Ranking Every Game I Finished in 2025

In 2025, I finally got my rumpus room sorted out, and I managed to finish plenty of video games. It’s been quite the eclectic mix of old and new, and I decided that it would be fun to rank them. That’s what people like, right? Rankings? Obviously this is just my opinion, and could quite easily change if I looked at it on a different day, but what follows is my attempt to wrangle every video game I completed for the first time in 2025 into some kind of order.

I’ll quickly mention Mario Kart World, RoadCraft, and Dorfromantik, because they’re not really the sort of games you can “complete” but all got a lot of play from me and were games that I played for the first time this year. RoadCraft is a MudRunner-type game where you find yourself in a big truck in the aftermath of a natural disaster and are tasked with repairing roads and pipelines and things, and Dorfromantik is a map-builder where you place tiles next to other tiles and gradually create an expansive landmass while trying not to run out of map pieces. I’m not going to describe Mario Kart World – you know what Mario Kart World is – but you could call these three my honourable mentions.

I’ll also mention Metaphor: ReFantazio and Eiyuden Chronicle: Hundred Heroes. I enjoyed both, but bounced off both. Metaphor: ReFantazio became a bit of a slog (although I was suffering from excruciating back pain at the time and it hurt to even sit down, so that didn’t help) and Eiyuden Chronicle: Hundred Heroes was just too much faff, as I discuss here. I did still like both games, though, and may well come back and knock them on the head in 2026.

Anyway, enough preamble, let’s get to the ranking! Watch out, here comes number 25!

25. Princess Peach: Showtime! – Switch

I get that I’m not exactly the target audience for this one, and I don’t really remember what possessed me to buy and play it, but honestly, it was still pretty good even though it’s all the way down here at the bottom. If it was bad, I wouldn’t have bothered finishing it, after all. You play as the second best princess from the Mario franchise and collect different outfits that unlock various powers on your quest to save the theatre or something, and the more action-coded stages were a lot of fun. Some nasty performance issues and some less-interesting sections let this one down.

24. Exo One – PC

A short and sweet Steam purchase that I’d had on my wishlist for some time, this one puts you in control of a technologically advanced space sphere/disc thing and uses momentum-based controls to take you on a ride through beautiful, alien worlds. I smashed the campaign in an afternoon but enjoyed it. There’s a story behind it about a missing astronaut and some mysterious space anomalies, and when the pace was high and the mysteries were mounting it was a thrill ride, but it loses some places for the moments when the controls worked against me and the pace was brought to a near-halt (and it felt a little tiny bit like playing crazy golf).

23. Arrow Flash – Mega Drive

A classic shoot-’em-up that I played to completion on my actual Mega Drive in my actual rumpus room. Reviewers of the early ’90s weren’t too impressed, saying that it was too easy and could be completed in an hour or so. I can confirm that this is true, but I still enjoyed it, switching between spaceship and mech forms, and experiencing some trippy visuals and cool tunes. I wouldn’t say it should be mentioned in the same breath as some of the legendary shooters from that era – it’s an early Mega Drive game and it feels like one – but I still enjoyed it.

22. Untitled Goose Game – Switch

I finished it this year but I started it last year and never quite got to the end for some reason. I played it with my daughter this time around, and we enjoyed unleashing our inner aggravating, surly goose personas. Charming and fun, but occasionally a little fiddly and frustrating, this is another game that you can finish in an afternoon. Any game with a dedicated “honk” button is okay in my book.

21. Orcs & Elves – DS

A random eBay pickup that got a few days of solid gameplay out of me. A traditional, first-person dungeon crawler with orcs, skeletons, dragons, zombies, and all that other Dungeons & Dragons-adjacent stuff that gives off cosy, fantasy vibes. It was developed by id Software and published by EA, which I only point out because it just feels quite unexpected. Archaic by design and occasionally esoteric, it’s still an enjoyable and atmospheric experience that I’m glad I picked up.

20. Donald Duck: Quack Attack – PS2

I’ve never really liked Crash Bandicoot. I find the games frustrating and find the character a little grating. I did, however, finish this random PS2 game that’s basically a Crash Bandicoot clone. In general I found it easier and more agreeable than Sony’s then flagship, and I’ll take the cantankerous waterfowl over the wacky marsupial any day of the week. Surprisingly good music, too. The game is known as Donald Duck: Goin’ Quackers in America.

19. The Precinct – PS5

I did a Game Diary on it here and it was a gift from my daughter for Father’s Day, which makes it super special to me. The Precinct has a great soundtrack and a cool, retro top-down view that brings to mind the original couple of GTA games. When it works, it’s all delightful chaos and ’80s vibes, but it had a few too many bugs and random odd NPC behaviours that took me out of the zone. Still, it produced plenty of hilarious emergent moments that make me smirk to look back on.

18. Captain Toad: Treasure Tracker – Switch

A game that I love the idea of slightly more than I love the execution of, but I did still really enjoy this sentient fungus-based puzzler. The compact worlds are cosy and visually interesting, and the brain-teasing gameplay is on point, with lots of additional content made available in the Switch version. I did occasionally find it a bit slow-going and wished my little mushroom pal could run a bit faster, and when played in cooperative mode with my daughter we found that the motion controls could be a pain in the arse. Still great, though.

17. Broken Sword – Shadow of the Templars: Reforged – Switch

I found it especially difficult to rank this one as Broken Sword is one of my all-time favourite game series’ and a go-to for YouTube lets plays when I can’t sleep, but re-playing this in its modern incarnation I couldn’t help but notice where the cracks are starting to show, and feel that if I didn’t have the nostalgia and the pre-knowledge of what to do going in, I would’ve got frustrated and given up. Still, impeccable atmosphere, and George Stobbart’s voice is one of the comfiest in gaming for my money.

16. Uncharted: Golden Abyss – PS Vita

Now for a more action-based take on the globe-trotting adventure genre, as Nathan Drake is responsible for uncountable murders while George Stobbart is still on a big fat zero. This handheld iteration manages to take everything that’s enjoyable about the Uncharted franchise – the spectacle, the atmosphere, the fast-flowing, ever-changing gameplay – and shrink it down to handheld size. I didn’t always want to be fiddling with the touch-screen and gyroscope, however, and the smaller screen took away from the “blockbuster” feel the series is known for.

15. Kena: Bridge of Spirits – PS5

I wrote about this one here, but to put it more succinctly; it’s a somewhat Zelda-adjacent adventure with a Dreamworks-inspired visual style, surprisingly deep and difficult combat, and adorable little critters to locate and manipulate (and put hats on). It was graphically stunning at times and enjoyable throughout, but I didn’t feel much of a connection with the protagonist and the side characters. Still, a great experience from beginning to end.

14. The Plucky Squire – Switch

The short and quirky tale of a young squire kicked out of his storybook, this game delighted with its writing, charm, and Zelda-like gameplay. I finished it right at the end of the year to take my number of games completed (for the first time) in 2025 up from a nondescript 24 to a thematically pleasing 25, and thanks to its imaginative design, clever puzzles, and some amusing dialogue and visual storytelling, I had a very good time doing so. A humble but entertaining slice of wholesome and colourful video game fun. I wrote about it here.

13. Drainus – Switch

Honestly, I didn’t spend anywhere near as many hours on this one as I did the likes of Kena: Bridge of Spirits and The Precinct, but I did thoroughly enjoy every moment, and it was so nice to play a mechanically near-perfect shooter with awesome graphics and music that I could actually get through. The best of the “short” games I played this year, Drainus definitely has a lot to offer for high-score chasers and self-challengers. I, however, just like the pew pew pew. I wrote about it in more depth here.

12. Super Princess Peach – DS

Probably my pleasant surprise of the year, I saw that a lot of contemporary reviewers were generally unimpressed with Peach’s first solo outing, but I found it to be a wonderful balance of accessible platforming, visual charm, neat music, and semi-sneakily hidden collectibles. Not too difficult but with some mildly challenging moments, this title kept me interested until the end and more than delivered on what I was expecting from it; a visually pleasing and well-crafted casual platformer experience.

11. Uncharted: The Lost Legacy – PS4

After having an agreeable time with Uncharted: Golden Abyss I decided to continue my Uncharted adventure by picking up this super-cheap and expertly-crafted thrill-ride and smashing the campaign over a few sessions. I enjoyed playing as Chloe for a change (and I always enjoy Claudia Black’s voice work), and found the set-pieces as exciting as always. I also appreciated the downtime, snooping around spectacular ruins and breathtaking vistas in search of treasures and trinkets. Short but very sweet, and with a nice ending where everyone enjoyed some pizza.

10. Super Mario Bros. Wonder – Switch

For my money, Sonic is the king of the 2D platformer. Having said that, I did find this endlessly inventive platform experience to be a fun and challenging ride. The Wonder Flower effects added such a surreal tone to the game that it always felt like anything could happen, and it let me play as Daisy, so that automatically puts it above the two Peach games I’ve already talked about. Daisy is the best princess, after all. A worthy way to kick off the top ten.

9. Ninja Gaiden: Ragebound – Switch

The first ninja-based game to appear on the list, this one stayed true to its NES roots while modernising the gameplay in a few key ways that resulted in a fun and challenging experience. I enjoyed the interplay between the two playable characters and found the bosses to be quite demanding, but wasn’t overly enamoured with the visuals and never felt too compelled to go back once I’d got the campaign in the bag. Still a top-quality, retro ninja adventure, though.

8. Ninja Gaiden 4 – PS5

This game should have been challenging for the number one spot but was honestly a little disappointing. The visuals are great, the combat is poised, tight, and brutal, and the violence is satisfying, but compared to Ninja Gaiden and Ninja Gaiden II it lacked variety and x-factor, and the new protagonist, Yakumo, came across as a socially-awkward emo-kid who all the female characters and some far-cooler male characters seem to have nothing but respect and adoration for despite his complete lack of charisma. It played brilliantly, but the game, like its hero, lacked personality.

7. Shinobi: Art of Vengeance – PS5

The triumvirate of ninja action games concludes with Shinobi: Art of Vengeance, which just won me over with its awesome presentation, animation, combat, and controls. The platforming was really solid too, and I enjoyed the Metroidvania-lite mechanics. An excellent return to the limelight for a classic Sega character that warmed the cockles, but some of the levels felt a bit underwhelming and some of the backgrounds felt a bit lacking in detail. I guess I’m still just a bit salty that the gross, body horror sections weren’t disgusting enough. I wrote about this game and Ninja Gaiden: Ragebound here.

6. The Legend of Zelda: Echoes of Wisdom – Switch

With Tears of the Kingdom and the Link’s Awakening remake still in my unfinished pile, I wasn’t betting on myself to get through this one, but the quirky gameplay and charm carried me right through to the end. I had a great time summoning creatures and items to help with traversal, puzzles, and combat, and adored the atmosphere and visual style. I’m pretty sure I played the entire thing through in handheld mode, and it really worked beautifully as a handheld adventure that kept me occupied for hours. I didn’t even mind the menu interface thing that everyone was complaining about. Good stuff.

5. Prodeus – Switch

The first game I finished in 2025 was this gem of a “boomer shooter”. I wrote about it here, and while I haven’t played it since knocking the campaign on the head in January, it’s definitely one I can see myself blasting through again in the future. Feeling somewhere in between Doom and Quake with a few mod-cons strapped on, Prodeus was an extremely enjoyable romp through sinister enemies and grimy stages overflowing with ominous atmosphere. It was just a really visceral old-school FPS that I look back on with great fondness. Top five material.

4. Metal Slug Tactics – Switch

I’d read about this game (and watched a few videos) before it was released physically, and knew to expect an experience close to the excellent Into the Breach before sticking the cartridge in, so it had a lot to live up to. Thankfully, it turned out to be a very fun and finely balanced strategy roguelike with just the right amount of challenge. Full of personality, Metal Slug Tactics recreates the classic Metal Slug art-style admirably from an isometric perspective, and has some really cool music too. I often go back to Into the Breach, but now I have another option to sate that hankering for tactical grid-based goodness.

3. Metroid Prime 4: Beyond – Switch 2

My final anticipated release of the year, it lived up to my expectations and provided a beautiful and atmospheric space adventure that had far fewer frustrating moments compared to Metroid Prime Remastered. I wrote about it in more detail here, but I found that a lot of the problems people are talking about online – like the radio buddy and the green crystal hunt – didn’t bug me anywhere near as much as they seem to be offending other people, and I found Samus’ latest outing to be a top-quality experience from beginning to end.

2. Prince of Persia: The Lost Crown – PS5

My surprise of the year! When your biggest complaint about a game is that everyone seems really tall compared to the protagonist, then you know you’re onto a winner (everyone does seem so much taller than poor old Sargon though, and it does really bug me because seriously what is up with that?). I did a game diary on it here, and I look back on that time spent with the game very fondly. Great combat, satisfying puzzle solving and progression, and an awesomely charismatic protagonist all combine to form a brilliant Metroidvania experience. It’s super-cheap, too.

1. Clair Obscur: Expedition 33 – PS5

Recent controversies from the Indie Game Awards aside, this has to be my GOTY, and I previously wrote about it here. A fascinating premise that was followed up on beautifully, gorgeous visuals, stunning music, and challenging gameplay that made the whole thing feel way more involved than your average turn-based RPG (not that there’s anything wrong with a traditional turn-based battle system). The passion of the developers is palpable throughout the game’s rollercoaster of a campaign, and I think it’ll live on as one of the true greats in years to come.

The Plucky Squire

A Real Page-Turner

I ended 2025 on a jaunty note, as far as video games go, at least. The Plucky Squire was added to my Christmas list on a whim and was purchased for me by my lovely wife, and over a few jaunty handheld gaming sessions undertaken in the time void known to some as the “Chrimbo limbo”, I saw the campaign to its jaunty conclusion.

If you haven’t heard of The Plucky Squire, it’s an indie game originally released in 2024 and developed by British studio, All Possible Futures, and concerns the titular squire being kicked out of the storybook he’s the main character in and attempting to save the day by exploring its pages and the outside world.

Many of the puzzles involve swapping words out from the book to have an effect on the environment. It’s a really neat idea that has loads of potential, but I don’t feel like it was explored to that potential.

The game is very “meta” in this way (in fact, the magic that the evil sorcerer, Humgrump, is using to cause trouble is referred to as “metamagic”), as the characters become aware very early on that they are part of a book, and many of the puzzles require players to think outside the box (or outside the book) to come up with creative solutions. Not that any of the puzzles were that hard. I never found myself stopping and scratching my chin thoughtfully for more than a few seconds, and I found all of the “glitchbird” collectibles in one play through.

The game will often stop to offer up some dialogue hinting at what the titular squire (who’s name is Jot, by the way) has to do to proceed, and there were times when I could’ve done without this, and would have rather the game let me figure things out for myself and hold back on stemming the flow. There’s also a recurring character that will give you more specific tips to progress, but you can ignore this fellow if you wish. He does have some fun dialogue, though, so sometimes I felt like I might’ve been missing out on an amusing quip or clever reference. You can’t have it all, I guess.

Sometimes Jot’s allies will fight alongside him, but sometimes they just follow passively.

The writing of The Plucky Squire is very pleasing on the whole. Generally, it’s presented as a kid’s storybook, but the writers definitely had some fun with the dialogue especially. The characters are all fairytale standards with some kind of unique twist, like a wizard who’s into EDM or a troll who’s a heavy metal drummer. The premise, writing, and dialogue combined to provide some legitimately fun and frivolous moments, and I actually chortled aloud a few times.

What about the gameplay, though? Well, I can best describe it as “Zelda-like”, in lots of different ways. When you’re exploring the book, The Plucky Squire feels like a SNES-style, top-down Zelda, and when you’re outside the book in the kid’s room, it’s reminiscent of the Link’s Awakening remake. Even Phantom Hourglass and Spirit Tracks feel represented with some of the creative puzzle solutions. There are also a few moments throughout The Plucky Squire where the gameplay will change drastically for a boss encounter. I won’t spoil too much, but if you’re a fan of rhythm games, side-scrolling shooters, and Punch Out!!, you’re in for a treat.

I now realise that I didn’t take any screenshots of 3D Jot in the real world. Oh well, I’m not going back in to get one, sorry. Here’s a screenshot of him on a mug instead.

Early on, The Plucky Squire felt like it was going to be a quirky but somewhat average experience that I’d play through and forget about, but by the end the gameplay changes, the charm, and the writing elevated it beyond this. I also found the segments where Jot was exploring outside the book, snooping around a kid’s desk and navigating paint pots, rulers, and birthday cards, to be extremely cosy. It almost took me back to my Micro Machines: Turbo Tournament 96 days. Are there any more games where you play as a tiny guy in a full size world? I’d like to explore this idea further. Maybe I need to track down a copy of Chibi-Robo!.

Played on Nintendo Switch 2.

Clair Obscur: Expedition 33

Une Lettre d’Amour Aux JRPG

When you start a new game on Clair Obscur: Expedition 33, you’re asked to select a difficulty setting. The game tells you that in order to get by in normal difficulty (known as “expedition” mode) you won’t need to master the dodging and parrying mechanics. This is a lie. Clair Obscur: Expedition 33, developed by debuting French studio, Sandfall Interactive, is a tough game. It’s a turn-based RPG but it incorporates real-time mechanics in the vein of Paper Mario or Lost Odyssey, where timed button presses will enhance your attacks or reduce incoming damage. Except, it doesn’t feel like either of those games, it feels more like Dark Souls in turn-based form as statuesque, imposing and grotesque enemies consistently make an absolute mockery of your character’s health bar if you don’t have the reflexes of a mantis shrimp.

Alright, I might be overselling it a little bit, but every new area in Clair Obscur: Expedition 33 has the potential to be an absolute nightmare until you get certain timings and attacks memorised. To be fair, all of this works well thematically, as your party of intrepid explorers are in a somewhat dire situation in the game’s story, and the desperation that can often be felt as you scrape through dangerous encounters on an absolute knife edge really fits the bill. You do get the hang of it, though, and when you do, it feels pretty darned good. Until the next batch of combo-happy menaces comes along and you have to start the learning process all over again, that is.

During battles, you can aim freely and shoot a ranged attack. It doesn’t usually do much damage, but definitely has its uses against certain bad guys. There’s so much to battling that I haven’t mentioned in this article, but let’s just say that it’s complex in an awesome way.

I’ll talk briefly about the story, but it’s one of those games where to do much more than scratch the surface constitutes outrageous spoilers. You take on the role of the loveable and handsome Gustave, who is a bit of a savant when it comes to magic, technology, and combat. He’s part of Expedition 33, along with two other early companions, Lune and Maelle, and they’re off on an extremely dangerous and basically suicidal quest to eliminate an entity known as the Paintress. This artistic antagonist lives across the sea, and paints a number every year on a gigantic monolith visible from pretty much everywhere in the known world. Everyone of that age will disappear in a sprinkle of ash and petals once that number is erased, and every year, the number goes down by one.

As you can imagine, this is a pretty sorry state of affairs, and each year life in Gustave’s home-town of Lumiére gets more and more desperate. Don’t worry, though; the player is in charge of this expedition, so that means it’s sure to succeed, right? Well, let’s just say there are some complications and leave it at that.

Excellent cinematography, voice acting, and digital acting all combine to make for compelling cut-scenes. It’s just as well, because the story is multi-layered and winding, and as such the cut-scenes have a lot of work to do.

As discussed by its developers, Clair Obscur: Expedition 33 is a tribute to traditional, Japanese RPGs given a modern, big-budget Western RPG makeover. The battles are turn-based, there’s a world map to traverse and a method of transport that can be gradually upgraded to be able to travel in new ways, and there are plenty of weapons to equip and skill trees to explore. Among the games cited as influences by Guillaume Broche, the talented, ex-Ubisoft creator behind Clair Obscur: Expedition 33, are Persona 5, Final Fantasy VIII, IX, and X, and Lost Odyssey and Blue Dragon, but he has also pointed out that the parry and dodge mechanics were influenced by Sekiro: Shadows Die Twice. Honestly, the FromSoftware influence stands out to me more than that of the traditional JRPG thanks to its difficulty, mechanics, and visual design, but maybe that’s just because the traditional JRPG format is so familiar to me.

Of the list of Broche’s influences, I’ve only played Lost Odyssey to completion, but Clair Obscur: Expedition 33 did remind me of a couple of other games that I finished more recently. Firstly, it evoked a lot of the same feelings as Xenoblade Chronicles 3. Both are a melancholy tale about an adventuring group of young people trying to escape a mysterious cycle caused by outside influences that has condemned them to live tragically short lives. I see a lot of similarities in the world design as well, and the music of one could easily fit seamlessly into the other.

The decorative blob in the water is the character that carries you around the world map. You’ll probably like him, he’s called Esquie. A character named Monoco is super-cool, too, but I can’t say too much more because of spoilers.

Another slightly more specific comparison I couldn’t help but make was with Dragon Age: The Veilguard. Alongside some visual similarities, both games have an early area that consists of a mystical forest with bizarre light shows in the air and broken, floating landmasses everywhere. Also, both games have another early area that appears to be underwater but the characters can walk around and breathe uninhibited. Lastly, both games have a thing going on where amalgamations of multiple dead bodies litter certain locales and leak pools of unspeakable fluid into the earth, and both games have characters that insist on walking around barefooted and treading in the aforementioned pools of smelly viscera. The game lets you change which character model you’re controlling at will, but I won’t be choosing Lune until she puts some bloody shoes on.

Podophobia-baiting aside, Clair Obscur: Expedition 33 is a beautiful game filled with wondrous landscapes, deep themes, and emotions ranging from elation to despair and everything in between. The central mystery is compelling and addictive, and the story is consistently surprising. All of the characters are likeable but, as with real people, all of them have their quirks or weaknesses that give them the potential to rub certain personality types the wrong way. This in turn makes for some interesting inter-party dynamics, and all of this is helped along by some great voice acting (although by default the voices are very quiet, so make sure you adjust the volume setting when you start), stellar visuals, outstanding cinematography, and wonderful music.

Very rarely, the game will throw some surprising platforming at you. This image shows the most hair-raising of all the platforming sections, and also one of the many outfits you can dress your characters up in.

Clair Obscur: Expedition 33 isn’t just an example of a fantastic game, though. It’s also an example of a new studio making a single-player, non-live service title and releasing it physically, and achieving great reviews and a stellar sales performance. It must be protected and it must be supported, so other developers and publishers take note and have the confidence to do the same. In this world where EA were fighting to wedge shared world features into Dragon Age: The Veilguard and have pretty much killed off that franchise because it doesn’t fit with their perceived future of always-online consistent worlds and microtransactions, Clair Obscur: Expedition 33 is an important breath of fresh air, and must be purchased by anyone with even a passing interest in video game preservation.

It is also very, very French. Play for long enough and explore hard enough and you can equip all of your characters with fetching berets and deadly baguettes as weapons. I’m not even kidding. C’est vrai!

Foundation

A City-Builder That You Just Might Dig

Developed by Polymorph Games and reaching full release on 31st January 2025, Foundation is a laid-back city-builder with a peaceful, pastel tone and a light-hearted approach. The game launched into early access on 1st February 2019 and, according to my Steam purchase history, I picked it up in March of 2019. It wasn’t much of a game back then – the UI was an ugly mess, the graphics were super-basic, the tech trees were incomplete, and much of the gameplay was totally unrefined. That’s the nature of early access, and it’s not something I mess with often, but something possessed me back in those care-free, pre-pandemic days, and now that the game is finally out, I definitely don’t regret buying it.

The main thing that Foundation does to differentiate itself from similar city-builders is its organic building placement. There’s no grid system, and the player doesn’t place roads, with paths occurring naturally on regularly used thoroughfares, just like the classic Settlers games. You can place any building absolutely anywhere inside your territory and your villagers will react accordingly once they’ve been assigned to the jobs there. Residential buildings are zoned rather than placed directly, with players using a paintbrush tool to highlight areas where the villagers can build their houses, and this same tool is used to highlight which resources should be extracted and even which areas your villagers aren’t allowed to tread.

Did you ever play with plastic farm animals and fences when you were a kid? This is that, but digitally.

Certain buildings are heavily customisable, from churches to inns to castles, and even the lord’s manor. When planning such works of architectural wonder, you’ll be selecting from various rooms, entrances, wings and decorations until you’ve got the layout you like, and once things are finalised your builders will get to work – if they’re not buying berries from the local market or sitting around on a bench, that is. The decorations will tend to increase your settlement’s “splendor” in one of three categories; labour, kingdom, and clergy, which will unlock new levels of building in these categories. Labour tends to encompass your market and your lord’s manor, clergy goes towards churches and monasteries, and kingdom grants you the ability to fortify your settlement and build watchtowers and castles. Fully upgrading these majestic works tend to be your end goal, and depending on whether you’re feeling regal, religious, or like a man of the people, you can choose an appropriate goal at the start of the game, or just do whatever you want and treat the whole thing like a big, medieval sandbox.

Foundation strikes an addictive balance between keeping things relaxing while still providing moderately challenging resource chains and progression requirements to get to grips with. It’s not difficult to get high level residential areas in your growing town, but it’ll take some time and provide you plenty to think about along the way. You might even need to partake in a bit of forward planning.

The higher-level residential buildings require nearby beautification, paved roads, and more. Fussy, these posh types.

The game’s visuals match its laid-back vibe, with cartoony villagers and brightly-coloured houses all nestled into a cosy, storybook countryside. At times, especially once I started to surround my settlement with a lovely palisade fence, Foundation’s visuals really took me back to my childhood days of lying on the sofa reading Asterix comics, and that’s a good thing. At the time of writing there is no day/night cycle, but you can manually change the visual ambience from daylight to rainy to night-time and to sunset, just in case you want to imagine the diminutive Gaul and his pals enjoying a lavish victory banquet under the setting sun right there in your village. There are enough boars in the forests to keep Obelix busy, that’s for sure.

While Foundation does enable you to build castles, erect defensive walls, and enlist soldiers, there is no combat in the game (again, at the time of writing), with soldiers instead sent out on missions, earning your settlement reputation and occasionally bringing back spoils. Your villagers will also appreciate feeling secure, with a decent level of local fortifications and patrols being prerequisites for higher density housing. If you want actual fighting, though, you’re probably better off with Manor Lords.

“If you find yourself riding alone through green fields with the sun on your face, do not be troubled, for you are in Elysium, and you’re already dead!”

Incidentally, the mighty Manor Lords, still in early access at the time of writing, is another game that I bought before its full release. While the two games go for completely different visual styles, and Foundation doesn’t seem to concern itself too much with historical accuracy, the two games have very similar mechanics. It’s not exactly fair to compare a game that’s fully released with a game that’s still in early access, but I will say that I enjoy Foundation more than I enjoy Manor Lords for now. Obviously, this could change drastically, but as things stand, I’d heartily recommend Foundation for those who’re still finding Manor Lords a bit short on content and goals, and don’t mind some cartoony visuals in lieu of Manor Lords’ historically accurate buildings and gorgeous rolling hills that look exactly like the views from nearby beauty spots here in sunny Somerset.

Foundation doesn’t go for this kind of realism, but if you like the idea of an organically growing cartoon village, customisable buildings and monuments, and a low-pressure, relaxing sandbox to lord over your bright-eyed little medieval peasants in, then you should definitely give it a try. It’s easy to pick up and quite difficult to put down. The gradual progress is addictive and the constant balancing act of keeping your villagers happy and your supply lines running makes it far too easy to just keep playing, even if you really need to be cooking dinner or picking up the child from her youth club or whatever. Yes, I am speaking from personal experience.

A sprawling monastery overlooks a developing town, and in the distance, the beginnings of a mighty fortress stand atop a hill.

If you remember playing the classic Settlers games, and occasionally miss its light-hearted, addictive style (and the way the roads and paths appear organically), then Foundation will definitely scratch that itch. If not, then give it a try anyway, you might find yourself fascinated by your organically growing medieval settlement, and become enthralled in the act of creating a beautiful little ancient Gaulish village of your own. Watch out for Romans, though, okay?

RimWorld – Impressions

The Harrowing Trials and Tribulations of the Potato People

I held off on playing RimWorld for years after it first started showing up in my Steam discovery queue and my suggested YouTube videos. In terms of gameplay and premise, it was right up my street, but the visuals always turned me off. Don’t get me wrong, I’m not some shallow ingrate concerned only with aesthetics, but a large part of the appeal of sim games for me is the visual interest of watching your settlement, theme park, zoo or other grow, and viewing the interactions of the denizens within. I can while away hours watching a junction in Cities: Skylines, for example, just observing as the traffic builds up, then filters through, then builds up, then filters through. Edit a junction or change a stretch of road, watch how it changes the flow. Watch the traffic build up, then filter through. I have a full and productive life.

Anyway, it was the hilariously and informatively presented videos of a YouTuber called ambiguousamphibian that finally caused me to take the plunge. 30 hours of gameplay later, here are my initial thoughts.

I really don’t like the visuals. Nothing has legs or arms, and everyone looks like a little potato person. Sometimes a colonist will have interesting hair, giving them some visual character, but then they’ll immediately put a hat on so that they look like a little potato man again. When they get shot or stabbed or scratched by cougars, cuts and slashes appear on them, giving the disturbing impression that they’re potatoes that bleed. I understand that the graphics are representative, and that rendering arms and legs would be quite an undertaking considering your colonists can and will lose limbs and then replace them with bionic implants, but I find it difficult to get attached to the little potato people, probably more so than if they were represented by icons or text.

If you can’t make out the text there, it’s saying that Cauchois’ brain is a mangled scar thanks to a shot from a revolver. This has … slowed her down somewhat. She used to be my finest builder.

The environment textures are very lacking as well. I immediately downloaded a mod that sharpens up the textures but you’re still going to be looking at basic, bare minimum visuals for the entirety. It’s fine, it is what it is, I wish there was a more appealing visual solution for a million-selling game, but I signed up for the addictive progression-based gameplay, the situations that can arise, and the stories that can play out.

RimWorld nails all of that stuff, especially if you’re brave and play on the harder difficulties. It’s the sort of game that generates water cooler talk. If you’re lucky enough to have a pal who also plays the game, you’ll be regaling each other with tales of tribal raids, cold snaps, giant insect infestations and killer guinea pig attacks for months to come.

A few years back, my wife and I used to play The Sims 3 a lot. We had completely different play-styles. She would create the perfect Sim, take total control of their lives, get them to work every morning, and try to make them as happy and fulfilled as possible (that’s if she ever got past meticulously creating said Sim’s perfect abode with the infinite money cheat). I would create a household of three or four, give them a mixture of good and bad traits, give the AI the maximum amount of control and just let events unfold, only intervening if I absolutely needed to.

There was another guy in this colony called Hella, but he died when a cougar bit off his arm. Said cougar ended up as lunch for the other colonists. It’s a harsh world sometimes.

RimWorld really rewards players who are somewhere in between the two. You’ll have to be in control to ensure your colonists survive the raids, harsh winters and other such dangerous occurrences the computer will throw at you, but rolling with the game’s mischievous tendencies to throw seemingly insurmountable odds at you is essential to really experiencing what RimWorld has to offer. It’s a story creator, and sometimes said stories may be tragic or hopeless, but they’re always fascinating. If you’re the type of player who would quit and reload if your favourite colonist got his arm ripped off by a passing warg, then this game isn’t for you. You’ve got to accept the rough as well as the smooth to get the ultimate RimWorld experience, and you’ll probably need lots of time to spare, too.

At only thirty hours and three colonies deep, I don’t really feel qualified to review RimWorld. I’ve not come anywhere near the endgame, and have barely scratched the surface of what this indie gem has to offer. However, I can say some things for certain already; this game is meticulously crafted, addictive, near-limitless in breadth, often melancholic in tone, and chock full of little potato people. It’s definitely got a-peel.