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The last few games you beat and rate them 5 | Page 26 | HFBoards - NHL Message Board and Forum for National Hockey League
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The last few games you beat and rate them 5

Just feels finished Neir replicent, and I do mean FINISHED Neir replicent got all the endings A-E.

I had it for over a year before I played it, because I knew there were 5 endings and I didn't want to have to beat it 5 times to see the true ending.

I was 1000000% WRONG that game is special it is a true masterpiece.

If you are like me and you have it In your collection and you haven't played it because you didn't want to do 5 endings I understand that but you are also wrong and you need to play it, and you need to get all 5 endings.

I can't wait to get to Automata.

But first Black Myth Wukong.
 
Just feels finished Neir replicent, and I do mean FINISHED Neir replicent got all the endings A-E.

I had it for over a year before I played it, because I knew there were 5 endings and I didn't want to have to beat it 5 times to see the true ending.

I was 1000000% WRONG that game is special it is a true masterpiece.

If you are like me and you have it In your collection and you haven't played it because you didn't want to do 5 endings I understand that but you are also wrong and you need to play it, and you need to get all 5 endings.

I can't wait to get to Automata.

But first Black Myth Wukong.
I've been meaning to go back to this. I tried it, but it was so slow and tedious with out of date fetch quests and mediocre at best combat. I heard it gets better, but I played it for what felt like a loooooong time.

But then I played Automata. That game hooked me from the get go and by the end was one of the best gaming experiences I've had.
 
The combat in Replicant isn't as good as Automata's. I played it and was unimpressed by it.

In general though, I get it, the game has multiple endings that you're supposed to see, but I always feel it's lazy to make you play through the same world multiple times to experience the full story. A big part of my enjoyment of games is discovery and replaying them just makes it feel tedious.
 
I didn't find it tedious in Automata since it gave you different perspectives and you didn't replay the exact same story every time.

Maybe it's different in Replicant.
 
I tried playing for the other endings in Automata but I liked 2B's combat too much, that was a big draw for the game for me. 9S wasn't nearly as fun and I gave up out of boredom.

Nier Replicant didn't draw me enough on the first playthrough to want to even give a second playthrough a shot.
 
I think Automata's combat is also just OK, but the switching up the playstyles from hack'n'slash to 2D side scroller to twin stick shooter kept it fun.

I'd also agree that the second playthrough is less fun than the first. I think it does change things up and you get bits of the story at just the right pace to keep it fresh enough, though.

The 3rd playthrough felt different and is a completely different story and worth pushing through the second playthrough.
 
I took more of my time and did most of the side content in my first playthrough.

The second one was relatively quick and trivalized some of the harder encounters.

The others ones are much shorter and were more about revelations.
 
Doors: Paradox - 7/10
This is a casual puzzle game similar to The Room series. None of the puzzles are overly challenging and there's a hint button as well as a solve button if you get stuck on a sliding puzzle. The puzzles are beautifully designed, as you can probably tell from the trailer and screenshots. There are some neat ideas here. If you're looking for a challenging puzzle game, this isn't really for you, but each level only takes a few minutes to solve so it's great to give you something to do for short sessions or if you want to just enjoy some beautiful small dioramas.
 
Hogwarts Legacy - 7/10:

Fun combat and world to explore. Not much in terms of a compelling story imo. Some of the side story lines were interesting but I found the main one to fall short.
 
Ratchet & Clank: Rift Apart - 8.5/10
This is actually the first Ratchet & Clank game I've ever played. There were a lot of characters that were clearly call backs from previous characters that I'm sure would have hit differently had I played other games in the series but it was still enjoyable.

The combat is pretty good. It's nothing great but there's a dodge mechanic which is fun in a third person shooter. The main thing I enjoyed about the combat is all the wacky weapons you unlock as you play. There are so many off the wall weapons in this game and they're all fun to use.

The graphics are great and with HDR, it feels like you're playing a Pixar movie. The colors are amazing in HDR and the cutscenes transition seamlessly to gameplay. There's a good amount of platforming that was rather simple but just fun to watch while you put in the proper prompts to jump from rail to rail or platform to platform.

Overall, it was a fun ride. Everything works great. It reminds me of being a kid again with a fun linear adventure with some good humor in a story where you take down the evil doer trying to take over the universe. I'm glad to see this series find its way to PC and hopefully we'll see more to come!
 
Outer wilds

9.5/10.

I don't think a review could really do this experience justice. All I'll say is it was a masterclass in game design, storytelling, environmental storytelling, exploration and problem solving. Having designed simple games before, I was impressed at the amount of mechanics they implemented. I loved the overarching themes, the game tackles so many ethical, philosophical and development theme and does it exceptionally well, with subtlety, to the point you're kind of playing a fable, a myth or a fairytale. I'm a big fan of the space setting and sometimes you felt a bit like in Interstellar, exploring hostile and strange worlds. I was moved by the end game as well, which rarely happens in games. Some games like this, Planescape and Disco Elysium transcend the medium. It's not for everyone, but if it's for you, you're in for a wonderful experience.
 
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Metaphor 7/10

Not as good as a Persona game overall, but still has some nice pieces. I'm not a fan of job systems in most games so that was a downer instead of getting mythical monsters and the like from Persona. Some of the characters are pretty good, like Heismay. Overall story went sideways in the last few months, I thought.
 
Outer wilds

9.5/10.

I don't think a review could really do this experience justice. All I'll say is it was a masterclass in game design, storytelling, environmental storytelling, exploration and problem solving. Having designed simple games before, I was impressed at the amount of mechanics they implemented. I loved the overarching themes, the game tackles so many ethical, philosophical and development theme and does it exceptionally well, with subtlety, to the point you're kind of playing a fable, a myth or a fairytale. I'm a big fan of the space setting and sometimes you felt a bit like in Interstellar, exploring hostile and strange worlds. I was moved by the end game as well, which rarely happens in games. Some games like this, Planescape and Disco Elysium transcend the medium. It's not for everyone, but if it's for you, you're in for a wonderful experience.
It's not at all my kind of game, but it was great. I could have done without the time loop or maybe a longer loop, though.
 
I Am Your Beast - 9.5/10

Damn it, is this game awesome. It's a speed runner first person shooter that makes you feel like John Wick. The game play is super tight, the levels are designed perfectly. There's a few routes you can take that you have to narrow down the optimal path. Some of the challenge levels just require straight up perfection. It was super fun going for S rank in every stage.

In this game, you will climb trees, walk tight ropes, throw bear traps at enemy faces, shoot down bee nests so the bees kill enemies, throw knives at enemies, throw your gun at enemy, stomp on their faces when they're down, etc. Did all that catch your interest? Movement is tight, gun play feels great. There's no reloading so you're constantly picking up guns from enemies that you kill that conveniently pop up in the air for you to grab in one motion so you can head shot the next baddie.

This is genuinely super fun. The story is even great as is the voice acting. If I have any complaint, it's that I wish the action for the objective would always take precedent. Occasionally, I would go to interact with a laptop and it would grab a gun next to it instead. I get that maybe the crosshair might have been a pixel closer to the gun but obviously I'm rushing in to interact with an objective and quickly turning to the next objective. However, whenever that happens, you can always just reset because each level takes less than a minute so it never feels too punishing.

Honestly, everyone should play this game. It's a master piece in what it sets out to do.
 
Indiana Jones and the Great Circle - 10/10

I don’t know what my expectations were for this game, but they sure weren’t this. Machinegames absolutely knocked this out of the park. You were rewarded for going off the beaten path in the open areas. It matched the tone of the original trio perfectly and fits right with those movies.

It felt like an adventure the entire time. I rarely buy DLC but will definitely get whatever they add to this game. It’s right up there with RDR2, Elden Ring, and a few others as one of my all-time favorites.

Heard there were rumors they approved a trilogy. Hope that is the case.
 
Luigi's Mansion 2 HD - 8/10


never played it on it's original run since I didn't have a DS, but this one translated nicely to the Switch, it looked good, sounded good (E. Gadd's gibberish notwithstanding) and had a nice variety of ghosts, puzzles, and the multiple "Mansions" was fun as well, gave a good variety of things
 
The Stanley Parable Ultra Deluxe Edition - 8.5/10

I'd been intrigued by this one for a while but not enough to buy it, thankfully it showed up on PS+ recently so I gave it a go. It is a walking sim, playing as Stanley an office worker who one day finds all his office deserted and all his co-workers gone. Stanley follows the narrators directions (or doesn't) and finds his way to the basement of the building and uncovers the companies' nefarious plot.

In theory you can complete the game straightaway in a few minutes, which just leads to you re-starting back at your office, giving you the opportunity to explore a bit (go right when the narrator says to go left, etc. ) which can lead to several different endings for the game, some which can be pretty dark.

I spent a few hours with it, no idea how close or far I am to finding every path or ending, but it was an enjoyable change of pace from most games I play, worth a shot, especially if it is "free" on PS+
 
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Alien: Isolation (PS4, 2014)

Alien: Isolation is a first person horror game set in the Alien universe. You are Ripley (not that one) and you end up on a ship going out to a space station that's intercepted the flight recorder from the Nostromo. Once you get to the station you have a nice relaxing time.

Alien: Isolation is one of those games I've always heard is good but have never got around to. I've only recently really appreciated how good the original Alien movie is (this is the only one of the originals I've seen, Prometheus and Covenant are both terrible) so my thoughts on the series' world are relatively fresh. The game mostly takes place on the Sevastopol station which is orbiting "the gas giant" which I thought was Jupiter until about the halfway point. Things aren't great on Sevastopol though - it's in the aftermath of complete societal breakdown. What people are left shoot on sight, the androids have gone rogue and are killing people, and there's a funny noise coming from the air vents.

The game's world building and atmosphere is one of its biggest strengths. The design of Sevastopol is highly faithful to the films, with that strange minimalist 70s/80s vision of a technological future realised in consistent, eerie detail. It's dark, it's cramped, you see strange silhouettes out the corner of your eye when you enter a room that make you double take, it all looks like a horrible place to spend any time, let alone live. Which is what all the best science fiction horror does. The minimalist soundtrack adds to this feeling too, with only harsh mechanical sounds of the failing tech around you for company.

My initial impressions of the environment and the people were about as complimentary as they could be - the game reminded me heavily of BioShock. In fact there's a section near the start which looks like a complete copy of the Rapture Metro station you first arrive in. The influence in the game's world is obvious, but it goes beyond that. There are the usual text and audio logs you can find dotted around, as well as little bits of aftermath of people fighting or locking themselves in a room. There's a strong sense of what was lost on this decommissioned station, and if you're really familiar with themes from the film series about Weyland Yutani and androids and everything there's even more for you to enjoy. One of the game's major themes is the lack of agency an individual has compared to big corporations that are exploring and colonising space, and the way this is depicted is very effective.

One other thing I should mention about the environment is the sense of scale. Occasionally you can see out of a window. You can never really see all of Sevastopol, or all of the planet it's orbiting, or all of the ship that you arrived on. This creates a sense that the people on the station are completely dwarfed by their surroundings, but it feels oddly insignificant itself. Rather than make the station or planet loom large and make me feel small, it just makes the surroundings themselves seem irrelevant. It's hard to feel any sense of grounding in where you are, and if this is deliberate the result just isn't any good. While the immediate sense of the environment is engaging, even after playing the game three times I'd be hard pushed to tell you what any areas are called, or any distinguishing features about them.

Much as I'd like to I can't really avoid the alien any longer. The alien pours itself out of the ceiling every now and then to put the fear in you as you're trying to navigate your objectives. Avoiding it is always a genuinely tense experience. First you freeze, then you try to hide, then you realise you need to be completely still otherwise it'll see you. You can crouch and move round a corner or an object to get out of the way and hope it leaves you alone long enough for you to get away. The design of the alien is still as... alien as it always was, and seeing it close up is striking. Every aspect of its design is just nasty. It's impossible to look at it and think of anything other than fear, or imagine anything positive coming from its existence. It's there to do horrible things to every life form it encounters.

As a first person stealth horror game there are limited options for avoiding enemies. Obviously staying quiet and out of sight are the big ones, but you can find weapons and resources to craft tools with. You have a few weapons for dealing with people and androids, and eventually you get a flamethrower that can briefly ward off the alien. For all the options here though the best option is almost always the noisemaker which you simply throw in the opposite direction from where you're going at any given time. You're gently nudged towards avoidance because aiming and reloading the weapons you get is a frustratingly slow experience. Ripley (not that one) is a 20-something girl, so the idea that you're vulnerable and have to rely on stealth and cunning rather than brute force is constantly in focus in everything you do.

Here's the thing. Just about everything on Sevastopol wants to kill you. This I can work with. It's a reasonable assumption that any other beings in a stealth based survival horror game will come after you and do bad things if they catch you. You can have some differences in that to keep the player guessing and it still works. Androids whose eyes are white are fine, but if you're somewhere you shouldn't be or hostile they'll be red and they'll start chasing you. This is reasonable and logically consistent. Where the logical consistency starts to falter is the people. Sometimes there will be people in an area you have to go in and not only will they not immediately start shooting at you, Ripley (not that one) will talk to them as if they're friendly. Usually you find this out when you've been sneaking around the perimeter of a room and you're actually more visible than you thought.

Hostile humans usually will at least wait a minute, telling you to go away or they'll start shooting. In a setting where societal order has collapses this makes sense. What doesn't make sense is these humans all knowing there's something going around the station. Some undefined, unseen monster that's attracted to noise and which eviscerates anyone it finds when they make noise. So why does everyone start shooting at you when they know the alien will show up? Why, in the game's final chapters, does the station's "security force" show up with body armour and shotguns and itchy trigger fingers? It's so you can bait the alien into killing them all for you while you hide in a vent, but it makes no narrative sense for the majority of the game's enemies to act the way they do.

On that note, the androids are shit. They're a bit creepy because they're designed to obviously not be human (you know, unlike the androids in Alien) but they're not threatening. Mainly because they all move at walking pace as they come after you so it's easy to run away and hide, or bait them to go round a table after you and then run in the opposite direction. Or to line up a headshot. Eventually the game contrives to make it harder to take down androids by putting them in rubber suits to make your electricity-based weapons useless, but you can still just walk quickly away from them so it doesn't make a difference.

As striking as the game's setting is, the only thing you really remember about this game is atmosphere. I don't like comparing games to other games when I write them up because a game should be judged on what it is rather than what it isn't, but I'm going to bring up the BioShock comparison briefly. However long it's been since you last played it, do you still remember different areas and enemies? Medical, Arcadia, Fort Frolic? All the different types of splicers? Well, I couldn't tell you any of the locations in Alien: Isolation. I couldn't tell you why I went to any of them. Some areas - including the medical wing - have a character in them you work with for ten minutes before the alien turns up and snatches them into the darkness. The game is ultimately very thin on plot and this extends to moving you into different areas with little or no explanation or reason why other than it just being the next spot you need to reach.

What makes this all the more fun is that just about every location you visit in the game is repeated. You need to backtrack through a bunch of places. If anything this makes the game even more confusing. I said Sevastopol is supposed to be overwhelmingly large - and there's a 'Nightmare' difficulty level which doesn't let you consult the map - so I don't know if repeating areas is done deliberately to disorientate, but by the time the game does this it's really started to wear out its welcome, so rather than engender a sense of futile despair you just end up trying to rush through areas you were previously exploring carefully, longing for them to be over.

To this end, the alien ends up being a pain in the arse. Everything I've said about it is true. It's tense, it's scary, it's a genuinely fearful experience trying to hide from it and avoid it. Then you get about halfway through and you really start to want to get off the station but oh no look what's slithered out of the ceiling again. Yep, going to dodge you the same way I did before. Oh no! You're screaming! Very tense. Go away and stay away for more than twenty seconds at a time please, I don't have time for this.

I need to mention a section near the end of the game just to show you how obnoxious it can be. You need to go through a door. To unlock this door you need to sneak through a partially blocked off sequence of rooms to get to a switch. When you hit this switch the alien will appear and start chasing you. You sneak back to the original door and try to open it. The power supplying this door then fails, so you need to go back to where you were before and hit a different switch to get the power back on. This happens quite near the end and if I wasn't irredeemably stubborn or valued my time I would probably have uninstalled right here and never thought about it again.

You know how in a horror movie with a monster in it you don't really see it much? The film will last between an hour and a half to two hours, the monster will gradually pick off the cast one by one and we don't really see it? We only see glimpses of it, or what it does? You know how the original alien does this and we don't really get to see it close up until the final scenes with Ripley when we see it close up, a vision of phallic eldritch horrors that are somehow even worse than what we'd been imagining all that time? Right, think of that. Now imagine Alien was ten times as long and the alien was there the entire time. You can see it walking about. You can see it thinking. Ripley spends a cumulative total of two hours hiding under a table. The film wouldn't be quite as engaging, would it? The film wouldn't be quite as tense, would it?

And another thing, the stealth gameplay in this game is maddeningly vague and inconsistent. There are various lockers you can hide in dotted throughout the station. Logic and learned experience would suggest that if an enemy doesn't see you go into one of these they won't be able to find you. The alien can, though. I don't know if it can hear you opening the door, I don't know if it hears the automatic vent and door openings you can't help but trigger when you walk down corridors, but it continues to show up and find you in places where it feels like you shouldn't. The alien's AI is one of the most lauded aspects of this game - fully justifiably - but there are definitely times where you'll die and not understand why.

I mentioned the weapons and craftable materials. Why is it always crafting? Why can't I just find a thing and use it? The station is in the midst of civil war, there will be improvised weapons lying around. The irony is that the items you can craft end up largely redundant. The noisemaker is good because you can use it to distract whatever you're trying to avoid. Do we need a pipe bomb, a molotov, an EMP, a smoke bomb and a flashbang? Do we need three different upgraded versions of these? I don't think so. Do we need three different types of weapon, plus the flamethrower and stun baton? I realise some of my criticisms of this game are ultimately nitpicking from having played it three times but the craftable items really feel like trying to make a mechanic work because you feel you have to, rather than because it adds anything meaningful to the game. Give her a revolver, noisemakers and molotovs. Then there's a challenge, and items that are thematically consistent.

Another problem the game has, and arguably its biggest problem, is its complete lack of characterisation. A quote on the game's wikipedia article from a review sums it up well - Ripley (not that one) "exhibits little growth or personality, other than concern for her fellow humans and a desire not to die gruesomely". This is pretty much it. There are lots of other named characters you interact with over the course of the game and I don't know a thing about them. I have no reason to care about them, they're just voices in Ripley (not that one)'s ear. I think in a sense the game actually undermines itself by making any reference to the original film or characters. Aside from making you think of something else you probably have fond memories of which is done better, it makes it feel like Isolation is struggling to get out of Alien's shadow.

Nothing sums up the lack of a plot and poor characterisation quite like the moments where other characters hatch plots to trap or destroy the alien. This happens on three separate occasions. For the first time in my life I refused to do what a game told me to progress. There's a guy here who's rigged the nuclear reactor on his ship to blow, taking the ship, the station, all the people on the station and the alien with it? Well, he's right. "There are still people alive on the station!" says Ripley (not that one). Well I've met what's left on the station and they all want to kill you. This guy's right. You've found out the truth at the heart of the Alien series, The Corporations want to capture this creature to use it even though they don't understand it. They don't care about you. The alien will always win. Doing anything you can to eradicate all trace of it is the best option. But no, you're forced to stop it and this is only about the halfway point. Great.

It was about that halfway point I really started to give up on the game. Because the atmosphere and the core gameplay was so engaging I effectively reached the point where I resented the game more because I'd started off with such a positive impression, only for it to wildly outstay its welcome with repetition and unengaging characters and motivations. I think this is worse than a game just being outright bad consistently. A game whose strengths end up becoming its weaknesses without really changing is worse because you just feel let down.

My lasting impression of Alien: Isolation is probably similar to your impression of this review. Starts off clearly quite engaging, overstays its welcome, largely repeats itself constantly, lasts far too long, makes you never want to see it again. That all sounds about right to me.
 
Alien: Isolation (PS4, 2014)
I finally played it last year, myself, and was similarly disappointed, considering all of the praise that I'd read. The atmosphere is amazing and did live up to the praise, but the gameplay left a lot to be desired. For the first few hours, it was really good, as you said, but then it became repetitive and less fun and the alien became less scary and more irritating. In the second half of the game, I was often kind of annoyed whenever it was around because the thrill had worn off and it really slowed down my progress towards the end of the level and finishing the game. BTW, this was even after modding the gameplay to make some things more tolerable. That said, I can see myself possibly playing it again some day, but because no other game has given me the feeling of being IN an Alien movie, not because I enjoyed the gameplay.

If I understood you correctly and you haven't seen the second film, Aliens, you need to watch it.
 
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Thank Goodness You're Here - 2.0 (Positive)
Super charming and aesthetically pleasing. Simple but well executed concept (I'm also impressed that it took what I felt was a nothing concept in Untitled Goose Game and made it into something that works). Some amusing darker moments, generally not as obnoxious as it could have veered towards. "I can't keep pretending anymore, it's just too big!"

Indika - 1.0 (Negative)
Some very hit or miss choices that don't totally come together for me, but also some really admirable traits and confident moments of ambiguity and subtlety mixed in there was well. It handles some things surprisingly maturely and artfully, the art direction is good/cinematic in a way that I haven't seen from many games, and boy does it attempt some bold ideas (despite many not landing for me).

2024 Games Played:
1. Balatro - 4.0 (Flawless)

2. Animal Well - 3.5 (Great) (perfectly designed, but personality is missing something)
3. Black Myth Wukong - 3.5 (Great) (mechanically flawed, but most soaring artistic heights and very underrated handling of themes/source material if you're familiar with it)
4. Silent Hill 2 Remake - 2.0 (Positive)
5. Cocoon - 2.0 (Positive)
6. Thank Goodness You're Here - 2.0 (Positive)
7. Indika - 1.0 (Negative)
8. Final Fantasy VII Rebirth - 1.0 (Negative)
(drops as more time passes)

9. Prince of Persia: The Lost Crown - 0.5 (Bad) (competently made but feels soulless and misunderstanding what makes Metroidvanias great, IMO)

Interested: Starstruck: Hands of Time, Metal Slug Tactics, Pepper Grinder
Not too interested:
Astrobot, Metaphor Refantazio, Nine Sols
 
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I also found Alien Isolation seriously overrated. It was too long and the game play felt repetitive. Everyone raved about how the AI was self learning and would adapt to your play style but I didn't find that to be a thing at all and found the alien predictable.

Furthermore, once you get the flame thrower, it might as well be a speed run game. You got 500 fuel for it, fuel was found fairly easily, and it didn't even require a steady stream to scare the alien. You could just tap the fire button which usually only cost 6 fuel to scare it off as it ran away. I found myself literally just running through rooms, scaring it with fire, then running again when it runs off.
 
Furthermore, once you get the flame thrower, it might as well be a speed run game. You got 500 fuel for it, fuel was found fairly easily, and it didn't even require a steady stream to scare the alien. You could just tap the fire button which usually only cost 6 fuel to scare it off as it ran away. I found myself literally just running through rooms, scaring it with fire, then running again when it runs off.
As I was playing it I was getting various videos in my youtube suggestions from people showing how great the AI is. This is one of them:



Now if you just watch this with no context, then... what? I think I watched this even while I was midway through the game and I didn't know what the point was supposed to be. I think it's one of the comments on this video that says the Alien knows what you're doing and does this to bait you into flaming it and wasting resources. That's fine, but you don't run out of resources and know if you just walk with the flamethrower out the whole time you won't die. I'm not impressed.
 

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