can deploy in combat such as throwing needles or caltrops. And crests are complete game-changers as they entirely alter Hornet’s attacks and innate abilities. For example, the Beast crest modifies the basic heal to instead be a life-stealing effect when you claw at enemies. I found that tinkering with the different options and finding combinations that I liked was immensely enjoyable.

The boss fights of Silksong are the cherry on top of the already excellent gameplay. They all have distinct attack patterns and arenas that make them stand out from one another. But I was most impressed by the lack of restraint shown by Team Cherry. Most bosses only have 3 or 4 attacks, limiting the number of tells and timings that you have to memorize. I was able to easily find openings and gain confidence on the tougher foes, transforming the fights into a dance as Hornet nimbly evades blows and returns damage with her needle. The design of these fights has a knack to seem intimidating at first, but quickly become manageable once you learn the patterns.

As a metroidvania, discovery is a key aspect of the gameplay loop. Finding secrets, uncovering new areas, and remembering where to use your new abilities are part of the fun. For the most part, Silksong nails this. The lack of guidance makes these discoveries more organic and rewarding. But I do have a minor gripe with some of these well-kept secrets. I don’t mind when minor rewards such as health upgrades or tools are well-hidden, they are bonuses for having a keen eye. But I was disappointed by how many major areas were so incredibly concealed. I missed a handful of these areas initially, and only found them when I was aiming for 100% completion. One or two of these areas being secret is fine, but Silksong is a massive game and finding the fake walls leading into these secret zones is like finding a needle in a haystack.

My other minor issue with Silksong is its propensity for dull fetch quests. There are dozens of quests in the game, many of them being fun journeys that result in a boss fight or extra bit of lore. But there are also many repetitive fetch quests that have you slay some number of nearby enemies. The majority of the time these enemies are the same ones you’ve been fighting for hours at this point. These kinds of quests are just dull and act as padding, which the game doesn’t need at all since it is already so huge.

After such a long wait, I was a bit nervous that Silksong wasn’t going to live up to its sky-high expectations. But I was thoroughly impressed with the immersive world and tight gameplay. It is a continuation of Hollow Knight, but it doesn’t feel totally derivative because Hornet plays so differently from Ghost. The ability for the artistry of the world to tell a wordless story is truly special. It is for these reasons that I give Hollow Knight: Silksong a 9.5/10. If you haven’t played either of the Hollow Knight games, do yourself a favor and play the best metroidvanias of the last couple decades.

Kirby and the Forgotten Land (2022)

Kirby is a series that I’ve always wanted to love more than I actually did. The cute, pink, puff ball is just so endearing. I have fond memories of playing Kirby: Nightmare in Dreamland and Kirby & the Amazing Mirror a bunch when I was a kid. The games are always so vibrant and joyful. But after a couple attempts at playing Kirby: Planet Robobot as an adult, I figured I had outgrown the series. It was an extremely well-made game with a ton of charm and creativity, but the lack of challenge or any meaningful friction meant I found myself growing bored after playing for more than a few minutes. Kirby: Planet Robobot is often discussed as the pinnacle of modern Kirby games, so I decided that my time would be better spent playing other platformers. That was until Kirby and the Forgotten Land was revealed, the first time Kirby would truly jump into 3D.

The primary issue I have with most Kirby games is the lack of friction. The games are meant to be introductory platformers for children and new players, so it is understandable that they are designed to be extremely easy. But you can often just float over most of the levels, and Kirby’s powerful abilities mean most enemies are barely a threat. Kirby is also a fairly slow-moving protagonist, so the act of going through levels can feel lethargic and boring. I want to be clear that I don’t think that this is a fundamental problem with the Kirby series, it is Nintendo’s introductory-level platformer and designed so that children can play successfully. I just prefer the elevated challenge and speed of series like Super Mario and Donkey Kong Country.

Despite my reservations about the Kirby series, I wanted to try Kirby and the Forgotten Land because I love 3D platformers and wanted to see how the pink protagonist would fare in this new environment. I have to say, the jump to 3D did wonders for Kirby. The additional complexity of 3D environments suits the series marvelously. The game maintains the slower pace that the series is known for, but 3D levels allow for more engaging exploration and more creative level design. 

The game takes place on a post-apocalyptic Earth where genetically mutated animals have taken over what’s left of the civilization. The setting is quite different from the normal fantastical Kirby affair, and I loved the juxtaposition of Kirby’s silliness with the more grounded environment. The first major zone is a derelict city that is now overgrown with vegetation, and each following locale is an equally surreal place for Kirby. I particularly enjoyed the amusement park and its numerous attractions; riding roller coasters and exploring dimly-lit funhouses was a blast.

The levels are in the “course clear” category, meaning they are fairly linear platforming challenges with a goal at the end. While I do think Kirby would thrive in a more exploration-driven open environment like in Super Mario Odyssey, I also think that maintaining the linearity from the 2D entries in the series was a good idea for a first foray into 3D space. You can tell that a ton of love and care was poured into the levels in Kirby and the Forgotten Land. There are so many little details and things to discover. The world is just so vibrant and charming to spend time in.

An aspect that I loved about the level design is the creativity. Nearly every level has some unique idea or gimmick that is central to its design and theming. I love the escalation of each idea through individual levels. For example, navigating a simple maze in the dark evolves into a pitch-black funhouse with narrow ledges, creeping enemies, and moving obstacles. There’s a handful of “Mouthful” abilities that let Kirby utilize common real-life objects. You can use vending machines to shoot cans at enemies and destructible terrain, or use traffic cones to smash through leaky pipes and launch upwards, or zip around a race track as a Kirby/car amalgamation. Not only are these abilities fun departures from standard gameplay, their inherent visual goofiness fits Kirby perfectly.

Even though the levels are relatively linear, there is incentive to explore. In every standard level there are hidden Waddle Dees to be rescued who can later be found in your hub town. Furthermore, there are secret challenges that will reward you with even more Waddle Dees. I think encouraging exploration is a great thing when so much heart and detail is poured into these levels. My one complaint is that some of these secret challenges are quite obtuse and are difficult to discover on your own. If you miss a challenge, you only get to see it revealed upon clearing the stage, and even then, only a single challenge is revealed at a time. Meaning if you miss a few challenges, you may be replaying the same level three or four times searching for its secrets. I think just revealing all of the challenges upon first completion of the stage would be a happy medium between letting the player discover things on their own and preventing having to replay the same level over and over.

The exploration aspects tie in quite nicely with how progression works in Kirby and the Forgotten Land. As you rescue Waddle Dees, the hub town will slowly expand and add new features. There are collectible trophies in capsule machines, mini-games such as fishing, consumable items to purchase like health and attack boosts, and coliseum to challenge a gauntlet of bosses. But the big addition is the blacksmith. Here is where you can upgrade Kirby’s classic copy abilities to more powerful versions of themselves. Not only are these raw damage increases but they also modify the abilities with additional effects. Bombs become homing explosives that track enemies, the drill ability creates buzzsaws that bounce around the arena, crash slows time in addition to its traditional massive damage. All these upgrades are fun to experiment with, especially because the game is lacking some classic abilities such as stone and beam.

The main resource to power-up the abilities are stars that are earned by completing Treasure Road levels. These are separate stages from the main levels. They are typically very short and require the player to clear the stage using specific copy abilities or Mouthful abilities. I quite enjoyed doing these because they forced me to experiment a bit and can provide a decent challenge if trying to beat the target time. You aren’t required to beat the target time to earn your reward, but I found it very fun to optimize and learn how to get the most out of my abilities in these 30-second challenges.

Like any Kirby game, Kirby and the Forgotten Land is extremely easy. But the level design, exploration aspects, and progression kept me from getting bored like I did when playing many of the 2D Kirby titles. There’s even a difficulty selection when you are starting a new file which is a great addition. I would’ve loved to see an “very hard” option because even hard mode was a bit too easy for a majority of its play time. I think Kirby has the capability to be an excellent 3D platformer/brawler, and the post-game showcases that untapped potential. 

The fairly extensive post-game has remixed levels and amped-up bosses that I thoroughly enjoyed. The bosses in particular were so much more challenging than their base-game forms. And the final coliseum challenge was a real gauntlet that had me sweating on its secret final boss. Moving into 3D space allowed the developers to get creative with boss movesets and really force the player to learn how to position and dodge. And I loved experimenting with the different copy abilities to see which ones fit my playstyle and which ones thrived against certain bosses. That being said, the vast majority of regular enemies, mini-bosses, and bosses outside of the post-game were pushovers. To be fair, that is to be expected in a Kirby game, but I would’ve loved some more difficulty options to appeal to players who want a bit more challenge.


I’m glad that despite my hesitations around the Kirby series that I decided to give Kirby and the Forgotten Land a chance. It’s a delightful switch-up from the traditional formula and the new 3D environments mesh wonderfully with the slower pace of Kirby. It’s apparent that a ton of care and love was poured into the world and levels of this game. Each stage is a delight to explore, even if the game is a bit too easy. It is for these reasons that I give Kirby and the Forgotten Land an 8/10. I hope the future of Kirby holds more games like this one, because I want more.

Stephen’s Favorites of 2024

I feel like 2024 was the first year where I at least tried to keep up with recent releases. I wanted to highlight the games from this year that were my absolute favorites. Of course, as someone with a full-time job, a family, and other hobbies, I didn’t get to play every major release of this year. There were plenty of games on my radar that I didn’t get around to such as Indiana Jones and the Great Circle, Lorelai and the Laser Eyes, and the remake of Silent Hill 2. Here are all the 2024 releases that I managed to play:

Now let’s get into my favorites of the year.

UFO 50

UFO 50 is a truly unique experience and we may never see anything like it ever again. It’s a collection of 50 retro games made by the fictional company UFO Soft. It’s an absolutely astonishing collection in both breadth and depth. Every classic genre is included, but no entry is a simple imitation of an actual retro game. Every game has a unique twist. There are so many gems in the collection. You could easily sink hundreds of hours into UFO 50 and still have games you’ve barely touched. The creators behind UFO 50 describe it as a blend of retro aesthetics with modern game design knowledge, and they absolutely nailed that aspiration. Read my full review here.

Astro Bot

Astro Bot may not be the most innovative game out there, but damn is it fun. The joy I got from exploring its wonderfully detailed levels was reminiscent of playing Super Mario Galaxy as a kid. Every level had some sort of set piece, theme, or unique power-up that had me smiling. And I loved visiting the hub world to try to identify all the robots dressed up as classic Playstation characters. Astro Bot is just wholesome fun. Read my full review here.

Balatro

Balatro is the most addicting game on my list. In this roguelite deck-builder you play poker hands to score points. As you progress through a run, you can modify your deck in a multitude of ways. The main way to increase your score is by acquiring jokers which vary wildly in their effects. The sheer randomness of Balatro is what makes it shine. There are so many different ways to build a successful run and every time you play, you’ll think you found a new overpowered combo. Read my full review here.

Animal Well

Animal Well is a surreal metroidvania. It’s a labyrinth full of mystery. Figuring out how to explore and interact with the world and the animals was enthralling. Without any guidance, the world is up to you to discover. Secrets upon secrets are layered atop each other, some requiring a dedicated community to unearth. It’s one of the most atmospheric games that I’ve ever played with ethereal visuals and echoey auditory effects. Read my full review here.

UFO 50 (2024)

You stumble across a dusty cardboard box in an abandoned storage unit, inside is a retro video game console along with 50 games from a company you’ve never heard of. That’s UFO 50. A collection of 50 retro games from an alternate universe, each showing the progression of the fictional developers UFO Soft. The games range from platformers, to sports games, to fighting games, to shmups (shoot-‘em-ups), to puzzle games, to strategy games, each with a unique twist or gimmick. The real developers of the UFO 50, Mossmouth, claim that these are retro games with modern design sensibilities, which I think is a perfectly apt description.

Retro games are notoriously difficult and are oftentimes clunky to play. UFO 50 does a fantastic job at maintaining a reasonable level of difficulty without making these games frustrating to play. Many of the games in the collection have slow movement, punishing mechanics, or initially uncomfortable control schemes. But it doesn’t take long for each title to click, and once you figure out how to play the smart design begins to unveil itself. 

Each game in the collection has something that makes it stand out. There’re no straight up clones of actual retro games, although some of the games do feel at least inspired by classic titles. Take one of the earlier games in the collection for example, Magic Garden. It takes elements from Snake and Pacman as you lead friendly slimes to safety and use power-ups to clear out evil slimes. But Magic Garden is its own game, shepherding slimes to the scoring zone and collecting power-ups has intricacies as you are encouraged to take risks and let a ton of slimes occupy the board before chaining together multiple power-ups for an exponential score increase. There’s an edge of risk and reward if you want to maximize your points.

There’s an absurd level of variety available in UFO 50. I’m extremely confident that there is a game in the collection for everybody. And for $25, you really can’t go wrong. And don’t think that these are just short little arcade games either. There are fully fledged RPGs and metroidvanias that take hours to complete. Many of these titles could easily be standalones. Mini & Max for example is a genius little metroidvania in which you try to escape a supply closet by shrinking down and exploring the shelves and talking to the micro-civilizations that are invisible to the naked eye. Grimstone is a turn-based RPG that is over a dozen hours from start to finish. You could play UFO 50 for 100 hours and barely scratch the surface. If you truly want to 100% complete the collection, you are looking at 300ish hours. Personally, I have not clocked even remotely close to that number but this is a game that I am planning to play and revisit for a long, long time.

A smart decision was made to give every game some reasonable milestones to achieve. Every game has a simple challenge to earn a “gift” which goes into the little house on the console which is cute. You earn a gold trophy for beating each game. And you can earn the “cherry” by completing whatever additional challenge there is after completing the game, usually this is getting a high score or something along those lines. I think these tiers of achievements makes every game more approachable and presents attainable goals as you slowly get better at each game.

I loved the dedication to the fictional company of UFO Soft. Each game has a short blurb about its development and it’s fun to recognize the fictional names of the developers in the credits of each game. There’s a handful of sequels across the collection, and I enjoyed the references to the company’s other games as I played. It was interesting to watch UFO Soft evolve in design and technology. It was a brave decision by Mossmouth to have the first game in the collection be Barbuta, an esoteric metroidvania with no music, no color, painfully slow movement, unfair traps, and no quality-of-life features. But it was the perfect origin to the UFO Soft mythos. A game developed by a sole employee with extreme technical limitations and no game design experience. Following the evolution of UFO Soft is a journey of its own, and there’s a layer of secrets to be discovered for dedicated players.

The presentation of the collection is fantastic the whole way through. Mossmouth had to make sure every game fit its respective era and chronological place in the collection. All the games look good for being retro games and have distinctive designs and characters. But what I really want to highlight is the music. Oh my god. There are so, so many excellent tracks in this game. In the alternate universe where UFO Soft is real, I could easily see these tunes being as memorable as classics like the Super Mario Bros theme is to us.

I think that the size and breadth of the collection is the greatest strength and weakness of UFO 50. While it is exciting to boot up the game and choose from 50 games, not having to commit to any given game, I also found myself treating each one as disposable. Since the games are difficult and often have unconventional control schemes, I found it very easy to not give each game a fair chance. Dusting off a cartridge and playing for 5 minutes before exiting and trying something else was a common occurrence initially. After noticing this pattern, I forced myself to try to give every game more attention. I’m still working through the majority of the collection, but I am glad that I slowed down to really appreciate each game. The downside is that some of the games never do click, even after putting time into them. Planet Zoldath and Combatants are examples of games that I think are just not very good. 

Since I think that it can be a bit intimidating to know where to start with such a massive collection, I wanted to share some of my favorite games that I’ve played so far. While part of the beauty of UFO 50 is that everyone has different favorites, I did want to highlight these five games. Hopefully these suggestions can give you some options to try if you have trouble choosing where to begin.

Party House is the first game in the collection that really clicked with me. It’s a deck builder where you are trying to throw the ultimate party. By spending popularity to add new guests to your rolodex you try to accumulate more popularity and cash every night. After 25 nights you have to have 4 “starred” guests attend your party to win. There’s a good amount of decision making involved, but what makes Party House interesting is its “push your luck” mechanics. Troublemaker guests typically earn more popularity and money, but more than two of them at once will cause the cops to show up. And there’s also the decision of when to stop spending popularity on normal guests and when to start acquiring the “starred” ones. There’s a lot of delicate choices to balance, and Party House is a ton of fun.

Night Manor is a point-and-click horror game that takes place in a disarrayed mansion filled with trash and fungus. You have to figure out a way to escape while avoiding the zombie-like man infected with fungus who is hunting you. If you run into him, your cursor jitters to simulate the terror your character feels, making it harder to click on doors to escape as he chases you through the manor. Old point-and-click games often have moments of ridiculous leaps in logic, but Night Manor avoids this with its puzzles. I found that everything made sense and I couldn’t put the game down until I played through the whole thing over the course of a few hours. There’s also a story to uncover through notes of what happened at the manor which was fun to discover.

Seaside Drive is a stylish shmup, but you can only move left and right as you drive your car down the road. As you dodge projectiles and enemies you have to move back and forth quite a bit to keep up your meter. You build up charge by skidding to the left, and expend charge by shooting and driving right. The higher the meter, the more damage your shoots do. I love this game because it seems crazy difficult at first, but I quickly learned how to maneuver and overcome the challenge. It’s so satisfying to clear the stages that were giving you a hard time without getting hit at all. Seaside Drive also has incredible aesthetics and one of my favorite songs in the whole collection. It’s a slick, stylish, and fun to play shmup with perfectly tuned difficulty.

Devilition is my favorite puzzle game of the collection that I’ve played so far. A grid is filled with villagers and demons and you have to place pieces that kill the demons. The twist is that your pieces have to act like a chain reaction, each one can only be set off if hit by another. You have to keep track of what pieces you’ve placed and how to connect the chain. There’s 10 rounds and any pieces that you don’t use carry over to the next round, encouraging you to be efficient in your placement. I enjoyed watching the Rube Goldberg machine go off and clear the demons off the board as I prayed that I didn’t mess up and miss a crucial link in the chain. 

Waldorf’s Journey is a platformer that takes place entirely within the dream of a walrus. It’s reminiscent of a golf game as you charge up and launch Waldorf the walrus across gaps and try to precisely maneuver him to land on tiny patches of ice. You really have to master the momentum as you use your flight meter to propel Waldorf forward. It’s tempting to fly as far as you can on every jump, but it becomes incredibly difficult to slow down enough to safely land. There’s a few different power-ups and items to help you along as you inch towards revelation at the end of the dream. I also love the visuals, music, and minimalist story in this game as well. 

I think UFO 50 is a game that I am going to be playing for the rest of my life. Or at least for a very long time. The breadth and depth of this collection is unmatched. After dozens of hours played, I’ve barely scratched the surface of what UFO 50 has to offer. The fictional history of UFO Soft ties the whole thing together beautifully. It is for these reasons that I give UFO 50 a 9.5/10. UFO 50 is a paradise for fans of retro games with its dedication to melding retro gaming experimentation with modern design considerations.

Astro Bot (2024)

Astro Bot is a game for people who love gaming. Not only is it a technical marvel, but it lives by the ethos that games should be fun. While I personally love experimental and mature games that toy with inspiring other emotions such as rage or sadness, the unbridled joy that Astro Bot brought me reminded me of playing games as a kid. It’s reminiscent of all-time greats such as Super Mario Galaxy. It’s a modern day classic that I’m already eager to revisit in a few years’ time.

Astro Bot starts with your Playstation-shaped spaceship being destroyed by an alien and having all your robotic allies scattered across the universe. You crash land on a barren planet and have to visit different galaxies and planets to rescue the little bots and repair your spaceship. Each level plays out as a fairly linear course-clear style stage with hidden collectibles scattered about. Astro Bot clearly takes inspiration from Super Mario Galaxy with its approach to level design and reliance on interesting power-ups.

Most levels are a straightforward 3D platforming affair, but there is almost always a power-up or gimmick to keep things fresh. My favorites include the mouse backpack that lets you shrink and explore the nooks and crannies of the level, goggles that let you briefly slow time to avoid speedy obstacles, and a chicken jetpack that blasts you skyward at dizzying speeds. There’s a ridiculous amount of creativity on display in the levels. Each one is like a giant set piece with fantastic theming and spectacle. Whether it’s freeing chained-up starfish, jumping into the mouth of a giant singing tree, or hunting for treasure in sandy villages and stumbling on a Djinn in a lamp, Astro Bot is absolutely brimming with memorable ideas and I don’t want to spoil too many surprises.

Not only are the levels filled with spectacle, but there is also an unparalleled attention to detail. The developers had a penchant for showing off the physics on tiny objects. Levels are filled with things like acorns, confetti, gems, bolts, and other objects that move seamlessly as you wade through them or forcefully launch them. The game also frequently has destructible environments and set pieces that show off the sophisticated physics. The sound effects as you move about on different surfaces is sublime. Astro Bot makes fantastic use of the PS5 controller’s haptic and audio feedback to really immerse the player. The rain effect in particular is very slick. 

I love collectathons and games with a good hub world, and Astro Bot combines those aspects brilliantly. As you play levels you will be rescuing little robots who will come back to the initially barren crash site. Many of these bots are cameos from classic Playstation games, but they don’t feel like cheap references. Many of the references are fairly obscure and even I had trouble recognizing some of them. But aside from the referential costumes every character has their own comedic blurb that makes it seem like the developers of Astro Bot actually played these games and aren’t using them as cheap references. Furthermore, you can spend coins you collect to acquire accessories for the bots. For example, you can get a cardboard box for the Solid Snake bot to hide underneath. I quite enjoyed walking around the hub world and taking in the characters and scenes from Playstation’s past. It feels like a love letter to gaming.

The one fault I have with Astro Bot is perhaps not a fair one. Because comparing any game to Super Mario is putting it up against the best of the best. But Astro Bot is clearly Playstation’s version of Super Mario, so the comparison is necessary. The main character, Astro, doesn’t have nearly the same movement complexity that Mario has. Astro can run, jump, punch, spin, and briefly hover using lasers. But it doesn’t feel like there is anything to master. I remember playing Super Mario Sunshine a bunch as a kid and trying to master my control on momentum to backflip, wall jump, and hover up to ledges that seemed out of reach. Mario’s moveset is far more complex and the reliance on momentum allows for more mastery for advanced players.

While the movement is simpler, I do think the game benefits from Astro’s fragility. Getting hit once will reset you back to the latest checkpoint. The level design and simple movement lend themselves to a fairly laid-back experience, but you still have to be careful. The game is fairly easy, but it has an edge because a single mistake means death. There are some challenge levels and gauntlets that are decently difficult. Overall, I think the difficulty was tuned quite well for being a family-friendly platformer. 

While playing Astro Bot I really didn’t want the experience to end. It’s an absolute joyous adventure that celebrates gaming and the philosophy that games should be fun first and foremost. While Sony has recently focused on more mature storytelling games, I hope Astro Bot signals that there is still a space for polished platformers and collectathons. The variety of levels, attention to detail, spectacular power-ups, and love for older titles makes this a game nobody should miss out on playing. It is for these reasons that I give Astro Bot a 9.5/10. There’s no doubt in my mind that Astro Bot is a modern classic. 

Kena: Bridge of Spirits (2021)

Kena: Bridge of Spirits is a game that’s better than the sum of its parts. Which is really important because none of the individual aspects of the game are standouts. There’s perfectly serviceable combat, platforming, exploration, and story, but there aren’t really any surprises or “wow” moments. It’s a game that feels reminiscent of classic, Playstation 2 era, adventure games. While being fairly derivative, Kena: Bridge of Spirits somehow feels endearing. I actually enjoyed my time with the game which can be partially attributed to the game’s smaller scope and wholesome vibes.

The game follows Kena, a spirit guide on a journey to learn more about her abilities to usher spirits into the afterlife. She travels to a remote village beset by famine and magical corruption. The populace has been entirely wiped out, and only spirits remain. It’s Kena’s duty to clear the corruption and guide the regretful spirits into the afterlife to help restore the natural order of life. I thought it was a touching story that dealt with loss, regret, and acceptance. There’s a sense of melancholy as you explore what was once a bustling town full of life, and moments of sadness as you learn the fates of the spirits that you’ve been assisting. But it’s also uplifting and endearing as you are ultimately helping the spirits accept and move on.

The most striking aspect of Kena: Bridge of Spirits is undoubtedly its visuals. The world is an absolute treat to look at. Towering canopies, twisted roots, rushing waterfalls, and dense underbrush are intertwined in a way that feels like a genuine forest. The world feels serene and natural thanks to its thoughtful environmental design. The lighting is also superb as streaks of light cut through the trees and illuminate the path during a thunderstorm. Graphically, the game has the Pixar movie-esque style to it that is wonderfully animated and rendered beautifully, especially in cutscenes. There’s no question that the presentation is the most impressive aspect of Kena: Bridge of Spirits.

Gameplay wise, Kena: Bridge of Spirits has a healthy mix of combat, exploration, platforming, and puzzle solving. While all these components were competent, they each had their own flaws. The only aspect that tried to do something new was how puzzles used the cute creatures called Rot. The Rot are little black puffballs that follow you around and assist you as you free them. You can command them to move blocks around and can occasionally fuse them together to create a spiritual dragon to clear away corruption. I loved seeing the little creatures but I felt that they were underutilized in puzzles. I didn’t feel like there was a meaningful difference between having the Rot move a stone block instead of just doing it as the player character like in most games. As a whole, the puzzles were extremely simple.

Platforming faced a similar issue of simplicity. There was some potential here as the game introduced some fun ideas such as using your bow to slingshot you to glowing flowers, rotating floating blocks so that you could use them as platforms, and introducing a dash that sends you through spiritual portals. There were moments that I felt like there could’ve been some excellent race-against-time sections as you rapidly used your tools to levitate blocks, dash through portals, and sling across gaps. Or there could’ve been more puzzle-platforming focused sections of rotating platforms in the correct order. But those moments never really came to fruition unfortunately. Moreover, double-jumping feels awkward because the second jump almost entirely halts your momentum. It makes it easy to misjudge jumps and honestly just feels bad.

I found exploration to be mostly enjoyable because of the environments. There’s a good amount of stuff to find without feeling overwhelming. But a lot of the rewards were fairly disappointing. Meditation spots are thematically nice and increase your total health which is great. Finding hidden Rot around the world also feels good and collecting a bunch gives you more energy to use in combat, great. But I honestly didn’t care for finding the dozens of different hats that you can put on your Rot. Sure, it’s a cute touch. But it is purely cosmetic and I couldn’t help but be deflated whenever I found a secret passageway only to be rewarded with a random hat. Worse still, the most common reward is money. And money’s only use in the game is to purchase hats. So, if you don’t care too much for these trinkets then a majority of the game’s rewards are going to be meaningless for you.

The one exploration reward that I thought was interesting was the Spirit Mail. Collecting these allows you to enter homes in the village that have been beset by corruption. You can clear out the evil energy, restoring that home and the surrounding area to a more serene state. I wish they did more with this. I love the idea of reviving the village, but aside from getting rid of some evil vines and bramble there isn’t any gameplay element tied into this. There are some static blue spirits standing around but they don’t move and you can’t interact with them in any way. 

Imagine this: after cleansing a building in the village, spirits are freed that act as shops to spend your money. It was such an obvious idea to me that I’m shocked it’s not in the game. It solves a multitude of issues that I had. The village would feel more alive, Spirit Mail would feel more rewarding, you’d have actual upgrades and equipment to spend your money on, and combat progression would feel better with these upgrades. I even think it’d increase the emotional impact of the game’s ending as you free these spirits that have been stranded instead of moving on to the afterlife. Maybe the developers didn’t want players to have weapon upgrades to spend money on, but I found it so odd that 3 of the major collectibles in the game (Spirit Mail, hats, and money) had no gameplay implication whatsoever. I genuinely think adding some shops as a reward for finding Spirit Mail would have been a major improvement.

The most fleshed out aspect of Kena: Bridge of Spirits is easily its combat. Kena has the classic options of light attack, heavy attack, dodge, and shield. As you progress through the game a few more options become available such as the bow, bomb, and dash. Furthermore, you can spend experience to unlock bonus attributes such as a stronger shield, more arrows, or bombs releasing mini-bombs upon detonation. But the best way to deal massive damage is through the Rot abilities. As you hit enemies with your basic attacks you will build up a resource called confidence. One confidence can be spent to unleash a devastating melee attack, a piercing arrow, a time-slowing bomb, or it can be used to consume limited health flowers scattered around the arena. 

All of these considerations play into the flow of combat in Kena: Bridge of Spirits. I found it enjoyable to dodge, block, and parry enemies along with dealing some damage with all my tools while building up confidence to burst down enemies with Rot abilities. Enemy design is also quite varied so that you are always on your toes. You really have to make use of all your tools to dispose of the variety of threats the game throws at you. It sounds silly, but I was impressed that even with a large roster of foes there was not a single one that I thought was annoying or poorly designed. But where I think combat really shines is the boss battles.

I think the difficulty curve pertaining to the boss battles is going to be a huge negative for many players. For a game that presents itself like a Pixar movie, the bosses can be quite challenging. Don’t go into Kena: Bridge of Spirits thinking it is a game for little kids as the bosses will humble you, even on the “normal” difficulty. But it’s hard for me to begrudge these unexpected difficulty spikes because the bosses were my favorite part of the game. They follow the same flow of regular combat but are much more challenging. Additionally, most bosses have some briefly exposed weak points that you can target to temporarily incapacitate them. It’s a great way to encourage the player to stay perceptive and get rewarded with small windows to deal big damage.

Even though I did have fun with the combat, I do have a few small complaints. For one, the camera can get a bit annoying with multiple enemies. It has the tendency to soft-lock itself onto the nearest enemy which isn’t always what I want. I think the camera should’ve stayed in control of the player for the most part. My other issue is a lack of progression for melee attacks. Towards the end of the game it felt like basic light and heavy attacks did pitiful damage to bosses to the point it wasn’t worth the risk of getting close. I defaulted to using arrows and bombs until I could stun the boss and then used Rot abilities to deal the majority of damage. I think the idea of having a blacksmith or something in the village like I mentioned earlier could’ve allowed players to specialize into stronger melee attacks.

There’s something about Kena: Bridge of Spirits that feels like an adventure game from the Playstation 2. And not in a bad way. I think it may be because so many modern adventure games put more emphasis on story and massive scope. Kena: Bridge of Spirits feels more personal and endearing. It has a story, but it doesn’t talk at the player for hours on end. It has an open world, but it’s much smaller and more segmented than most modern games. And I appreciated that the game wasn’t bloated with unnecessary junk. It’s maybe a dozen hours long and quickly moves through new areas, enemies, bosses, and tools. In a landscape filled with 50-hour open world games, I’m glad to have smaller scoped adventures like Kena: Bridge of Spirits.

While Kena: Bridge of Spirits doesn’t do anything particularly groundbreaking, I still had a great time with the game. I looked forward to cozy mornings with a cup of coffee and exploring its gorgeous natural landscapes with my crew of Rot buddies. I think there are clear improvements to be made across all gameplay aspects, but as an entire package I think Kena: Bridge of Spirits is fun. It is for these reasons that I give Kena: Bridge of Spirits a 7.5/10. If you are tired of grandiose open worlds and dialogue heavy adventure games, Kena: Bridge of Spirits presents a tighter and more personal quest.   

Pepper Grinder (2024)

Pepper Grinder is a wonderfully retro game. Its detailed pixel art, gorgeous environmental backdrops, charming cast of characters, and focus on fun gameplay concepts made me feel like I was playing a classic SNES platformer.  Pepper Grinder may be short, and it may not do anything revolutionary, but it is remarkably polished and is purely distilled fun. There’s no fat on this game, every level has its own ideas and mechanics that put a twist on the drilling and digging platforming.

 The key mechanic in Pepper Grinder is the drill. You tunnel through sand, earth, and snow, avoiding obstacles along the way. As you pop out of the ground you can boost yourself and launch yourself from platform to platform. It’s a remarkably smooth mechanic that the entire foundation of the game is built upon. Digging through the ground is intuitive to control, fast-paced, and allows for some creative level design. And Pepper Grinder delivers that in spades.

While it may be a short game, Pepper Grinder makes up for that with the sheer variety in its levels. Every level is distinct in some way. There are grapple points to swing between patches of earth, falling chunks of snow to flow through, cannons that blast you across the sky, gatling guns to mow down enemies, and a variety of locations to explore. One minute you’ll be gunning down goons in a volcano and the next you will be diving in shark-infested waters and splitting boats in half.

What makes Pepper Grinder feel like a retro game is its charm. There’s no dialogue or much of a narrative at all. The main character, Pepper, washes up on shore and has her treasure stolen. The rest of the adventure is just using her newfound drill to hunt down her missing treasure. But what makes the game so endearing is the visual story that is told. Traveling through the lands and encountering a handful of friendly faces like a farmer mole and a friendly giant is reminiscent of SNES era games such as Super Mario World and Super Mario World 2: Yoshi’s Island. And this retro influence is also obviously present in the art style of Pepper Grinder.

The game is full of lovingly crafted pixel art and animations. The levels, environments, and characters all come to life in its high-fidelity pixel art style. Even with the bright colors and fast-paced platforming, I felt that visual clarity was extremely good. I never lost track of where I was or where I was supposed to be going. The presentation is further bolstered by a great soundtrack of mixed genres: jazz, rock, drum and bass, and even drum and bass. 

There’s no arguing that Pepper Grinder is a short game. There’s only two dozen or so levels and each can be completed in 5-10 minutes. But I don’t think being short is necessarily negative. The developer obviously did not want to pad that game out with repetitive levels or filler content, which can be seen from how every level has its own gimmick or trick. Additionally, there are 5 hidden coins in every level to be found if you are interested in collectible hunting. And I found quite a bit of fun in the time trial mode, trying to get the gold medal on every level. It never felt overly challenging, but I loved finding shortcuts or optimizations to spare a few seconds.

The only major flaw with Pepper Grinder is the boss fights. There are only four of them, but none of them are particularly fun. They are neat concepts, but are unfortunately in cramped arenas that feel awkward to maneuver in. The last boss in particular is a huge difficulty spike, I could see tons of players giving up before seeing the credits because of how frustrating that fight can be. And to make matters worse, if you are doing the time trial mode you will have to deal with 30-second unskippable cutscenes on every single attempt of every boss. Truly maddening.

Pepper Grinder definitely isn’t a revolutionary game. It doesn’t dwell on any of its ideas or mechanics. If you are looking for a platformer that slowly evolves as the player gets better, Pepper Grinder may not be for you. It’s a game that delivers on a fun and fluid base movement system while throwing a bunch of different ideas at the player. Sure, many of those ideas could be explored further and expanded upon, but I appreciate the brevity of the game. And if you are looking to master the game’s mechanics, time trial mode can provide a decent but reasonable challenge.

I love when a game focuses on just being fun. And that’s what Pepper Grinder is. It may be on the shorter side, but that’s only because there is not any fat on this game whatsoever. Every level is its own idea. And the basic drilling movement is just pure fun. Although it doesn’t do anything revolutionary it manages to feel nostalgic and reminiscent of classic Nintendo platformers. It is for these reasons that I give Pepper Grinder a 7.5/10. Definitely give this game a shot if you want a quick burst of platforming fun.

Penny’s Big Breakaway (2024)

Penny’s Big Breakaway is a game that gets better and better as you play it. As a lover of 3D platformers, I was excited for Evening Star’s debut game. These guys gave us Sonic Mania, the best Sonic game in decades. Once I started playing it though, I thought Penny’s Big Breakaway was just alright. I had trouble with the innovative control scheme and never quite found a satisfying flow to the platforming. But as I progressed through the game, I slowly got more and more familiar with the movement. And that’s where the game shines. Once it clicks, Penny’s Big Breakaway is immensely fun as you dash, swing, and zip through levels. Maintaining momentum and combos is not easy, but the satisfaction of going fast makes it a reward worth earning.

Penny’s Big Breakaway takes place in a brightly colorful world of performers and penguins. Penny is a performer who has to go on lam because her sentient yo-yo ripped off the king’s pants during a performance. The story itself isn’t all that exciting or worth talking about, but that’s ok because it definitely isn’t front and center. What makes Penny’s Big Breakaway interesting is the platforming.

Penny herself is a rather slow and clunky character, but that’s made up for the array of abilities that her yoyo provides. In the air you can sling the yo-yo in any direction using the control stick, and from there you can either dash to the yo-yo or swing from it. These both have their own uses to build speed, height, and distance. Moreover, you also have a small double jump. On the ground you can roll on the yo-yo or spin it around you. The roll is key to maintaining momentum while the spin attack is mostly used for maintaining combos.

With all these possibilities it can be tricky to get a grasp on how to string these moves together. Especially because Penny’s Big Breakaway has a unique control scheme that can take some getting used to. Like I mentioned, Penny is slow and rather boring to just walk around and jump like a normal platformer. The key to having fun is utilizing slopes and stringing her moves together to create a fast-flowing performance. For instance, dashing into a roll on a hill is an easy way to build up a ton of momentum. You can then swing out of the roll to fling yourself across big gaps. An additional consideration is that timing these movements is critical. If you attempt to roll from too high up you won’t keep most of your momentum. And of course, you will fling off tangent to your swing arc whenever you release a swing.

There’s lots of nuances in the movement in Penny’s Big Breakaway. Aside from all the basic moves that I listed above you have to contend with enemies, poles to swing on, power ups, bouncy pads, dramatic slopes, and other complications. Learning how to go fast is what makes Penny’s Big Breakaway fun. And it’s also why I think the game has a steep learning curve. I didn’t really start having a lot of fun until about halfway through because I wasn’t good at chaining together my movements and timing things so I could reach top speeds.

Aside from going fast, another omnipresent objective is to maintain a combo. By masterfully manipulating your entire moveset you will rack up a combo that steadily increases your point total. At first, I thought this is what the focus of Penny’s Big Breakaway was as it is in your face. And don’t get me wrong, maintaining a combo can be fun, as long as you are doing it with speed. If you are new at the game, floundering around to make sure you never drop the combo can be more discouraging than it is fun. And there’s plenty of places where you can just combo back and forth for minutes at a time to rack up a big score. Honestly, I suggest just ignoring the combo system altogether until you start mastering the movement. 

I wish Penny’s Big Breakaway would have emphasized the need for speed a little more. It’s the most entertaining aspect of the game, but the game does very little to encourage going fast. Your score at the end of the level is independent of the time it took to complete it. If you want a high score, you could just combo back and forth as I previously mentioned. Getting a point multiplier based on your speed of completing the level might have encouraged speed. There is a time trial mode, but there are no developer-set baselines. I think this was a big misstep. After completing the game, I was looking to replay some of the levels to get a fast time, but without a benchmark to measure myself against I had no idea if I was doing well or not. Playing against your own times can be fun once you master the game, but I would have liked a point of reference to try to beat.

One of the biggest appeals of Penny’s Big Breakaway is its speedrun-friendly level design. Levels are cleverly laid out with some diverging paths that encourage experimentation. Moreover, there aren’t invisible walls or other tricks to keep the player from finding huge shortcuts. If you do master the movement, you can skip huge chunks of the levels if you find the right gaps and walls to scale. Even if you aren’t a speedrunner, the levels are well-designed that flow nicely and still encourage smaller shortcuts. Sadly, the boss fights are fairly underwhelming compared to the standard levels. My other major gripe with the levels is the optional objectives.

I usually enjoy finding hidden secrets or doing challenges in platformers. But Penny’s Big Breakaway is all about going fast. Having to slow down and look around for potential secrets is annoying. Each level has 3 hidden items and 3 short quests. The quests also are frustrating because they start as soon as you walk in the vicinity of the NPC, and are often timed challenges. Meaning you quickly have to read what your goal is and look around to find where you are supposed to go all while the clock is ticking. If you fail, you have to reset from the checkpoint. I realize the side objectives aren’t necessary to beat the game, but are required if you want to unlock the bonus levels. And the bonus levels are some of my favorites in the game.

Unfortunately, we can’t talk about Penny’s Big Breakaway without mentioning its performance issues. I had many instances of clipping into terrain and walls. During a boss fight I just fell through the floor and died. Certain sloped surfaces also have Penny sliding on them very strangely. These collision bugs aren’t the end of the world, but they are common enough that they can’t be ignored. Luckily, the developers seem to be aware of these bugs and are actively working on patching the collision issues.

As for presentation, I found Penny’s Big Breakaway to be almost too colorful. I understand that the game is trying to harken back to the days of Sega consoles and the dominance of Sonic. But I found the art style of Penny’s Big Breakaway to be garish. Fortunately, the soundtrack is stellar. It’s a nice mix of jazz, funk, and electronic beats that do fondly call back to retro games.

Penny’s Big Breakaway is the epitome of “high skill floor, high skill ceiling”. It’s a game that, if you put the time into mastering it, is an immensely fun fast-paced platformer. Conversely, it can be tricky to find the fun in Penny’s Big Breakaway if you aren’t proficient at building speed. The movement can be slow, clunky, and unintuitive until you learn the timings and sequences needed to gain momentum. It is for these reasons that I give Penny’s Big Breakaway an 8/10. It’s a game that experienced platformers and speedrunners will love to master, but newer players may find it slow and frustrating.

Prince of Persia: The Lost Crown (2024)

Prince of Persia: The Lost Crown is a game of two qualities. The meat of the gameplay, the combat and platforming, are superb and have an enjoyable flow to them. On the other hand, the game’s presentation, story, and exploration elements are woefully underdeveloped. It’s disappointing because Prince of Persia: The Lost Crown had a ton of potential, but I was ultimately underwhelmed by the experience as a whole. 

You play as Sargon, one of the seven Persian immortals who go on a mission to rescue the prince from the cursed Citadel. Time flows strangely in the Citadel, some people age and turn to dust in the matter of hours, while others are seemingly immortal. The god of this land, the Simurgh, has been missing for 30 years and is somehow tied to the prince’s kidnapping. It’s a decent hook, especially considering how actual Persian mythology is woven into the game. But unfortunately, the actual story is just bland once the plot starts developing further. It’s predictable. And I found it difficult to care about anything when all the characters are just entirely forgettable, which isn’t helped by the uninspiring and unenthusiastic voice acting. Not to mention the handful of plot holes and obviously cut content that left me scratching my head. I don’t think a game like this needs an excellent story, but I’d rather minimize the story elements instead of placing a half-baked tale front and center.

When the central gameplay mechanics are so excellent, you don’t need a riveting story. Look at Super Mario or The Legend of Zelda for instance. While they have a story, it is often in the background as you adventure through a variety of creative areas. The environments and gameplay mechanics are at the forefront. I wish that were the case in Prince of Persia: The Lost Crown, as it does have a solid gameplay foundation. But the game is filled with boring cutscenes, mundane dialogue, uninteresting characters, and paragraphs and paragraphs of lore. 

 Combat in Prince of Persia: The Lost Crown is satisfying and fast-paced. The game encourages combos and juggling to wreck enemies. There’s a handful of ways to launch enemies into the air: upward swings, low trips, and kicking out of a dash. Keeping enemies airborne and within your attack range is a fun but rewarding method of fighting. An interesting decision about the combo system is that the final attack in the basic button-mashing combo is intentionally terrible. It’s slow, has a long recovery, can’t be canceled into a parry, and knocks enemies far away making it difficult to follow up with more attacks. I think this was smart as it encourages players to come up with their own strategies and combos. I personally loved getting some basic attacks, knocking an enemy up, hitting them a few more times, then knocking them to the ground and finishing the combo with a charged ground slam. 

My one complaint about the combat is the boss fights. The game encourages players to parry enemies to create openings to unleash a combo. Unfortunately, most bosses don’t follow this pattern. The vast majority of their attacks are unable to be parried. Moreover, you can’t launch bosses into combos, you can usually only get a couple of basic hits off. Most fights boil down to just memorizing the boss’s patterns, learning how to dodge them, and then retaliating with a couple basic attacks. While this is usually completely normal for boss fights in games, I think it’s a little disappointing in Prince of Persia: The Lost Crown. I wish I could utilize more of the fast-paced and aggressive play that is encouraged by parries and juggling combos.

The Prince of Persia series has always been known for its platforming prowess, and Prince of Persia: The Lost Crown is no different. Stringing together wall-jumps, dashes, grapple-hooks, and time-bending shenanigans is a ton of fun. The game starts a little slow when it comes to platforming, but once you start unlocking abilities each challenge is almost like a fast-paced puzzle to determine the order you should be using these abilities in. It’s smooth, snappy, and just the right level of difficulty to feel tough but reasonable. 

While combat and platforming are fun, I was exhausted by the unfulfilling exploration. Prince of Persia: The Lost Crown is a metroidvania, exploration is a key tenet to make these games enjoyable. When backtracking becomes tedious the genre falls apart. The issue with exploration in Prince of Persia: The Lost Crown is twofold: empty space and rewards. I felt like there was so much wasted space with no enemies or platforming that made getting around the map just boring. Running is slow in relation to how big each area is, and for some reason you have to re-click dash to run through every single screen transition which is annoying. I felt no desire to hunt down collectibles and go for 100% because it was slow and uninteresting to explore areas that I’d already been through. Moreover, the rewards for exploration were underwhelming. Getting steel to upgrade my weapon or health upgrades were nice, but there were so many lore items that I just didn’t care about. When the story of the game is dull, I have no desire to read further about the lore.

The biggest flaw of Prince of Persia: The Lost Crown is that it simply lacks personality. There’s so many fantastic metroidvanias to play, each with their own aesthetic. When you look at Ori, Hollow Knight, or Blasphemous these games are oozing with charm. Prince of Persia: The Lost Crown is bland all around. Visually, the game looks generic and cartoony, the characters remind me of something out of Fortnite. The environments look fine but are just uninteresting. The Raging Sea was the exception as it was a visual spectacle of a stormy ocean frozen in time. The soundtrack is Persian inspired but unfortunately forgettable. As previously mentioned, the story and characters are generic. There’s just nothing that makes Prince of Persia: The Lost Crown feel like it stands out amongst the pantheon of metroidvania greatness. 

It’s a shame that a game that has such great gameplay misses on the rest of the execution. Even though combat and platforming were superb, the exploration, story, art style, and music were utterly forgettable. It’s like putting a nicely cooked steak atop a pile of mushy and bland oatmeal. It is for these reasons that I give Prince of Persia: The Lost Crown a 6/10. In a genre that is chock full of games brimming with personality, Prince of Persia: The Lost Crown doesn’t do much to stand out.

Jusant (2023)

I love when a game expands on a commonly seen mechanic that we take for granted. The prime example of this is how Death Standing turned both traversal and inventory management into its core gameplay hook. Running up cliffs and carrying hundreds of pounds of equipment is something that gamers have grown accustomed to, and Death Stranding made it so walking down a slight hill was a treacherous activity. Jusant does something similar, but for climbing. The entirety of the game is about the ascent up an impossibly high tower of rock. There’s no combat, no puzzles, fairly little exploration, and a story that is only told through the environment and the occasional note. Despite this, the meditative beauty of Jusant was enough to keep me going until the end.

Climbing has become a multi-purpose mechanic in a multitude of modern games. From basic traversal, to providing down time, to showing off the environment, to hiding loading screens, climbing has many uses and as such is absurdly common. Unfortunately, climbing is usually boring due to the simplicity of its implementation. Jusant makes strides to make climbing more interactive and thoughtful. You control both of the protagonist’s arms, grabbing onto handholds with each hand individually. This leads to a satisfying rhythm of alternating between the left and right triggers to ascend the terrain. 

This simple change makes climbing far more engaging and immersive, but it’s not the only trick that Jusant has up its sleeve. You have access to a series of pitons and rope that always act as a safety system. You can never fall to your death; you only tumble a few dozen feet to where you last hooked into the wall. Pitons double as a self-managed checkpoint system and a way to place an anchor for some rope swinging. While Jusant isn’t terribly difficult, it is still nerve-wracking to swing and jump over a seemingly endless chasm. 

Despite its efforts to make climbing fun, the biggest fault of Jusant is that it doesn’t do enough. There’s just not much thinking involved. You follow a straightforward path of handholds and ledges, just alternating between hands. The stamina system is barely worth mentioning as I never was in danger of running out of stamina. If you are running low, you just press a button and rest for a second to regain a large portion of the meter. I would have loved for the climbs to have a variety of routes to survey and choose from. Having to assess your options and think about how to reach your goal could’ve gone a long way to make the climbs more interesting. You could make more use of your tools, and there would be an actual threat of running out of stamina if you planned a poor route.

Even though I wish Jusant did more to make climbing more engaging, I still adored the surroundings of my ascent. The rocky tower is barren at its base, surrounded by miles and miles of desert. As you scale the tower you will find yourself in abandoned communities that have been carved into the sides of the mountain. Tiny collections of stone huts tell the story of tight knit communities that were deserted due to some ecological disaster. As you climb higher, you gain more hints about what happened to these people.

While Jusant has no dialogue, I found it told a poignant tale regardless. There’s a sense of mystery as to why the unnamed protagonist is determined to reach the summit with his frog-like companion. You find notes scattered throughout the journey which give a glimpse into the life of the people who inhabited the tower. Many players probably will skip these notes altogether, but I enjoyed piecing together how civilization crumbled. Seeing how the environment evolves as you scale gives you clues as to how this society functioned and then collapsed as the water dried up. Even without dialogue, the final scenes of Jusant manage to be emotionally impactful. 

After the grueling nightmare of Alan Wake II, I needed a nice relaxing breather. And Jusant is perfect for that. The simple additions to traditional climbing mechanics make a normally boring concept more engaging. But I would have loved to see some more puzzle elements incorporated to encourage the player to carefully plan their routes. Nevertheless, I enjoyed the relaxing ascent and discovering more about this barren world. It is for these reasons that I give Jusant a 7/10. Transforming climbing into the main hook of a game and having it be fun is a tall order, and one that Jusant delivers on that.