Six years later, Red Faction: Guerrilla still has no problem absolutely entrancing me. Of course it helps that the "Steam Edition" released last year included a nice renderer upgrade; Guerrilla looks better than a six-year-old game has any right to.

But what makes Guerrilla one of history's finest pieces of explosion-based art isn't its visual prowess, nor the throwaway story and characters. It's the fact that you can crash a truck through the front of a suspension bridge, hang out on your artificial island, launch rockets at hostile fighters, and use your jetpack to escape to the valley below. And then home-run a guy with your sledgehammer, sending his ragdoll flying into the Martian rocks.

I don't need a new open-world destruction game, at least not yet. This one is still good.

Progress: Replayed the campaign, 20 missions and 51 guerrilla actions completed.

Rating: Awesome
Playing A Game Broken Age PC

The cardinal sin of Broken Age's second half isn't that it took so unreasonably long to release; even with more than a year since I played the first act, I still had a pretty solid memory of its important characters and story beats (a testament to the strength of the game so far). Nor is its biggest problem in the gameplay, per se, although the second act does incorporate a couple of puzzles with an infuriating amount of backtracking-and-forthtracking, and one or two face-palmy "adventure game logic" scenarios.

No, the way in which Broken Age's second act disappoints most is its lackadaisacal narrative. And to be clear -- this actually improves quite a bit toward the end, with some really impressive comedic and dramatic scenes. But act 2 goes through several hours of re-treading geography covered by act 1, and lazily revisiting handfuls of the game's existing characters. The inspired worlds and personalities of the game's first half just kind of ... peter out, here, until the final hour or so.

So, not as good as act 1, in terms of both writing quality and taut puzzle design. But it's still fair to good. There are much worse adventure games to go pixel-hunting in.

Better than: The Walking Dead
Not as good as: The first half of the game.
I do have to wonder: If Double Fine had trouble getting voice actors back into the booth for the second half, which would explain the lack of personality this time around.

Rating: Good

Shadow Complex Remastered is not an exceptional example of remastering: While this iteration does have high-quality textures, and can run at modern resolutions, other technical aspects of the game are unmistakably from a six-year-old downloadable title. Cutscene close-ups show a dearth of model polygons. Movement animations lack the smooth sophistication of current-day motion capture. Even the voice samples audibly suffer when a character yells too loudly.

But that aside, it's still Shadow Complex, and it's still a great Metroid-alike. This is just about as good a time as you can have sneaking through a facility, finding hidden passages, collecting upgrades, and punching paramilitary stooges to death.

And sure, it still has the original game's pacing issues, and frustrating depth-based aiming problems. But it's also free. That's a solid deal.

Better than: The original Shadow Complex
Not as good as: Dust: An Elysian Tail
And again, uh: Free. Well, free with an Epic Games account, and via their Epic Games Launcher, which exists for some fucking reason.

Progress: Finished the story, 89% map completion, 60% item collection.

Rating: Good

Well, that was quicker than I expected. Rogue's story turns out to be on the short side, about two x Freedom Cry. And as should be expected from a Creed, the ending is distinctly rushed and unsatisfying.

The good part is, Rogue has a large game world - at least as big as Black Flag's, with one big city area and two distinct sailing regions - and there are tons more places to land on and activities to do than what's covered in the main campaign. I probably only covered 15% of the game world's optional activities in my less-than-ten-hour sojourn through it.

But the bad part is... I don't care to do any of that. Previous AC installments have taught me that there isn't really any payoff to doing all the extra activities, except the enjoyment of the activities themselves; and I've already wrung plenty of piratical joy out of Black Flag and Freedom Cry. What Rogue adds to the formula isn't new enough to make me want to sail to more nondescript places and collect more nondescript things.

Beyond that, Rogue also ultimately underdelivers on its potentially-promising story. It seems like it's building up to a point about the shared flaws of the Assassin and Templar organizations, but stops short of any in-game characters recognizing this. Instead, the story's final mission opts to serve as a teaser for Assassin's Creed Unity. It's slightly hilarious.

Rogue is good fun, and does just enough new to feel like a worthy, if minor, addition to Black Flag. It's impressive how much work Ubisoft put into the content and collectible lore in this game, and simultaneously sad that it doesn't go far enough to establish its own identity.

Better than: Assassin's Creed: Freedom Cry
Not as good as: Assassin's Creed IV Black Flag (well, mechanically Rogue is better, but its campaign is much less compelling)
Seriously guys oh my god: What is the deal with the modern-day Abstergo Entertainment backstory shit. Either make a new game out of this content or throw it away. Don't have some dude in a recording booth read it to me for minutes on end. What is the point.

Progress: Finished the story, 52%

Rating: Good

A few hours in, AC Rogue's protagonist Shay picks up a saucy new catchphrase: "I make my own luck." And he keeps. On. Saying it. Dude won't shut up about how he's manifesting his own destiny, like he's a Saturday morning cartoon character or something.

... So, that aside. I came into Rogue expecting more of the same buckle-swashing from Black Flag, and was pleasantly surprised -- although not at first. Rogue's first hour or two contains some of the worst mission design in any modern game, some guy telling you to sail to some place, so that another guy there can tell you to sail to another place. But it does pick up, and in addition to a wide open sea and plenty of destinations, there are the expected story-driven stalking and assassin-ing and et cetera-ing.

Rogue, iteratively, adds some refreshing new (and old) twists to the Black Flag formula. In-city enemy strongholds are back, waiting to be infiltrated and overthrown. A new aspect of Eagle Vision allows Shay to track hidden assassins, and uh, counter-assassin them. Uh... grenade launcher, which works like the bombs from Revelations, but with launching.

There is even a good story in Shay, although the game does a pretty shoddy job of telling it. Whereas Edward Kenway was a selfish antihero who often succeeded despite himself, Shay is a real idealist, who just wants to do right by the world -- and whose idealism, unfortunately (and somewhat transparently), makes him vulnerable. But this sentiment comes through haphazardly in the game's storytelling, as if swaths of character-building dialog were cut from the game before it was released. Shay consequently comes across in cutscenes as more emotionally volatile than he really seems like he should be.

Of course, this is really just more of the same for the Creed. And that sentiment, in general, is what brings Rogue down the most; the weight of the franchise's legacy is becoming very obviously cumbersome. Climbing towers to "synchronize" the map is boring and tired. The glowing collectibles strewn over rooftops and tree branches are bothersome distractions. The naval warfare time-management minigame is unspeakably dull.

And I mean, come on. The network television-caliber modern-day plot is so, goddamned, convoluted and stupid. What makes it worse is that Ubisoft continues to waste text and voice acting on skippable backstory bits, for dozens of utterly disposable characters. I wouldn't be put out in the least if a future Assassin's Creed tells you that it was all a dream, or some matrix-within-a-matrix inception shit.

Progress: 45%

Rating: Good
Playing A Game SpaceChem PC

In case there was any uncertainty about the kind of game that TIS-100 is: I've started replaying SpaceChem so that I can feel smart again.

Progress: Alkonost - No Thanks Necessary

Even more so than playing Super Smash Bros. again, this musically-splendid trailer really makes me want to revisit FF7. Where that remake at, guys?

Playing A Game Infinifactory PC

Infinifactory is more than just SpaceChem in 3D -- it also has gravity.

I mean, it's not fair to call Infinifactory more of the same from Zachtronics. It's a remarkably polished approach to three-dimensional time-based assembly-line puzzles, and even has some pleasant lore-building in the form of Half-Life-style ambient scenes.

But at the same time, it's impossible to deny Infinifactory's pedigree ... and that's a very good thing. Unlike so many other physics-based puzzle games, it doesn't feel like a total crapshoot of pixel-twitch aiming and realtime actions; this is visibly and repeatably deterministic, just like a puzzle game is supposed to be.

I can't wait to come back to this guy when I have more time. Maybe after I finally give up on TIS-100.

Progress: Resource Site 526.81

Rating: Awesome
Playing A Game TIS-100 PC

It's no surprise that Zachtronics is capable of making a puzzle game that makes me question my own intelligence. I spent hours staring at empty playfields in SpaceChem trying to conquer that game's pantheon of puzzles. TIS-100, though. Man.

It doesn't help that TIS-100 subverts so many of my mental models for problem solving. SpaceChem could get a little wacky because of how it played with the concept of concurrency management in programming -- but TIS-100 feels like working on a broken computer. Having such a limited number of registers on each CPU, and a limited variety of instructions for dealing with them, is still difficult for me to wrap my head around.

Beyond that, though, this is just an especially challenging game. TIS wastes little time ramping up its implicit concepts - forcing you into understanding techniques to propagate signals, store temporary data, and nest loops - and throwing down really astonishingly complex problems. At least, complex in its world of limited instructions and registers.

I love figuring out how to accomplish simple logical tasks in TIS, almost as much as I love posting better optimization scores than my Steam friends. But I also hate looking at a problem set that would be so simple to solve with a real CPU, only to realize how much work it will be to re-learn in the TIS language.

It's a paradox.

Progress: Repaired 17 nodes

Rating: Awesome

Back in the StarCraft and Brood War days, the backstory barely intruded into the game at all, and it's hard not to miss that here. The narrative between missions in [Heart of the Swarm], more often than not, feels like wasteful filler.

Has it really been... huh, yeah, almost three years. And as for Legacy of the Void, or at least its "Whispers of Oblivion" mini-campaign preview, it looks like more of the same.

Wings of Liberty and Heart of the Swarm turned Zeratul into a complete MacGuffin, appearing out of thin air to tease Raynor about the xel'naga or the hybrid threat, and - contrary to the other characters' flat personalities - never presenting any personality at all. If Legacy of the Void is to be his campaign, I dread a story that isn't just embarrassing, but outright dull.

But that probably won't stop me from playing it. Even though the mini-campaign's three missions didn't diverge very much from established StarCraft campaign mechanics (going so far as to combine a small base-building mission with an infiltrate-the-laboratory mission). It's still good fun. And if I can take out narrative enemies by massing Void Rays like an asshole, then, hell yeah.

Progress: Finished the Whispers of Oblivion prologue.