The last few games you beat and rate them III

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Commander Clueless

Apathy of the Leaf
Sep 10, 2008
15,847
3,838
SteamWorld Dig 2

Good little indie game. The digging is fun and the story was interesting enough.

A recommend from me.
 

ProstheticConscience

Check dein Limit
Apr 30, 2010
18,459
10,109
Canuck Nation
The Talos Principle.

Played it a while ago but gave it another run. Very Portal-ish sometimes, but with outdoor scenery and CroTeam's sense of humour. Also many hours of pulling your hair out over how to solve the puzzles. Pretty good. I give it a solid 7/10.

Then a bunch of flash games. I've got Witcher 3, GTA V and Batman: Arkham City all sitting on my hard drive but dammit it's hard to come up with much enthusiasm to wade in to them. I've gotten a little ways into each of them, but somehow none of them are really grabbing me.
 

Oscar Acosta

Registered User
Mar 19, 2011
7,695
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mlb_18_the_show_ps4_cover.jpg


MLB THE SHOW 18 - PS4

Hard to review the best sports franchise in video games on a scale comparable to others, so it's on a scale of MLB the Show vs. other iterations of MLB the Show which I've often rated between 9-10 on a perfect scale.

This year isn't perfect.

You can go back to the 18 thread and the day it released and see me say "does anyone else's timing feel off?". And that was where the problems began, they slowed down the fastball in online play, but also made dirt pitches harder to hit because they came in at about the same speed as a fastball, due to the drop. Over time they fixed most of this but then:

Contact hitters were useless. Got Jackie Robinson, forget it, he was going to be terrible. Suddenly Joey Gallo a Silver card became the most valuable card in the game. 100 power. Because this game was hit a Home Run or ground out, pop out.

Immortals were cool but the grind was so hard they had to implement a souvenir grinder and even then it would take you hours upon hours to get the 500 hats needed for 5% of the player mission.

The addition of legends was great and as always SDS is always trying to keep up with player feedback but off the jump they were so in over their heads, they spent the entire year catching up and it wasn't perfect.

In the end by far the best sports game of all time, on the same breath. Which makes it so weird to rate it a:

8/10
 
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John Price

Gang Gang
Sep 19, 2008
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Yakuza Kiwami 1 is a good cheap game albeit difficult and challenging once you start going deep into the game. I mean the guy just shoots a gun at you, how is that fair? :laugh:

8/10

Yakuza 0 - Great fun, a little overlong, some boss fights were a little frustrating (though not over-hard). Solid game. 7.5/10.

The bosses on normal especially in the late stages are insanely difficult to beat without going to easy.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Metro Exodus - 9.5/10

Metro Exodus is what I think any S.T.A.L.K.E.R. fan would ask for. I have been a huge fan of those games for years and the first two Metro games could never quite scratch that itch. Metro Exodus made a few open world levels that helps make it feel a lot more like a S.T.A.L.K.E.R. game. The first large level feels very much like what you'd expect if there was ever a sequel to them. There are still some linear levels and towards the end, it unfortunately gets quite a bit more linear, but the world building is still great even in the more linear areas.

There are lots of reasons to explore, plenty of side quests to find, and lots of goodies to make use of. The game has an incredibly gritty feel to it, and as a result, isn't for everyone. Movement can feel clunky, aiming can feel tough, guns jam, it's part of the game design. The only part of movement that really feels clunky though IMO is stairs, particularly going down them. There were lots of times I would just run off like it was a cliff instead of just going down the stairs. Otherwise, while the movement feels weighted, it still feels great for the atmosphere of the game.

The graphics and world design is absolutely top notch. I'm glad I upgraded GPUs specifically for this game because I felt like I was in a realistic apocalyptic setting. The story was great and even the side quests, while not adding much in way of story line, added a sense of morality to an otherwise bleak world. It definitely felt like a realistic experience even to the point where enemy bandits will eventually surrender when they know they're defeated. There's no benefit to leaving them to live or to kill them other than just a sense of morality. The game really doesn't reward you for doing much of anything in that regard but that's what I love about it. There's no do X and get Y reward system. You do them because you're trying to bring hope into a dreary world where everyone is just trying to do what they have to to survive.

Overall, this was an incredibly experience. If you don't want to experience a fairly realistic depiction of an apocalypse, don't play this game. But if you want a rugged game about survival and horror in a dreary world of death filled with mutants and bandits, this game is a must play.
 
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CartographerNo611

Registered User
Oct 11, 2014
3,049
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Apex Pre Battle Pass- 8/10

Apex Post Battle Pass- 5/10

EA business practice strikes again. Takes 15, 000 EXP to go from Level 47 t0 48 on the free version. Takes 29,000 to go from Level 1 to Level 2 in the battle pass leveling. Go fist yourselves EA.
 

542365

2018-19 Cup Champs!
Mar 22, 2012
22,551
9,010
The Division 2. It’s a love service game with a lot more content, so I guess I didn’t “beat” it, but I’ve beaten all of the missions/strongholds and reached maximum gear score so close enough.

The story is a throw away. The side missions are kind of interesting, but the main story is just a means to an end. I don’t think anyone is playing this game for the story so no big deal.

Gun play is very good. The enemies are still spongey, but not nearly as bad as the first game. They flank well, have a wide variety of attacks and use them smartly. One of my biggest complaints is that on harder difficulties the enemies aren’t any smarter and don’t really do anything different, they just have a lot more health and do more damage. That’s pretty disappointing. Also didn’t like the side activities much. They were pretty boring and tedious.

The best part of the game is the loot. It’s a shooter looter and they got the loot right. It’s evetywhere. Some of it is better than others, but all of it is at least useful for crafting. Great job there.

Another thing they got right is difficulty. I played mostly solo except for main missions and it was challenging without being unfair. I didn’t have very many BS deaths.

Game ran great on my PC. Didn’t have any issues in that department.

Overall I’ve had a lot of fun with it and I’ll definitely be back when they release more content. Big time relief after the disappointment of Anthem.

Overall I’d give it a 7.5/10.
 

Shareefruck

Registered User
Apr 2, 2005
29,232
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I didn't come close to finishing these, but I'm probably about done WITH them, personally.

Baba is You - 1.5 (Neutral)
I wanted to love this game. It has a great premise, has charming, clever, and innovative mechanics, and presents everything in an inspired and fun way. However, the way that the mechanics expand/unfold as you get deeper and deeper into the game actually has the opposite effect of what's ideal. It becomes complex in a way that becomes less engaging and interesting over time, where you feel like you're juggling tediousness for its own sake. Gets old fast.

Axiom Verge - 1.5 or 2.0 (Neutral/Positive)
About half-way through. I'm enjoying it, albeit with a lot of skepticism. The look and feel is great-- it's a nice tribute to Super Metroid, although I wish that more sprite-based games actually tried to IMPROVE on the sprite art of the Super Nintendo era rather than feeling content to swim in the nostalgia of uglier NES-era sprites/colors. Also, the way that you're closed off and stuck in only one relevant area at a time kind of defeats the purpose of exploration/traversal, losing the sense of reward, freedom, and satisfaction that Super Metroid has.
 
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John Price

Gang Gang
Sep 19, 2008
385,243
30,641
I beat Yakuza 0 again, the first time I beat it I just switched back to Easy after failing twice on the last bosses. Kuze packed a lethal punch and Lao Gui and the last boss were a real pain. Once you invest in upgrades they are all beatable and I was able to beat them all on normal :yo:
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Donut County - 7/10

The charm to Donut County is the humor in the story between levels. The gameplay is simple enough and kind of fun but the puzzles within are very lacking. It's kind of Katamari Damacy but instead of rolling up a ball to be bigger and bigger, you suck things into a hole until the hole gets bigger and bigger. It's really short at about an hour and a half and was pretty fun to go through. I wouldn't recommend this unless it was a couple of dollars at most though but if you see it go really cheap, I'd recommend picking it up for some laughs in a casual game.
 

Commander Clueless

Apathy of the Leaf
Sep 10, 2008
15,847
3,838
Thronebreaker: The Witcher Tales (PC) - 9/10

Finally beat it, and absolutely loved it. I was ready for a story-heavy game, and the card play was great.

I'm surprised it got such a lukewarm response in some circles. Fantastic.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,296
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Amnesia: Collection (PS4, 2016)
Amnesia: Collection brings together three games released under the Amnesia name between 2010 and 2013. I'm going to cover the three of them individually, in chronological order.

The Dark Descent, released in 2010 for PC, is a first-person horror game with puzzles in it. You play as Daniel, who wakes up in a mysterious castle sure of nothing but his own name. As you progress through the castle you learn about how it and everything in it got there through a combination of collectible notes, flashbacks, and the story you encounter as you play through the game.

I'm not sure which aspect of the game to start with so I'll go for gameplay first. It's all relatively straightforward. You have health and an inventory where your consumables and puzzle solving objects are kept. You have a lantern you can use for when it's dark, and you pick up oil to power it as you move through the castle. The most interesting aspect of this is something else called Sanity, which is effected by things that happen in-game. Unlike most games with enemies in it, there's no way of fighting back. The biggest threat to Daniel is himself, as a combination of seeing enemies, staying in the dark too long and "unsettling events" causes his Sanity to deplete. The results in a number of things, strange sounds start playing, you'll hallucinate and see cockroaches on the floor and crawling on the screen, eventually leading to the screen becoming blurry and your controls imprecise if it deteriorates too far.

The Sanity meter combines well with the focus of gameplay being on progression rather than combat. In a first for me in my limited experience of games with horror aspects, I actually felt threatened. Daniel's sounds and movements coupled with the atmosphere of the castle makes him feel genuinely vulnerable, and makes me genuinely fearful for what might happen to him. Although the graphics look dated in a basic sort of way and the inventory reminds me of Windows XP-era games, the immersion present in The Dark Descent is some of the best I've ever experienced. The sounds of the castle and of Daniel, the music, it all combines to create something which is unique and always evolving relevant to the situation you're in. I was so creeped out by it I couldn't actually play it for long stretches at a time.

Moving through the castle and trying to avoid the enemies, which you learn the origins of as you progress, feels like a legitimate expedition despite the linear nature of the level design. There isn't really any exploration in the sense of being able to do things in your own order. If you look everywhere you can access, you'll be able to complete the puzzles that hinder your progress. This isn't really a criticism though. You want to look everywhere you can to find out about what's going on, and when you do you're constantly cautious of any potential threat. The game handles the notion of 'threat' really well actually. It's easy on the jump scares which makes them more impactful, while the bulk of the fear generated is through more subtle, uncertain means. What was that noise? Did I see something move? I did see something move! And now it's not there. This constant uncertainty is dually effective, as it helps explain Daniel and helps keep the player invested in Daniel and in the game itself. You want to survive, and you want him to survive.

As you progress and pick up the notes scattered around the castle you learn how Daniel got there, and what he's being pursued by. Although it's slightly more fantastical than I would hope for and than the early game suggests, it's relatively straight-forward and consistently threatening. Man from 1850s Britain goes on an archaeological expedition. Man finds strange Orb in tomb. Men man consults regarding the Orb die in mysterious circumstances. Man is seemingly followed around by The Shadow, a fleshy substance which stretches around the castle and makes a sound like a combination of Jurassic Park's T. Rexes and an earthquake. Man is contacted by mysterious man in Prussia who says he can save him, but who forces him to torture people to save his own life. You know, the easy stuff. The ending was something of a letdown for me in all honesty, but it doesn't diminish the experience you had getting there.

The game is quite short and, as I said, the ending is... well, out there. Literally. I think as a standalone experience though you can't really hold its length against it, because it doesn't feel like a short game. You can basically sprint through it when you know where everything is, but on your first go you'll take a lot longer. There are a lot of unique and distinctive areas to visit. The puzzles aren't really hard, there were only one or two leaps of logic I had to cheat to figure out. Whatever issues you might find to criticise don't really matter though, mostly because you're too fearful to focus on them for too long.
I was going to say I'm not a fan of horror games, but a more accurate thing would be to say that I'm not experienced in horror games. Usually it's teamed with survival or some similar genre, with a Dead Space or a Last of Us. Whatever The Dark Descent is, I enjoyed it, and I want to do it again.

Justine... well, Justine doesn't really do it again. The Dark Descent was and is so popular that it has a level editor feature on PC that allows custom stories to be created and shared by anyone. Justine was created by the same team that did The Dark Descent, and has the same mechanics and premise as the original, although it's not set in the same castle. I don't want to spend too long on Justine because it's short and not as clever as it thinks it is.

Effectively, the game comes down to three rooms with three men imprisoned or tied up in some way. You can either kill them to progress or find a way to open the relevant door without killing them. The leaps in logic I couldn't make in The Dark Descent are multiplied tenfold here, which doesn't help you enjoy the game any. The slight backstory you get to Justine the character isn't particularly engaging either. While The Dark Descent had genuine subtlety and uncertainty to its story, the unnamed voice giving you commands throughout Justine is painfully obvious to identify, and the payoff isn't as satisfying as the game thinks.

Another area where Justine suffers is in the enemies. All the gameplay from The Dark Descent is retained, including the enemies. Where before they just shambled about and attacked you if they saw you, now they call you a c**t and are explained in much more, and more trite, detail. The story of Justine is effective in that it's self-contained and detailed, it's just that the detail isn't very interesting and undermines the premise of the vehicle that's carrying it.

While this is saved to an extent with the game effectively featuring perma-death - you die and it's back to the start - you can complete it in about twenty minutes. I know it's not a full game and it's unfair to compare it to The Dark Descent as a result, but going from one to the other is jarring when you consider the similarities.

A Machine for Pigs is similar to Justine in that it was intended to be a mod for The Dark Descent, but developed into something else. It's not created by the same people who did the first two games and despite carrying the Amnesia name, it shows.

You are Oswald Mandus, a man who wakes up in a mansion haunted by the visions of his two young children who he's trying to find. As you progress from his mansion to his factory and underneath it you learn what happened to the children, who Mandus is, and what his factory was doing before a mysterious saboteur shut it down.

Gameplay-wise it's obviously inspired by The Dark Descent, but is lacking in several areas. There's no Sanity meter, and very little sense of threat from enemies anyway. The lantern doesn't require anything to power it, and in fact starts flashing when you're approaching an enemy. These changes sound minor but they turn the game into much more of a sightseeing tour than something where you're desperately trying to stay alive. There is also no inventory which would make the game's puzzles much more awkward if it had any. Most obstacles to your progress involve picking something up and putting it somewhere else, and often the things in question and in plain sight in the same room.

Any sense of subtlety you might have hoped for with this being an Amnesia game, well, there isn't any. The physical locations themselves aren't as cramped and claustrophobic as The Dark Descent's. They also somehow manage to be more linear at the same time, with the game feeling like something for you to look at rather than interact with in a meaningful way. The enemies... I can't really go into detail with the enemies without spoiling the story, so I'll keep it simple. They're half man half pig. They turn up one at a time. They only ever pose a real threat about two times. Near the end of the game there's some sort of electro pigman that seems to have been cross-bred with the guy from The Running Man that was covered in fairy lights.

While the game has a reasonable premise for a story, the features I've just described undermine any attempt at legitimate social commentary the game might have tried to make. It's one thing to say that people (in 1899) are being dehumanised and turned into animals bred solely for work and slaughter, but the way it's done in the game veers so wildly between ridiculous and attempted sincerity that any impact it might have had is crushed. Imagine a song by a band with a quiet/loud dynamic - a song by New Order from 1981 perhaps, their first single even - where the loud is thrash metal and the quiet is elevator muzak. Better yet, look up ClownC0re on youtube and you have a reasonable approximation of the two things this game tries to bring together.

All of this might have been salvageable if the story wasn't so entirely predictable. Like Justine, there's a mysterious voice popping up at various points, goading Mandus and telling him what to do. You'll listen to about three of these messages and immediately figure out what's going on. I think this contributes to the sense of predictability any of the horror elements of the game possess, because it's hard to be scared of something when you know what's going to happen. That's not the mark of a good horror game, and the presentation here doesn't compensate for it. Literally in some instances, as in locations where the game is at its darkest the colour mix seems to be all wrong, and everything turns varying shades of blue.

Considered on its own, I might have been confused by A Machine for Pigs. Connecting it to the other Amnesia games, I realise there's a chance that this somewhat original story was conceived without a vehicle on which to deliver it. The result was seeing it cobbled to a game engine with mechanics unsuited for what it was trying to do. The game ultimately feels constantly at a sense of unease, as if you're expecting things that don't come, then don't appreciate what does. Ultimately this is a shame, because I think there's a basis for something 'real' and believable in it, which would be pertinent for a modern audience as well as its turn of the twentieth century setting.

It's unquestionable to say that the quality of the Amnesia: Collection varies, but it's a mark of the original game's quality and popularity that I'm able to sit here pontificating about things it inspired. That seems commendable to me.
 

Do Make Say Think

& Yet & Yet
Jun 26, 2007
51,445
10,262
Mark of the Ninja Remastered

Fantastic game. One of the better indie titles I've played. I really should look at the other games this studio has put out.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Thronebreaker: The Witcher Tales (PC) - 9/10

Finally beat it, and absolutely loved it. I was ready for a story-heavy game, and the card play was great.

I'm surprised it got such a lukewarm response in some circles. Fantastic.

I still need to play that. I feel like a lot of it is lack of marketing. I keep forgetting it even came out at all. I did buy it during the Christmas sale but I've been so busy with other things. I'll probably start it in May though, when things should finally calm down a bit for me.

Mark of the Ninja Remastered

Fantastic game. One of the better indie titles I've played. I really should look at the other games this studio has put out.

Klei makes some awesome games. You can't go wrong with any of the games really.
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
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Day of the Tentacle Remastered (PS4, 2016)

I've said before on here when reviewing games that I wonder how seriously I would have become invested in the medium if I'd been alive and conscious of it during the eighties. As an example, 2017's Gran Turismo Sport is incomparable to 2001's Gran Turismo 3. Yet you can still compare them and say there's a much smaller difference between them compared to GT3 and Outrun. I remember something from a day in nursery when I got a shot of something I'm pretty sure was a BBC Micro. I don't know what the game was, but I remember waiting for a shot of it and not being able to work it, or having the faintest clue what to do. I quickly lost interest and went elsewhere.

Even though (if this memory is real, and I'm pretty sure it is) I would have been at most four years old here, I can still feel some sympathy for a young child in that situation. Here is something which is unusual, and unlike any sort of toy or plaything you recognise. Now, look at what it does. What do you mean Lego is better? This has lines, colours, it looks like Lego on the screen! I've played Space Invaders and I hated every second of it. It took me... oh, about fourteen years to finish the original Super Mario (which was actually the SNES version, which looks much better than the actual original). I am quite happy to defend older games as being things which should be remembered and preserved, but there comes a point where you realise that phases that have aged have done so for a reason.

This brings me to Day of the Tentacle Remastered, an upscaled version of a classic LucasArts point and click software application from 1993. "Point and click" has always been a strange term to me whenever I've heard it. Don't all games on PC have pointing and clicking in them? Isn't using a computer with a cursor point and click? Either way, things happen, you move the cursor around to control the characters and interact with the environment. Simple.

You play as Bernard, Hoagie and Laverne. Bernard's friend Dr. Fred is a mad scientist who, among other things, made some tentacles. One of the tentacles got infected by some toxic sludge from Fred's lab, grew some arms, and took over the world. Fred tried to send the three heroes back in time to stop this from happening, but his time machine broke and the three of them ended up in different times - Hoagie 200 years in the past, Bernard still in the present, and Laverne 200 years in the future. To solve the game and save the world from tentacles, you have to move objects and interactions between the characters in order to re-power their time machines and find the evil purple tentacle.

I'm going to say something before I go any further with this review. I didn't play the game. I followed a guide telling me what to do to finish it and get all the trophies. It took me about three hours. I don't have any regrets about this because I am quite certain it allowed me to appreciate the game for all its charms while avoiding the mind-numbing frustration of stunted movement between areas and several leaps in logic that would have taken me about three hours each to figure out.

With that in mind, I can't really judge the game in terms of its gameplay or challenge. I can judge the writing, the design, the sound and the general feel of the game though, and they're all fantastic. It's funny, it's distinctive, it's charming, it's imaginative. Despite the awkwardness of the controls - I imagine this is worse on console than it would be on PC - the game doesn't feel dated. You can switch back and forth between the modern rendering and the original and you can see the care that went into recreating all the elements for a modern audience. There's a lot of detail in the environments too in terms of things you can interact with, so there's plenty of depth if you want to explore the game properly.

I suppose this is the sort of game people in my position might describe as "charming", but I feel as if that's patronising and I never like trying to sum up a game with one word. Despite its age and format there is more obvious care and detail in Day of the Tentacle than in many games released 25 years later. It's nice to be able to play something that was made so thoughtfully, even if I did have to wait that long for it to be at a resolution that could hold my interest for long enough.
 

Osprey

Registered User
Feb 18, 2005
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This brings me to Day of the Tentacle Remastered, an upscaled version of a classic LucasArts point and click software application from 1993. "Point and click" has always been a strange term to me whenever I've heard it. Don't all games on PC have pointing and clicking in them? Isn't using a computer with a cursor point and click? Either way, things happen, you move the cursor around to control the characters and interact with the environment. Simple.

The term "point and click" dates back to the 80s, when mice were new. It wasn't until the late 80s that mice became standard equipment with PCs (not counting Macs, which had them earlier). Until then, graphical adventure games (like the first several King's Quest games, which popularized the whole genre) were controlled by the keyboard. You would move by pressing the arrow keys and even have to interact with items by typing out phrases like "use knife with balloon." "Point and click adventure game" came to refer to newer adventure games that were almost entirely controlled by the mouse instead of the keyboard. Since mouse usage made it so much easier to play these kinds of adventure games, they exploded in popularity and 1987 to 1995 became (and is still considered) the Golden Age of this type of adventure game. Since "point and click" is synonymous with that golden age, it's still used today to refer to adventure games (like Day of the Tentacle) from that era, as well as more modern games that try to evoke the nostalgia of that era. Yeah, it's an outdated term nowadays, but there's a lot of history and nostalgia behind it... and, besides, no one has really come up with a better term to describe that particular type of gameplay.
 
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Commander Clueless

Apathy of the Leaf
Sep 10, 2008
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The term "point and click" dates back to the 80s, when mice were new. It wasn't until the late 80s that mice became standard equipment with PCs. Until then, graphical adventure games (like the first several King's Quest games, which popularized the whole genre) were controlled by the keyboard. You would move by pressing the arrow keys and even have to interact with items by typing out phrases like "use knife with balloon." "Point and click adventure game" came to refer to newer adventure games that were almost entirely controlled by the mouse instead of the keyboard. Since mouse usage made it so much easier to play these kinds of adventure games, they exploded in popularity and 1987 to 1995 became (and is stilled considered) the Golden Age of this type of adventure game. Since "point and click" is synonymous with that golden age, it's still used today to refer to adventure games (like Day of the Tentacle) from that era, as well as more modern games that try to evoke the nostalgia of that era. Yeah, it's an outdated term nowadays, but there's a lot of history and nostalgia behind it... and, besides, no one has really come up with a better term to describe that particular type of gameplay.

I played the crap out of the original Hero's Quest/Quest for Glory when I was younger, and loved typing random crap into the command bar to see what sort of witty retort the game would give you. :laugh:

My absolute favourite was the time I ordered my character to "pick nose", and he promptly shoved his lock pick up there, failed the skill check, and bled to death. Best death in a video game ever.

Good times.
 

Unholy Diver

Registered User
Oct 13, 2002
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in the midnight sea
Just Cause 4 - 7/10

Never played the first game but have finished JC 2, 3, and now 4, this I felt was probably the weakest. Storylines have never been ver heavy in a Just Cause game and this is no different. Didn't care much for the new voice actors, especially Tom Sheldon's. Not a bad game, but just an ok one
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
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Life is Strange (PS4, 2015)

When I first played Heavy Rain back in 2010 when it came out I had an interesting experience. I played it over the weekend and, around two thirds of the way through, my save file corrupted. I couldn't load it. This sounds worse than it really is, at least at first. It's not a long game, but it's a decision-based one. Although it seems obvious to say, the story you experience depends on the dialogue and action choices you make, or don't make, at various points. The basic facts remain the same but the characters you control and interact with are affected by what you do. As a result, when I lost my save, I was beside myself. I had lost my progress. I had lost my investment into those characters. I had to get them back. I did this by rushing through however much of the game I had played as quickly as possible, trying desperately to remember what I had done and said the first time. It didn't matter if it was 'wrong' or I was somehow unhappy with what I had chosen, I had to get it back. I was playing something that afforded me the same thing as everybody else - something unique.

Life is Strange is a... well, what does Wikipedia say? It's an "episodic graphic adventure" Is that what games like this are called? Graphic Adventure? Either way, similar premise. You play as Max, an eighteen-year old photography student in Small Town America. During a daydream in class Max discovers she can rewind time, and change things that happen to her as a result. Shortly after this she meets her best friend from childhood, Chloe, and the two of them have lots of wonderful adventures through time together.

There are a lot of things I could say about this game that are pretty much common knowledge. The only thing I knew about it going in was that it had a reputation for its dialogue. I'll get to that in a minute. Released in 2015 on both 8th and 7th generation consoles, I was constantly struck by how bad this game looks. When I posted about Heavy Rain here in 2016 - 6 years after release - I noted how dated the graphics looked, which surprised me because of how cutting edge and realistic they were at the time. Life is Strange looks much more dated than 2015, but not in a unique way. I would have thought it looked a bit chunky if I'd played it on PS3, but on PS4 it's much more noticeable. There's obviously been an attempt at a style but it doesn't look refined enough to be deliberate, it just looks bad. This is backed up by things like the lip-syncing of characters when they're talking. It's dreadful. I will say that as I was playing I didn't really notice this, which I suppose is a positive for a game where you walk about looking at things, but I feel as if it could be better.

The rest of the technical aspects are all great. The sound and the music is great. I'm listening to the soundtrack as I type this in spite of myself. Some of it is nauseatingly twee, but for the most part it all fits well to the game and complements the events of the story well. It also features a Mogwai song, so maybe I'm transferring my appreciation of that on to the rest.

I started with that Heavy Rain anecdote for a reason. In a... Graphic Adventure which features choices and consequence, the power of the story is delivered through those choices and subsequent choices. You do stuff, stuff happens. You need to try to do the best you can and achieve something you're happy with. Although this is somewhat limited by the medium - you can only achieve something within the boundaries of what the creators of the game have put into it - in a way it's harder and more satisfying than games that are pure tests of skill. If I play an FPS or a racer, my success is based on the pure skill of me against my opponent or the AI. In a game like Life is Strange I have to explore, investigate, decide, then choose and hope I did it right. I suppose it's more of a mental test than a skill test.

The problem Life is Strange has with this is the time rewind mechanic. It's central to the story, and there are times when it influences gameplay in an appropriate way. In one instance, Max and Chloe are trying to break in to the Principal's office at school. You find the ingredients for a pipe bomb (yes, just lying around a school) and blow open the door, setting off alarms. You then walk into the office and rewind time so the door remains unexploded. That sort of thing is a unique take on the concept and requires some abstract thought for puzzles. Big fan.

This also works to an extent during conversations you have with characters where you have to advance the story. If you talk to someone and the conversation drifts out or is stopped by the NPC, you can go back and choose a different topic to talk about since you have the necessary insight. That also works, when used in isolation. Where the mechanic doesn't work is in the sound effects popping up after you've finished a conversation or an action. "This action will have consequences..." reads the text in the top, and the tinkling going along with it makes you question everything you do. And since you can always rewind and change what you did, what then is the incentive to decide on something? You can try out nearly every possible outcome then pick whichever one is least objectionable, undermining the very consequences the choices purport to offer.

Where this really caused my opinion of the game to sour was when you have to try and talk a girl out of jumping off a roof. For no reason at all, Max's powers fail her at this point and you don't get a second chance. This doesn't make the event any more significant or profound, it just cheapens itself and every other decision you make. I actually spent the next few hours resenting what had happened. It's the sort of thing that you get wrong - and I imagine it's far more likely you'll get it wrong on your first try than right - and feel guilty about, even though you had a comparably small chance of getting a favourable outcome.

I'm not sure if it's because the game was released in five episodes or not, but there are times near the end when the different timelines and outcomes start getting overly complex. The game starts of pretty straightforwardly as I've described. Max can see the future and has visions of a storm destroying her town, but for the most part the time travel bit is linear. She goes back, changes stuff, moves on. But near the end I was offered a choice between two things and picked one, confusing the different timelines that were actually happening. I was forced to go back and change it, but if the plot hadn't been as convoluted by this point it wouldn't have happened. The story actually loses a bit of steam as far as I'm concerned by the time you get to the end. I liked the final series of Lost. I understood it, but I still knew the show as a whole hadn't really been planned out from beginning to end. I get the same impression of Life is Strange, which really suffers for it in the final two episodes.

I would, and could, write at length about the dialogue. If I was younger I definitely would. With that in mind, despite the various serious themes this game explores with varying degrees of sincerity - suicide, cyber-bullying, real-life bullying, domestic abuse, rape, drugs, assisted dying - I couldn't help but find this game consistently, hysterically, funny. There are weird shifts in tone from childlike innocence to apocalyptic disaster and as serious and genuinely heartfelt as the game is, I think it messed with my mind somewhere. I could never really get a grip of what sort of tone or setting it was going for.

These are 18/19 year olds, but they're living in dormitories at school. I wasn't sure if it was a high school or a university, since Americans are fond of not being able to differentiate between school, college and university. This was compounded by the "teen drama", as a friend described it to me, resembling the sort of shit 12 year olds worry about, but with randomly added drugs. The girl I mentioned who killed herself (potentially), this was over a video of her at a party that went viral. Maybe it says more about me but when it said she was hammered and drugged I was expecting something sexual. She was kissing boys. More than one. Apparently. Absolutely scandalous, I'm sure you'll agree. It's stuff like this that makes the game feel really inconsistent, and that undermines some of the emotional impact it goes for.

I'm at a loss how to sum up this game, but I'll say that I want to play it again. I don't think it's a positive though. I feel I have to, rather than want to. I also think it says something that I haven't mentioned the actual story of the game at all in this review. Draw your own conclusions.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,296
17,374
ifWV6eg.jpg

Until Dawn (PS4, 2015)

Since I spunked my story about playing Heavy Rain for the first time during my Life is Strange review, I may as well go straight into it. Until Dawn is a Graphic Adventure (it has ten episodes, but it wasn't sold piece by piece) about a bunch of teenagers who go to a cabin in the woods for the weekend, only for hilarity to ensue. Hilarity in this case being defined by ripping off several major horror films, gratuitous shots of female legs and butts in tight clothing that would make most JRPG art designers raise an eyebrow, and the potential for gory death and failure dependent on your choices. Or not, as it actually turns out.

You take turns playing as eight different characters over the course of the story. Each of them fulfils one specific horror film character trope, so it's easy to pick which ones you sympathise with. Gameplay takes the form of the basic combo of shuffling around slowly looking at things interspersed with quick time event button pressing during 'action' sequences. The usual problems apply here. Having to press one of the face buttons to survive during high intensity chase scenes detracts from any thrill you might feel, as the prompt for what button to press changes and moves around the screen each time. I never feel as if quick time events in this situation are appropriate for their intended purpose, because you either focus on one thing or the other. On the face of it it sounds difficult to make quick time events worse than they sound, but action scenes manage it.

One new (to me) feature I enjoyed was sections where you had to keep the character still by holding the controller still and level. I think it says something that the most surprising, enjoyable and appropriate use of motion controls I've experienced required you to keep the controller completely still. Along with that and the quick time events though, the game still has the problem of not realising how much interaction they need to include to compensate for the relative lack of gameplay. I know I'm walking around looking at things. I get it. I don't think it's appropriate compensation to have to press a button to hold a door handle, then move the right stick a certain way to turn the door handle. It doesn't add anything. The point of video game controls, I assume, is to make the movements of the player as efficient as possible. Having to press extra buttons to do something that could be done with one, nope. It's not immersive, it's tedious.

When I played Life is Strange I struggled to gauge the characters in terms of their age for a number of reasons. They were supposedly teenagers, but they all looked and acted like children. Until Dawn goes in a slightly different direction. They're supposedly teenagers, but they all look like adults and act with no suggestion of any brain cells between them. Here's the premise of the game. Eight friends go to a cabin in the woods owned by the family of one of them. This is a repeat of the previous year's trip, where tragedy struck. The previous year, ten friends went. One of the girls had a crush on a guy, so they tricked her into a room with him, ready to jump out and have a laugh at her expense. The girl in question took this badly and ran out of the cabin and quite far into the surrounding woods. At night. While it was snowing. While wearing a shirt. Her sister ran out after them, they both ended up dying. Honestly, the going out in a shirt thing bothers me more than anything else in the game. Later on one of the characters you play as does the same. He runs out into the woods chasing something while wearing a vest. Doesn't grab his jacket, not even for the girl he's trying to save who was wearing less than him. I don't get it. And none of them are ever cold either.

I've said recently that I'm not a big horror fan, and I think it affected my appreciation of the various influences in Until Dawn. While I can see obvious films like Saw (or the Saws, since the first film is almost within reason) there are a lot of other conflicting tones and elements which I think point to a development which was very enthusiastic about what it was making and what it was influenced by. There are so many different things at play it becomes overwhelming and loses its impact I tried counting the amount of jump scares the game threw at me, I gave up when it got to double figures. While something like Amnesia worked as a horror game because of the atmosphere and the subtlety, here you just have every trope from every crap b-movie this century thrown together. The characters are all cliched, the premise isn't original, even the font the game uses is the font from every trailer for these films you've ever seen.

Take for instance the 'enemies' you're trying to learn about and survive. There are actually two at play. The mountain is the subject of a Native American curse which turns anyone who partakes in cannibalism while on the mountain into a monster. In 1952 there was a mining disaster on the mountain. There was a cave-in and people got trapped. People ate each other and turned into the things chasing our heroes about. But there's also a normal man who lives on the mountain who's been trying to manage the population. I get the bait and switch element of making you think someone is a threat when they're actually the saviour, but his actual screen-time is so brief it barely seems worth it. I think it's actually a decent premise for a setting, but I don't know that this is the best vehicle for realising that potential.

The biggest problem I had with Until Dawn was when I played it again while trying to clean up the trophies. I discovered that at various points in the story where you're forced to make choices, these choices don't matter. You could pick something and the game would do the opposite. Certain characters can't be killed until certain points in the story. This is probably inevitable since the game has to reach some reasonable conclusion, but when you realise it you just feel cheated. The game also has the distinct impression of thinking it's more intelligent than it actually is. In between the episodes you get little sections where you're being interviewed by a psychiatrist who asks you questions about your fears and the characters. It turns out the person he's addressing is one of the kids in-game, but most of the game being pre-determined completely undermines any psychological uncertainty the therapy sections create. As a result of this, there are sections where character deaths don't make sense, or seem to have any impact. You can have one character live or die, then later on another character will describe what happened with one or two throwaway lines, and the rest of the dialogue will be the same. It ends up making the whole game feel... resigned. I think that's the word. As if deaths - potentially brutal deaths - are just there, and accepted.

That said, the most distracting thing about these sections, as you can see from the picture, is that the psychiatrist is played by Peter Stormare. I watched The Big Lebowski the night before I started playing this game, so when I realised it was him I was just waiting for him to say WE CUT OFF YOUR JOHNSON the whole time. From a technical perspective the game is largely well made and the actors and their likenesses are very convincing, even when you consider the limited script they were working with. I think all of the budget went on the graphics though, because the sound is really poor. Tinny, and had me regularly checking my TV thinking it was broken.

Until Dawn is unquestionably a one-time only experience. It is engaging, and it features characters you'll care about even if you actively want some of them to die. It feels strange to describe it as a one-time thing given how much effort clearly went into it. It sits at 49GB on the hard drive, and the resources that went into the motion capture for the actors (plus the actors themselves, it has Rami Malek and Hayden Pannetiere in it) are obviously extensive. Beyond that 8-10 hours, there's pretty much nothing.
 

filip85

Registered User
Feb 7, 2017
1,589
780
Few days ago have finished COD Advanced Warfare. I liked campaign/story mode, too bad it is short.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Devil May Cry 4 - 6/10

Devil May Cry 4 doesn't really improve much from 3 aside from graphics. I felt the story was worse, humor was worse, gameplay was about the same, and the camera control is still poor. The game feels kind of lazy as the first ten chapters pretty much end up being going from point A to point B while the next 10 chapters are pretty much backtracking from point B to point A and you're dealing with pretty much the same exact content, just backwards. I'm not a huge fan of the DMC games, they're pretty fun, but this one doesn't seem all that great. I would recommend starting with DMC 3 and if you really liked it, you can give 4 a go, but don't even bother with 4 unless you really enjoyed 3 and want some more. Even then, be prepared for a step down.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Hellblade: Senua's Sacrifice - 6/10

Hellblade is really a glorified walking simulator with uninspired and sometimes just plain bad combat mixed in with a good story. The graphics are top notch and the character model on Senua is one of the best I've ever seen. The story is also great and I assume does a great job at making you realize how people live with psychosis. That being said, that's about all that's worth noting from the game. There are puzzles that are just plain boring that require you to stand at certain angles and see shapes. You get some guidance by knowing where to stand while you just look around until you find the shape. The combat is rather basic, there's a quick and heavy attack, a dodge, and a kick to stagger enemies. There's also a block but I found no need to use it when you can just dodge. It works for what it is but the problem is, especially later in the game, you get put into fights in these smaller areas where the camera can really make it hard to tell what's going on. You can easily get pinned in corners surrounded by enemies where you'll just die. At first, I thought it was just dumb luck and a fluke but it happened a few times where I started to get really annoyed by it. I also couldn't seem to figure out how to change targets other than getting hit by one which annoying since sometimes you'll have one enemy almost killed, get hit by another, and then you can't target the one that is almost dead until you either finish off your new target or take more damage from the old target. Personally, I bought it to test out my new graphics card and I don't think it was really worth it. I feel like there must be a short synopsis video on Youtube that will give you more enjoyment than running through this simple game for ~6 hours.
 
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