A good month for me, with eight games completed:
Owlboy (Steam) - 1 July 2017
Completed with 100% of achievements unlocked, 2,800/2,800 coins, 3/3 gold tokens.
Owlboy is a well-designed, somewhat unusual 2D platforming adventure. The game sees you taking control of Otus, a young, mute owl, who, despite being branded a disappointment by his mentor, finds himself exploring the world with a view to thwarting a pirate plot threatening the destruction of his community. Being an owl, the usual running and jumping platforming mechanics are supplemented by Otus' ability to fly, alongside various shooting mechanics afforded by the cast of companion characters who accompany Otus on his journey.
Controls are responsive, the game world and various areas are interesting to explore (albeit with a few secrets perhaps somewhat *too* well-hidden) and there's a touching story driving the game forward - and then absolutely beautiful pixel-art graphics. While it would benefit from a built-in map as it's quite easy to get lost in a few of the areas, aside from that it's hard to find much to say about
Owlboy that isn't positive!
Kamiko (Switch) - 2 July 2017
"Delightful" is very much the right word for this game. It's short, yes - a first playthrough of the game's four areas can be completed within an hour, and sub-20 minutes is very possible once you're familiar with the game - but great fun throughout that time, with a low price tag justifying the purchase. The game's 'puzzles' are only of the very lightest in nature and the combat is simplistic, but the game plays so smoothly that it comes together in a very satisfying way, with a very catchy soundtrack to top all that off.
RIVE (Steam) - 8 July 2017
All campaign levels completed. A well-presented and graphically impressive mix of 2D platforming and twin-stick shooter, the game's subtitle, "wreck, hack, die, retry!" seems to have been very apt in my experience - there's a fairly significant level of challenge here!. The story is fairly throwaway and doesn't make a great deal of sense, but clearly that's not a focus of the game, instead just serving to provide an excuse to string together the campaign - which is good fun while it lasts, with some interesting and challenging scenarios, and at 3-4 hours in length for the 12 campaign levels doesn't outstay its welcome. Twin-stick shooters aren't a genre that I play all that much of so I can't see myself coming back to the game, but for those who want to spend some more time with it, a series of challenges, with associated leaderboards, are there to provide some longevity (though needing to wait a day for each to unlock is a frustrating 'feature').
WayOut (Steam) - 12 July 2017
100% of achievements; all puzzles completed with minimum moves. Clearly inspired by the classic
Lights Out handheld game from the 90s,
WayOut is a decent little tiled-based puzzle game that's generally a relaxing experience, with simplistic graphics and a gentle background soundtrack. Of course, the puzzles themselves are key to the experience and in many cases present quite a stiff challenge, especially if you're aiming to solve the puzzles with the minimum possible number of moves - I'm not ashamed to admit to having referred to a guide to help with a fair few of them.
As you get towards the later puzzles, there are some interesting variants to the standard Lights Out puzzles, with special tiles that behave in different ways from standard ones, and it can be quite satisfying (albeit briefly) to work out each new mechanic and how best to make use of it to solve each puzzle. The one major criticism that I have with the game is linked with this, though, to an extent - while the game doesn't really need a tutorial as such (and doesn't have one), the puzzles don't necessarily come across in such a way as to teach techniques for solving later ones, instead feeling in large part to need a trial-and-error approach. Overall, though, the game easily justifies its low price, with its 120 puzzles providing a good length and the game's positives outweighing its drawbacks.
WayOut 2: Hex (Steam) - 14 July 2017
100% of achievements; all puzzles completed with minimum moves. This follow-up to
WayOut follows the common approach for sequels to tile-based puzzle games of changing the tile shape - as the game's subtitle suggests, instead of squares, puzzles here are based on hexagons. Aside from that, the game imports pretty much all of the mechanics and tile variants from the first game - not necessarily a bad thing, but it means that the game doesn't feel quite as 'fresh' as it might otherwise.
Notably, this sequel presents a significantly tougher level of difficulty, especially when aiming for 'perfect' solutions - this is likely primarily to be the result of each move now having a greater impact (on the six adjacent hexagons, rather than four adjacent squares), so be prepared for that. Conversely, it felt to me that the trial-and-error element may have dropped slightly, though it's still definitely there to some extent and perhaps this feeling is due to my accumulated experience across the two games together. Either way, overall I'd still recommend the game to puzzle game enthusiasts as a lightweight and relaxing, yet challenging, experience.
Horizon: Zero Dawn (PS4) - 22 July 2017
Platinum trophy; 100% progression reported in-game; all outfits, weapons and crafting upgrades acquired. It's taken a while for me finally to get to this game, but I'm immensely glad to have done so -
Horizon very much justifies the positive reception that it's received, as it's an astoundingly good game. I don't think that it's quite going to be able to topple
Zelda as my game of the year so far, but it's s very close-run thing. Frankly, it's hard for me to find much in the way of flaws here - the game's world is large and beautiful, the story is compelling, combat is responsive and satisfying, and there's a great soundtrack behind it all. I'm now eagerly awaiting the release of the DLC!
Firewatch (PS4) - 23 July 2017
100% of trophies earned. It's taken me a while to get around to playing
Firewatch, but I'm glad that I've finally played it. The game has a beautiful setting and a very effective use of music throughout. There's a compelling narrative to draw your through the game and the development of the relationship between Henry and Delilah is intriguing to follow, though I couldn't help but find the ending to be a little unsatisfying overall. I was also somewhat surprised that the game's technical performance on PS4 isn't all that great, with a number of noticeable framerate drops, though fortunately I'm not overly sensitive to that so it didn't detract too much from my enjoyment of the game. All-in-all,
Firewatch was a great experience, and definitively my favourite "walking simulator" game to date, by quite some margin.
Kathy Rain (Steam) - 23 July 2017
100% of achievements unlocked. I've not played a classic-style 'point-and-click' game for a while, but this was a good way to re-introduce myself to the genre. The low-definition 'throwback' graphical style works well; conversely, the soundtrack is quite sophisticated, working well to set the mood of a number of the game's setpieces. There are a few of the puzzles that still cross the line beyond what I'd view as reasonably solveable from deduction, etc. (I'll freely admit to having kept a guide to hand), but the majority of the puzzle scenarios are well-done. There's also a fair amount of focus on investigation through conversations, tying in with the game's "a detective is born" subtitle - I think on balance I prefer more traditional puzzles, but the seeing the variety is a positive. I don't feel that the game quite resolves all of its plot threads in a satisfying way and it starts to rely a little too much on the supernatural towards the end (even if it's clear that it's not wholly real), which is a bit of a shame, but I still enjoyed my time with the game.