You want to know how to identify when you’ve been doing this for too long? It’s when you become a necromancer, and bring a series back from the dead.

Back in 2020, I started a monthly feature aptly called Month in Review. In it I’d discuss what games I’d been playing, share some quick thoughts about them, and also pull the curtain back on how things were going for me outside of blogging. It’s a fairly common post format for a lot of blogs, and it also helped me hit a posting target of once a week.

However, in 2022 I decided to drop doing Month in Review. At the time, I stated that the reason for this was that I was no longer keeping myself to a rigid once a week posting schedule. Month in Review was very easy to write since I didn’t have to put a lot of thought into it. I’d simply sit down, and write about whatever I’d been playing, while sharing some anecdotes. There wasn’t any requirement to go in-depth, or explain my viewpoint on some more meaningful level. It was just a monthly check-in.

While I don’t intend to return to a more frequent posting schedule, I do intend to bring Month in Review back. Though, I’m planning to do it with a limited scope. I’ll just be focusing on what I’ve played. That’s so I have an outlet for short-form thoughts about what I’ve been playing. I know I shouldn’t feel this way, but I normally can’t muster the oomph for writing about games when I have less to say. I think that’s because I spend so long editing everything I write, while agonizing over my word choice. That turns what should be a quick, and easy article into a protracted, and largely painful experience.

Anyway, enough rambling. I promise next month that my introduction for Month in Review will be shorter.

Granblue Fantasy: Relink

I started out the month playing Granblue Fantasy: Relink. It’s one of a few titles I picked up during the Steam Summer Sale, and I’m glad that I did because I don’t have a very strong impression of the game. Don’t misinterpret that to mean that I think Granblue is bad. I don’t really think anything about it because I’d forgotten I’d even played through it until I was looking at the list of games I played last month. To me, that says everything you need to know about it.

The whole crew gathered around in Granblue Fantasy: Relink.

However, Granblue is a very pretty game. The characters are all gorgeous, and animated with a level of detail that I normally only see in fighting games. That makes sense when you consider Granblue’s roots as a Gacha game. A big part of those games is having a wide roster of appealing characters. It was nice to see that translated into Relink even if it can’t make oodles of money from in-game spending like the mobile game does.

Rain World

I had a very similar experience to a lot of people when I first played Rain World: I booted it up, played for about 30 minutes, and completely bounced off the title. It’s a game that’s purpose built around being a friction filled experience. That makes getting into Rain World fairly challenging, regardless of how many people rant, and rave about how amazing it is once you do.

One of those people is my significant other, who is responsible for buying my copy of the game. She enjoyed it a lot, and wanted to share it with me. This is why I decided to return to Rain World almost 2 years after I initially bounced off of it. I wanted to give it a fair shot for Mir. I wanted to at least try to see what she saw in the game.

A slugcat hanging out in Rain World.

After having completed the game twice, I can safely say that I now understand why people like Rain World. There have been several attempts to make video game worlds that feel like living, breathing places. However, almost all of these experiences exist as curated theme parks for the player. This isn’t a bad thing as it, usually, means that the game in question is engaging, and fun to play. However, Rain World actually delivers on that idea of a world that feels as though it exists beyond the player.

Having said that, I wouldn’t recommend actually playing Rain World. Part of how it achieves what it does is by eschewing all notion of game design from the past 30 years. This makes Rain World an intensely frustrating game to play, and there are huge swaths of my playtime where I was completely miserable. Don’t get me wrong – Rain World is a neat game. I just hate playing it with the deep, fiery passion of a thousand suns.

Wildfrost

I mentioned it in passing during my recent article talking about Early Access titles, but I returned to play more of Wildfrost. I did so when the 1.2 update dropped back in June, and was blown away by how much the game had changed since I last played it. The difficulty had been completely reworked so that it’s easier for new players to win, while offering an increased array of difficulty modifiers for veteran players looking to push themselves. Several cards were also reworked to flatten the power difference between some of Wildfrost’s best, and worst cards. All of these changes are great, and I had a lot of fun using that suite of new difficulty mods.

However, it became apparent to me that my article discussing gameplay tips for Wildfrost was completely out-of-date. So I ended up playing a lot more Wildfrost than I’d intended, so I could accurately revise my article to reflect the current state of the game.

Fighting the final boss of Wildfrost.

During this time, I started playing the Daily Voyage, which is the name of Wildfrost’s daily mode. This provides all players with the same seeded run of the game, and scores them based on how well they play it. I’ve continued playing this mode since I finished updating my gameplay tips article, and have been having a lot of fun with it. I don’t always complete the Daily Voyage, but I like how it gives me an environment to really test my game knowledge. I also managed to get a top 100 score one of the days, which I am very proud of.

Street Fighter 6

I feel like this is a given because I’m always playing fighting games, so I’m not sure how often I’ll actually mention Street Fighter 6 going forward.

That said, I spent the majority of the month playing Marisa, and have had quite a bit of fun with her. My rank online has stabilized at Diamond 2 – 3, which is a little disappointing, but also fair. 

Oddly, there are still a lot of players in low Diamond that rely heavily on knowledge checking their opponent in order to win. As Manon, I had over a year of experience learning how to counter all of the common knowledge traps that players would overuse, so I found these players super easy to beat. I don’t have that same level of experience with Marisa though, so I’m still losing quite a few matches as I search for solutions. That’s a little frustrating, but there aren’t any shortcuts for developing match-up experience. I’ve just got to keep putting in the time, which isn’t a bad thing as I’m still having a lot of fun playing Marisa both online, and offline.

Fighting Akuma with Marisa in Street Fighter 6.

Speaking of offline play, I’ve been pleasantly surprised with how well I’ve been playing Marisa at my local scene. I suspected it’d take me longer to get this comfortable with her, but it’s been a refreshing experience to be as capable as I am with Marisa with how little time I’ve invested.

Steamworld Heist II

Finally, we’ve reached the last game I played this month: Steamworld Heist II (henceforth Heist 2). I really enjoyed the original Steamworld Heist, so I was fully onboard when I saw that a sequel was going to drop at the beginning of August.

The biggest change from the original is that there is now a class system in Heist 2. What’s neat is that the game encourages players to build using skills from across several different classes to make highly customized characters. I’m a sucker for this kind of thing as evidenced by my 4 separate playthroughs of Fire Emblem Fates: Conquest earlier this year. It’s just really fun to envision a build, then execute it, and see how it actually performs. Heist 2 is almost entirely carried on the back of that meta-level decision making reinforcing the incredibly strong, and simple gameplay loop of the original title.

Shooting diesel bots in Steamworld Heist II.

That said, I do think the game runs a little too long. The majority of the game’s missions feature some kind of unique twist that players need to plan around, and I think that’s great. Those levels were always a joy to play, especially when some unique quirk of my character’s builds would help me to secure a decisive win. However, there are also missions that could charitably be described as filler strewn throughout Heist 2, and I think the game would’ve been a much better experience were most of those filler missions removed.

Don’t get it twisted: Steamworld Heist II is a great game despite the pacing issues. If you’re also a build craft sicko, or you’ve been jonesing for a new tactics game then I think this is one that you should consider.


Alright – that’s it from me. Thanks for reading if you made it this far, and I’ll see you next month and/or whenever my next article drops.