2018 Weekly Game Challenge

The goal is to beat one game every week. I tried this years ago and fell behind quickly and gave up somewhere in May with only 20 games down.

List items

  • My only memories of this game is co-op runs with friends. We'd always use the game genie with infinite hearts, but inevitably a rogue projectile would stun-lock us, forcing a reset or more often, a new game.

    The rewind function in the Disney Afternoon Collection functioned much better and I've finally seen the entire game.

  • I liked the characters and world. I enjoyed the story and build up, though the resolution was a bit of a letdown. I did not enjoy the save file corruption.

    On the final day as I neared the end, I had second thoughts on a dialogue choice (one that made no difference in the end) and reset my game. I was unable to reload my game, forcing a replay.

    As I exited the game for the final time, I noticed that free play option that unlocks on completion was grayed out meaning even my clear save was corrupted.


  • I'm not really a Call of Duty person. Call of Duty 2 made a decent launch 360 game. World at War didn't feel quite right and the co-op was poorly implemented. Ghosts... just didn't do it for me and I struggled to find the will to finish it.

    So I didn't go into Infinite Warfare expecting much and came out pleasantly surprised. I actually enjoyed my play through. The space setting is something I haven't come across too often. The theme of the game is established early on, but even knowing that didn't diminish the impact of the final chapter.

  • A fun little Metroidvania style game. Definitely on the challenging side. If not for the ability to restart in the same room you died in, I'm not sure I would have finished it with only one save point in the game. I'm a little disappointed I couldn't find the last item for a full 100% completion.

    Frustrating at times, but overall I enjoyed it.

  • Glad to see that Uncharted still works with out Nathan Drake. The formula still works for me, the game looks gorgeous and the banter/tension between the main characters was great. I rushed through the game to clear it, but I'll definitely be doing a more leisurely playthough at some point.

  • Not much to say about this one. Unlike the first game, I never played it. That said, it was a solid platformer.

  • I wanted to like this one more than I did. It nails the atmosphere, but in many ways it's just not fun to play. I'm sure the isolation and constantly dwindling oxygen is something the developer was going for, but it comes at the cost of enjoyment.

  • Wow. What a game. A great story, great cast of characters, and (on lower difficulties) a fun FPS. I am generally not a fan of first-persona-shooters, but I came away from this one impressed and looking forward to playing through the sequel.

  • I came into this one knowing that it is not what it appears to be. I had some expectations as to what that might be, but the game went in directions I just did not expect. Recommended.

  • It may not be the first, but this is the game I see as the progenitor of the modern walking sim. There are negative connotations to that term, but I enjoyed my time with Gone Home. The story it told was more mundane than I expected, but no less touching.

  • A fun little platformer. Charming characters and different enough from its predecessor to not feel like a rehash.

  • Not bad, but nowhere near as good The New Order. A bit too reliant on stealth.

  • The fourth entry, I was completely unaware of series until this one showed up to positive reviews on the PS4 last year. I'm down for Metroidvania style games and though I felt the exploration aspects were a bit limited, the fluid combat and somber atmosphere made up for it. Much like week 4's Touhou Double Focus, I began to question whether my skills were sufficient to beat the game. Many hard sections and the bosses were no pushovers.

  • A relaxing journey through the ocean, at least for the first half. The later stages of the game explore darker themes. If they were trying to tell a story, it went over my head.

  • A-woo-hoo!

    Another classic NES game I never played. It holds up pretty well.

  • A weird game about a weird family. The vignettes about each member of the family are a bit hit and miss.

  • I liked the narrative approach to this game. It's treated like a movie with the director giving commentary on top of it. It goes of the rails in the final act and falls apart.

  • Perhaps I'm too many years late to the party or just had the game hyped to expectations it could never meet, but I didn't come away from Journey thinking it's a must-play title. Having other players randomly enter my game gives me anxiety, especially when I can't figure out what they want of me.

    I did want to go back through for collectibles, but when I loaded my save back up my scarf had reverted back to its shortest length, so I just turned it off.

  • I enjoy a good Metroidvania and Cave Story is one I've been meaning to play for quite a while. I thought the minimalist style and drip-fed story worked fairly well. Much like Double Focus, I wondered if I had the skill to actually beat the game, but I persevered to the end credits. The path the the true ending was well beyond my skill level.

  • A puzzle platforming game built around pixel evolution. From a single pixel, through 8 and 16-bit, each form has different advantages. The story is fine and the overall product is enjoyable.

  • What a fantastic campaign! Mobility, shooting, and mech play all felt good. The story was pretty standard, but when it started mixing in time mechanics halfway through... Well done, Respawn.

  • An FMV adventure game that builds up suspense early on, but kind of falters on its way to the conclusion. I was with the game up until the main character falls a few feet and his arm explodes into a bloody, broken mess.

  • My early impressions made me feel the function mechanics of combat were pretty complex and it sat unplayed for quite awhile. Being able to pause the combat and plot out a series of moves actually kept the game manageable. Things get hectic as you wait for the meter to rebuild.

  • Another Call of Duty campaign I enjoyed. That said, the plot twists were pretty obvious and I never found much opportunity to use the wall running and other advance movements. The suit abilities were neat, but I always forgot what suit I had and what abilities were present. Still, it was fun with a satisfying conclusion.

  • I had enjoyed the platformers in the Disney Collection up until this point. Even with rewind, the constant projectiles, many unblockable, create a very frustrating experience. Can't imagine playing this back in the 90's.

  • I remember images of this game as a child but never played it. A bit more cinematic than the adventure games of the 90s I remember, but definitely a trial and error adventure game.

  • A first-person shooter that plays more like a puzzle game. Very satisfying slow-mo dodging bullets and methodically eliminating each foe.

  • The weakest game in the Disney Afternoon Collection. A pretty barebones shoot-em-up.

  • This game puts you in a pretty grim scenario and leaves you to draw your own conclusions as to what happened. A can see a couple of plausible ones, though the game never gives you a definitive answer.

  • Assassin's Creed goes 2(.5?)D. It works fairly well as you dodge, hide and use your tools as you evade and assassinate your way through each stage. Later stages really ramped up the difficulty and frustration. Since it's 2D, there's really only one way through each encounter and it's incredibly easy to draw more soldiers than you can fight.

  • The last game in the Disney Afternoon Collection for me. Pretty much on par with the first DuckTales.

  • Old-school platforming fun. It's a good game.

  • I could feel every bit of Metal Slug's quarter-munching origins. This is a game that wants you dead and holds nothing back. With infinite continues, it's actually an enjoyable romp. Only took 75 of them.

  • A lot of (slowly) walking around, listening to logs and piecing together an increasingly weird story. The character interaction felt real as everything fell apart around them. A faster run would have been nice, but I still enjoyed this one.

  • A game mostly based on flight, though I never really got a handle on the controls. Good sized world, but your directions are never more than go that way. I spent the first hour flying around the first area never figuring out where it was I actually supposed to go. The dungeons get pretty complex, but with no enemies, it's mostly just wandering around, maybe solving a puzzle or two. There's an interesting story in there about a collapsed society, but the overall world just feels empty.

  • The premise was interesting. A cloaked station observing a planet lost it's stealth and the crew is not responding. Investigate. From there it's pretty standard fare. Find audio logs, solve some (mostly) simple puzzles to open new rooms. The ending caught me by surprise. I'd like to disagree with the conclusion the game comes to, but I'm not sure I can.

  • Having finally cleared a co-op legendary run of Halo 3, I jumped right into Halo 4 the next day. The first post-Bungie game, 343 seems to want to get a little more personal, with more emotional dialogue between Master Chief and Cortana. It's hit and miss.

    Still plays like Halo and the new Prometheus enemies fit right in. Other than a really bad glitch involving the level not loading, and a flight/shooting section that dragged on for way too long, I enjoyed the game.

  • It's October, so I'm playing through some of the spookier games in my collection. Daylight was perhaps not the best game to start with. It's not very good. It's boring and not that scary. The random levels just leave you wandering around looking for the gate and the key. Eventually monsters start harassing you, but they are easily dispatched with plentiful flares. I don't think the ending justified the hours spent wandering around in the dark.

  • This is spooky done right. You spend a good chunk of the game wondering what the heck is going on and the final reveal still leaves you with questions. The character interaction is very good and depending on your dialogue and actions, dialogue from other characters can play out very differently.

  • I didn't find it that scary, but the atmosphere definitely got to me at times. If you explore every room, there is plenty of tinderboxes and oil to get through the game. Dying seems to get rid of monsters, so it wasn't that difficult. I can see why people would enjoy this game, but horror as a genre just isn't my thing.

  • I saw most of a few playthroughs when it first came out and I've long wanted to do one of my own. I managed to keep almost everyone alive. The game really manages to tap into the well of teen horror tropes and provide a decent story along the way.

  • Justine. I think I enjoyed this short expansion more than the game itself. The tension from the inability to save adds another layer of dread to the atmosphere. Fumbling with the wheel crank on what should have been my final run, wondering if I still had enough time to dash to the next one...

  • A worthy successor to the first game. It adds a few things while not straying from the formula too much.

  • I have no idea what I just played. I was aware of the basic premise of the game, but was not expecting it to go in the direction it did. While the graphical style and characters were certainly unique, it's a hard game to recommend. The subject matter is pretty dark and beyond exploring the environment, there's not much to the game.

  • A delightful little game. Perhaps a little too easy, and the reveal a little too obvious, but the quirky humor really make up for it.

  • A new developer takes Amnesia in a different direction.

  • A genre a enjoy, even if I'm terrible at them. Raiden V is a pretty solid entry. I'll go back at some point and see if on easy I can get to the S route and see the final two stages.

  • I appreciate what the game was trying to do. The narrator's insistence in you following the arrows and annoyance when you do not encourage you to stray from the path. I thought this would change the way the story played out, but it just lead to a short scene and a restart at the beginning of the area. The game itself was fine. I think there was more depth to the combat, but I couldn't get the timing down on many of the moves.

  • Boy this game wants you dead. And most of those deaths are pretty gruesome. I was enjoying the slight challenge of the puzzle solving. Then somewhere in the last 3rd as the game went from natural to mechanical, the challenge really ramped up and went in directions I couldn't figure out. The lack of any narrative at all was an interesting choice on the developer. I'm generally not a fan of media that wants you to draw your conclusion, and here the developer gives you very little to work with.