Like many people who love video games, I have a conundrum: I own more games than I will ever realistically have time to play. It’s a problem that has accumulated slowly over many years, compounded by Steam sales, charity bundles, and subscription services. It’s of course a wonderful predicament to be in, as it reflects the richness of a vast creative form1. But the fact that I would seemingly never catch up weighed on me, and it invited reflection when I was setting goals for 2025 in January.
Three years ago, I experimented with a structured weekly sketching practice and managed to maintain it for the full 52 weeks. Each sketch took about an hour, which proved to be doable even with a busy schedule. What if I applied that same method to sampling the games from my backlog?
To make this work, the first thing I had to let go of was any hope of actually completing these games. This is a sharp contrast to the way I usually like playing video games: one at a time, engaging deeply with systems and stories, playing until the credits roll or I decide to move on. Many of these games had been “on my playlist” for years. Sadly, I had to accept that I would either sample them for a few hours as part of this experiment, or I would probably never play them.
As a professional game designer, I also feel it’s beneficial for me to “play widely”2. The games in my backlog ranged from Kei to AAA, and were from studios all over the world. I pulled old consoles out of storage to play games on PS3, Vita, and 3DS. I have found it enormously helpful in my creative practice to draw inspiration from games of all kinds, to build on what has been done before and to point towards what hasn’t.
Catching up to December, I have just completed my 52nd weekly backlog play. Every Friday this year I chose a game from my backlog (helpfully tracked on Backloggd) and played it for at least an hour. Some games I decided to continue playing, others I moved on from. In the end I completed 22 of them, though most of those were very short (1-2 hours). I also gave myself the flexibility to add to my backlog as I went, which allowed me to play nine new releases from 2025. The oldest game was Mega Man Legends from 1997; I played it on a PS TV that I impulse bought off eBay.
Here are some mini-review highlights3 of some games that particularly resonated with me:

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Folklore (PS3, 2007): I bought this game because of its reputation as a hidden JRPG gem from the otherwise fallow PS3 era. Folklore is an occult detective story set on a remote seaside town in Ireland and prominently features Celtic mythology. Each realm is a little puzzle where you absorb new abilities from enemies, then figure out how to use them against other enemies or hazards. The collectible picture book illustrations you find are secretly strategy guides, hinting at what counters what. Levels culminate in a boss fight that requires cleverly combining several of the abilities absorbed in that area.
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The Exit 8 (PC, 2023): The conceit for this game is brilliant. You’re stuck in a surreal loop in the repeating liminal corridors of a Japanese metro station; inspect the passageway for “anomalies” and retreat backwards if you find one. Sometimes the anomalies are obvious and scary; the best ones are the tiny odd details that require focus to spot, and act as jump scares in plain sight when you finally clock them.
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Vanquish (PS4 remaster, 2020): I was really glad to finally give this game its due, it’s an incredible action shooter that’s still like nothing else out there. Vanquish takes the core controls of a conventional third-person cover shooter, and adds rocket leg boosters for nearly unlimited mobility (!) and on-demand slow-mo (!!). You’ll need both to handle waves of enemies, massive robot bosses , and bullet hell barrages. I adore how its systems incentivize the player to push forward and take risks in battle.
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Many Nights a Whisper (PC, 2025): Another beautiful short game that blew me away with its premise. Ten years ago, you were chosen to perform a ritual. By day, under your mentor’s guidance, you practice sacred archery; by night, the people of the town come to offer you their wishes through a hole in the wall. Some are selfish, others are heartbreaking, and you must choose whether or not to accept them. The day of the ceremony comes, and you get one chance to land an impossible shot and light the holy brazier across the bay (but you’ve practiced, right?) Light the torch, and all the chosen wishes will be granted. No pressure.
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Jeanne d’Arc (PS5 port, 2024): Level-5 is a studio with a very distinctive charming style, and I’ve had my eye on this PSP SRPG for years. I was surprised and delighted when it received a port on modern consoles last year. I was also grateful for the QoL features the emulation provided (i.e. rewind and save states), since the game is tuned on the rather unforgiving side. This charming anime adaptation of French history, including full magical girl transformation sequences of Jeanne turning into a valkyrie-like armoured saint, really won me over.

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Metal Garden (PC, 2025): A short indie FPS with incredible atmosphere and vibes. The level design is superb, minimalist but flavourful, and pulls elements from both arena shooters and immersive sims. This small focused game by a solo dev punches far above its weight.
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Parasite Eve (PS1, 1998): I’ve always been curious about this game, Square in their golden age taking on survival horror mixed with RPG. The art direction grabbed me immediately, New York City in wintertime rendered in a gritty style with chunky polygons and prerendered backgrounds that feel somewhere between FF7 and FF8. The story is anchored as a supernatural police procedural, but takes some wild unpredictable swerves that make it feel like anything could happen. I only got about halfway into my playthrough but would love to get back to it.
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Bernband (PC, 2014): Wander through an alien city at night; there is no objective and no ending. Bernband is an influential walking sim by Tom van den Boogaart, a future member of Sokpop Collective. I really admired the excellent art direction and audio design. In its low-fi simplicity, it evokes an uncanny and mundane sense of a place. Tom is currently working on a remake!
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Like a Dragon: Ishin! (PS4 remake, 2023): This is my second attempt at getting into this series, after spending a few fun hours with Yakuza 0 that didn’t stick. This is not a game that is typically recommended for newcomers to the series, since its whole shtick is portraying recognizable Yakuza characters as historical figures. But I’m a history nerd, and I found the Bakumatsu setting really intriguing, and enjoyed walking around 19th century Kyoto. I was having a great time with this game, but regretfully decided to move on due to time constraints. The length of these massive open world games is the yet other barrier to me getting into the series.
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Arctic Eggs (PC, 2024): I had misunderstood this game to be a narrative-focused walking sim; it was much more difficult and skillful than I anticipated! This game really makes a meal of its one central pan-flipping mechanic. It demands that you develop a “flick of the wrist” muscle memory and keen intuition around the shape and weight of different items. The excellent pacing of new ingredients (and combinations of ingredients) keeps things feeling fresh.
Looking back now at the end of the year, I consider this weekly backlog play experiment to have been a success. The ten highlights above represent only a fraction of the games I enjoyed sampling this year, and I learned a lot from the games that didn’t resonate with me too. A structured practice like this has proven to be a successful method to overcome my mental blocks and just do something. It’s much better to have finally played these games, even for just a few hours, rather than gazing at them longingly in my backlog and wishing I had the time.
Now I’m left to debate whether I carry this practice into 2026, at the opportunity cost of some other new weekly goal4. I’m tempted to tinker with the formula a bit. For instance, I’ve found that longer RPGs aren’t a great fit for this method, since they often take several hours to really find their footing. Would a longer time commitment unlock that? I also noticed I had a natural tendency for selecting shorter games, since they at least had some possibility of completion. Perhaps I should make my selection randomly, and take the choice out of my biased hands…
As I figure things out, I’m wishing you and your loved ones a happy new year, and all the best in 2026 🎆

1. I’m grateful for the material well-being that also makes this possible. ↩
2. And read / watch / listen / be in nature widely too! ↩
3. This format consciously imitating Dan Bruno‘s great monthly media posts. ↩
4. A structured writing practice for this blog, for instance. ↩



