December â20
Bugsnax
Bugsnax is an odd little title, landing somewhere between PokĂŠmon Snap and Ape Escape. Thereâs a bit less of a frantic pace though, instead telling a tale of a remote island where the titular part-animal, part-snack race roam about, with a series of characters each having their own relationship to them that... typically involves eating them. The disappearance of one key villager has been the catalyst to everything heading into a state of confusion though, and as the new person in town, it becomes your job to pull everything back together, all while trying to piece together a better understanding of just what Bugsnax are in the first place.
The gameâs main cast are loud, colourful, and full of personality, with some decent queer representation going on too. Itâs regularly quite charming, but the story runs parallel to a pretty simple gameplay loop of going out to a new area, meeting an estranged villager, getting a new tool that allows you to catch some new âsnax in service of a given task for said villager, that inevitably fuels their return to the village. While catching a good chunk of the 100-strong Bugsnax portfolio follows a fairly repeatable mould of trap-setting and capture, some require some slightly more creative thinking, and final smattering lean more on good fortune as you try and juggle a few different elements in a way that sets up the perfect snaring.Â
Iâve seen some talk of folks who found the last sections of the game a little out of character, but having gone through all of the side missions before heading for the finish line, nothing came as too much of a surprise for myself. As a PS5 launch game it might lack the flair and experimentation that one might expect, but in better handling oneâs expectations and seeing âjustâ a game with extraordinary timing, itâs a pleasant and sufficiently entertaining romp - just nothing particularly out of the ordinary. Â Â
Demonâs Souls
I was in two minds coming into this. Iâve played the opening few hours of Demonâs Souls about 5 times now, with each attempt before this one stalling at different points for a variety of petty and frustrating reasons. So this, a fresh chance to try again, newly polished and smoothed out, with active servers, and a revitalised community? Excellent! Yet on the other hand, how much of the magic is Bluepoint likely to have been able to recreate? Even as a shot-for-shot remake, what if they had diluted the experience?Â
While I canât speak with any particular authority here, very little seems to have changed outside of the visual overhaul. Some areas might be a bit easier to navigate owing to their new lick of paint, but enemies still pose the same threat, and everything is still where it should be, as are the obtuse, woefully under-discussed karmic swings that underpin its tendency system. Letâs not pull punches; itâs most notably a mean platform to build a game upon that makes suffering players suffer more, and is likely not one that youâll even be aware of it before near irreversible damage is already done. From have undoubtably done similar concepts much better since, and while I might bemoan it, thereâs also something to be said for allowing it to still exist just as it did at the seriesâ outset. Itâs likely a wise choice on Bluepointâs part to have left it untouched, albeit a slightly cruel one.
While the lack of a single, interconnected world was not yet on the cards for this particular Souls outing, thereâs still plenty of great level design, with each of the gameâs archstones providing a theme thatâs adhered to brilliantly. A few exceptions aside, boss battles are typically less about flexing combat chops too, proving more of a challenge in solving how to approach them in the first place. In doing so, it creates some truly memorable moments alongside those that are purely frantic and rewarding thereafter. The same can be said for the game at large too; while its punishment of new players might be its most infamous quality, it does do a remarkable job in having you learn its every inch, and how best to deal with everything it cares to throw at you. While the chase of 1:1 replication might mean some of its jankiness remains, its visual overhaul and silky smooth frame rate certainly do a good job in helping you overlook it all and in embracing the still best-in-class world building. One of the yearsâ best, and by far the most compelling reason to date for next-gen ownership.Â
Grindstone
Grindstone was front and centre right as the doors opened on Apple Arcade, and itâs a pretty easy to see why itâd be pegged for such honours. Itâs bright, colourful, charming, and very easy to pick up. Some of Capyâs other noteworthy titles might fall more into the realm of the arthouse, but this is them at full power, exhibiting that ultimate strength of knowing just how to capture any given audience. Most of the game is spent planning out your turn, and it looks great even in this calm stillness - but as you unleash the mighty Jorj on each of his rampages, there is a satisfying spring into action that gives the same kind of satisfactory twang you might get from an elastic band, or a coiled slinky about to bound down a flight of stairs.
Within a few short stages almost all of the base mechanics are laid bare, with each turn asking you to plot a course through colour-matched enemies, and landing you far enough away from any enraged enemies thatâd seek to do you harm. Chain for long enough and youâll spawn a grindstone thatâll let you switch colours mid-combo, and building up enough hits can then allow you to expend that strength on monsters with higher health pools. The range of enemy types grows as you progress, as does the array of new tools you can build that allow you new ways of dealing with them all, but ultimately the balance that needs addressing is knowing just when to walk away. Thereâs typically three goals to each level - opening the exit being just the first of these - and while in some cases you might have a handle on things when the exit does open up, itâs often not the case, and hanging around too long carries the risk of losing all of your progress on the stage if you lose a clear path to your escape.
Some of its later mechanics and the level arrangements can be quite taxing, and while never completely unfair, it can definitely... grind... on your patience. For something that could easily be taken as a casual little puzzle game, itâs quite lengthy too - the path unbroken leads you through a whopping 180 stages, but without extensive draining of resources from each of these, youâll likely need to try some of the side dungeons to help make your way to the end too. Very likely more than your bargained for then, and yet still plenty compelling to boot.
Necrobarista
Some neatly constructed character models and a snappy trailer might attempt to tell you otherwise, but let us be clear with one another that Necrobarista is very much a visual novel. A shock to the system this may be, but anyone reading this likely knows by now this is far from a bad thing around these parts, so let us look a little closer.
Itâs quite a melancholic thing, set in a less than conventional, somewhat Purgatorial coffee shop, where the newly departed stop in for a brief spell and a brew before taking the next step into the great unknown. While thereâs a setup here for lots of stories to be told, it really draws in on a small cast of characters who look after the shop, and how a few key visitors change the world built up around them. Between each of the gameâs chapters thereâs the opportunity to unlock new side stories dependent on which of the phrases you chose to identify with from the chapter just gone, and although short, these do some good work fleshing out some characters and breaking up the main tale. As the title would suggest, the particulars of coffee do come up as a point of conversation, but thereâs no drink-making side shows here - just a lot of talking, scheming about how to cheat death, and the more chin-scratching topic of a more accepting approach to this great inevitability.
Itâs fairly short - comfortably under 10 hours - but crucially gets plenty of character development from each of its cast given the tight focus. Rather than the still portraits that you might come to expect of the genre, characters are given a real depth with 3D models that convey just as much as their words, which also helps this effort. Perhaps most crucially, and whether itâs in spite of all of the death, or instead because of it, thereâs plenty of quite thoughtful and heartfelt sentiment hidden inside it. Comes recommended.
Tangle Tower
I picked this up for Switch based on a recommendation, not knowing that Iâd unknowingly be closing out an Apple Arcade hat trick for the month. So yes, itâs another more story-driven game, not too heavy on the input requirements, but instead good for getting you thinking.
Itâs immediately very easy on the eye, with each and every character drawn in large format and animated with buckets of quirk and charm that runneth over. Every single one is brilliantly voiced too, with varying degrees of charisma, bluster, dry wit, and numerous other characteristics that shine through in brilliant harmony with the art. Itâs a murder mystery, see, and while youâre putting together what everyone says has happened, looking out for whoâs fancying who and the like, youâre also doing so with the critical expectation that at least one person is likely spinning you some tall tales. Luckily youâll find clues that help you get closer to the truth and help deconstruct some of these falsehoods, whether theyâre in plain sight or hidden behind one of many puzzles. These are exemplary in just how well-pitched they come, each being self-contained and just tricky enough to have you pause to really think about them, but without ever being too irksome or troubling to stop you enjoying yourself. Once you do start to get to the point of unmasking some secrets, thereâs also a neat little interface the game rolls out for you to drop in and then verify these revelations; pairing numerous characters, items and statements to help demonstrate to it that youâre keeping up with it all, and things are clear enough to move on. Thereâs subtle little prods in the right direction just when they seem to be needed, further cementing the gameâs solid grasp of when itâs best to say something, and when it can let you just stumble about and get on with it.
Itâs a fantastic little game. I lost a day or so to this, and had a wonderful time doing so. I hope that itâs not too far away that I forget all of the details, so that I might do it all over again.













