The last few games you beat and rate them IV

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Kcb12345

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Returnal - 8/10

My first "roguelike" game ever, and it was so much fun. Story was interesting, although a bit confusing and there wasn't a whole lot of depth to it until the final cutscene. Gameplay wise I had a blast though, and I generally hate hard games lol. Wasn't as difficult as I expected and the bosses were great and felt so rewarding to defeat. Bumped this an entire point down however because towards the end of a great run I had a game-breaking glitch occur (biome 5 - got stuck in contamination room cause the translocator wouldn't open) and had to restart the run. Proceeded to die more times shortly after that than in the rest of the game combined cause I had lost such a good setup and took forever to get another good one going.

Halo Infinite - 7/10

Really fun gameplay as expected. Pretty solid story, and the open world was a refreshing take, however the world felt pretty bland and every mission, both main and side, essentially felt the same. Mostly a very repetitive and short campaign (took me maybe 6 hours). Pretty standard for the Halo franchise, haven't thoroughly enjoyed one since Halo Reach. They delivered what people love about the games though at least, and like I said the story was pretty solid although very short.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
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Dirt Rally (PS4, 2016)

Here's how I started my review of Dirt 4 last year:
Dirt 4 is not the fourth game in the Dirt series. It's the eleventh full release in a series that started with Colin McRae Rally in 1998. After the various different game modes besides rally driving that featured in Dirt 3 the series spun off into the dedicated Dirt Rally game of 2016, which aimed to be a more serious sim than the more accessible regular Dirt series.

"More serious sim." Well, from what I remember of Dirt 4 I suppose that's accurate. There are three game modes: Rally, Rallycross and Hillclimb. It's all proper stages and circuits rather than the colourful festival feel of the regular Dirt series. There are lots of different rally stages across six locations. The other modes suffer though, with three Rallycross locations and 'only' the Pikes Peak Hillclimb course. It seems like the amount of rally locations was increased since the game's launch, but it feels slightly unbalanced. I suppose it is called Dirt Rally, not Dirt Offroad Racing Multi-Discipline Game.

As someone who's not really played the Dirt games in the right order I found myself in a strange spot playing Dirt Rally. I played Dirt 4 last year and have been playing Dirt Rally 2 on and off for about two years. Dirt Rally is, as you'd imagine, right in the middle of those graphically and mechanically. Graphically it's nothing special, although the level of detail in the damage models is impressive. Nothing else really looks authentic though. It's not an ugly game, it just doesn't look very remarkable. Time of day and weather don't make much of a difference, it all just looks okay. I've probably been spoiled with all the time I've spent with Gran Turismo Sport and Dirt Rally 2, but the lack of anything standing out really stood out.

I only played the game with a pad, not a wheel, so I can't comment fully on how realistic the driving model is. I did find it quite easy on a pad. Really easy. The only thing I ever struggled with were the Group B cars, and that's to be expected. There are several different classes of rally and rallycross car and the differences between each are noticeable. You will have to adapt your driving style between each to be at your best, but even then they're all still easy to pick up. The Rallycross Supercars were really weird at first, feeling really large and heavy but I eventually got the hang of them. This is all using default setups, so I imagine it's accessible for people with less experience of racing games than me.

I think the best experience I had with Dirt Rally was the hillclimb mode. If you're going to do hillclimb you might as well have the most famous course in the world and learning Pikes Peak was great fun. In the championship mode it was split up into sections to start with before being stretched out to the full course. By this point I had learned where I was going and on dirt or tarmac it was a real thrill getting everything right. Even by the end of my time with the game, I'd be driving towards a bend which I knew was flat out at ~130mph only to still hesitate because I can only see road and sky. Beating the AI on the highest setting here was as satisfying as any circuit racing I've done in other games, which is about the best thing I can say for it.

It's going to say a lot that a time trial in a closed setting is the best and most satisfying experience I had with this game. The AI's rally times are wildly inconsistent. AI times seem massively dependent on the location with no real logic to how fast they'll go compared to you. On Swedish stages they seem to be on rails, yet in Germany they're so slow I think the drivers take the day off and put their grannies in the car. The rallycross AI has the same problems I remember from Dirt 4 in that they pay no attention to where you are on the track. I've watched real rallycross racing and it's very much a contact sport, but a fifty-fifty chance of being punted by three cars who aren't stopping every time you go into the first corner isn't fun or realistic.

The biggest problem with Dirt Rally is something I've never really been able to figure out about its sequel either - the sense of progression. My experience of racing games started with Gran Turismo and its very structured, gradual career modes. You start off with cheap, slow cars. You win races and you buy faster ones. In Arcade mode you can drive a select choice of some of the faster ones which makes you want to unlock more of them in your career. Modern racing games don't follow this pattern. They can't, with the way media is now. You need to give the player everything or they won't be interested. As a result you end up with the worst of both worlds. You can go straight into a custom championship on any course and in any car you want.

But then the game steers you towards the Championships where you start in smaller courses like I mentioned then work your way up as you win or place well and do longer courses, unlocking longer championships against tougher AI. You can buy your cars and hire your engineers and the more you run with a car the more it gets upgraded, adding power or losing weight. There's very little sense of achievement in this however. In many classes it's almost impossible to win with a fresh car with no upgrades, even on easier difficulties. Having to upgrade the car to be able to compete doesn't give you a sense of progress, it just feels unfair. You're effectively being made to wait for something you can do elsewhere in the game whenever you like.

From what I remember of Dirt 4 it felt like a bit of a mess after Dirt 3. The decision to separate the 'real' offroad stuff into its own dedicated series seems to have been a good choice. Being able to see the development and refinement of the series is really interesting, and I think I've had a greater appreciation of that from doing it in the wrong order. It's still accessible enough for just about anyone, with enough challenge hidden in there to really feel like a test if you spend long enough with it. Just stay away from Sweden, the snowbanks are stupid.
 

Frankie Spankie

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Terminator: Resistance - 8/10

This was a lot better than I was expecting. The story line was great, the gameplay was solid, and the atmosphere was amazing. I personally loved the level design the most. Missions seem to alternate a bit between smallish open world maps into linear combat levels. If you explore every nook and cranny in the open world maps, those chapters will probably take you an hour and a half or two hours. The linear sections are pretty fast paced and I enjoyed the change between the two to keep things fresh. Overall, I was pleasantly surprised by this. You always expect movie games to be bad but this one is great. I definitely recommend picking this up.

Terminator: Resistance - Annihilation Line DLC - 7.5/10

This DLC is a great addition to the base game. It has it's own story but you play the same main character in the middle of the base game's story. You get to learn a bit more about your main character and go on a mission behind the annihilation line. The DLC is a lot more linear than the base game. Only one or two maps were pretty open in comparison to the base game. Some of the later sections felt rather uninspired with just a big area of the same debris through a maze like but linear map. It loses a bit there compared to the base game but still a solid addition. If you like the base game and want more, give Annihilation Line a go!
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
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I don't think I've seen anyone with a bad word to say about that Terminator game.
 

Frankie Spankie

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Yeah, I've only heard praise about it. It's not like a mind blowing go out and play this right now but it's definitely a solid experience all the way through, no problems with the game in any way. I'm not really a big movie buff so I didn't really care about the Terminator angle but I would think this is a must play for any Terminator fan.
 

Ceremony

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Aaru's Awakening (PS4, 2015)

Aaru's Awakening is a 2D platformer. You jump, double jump and fire an orb which you can then teleport yourself to. You play as Aaru, a creature awoken by Dawn for the purposes of upsetting the order and balance of the world, defeating his brothers Day, Dusk and Night.

I love this game. It's short. There are twenty levels and gold, silver and bronze target times for you to beat. Playing each level until I golded them took me five hours, at most. The levels get a bit longer and more complex the further into the game you go, but checkpoints are frequent and there are only one or two sequences which can get frustrating. The gameplay is consistent and just the right mix of challenging and rewarding.

The biggest problem with level design is the amount of occasions where you have to jump or teleport into an area you can't really see. There's no way of getting through areas like this without trial and error which doesn't feel right to me. The checkpoints make it easy to do this without losing too much time, and it allows you to revisit levels and set better and more satisfying times, but when you see a level for the first time it can feel a leap of faith is your only way forward. Considering the precise nature of platforming as a genre and certain parts of this game especially, this really happens too often.

The best part of this game is the aesthetic. Everything about it is perfect. The game's story is told in narrated cutscenes before and after boss fights. Every part of art in the game is hand-drawn. The characters, environments and multi-layer backgrounds are all exquisitely complex and detailed. The backgrounds especially are remarkable, I could have shown you dozens of pictures of them and not really done justice to how intricate they are. The range of rich colours alone is amazing, seeing the way they come together is consistently wonderful.

The game is split into four sections - Dawn, Day, Dusk and Night. Each section has four levels and a final boss fight. Each area has its own colour palette, so although there's not much of it the content feels rich and varied. As I mentioned, the game's story bookends these boss fights with a child-like voice narrating the legend of the four brothers and how they were kept in balance, and how Dawn tried to upset this only for Aaru to start questioning his orders. This allows the game to take on a psuedo-mythical quality which makes everything feel important and significant. To the best of my knowledge it's not based on any real legends, but it's all so neatly contained and simply detailed that it all feels as it it's something you've been familiar with your whole life. The minimalist soundtrack complements this perfectly too, sitting nicely in the background the whole time yet also feeling more substantial if you actually sit and listen to it.

I have one criticism. The game loves a crash on the PS4 Pro. I finished the final boss fight four times. Every time I finished it in a gold time it crashed, so I had to do it three times to unlock all the trophies. I did it one last time deliberately setting a slow time and it worked, also registering my initial time. No idea what's going on there but this is literally the only bad thing I have to say about it.

If you can't play this it's honestly worth looking up playthroughs online just so you can see the artwork. There are few games I'd ever describe as perfect but this one is just short enough I might be able to. There's no time or content wasted, and what's there is some of the best you'll ever see.
 
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Frankie Spankie

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Mini Motorways - 9.5/10

What an addicting game. It's on every end of the spectrum from super relaxing to super stressful. Starting each city is like a moment of zen on a blank canvas. Finishing your run can get incredibly hectic while you scramble trying to solve as many problems in your layout as quickly as you can! In Mini Motorways stores and houses will pop up in random locations, you have to place roads, tunnels, bridges, motorways, rotaries, and traffic lights across an empty map to try to minimize traffic and get everyone to the stores in time. It sounds simple enough but it can get quite challenging to start consistently hitting 2k points per run, which is the highest level achievement per city. It probably took me 6-7 hours to finally hit 2k points on just a single map. Once you figure out some good strategies, you'll start getting it more consistently across maps. The main thing is to try to limit the amount of intersections, you want to try to force roads to only be from one color house to one color store. If possible, only have one store connected to that road. That's one of the best strategies to limit traffic. Try to avoid as many intersections as possible, avoid traffic lights all together, don't think rotaries are going to save you but they're better than traffic lights. Manage how many bridges/tunnels/motorways you get and even rebuild entire sections to better optimize a section of your map to fit roads for a new location that popped up!

The game is a ton of fun. You'll be rewarded once a week with two different options that are always random. The rewards are from the pool of: 40 road tiles and nothing else, 10 road tiles and a motorway, or 20 road tiles and a bridge, tunnel, rotary, or 2 traffic lights. A run is typically going to take you about 20-30 minutes when you're fairly consistently getting into the 2k points territory. Some maps are quite a bit more challenging than others and it's all RNG! Sometimes you get screwed late in a run and that's your demise but it's part of the fun! If you end up failing earlier, just start over! The only issues I had with the game were minor but they're keeping it from a perfect score for this kind of game:

  • Let us see the map when choosing our rewards. This one isn't that big of a deal because you always want to prioritize motorways, bridges, and tunnels. You usually know what you need before the end of the week but occasionally you're in pretty good standing and it would be nice to see the map to know what you think you'll need later in the run.
  • Repositioning motorways is a bit frustrating. When you want to move roads, you can delete them and a ghost road will remain until all cars who have already planned to take that route, take the route. The same thing works for motorways. The problem is sometimes you want to move an entrance or exit to a motorway like 5 tiles away. If you don't have any available motorways, all cars routed through the motorway have to go through it before you can move it which prevents any new cars from taking it. This has been a run killer a few times for me. Both entrances/exits are accessible where they're necessary but the game needs every car to cross the original motorway before the new one can be placed. On top of having to wait for the final car before new cars can start driving, you get a traffic jam from so many cars trying to take a motorway at the same time. I have lost a few runs earlier than I should have because of this.
Overall though, still an amazing game. If the game looks like you'd enjoy it, you'll enjoy it. Absolutely a joy and definitely recommended.
 
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Tw1ster

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Mar 12, 2008
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Just finished Dark Souls Remastered and it’s dlc. The FromSoft games are quickly becoming all time favorites of mine after trying them upon initial release and giving up on them. It wasn’t until Sekiro that they’ve clicked with me and since then, I’ve been working my way back through the library in anticipation of Elden Ring. I didn’t have too many problems with DS1 until I reached Artorius in the dlc followed by Manus. Pretty sure I’ve never struggled with a boss as much as I did with Manus, thankfully I finished Kalameet in only a few tries and finished the game off today. Didn’t want it to end but the positive is that I gave DSII and III waiting for me.
 

Osprey

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Feb 18, 2005
27,925
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Mini Motorways - 9.5/10

What an addicting game. It's on every end of the spectrum from super relaxing to super stressful. Starting each city is like a moment of zen on a blank canvas. Finishing your run can get incredibly hectic while you scramble trying to solve as many problems in your layout as quickly as you can! In Mini Motorways stores and houses will pop up in random locations, you have to place roads, tunnels, bridges, motorways, rotaries, and traffic lights across an empty map to try to minimize traffic and get everyone to the stores in time. It sounds simple enough but it can get quite challenging to start consistently hitting 2k points per run, which is the highest level achievement per city. It probably took me 6-7 hours to finally hit 2k points on just a single map. Once you figure out some good strategies, you'll start getting it more consistently across maps. The main thing is to try to limit the amount of intersections, you want to try to force roads to only be from one color house to one color store. If possible, only have one store connected to that road. That's one of the best strategies to limit traffic. Try to avoid as many intersections as possible, avoid traffic lights all together, don't think rotaries are going to save you but they're better than traffic lights. Manage how many bridges/tunnels/motorways you get and even rebuild entire sections to better optimize a section of your map to fit roads for a new location that popped up!

The game is a ton of fun. You'll be rewarded once a week with two different options that are always random. The rewards are from the pool of: 40 road tiles and nothing else, 10 road tiles and a motorway, or 20 road tiles and a bridge, tunnel, rotary, or 2 traffic lights. A run is typically going to take you about 20-30 minutes when you're fairly consistently getting into the 2k points territory. Some maps are quite a bit more challenging than others and it's all RNG! Sometimes you get screwed late in a run and that's your demise but it's part of the fun! If you end up failing earlier, just start over! The only issues I had with the game were minor but they're keeping it from a perfect score for this kind of game:

  • Let us see the map when choosing our rewards. This one isn't that big of a deal because you always want to prioritize motorways, bridges, and tunnels. You usually know what you need before the end of the week but occasionally you're in pretty good standing and it would be nice to see the map to know what you think you'll need later in the run.
  • Repositioning motorways is a bit frustrating. When you want to move roads, you can delete them and a ghost road will remain until all cars who have already planned to take that route, take the route. The same thing works for motorways. The problem is sometimes you want to move an entrance or exit to a motorway like 5 tiles away. If you don't have any available motorways, all cars routed through the motorway have to go through it before you can move it which prevents any new cars from taking it. This has been a run killer a few times for me. Both entrances/exits are accessible where they're necessary but the game needs every car to cross the original motorway before the new one can be placed. On top of having to wait for the final car before new cars can start driving, you get a traffic jam from so many cars trying to take a motorway at the same time. I have lost a few runs earlier than I should have because of this.
Overall though, still an amazing game. If the game looks like you'd enjoy it, you'll enjoy it. Absolutely a joy and definitely recommended.

I picked it up and played it for 3 hours tonight... longer than I planned. I love games that have to do with efficiency. It also reminds me a little of the 1989 SimCity with its top-down view, but with someone else placing the buildings and me just having to worry about the roads. Thanks for the recommendation.

I'm confused about what the win condition is, though. The tutorial's was 450 trips. I thought that Los Angeles (the first city) might be the same, but it wasn't. I failed at 600 something trips, so I did it again and got about 900. I then figured that it might be 1000, so I played the city again and got 1677 before I failed. Is there any point where you "win" the map or do you just always play until you inevitably fail? I wish that there were some clear goals, like 500 trips gets you 1 star, 1000 trips gets you 2 stars and 1500 trips gets you 3 stars. I noticed that each map has 3 challenges, but those sound to me like they're optional and maybe things to come back to after I get better. If I can just figure out how to achieve a sense of accomplishment from a run instead of a sense of failure each time, I'll be hooked. :laugh:
 
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Frankie Spankie

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Feb 22, 2009
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You always play the maps until you inevitably fail. If you're looking to 100% the game, there are achievements to hit 2000 on each city. I've read that some people hit 4k+ which is crazy to me because my best is one city I barely scraped past 3k. I think as far as the game is concerned, you "beat" a city when you reach 1000 trips in a run because that's when you unlock the challenges.

My main tips would be try to not have intersections. At the start, I only have red houses connected to a red store, yellow houses connected to a yellow store, etc. Even if you have to go around, it'll generate less traffic which will make cars get to destinations faster. Also, you can place roads down where you don't want stores to appear. If I had a long strip, I would run another road parallel to it to prevent stores from spawning too close to it. Just ignore traffic lights and always pick motorways when you see them at the end of the week lol. Most of my runs I honestly had motorways dedicated for like 5 houses to go to one store on the other side of the map.
 
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Osprey

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I think as far as the game is concerned, you "beat" a city when you reach 1000 trips in a run because that's when you unlock the challenges.

That's probably what I'll just do: reach 1000 and then move on to the next city. I wish that they'd add a more tangible sense of accomplishment, though. I'm not an "achievement" guy, but a simple victory condition seems reasonable. :laugh:
My main tips would be try to not have intersections. At the start, I only have red houses connected to a red store, yellow houses connected to a yellow store, etc. Even if you have to go around, it'll generate less traffic which will make cars get to destinations faster. Also, you can place roads down where you don't want stores to appear. If I had a long strip, I would run another road parallel to it to prevent stores from spawning too close to it. Just ignore traffic lights and always pick motorways when you see them at the end of the week lol. Most of my runs I honestly had motorways dedicated for like 5 houses to go to one store on the other side of the map.
Yeah, all of that is exactly what I did to get 1600+ on my last run. The way that I'd been playing wasn't working so well, so I experimented, starting out by drawing longer than necessary routes just to keep the different colored cars from using the same roads. It sure looked goofy, but it paid off. Eventually, I was forced to connect them, but it put off traffic headaches a lot longer than before.

Yeah, motorways are practically essential in the late game because the game insists on spawning houses clear on the other side of the city from their stores. I wish that you could tell where the shoppers are going, though. For example, are these red houses all going to the closest red store, the red store on the other side of the city or both? Knowing that would help to know whether to build a motorway or not. Right now, I'm just assuming that it's random and every house needs access to every store of its color. Maybe I'll watch for that next time, when my city is simple.
 

Frankie Spankie

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Every pin at a store will pull the closest car. Don't even think you need to connect all houses to all the stores. I would often even try to separate houses on stores so if you have say 6 red houses and 2 red stores, I would have one road connecting three houses to one store and a separate road connecting three houses to the other store. If there was a house that would have to go through a different color road, I just wouldn't connect it and leave it alone. You'll experiment a bit and find better ways to divide houses. For example if you have 6 red houses and 2 red stores but one red store is right next to the group of six houses, you just need to connect two of the houses to the red store and can connect the other four houses to the other store since they have to make a longer drive.
 
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Osprey

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Every pin at a store will pull the closest car. Don't even think you need to connect all houses to all the stores. I would often even try to separate houses on stores so if you have say 6 red houses and 2 red stores, I would have one road connecting three houses to one store and a separate road connecting three houses to the other store. If there was a house that would have to go through a different color road, I just wouldn't connect it and leave it alone. You'll experiment a bit and find better ways to divide houses. For example if you have 6 red houses and 2 red stores but one red store is right next to the group of six houses, you just need to connect two of the houses to the red store and can connect the other four houses to the other store since they have to make a longer drive.

Well, that makes things a lot easier. It's the opposite of what I assumed, which is that each house initiates an order at a store and goes to pick it up. It sounds like it's really the stores that initiate the order, choosing whichever car is closest to come pick it up. If so, then it seems that we don't even have to connect every house to a road. I was afraid that unconnected houses were really bad because they wouldn't be able to get to the store to get their orders, the timer would end and I'd lose. If the existing houses are enough for the stores, then I might as well leave new houses that spawn far away stranded for the time being instead of spending a lot of road tiles to connect them immediately. Thanks.
 

Frankie Spankie

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Yeah, that's exactly how it works. If a house spawns on the other side of a river or mountain, I just leave it disconnected from everything. No sense in giving up a lot of resources when it might never even send a car.
 

Frankie Spankie

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Cthulhu Saves Christmas - 7.5/10

When I saw this I knew I had to get it. I loved Cthulhu Saves the World and I figured this would be even more and it is! It plays like an old school JRPG with fairly basic combat mechanics but the game's all about the humor in the story and interactions. I loved all the dialogue, these devs has a great sense of humor. I recommend all their games!
 

Le Barron de HF

Justin make me proud
Mar 12, 2008
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Long time since I last posted, in the last 6 months or so:

Ori and the will of the wisps: 9/10

Loved the new additions and as great of a sequel that you can possibly ask. It's a new feature but I just love that there's a quick travel option. Makes the entire process of trying to collect everything so much easier.

Metroid Dread: 8.5/10

My first taste of a metroid game although I've played some metroidvanias. I like that my interest in the game grew the deeper I got into it. The bosses were very challenging for a normal gamer (2 of them took more over an hour to beat) and I like that the more you try, the easier it is since you figure out some patterns. My only grip with this game, and some of it is laziness, is the lack of quick travel from one ship to another. I've lost count of how many times I quickly checked the map only to realize that X door is close so I've wasted a few minutes of my life. Can't knock the game too much here since some of it is on me but I wish it had the quick travel option like in Ori.

Spyro Reignited Trilogy (1st and 2nd game): 7.5/10

Give it another go since I previously had my game save corrupted a few years back which turned me off entirely. I played those games when I was 5-7 years old, as I'm older I realize they're pretty easy esp compared to the other franchise I loved: Crash Bandicoot. Some simple enjoyable fun. The 2nd boss in the 2nd game did give me a hard time while the final boss was beaten on my 1st try which I found odd.

Superliminal: 7.5/10

I am a sucker for some puzzle games, this one was pretty interesting. It has some good puzzles and I had to cheat at 1 point because I had figured out a puzzle by accident and didn't know how to redo it. The mechanics can be wonky at times though. Relatively short to finish (5-6 hours).

Feudal Alloy: 7.5/10

Pretty fun indy game. Would recommend, the dojo can be challenging and it's not a hard game to complete 100%.

Voodoo Vince Remastered: 7/10

Never played the original one, don't really know why I bought it, the game had some interesting concepts behind it gameplay or theme wise. I can see how at the time it may have been well received. The camera for a remaster is pretty meh.

BioShock Remastered: 9/10

Came into the game totally blind, didn't know much about it and I was hooked. Genuinely thrilling and tense at times. One of the games that had me the most invested in a while, similarly to Ori where I had trouble taking a break from playing.

Batman Arkham Knight: 8/10

Pretty good, I didn't have as much fun as the previous Batman games. Some of the storylines were pretty obvious but I liked the sidequests and didn't mind the batmobile and how much attention was put towards it. Was a good way to end the series.

Yooka-Laylee and the impossible Lair: 8.5/10

I really enjoyed what they did here and I dig the concept of using the same level twice but with a different twist each time. The concept of how to beat the game is definitely something I appreciate although I gave up on beating it for now (stuck at 68% or something like that). Would recommend still.

I'll post this here even though it's not yet done:

Snipperclips: 7.5/10

Pretty fun game with a creative concept.

Donkey Kong Tropical Freeze: 8/10

Down to final boss. I play it with my GF so I think the grade might not be 100% accurate but there's nothing that pisses me off more than sharing lives together and losing all progress on a level where we have all the puzzle pieces. Anyway, can't be too mad about this or grade the game poorly as a result of that. The gameplay doesn't feel 100% smooth in the way you control the characters and sometimes it feels like the game doesn't respond well with the triggers or jump but could be that I flat out suck. The game designs are pretty nice and it's a good challenge.
 

Blitzkrug

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Sep 17, 2013
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Returnal: 8/10

Absolute blast to play. Usually i'm not a fan of rougelike/lite type games but this game i think was a great take on the formula. It goes the same route of Hades of where while not being particularly easy, it throws you a bone in the form of progression to make each run a bit easier (though while still relying on player skill to actually move through the game) and moving the plot along through deaths or completion.

Pretty simple gameplay loop; you start the game in what is called a "biome" (or floor in other roguelikes) in which you're expected to explore it, find upgrades, fight enemies with the goal of eventually finding the boss key and taking on the boss. It does things a little bit differently from other roguelikes as it also works in some plot progression;

- the game is split into two "acts" with three biomes in each act. Unlike other roguelikes, beating biomes 1-3 is considered a completion and it will start you in act 2 with all your upgrades and weapons stripped, essentially acting as a halfway point. Every time you start in act 2 you have upgraded "proficiency" (makes finding weapons easier)

- 5 out of the 6 biomes have a boss that you must kill to progress. These fights are usually a significant step up from the basic enemies in each biome. Upon defeating it, the boss will usually drop either a key or some type of item that allows you to bypass them and move on to the next biome. I think this also helps with progression since some of the bosses are tough on the first go so you may just barely beat it, but at the very least if you die, you can just jump to the next biome if you so choose.

- Some "upgrades" similar to Hades are permanent. Certain pickups once encountered once are unlocked and can be found in the loot pool afterwards. the game also gives you physical upgrades (melee, grapple hook, suit upgrades to withstand hazardous environments) which while not making the game easier, it does give you some tools to make upgrading yourself a bit easier as you'll find some stuff like health upgrades and chests in previously unreachable areas.

The gameplay loop is satisfying. At no point did i ever feel the game was cheap/artificially difficult as since you will require multiple runs, you can adapt and learn enemy patterns and essentially become a walking death cannon and blast through biomes with ease. To put it into perspective, according to my in game stats i died 22 times through my playthrough and probably 75% of those came in the early game. I died maybe 5 times total between biomes 4-6 on the way to completion because the enemies follow similar attack patterns from the earlier ones. I feel like once you get to the third biome that's where the game starts to "click." It's all on you to learn and adapt.

The story was a bit....odd and almost too ambiguous to care about it and there's these weird kamikaze drone bots that seemed kinda BS but outside of that, no complaints. Hopefully the devs revisit this and we get DLC something because i want more.
 

pistolpete11

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Apr 27, 2013
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Bloodborne : The Old Hunters DLC - 9/10

What can I say? It's more Bloodborne. If you're a Bloodborne fan, the DLC is a must play.

Well designed levels with all the nooks and crannies from the main game. A little more straightforward than the main game with less interconnectivity between the areas, but I think that is expected since it's only a DLC. They rely more on just going back to areas once you find certain items. A bunch of new enemy types which was pleasantly surprising. A ton of new weapons and a bunch of upgrade materials so you can get them up to +9 pretty easily. I only found 1 Blood Rock (or whatever it is called that gets your weapon to +10) in the DLC, so choose wisely there. There are hunters throughout. Most aren't too bad, but there are a couple that almost act as mini bosses. They can be a challenge, but nothing too bad.

The bosses are what really makes it worth it, though. The cut scenes to introduce them, the music, the design, the difficulty. 4 of the 5 bosses are as good if not better than any in the main game. The final boss gets hyped up to be the most difficult, and he certainly is difficult, but I found the first 2 bosses significantly harder. The final one is relentless. When I beat him after several attempts, I used all my blood vials (even had the rune on that gave me 4 extras) and was a hit away from dying again, but being able to use that many was a luxury in my eyes. The first 2 bosses essentially have the ability to 1 shot you at any point throughout the fight.

As far as criticisms, as with the main game, absolutely no idea what the story is supposed to be. As far as I am concerned, I'm just in this world to kill everything that moves. The 1 boss that isn't one of the best in the game is really just a nuisance. It can kill you if you aren't careful, but it's not particularly fun and is kind of just filler. As I mentioned in the "currently playing" thread, I was way over leveled the first time through (level 130-ish). I wish there was some guidance on what level is recommended and a way to 'sell back' levels or to limit your levels somehow. I realized after the first couple of bosses that I was over leveled, but what's done is done so I don't get that first experience the way it was intended. I ended up finishing the main game to get kicked into NG+ (you don't get a choice BTW. Once you beat the final boss in the main game, you automatically get kicked into NG+. Just a heads up. Finish whatever you want before beating the final boss). Got up to the point that you can access the DLC. I just ran through the levels to get to the bosses so I can't speak to how difficult the regular enemies are. But personally, I wouldn't recommend doing the DLC on NG+ below 130. I mean, if you're a Soulsborne vet and want a challenge, go for it. You can always give it a shot and level up later if it's too hard, but it was plenty of difficult for me.

Overall, great. Like I said, if you like Bloodborne, it's a must play.
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
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The Persistence (PS4, 2018)

The Persistence is a rougelike first person shooter where you play as Zimri, the only person left alive on the Persistence spaceship where something bad has happened, you need to figure out what, and get away. The randomly generated ship layout is filled with mutants trying to stop you, but there's just as many weapons for you to kill them with.

I honestly didn't really know or care what the story was as I was playing the game. Every time you die a clone of you gets created which is how the rougelike element works but I forget why or how that's a thing. I think people died and the ship saved their DNA profiles. The ship's computer takes on the voice of one of the crew, Serena. Whatever happened, the ship's stuck next to a black hole and you need to get away. As I think about it now the gameplay really is the only thing I can remember about this game.

The gameplay being the overwhelming focus isn't necessarily a bad thing, but the game still has some problems. When you first start and jump into the teleporter to go to Deck 1 you'll find some mutants in some of the rooms. You'll be encouraged by the ship's computer to sneak around and try to suck out their stem cells with your Replicator gun to kill them. If you don't time this right the mutants will spot you, attack you, and kill you. You have a shield which you're supposed to press when you get attacked but you don't time it right. You die. You then start again, you go through some rooms, you find another mutant, you die. It took me several hours before I had managed to collect enough resources to upgrade my stats and actually get through more than one room without dying.

This starting gameplay loop is quite off-putting, and it's not helped by the ship being randomly generated each time you respawn, meaning you constantly need to find your bearings. I spent most of those first few hours wondering if I was doing something wrong but once it clicks, it just clicks. The difficulty curve is... well, not really a curve. By the time you get to Deck 3 you've almost certainly have got the hang of the game. Your health, stealth, melee damage will all be fully upgraded. You'll have found decent loot to make a suit with a weapon or defence bonus, things like that. Then you reach Deck 4 and even though it's the same enemies, the difficulty somehow shoots up again. Considering each time you die you lose all of your weapons and anything you've collected on that run it's very frustrating to be swamped and taken out when you're fully tooled up for a run at the endgame.

Although sneaking around is best when you start out and even more effective later on, when you figure out how the weapons work and upgrade them you can have some real fun. There are lots of weapons and most of them seem to be there to show off the fact it's a VR game. The Valkyrie harpoon gun fires a bolt which pins anything in front of it into the nearest wall. The Gravity Bomb creates a black hole that sucks every enemy into it. There are a few melee weapons which are one hit kills and somehow even more satisfying for it. At the same time there are a bunch of handguns which have the same effect as the guy in a film who's run out of bullets and throws their gun at the bad guy, and a bunch of "experimental weapons" which do things like teleport you to a safe place. I think there are 22 weapons in total and you only really need less than a quarter of that.

Weapon selection isn't helped by this originally being a VR game, with non-VR compatibility added later. I don't have VR. I'm sure it's great. Can't wait to try certain parts of the internet with it. Many video games are probably fun too, although The Persistence seems like it's somewhat gimmicky in its implementation. You can collect as many weapons as you can find in a run. To pick the one you want to use you press R1 and then pick it. They all show up at once. With VR you look at the one you want and it's presumably a lot easier than trying to find and focus on the one you want with a controller. This makes the otherwise interesting combat a panicked mess. You can be swamped by a bunch of guys and need to change your weapon immediately, only to get stuck trying to pick one that's actually good. Then you're back in the room and attacked and probably dead, starting again.

From what I remember this and opening doors by focusing your reticule on a particular part in the middle are the only moments where the VR focus is actually used, and as a non-VR player it just feels gratuitous. You can't expect the doors to open automatically because walking up to them makes a small window on them open you can see what's in the room which is very useful for planning your attack, but there has to be a better option than then looking at the right part of the screen to actually do the action.

I liked this. Graphically it wasn't remarkable, but it did look and feel like a futuristic spaceship that had succumbed to something horrible that turned its entire crew into an assortment of angry mutants. There's a good range of weapons and a good range of strategy required for dealing with the mutants. The roguelike setup to the levels can be confusing to start but then almost everything about the game feels confusing at the start. There's a good amount of tension even once you're acclimatised to your surroundings, with the fear partly you not wanting to die and lose your progress, partly genuine fear from the atmosphere of the spaceship. Despite my complaints about struggling at the start it won't take you long to reach the end, and ultimately the game takes up just the right amount of space and time. I've certainly spent longer on worse.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
Flynn: Son of Crimson - 7/10

This is basically an action platformer where you control a kid that gets different weapons and magic. There's really no puzzle solving, it's more exploration at times but even most of the time it's just really straight forward. The game play is pretty tight and the boss battles are fun but the enemy variety is lacking and levels can drag a bit. The game's still enjoyable but I think this is a case where less can be more. I feel like it would gain a point or so if the levels felt a bit more engaging but it's still worth a play through IMO if you're looking for a platformer that is more action focused.
 

Andrei79

Registered User
Jan 25, 2013
16,494
30,649
Bloodborne : The Old Hunters DLC - 9/10

What can I say? It's more Bloodborne. If you're a Bloodborne fan, the DLC is a must play.

Well designed levels with all the nooks and crannies from the main game. A little more straightforward than the main game with less interconnectivity between the areas, but I think that is expected since it's only a DLC. They rely more on just going back to areas once you find certain items. A bunch of new enemy types which was pleasantly surprising. A ton of new weapons and a bunch of upgrade materials so you can get them up to +9 pretty easily. I only found 1 Blood Rock (or whatever it is called that gets your weapon to +10) in the DLC, so choose wisely there. There are hunters throughout. Most aren't too bad, but there are a couple that almost act as mini bosses. They can be a challenge, but nothing too bad.

The bosses are what really makes it worth it, though. The cut scenes to introduce them, the music, the design, the difficulty. 4 of the 5 bosses are as good if not better than any in the main game. The final boss gets hyped up to be the most difficult, and he certainly is difficult, but I found the first 2 bosses significantly harder. The final one is relentless. When I beat him after several attempts, I used all my blood vials (even had the rune on that gave me 4 extras) and was a hit away from dying again, but being able to use that many was a luxury in my eyes. The first 2 bosses essentially have the ability to 1 shot you at any point throughout the fight.

As far as criticisms, as with the main game, absolutely no idea what the story is supposed to be. As far as I am concerned, I'm just in this world to kill everything that moves. The 1 boss that isn't one of the best in the game is really just a nuisance. It can kill you if you aren't careful, but it's not particularly fun and is kind of just filler. As I mentioned in the "currently playing" thread, I was way over leveled the first time through (level 130-ish). I wish there was some guidance on what level is recommended and a way to 'sell back' levels or to limit your levels somehow. I realized after the first couple of bosses that I was over leveled, but what's done is done so I don't get that first experience the way it was intended. I ended up finishing the main game to get kicked into NG+ (you don't get a choice BTW. Once you beat the final boss in the main game, you automatically get kicked into NG+. Just a heads up. Finish whatever you want before beating the final boss). Got up to the point that you can access the DLC. I just ran through the levels to get to the bosses so I can't speak to how difficult the regular enemies are. But personally, I wouldn't recommend doing the DLC on NG+ below 130. I mean, if you're a Soulsborne vet and want a challenge, go for it. You can always give it a shot and level up later if it's too hard, but it was plenty of difficult for me.

Overall, great. Like I said, if you like Bloodborne, it's a must play.


I just beat the living failures at the research hall and I have to say I'm loving the DLC up to now. Actually, I initially felt Bloodborne wasnt nearly as good as Dark Souls 3 or Sekiro, but boy was I wrong. The game is another brilliant one from Miyazaki.
 
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pistolpete11

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Apr 27, 2013
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11,048
I just beat the living failures at the research hall and I have to say I'm loving the DLC up to now. Actually, I initially felt Bloodborne wasnt nearly as good as Dark Souls 3 or Sekiro, but boy was I wrong. The game is another brilliant one from Miyazaki.
If they would have used the DLC bosses in the main game, it would be neck and neck with Sekiro for me. I'd still probably lean Sekiro mainly because I don't really care for RPG stuff, but there are aspects of Bloodborne I like more than Sekiro.

One of these days I'll have to give Dark Souls, at least Dark Souls 3, a try, but it probably won't be before Elden Ring.
 
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Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
God of War - 7.5/10

God of War was probably the only Playstation exclusive I had interest in playing. Now that it came to PC, I wanted to give it a chance. I'm going to start this review by saying it's good, but I'm certainly disappointed considering how much people rave about it.

I'm going to start with my cons first. The camera is quite possibly one of the worst cameras I've seen in modern gaming. I don't know why the FOV is so low. The camera is practically right behind Kratos but you're frequently finding yourself surrounded by enemies so you have to rely on flashing arrows to know when you're getting attacked from behind or from the sides. For a fast paced action game like this, I don't get why it feels like I'm playing the game with no peripheral vision at all. The gameplay in the first half of the game feels really slow. I didn't really like how slow you feel with the Leviathan Axe. You could punch with your fists instead of using the axe which felt like a faster way to take out enemies. Punching with your fists would full up a stun meter allowing you to perform a take down on most enemies, which could pretty consistently happen faster than you could just kill with the axe. I thought it was a really weird design choice to be a God of War but it's just easier to attack with your fists instead of an axe. In addition to that, every enemy has one take down animation, that's it. There's not much enemy variety either so if you're mostly running just your fists which seems to be faster, you're going to watch the same kill animation over and over and over and over again. And I don't want to gloss over the lack of enemy variety either, that certainly makes the game feel like you're not really progressing as you go through the game other than just seeing new settings. Even most of the bosses are the same. You fight these big trolls with a big pillar they use for weapons several times. I think outside of those, there's at most 3 other bosses you are required to fight through the story. The boss fights were fun but they were few and far between.

While the combat does feel slow, it's still pretty polished. It would certainly feel a lot better if the camera was set further back though. The combat really picks up when you unlock the Blades of Chaos, which are the dual daggers you probably think of from God of War linked on chains. Now suddenly the combat has some speed and feels much more satisfying. Once I unlocked them, I was definitely getting more into the combat. The story was really good and while I thought Kratos was just an asshole to Atreus early, I figured he'd come around for the sake of the story and he does. The visuals are top notch and for a PC port, they did a really good job porting the game. Even with DLSS maxed to performance however, I still had some pretty big frame drops but fortunately it never seemed to be during combat, it was usually while in Midgard with a huge environment around you.

Overall, I think it's a good game. That's about it. It's certainly overhyped. I wouldn't necessarily say it's a must play but it's worth your time.
 
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