Reviews Six published, forty-one games timed Every entry carries its own recorded figures
Index

Every review, with the waiting written down

Reviews are about whole games. The timings are recorded facts that sit beside the verdict rather than replacing it, and in two cases here a slow game scores higher than a fast one because the game underneath is better.

A cluttered wooden workshop with a stove, hanging herbs, half-mended clockwork on a bench and a sleeping cat
9.0Crafting44 hours

Menders Yard Boots In Six Seconds And Never Interrupts You Again

The best-behaved game we have timed. A single load at launch, nothing afterwards, no transition between the workshop and the village, and an autosave that never once produced a visible stall. It is a small game and it embarrasses much larger ones.

6s cold boot0 in-game loadsNo stalls recorded
A cloaked traveller at the edge of a vast violet valley at dusk with terraced fields and distant windmills
8.6Exploration39 hours

Tidewalker Never Makes You Wait For Its Own Best Idea

A large open world with a four-second fast travel and a death loop under two seconds. The speed is not incidental; it is what makes the exploration work, because a world you can re-enter cheaply is a world you are willing to be careless in.

4s fast travel11s cold boot1.8s respawn
A rainy cobbled port lane at night in violet haze with a mustard-lit tavern window and a lone umbrella silhouette
7.8Detective21 hours

Harbour Notes Loads Every Conversation Separately And You Feel Each One

An excellent case delivered in three-second instalments. No single wait is worth a complaint and the total across four hundred scene changes is an hour, which is the clearest argument in this file for streaming ahead of the player rather than on demand.

3.1s per scene404 transitions~21 min total
An overhead view of a ruined stone courtyard divided by low walls with small armoured figures and mustard torchlight
NoteTactics9 min read

Turn-Based Games Have Quietly Become The Slowest Thing On Your Drive

Tactics games now take longer to reach a first turn than open worlds take to reach a first step. A short piece on where those seconds go, and on the two-second gap between selecting a unit and seeing its movement range across a sixty-hour campaign.

Note7 games sampledPublished this issue