Playing the first Uncharted again on PS4 - more poignantly, playing it again after Drake's second and third outings - it's really hard to ignore its flaws. The sloppy gunplay, and that there's so much of it, with wave after wave of faceless militia inconveniently interrupting the storytelling--

Oh, did I already complain about this? Huh.

Yeah, it's still just bad. (Here's hoping for that film adaptation.)

Progress: Somewhere in the stupid jungle. Who can tell.

Rating: Bad

Hyper Light Drifer is pretty challenging. Part of that challenge is from some good old-fashioned action game design: Learning enemy attack patterns, dodging and striking judiciously, and being paranoid about your surroundings. With a few exceptions so far, I haven't been terribly inconvenienced by death, so I'm feeling encouraged to try failed encounters again (and again, and again) to truly figure them out.

Unfortunately, another part of the game's challenge is that the controls simply don't feel responsive enough. I have to assume that this is at least slightly due to the somewhat-bullshitty GameMaker engine underpinning it; but whatever the reason, Hyper Light Drifter demands an amount of precision that the controls feel inadequate for. Trying to pull off a chained multi-dash is ... infuriating.

That aside, I am having fun exploring the game world, slowly making my way toward bosses - which I've yet to fight - and finding hidden pickups for ability upgrades. It's a fairly hands-off, unguided experience, feeling more like the NES Zelda than any of its more narratively-iterative sequels. (While there seems to be a story in Hyper Light Drifter, with shades of post-apocalypse, cyberpunk, and Ghibli inspiration, I still have no clue what's really going on.)

Progress: found some triangles?

Rating: Good
Playing A Game Aviary Attorney PC

It would be easy to describe Aviary Attorney as Phoenix Wright with birds, instead. But it's not just an investigation-and-trial game about bird law -- Aviary Attorney's unique aesthetic incorporates the setting of revolutionary France, and animal puns, into an imaginative and greatly amusing tale. It's smart, funny, and almost entirely logical, despite ... birds.

The downside is that it's pretty short. You should be able to get to one of the game's three endings in about 3 hours. And the other two endings are worth seeing, but don't add much to that running length.

Aviary Attorney is super-fun while it lasts.

Better than: Ace Attorney Investigations: Miles Edgeworth
Not as good as: Phoenix Wright: Ace Attorney - Dual Destinies (or any other full-length Phoenix Wright adventure)
I would happily give these guys more money: For more Ace Attorney clones.

Rating: Good
Playing A Game Bear Simulator PC

Well-- actually, what I expected based on the campaign was a little joke game with some satirical nods to sandboxes like Skyrim and GTA 5. But that expectation faded once Bear Simulator's campaign updates indicated that the developer was trying to ... make a real game, I guess.

And the result is, aside from being fairly un-funny, just a poor game in general. Even disregarding its graphical infidelities (distracting pop-in and jagged terrain, for example), the game's mechanics and stats are poorly explained, and trying to do something as simple as bear-swipe a duck is bafflingly frustrating.

Bear Simulator could have settled for being a mild exploration-based game, at least, but the map's nooks and crannies tend to be unsatisfyingly empty. I felt like a chump after I scaled a hill and crossed a river using a makeshift log bridge, then found absolutely nothing on the other side.

I don't regret burning a few dollars on the campaign for my own amusement. But - based on the brief time I spent with it so far - I believe I would regret trying to extract more amusement from the finished product.

Progress: Killed by a bat.

Rating: Bad

Circling back after Arkham City and Knight, there are some parts of Batman: Arkham Asylum that show their age a little. Some maneuvering and takedown tactics don't exist yet, and the combat controls aren't quite as solid as they became in the sequels.

But it's still a damned fine game today, and I'd say it still does two things better than its followers did: having a really moody, self-contained storyline; and not spraying an absurd amount of The Riddler's bullshit all over the map.

Yeah, it holds up pretty well.

Rating: Awesome
Playing A Game The Wolf Among Us PC

The Wolf Among Us succeeds due to the strength of its overall story, and especially of its titular character -- despite the specter of Telltale's continual writing blunders.

It's the same shit I'll complain about all day re: Mass Effect: dialog choices that don't say what they sounded like, choices that don't match the tone of the conversation (a'la L.A. Noire), and scenarios that just don't have the choice you really wanted to pick. These issues cut deep in a game that's completely story-driven.

(There's also the irritatingly-unnecessary pairing of "Next time on..." and "Previously on..." teaser/recap scenes, which - when playing the game's episodes in sequence - are a waste of time at best, and can at worst spoil an upcoming story reveal. These cinematics simply shouldn't exist.)

But, the good news about Wolf is that these gaffes are actually fairly rare. And I think the situation is helped quite a bit by the strong and engaging characterization of Fables. With a few notable exceptions, this story's personalities shine in both the words they're saying and the voice actors saying them. And it's pleasantly fitting that Bigby Wolf himself is an exceptionally strong and enthralling character.

It's easier to buy limited dialog options, and understand the subtext of what they mean, when the game's cast is so clearly articulated and consistently developed.

The majority of the game's "meat" is taken up by dialog, but a relatively-close second is the quick-time action, which is ... okay. If you don't play a lot of Telltale games, the symbolic meaning of the prompts (like where to move the mouse, or when to press vs. hold a button) has a slight learning curve. But it becomes inoffensive rather quickly, and there are some scenes where it actually feels satisfying to dodge and strike with the right timing.

It feels weird saying this, but it's a shame that there weren't a couple more point-and-click investigation scenes. While these feel like a chore in some other adventure games, they work incredibly well here, since Bigby is actually acting as a detective and uncovering clues to further the case.

The Wolf Among Us is still not what I'd call a top-tier story-driven game, but it's easily better than most of its contemporaries. The premise is legitimately interesting, the characterization is usually great, and it overall fits its interactive and scripted content together quite well.

Better than: other Telltale games
Not as good as: the Ace Attorney games
But as long as I'm listing minor gripes: the "will remember this" prompts are just ... pointless distractions. I could lose those.

Rating: Good

For the first 20 minutes or so, all I wanted to do was ignore Murdered: Soul Suspect's incredibly ham-fisted narration. But I couldn't! The game's introduction, at least, is painfully cutscene-heavy, and written with all the elegance and subtlety of an Ancient Psychic Tandem War Elephant. Yes, let's jump-cut between a bunch of three-second flashbacks in the protagonist's life that happen to directly establish his personality and his relevant relationships to other characters. And then add some more non-interactive bits that literally reiterate the game's plot, and mandatory dialog sessions that serve as nothing more than a dressed-up text tutorial.

The game's sense of storytelling is an ironic interpretation of the "show, don't tell" principle. Just because the rigorously-methodical writing is "shown" in a cutscene doesn't ... ugh. It's not good.

Oh, but then the gameplay actually started. And I felt like I wasn't missing much. Walking around looking for clue signposts, hiding from demons (Solid Snake-style), and collecting collectibles that you have no reason to care about.

Murdered doesn't just lean heavily on its poorly-told story, it has thoroughly underwhelming game mechanics to boot. I can give it the benefit of the doubt and believe that, as the story proceeds, it might become less painful to sit through. But the game itself is mundane almost as soon as it starts.

Progress: Didn't even make it to the 4th floor.

Rating: Meh

That Batman: Arkham Origins Blackgate (nevermind the ... unbelievable name) was given to Arkham Knight purchasers as an apology for that game's technical troubles, is a Joker-caliber prank. More than a poor Batman game, and more than a poor game in general, Blackgate is confusingly bad.

Unfortunately, it's easy to see why. Someone - probably inspired by the Arkham series's Metroid-like world design - pitched a 2D, sidescrolling Batman game; like, you know, Metroid. And then someone else - probably inspired by the fantastic critical and commercial success of Arkham Asylum and City - decided that this game absolutely must contain all of the core gameplay mechanics of the 3D Arkham games.

The soul-crushing result is a 3D game crammed into 2D by accident. Don't misunderstand -- Shadow Complex, for example, was a 2D game with some inappropriately-administered 3D gameplay. But in Blackgate, Batman has to punch enemies coming at him from all angles while he can only move in two directions. In Blackgate, Batman's routes through the map are eternally limited by the golden paths encoded into the map. In Blackgate, "depth" and "verticality" are merely poorly-messaged quicktime prompts.

The game is borderline unplayable. It's certainly not fun. The groan-worthy writing, shitty-looking moving-comic cutscenes, button-prompt bugs, and just-plain-bad "hacking" puzzles barely even factor into it.

The thing that confuses me about Blackgate is that this game made it all the way to release. By all rights, it should have been cancelled before the public even knew about it.

What's most disappointing about Blackgate isn't that it's associated with an otherwise-great franchise, or even that its fundamentally-broken game design should never have been greenlit. What's most disappointing is that Kevin Conroy and other legitimately-talented voice actors wasted their time.

Progress: Barely even got into Blackgate Penitentiary at all. My god. It's just so terrible.

Rating: Awful

The Witness starts slow, but ultimately has no problem matching Braid in terms of mental challenge and intellectual intrigue.

Virtually everything about the game, from tiny puzzle mechanics to world-spanning environmental mysteries, is crafted with such incredible care that it all feels ... real, in a way. The game's island is just so cohesive, meticulous, and entrancing; it's a thing of beauty, aesthetically and technologically. It's not hard to understand why Jonathan Blow took so long making this game, and I would certainly call it worthwhile.

Once I'd achieved "Endgame" I went online to research the handful of puzzles I wasn't able to solve on my own -- and in a couple instances, I did feel like the puzzle was kind of stupid. (Using mechanics in a way that seemed counter to the rest of the game.) But these accounted for such an infinitesimal proportion of the game's offerings that I really can't ding the overall package for them.

And yet, there are still some things about this game I haven't figured out. Some of them -- I don't know if anyone has figured out yet.

It's hard to say if The Witness is really for everyone - although it could be?, due to its friendly learning curve - but if you're even remotely interested in puzzles, it's a no-brainer. Which is good, because you'll need that brain to actually complete it.

Better than: Myst
Not as good as: maybe Portal 2, and its humorous narrative? That's a tough one.
Anxious to see how it stacks up against: The Talos Principle

Rating: Awesome

Imagine the island from Myst. Not the esoteric book-worlds, not the mechanical puzzles, not the grainy FMV animations -- just the mysterious island that you were dropped on, with no introduction, and no directive but to explore, discover, and "solve." The Witness brings back that lonely exhiliration, that feeling of an alien land begging to be figured out.

The puzzles start out pretty simple, and you'll blow through a few dozen of them with basically no resistance. The learning curve is pleasantly subtle - gently introducing new concepts and tricks - and by the time the island feels like it's "opened up" there is a new, bewildering mechanic to encounter at almost every turn. Outside-the-box stuff. Revelatory stuff. Sick shit.

But The Witness would still be a pretty lame game if it was only a series of puzzles, so it's a good thing there's more to it than that. The puzzles and the exploration punctuate each other every step of the way; following power cables, looking for clues, or merely enjoying the beautiful environment. The island itself is one big, gorgeous, baffling puzzle.

And I have so much more to discover about it.

Rating: Good