My Friend Pedro's two halves of the banana reveal the perilous balancing act of game design. The first half is a stellar example of how to build an action game, of how to engender a sense of creativity through the player's toolset, and how to bake seamless flow into complex and challenging environments. The second half isn't quite the opposite of that, but it tries much too hard to be clever, with humour that's less goofy and more edgy, and level design that's too exacting in its structure.
This is a game, though, that is so explicitly geared towards mayhem it awards you a trophy for getting through a mission without accidentally shooting a team member in the butt. World War Z doesn't take itself too seriously, and I appreciate that.
I'll be totally honest. After Slay the Spire I thought I had the only card battling RPG I needed for the time being. But I should never bet against the SteamWorld team, and so it proved here. Wit, warmth, smart mechanics and a surprising challenge all make SteamWorld Quest a delight - and then there's Orik, of course. [Eurogamer Recommended]