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Video Games 2024

Video Games 2024

One of the reasons I built this site is to scream into the void a bit about things I like. I want to use this site not only as a sort of archive for the things I do, make, repair and produce, but also as a sort of review site.

Although focusing on one thing - it being piano, video games, reading or something else - is kind of difficult nowadays, here are some of my thoughts about the video games I played and finished in 2024.

No spoilers below.

Panzer Paladin

pp

Platform played on: PC
Finished on 14-01-2024
Reviewed on 08-01-2025

I love Metroidvanias and I expected this game to not disappoint. I bought this game a year or three ago and it has been sitting in my Steam library for a long time, untouched. Since I play a lot of Metroidvanias, I tend to get saturated with them and not engage with them for a while. I was drawn in by the NES-like graphics and the cover artwork, which both look appealing. This is hard for games that use pixelart and derive from NES/SNES era games, since modern game engines sometimes approximate graphics and gameplay that look or feel off. A good comparison would be a Mario game on the SNES and a Mario Flash game. It might look the part initially, but everything about it looks and feels clunky.

Gameplay

The gameplay loop was really satisfying - I liked playing around with the weapons and the selection of magic. The jump-slash also feels good, which makes traversing levels really smooth and combat engaging. The enemy variety is fine; regular levels do not feel boring and even the later levels are challenging at some points. The Megaman-style levels, mixed with gameplay from Zelda II, Master Blaster and Ducktales make for really smooth progression. The difficulty does spike a little at the end, but the approach is well executed.

Story & Characters

Although the story definitely takes a back seat, the elements fit together nicely and the progression is good. The characters are reasonable and the interactions are fun to read. Near the end, a good motivation and character arc is presented which elevates the story from present and fine to engaging and good.

Music

The OST is a nice 8-bit chiptune selection. Some of the tracks are really catchy and I like that multiple instruments are simulated via 8-bit samples. Every stage has its own unique style and the stages are short enough so that the cycle doesn’t get boring.
The sound design pops out too; great use of different styles and techniques which make the limited 8-bit depth sound very rich.

Art & Graphics

Very good. The 8-bit style is used very charmingly! Modern color schemes and effects are applied so that the animations, characters and backgrounds really come alive. Every stage, again, has its own color scheme and is very recognizable. The UI is minimal and effective, which makes glances during tense moments clear.
I already mentioned that the art style was one of the things things that drew me in; the design of Flame and Grit, along with the many bosses is very charming.

Overall

I really like it when games drive me to search for names of locations, items and characters. The locations (Mexico and Tanzania being devastated by industrial mining) have depth to them and are interesting to look at, just sitting still. A LOT of references to other media by virtue of all of the weapons you can find and the bosses made me look up all of the historical context and lore too.

This game was great! Not a lot of replayability but I see myself playing this again in the future. If you like arcade-style Metroidvanias, you’ll like this game. It is not too long and has good value for money.

Ico

ico

Platform played on: PS2 (softmodded)
Finished on 22-01-2024
Reviewed on 08-01-2025

This game has been sitting on my to-play list for a very long time. I already knew of its importance a while back, but seeing that even influential people outside of video games consider this game to be incredibly important. Both from an artistic and a gaming point of view, this game is nothing short but incredible.
Last year, I played Gravity Rush on my PS Vita. Immediately after, I decided I wanted to play Gravity Rush 2 immediately; I bought an old PS4 (latest version loaded with games, clean as a whistle) and played through Gravity Rush Remastered and Gravity Rush 2. These games are now in my top-10 of all time; more about that in another post. (On that note, go read The Incal.) The takeaway is: Japan Studio makes excellent video games.

Gameplay

The fact that Ico is cited as one of the most well-known and innovative player systems should already say enough. Many games that use a player-companion system are derived from this style; as Ico was the influence of The last of us, Uncharted, Brother: A Tale of Two Sons, Dark Souls - just to name a few.
The gameplay consists of the main character Ico solving puzzles around a surreal world, whilst guiding your companion Yorda through the world and avoiding the dangers that lurk there.
All enemies and the few boss sequences are not very hard, but bad positioning and priorities can be a game over. The consequences for doing so are none, but extremely impactful.
Combat is minimal but well executed. There is a small bit of depth to the system but easily mastered. The movement in Ico is Superb. Walking around, with or without Yorda hand in hand, feels dynamic and responsive. The animations concur; it is all completely natural.

Story & Characters

The relation between Ico and Yorda is unlike any other two characters in media. The handholding mechanic is heartrending, the couch save system is idyllic and the way communication is displayed makes not caring for these characters impossible.
I could rave about this for thee more pages, but the experience of playing Ico cannot be put into words.
Play the game. That’s the only way how you will understand.

Music

The music in Ico is mainly ambiance, so therefore the emphasis is placed on sound design and backgrounds. Although video games present an incredible window of opportunity for musicians to express and convey emotion, circumstance or setting, silence can be used as such an instrument too. What a use Ico makes: it truly help create an uncanny, empty and surreal setting which makes the characters, so full of emotion and movement, contrast so strongly with the world around them.
The few times a score is used, it is done so very deliberately and elevates the scene tremendously.
The sound engine is a work of art too: the subtle echoes in open rooms, the resonation of halls and the soft gusts of wind make the levels feel empty, but inviting for exploration.
The sound effects of the interactions with props and items around the room are really nothing out of the ordinary - also a trait that is not easily attained.
A special mention regarding the conlang of Ico: the non-existent words are understood completely without a second thought.

Art & Graphics

The PS2 has some artistic masterpieces: the PS2 truly does the power of Ico wonders. Although the lighting is not dynamic (everything is baked into the textures), the graphical tricks to simulate light beams and shadow give rise to a very harmonious environment. One could probably do a study on the art style of Ico alone, as it takes from artists and concepts well before its time, yet does not detract by shamelessly emulating it.
The architecture is very attractive. The un-realness of it makes it a delight to walk through the castle. I would love to have an updated version with a freecam, because I think some of the scenes are extremely well set up and the artstyle almost make it look like a kind of painting. Then again, the infancy of graphics on the PS2 is also what makes the literal sharp edges a bit softer, all the more on hardware used at the time. My PS2 is connected to a Sony PVM, which is not the most common hardware (that would be a normal CRT) but it yield an atmosphere emulation cannot recreate.

Overall

Ico has launched to my top 10 video games of all time, not entirely unexpectedly so. The atmosphere, the art, the wordless story and wonderful character dynamics make for an unforgettable experience. It makes you wonder about the world, the characters, the sounds and the history. It feels like walking through an metaphysical (I had to look this term up) painting or an M.C. Escher drawing. There is a reason why this painting has popped up in favorites from many people inside and outside of the gaming community. It is unlike any other video game; it is art.
I cannot encourage you enough to take a shot at this game. You can easily emulate it and the game is fairly short. If only for the setting alone, it deserves your undivided attention.
After I had finished Ico, I discovered that one of the Youtubers I follow made a great video (SPOILERS IN THE VIDEO) of Ico and the metaphors it may or may not cover. If you like more obscure and artistically challenging video games, their videos cover a great selection.
Game Makers Toolkit also did a video on the design of Ico from a developer point of view. It’s well worth watching if you like the technical behind the scenes of video games.

Deus Ex: Invisible War

deiw

Platform played on: PC
Finished on 29-01-2024
Reviewed on 17-02-2025

After having finished Deus Ex - another one of my favorites - I put off on playing the sequels. No real reason, but just not motivated to start a lengthy immersive RPG. I don’t know exactly what triggered me to start playing this game, but I knew I was in for a bumpy ride - the things I had heard about this game were not that great.

Gameplay

The gameplay of the original Deus Ex is clunky. A lot of menu options and controls, along with the combat and augment system are not intuitive to use and once you lock in on a certain build, you cannot respec. Many mods exist to change this behavior since later games and immersive sims have shown better UI layouts, controls and gameplay options.
That being said, Invisible War has certainly changed the gameplay loop; not entirely for the better, sadly. The controls and augments now are applied in a more passive manner, which is fine, but boring. Additionally, the respec is triggered by a rare augment mod. The upside is that there are quite a lot of upgrades to find and this does allow you to change your build a bit over the course of the game.
The entire hacking and note finding is worse. A multitool for everything, very limited inventory without consideration what to bring and ammo management is done with a single meter. It is fine, just boring.

Story & Characters

The worldbuilding is equally OK. My favorite area was around the inclinator (the large funicular). The mosque looks great too. Too bad everything is just dark and desaturated. The heads of the groups are forgettable and their motivations are non-existent. Trier and Cairo are cramped, Antarctica was better. Some variety in levels would have been appreciated. Whereas Deus Ex takes the piss out of conspiracy theories, Invisible War seems to take a more serious approach regarding politics. It is fine, but just not engaging. It tries to be enlightening, but Alex (the MC) assumes everything is fine when plot is thrown in their face without being interesting, challenging or deadpan. In the final section, a machine is used to “revive” a character (spoilers, so no info here) which is the laziest plot resolution I have seen so far. The environment is good though. Still brown and gray, but a good throwback.

Music

The ambient soundtracks are fine. There are no specific soundtracks that I recall, which is usually the case for games I play, even long after I stopped playing them. Some musical variety goes a long way, which is not the case for Invisible War.
The voice acting is stiff and awkward. Some voice actors have returned, which is the only upside to the otherwise emotionless dialogue.

Art & Graphics

The world is just gray. And brown. Some green. It is bland and lifeless. To some extent, this really reinforces the post-apocalyptic world Alex finds themselves in. The art is fine; nothing stands out.
The HUD is terrible; there is no need for a concentric layout which greatly detracts from “usable screenspace”. The icons are clear though, you don’t have to look for things you need since everything is on a single screen.
The character models are fine - it matches the “normal” look of the world. Alex can look weird; the simple skintone and gender swaps are not needed. I would have been much happier with a single choice where more effort would have been put in the model itself, whatever the choice would have been. My preference goes out to the female MC, as the voice actor delivers the dialogue much better.

Overall

“Meh.”
I don’t recommend you play it. It is fine as a Deus Ex game, it is fine as an immersive sim, it is fine as a FPS stealth/hacker/spy game. There is just nothing remarkable about it. I don’t recall a lot of the music, the characters, the world and the story. Do you like the above genres? You’ll like the game. It is nothing special, especially when there are other games in the series (power of hindsight) that perform the same trick in a significantly better way.

Resonance of the Ocean

roto

Platform played on: PC
Finished on 31-01-2024
Reviewed on 08-01-2025

This game suddenly popped up on my Steam (?) feed and since it was free, I decided to give it a shot.
The game is very short and only consists of a single level. The gameplay is puzzle-based and requires you to find objects to construct instruments with. The artstyle is very stylized, which I appreciate. The look of the game is very coherent, as is the minimal music. The simple mechanics of creating instruments works very well and the nameless main character invites you to a calming 30 minutes of your time.
Recommended if you want to take a little time to relax.

Spec Ops: The Line

sotl

Platform played on: PC
Finished on 02-02-2024
Reviewed on 18-02-2025

The first time I heard about this game was years ago from a greentext, where a Gamestop employee recommends it to a mom buying a game for her child. Although every story like this should be taken with a grain of salt, this did make me aware of the content in the game. I was in for a ride, for sure. I knew it was an FPS, it had an engaging story and did not shy away from heavier themes.
Every game I play requires a trigger for me to play it. For Spec Ops: The Line, this was a Youtube video I came across a few years ago. It compared The Last of Us 2 and SO:TL in their handling of player guilt, which is something the former did not handle well, whilst the latter did - according to the video. I have not played TLOU 1 or 2 yet, so I cannot say for sure. Once I have played both, I might revisit this video and think about the themes presented.
In each case, I was looking for an FPS or TPS. Something with a more substantial depth would be nice, which is why my eye landed on this game.

Gameplay

The basic gameplay loop of SO:TL is very well designed and engaging. From the more basic concepts like gunplay, cover use and enemy behavior, everything falls into place nicely and the levels have a variety of layouts so there really is not section that feels boring or repetitive. Although it does suffer from the “Gears of War-disease” where everything is brown, cover-based gameplay, peeking and dashing style (which is not necessarily a bad thing) it sometimes feels clunky but responsive. The gunplay is punchy too, which really helps with the arguably hyperviolent style of the game. Items and playstyles are plenty too; both careful planning and action-packed engagement feel good in both the normal and higher difficulties.

Story & Characters

Walker, the MC of the game, is excellently written. As expected by the developers of the game, Yager, the story takes a backseat for the majority of the players - especially if you are a FPS/TPS fan who only plays Call of Duty for the gameplay. There is nothing wrong with enjoying this, but the story banks on both players that do not care about subtext and story engagement in shooters, but also on players who can see through the arguably “flat” gameplay and see the story for what it is. With plenty of truly mind-bending story elements, there are moments where you feel the game starts playing you. Loading screens, the main menu, the quest titles, conversations between the characters and environmental set pieces.
Again, I cannot divulge too much about the story, since the story this game presents reaches beyond the game and genre itself: it questions you. I cannot divulge any more without significant spoilers: play this game.
That being said, I really should read the novel this game is based on: John Conrad’s Heart of Darkness.

Music

I very much appreciate the soundscape and sound design of the game. Silence is used often, to great effect! During the story, the music changes and the ambient sounds do too, which reinforces the style that SO:TL follows. Although I again cannot go into detail about why the change in musical style and ambience is important to the game, the evolution of the music elevates the experience of the game significantly. It is not a soundtrack I would listen to casually, but it would be very interesting to do a dissection on.

Art & Graphics

SO:TL captures an excellent environment. The soullessness of Dubai combined with the eerie influence of the local insurgency make for a visually interesting game. I took my time in some areas, as sometimes there is so much to see, I just wanted to stop and behold. The story binds well into the environment and the style of the levels change charmingly over time. The character models change over time and depending on the situation too. Visual detail turns into foreshadowing in an excellent tool to further the story.

Overall

Spec Ops: The Line really makes you feel like a hero. It reinforces your righteous hobby and enjoyment of the genre and presents an engaging game to mindlessly wander around in. Although a narrative sometimes gets in the way of this shooter, it is VERY well worth your time.

Shadow of the Colossus

sotc

Platform played on: PS2 (softmodded)
Finished on 21-20-2024
Reviewed on 21-02-2025

After I finished Ico, I knew I wanted to keep going with the games from Studio Japan. Shadow of the Colossus had a medium priority, but after Ico, it shot up to the top-10 to play.
I love the PS2. It is such a nice console with an amazing lineup of games. Combining this device with my nice Sony BVM Trinitron, it really produces some excellent results.

Gameplay

SotC has issues. You notice it when you first start and ride out in the field; the FPS drops significantly. Although the FPS is fairly stable, 20 fps is just not enough to make movement and combat feel fluid and more importantly fun. You are always expecting random slowdowns and speedups which greatly impacts the experience.
The gameplay takes notes from Ico, where nothing redundant is in place. You have a sword, a bow and a horse. Good luck. Yet, these tools are impactful enough so that the combat feel interesting and engaging, without feeling boring or weak. Each has its purpose, which the story helps you understand progressively. Also props on making the archery extremely realistic: the poses and sounds are almost indistinguishable from the real thing.
The attachment mechanics is terrifying: no other game has me on the edge of my seat when fighting bosses. This does not concern the difficulty, but the intensity. Incredible. The ethereal landscapes which may look like they should take hours to cross feel navigable, which is is a testament to incredible map design.
Variation is great: many action-adventure games (think The Legend of Zelda, Okami, some Metroidvanias) have one or a few truly ingenious bosses, whereas SotC has many, many creative fights. Combining this with the boss-climbing mechanic and environmental assistance, the game creates some of the most engaging moments I have played through so far.

Story & Characters

The main characters are silent. Nearly all of the story is conveyed through exposition and some small interactive cutscenes. This requires you to look between the lines and sometimes take a step back, but otherwise the balance between scripted events and visual storytelling is excellent.
With an again deep and intense story, SotC really ties you together with the characters. Nothing is overdone or bombastic, yet the sometimes grand nature feels properly tuned.

Music

With performance sometimes hindering the music as well, the soundtrack really deserves its merit. By not using overly majestic or high-intensity orchestral scores with every boss, the OST finds a way to make the fight more suspenseful. For sections where music is replaced by ambient sounds, the emptiness of the world is conveyed so elegantly. Yet another application of improvement by distillation.

Art & Graphics

Although graphical artifacts throw a spanner in the works, the world looks amazing. The outfits of the characters are incredibly interesting and visually appealing. One of the parallels I thought of, although unfamiliar with the games, is the Horizon duology. Aloy could be a distant cousin somehow.
The bosses are incredibly creatively designed and all have a distinct look. No color swaps or lazy rehashes - all are visually fascinating.
The models, the animations and general look of the characters are superb. It is not overly high-fantasy fake, yet surreal enough to just feel otherworldly.

Overall

I expected Shadow of the Colossus to be an important game, after seeing people rave about the significance of this game (but mainly Ico). I left with another heart-rending story and highly emotional experience. The tragedy that befalls the world of Shadow of the Colossus is immense and the game succeeds brilliantly in communicating this.
That being said; don’t play it on the PS2. I have yet to play the PS3 port (which appears to have a stable framerate, but due to this, the bosses (which are framerate-tied (bad!)) are not timed properly) and the PS4 remaster, but I expect the most from the latter.
I really hope PS4 emulation progresses rapidly. It is a crime that so many good games are locked on that thing - amongst which is the sequel of SotC: The Last Guardian. Also moved up the to-play list.

DATA WING

dw

Platform played on: Mobile (Android)
Finished on 24-02-2024
Reviewed on 08-01-2025

I play exceptionally little games on my phone, which makes this the first mobile game in years I finished. I came across this game when I heard that it has some Synthwave tracks I really like.
The premise of the game is not very difficult: race through tracks in several different modes in order to unlock more levels and story elements. Neither the gameplay nor the story is extremely compelling but the style of the game is appealing. The gameplay is fun but not very replayable; the challenge modes add some content on top of the game but not a lot. The story is fine - the two parallel lines give a short but nice insight of the characters. The player ship is the mute main character, the antagonist a kaomoji whilst the real-life characters remain invisible.
It is a mobile game with not a lot of content or depth; it is fine for wasting a few hours while grooving out to some nice Synthwave. Somewhat recommended.

Deus Ex: Human Revolution

dehr

Platform played on: PC
Finished on 10-03-2024
Reviewed on 24-02-2025

I love immersive sims. As this is the first Deus Ex game from Eidos Montreal, I was super excited to finally give this game a shot.

Gameplay

DE:HR drips charm. After the relative flat DE:IW, Eidos knew they had to produce something that was closer to the OG DE experience. The weapons, the augments, the movement - there are so many ways you can approach problems now. Jumping over and around obstacles, hackerman, guns blazing and as a ghost with augments. I especially like the use of the structures and objects in the game as a game mechanic, where you can place or move around structures to solve puzzles or evade enemies. The levels have so many options to traverse them, it really feels like an open world where you can build your own Adam Jensen.
Although I dislike the use of the TPS cover system, it does help with movement at times. I think the idea of an immersive sim is to keep the player in the character, which the cover system rips you out of.
The quests and progression of the story feels very natural. Although you are commanded through the storyline, things can go wrong and there may be deviations and turns after you return to HQ. The quests are also varied and do not become boring over time.
The biggest pain point are the boss battles. There is not a strong motivation for engagement and the social boss battles can at times fold like a lawn chair. The developer commentary describes this in detail; most developers were disappointed with them too.

Story & Characters

Although the story is a bit more in-your-face, I like the way it is presented as a corporate issue. Not as a government secret agent, but as a fairly average joe who happens to work when augmentations are becoming more common. It feels slightly more life-like, without being boring. To that extent, Adam feels like a more believable and well-balanced character than JC.
The characters in DE:HR are well fleshed out. There are a lot of characters with their own motivations and style, and none of them are alike. The interactions Adam has with them is also great; a lot of deadpan moments sprinkle some humor through the story. The banter with Frank is great!
Sometimes, characters can fall a bit flat. At a certain point, a character may die by your failure, which has almost no impact on the rest of the story.
Detroit and Montreal are fine. It expands on the slightly dystopian reality that the universe is in, but other than a “more modern” version of a city, it is fine. Hengsha and Panchaea are brilliant: especially the idea of a lower and upper Hengsha is something that comes straight from a oil sheikh’s mad dreams.

Music

Good soundtrack. The DE soundtrack is impossible to emulate, so that makes reviewing this game on its own a bit tricky. Nevertheless, the environmental soundscape works well and holds tension well.
The new VA for Adam is such a good choice. It fits the game and the character so, so well - auditory gold. A lot of time and effort was put into making the characters sound good. It shows, all side characters feel unique and lively too.

Art & Graphics

Geometry as a future fashion gives DE:HR a unique look. From the outfits of the characters to the office spaces, with the derelict natures of Detroit and Hengsha really driving home the point that this is, at times, a look into the future. Now, nearly 15 years after the release, this bell rings louder than before. There are photos you could take in bigger cities that look like they came straight from the game.
At times, models do look a bit stiff. The facial expression range is obviously something very tricky to get right, but it works well enough so that the scenes do not feel uncanny. The cutscenes don’t hold up great. They are awkward, take all control and agency from Adam, make him fall for obvious traps and tricks and don’t integrate well with the story.

Overall

Eidos Montreal really showed that they made a great effort to bring back Deus Ex as a proper immersive sim. By taking some safe routes regarding gameplay and story, a solid basis is formed. Layering great visuals and excellent voice acting, together with an overall fantastic gameplay loop, makes for an incredibly enjoyable experience if you are willing to submerge yourself into this world.
I recommend this game. It has some rough edges, but seeing as quite a few scenarios do mirror current and past problems, the world of Deus Ex: Human Revolution invites you for the mechanically fun ride in an artistically charming way. Deus Ex is still out of reach, but Human Revolution lays a good foundation.

Hydrophobia: Prophecy

hp

Platform played on: PC
Finished on 22-05-2024
Reviewed on 18-02-2025

The first time I picked up this game was in 2014. That’s 10 years to complete this game, and there’s a good reason for that.

Gameplay

The gameplay loop is a loop in the literal sense of the word. It consists of: shooting bad guys: avoiding water, find an invisible marker, hack something and repeat. The most interesting ability of the game, waterbending, is given relatively late in the game. The gunplay is not very interesting but combining it with environmental hazards and the water mechanics does make it somewhat entertaining to traverse the levels. The custom engine, specially designed for volumetric water, works nicely and is a good technical showcase.
I wish I could write about something that stood out as special, but there really just isn’t.
A special mention goes out to the engine designers: the physics are FPS-dependent. If your graphics settings (which require diving into config files) are incorrect, you cannot pass a puzzle in the beginning of the game. Keep this in mind!

Story & Characters

Kate Wilson is alright. I like her backstory; she is is a capable engineer who has good connections and reputation on the ship. It makes the “reluctant hero” trope so much more bearable. The dialogue of Kate and the other characters is perfectly acceptable for the weak story, along with pretty good voice acting. The voice acting is context-sensitive, so exciting moments actually feel like exciting moments.
The whole “puritans-cult” story is boring and a bad motivation. For the rest, nothing worth mentioning.

Music & Sound Design

Also acceptable. Does environmental sounds well, since that’s the focus of the engine as a technical showcase.

Art & Graphics

Beyond general techbase, I remember the larger halls and the verticality of the levels pretty well. The art is fine and the models look good, especially considering this is a custom engine which (likely?) takes a lot of time to set up and visually optimize.
The pièce de résistance for this game, the water physics, is great. It looks good and natural, the water can feel like an obstacle and a tool depending on the situation. The model of Kate is well animated too, which can be hard - even for expensive AAA titles. The swimming animation also looks and feels great.
The HUD and text design is fine, but again, nothing special.

Overall

OK game, great tech demo. The unfinished story leaves a lot to be desired but a solid foundation is here. It will never get a proper ending and/or continuation, which is fine. I wouldn’t recommend it except if you like the slightly unusual setting it takes place in.

Deus Ex: Mankind Divided

demd

Platform played on: PC
Finished on 30-05-2024
Reviewed on 25-02-2025

To some extent, I felt like the experience I was about to have would mirror the dichotomy between Ocarina of Time and Majora’s Mask. For now, this is the final game in the main series. Let’s go.

Gameplay

Gameplay wise, not a lot has changed from DE:HR. It tweaks some abilities and adds some new ones in an interesting and especially fun way. The one upgrade I like the least is the dash upgrade; it feels out of place and like I am playing Dishonored. The hacking minigame has been slightly overhauled and the social boss fights have been improved on by virtue of better dialogue and multiple options to engage enemies.
Walking around Prague is nothing but amazing. Although the city does feel cramped at times, there are many open areas and the points of interest do not feel cramped, like DE:IW. I also like that locations are now not as straight forward to reach - many of them are hard to reach or can be reached by accident. The best example for me was reaching the rooftops of Prague. When you reach new places, more and more locations become obvious and accessible.
By far the weakest point is the fact that the places you go to are fairly short and limited. Golem city is great, Switzerland is fine, London is fine. What made DE so special are the fairly “normal” locations where things are happening. Only industrial or corporate places are not very exciting, although Prague more than makes up for it.
Having also played through the DLC - the three episodes are not integrated and feel stiff. Desperate Measures is weak, System Rift was brilliant and really fun, A Criminal Past weird, but good. If these levels would have been added to the base game, it would already save a lot of trouble with the limited locations. It still remains “industrial compounds” but at least there is a bit more variety.
The NPCs are also improved. Some of them actually are interesting to talk to. The quests for NPCs are also more fleshed out, which is nice.

Story & Characters

By far the most fascinating aspect of Mankind Divided is the fact that this game takes place in Czechia. I adore it - other cities and countries should be highlighted more, instead of your average North American block grid. Then again, that’s probably easier to model.
Adam Jensen returns in a narrative that is probably as weak as DE:IW. There really is not much backstory and drive from the naturals versus the augs. It is a bit on the nose for my liking; whereas other games were a bit more formal, ambiguous and/or more naturally progressive than DE:MD.
The main character is kept in good way. Adam has not changed a lot, but overall the conversations feel a bit more fluid. Prague is very dense, in a good way. Just stumbling through the city is encouraged, and many bits of info and quests can be naturally discovered.
Alejandra feels a bit to forced and flat as a sidekick sometimes, but I like seeing another agent in the field. MacReady and Miller are good companions with strong dialogue. Delara is a fascinating character with some interesting writing that makes the office feel a bit more alive, for what it is.

Music

The music is once again fine. There are not a lot very special tracks in the game. I especially like the theme from Adam’s apartment.
The voice acting and ambient sounds have not undergone a lot of change, but that is not a bad thing. It was already good, and it remain good without any superfluous changes.

Art & Graphics

The style of DE:HR is distilled into a more wide-spread feature in DE:MD. The art is refined and keeps its detail. The maps are slightly messier, laid out in a more natural way, given shape with purpose and charm. No matter where you look, there always is a nice screenshot to be taken because the maps, the buildings, the signage, the models and the sky.
The UI also gets a great score: it is minimalist with a clear style that doesn’t obstruct the game. This is important - it draws you into the game. To that extent, it succeeds.

Overall

It is known that DE:MD is a highly rushed and crunched game. Especially towards the later sections of the game, the flow of the story and the areas are very boxy, linear and honestly, a bit bland. I really hoped everything that was learnt by making DE:HR carried over in MD. To some extent, it did. Prague is a labor of love and it shows. This area is truly a work of art in the best possible sense; the layout, the art, the quests, the secrets and the quest lines that interleave throughout your visits.
The game is held back by a fairly slow and simple narrative, along with the Square Enix enforcement of DLC. The Ocarina of Time and Majora’s Mask analogy does not hold up at all, sadly. I still like the highly immersive feel of the game, as the loss of agency was my biggest gripe compared to HR.
I still recommend the game, but do be prepared to face a Kafka-esque slowdown of the story. The gameplay is fun and especially in the earlier areas, the narrative is very engaging.

Nier

nier

Platform played on: PC, emulated with RPCS3
Finished on 23-11-2024
Reviewed on 22-02-2025

Yet another game I had on my to-play list for a very long time. Nier: Automata is one of my favorite games of all time so I had Nier and the Drakengard series assigned a very high priority. It came to my attention when I watched a video about a developer of the RPCS3 emulator, who made a great summary of improving the emulator by using Galois field matrix multiplication processor instructions. It is really complex but super interesting, and he plays Nier as an example.
I have been looking for a PS3 to softmod for quite a while, but seeing that there are not a lot of exclusive games on the PS3, I couldn’t be bothered to buy one. I was really lucky that RPCS3 works so well.
Since three different versions are available for this game, I chose the “default” European version. The Xbox 360 version is not really accessible without original hardware, so I chose to forfeit this version as well. For my next playthough, I will likely play the remaster.

Gameplay

Combat is a huge deal for the Nier games. Behind a relatively simple combo system are some neat tricks and combo extensions. Together with the spells and the excellent movement, the combat feels quick, responsive and hella fun. Although the weapon upgrades might be a bit too slow and boring, at least nothing is locked away behind grinding for items. Multiple playstyles are available; from in-your-face aggressive, mid-range zoning and long-range kiting.
The general loop is fairly simple, which is just “go here and fight some dudes”, the progression is staggered and abrupt, which feels natural and exciting, as not being able to predict what comes next. Significant changes in environment and combat change up the pace very often and to great effect. The variety of level design and the way you play through the events is very special - it intensifies the playthrough. The only downside is that the sidequests can feel like mindless grinding. Nearly all quests are item fetch quests. If you forego the sidequests, the main story is paced better.

Story & Characters

As with any good RPG, much of the detail is spoilt when discussed. The story which is incredibly well-thought out and explained, conveys the hopelessness of the situation so elegantly - not by being overly emotional or dragging its feet in details, but leaves enough of the situation to be discovered by yourself. Linking Nier and Nier: Automata requires more intuition, but is done so very tastefully.
The voice acting is excellent! The characters’ banter and dialogue is natural and the characters have good depth to them. By progressing through the story, slowly but surely the characters and their motivations, history, relationships and goals are laid bare. No extraneous exposition that feels out of place which helps with the flow of the story.

Music & Language

After having played Nier: Automata, it becomes really obvious that this series needs a very specific soundtrack. There are some absolutely amazing songs in Nier, taking inspiration from many different styles and influences. The farther you move away from the main village, the stranger and more otherworldly the tracks become. The influence of The Legend of Zelda is beyond apparent; there is a direct reference to the series by means of a cutscene in the first half of the game. The village soundtrack is a mirror of Kakariko Village, and the plains of the Great Plains in Ocarina of Time. Not overdone, but very obvious.
I want to discuss the language in the game as well: making a conlang specifically for a videogame is always incredibly immersive. The Chaos language is so good for this soundtrack - it feels so homely, apocalyptic and recognizable at the same time. If Nier is not the game for you, give the OST a listen at the very least.
I have been sporadically playing piano again, so I might try Song of the Ancients. I hope to post some piano stuff on this site too sometimes. It is hauntingly beautiful.

Art & Graphics

RPCS3 makes all PS3 games look incredible. Although not on the level of Dolphin (Wii and Game Cube) yet, it absolutely delivers.
The world in Nier feels convenient sometimes, but the layout feels natural enough to be both grand & imposing enough and navigable. The areas have very distinct designs with some creative and a surreal feel to it. The Seafront, the Barren Temple and Facade are incredible - my favorite areas by far. The use of both realistic environments and surreal architecture contrasts really well. Together with the great cutscenes and more scripted events, the storytelling is very powerful.
The models of the characters have enough detail to remain visually interesting and the artstyle helps with amplifying the mystic feeling in the world you traverse.

Overall

It feels idiotic to try and condense this game into such a short non-review, but I cannot understate how good these games are. Most games I played this year were really high on my to-play list, which is usually correlated to how often these games appear in discussions, mostly because of comparisons of quality.
Nier also falls into this category, which is why it feels so inane to condense it in this way.
Nier combines a story about kinship and apocalypse, which unwinds into a discovery of history and your own intentions. What would you do for someone you cared for? How far would you go? The tragedy of Nier pulls your heartstrings, while being an absolute blast to play though.
On the next playthrough, I will play version ver. 1.22 - the PC remaster, since this also seems to be the “canon” version. Although I think there is merit in playing older versions of games, I suspect that ver. 1.22 is significantly better than the PS3 and Xbox 360 versions.

Some other games

Technically, those were all of the games I finished in 2024. I would still like to point out the following games, which I played but did not finish or already did.

Bastion

Platform played on: PC
Finished on 20-06-2016
Replayed on 20-06-2024
Reviewed on 08-01-2025

During the logging of games I finished, I discovered that I never got the second ending of Bastion. I replayed the game and got the other ending for real now.
I really should get around to play Hades some time, as those games, like Bastion and Transistor (which I love even more) also got the studio the praise they likely deserved.
The soundtrack of these games is excellent, it really drives the game forward and makes it a joy to play. The higher difficulty presented a challenge at some point, but the combat system is easily grasped.
Great game, good replayability. Really recommended.

PlateUp!

Platform played on: Switch
Played in coop
Reviewed on 08-01-2025

I played this game with friends of mine on their Switch, it is pretty fun. Although I did not play levels with advanced automation, the game does look like it offers enough depth as a roguelike cooking simulator. The couch-coop is great fun. To be studied further.

Closing thoughts and some predictions

Well, that’s all of the games I played in 2024 - approximately. Like I said earlier; I have trouble with focusing on a single thing nowadays. I expect to regain some focus in the upcoming year, but I am dreading some other aspects. All in due time I guess.
I was playing Momodora: Reverie Under The Moonlight but did not finish it by new years’, but that’s content for Video Games 2025.

I do feel the need to change this format. Looking at the above wall of text, I think it is too much for a casual lookover but to breif for an analysis. I might change it for next year, because I am not sure this works for me. It also took way to long to write this up. Additionally, I forgot to take screenshots and create some visual content for this review. The images above are mainly from Wikipedia and the Steam store.

Thank you for taking the time reading through these ramblings. I love discussing video games and I hope I might have given you a push to play something or a recommendation. See you around!

This post is licensed under CC BY 4.0 by the author.