tldr videogame curation
melbourne, australia

Platform: PlayStation 4

A surreal mystery built on perception, memory and art, wrapped in a cryptic, looping narrative. Its design deliberately disorients, making you feel lost - both physically, within its maze-like setting, and mentally, as you untangle cryptic symbols, shifting perspectives, and hidden logic. Like a living puzzle box, every solution peels back another layer of meaning, rewarding deep engagement and lateral thinking. Very good.

A solid follow-up with a “refined” UI (which I’m still not sure whether I like) and quality-of-life “improvements” (which I didn’t really feel necessary), atop weaker storytelling and puzzle design. The mystery unfolds a bit too predictably, and some puzzles feel like busywork rather than meaningful deduction. Still enjoyable, but an unfortunate step down.

Balatro isn’t just a great game - it’s a revelation. Its inventiveness and razor-sharp design all but set a new standard. With perfectly balanced mechanics and inspired, creative decisions, every moment feels deliberate, rewarding, extraordinary. A true masterpiece. Even in a year with lots of great releases, an easy pick for game of the year.

SULFUR is a roguelite extraction shooter that offers surprisingly tight gunplay, inventive weapon customisation and an awesome, striking artstyle. Though not everything fully clicks, it’s a fun, amusing and engaging experience that oozes passion and creativity. It’s just super cool.

Neva is gorgeous to look at and… “fine”, but doesn’t quite meet the high standard set by GRIS. While its art style and sound design are captivating, the story and gameplay mostly feel a little derivative. The narrative lacks coherence, and a surprisingly simplistic theme is ultimately underwhelming. Combat and puzzles add variety but feel underdeveloped. Ultimately, Neva impresses aesthetically but lacks the thematic depth and compelling drive that made GRIS so good.

Sigh, it’s happened again. I love Metaphor: ReFantazio’s worldbuilding, atmosphere, cinematics, and a genuinely breathtaking UI, and I can see why it’s critically lauded. But, much like their other games, I just couldn’t get hooked for much the same reasons - laborious busywork and constant interruption to the actually-engaging parts of the gameplay. Outside its cutscenes, the world surprisingly feels oddly drab and empty (I often felt like I was in Pokémon Legends: Arceus), lacking the visual richness to match its ambitious themes. Despite admiring its vision, I sadly found it hard to stay engaged or connect deeply with its characters.

I recently revisited N++, and it’s still awesome. Truly an OG, its fast-paced, minimalist platforming with smooth controls and addictive, challenging levels require precision and foster mastery. Its sleek, uncompromising design, tight gameplay and community focus make for an all-time classic.

Destiny: Rising has been officially announced. A free-to-play mobile RPG shooter, is set in the Destiny universe. Developed by NetEase Games, the creators of Diablo Immortal, with Bungie overseeing, it launches its closed alpha on November 1. Expect campaign missions, multiplayer modes, and both old and new characters in an alternate post-Dark Age timeline. Feels like a bit of an oof.

KILL KNIGHT is a fast-paced, demanding, isometric shooter blending the brutality of DOOM with Crimsonland-like mechanics. Set in an eldritch hellscape dripping with vibes, its tight combat systems, rewarding progression, and striking visuals make it engaging, addictive and ultra cool.

Mika and the Witch’s Mountain feels like a love letter to Ghibli and Wind Waker, with its whimsical world, light-hearted atmosphere and gameplay. As a rookie witch, you’ll deliver packages to quirky townsfolk, zipping around on your broom through the charming art style. It’s not without flaws, but being short and sweet, they’re relatively easy to overlook. The simplicity won’t be for everyone, but if you’re up for a cosy Sunday, definitely give it a go.