Very quick #REVIEW: Ghost of Yotei (PS5, 2025)

Game of the God damned year.

I mean, come on. This year had some slight competition, but there was no way that the sequel to Ghost of Tsushima wasn’t going to be my GOTY. It’s not close. This was the sequel to one of the best games I’ve ever played and was at least of equal quality. The only thing holding it back from being obviously better than the original was I had some idea what to expect going in.

Absolutely fucking amazing. Fifty-eleven stars out of five.

#REVIEW: Silksong (2025)

I’m too old for this shit.

#REVIEW: Wuchang: Fallen Feathers (Xbox Series X, 2025)

The tl;dr: this was so close to perfect, but probably needed another month or so to cook before getting released.

I beat Wuchang: Fallen Feathers last night after 60 or so hours of gameplay, and for the most part, I was really, really happy with it. Most of my gripes are technical, and the things this game does right, it does very right. This is a Soulslike through and through, which is currently my favorite kind of game, and it hits all the buttons: deep combat, wildly variant weapon builds, obscure quest lines, difficult boss combat, and an emphasis on exploration. The exploration is the best part; Wuchang may have the best interconnected world map I’ve ever played, and it’s incredibly rare that you’ll see a path fork off and one of them end a little bit later in a dead end with a treasure in it. Everything loops around and leaves you somewhere, and it was harder to keep a mental map going (note: this is a good thing) than I’ve seen in a game like this in a long time.

There’s three different major things that this game does that distinguish it from a run-of-the-mill Soulslike. First, what the call the Skyborn Might system. All of your spells and some of your combat abilities are based on how many stacks of Skyborn Might you have at any given time. You can have up to five, and spells will cost from one to all five stacks and weapon abilities generally cost between one and three. Skyborn Might is earned mostly by perfectly-timed dodges, although most weapons have at least one other way you can earn it and there are different items that can add to Skyborn Might as well. One that I kept equipped for most of the game automatically generated Skyborn Might on kills, which came in really handy. Skyborn Might deteriorates over time if you don’t use it, which was good and bad– it encourages you to use your abilities, on one hand, but on the other I felt like it deteriorated too fast, and I’d have liked some way to slow down that deterioration, whether it was a more permanent item or a consumable.

The second is the Madness system. Killing human enemies and dying both generate Madness, and killing nonhuman enemies and various items and locations can decrease it. Increasing your Madness has two major effects: it increases your damage noticeably the higher it is, and it at least supposedly increases how much damage you take, although I went through the whole game without ever feeling like that had caused a death. I never really even noticed it.

On top of that, if you die, you lose a percentage of your currency (Red Mercury as opposed to souls, or blood echoes, or whatever) and that percentage is based on how high your Madness is. If your Madness is less than 100% you can pick your resources up from wherever you died. If it’s at 100%, though? You’re gonna generate a Madness Demon when you go back to get it, and if that Madness Demon kills you, your shit is gone. On the other hand, if you kill the Madness Demon, you get a bunch of other stuff on top of your lost materials, and Madness Demons can be baited into attacking anything, so there are places where generating one on purpose (there are items that raise Madness as well) can be a sound strategic maneuver against an enemy that you can’t find a way to beat. This won’t work on bosses– you can’t generate demons inside a boss arena– but there are occasional more powerful red-eye enemies scattered around, and letting one kill me, generating a demon, then triggering her and running away to watch the two of them fight was fun.

The third is the upgrade system, which runs off of an upgrade tree. Each weapon style (Spear, Greatsword, Axe, Dual Blades, and Longsword, and I spent most of the game in Greatsword) has its own tree but you can go anywhere you want on the tree and you can respec any time at will. Weapon upgrades are also built into the skill tree, and the awesome thing is that 1) any weapon upgrade affects every weapon of that type, even if you get a new one later, and 2) you can respec your weapon upgrades just as easily as your own abilities. So unlike, say, Elden Ring, where if you make a change to your preferred weapon late in the game you’d better hope you have enough upgrade mats available to level that weapon up, if you had a +9 axe and you want to switch to greatsword your greatsword will automatically be +9. In fact, all five of the greatswords you’ve found will be +9, and if you find a sixth that’ll be +9 when you pick it up. In every other Soulslike I’ve played, just because you leveled up Longsword A doesn’t mean Longsword B is improved as well. This is a huge improvement.

The problem is the performance. This game, at least on Xbox (I picked it up here because it’s currently free on Game Pass) is very poorly optimized, and while you can lock the framerate at 60, you’re going to see constant blurriness and focus issues as the game struggles to keep up with itself. I played without the frame rate locked for a little while and the frame drops were so bad I had to switch back. This is on the Series X, mind you, which is supposed to be the beefy one; I can’t imagine what this would play like on the less powerful Series S. There are some balance issues– there’s a huge difficulty spike with a boss about a third of the way through the game, and the game really expects you to use a certain mechanic to beat that boss, only all weapon types don’t have access to that mechanic. As it turned out, I’d started with a Spear build, and the Spear build is the one least capable of managing this boss. I had to respec, and once I did I sailed past her. Now, again, the game encourages painless experimentation, and I could have switched back afterwards, but it left a sour taste in my mouth. I don’t object to the idea that certain bosses are weak to certain styles and stronger against others; that’s a staple of the genre– but “you need this type of ability to win here, and this weapon doesn’t have that at all” is a problem.

There’s a few other things; it’s way too easy to fall off of ledges, which is partially a skill issue, and until very recently the icon that shows where you dropped your resources was really hard to see against some level backgrounds and invisible if you were unfortunate enough to die in shallow water, but they’ve patched that problem out in the last couple of weeks. I know Soulslikes aren’t for everybody, and if they aren’t your thing you’ll want to stay away from this, but if they do, and especially if they do and you’re on Game Pass? Hooooooly shit. And it’s only $50 at full price, and it’s a good enough game that I’m considering picking it up for the PS5 anyway. Check it out.

#REVIEW: Crypt Custodian (2025, Xbox Series X)

For the record, I did see Fantastic Four: First Steps today, and it was magnificent. Full review coming, probably tomorrow.

I finished Crypt Custodian yesterday, hitting 100% after about fifteen hours of play, although there’s a boss rush mode I’ll need to dip into if I want to get all the trophies, and I’m probably not going to. It’s one of the nicer surprises of the year, because I basically just grabbed it for free from Game Pass based on the image you see up there.

It’s a Metroidvania. You play a cat. You’re dead and a ghost. You’re prevented from entering paradise by a really bossy dead frog (that’s not a joke) and you spend the entire game cleaning up trash with your broom and whacking monsters with it. In classic Metroidvania fashion, you unlock a bunch of abilities over the course of the game that let you go back and get into areas you couldn’t reach before, and while I have no intention of spoiling the ending, it revolves around making 10 friends so that you can invade Paradise and visit your still-living loved ones, and the ending will make you cry a little bit.

I play these games for the exploration, right? This is the map:

Or, if you prefer a slightly more abstract, right-click-for-much-larger version, you can have this one:

Don’t worry about the Chinese, the words don’t matter. The point is the map is ridiculously large, and the different areas are wildly different, some with environmental challenges (one area reverses its polarity every time you dash, making walls and floors either appear or reappear along with roughly half of the enemies at any time) and some that just look cool. There’s rainy forests and castles and tombs and enormous retail backrooms and an amusement park. You can teleport to save spots at any time and there’s no penalty for dying, and you can even unlock a power-up late in the game that prevents missed jumps from hurting you, so there’s a strong incentive to just pick a direction and go. Your power-ups can be equipped using little upgrade spheres that can be found or purchased, so there’s an element of switching back and forth between them depending on what you need to do– I found myself with an exploration build and a boss fight build after a while, for example– although by the end of the game you can find enough of the spheres that you can equip nearly everything you need, and you might be able to buy as many spheres as you want; the one vendor doesn’t seem to run out of them.

So, yeah. Games like this are why Game Pass is worth the money; this game is delightful and everyone should play it, whether they have to pay for it or not, but if you can get it for free then you really have no excuse. Give it a shot.

#REVIEW: Crime Scene Cleaner (Xbox Series X, 2024)

I can’t believe I mean this: right now a game called Crime Scene Cleaner is somehow one of my favorite games of 2025. That sentence is true. I have spent twelve hours or so mopping up blood, moving bodies, and picking up broken glass in a video game, and it may be the most chill and genuinely relaxing game I’ve ever played.

The premise is real, real simple: you’re a janitor who gets hired by a mob boss to clean up after his people. You take the job because you need money to pay for your daughter’s hospital bills, which makes this the most American game of 2025. You accept jobs through your computer and the occasional phone call from “Big Jim,” the guy who signs your checks. You have a dog. There’s an achievement for petting the dog 15 times. The crime scenes range from a small apartment to an entire museum to a giant warehouse. At the end of each job you get paid based on how thorough a job you did; money can be used, not to pay for your daughter as you might think, but to upgrade your cleaning tools, accomplished through a skill tree, so you honest-to-God might pay for an upgrade to how much blood your mop can clean up before you have to wring it out in a bucket, and you can also upgrade how many detergents you can add to the bucket at once. By the end of the game you’re able to dual-wield sponges, which is not a phrase anyone had ever said or thought of before this game came out.

There is something primordially satisfying about walking into this:

and walking out an hour later with the floor and walls spotless, the broken tables whisked away, the bodies safely stored in your truck, and everything that wasn’t broken put back exactly where it belonged. There are some collectibles– every level has a few cassette tapes hidden away, and there are secret areas all over the place that you can uncover, and exploration is a lot of fun, especially once you unlock the– again, I’m not kidding– upgrade that lets you walk across blood without leaving footprints all over the goddamned place afterwards. You’ll need to find keys and the occasional key card, and oh, you’ll also rob everyone blind while you’re cleaning. The great thing about working for the mob is the people they send you after tend to have piles of cash and jewelry and stuff just sitting around! They’re all dead, they don’t need it any longer.

There’s no real point in talking about graphics or sound; they’re good enough and no better. The rag doll physics can occasionally be kinda ridiculous. You can jump or fall from any height and be fine; it’s impossible to die, so there were definitely times where I was moving a body and just chucked it off a balcony and then jumped after it rather than carrying it down the stairs. My only real gripe is that if you’re a completist, like me, and you want to 100% everything, every so often there’s a single bullet that you accidentally knocked somewhere with your mop that takes an hour to find, or a single spot of blood that you just missed that is too small for your UV lamps or your “Cleaner Vision” (no, seriously) to spot easily. Having to end a level at 99% blood cleanup because you just could not find that last spot is kinda annoying, especially when the game really does need about an hour to an hour and a half per level.

But yeah. This was a blast. Twelve hours or so was enough to 100% every level and get all but five of the achievements; I’m gonna jump back into finish those off just because I’m that guy. It’s on Game Pass right now, so if you have that, you don’t have to pay for it, but it’s worth the $20 or so you’d pay if you actually buy it.

Oh, and I vacuumed the whole house today, because I’d been cleaning in a video game for several days and felt kind of guilty about the condition of my actual house, which is a real place with cats in it that needs vacuuming way more often than I actually do it.

#REVIEW: Nine Sols (PS5, 2024)

The tl;dr verdict: 7/10, but I think it’s my fault.

On paper, I should have absolutely loved this game. Nine Sols is a combination of a Metroidvania and a Soulslike– two of my favorite genres– with a combat system that is basically a 2D version of Sekiro bolted onto it. The level design is great (although the ability to leave markers on the map would have been greatly appreciated,) the enemy design and overall graphics are wonderful, and the bosses are basically perfect, the kind of boss design where you get utterly annihilated in the first five or six fights and then it slowly starts to click and by the time you win it’s because you can see into the future.

So how come I turned the difficulty down to “infant” 2/3 of the way through the game and rushed through the back part as quickly as I could?

The storytelling is interesting in this game, and I can easily imagine it being someone’s favorite part of the game. The story is deep and twisty-turns and has a fascinating fusion of future-inflected Taoism with high technology and weapons like spears and swords and bows, and the relationships between the main characters are awesome– I haven’t seen an exploration of fatherhood, albeit unintentional fatherhood, done this well in a game since The Last of Us, and the story motifs of revenge and regret and colonialism are all done really well.

But, man, the main character is a dick, and after a while I really got tired of Yi. He’s a scientist in a religious culture, which is cool, and he’s kind of an irascible ass, which is cool– Aloy from Horizon Zero Dawn is one of my favorite characters, remember, and her main personality type is “impatient asshole”– but he’s got this weird dismissive, arrogant atheism about him that somehow managed to make him a turn-off to me, an arrogant atheist. Combine that with no voice acting at all, meaning that I was fast-forwarding through massive amounts of dialogue all the time, a very rare opportunity to choose a dialogue option that I almost always missed because I was hammering a button to get past the word bubbles (and which, 95% of the time, made no difference at all, and 5% of the time chose the ending for you) and a general predilection for pontificating and meandering philosophizing, and … ugh. I lost patience with it after a while, and again, I can absolutely see someone else really digging the story in this game, but I just wanted to be done with it after a while.

I spent 34 hours with this, picking up 30 of the 36 trophies along the way (a second play through is required to 100% if you’re not savescumming, and turning down the difficulty lost me one of the trophies as well) and I think if it had been a 25 hour game I’d have been singing its praises from the firmament. It just wore out its welcome after a while, and once it did even some of its strengths turned against it– if I’m getting tired of a game and just want to finish it and move on, the boss design that is one of the greatest things about it becomes a problem, because I don’t want to spend an hour or two (or more like four, looking at you, Lady Ethereal) learning a boss’s patterns. I want to turn my attack power through the ceiling and three-shot the final boss in the game. Which I did.

So, yeah, ultimately this was a game that I should have really enjoyed that I didn’t, but if you feel like this sounds like your type of thing, I’d follow that instinct anyway, and if you’re a story person, it’s definitely worth a look, especially at $30.

#REVIEW: Carrion (PS5, 2023)

Well, this was an unexpected little bit of awesome.

I don’t know what caused Carrion to catch my eye– I mean, it was on sale for $5, and still is until tomorrow, but that’s usually not enough– but if somehow you happen to be the reason I found this fun little game I need to thank you. Carrion is a pixel-art Metroidvania and a “reverse horror game,” where instead of playing the intrepid scientist or lone soldier trying to kill the horror that wants to eat you, you play the monster. Your goal is to escape the giant facility you’re imprisoned inside, and if you happen to eat every living thing inside it along the way, more the better. You are, effectively, playing a shoggoth; a giant Lovecraftian creature made of flesh and teeth and eyes and tentacles, and over the game you acquire powers ranging from defensive spikes (which I don’t think I ever used, come to think of it) to different movement abilities to growing protective chitin to just getting real, real big and terrifying.

It is gross, in a pixelated sort of way, and your attacks can literally rip your enemies in half. I encourage eating every little part of them, but if you rip someone in half and then just eat their head I think you get the same benefits (health and size upgrades) you get from eating the whole body, so if you decide to toss the legs across the screen, go ahead:

Most screens end up covered in blood after a while, because even your non-offensive moves will cause your shoggoth to leave blood behind; if you smash through a door it won’t actually affect your health but you will leave bloodstains behind.

Your various enemies range from unarmed humans, who will hide and cower, to unarmored people carrying handguns to shotgun- and flamethrower-toting soldiers to the occasional drone and mech. Nothing ever respawns, which led to what at first I thought of as a cheap tactic when facing a ton of enemies– run into an area (your monster moves crazy fast most of the time,) rip someone, anyone in half, and then dart back out before the three guys with flamethrowers and the one guard with a shield and machine gun can kill you. Head to the nearest save point (you basically make your way through areas by unlocking all the save zones, at which point you can get to the next area) and save, which gives you your health back, then rinse and repeat.

It felt cheap until I realized that it was exactly how monster movies work a lot of the time. The monster shows up, kills somebody, then disappears for a few minutes until coming back and killing someone else. The fact that there were generally multiple ways to approach any given zone full of food enemies just made this even better. Of course I can come back at full strength! Did any of the monsters in the Alien movies ever limp? Obviously not. This is a monster movie. My job is to terrorize motherfuckers, not to get killed.

Oh, and you can also smash through a door, then grab the door and beat the hell out of something with it. The way to beat drones is to grab them and bash them into other things, like walls, and floors, and civilians, until they’re broken. It’s a blast.

I had a lot of fun with this, obviously, but there were a few points where the game got in its own way. To start, at the maximum size, your monster can get tricky to control. Check this screenshot out:

You tell me: which end of that thing is the front? Is it going clockwise around that block in the middle or counterclockwise? At maximum size, you can easily stretch most of the way across the screen, or bunch up into a big blob, and this leads to occasional control hiccups, especially when trying to squeeze into small holes or (especially) flip switches at maximum size. There are a couple of places where you need to squeeze into an elevator and flip a switch just outside the elevator to move it, and hitting the switch with a tentacle was more annoying than it should have been. The most frustrating part of the game was a sequence where you needed to be at full size (abilities are tied to the size of your monster, which … was not my favorite design choice) in order to grow armor that would keep a little exploding harpoon-thing from one-shotting you, but the harpoon-thing respawned, and it respawned faster than your armor ability, so if you didn’t get your entire body past the radius of where the harpoon would shoot at you, you could survive the first shot and then get killed by the second one before you could do anything about it. Most of the time, though, traversal was a lot of fun; you can basically move in any direction at any time, as the beast just flings out tentacles and pulls you toward wherever you want to go.

If you have a PS5, there’s literally no reason not to grab this right now while it’s $5. If you like Metroidvanias, it’s maybe a little short, at 5-6 hours, for the full $20 price, but I suspect it’ll be on sale again soon, and even if it’s a little short for the price it’ll be a good time.

Two reviewlets

I have two things I want to review, but I don’t have the patience to do a full-length review of either of them, so you should fully expect that the actual writing in this post will take up less space than the pictures. Short version: buy both of these things!

The Fury of the Gods, by John Gwynne, is the third and concluding volume of his Bloodsworn trilogy, and as luck would have it I finished the book I was reading the day it showed up so I was able to dive right into it. I have ten of Gwynne’s books, all read over the last couple of years, and Bloodsworn is definitely his best series, but I’d need to reread the whole trilogy to tell you for sure if Fury of the Gods is my favorite of his books or not. One way or another, this showcases everything Gwynne is best at: a deeply Norse-inflected world, with very cool magic and absolutely brutal action, that starts off with all of the gods dead and gone and ends with them very much neither of those two things. The last hundred and fifty pages of Fury is one long battle scene. It’s amazing. His character work remains exceptional and the way this series swaps POVs between both sides of the major conflict in the book is great; I think it’s fair to say that there’s a bad-guy side but everyone’s reasons for fighting the way they do make sense and damn near everyone was interesting.

Also, my God, the covers for these books are remarkable.

He’s also doing this thing in this series where men and women exist in a society of complete equality and yet he never bothers to draw attention to it. There’s a lot of stuff in The Bloodsworn that is drawn from Norse/Viking culture, including the alphabet, but he sets aside historical accuracy whenever he feels like it, and gender differences are one of those places. If you’re looking for woman warrior characters (and everyone in these books is a warrior), you need look no further.

I finished Black Myth Wukong yesterday, finally, and I’m playing at least partially through it again because this is one of those games where I feel like I need the Platinum trophy and there’s no way to do that in one play through. This game is Chinese the same way that The Bloodsworn is Norse; it’s more inspired by myth and legend than historical reality, and frankly if you’re not already a student of Chinese culture (and I’m very much not) there’s a lot in this story that’s going to leave you behind. It’s apparently a video game version of Journey to the West, one of the five Classical Chinese novels, and … uh, that’s all I know about the five Classical Chinese novels? All I know is the story in lots of places makes no sense at all to my American ass but that doesn’t matter even a tiny bit because monkey man hit monster with stick.

Seriously, outside of the Nioh series this may be my favorite non-Fromsoft Soulslike (and anyone who claims it’s not a Soulslike but an “action RPG” should be shunned; this is absolutely a Soulslike) and I think I might like it more than I liked Nioh 1 anyway. There are some technical issues; I’m still hoping for an optimization patch, and there’s a stuttering issue that gets worse the longer you go without either restarting your PS5 or actually closing the game out and reopening it, but beyond that? No gripes. You’d think that build variation would be a problem given that you’re limited to the staff as your weapon, but 1) it doesn’t matter because the staff is hugely fun and 2) there are enough different stances and other ways to set up your build that there are going to be a million ways to approach any situation anyway. I talked about the difficulty yesterday; I’d say this hits the sweet spot of being difficult but fair pretty precisely, but people who haven’t been mainlining Souls games for years like I have may want to gird their loins. I hear there’s a big DLC coming eventually and I’m going to buy it the second I hear about it.