The fundamental problem with wrestling games to date is their inability to address the true nature of professional wrestling.
It’s easy to list things which aren’t any good in these games, and definitely harder to come up with solutions. But there are concrete ways good open worlds, good games, stand out from those that are bad.
Isn’t it better to get five hours which pack a punch instead of forty hours of vague nothing? Even if this is the case, is it fair to pay the same amount for both?
The existence of model trains implies the existence of model destinations and trains in video games serve a similar purpose.
Torment needs you to remember being fourteen, and absolutely nothing that happened afterwards, because nostalgia for sprawling Infinity Engine RPGs is its main selling point.
The nature of beasthood in Bloodborne is murky, but understanding it is essential to grasping the nature of the game itself.
Two specific aspects of Automata are incredibly compelling, and absent from most other games: its ethical consistency and its thoughtfulness.
Are open worlds really that compelling? Are they essential, now, an expectation of an audience wanting bigger, longer experiences? Or are they just a fad?
Not a review – more of a scrapbook.
No fascists at this party.