Year in Review

2020 was a terrible year. If you need to be reminded of the awful/horrifying things that happened last year, checkout Rami Ismail’s I was fortunate/lucky enough to keep my job and work from home since March of last year, but like for most people, it wasn’t without its challenges. While it’s been one of the most depressing/lonely times of my life, I’ve had more than enough time to play video games and I feel very grateful for that privilege. Talking/writing about video games has helped me stay focused/motivated since the pandemic started, so if you haven’t done so already, checkout my 2020 Q4 post where I summarize everything I’ve played during the final few months of 2020 (which also links back to my other quarterly posts for the year). I’m still planning to release a dedicated GOTY post, but this entry is dedicated to everything else that has no place to call home; my favorite ongoing games, music tracks and all of the in-between.

Favorite Ongoing Games

I’ve been playing Bungie’s Destiny 2 since launch and it continues to be my primary social outlet when I’m gaming online. Whether I’m chatting with friends in a party chat from all over the world while we grind towards a quest-line/pursuit or coordinating raid nights, there’s nothing quite like playing Destiny. Bungie’s ongoing space opera is still the best feeling/playing first-person shooter on the market. Whether you’re a hardcore player who logs-in daily or a casual Guardian who simply enjoys running Strikes, Gambit or Crucible sessions with your friends, there’s something for everyone in here no matter your level of engagement. I played more Destiny 2 than I’d care to admit this year. Since the beginning of the global pandemic back in March of 2020, MMO-like experiences have lent themselves to an isolated/quarantine lifestyle. This year I became a Chronicler, Cursebreaker, Reckoner, Blacksmith, Shadow, Undying, Forerunner, Almighty, Savior, and a MMXX. If you don’t know what any of this means, know that it was time consuming. While Destiny 2 looks, plays and feels totally different today than where it was 3 years ago, it continues to scratch a particular itch I can’t find anywhere else.

Earlier this year, Bungie announced that they would be “vaulting” older content, including destinations (planets) and their associated activities. This process is known as Destiny Content Vault (DCV). The reasoning behind DCV was due to low player engagement on older content and the fact that the game was getting too large in terms of file/download size. With their ongoing commitment to updating Destiny 2 (which is now updated and performing beautifully on next-gen hardware), the game couldn’t be sustained in its current state. While I understand the reasoning, I personally disagree with the idea. As someone who grew-up primarily with single-player RPGs, I don’t like the idea of having to rush through content on someone else’s terms. I want to play a game and its content at my own pace. I crammed a year and a half worth of vaulting content into the span of a few months this past summer/fall and it’s something I will (hopefully) never do ever again. At this point, I’m a Triumph hunter and whatever gear/loot I need along the way is second to why I play the game. With the sandbox constantly changing and the sun-setting of guns (which essentially forces you to try new gear as older weapons can only be infused/upgraded to a particularly cap), it’s hard to get attached to anything.

I really liked a lot of the content that got vaulted, however. Although activities like the Reckoning, Forges and Menagerie became repetitive and not-so rewarding over time, it doesn’t excuse the fact that Bungie could have made this content more interesting/rewarding as time moved forward (let’s also not forget how much of a missed opportunity the Infinite Forest was). Particularly during the pandemic, Destiny 2 became my MMO-like time-sink. I found myself getting lost in collection-related pursuits specifically tied to these activities. They were the perfect excuse to put on a stream/podcast while I grinded the days away. I also don’t like how every season there’s a light-level grind to reach a new maximum, just so that you can participate in content that’s recycled. I want to try the Grand Master Nightfalls, but I’m so burned out by the time I reach the required level that I don’t even want to do them anymore. Just when I’m in the mood to try them, the season ends and the climb to reach these challenges starts all over again, so it can be a vicious cycle unless you’re extremely determined. You would think these would be reasons enough for someone like myself to not even play the game to begin with, but Destiny 2 is that good, or rather, its hooks are far too deep for me to stop now.

The new expansion/campaign, Beyond Light, was very good, but it’s still no Forsaken in my books. Europa is a beautiful location packed with secrets and quests to keep you busy for months. The new elemental class, Stasis, feels super crunchy/satisfying as well. Even though we’re still mostly fighting the same enemies after three years, freezing and shattering space aliens feels fresh/new (although I hear it’s considered broken in serious PVP sessions, like Trials?). Bungie definitely has a formula now with their expansions, too. There’s always a group of baddies to hunt down lead by some fanatical, misguided leader. I can’t say I’m on top of the lore or understand absolutely everything about the Destiny universe (even after all of these years), but I do know that the “Darkness” is here and that the stakes are high. While my dedication/commitment to Destiny 2 hasn’t stopped me from playing/finishing other games, it has eaten into the time I would have spent playing single-player RPGs, which I sorely miss. Perhaps I’ll find a better balance one of these days, but for the time being, I’ll see you star-side, Guardians!

Nintendo’s Ring Fit Adventure is a beautifully strange turn-based RPG wrapped around what appears to be a relatively legit piece of exercise software. While it officially released back in 2019, I didn’t start playing it seriously until the pandemic hit back in March of 2020. At the start of my fitness journey, I mostly focused on the Adventure/Story mode which feels more like an all-body workout routine as it attempts to introduce you to each available exercise (although you can isolate and focus on specific muscle groups in a custom workout mode). Since you’re indoors, any jogging/cardio requires that you run in place (which isn’t easy on the knees). Depending on the space that you have too, I found that some of the exercises might be difficult to perform. When I used to go to the gym regularly, I was very strict about taking timed breaks between sets, so you have to rest and monitor your time outside of the game itself. Towards the end of the year, I grew tired of the Adventure/Story mode due to the amount of flavor text/reading, however, and I found myself transitioning to the aforementioned custom workout sessions.

Here, I could create custom playlists specifically tailored to certain muscle groups. I’ve been more motivated to play the game lately now that I’m not wasting my time reading the silly dialogue, equipping armor or mixing recipes in order to progress. Don’t get me wrong, Nintendo has crafted an extremely thoughtful exercise package that just so happens to be disguised as a traditional, turn-based RPG, but I just want to sweat and get on with my day! Personally, I feel that Ring Fit Adventure is in no way a substitute for the gym, but it has gotten me out of my office chair for at least 30 mins to an hour, 3 times a week (or more depending on how motivated I’m feeling) since the start of the pandemic. I don’t think I’ve lost any significant amount of weight (which my diet isn’t helping), but it definitely releases those endorphins and gets the blood flowing. Even when my gym was open, I haven’t felt comfortable going back, so this will continue to be an alternative for the time being.

Fall Guys: Ultimate Knockdown came out of nowhere this year and similar to how Animal Crossing: New Horizons resonated with people during quarantine, Fall Guys provided a similar escape amongst friends. The developer, Mediatonic, having previously been known for low-key hidden gems like Murder By Numbers and Hatoful Boyfriend became one of the most relevant and popular indie developers in the matter of what like a day or two. Like many others from what I can gather, I was extremely jazzed about Season 1 (I maxed out my season rank and got all of the trophies except for the one that requires 5 wins in a row), but I only played a little of Season 2 before bouncing off of it. I’ve also yet to try out Season 3 and I’m not sure why. Securing a win in Fall Guys is definitely exhilarating and the game-types are clearly a combination of skill and dumb, fun luck. Maybe I’m just too old for something like this to hold my interest, but I guess I walked away from it wanting more?

Similar to how I felt about Overwatch (or Battle Royale games lately), I’d rather have a single-player game based on the universe/property that’s been created for the online/multi-player game. Fall Guys is essentially a 3D platformer in disguise. Towards the end of the first season, I had a realization that I’d rather the game be a single-player 3D platformer instead of the battle royale nonsense that it is. Picture this; Fall Mountain as Bob-omb Battlefield from Super Mario 64 and instead of a Power Star waiting for you at the top of the peak, there’s a collectable Crown for you to earn. Grant it, Fall Guys is a very physics-heavy game, so the controls as they are now probably wouldn’t lend itself to a precision-based 3D platformer, but you get the idea. I’ll probably dip my toes into Season 3 at some point in the new year, but I’m not quite sure how much longer I’ll stay invested.

Favorite Ongoing Game -That I Wish I Made More Time For- But Is No Longer Releasing Updates

I put nearly 170 hours into vanilla Monster Hunter World and loved it. Although I never found a dedicated group to hunt with, my time spent with the game was truly memorable. When the Iceborne expansion launched, so did Destiny 2’s Shadowkeep update. I could only reasonably juggle one MMO-like experience at the time, so Monster Hunter gave way to my Destiny 2 addiction. I haven’t played Iceborne beyond a story mission or two since and it’s one of my biggest regrets in gaming this past generation. With that said, the game is no longer receiving updates and most, if not all of the event quests will now be available at all times, including the special seasonal-related quests which will be on a permanent rotation. With Monster Hunter: Rise releasing in a few months on Nintendo Switch, it might be time to retire my hunter for good. I logged back in during my holiday break to do the ridiculous Monster Hunter movie quest with Milla Jovovich (who received a surprisngly convincing character model for the event) and without a dedicated group of hunters, I’m not sure I can get back into a full-time rhythm. Monster Hunter: World is still one of the best loot-driven, action-RPGs on the market, so I’m hoping I can find the time to dip back into the remaining content before most of the player-base moves onto greener pastures.

Favorite Games Played For The First Time in 2020 That Didn’t Release This Year

Next to A Short Hike and Paper Mario: The Origami King, Pikuniku was one of the most delightful experiences I’ve had in 2020. Developed by Sectordub, the game is essentially a 2D puzzle-platformer with a whole lot of Nintendo-like charm. In Pikuniku, you awake in a cave as a blob-like creature who’s considered a monster to those on the outside world. An evil entrepreneurial named Mr. Sunshine is harvesting the land’s natural resources for his own personal wealth, but in exchange for corn, trees and water, he gives the citizens of the land some coins, a basic universal income if you will. There’s definitely some real-world/political allegories on display here, but it ultimately doesn’t take itself too seriously. The game’s vibe lands somewhere between Paper Mario and Earthbound, I feel. The writing might come off as a little blunt/short to the player, but it’s well-written, funny and the characters, although very abstract and simple by design, are super charming in a Katamari Damacy sort-of-way.

Pikuniku’s controls are somewhat difficult to describe. There’s a degree of bounciness/unwieldiness in the creature’s movement, but you can walk and jump… I guess? Your character has stretchy legs and you’ll find yourself mostly fumbling through its numerous platform challenges. There are several town-like hubs with fun mini-games and secondary objectives along the way, too. The boss fights are weird, but creative and super satisfying to endure. The soundtrack, by Calum Bowen (of Lovely Planet fame), is also extremely catchy and appropriately themed. It’s simply put one of the warmest, most coziest games I’ve played in 2020. Despite releasing in 2019, it’s something I think everyone needs/should play given the state of the world. I completed the game on Xbox One and I cannot wait to see what these developers do next.

Adamgryu’s A Short Hike is one of the most enjoyable/pleasant gaming experiences I had in 2020. I finally installed the Epic Games Store launcher and downloaded the game while it was free last year. As of March 2020, most people in the United States have finally started to self-quarantine due to a global pandemic. A Short Hike was the perfect example of pure, distilled joy/escapism, as I transitioned to a work from home/lock-down routine. I started the game on a Friday night after I logged off from work and I finished it after two or three sittings the next afternoon. My first impression of A Short Hike was as if someone took the tutorial/starting island from The Legend of Zelda: Wind Waker and made an entire game out of it. It’s one of the best Nintendo-feeling games not actually made by Nintendo out there.

There’s an immediate sense of discovery/progression here that’s hard to capture, too. Golden Feathers (which, once collected, act as permanent stamina upgrades) allow the player to explore more of the island (that’s just big enough). The pacing is nearly perfect and the writing is simple, yet charming. It’s also a game that can be beaten within an hour or two, but there’s a decent amount of side activities, secrets to discover and items to collect, if you’re willing to take a detour or two on the off-beaten road  (which you should). It’s a game begging to be played by more people and it has recently released on Switch, so you have no excuse! I completed A Short Hike after 2 hours or so, but there’s some optional content I’ve yet to explore and I’ll most likely return for another trip or two up the mountain sometime in 2021.

Xeno Crisis, by Bitmap Bureau, is an overhead, rogue-light, Run N’ Gun shooter in the same vein as Smash TV. It first originated as a Kickstarter project destined for the Sega Mega Drive/Genesis, but it’s also now on PC/Steam and Xbox platforms. Xeno Crisis is a tribute to the games of yesterday and it really doesn’t waste your time getting started; aliens have invaded a military base and it’s your job to exterminate them all. That’s it. There’s 7 levels with procedural room generation littered with hordes of monsters that storm the player from entrances/exits and holes in the ground. There are random weapon drops (the laser is the best), ammunition, grenades and health items to stave off the hordes, but if you’re not quick on your feet (and your roll maneuver does have invincibility frames!), you’ll get bulldozed in a heartbeat. The game does have local-coop and I’ve heard it’s a lot easier due to the ability to revive your partner, but I can’t speak to this since I only played single-player.

The soundtrack is phenomenal, too. Every time I would fail a run of the game, the music in the first few stages would keep me motivated and moving forward. It’s the ultimate “…just one more try…” game. Xeno Crisis was one of the most satisfying arcade-like experiences I’ve had all year. Digital Foundry also did a wonderful developer dive into the making of the game that speaks to its quality. Finally, one of the coolest (but certainly unfair) aspects of the game is the fact that if you use a continue, you’ll never see one of the real endings. The developers tied this into the story/narrative as well, but it’s certainly an unforgiving prospect, even on Easy difficulty (which feels like Normal). I completed the game on Easy difficulty in a single credit and loved every second of it. If I had the energy/willingness that I had in my younger years, I’d be playing this nonstop until I mastered it on the highest difficulty available. Despite officially releasing in 2019, it’s one of the best games I played in 2020, hands-down.

Valfaris, developed by Steel Mantis, is a 2D Run ‘N Gun side-scroller with a heavy metal, SCI-FI aesthetic. Their previous game, Slain: Back from Hell, had a similar visual style, but the game was more akin to Castlevania than Contra. Right out of the gate, Valfaris is a far more competent, well-designed experience than their previous game. It feels like what Slain should have been. My biggest issue with Slain was its boring/bland level design and overly long levels. The stages have much more verticality this time around with better-placed checkpoints, varied enemy encounters, challenging mini-bosses, secrets and platforming sequences throughout. Similar to how I felt about Slain, the bosses are what standout the most here. They’re usually multi-phased encounters with difficult/learnable patterns, but the arsenal of weapons at your disposal can make quick work of them, if they’re upgraded properly.

Your main character has a primary weapon that has infinite ammo, a heavy gun that requires energy and a melee weapon that, when used, can generate the energy needed to use your heavy weapon. Speaking of checkpoints, there’s a cool risk/reward system at play here where the player can collect and bank tokens at checkpoints or save them for weapon upgrades later on. If you’re a competent player, you can skip a bunch of checkpoints and exchange your tokens for upgrade materials, but if you die and overestimate your abilities, you may find yourself replaying large portions of the stage. With that said, similar to how I felt about Slain, the levels are still a tad too long for my liking, but the action feels good, the 2D pixel/sprite-work looks gorgeous and the guns are satisfying to use, so that’s what’s most important here. I completed Valfaris and earned a majority of the trophies during my first play-through. There’s a new game+ and harder runs to attempt, but for now, I’ll patiently wait their next venture.

Lost Levels

Every year, I have what I’ve been calling “Lost Levels“; games I started, but stopped playing for one reason or the other. Sometimes, you’re just not feeling the game or life gets in the way, so you drop it. Other times, another game comes along and pulls you away from whatever you were playing/invested in before. It happens to everyone, especially for someone like myself who likes to juggle and plays lots of different games at once. CrossCode, Sakura Wars, Shinsekai: Into the Depths and Supraland probably hurt the most as I was really enjoying them from what I’ve played. CrossCode was a single-player, MMO-like tribute to PS1 era action-RPGs with an incredible soundtrack that I played for about 10 hours. Sakura Wars was a delightful visual novel (VN) with an amazing soundtrack by Kohei Tanaka (one of my favorite composers of all time). I only finished the first chapter, however. Shinsekai seemed like an interesting 2D Metroid-like, ported from Apple Arcade to the Nintendo Switch by Capcom, and it’s a game I think more people should play. Finally, Supraland, which previously released first on PC, made its way to consoles last year. It’s an excellent first-person Metroid-like with a really great sense of exploration.

I also played the new Battletoads game, which I only finished the first Act of before dropping. Like every other normal kid who grew-up in the NES era, I couldn’t get past the bike stage. The new game, however, is a solid brawler with plenty of combat options that plays on your nostalgia. Theirs light/heavy attacks, launcher combos and dash/dodge maneuvers with proper cancel animations. There are a variety of enemies too, including aerial monsters and bigger baddies who have shields that must be broken. The screen, however, can become a bit too chaotic with its vibrant colors and visual effects, causing the room to be difficult to read at times. The enemies do have tells which are shown as exclamation-points above their heads, though. From what I played, the game also does do a decent job at mixing in mini-games and other alternative gameplay styles throughout, but the levels are a bit too long for my taste. I’ll give it a whirl again sometime soon when my morbid curiosity is at its peak (I don’t really like it if that hasn’t been made clear already).

Finally, Panzer Paladin is yet another 2D retro platformer in the same vein as Mega Man, Shovel Knight or even Blaster Master, but it’s not without its own merits. The game’s got an old-school boss selection screen and weapons that you can collect (or construct) throughout its handful of stages. With the game’s checkpoint system, you can sacrifice a weapon at a checkpoint to save your progress mid-stage or you can keep your weapons so that you have more combat options when you’re in a pinch. You can also “break” your weapons by casting spells, which can give you some advantages during a level. It’s a nice risk/reward system, but the stages, once again, are a tad too long for my liking. Your character can also disengage from their armored suit and explore the stages in a smaller, humanoid state (but you’re now more vulnerable). The game seems very challenging, but fair. There are multiple difficulties that you can change at any time and you can even exchange your weapons at a lab for maximum health upgrades. I liked it from what I played, but I was definitely burned out from retro-inspired 2D action-platformers when it released. I will definitely make more time for Panzer Paladin in the future, though.

Favorite VGM/OST of 2020

Although A Short Hike released in 2019 officially, I played it for the first time back in March on PC. I’ve written about this before, but I played this game at the start of the pandemic one weekend and it really helped calm my anxieties/nerves, particularly due to its soothing soundtrack. There’s a ton of relaxing tracks, but Somewhere In The Woods really resonated with me. Composed by Mark Sparling.

I wanted to like Streets of Rage 4 more than I did, but the soundtrack was fire. Yuzo Koshiro’s Main Theme is nostalgic and jazzy, Olivier Deriviere’s The Undergrounds is intoxicating and a straight-up bop and Motohiro Kawashima’s Staff Roll is classic. Composed by Olivier Deriviere, Yuzo Koshiro and Motohiro Kawashima.

Much like my thoughts on A Short Hike above, Pikuniku was a game I played first in 2020 despite releasing in the previous year. It’s soundtrack by Calum Bowen is exceptionally weird but unique and memorable nonetheless. The Forest Town and The Mountain Temple are two of my favorites. The former plays to the game’s goofy, lighthearted nature and the latter captures the more mysterious side of the game. The Swamp feels like it could have been from a Paper Mario game, too. I love this composer’s work on Lovely Planet, so I can’t wait to see what project he works on next. Composed by Calum Bowen.

There’s things I love/hate about the Final Fantasy VII: Remake, but the soundtrack is probably my favorite thing about the game. Collapsed Expressway is easily one of my favorite tracks in the game and once you enter a battle during this dungeon, the dynamic transition to High Five got my blood pumping. Composed and arranged by Nobuo Uematsu, Mitsuto Suzuki, Masashi Hamauzu, Tadayoshi Makino, Shotaro Shima, Yoshitaka Suzuki, Yasunori Nishiki, Yoshinori Nakamura & Naoyuki Honzawa with others appearing on some specific tracks.

Paper Mario: The Origami King has such a delightful OST. Picnic Road is the perfect “introduction to a dungeon” track, there’s such a great sense of adventure on display here. Overlook Mountain is also one of my favorite pieces in the game. There’s great usage of instrumentation throughout and in some areas, the music will dynamically shift/change depending on where you’re at (see also the evolution of Toad Town as you progress through the game). Exploring the Great Sea evokes the feelings I had while sailing around in an ocean from an old-school JRPG. The Origami King was composed by a bunch of composers including Yoshito Sekigawa, Shoh Murakami, Yoshiaki Kimura, Hiroki Morishita, and Fumihiro Isobe.

Xeno Crisis is the best, long-lost Sega Mega Drive soundtrack. Even though the game was incredibly challenging, starting runs over after a game over and hearing both Area 1 and Area 2 kept me pumped and primed to tackle the challenges ahead. Speaking of Area 2, did you know it was based on an old Skyharbor track? Xeno Crisis original soundtrack composed by Daniel Bärlin (Savaged Regime) for the Sega Mega Drive. Mastered by Lee Mintram (Featurecast).

As a new Animal Crossing fan who’s never played any of the previous games prior to Animal Crossing: New Horizons, I learned about a tracked called 7PM a year or two ago and I became obsessed with it. To my surprise, New Horizons didn’t have anything even remotely close to capturing the melancholic masterpiece that is “7PM”. With that said, there is a track or two that resonated with me; it’s 5PM, so it’s time to close-up shop and call it a day. 6PM is pretty chill too, but who’s actually up this early playing this game!? Composed by Yasuaki Iwata, Yumi Takahashi, Shinobu Nagata, Sayako Doi, and Masato Ohashi.

The soundtrack to Shantae and the Seven Sirens was a bit of a surprise since it was the first Shantae game, I believe, that didn’t have Jake Kaufman at the helm. With that said, there’s some really good compositions here and the group of composers definitely did a good job capturing the essence of virt’s work. Beach Travel West and Mountain Travel West clicked with me the most. Composed by Kentaro Sakamoto, Mark Sparling, Madeline Lim and Gavin Allen.

It’s impossible not to talk about Bugsnax. Most people are familiar with the original song by Kero Kero Bonito, It’s Bugsnax. Major Celebration also hit me in the feels as it felt like everything was coming together, or so I thought… Your home base, the game’s main town (or Camp) always drove me to check in on its residents, too. There’s a sort of lighthearted inquisitiveness throughout the game’s soundtrack that I loved. Composed by Seth Parker.

The entire Creaks OST, by Joe Acheson/Hidden Orchestra, is incredible. According to the composer, the music is “generative, randomized, and infinite”. In other words, the entire soundtrack is essentially procedurally-generated. On top of that, the music will dynamically shift as you’re getting closer to solving a room’s puzzle. The whole experience is a masterpiece.

I haven’t played Deadly Premonition 2: Blessing in Disguise yet, but SWERY always provides a killer original song for his games and The Deep South, just like Theme of D4 and Blue Skies before it, can totally hang. I can’t wait to play this game one day so I have better context for when it’s used. Lyrics by Andy Weller, composed and arranged by Satoshi Okubo, and performed by CASHELL.

Finally, while I do admit that I have an affinity/bias for anything Hitoshi Sakimoto/Basiscape, 13 Sentinels: Aegis Rim’s soundtrack is phenomenal. When I first heard -[DEOXYRIBOSE]-, I nearly lost my mind. Similar to what I mentioned above in Creaks, during the battle portions of the game, the music will change dynamically depending on what’s happening. As the fights become more intense, so will the music and it all culminates and transitions beautifully to a variety of victory themes at the conclusion of a battle. The title screen theme, Brat Overflow, must play out every time you boot the game up, too. Halcyon Days captures the more peaceful, thoughtful side of the game exceptionally well, too. Good Times… I could go on and on, but I just loved nearly everything about the game and its soundtrack.

Coulda, Woulda, Shoulda

To conclude, the following is a (long) list of games (in no particular order) I was interested in playing that I either turned on once/twice or never got around to purchasing/starting in 2020. For the few games below that I did play for a session or two, I didn’t quite have the words ready to share any sort of meaningful impressions. Some of these games below would have also likely made my top 10 list for the year, but alas, it’s just not how the cards were dealt. If you’re reading this and you think I’d enjoy something that isn’t listed below, please leave a comment! To the backlog for 2021 and beyond they go:

  • Hades
  • If Found
  • Spelunky 2
  • Kentucky Route Zero
  • Ghost of Tsushima
  • Deadly Premonition 2: Blessing in Disguise
  • Pikmin 3 Deluxe
  • Hyrule Warriors: Age of Calamity
  • Xenoblade Chronicles: Definitive Edition
  • What the Golf?
  • Moving Out
  • Sakuna: Of Rice and Ruin
  • Mario Kart Live: Home Circuit
  • Yakuza: Like a Dragon
  • In Other Waters
  • Ikenfell
  • Paradise Killer
  • Tony Hawk’s Pro Skater I + II
  • Murder By Numbers
  • Spiritfarer
  • Demon’s Souls
  • Spider-Man: Miles Morales
  • Sackboy: A Big Adventure
  • Star Wars: Squadrons
  • Genshin Impact
  • Godfall
  • Persona 5 Royal
  • Umurangi Generation
  • Half-Life: Alyx
  • Microsoft Flight Simulator
  • A Fold Apart
  • Marvel’s Avengers
  • Tell Me Why
  • Skully
  • Bug Fables: The Everlasting Sapling
  • The Room VR: A Dark Matter
  • Evergate
  • Good Job!
  • Shinsekai: Into the Depths
  • Prodeus
  • No Straight Roads
  • Manifold Garden
  • CrossCode
  • Vitamin Connection
  • Paper Beast
  • Röki
  • Tanuki Justice
  • Nioh 2
  • PixelJunk Eden 2
  • Carto
  • Disc Room
  • Haven
  • Call of the Sea
  • Unto the End
  • Morkredd
  • Monster Sanctuary
  • I am Dead
  • Part Time UFO (Switch port)
  • No More Heroes (Switch port)
  • No More Heroes 2: Desperate Struggle (Switch port)
  • Tetris Effect: Connected
  • Mr. DRILLER DrillLand
  • Struggling
  • Super Punch Patrol
  • Cyberpunk 2077

See you next time…


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