The last few games you beat and rate them IV

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pistolpete11

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Ratchet & Clank (PS4, 2016)

I've played most of the PlayStation mascot platformers. Jack and Daxter, Sly Cooper, Crash Bandicoot, Uncharted, I've played them all and enjoyed most of them. I'd never played a Ratchet & Clank game though. Considering how many of them there have been this is a bit surprising, but at some point I got the PS4 soft-reboot/movie tie-in in my library and I needed something to play, so here we are.

I might as well have stopped after the "soft-reboot/movie tie-in" part to be honest, because this review is only going in one direction after that. You are Ratchet, a small, light brown furry thing of indeterminate age and you live on a planet dreaming of one day becoming a Galactic Ranger. One day you try out and you get turned away, then a small talking robot falls out of the sky. You name him Clank, then you go off and save the world.

As this is my first Ratchet & Clank game I get the feeling I'm missing some story. This isn't helped by this game throwing characters and locations at you constantly with seemingly very little connection from one world to the next. You go to a planet, you complete one or two objectives, you meet some people, you go somewhere else and do it again. There's never a chance to build any knowledge of what's going on or who anyone is, and there's no real reason for me to care either.

With the game being released alongside an animated film I get the sense it's aimed at a primarily younger audience, and this shows in the gameplay. I called it a platformer to begin and this is somewhat generous. You control an anthropomorphic being that can double jump. That's about as far as the platforming goes. There are some occasional puzzles thrown in that are either much harder than the gameplay or proof that I'm going senile in my old age, but the only thing that's really sticking with me in terms of gameplay are the weapons.

Ratchet has a wrench which he can perform melee attacks with. This is useless against pretty much everything except small enemies which are more effectively and satisfyingly dispatched with a proper gun anyway, so it's useless. Throughout the game you unlock sixteen weapons of various different styles which gain experience and can be upgraded the more you use them. I cannot overstate how frustrating the weapons in this game are. For a start, outside of two different kinds of rocket launcher, almost none of them seem to do any damage. Even fully upgraded, you could enter a room full of the toughest enemies, use up all of your ammo for one weapon and still not manage to kill all of them. This reduces battles to enemies to nothing more than holding down the fire button and hoping you don't get hit.

You know how in games with multiple weapons there's an easy way to switch between them? You might press right and left on the d-pad to cycle through them, or hold down a shoulder button then pick one with one of the sticks. You do that here too, only because the ammo runs out so quickly you'll be switching through them constantly. And you'll have to swap pages of them to actually see all of them. And you'll spend most of the time looking for one that's less upgraded than the others because you feel compelled to use those, meaning most of the time you're forcing yourself to use weapons that do less damage.

There's a quick swap feature which lets you assign a weapon to each button on the d-pad but this is somehow even more infuriating than what I've just described. It changes with no reason or warning, so you can press a button expecting something to start firing and then it doesn't. Then half the time you'll have to bring up the menu to change your options here anyway because the four options you've got set up have all run out of ammo.

None of this is to mention that gun battles against multiple enemies are a cluttered mess on-screen anyway. You can't see a thing that's going on between you and your constantly changing weapons, the multiple enemies and multiple types of fire that are coming towards you, the bolts which you collect from enemies to buy ammo and upgrades with, it's all just dreadful to try and follow as it's happening.
Nothing sums up how hollow the game is and how awkward the combat is quite like Challenge Mode, which is effectively a New Game Plus mode you unlock at the end, just in case you want to play it again with slightly stronger weapons. There's a multiplier here which increases as long as you hit enemies without being hit yourself. The higher the multiplier, the more bolts you get. It's impossible to maintain this, and it's impossible to realise when you get hit. I didn't realise how bad this actually was until I played Challenge Mode but it's honestly amazing seeing proof of something which is happening in such a clumsy way you can't actually tell first-hand.

In playing this game I can see inspiration from some of the great action adventure platforming experiences I've had in my life. At least in gameplay and setting, I'm saying nothing about the story or the characters. These glimpses are so small though that I'm not even frustrated that a great and popular PlayStation series has been so disappointing in my first experience of it, I'm just glad that it's over and I don't have to think about it anymore. I don't know who this game is supposed to appeal to. As someone new to the series I'm not motivated to play any of the older games (and I can't do so easily because what is backwards compatibility?). For someone who does like the series, is this a good example of why? I doubt it.
I only played it because it was included in the PS+ Collection.

The story is whatever. Clearly targeted for little kids IMO, but the ammo and weapon swapping was infuriating. Especially during the last boss fight. You're flying around trying to buy enough space just to switch to a gun that still has ammo. I thought maybe I was doing something wrong, but I guess not. Definitely didn't get me running out to get the new one on PS5. Frankly, I don't know if I would play it if it was free. Maybe just to see a game developed for PS5, but that's about it.
 

Ceremony

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I only played it because it was included in the PS+ Collection.

The story is whatever. Clearly targeted for little kids IMO, but the ammo and weapon swapping was infuriating. Especially during the last boss fight. You're flying around trying to buy enough space just to switch to a gun that still has ammo. I thought maybe I was doing something wrong, but I guess not. Definitely didn't get me running out to get the new one on PS5. Frankly, I don't know if I would play it if it was free. Maybe just to see a game developed for PS5, but that's about it.
As I was playing it I was amazed every time I got a new weapon. Even though they were filling empty slots on the UI I don't think I really believed I was going to end up with sixteen of them. With the film and the cutscenes it's very much a game aimed at younger players but the actual gameplay and controls are so overwhelming and awkward I just don't see it.
 

Soedy

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Nov 27, 2012
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Firewatch 10/10

Yeah, I think, for what it is it is a perfect game. Beautiful landscape, interesting story which is told well and good mechanics.

Ideal game to relax and enjoy.
 

pistolpete11

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Hollow Knight - 9/10

The art direction is what grabbed my attention initially and I never got bored with it. Just a really cool looking game without a big budget. Once I found out it was a Souls-like, I knew I'd be giving it a shot eventually. They don't even try to hide the Souls influence, but I think they add enough unique spins on it that it feels more than a 2D Souls game. It has that same ability to pull you further and further down the rabbit hole by giving you just enough lifelines at the right time so that it doesn't feel completely hopeless. Whether it's a bench, the map guy, or a shortcut, it gives you a sense of progression. Certain moments are quite challenging. There's a wide variety of enemies with steps up in difficulty at the right time. As I said in the other thread, the soul system of using it heal or cast spells and then getting it back by hitting enemies works perfectly IMO. The charms were great. They had a noticeable effect on the game and since you never commit to a certain type of build, you are completely free to experiment. I usually hate RPG stuff, so the fact I liked this says something about it.

The first 2 criticisms are more to do with me than the game. The vague storytelling isn't my favorite. I knew what I had to do, I just didn't know why I had to do it. Still don't. Some people like digging into that stuff to figure it out. I don't. The second one is the platforming. Some of it was OK, some of it I even liked, but some of it is just too unforgiving and drove me up a wall. There's a couple of things I just left. Wasn't worth my time or sanity. The last criticism I have is that the controls seemed just a little bit off on PS. You learn these charged attacks by holding down square, but the uses were pretty limited for me because you are constantly needing to jump with X. My hands are physically incapable of holding down square while tapping X let alone double tapping X let alone dashing with R2 let alone directing the attack with the left stick. So most of the boss fights really ended up being death by a thousand cuts with the occasional soul blast spell.

I think I finished it with 82% completion. Like I said, I know there's a couple of things I left that I'm not going to do. I have a couple of other ideas where to go. Might mess around with it some more as I wait for Elden Ring, but for the most part, I think I'm good. I got it on sale for $6 or something, so I've got more than my fair share of entertainment from it. I just hope they don't take too long putting Silksong on PS.
 
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Frankie Spankie

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Kalimba - 8/10

I'm not sure how it took me this long to run into this game but it was an absolute joy to play. You control two different characters at the same time. Each character is a different color and you have to swap positions to get through walls of the same color without dying. There are a few power ups that can change each characters abilities but for the most part, it's just platforming and trying to get two different color characters through the world safely while solving puzzles. It's definitely more platforming than it is puzzle solving but it's still challenging.

It's a very unique style of game, I've never played anything like it. You can get a good idea of what it'll be like by watching a trailer for it. It works incredibly well. Completing stages feels really rewarding. If you really want to give yourself a challenge, you can keep playing and try to collect all the pick ups without dying to get a gold medal in each stage but be warned, you'll probably be replaying stages A LOT if you want to go through with that. It's pretty old now and you can grab it for really cheap during a sale and I definitely recommend grabbing it. You'll finish it relatively quickly if you just go for one pass on each stage. It didn't get the DLC but the base game took me about 2.5 hours. Somehow this interesting platformer seems to have missed my radar, hopefully it doesn't miss yours too.
 

x Tame Impala

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Hollow Knight - 9/10

The art direction is what grabbed my attention initially and I never got bored with it. Just a really cool looking game without a big budget. Once I found out it was a Souls-like, I knew I'd be giving it a shot eventually. They don't even try to hide the Souls influence, but I think they add enough unique spins on it that it feels more than a 2D Souls game. It has that same ability to pull you further and further down the rabbit hole by giving you just enough lifelines at the right time so that it doesn't feel completely hopeless. Whether it's a bench, the map guy, or a shortcut, it gives you a sense of progression. Certain moments are quite challenging. There's a wide variety of enemies with steps up in difficulty at the right time. As I said in the other thread, the soul system of using it heal or cast spells and then getting it back by hitting enemies works perfectly IMO. The charms were great. They had a noticeable effect on the game and since you never commit to a certain type of build, you are completely free to experiment. I usually hate RPG stuff, so the fact I liked this says something about it.

The first 2 criticisms are more to do with me than the game. The vague storytelling isn't my favorite. I knew what I had to do, I just didn't know why I had to do it. Still don't. Some people like digging into that stuff to figure it out. I don't. The second one is the platforming. Some of it was OK, some of it I even liked, but some of it is just too unforgiving and drove me up a wall. There's a couple of things I just left. Wasn't worth my time or sanity. The last criticism I have is that the controls seemed just a little bit off on PS. You learn these charged attacks by holding down square, but the uses were pretty limited for me because you are constantly needing to jump with X. My hands are physically incapable of holding down square while tapping X let alone double tapping X let alone dashing with R2 let alone directing the attack with the left stick. So most of the boss fights really ended up being death by a thousand cuts with the occasional soul blast spell.

I think I finished it with 82% completion. Like I said, I know there's a couple of things I left that I'm not going to do. I have a couple of other ideas where to go. Might mess around with it some more as I wait for Elden Ring, but for the most part, I think I'm good. I got it on sale for $6 or something, so I've got more than my fair share of entertainment from it. I just hope they don't take too long putting Silksong on PS.

The "Art of the Nail" abilities were a swing and a miss IMO and i would've appreciated just a tiny bit more narrative guidance like you said.
 

pistolpete11

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The "Art of the Nail" abilities were a swing and a miss IMO and i would've appreciated just a tiny bit more narrative guidance like you said.
They would have been fine with different controls I think. Now that I think about it, L1 and R1 weren't used for anything. I wonder if you could have changed the controls to make one of those attack? That would have made them at least somewhat useful.

I ended up looking a few things up online which led me to a few other things. Even did the White Palace. I'm over 100% now with the only things I know left being the Path of Pain, the true final boss, the Grimm troupe final boss, and delivering a flower across the entire map without taking any damage. All that stuff can go to hell so I think I'm done, done now :laugh:
 
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Ceremony

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Zombie Driver: Immortal Edition (PS4, 2020)

You've played top down shooters, you've played games with zombies in them and you've played games with cars in them, why not condense the experience, save time and play Zombie Driver? You have a vehicle, you have a map, you have an assortment of weapons to attach to the vehicle and some missions to complete.

Gameplay is pretty much as you might imagine, although even after you've finished everything the game has to offer it still feels a bit unintuitive. You use the left stick to steer, triggers for brake/throttle and shoulder button for firing your weapon. Every instinct says you should be using the right stick to aim, but no. Then as you try to aim you need to try and use finesse with a car that feels like using a computer mouse with the sensitivity up too high. It's a slightly counter-intuitive system that never really feels natural even after you've finished everything the game has to offer.

As you might expect in a game where you control a car in a city where zombies roam the streets, you kill a lot of them. Fortunately this is still as easy and satisfying as you'd hope, even with the awkward controls. Weapons range from a machine gun to a railgun and they all do what they need to. You can unlock a range of upgradeable vehicles in the story mode which makes driving through zombies fun too, while still needing a bit of technique to avoid getting bogged down and swamped. There's also enough variety in the types of zombies to make this slightly strategic in certain situations, so it's never so mindless that it becomes boring. Story mode also at least has the sense to include a few missions where you control a tank and a bulldozer, and these are about as fun as you'd imagine.

"Story" mode is perhaps a bit generous, even if this is what it's called. As mentioned there's the city you're in and there's... you, who may as well be a Knight Rider-esque sentient machine. You get orders from a military type at the start of each of the thirty missions, you go out and complete them. Some missions are about saving people from a location and returning them to your base, some are just about clearing zombies out from an area. It's fine. I think the plot alludes to some conspiracy about how the zombies got there. I was genuinely forgetting it even as I was playing. The most memorable thing about these missions are the speeches you get from people you save. Along with the military guy giving you orders I think all of these characters were voiced by one person doing as many different exaggerated accents as possible. It's a bit weird but then you go back to killing zombies and you stop caring.

Is there a thematic point to be made here, drawing parallels between the zombies and the player? I don't want to care about the gameplay or the graphics or the settings or the consequences or any nuance, I just want to kill. Probably. The game incentivises this of course, as you collect money for killing zombies which you use to upgrade vehicles and weapons. If you chain a lot of kills together in a big combo you get more money. Trying to keep this combo going is arguably harder than controlling the car, the game seems surprisingly sensitive and inconsistent about what constitutes an ending to a streak.

There are two other game modes. Blood Race sees you take part in a range of race-type events in a closed circuit. Races are self-explanatory, but there's an Elimination mode where you have to kill as many AI cars as possible while they run the same course as you. There's also an Endurance mode which is effectively a classic arcade time trial where you can extend time by passing checkpoints and killing zombies/destroying the environment. These modes are quite fun and it would be an ideal game for local multiplayer, given how easy it would be to annoy your friends sat next to you while you played.

Slaughter mode sees you in a small area of the map facing waves of more and tougher zombies with vehicle upgrades unlocked as you complete waves. It's exactly what you think it is based on what you've read so far.

This was originally a mobile game and it's both amazing and easy to see this. It's not a deep or an elaborate game but the graphics still aren't great. Neither is the sound. I can't imagine trying to play this on an older system with less-refined controls (although I do also now have the PS3 version thanks to buying this, so I might try it yet) but on PS4, it just about works. There's not a lot to it and while some elements can be annoying, it's straight-forward and satisfying enough that you never really get bogged down or resent it.

One final note - after over thirteen years, there's finally a game on my PSN profile starting with every letter of the alphabet. It was probably worth playing for that alone.
 

Ceremony

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Crash Team Racing: Nitro-Fueled (PS4, 2019)

Crash Team Racing is one of my favourite games ever. I wrote a review the last time I played it through and I still enjoyed it, what must have been twenty years after it came out. Thinking about it, it's a shame we no longer live in a world where developers just make kart racing versions of their popular game series anymore. Mario Kart is fine, there are other cartoon things like Garfield and Nickelodeon which have produced kart games but this is video games, surely it makes sense to make games about other games and their characters? Imagine a BioShock karting game, watching a Big Daddy and Andrew Ryan drifting through Arcadia while firing Electro Bolt blasts at one another. I'm off to Kickstarter.

Crash Team Racing Nitro-Fueled is, on the face of it, great. It's hard to play the original if you don't have a copy or a working console to play it on. I remember being excited for a remake and knowing I'd get around to it one day and hopefully enjoy it as much as the original, just with more colour and refinement. When I found out it would have the tracks from Crash Nitro Kart too, a game I'm pretty sure I was the only player of, even better.

Before I go any further I have two confessions to make. It's been a while since I actually played Adventure Mode in this. I didn't like it at the time I played it last year and wasn't really motivated to go back to it after. I also, usually, earn all the trophies in a game before I write it up. I haven't this time. I tried, I wanted to, I tried a few times and I just couldn't make myself play something I found so unenjoyable. And I've played some absolute stinkers in my time, so you know if I can give up on a version of a game I actually like then it must be going wrong somewhere.

There are three reasons I didn't enjoy Nitro-Fueled and even as I was playing I couldn't really work out what they were, or try to articulate them. I think it was during my write-up of Detroit: Become Human I mentioned that I've never really understood the uncanny valley concept, where the more realistic something artificial looks the more unusual it looks to people because they can still tell it's not real. This obviously doesn't apply to Crash Bandicoot but there's a level of detail I just find off-putting. The characters and game worlds are extremely vivid and detailed. There's obviously been a lot of work put into these by people who were passionate about retaining the spirit of the original game and it's undeniable that it's all still there. The environments surrounding the tracks are filled with things you'd probably need to do a hundred laps to see in their entirety. The original sounds and music are kept which helps keep the spirit of the original game, and the control system is still as easy to get a hold of as it was. The characters and karts are just as detailed, if anything going too far when you see Crash up close and see his fur.

Here's the thing. I don't like this. All the time I've been playing I kept trying to think of how to describe what I didn't like about it and I think I've settled on 'unpleasant.' There are other reasons for this I'll come to but in the time I spent with this game, I didn't have fun. I didn't have a bright, shiny nostalgia trip. I didn't even feel like I wanted to play the original game, I just felt like I was playing something that was familiar yet completely alien to me at the same time. I couldn't really reconcile those feelings. I've played remakes of games I'd never played and enjoyed them, I've played remakes of games I have played before and enjoyed them, but none of those feelings ever appeared while I was playing Nitro-Fueled.

The second reason follows on from this, and I think it explains why I don't automatically like the amount of detail put into the game. It's cynical. It has so much - optional - cosmetic content that you can load up an arcade or online race and race against seven other characters who look like they've fallen out of another game. Kart models, colours of kart models, wheels, even colours of all the characters who I've never seen before, they all show up. You can probably spend real money to buy them, I've not paid any attention to it. It feels like an extremely large amount of time and effort was put in to either find or create all these extra characters for no actual gameplay benefit. There's only four different types of handling for the karts so it's all completely cosmetic. You know when people complained about the thought of a bright pink Darth Vader in Battlefront II? That's how this feels to me. I've already got an experience which feels familiar yet bizarre at the same time, now I'm being bombarded with garish colours and noises to further ruin the experience. 151 colours of paint! 108 wheels! 42 bodies! 227 stickers to put on the front! All unlockable only at the whims of microtransactions and what happens to be arbitrarily available in the store at a time. It's ghastly.

The final point of contention I have is also what broke me in my attempt to get all the game's trophies. The gameplay. It's easy to play Crash Team Racing and complete the Adventure mode, as well as win any single race you do and post competitive times in the time trials. To beat the really good times though you need to master the boost mechanics. This is easy, you press one shoulder button to hop as you turn and start the drift, then the opposite one to time and launch your boost. Easy. Problem is, in the time trials you need to do this constantly and perfectly. Even on tracks that are effectively just giant rectangles, you need to be going sideways.

This ends up making the game feel like the complete opposite of what a kart racer should be. It's not easy to learn and hard to master, it's easy to learn and completely unnatural to even attempt to master. There's no way to drive with any finesse or precision. No two attempts at a lap or even a corner have any consistency or seemingly reason as to what direction, angle or speed your kart moves at. I couldn't figure out how to do it, and I couldn't make myself learn. It's not that it was hard, it's that I wasn't enjoying trying and nothing I did seemed to make any difference. You watch videos of people beating the Developer times which are even more extreme than the target times I was trying for and I'm just at a loss. There are 37 tracks in the game you need to set a time on and I managed the top time on... none of them. I couldn't manage the first track in the game that's also probably the most-played by virtue of that, Crash Cove. I just couldn't do it.

I honestly don't remember having a reaction a game like I did with Nitro-Fueled. I've played things I thought were bad, boring, stupid, broken, but nothing made me feel as uncomfortable and frustrated the way this did. I don't have much hope for the remake of the standard trilogy now, whenever I get to that.
 

Frankie Spankie

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I beat a handful of games over the past week and the site looked like it was down for maintenance so here's my update:

Ghostrunner Project Hel DLC - 8/10

Project Hel is basically more Ghostrunner! It's rather short, there's 5 stages and 2 boss fights. You can probably beat it in 2-3 hours. There are some gameplay differences, most notably Hel's ability to jump and accurately leap to your destination mid jump. There's only a few new enemies. It's not too groundbreaking but it's more awesome Ghostrunner content. If you enjoyed the base game and want more Ghostrunner action, pick this one up!

Dusk - 7.5/10

Dusk is a retro style FPS game with a horror theme. It's well done, I love the speed of it, and is a nice tribute to shooters from the late 90s. Most of the guns feel fun and it has some nice enemy variety as well. The level layout is pretty good for this style game but I didn't think it was that amazing. While the game is enjoyable and worth a playthrough, I don't think it's as good as other people seem to be praising this game to be. Some people saying it's a masterpiece or the best shooter in decades. I'm not sure if they're being sarcastic.

Like I said, it's fun, worth a playthrough for sure, but it's not mind blowing or anything. If you like retro style shooters in the likes of Quake or something like that, pick it up, it's definitely worth a playthrough. It is pretty short though. It took me about 4 hours to complete in full. A lot of the reviews make this sound like it's a 10 hour+ game, you'll probably beat it in half that. Unless you're going for completionsist runs finding all enemies and secrets.

Into the Radius VR - 9/10

Into the Radius VR is S.T.A.L.K.E.R. in VR. If you're a fan of S.T.A.L.K.E.R. or even the Metro series, you should 100% play this game.

I'm going to first go over the negatives because it'll be brief. There's a decent amount of enemy variety, nothing crazy, but every enemy is a black shadow with no textures with the except of a mostly invisible enemy. I'll touch up more on the enemies later, I just thought it was kind of dull that they were black shadowy characters. The other annoying thing is your hands. They collide with everything, opening boxes and shelves can get very clunky. If there are multiple items next to each other, you might pick an item up and cause the other to go flying. You have to physically move your hands to climb ladders and sometimes you just fall because your hand in game gets caught in a rung of the ladder. Fortunately, it's more of an issue while looting and not during combat.

Into the Radius is a very hardcore shooter. You will die. Sometimes you won't even notice what you die to as you inadvertently walk into an anomaly. You will lose everything but fortunately the game autosaves often and you can manually save whenever you want as well. It's your call if you consider that save scumming but with how expensive gear is, you'll probably find yourself doing it even if you consider it save scumming. If you choose not to take advantage of saves, you can return to the zone and try to retrieve your gear where you died.

There isn't too much enemy variety but they're all terrifying for different reasons. The game doesn't hold your hand and won't explain much. Your first enemy you'll probably run into is a zombie that will materialize into a vapor mist, revealing a black hole like heart. You have to shoot this heart to completely remove this enemy. You'll then probably run into a basic cop which will surprise you getting shot at from a distance. After you start getting automatic guns, neither one of these are ever an issue. What are terrifying all the way to the end are invisible zombies and these small spider like creatures. The spider like creatures move quickly and if you don't see them approaching, can really be tough to kill even though it'll just take one shot. Invisible zombies aren't an issue if you see them but man when they get behind you and roar right before they punch, you're definitely going to jump.

There are fragments that can spawn in enemies. You'll hear a buzzing coming from them to know where to head to. Most importantly though, there may be a loud thunder strike and enemies can spawn anywhere in the area. Terrifyingly enough for me, I had it happen on the last mission where those spider creatures spawned around me as well as military enemies. My whole body tensed up in terror after that one... The last terrifying enemy to deal with is the slider. These enemies can teleport all over the place. Once they spot you, they'll quickly teleport to you and try to melee you. They also have a lot of health but by the time you see these, you should have a strong assault rifle so just unload on them. Other than those, there are some basic military enemies with assault rifles or sniper rifles. They might not be terrifying and wont' sneak up on you, but they pack a punch! Be careful even if you go up against a couple of these at once because you will die if you try to rush them like any other shooter.

Where the game truly shines is exploring the world. This is 100% any S.T.A.L.K.E.R. fan's dream. You can move in day time to see better but will get spotted further away. You can wait until night but your flashlight will give you away. Every step you take has to be calculated. You can throw probes, similar to bolts, to reveal anomalies. Move up, survey the area around you for enemies, throw probes to find anomalies, repeat. Any S.T.A.L.K.E.R. veteran will find themselves at home. The game really shines in exploration. There are 8 story missions with several different side missions available. You have to play a select amount of side missions in order to unlock the next story mission.

In some regards, this is even more hardcore than the S.T.A.L.K.E.R. series. Getting shot by military enemies will leave you almost dead. You get money for completing missions but you have to spend it wisely. Even meds are expensive so you have to play smart and limit the shots you take as well as the damage you take. After clearing some buildings of enemies, explore them for any items you can carry back to base to sell off. Ammo has to be reloaded manually. You have to hold a box of ammo to your magazine until it refills. You don't want to just drop your mag and run away because they get expensive. When reloading, you want to retrieve the empty mag and put a full mag back in.

Again, if you're a fan of the S.T.A.L.K.E.R. games, this is a must play. If you haven't played the S.T.A.L.K.E.R. games, I recommend those as well. I still recommend this game but know that this isn't like other shooters. It's very slow paced and every step is meaningful. There aren't many games like this but it's an absolute joy when a new one comes out. I loved every minute of this and hope a sequel or DLC gets made.

Evan's Remains - 6.5/10

I'm going to start off by saying this is way more about a story than a puzzle platformer. If you're coming just for a puzzle/platformer, look elsewhere. There's about 30 puzzles in the game and each one will only take a few minutes. The other 2 hours of the game is reading dialogue. You'll spend more time reading than playing, that's for sure.

That being said, the story is rather interesting. I think it's worth a playthrough for a story if you want something more casual and relaxed. It took me about 4 hours to complete the game and unlock all the achievements. If you blow through the dialogues, you can probably perfect this game in an hour to an hour and a half if that's all your looking for. The story's interesting enough to keep going though. If you're looking just for a good puzzle/platformer, look elsewhere, but if you want an interesting story, you can give this short game a go.

Hellbound - 5/10

It feels pretty good. I do like the speed but there's more to retro style shooters than speed. The one thing this game really does better than other retro shooters is have good graphics.

The problem is that it feels like they tried to clone Doom but just did even less. There aren't many weapons at all. There's only 4 guns and a melee weapon. The game talks about how "every gun has a secondary fire mode" but two of them literally just zoom in when you right click. The guns don't feel very satisfying to use either. The enemy variety is pretty weak and every single one is just a clone from Doom but there's just less of them. Furthermore, the game's short. There's only 8 levels and the final level is a boss stage. It took me about an hour and a half to beat it.

I got this in a Humble Bundle so I was happy with it for what it was but I can't really recommend buying the game. There are just much better options for your money when it comes to retro shooters.

Toodee and Topdee - 7.5/10

Toodee and Topdee is an interesting spin of a puzzle/platformer. Each level is a single room that you can see all of. You can control two characters, one in a 2D world where you move right/left like a traditional platformer and another in an overview world where you can move left, right, up, and down. Each character has their own simple abilities that you have to combine to solve each puzzle. Some are simple, some are much more challenging.

There are also challenges in here such as beating a time limit and to complete a stage without switching characters too often. All of the achievements are incredibly difficult to unlock if you really want a challenge. Movement as Topdee can feel a bit awkward at times, especially when you're going for the speed challenges, but other than that, it works great. The game's a lot of fun and feel fresh, something I haven't seen before. I definitely recommend this game.
 
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Unholy Diver

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Oct 13, 2002
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Guardians of the Galaxy - 8/10

Fun action game with a great story, definitely worth a look if you are a Marvel fan and enjoy the guardians, some funny interactions between the characters and great battles along the way with several bosses. Only critiques would be that some enemies can be bullet sponges, and the comments the guardians make during battle can get a little repetitive at times
 

Unholy Diver

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Oct 13, 2002
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in the midnight sea
Condemned 2: Bloodshot on XB360 - 7.5/10

Good followup to the fist Condemned game, follows former special agent / current homeless drunk, Ethan Thomas trying to solve a crimewave of riots and gruesome murders that have a similar feel to the serial killer tracked down and thought to be dead from the first game, though mysterious sonic devices and black sludge point to something a bit deeper than just a single maniac

The game is 14 years old so of course the graphics and gameplay show their age and limitations, but it was a fun game overall and as I said a good followup to the first, the story had more meat to it than the originals. The ending set up a 3rd installment that sadly never came to be, the Condemned series was an underrated and often overlooked couple of games that were very solid for the XB360 era
 
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Frankie Spankie

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Feb 22, 2009
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Crazy Taxi [PC Port] - 5/10

Great game but the port is terrible. Frame rate is terrible when drifting around corners as the game renders everything in front of you. The draw distance kind of sucks but it's good enough for what it is, just no excuse for the frame rate though. The controls are also awful. I played on a 360 controller and the analog stick sensitivity is insane, I don't know who would want to play a game like that. I used the d-pad which feels better as far as sensitivity goes but it just doesn't feel right to use a d-pad in a driving game.

If you can grab it on sale and want some nostalgia, pick it up I guess but be prepared for some terrible frame rates ruining your runs. Just note, it does not have the original soundtrack. I miss the Offspring songs, this soundtrack isn't even close to as good. It's definitely not worth the full price though.

Desperados III - 9.5/10

I heard such great things about this game and wanted to give it a go. It most certainly did not disappoint! First off, I'm not even a fan of real time strategy games. They usually feel too micro-managey to me. This one is kind of real time strategy but not really at the same time.

Desperados III is a real time stealth tactics game. There are a total of 5 characters you'll control, all with their own skill set. I found myself using all the characters mostly equally too which feels pretty rare in these kinds of games. You can pause the game at any moment to lay out a set of plans and have all the characters execute them at the same time. You could reliably take out 6 guards at any given instance without raising alarm unless one of the guards are spotted. It can be difficult to pull off but it's so satisfying when you do.

The game will often tell you to save, even with reminders when you go over a minute without saving, because you will fail, so you don't lose too much progress. If you look at this as save scumming and refuse to do it, you can just ignore it. That being said, the game is really about timing your actions perfectly so the game even welcomes you to take advantage of saves.

The first few missions feel a bit linear but afterwards, you'll find multiple paths you can take throughout stages, possibly even running around half the level to get characters in better position for your next attack. You can use well placed environmental hazards like knocking over a large set of rocks onto guards below or throwing a coin at a horse so it can kick a guard behind it. There are obviously much more possibilities than that as well.

The game's pacing is also great. You don't even get to the 5th character until about half way through the game. Most missions have you control a set group of the 5, I think only the last mission had you control all 5 in one stage. There's always story reasons for why you'll only control some characters. Speaking of, the story's pretty good. It just feels like a traditional Wild West story. Nothing too mind blowing but good for what it is.

The stealth is also a ton of fun. You can see guards' view cones. You can do things to lure them away like flirt with them, make a noise, or even leave foot prints in mud that they spot. There's plenty of strategically placed hiding spots like doors you can hide in or bushes, or you can just hide around corners.

My only complaint, albeit very minor, is sometimes you go to click somewhere to move your character and because of the camera angle, it'll think you're going on the other side of a wall or onto a rooftop. Sometimes it would also not take the most direct route it seemed like from where you are to the location you clicked but these were pretty rare and since you save so often, not very punishing.

I went into this game not knowing what to expect. I never played a game like this. I don't really like real time strategy games but this one clicked because it felt more like a tactics game. Plus I enjoy stealth games. There's so many possibilities and every level presents a new challenge. I absolutely love this game and want to play more like them now.
 
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Soedy

All Hail Cale
Nov 27, 2012
2,681
2,150
Hamburg, Germany
Guardians of the Galaxy - 8.5 / 10

Soundtrack is an 11/10. Just awesome 80s and 90s rock and metal.
The gameplay is really good after a slow start. The first three chapters have a lot of tutorials and video sequences so you should definetly sit through these as with chapters 4 the game starts to pace up.
The fights are great and a lot of fun. Especially when you unlocked a few of your teammates' abilities, there is often a lot of chaos on the screen. And I mean that in a good way. You sometimes lose the overview about what's exactly going on but that's a compliment here.
The story is good, some twists and turns, some you see from a mile away, some that are a litte surprise. I have to say that I have no interest in comics or the Marvel universe and only saw the second GotG movie which I liked, so I was a little bit familiar with the characters and their roles. But I am not able to say if this is canon or fits well within the universe.
Die dialogues are funny and the characters likeable. Also, the there's a good enemy variety which makes a lot of worlds feel and play different.

There are some flaws though. I had to reload a checkpoint twice. Once, two Guardians didn't advance with me and I couldn't use the needed abilities in the next room and the second time I cleared all enemies but the game thought, there must be more, so I couldn't advance. At the end of the game, it felt like some battles were just fillers, i.E. you fight 4 times in a very similar environment. This could easiyl be just cut down to two fights.
Some animations don't feel fluid and "clippy" and dialogs repeat quite often, especially in the battles. Dialogs also get cut off sometimes, if you progress too fast in the section of the level.

These are minor flaws but they are the reason I do not want to give a 9 to this game but I think, this feels better than the casual good 8-game. So 8.5 it is.

Took me 16 hours and 10 minutes to beat. I didn't explore everything but also did not rush through the game either. If you have Gamepass, it's a no brainer but even at the price (in germany it sells for around 30 bucks) it's worth the investment I think. It's one of the few games I very likely will replay in half a year or so. I was quite sad when the game ended which does not happen often these days.
 
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Frankie Spankie

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Feb 22, 2009
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Dorchester, MA
I'm on vacation this week so able to finish a handful of games:

Struggling - 7/10

People call this a Getting Over It clone but it's really not that much like it, it's way more like Heave Ho. It's a similar concept to Heave Ho with a story. It's a good/bad mixture as a result. I played this almost exclusively in co-op with a friend so I'm not sure how it really is as a single player game.

Comparing this to Heave Ho, I thought Heave Ho had better controls. There were a good amount of times where arms would get twisted. Sometimes you're just taking time trying to get one arm untwisted or just suiciding because you can't get your arms into good position. I don't remember that happening in Heave Ho. It's a game about physics and frustrating controls to make things difficult. It can obviously be frustrating at times by game design but I thought the fun parts made up for it .

It had a pretty funny/gross story. The boss battles were really fun and certain sections like riding a dirt bike to outrun a crashing plane was good fun. It just felt a bit long for the kind of game it is. It took me and my friend about 8 hours to beat it and at times we were just worn out of it.

Even with it feeling like it overstays its welcome at times, it was still an enjoyable experience with some good humor in it.

GRIP: Combat Racing - 7/10

Grip is an arcade combat racer about incredibly high speeds and driving on walls and ceilings with momentum. There's combat but it feels like it's more about the racing. Cars move so fast for the most part you'll need to wait for targets to be locked on to hit them. It's also practically impossible to destroy a car during a race. You're only going to get kills in the deathmatch mode which is fun itself but the maps in those seem really odd with a lot of obstacles. It's hard to get behind other cars to actually deal some significant damage to them.

The speed feels great and the game runs amazingly. I never noticed a frame rate drop, it was well over 100 FPS at all times. My only complaint which grew as you progressed through the campaing was how bad the reset system was. As you progress, your speed will increase and you'll find yourself often times flying way off the track. The game will often reset you in a terrible location. One time it spawned me above one of those overhanging signs where the front wheels hit the sign and flip me completely backwards by the time all 4 wheels hit the ground. You'll also find yourself just barely fly off the track, struggling to stay on it, only to get reset way back bringing you from first to last just from the reset location, not even the time it takes to accelerate.

That aside, the game is supposed to be hard. While the reset system late in the game is terrible, it wasn't really an issue until the last two tiers of the campaign for me. And with that said, it's not like the campaign has a story at all so there's nothing stopping you from just doing regular races because quite frankly, there's not much difference between racing arcade races or the campaign races here.

Guacamelee 2 - 7.5/10

Guacamelee 2 is more luchador metroidvania fun! The platforming is tight. There's a lot of challenging sections that'll have you replaying rooms to try to perfect the platforming but it never feels frustrating. The combat is solid and feels really satisfying. The comedy within the game is great too. If you've played the first you know what to expect. It's just a solid metroidvania that you should check out.
 
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Frankie Spankie

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Feb 22, 2009
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The Walking Dead: Saints & Sinners - 9/10

Saints & Sinners does an incredible job bringing The Walking Dead universe to life. Scavenging for supplies feels fun. You'll need to do so to make weapons and survival tools as well as trying to find them. A lot of materials can be found in the street but you'll typically find nicer stuff in houses, giving you more risk to explore closed areas. Furthermore, a lot of the houses are guarded by human characters who will leave you alone until you enter their premises. It's all about risk/reward. You can definitely find some awesome gear though so it's typically worth it.

The actual universe feels true to the comics/TV show. You have to kill zombies by head shots, you can shove them off if they try to grab you. It's not one bite and you're done like the show/comic due to game design, that'd be way too punishing. The story is relatively short but you won't be just doing the missions, you'll be running scavenge runs too which are just as enjoyable.

My only complaints about the game are fairly minor. First, I hate the flashlight. Not only is it not very bright, it charges up by shaking it and it only lasts about 20-30 seconds. It gets really tedious. Especially one mission where you have to check inside a gymnasium and it's so dark, the flash light is barely of any use. Fortunately, there aren't TOO many really dark areas. My other complaint is how the guns feel. They feel really floaty. I have well over 1000 hours in VR shooters so I may have a different opinion but the weapons carry weight. There's some weapon sway when you move your hands to change where you're aiming. It just feels really unnatural and awkward, especially with rifles or shotguns. That being said, I still mostly used melee weapons. You can absolutely get through the whole game with a handgun and melee weapons. I mostly did after trying two handed weapons and them feeling clumsy but handguns still have that kind of weird sway to them when moving.

This is definitely a must have for VR though, especially for any Walking Dead fan. This and the Telltale series are the only good Walking Dead games. There aren't too many story missions but you'll probably still find yourself with an 8~ hour experience. If you have VR, pick this one up.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,303
17,393
I'm on vacation this week so able to finish a handful of games:

Struggling - 7/10

People call this a Getting Over It clone but it's really not that much like it, it's way more like Heave Ho. It's a similar concept to Heave Ho with a story. It's a good/bad mixture as a result. I played this almost exclusively in co-op with a friend so I'm not sure how it really is as a single player game.

Comparing this to Heave Ho, I thought Heave Ho had better controls. There were a good amount of times where arms would get twisted. Sometimes you're just taking time trying to get one arm untwisted or just suiciding because you can't get your arms into good position. I don't remember that happening in Heave Ho. It's a game about physics and frustrating controls to make things difficult. It can obviously be frustrating at times by game design but I thought the fun parts made up for it .

It had a pretty funny/gross story. The boss battles were really fun and certain sections like riding a dirt bike to outrun a crashing plane was good fun. It just felt a bit long for the kind of game it is. It took me and my friend about 8 hours to beat it and at times we were just worn out of it.

Even with it feeling like it overstays its welcome at times, it was still an enjoyable experience with some good humor in it.

GRIP: Combat Racing - 7/10

Grip is an arcade combat racer about incredibly high speeds and driving on walls and ceilings with momentum. There's combat but it feels like it's more about the racing. Cars move so fast for the most part you'll need to wait for targets to be locked on to hit them. It's also practically impossible to destroy a car during a race. You're only going to get kills in the deathmatch mode which is fun itself but the maps in those seem really odd with a lot of obstacles. It's hard to get behind other cars to actually deal some significant damage to them.

The speed feels great and the game runs amazingly. I never noticed a frame rate drop, it was well over 100 FPS at all times. My only complaint which grew as you progressed through the campaing was how bad the reset system was. As you progress, your speed will increase and you'll find yourself often times flying way off the track. The game will often reset you in a terrible location. One time it spawned me above one of those overhanging signs where the front wheels hit the sign and flip me completely backwards by the time all 4 wheels hit the ground. You'll also find yourself just barely fly off the track, struggling to stay on it, only to get reset way back bringing you from first to last just from the reset location, not even the time it takes to accelerate.

That aside, the game is supposed to be hard. While the reset system late in the game is terrible, it wasn't really an issue until the last two tiers of the campaign for me. And with that said, it's not like the campaign has a story at all so there's nothing stopping you from just doing regular races because quite frankly, there's not much difference between racing arcade races or the campaign races here.

Guacamelee 2 - 7.5/10

Guacamelee 2 is more luchador metroidvania fun! The platforming is tight. There's a lot of challenging sections that'll have you replaying rooms to try to perfect the platforming but it never feels frustrating. The combat is solid and feels really satisfying. The comedy within the game is great too. If you've played the first you know what to expect. It's just a solid metroidvania that you should check out.
I never wrote up Grip when I finished it because I put off the Carkour levels for a long time. The best way I could think of to describe the racing at the higher levels was "unrefined." When you play WipEout at the highest speeds it's fast, but you can still control your ship. In Grip, even with me having DLC and better cars, it was still a nightmare. A sequel would be great if they could get the mechanics really polished.
 

Ceremony

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

Right, Project Cars. Technically it's Project CARS but then technically it's Project Community Assisted Racing Simulator and I'm not typing that out every time. There are tracks, there are cars, there are events, there's a driving physics model and fully dynamic time and weather. There are cars from the 1960s onwards and there are tracks from all over the world, as well as several created just for this game. I played the Game of the Year Edition so I had all the DLC content, so I can't really comment about the size of the base game. I also started playing several years after release and even after Project Cars 2, so this is very much a retrospective review with that in mind.

There are basically two things to actually discuss with this game, so I'll do them in order. First up is the gameplay. I spent the majority of my time playing with a wheel and pedals, so my experience is based on that. I briefly played with a controller a long time ago and it's manageable, but nowhere near as satisfying. There are lots of car classes in the game and each one has its own unique style and challenges to keep in mind. Trying to keep Jim Clark's Lotus pointed in the right direction is a fantastic experience, yet just as challenging as driving a modern Le Mans-winning Audi R18. Or their interpretation of a modern Formula 1 Car. Or a kart. Or any of the road cars in the game. With this many racing disciplines available and a career mode which encompasses all of them, you never really have the same experience any two times you play the game, which makes it all the more satisfying when you finally get to grips with a car.

The level of detail that goes into the driving is huge too. There are lots of tuning options for the cars which I naturally ignored but which I'm sure some people on the internet get a lot out of. Tyre and brake temperature is modelled brilliantly, being features that need genuine attention no matter how long your race is. Being able to manage these is just as important as actually driving the car itself, and the result is extremely rewarding. The same goes for driving in wet conditions, with the right tyre choice and management being crucial. Factor in what I said about each car being its own unique challenges and this is probably the best racing sim I've played in terms of managing a car through conditions and driving style.

In terms of looks you can tell this was a game released relatively early in the 8th generation of consoles. It's not a bad looking game and the lighting in particular is very striking especially as it changes during a race, but cars and environments can look a bit shiny. A bit low-detail. Not to the point of looking bad or out of place, but at times it feels like function rather than style was the overwhelming priority when designing everything. Maybe I'm just spoiled from all the time I've put into Gran Turismo Sport, but I think it's telling that a game which does offer full dynamic time and weather progression doesn't stun me. Again, this is me playing and writing about the game long after release.

While the driving model for the car you're actually in is detailed and immersive, the game does have some problems in this regard. Collision physics are legitimately impossible to deal with. You can't drive wheel to wheel with any cars because if you touch you will become glued to that car and you will drive straight off the track. Doesn't matter if it's a road car, GT car, open wheel, kart, if you touch someone you're going off. Sadly this meant I couldn't really get any enjoyment from the AI difficulty slider because I couldn't actually afford to race anyone for fear of being driven to frustration about not actually being able to drive. This also adversely affects some cars more than others, because you really can't drive classic formula cars in these conditions. Factor in how much more sensitive to damage cars like that are and you're in for a really bad time.

While the game offers complete freedom in creating your own races and race weekends with practice, qualifying and race times all adjustable as well as multi-class racing, to get the best out of these you're probably going to have to go into Career Mode which offers a structured rise through motorsport classes with invitational events thrown in throughout the in-game calendar. At the start of your career you pick a team in a class to race for throughout the year. Once that championship is completed you get more offers from higher levels, and as you complete championships and other invitational events you unlock even more which you can pick and choose from over each season.

This structure is, in theory, great. It's great if you can understand it and follow it, if a bit repetitive unless you start skipping the always available invitational events on a year by year basis. I say in theory though because the layout of the menus here are terrible. At the start of a season there's a big deal made about the championship you've entered, but it could quite easily be a few months before you actually do a race in it. The whole thing just feels a bit unintuitive. I have a theory about bad design like this. The people making the game have become so familiar with the game that they don't notice when something isn't obvious or clearly explained, and it just falls by the wayside as a priority to fix.

After enough years and seasons you do get the hang of it, but no matter what you achieve or how thoroughly you beat the championships on offer, there's never any real sense of achievement. Whether you win the entry-level karting championship or the Formula A World Championship you get the same reward. A short animation of a trophy, then an e-mail in your inbox which looks like every other one you get. Maybe the "social media feed" on the career homepage will finally sync up with the last event you entered. For a game which offers a sprawling, progressive career it all feels a bit short on consequence or significance, and it's a real shame.

With my playing the GOTY edition in mind, I have to mention the rate at which you unlock and can enter career events. Even after about fifteen full seasons I didn't complete every championship or unlock every invitational event or series. As a result there are several cars and tracks I never had the chance to drive in Career Mode. It feels churlish - especially in a world where Gran Turismo 7 has recently released - to criticise a game for having so much content in it that it takes too long to unlock and access it all in the main game mode, but it just ties in to my previous point about the career structure being a bit unbalanced and directionless. I can't believe a game would include circuits like Road America, Watkins Glen, Laguna Seca and Sonoma along with an Indycar class and not somehow make a championship involving those a bigger focal point of the career. It's there, but I never unlocked it after 100+ hours, and it's not obvious how you can. This is just one example too, there's so much I feel like I missed out on, somehow. From what I know of Project Cars 2 this was addressed, so hopefully whenever I get around to writing that up I can be a lot more satisfied.

If you want a game where you can drive a bunch of cars on a bunch of tracks with genuinely amazing and immersive conditions, with loads of settings to fiddle around with... Project Cars probably isn't now the game for you. Although it took me a while to reach this point and although I didn't properly devote myself to it, I'm still glad I did.
 

Frankie Spankie

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Feb 22, 2009
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443
Dorchester, MA
I never wrote up Grip when I finished it because I put off the Carkour levels for a long time. The best way I could think of to describe the racing at the higher levels was "unrefined." When you play WipEout at the highest speeds it's fast, but you can still control your ship. In Grip, even with me having DLC and better cars, it was still a nightmare. A sequel would be great if they could get the mechanics really polished.
I tried the first carkour level and just decided it wasn't for me lol. The racing itself was all I was really interested in and it held my interest long enough to finish the campaign so I was happy with it.

Return to Castle Wolfenstein - 8/10

I somehow never played this game until 2022. Well, I played the first couple missions when it came out but my PC at the time wasn't powerful enough to keep going. That being said, I should have played this sooner! This is peak early 2000s FPS action! It made me miss the level design of the era. It's rather difficult, gunplay is solid for the time, story is interesting, and it looks great for the era. It aged really well in my opinion. Make sure to download the Venom mod to improve the lighting and textures for an even better experience!

That being said, the game does have some technical problems being so old. There's no native widescreen support. You can go into the config files to change the resolution but it just stretches the image which makes everything look a little wider and makes your X sensitivity feel higher than your Y sensitivity. Also, my game often crashed whenever it would autoload the previous save from death. Looking around online it doesn't seem to be an uncommon issue. My work around was to pause the game and go to the main menu when you die and reload from there. Reloading from within the level seemed to cause some kind of bug that would crash it.

Technical issues aside, amazing game. It's still worth playing today.
 

Osprey

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Feb 18, 2005
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Return to Castle Wolfenstein - 8/10

I somehow never played this game until 2022. Well, I played the first couple missions when it came out but my PC at the time wasn't powerful enough to keep going. That being said, I should have played this sooner! This is peak early 2000s FPS action! It made me miss the level design of the era. It's rather difficult, gunplay is solid for the time, story is interesting, and it looks great for the era. It aged really well in my opinion. Make sure to download the Venom mod to improve the lighting and textures for an even better experience!

That being said, the game does have some technical problems being so old. There's no native widescreen support. You can go into the config files to change the resolution but it just stretches the image which makes everything look a little wider and makes your X sensitivity feel higher than your Y sensitivity. Also, my game often crashed whenever it would autoload the previous save from death. Looking around online it doesn't seem to be an uncommon issue. My work around was to pause the game and go to the main menu when you die and reload from there. Reloading from within the level seemed to cause some kind of bug that would crash it.

Technical issues aside, amazing game. It's still worth playing today.

I get the itch to re-play it every 5 years or so. It really is a terrific game. There's something so satisfying about infiltrating castles and killing Nazis.

There's a bunch of mods to modernize the game:

ioRTCW is built from the game's source code, which was made open source in 2010. It's probably the best option for a modern but vanilla experience. I tested this last year and it seemed even better than the next option.

Knightmare's 1.42d is an unofficial patch which fixes some crashes and adds widescreen support. It's probably the next best option for a modern but vanilla experience. I used this the last time that I played.

RealRTCW adds higher resolution textures, new weapons, new missions, better AI and more. It's probably the best option if you don't want the vanilla experience. I haven't tried this one.

It's too bad that you already played through the game without them. At least you enjoyed it, anyways.
 
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Frankie Spankie

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Feb 22, 2009
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I tried Knightmare's patch to get fullscreen going but for some reason it didn't work for me. I just ended up playing it on 4:3, I didn't really mind to be honest. I didn't catch the others but the Venom mod did add higher resolution textures and it improved on the AI as well.

The Venom mod definitely made it a lot better though. I played through the first mission and then checked for mods so I was able to see the difference between the vanilla version and mod.
 

Ceremony

How I choose to feel is how I am
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Celeste (PS4, 2018)

Although the 2D platformer is one of the oldest video game genres, it's not one I've played a lot. My first console was a SNES so I had some Marios and an Aladdin game, but I was very young and I could never finish them. I tried Mario and Mario 3 when I was old enough to know what I was doing and I never made it to the end of 3. Even in the modern era it's not something I've spent a lot of time with. At least, looking at my PlayStation profile there's one thing that almost all of the platformers on there have in common. They're all easy and accessible. Braid is about the hardest thing I've finished.

And so we come to Celeste, a 2D platformer in which you control a girl called Madeline as she climbs a mountain while suffering from mental health problems, dealing with people along the way who suffer from mental health problems. Controls are the standard runny jumpy affair, with some additions. You can cling to vertical surfaces for a limited time. You can double jump or dash when in the air, and throughout the different sections of the game there are new interactive elements introduced to get you through the environments.

The controls are probably exactly what you need for a game like this. They're easy to understand and quickly become intuitive once you've played for about five minutes. Each chapter is split into individual areas with either a straightforward route to the exit or a few objects you need to gather to open up the next area. This means you have regular checkpoints, but it also means the controls have to be as tight and refined as they are to ensure it's always a logical solution to progress. This doesn't mean it's always easy to carry out the right commands once you know what to do, but I'll get to more on that later.

Each of the game's main chapters introduces a new object to interact with, either to platform on (is platform a verb as well as a noun in this context?) or to avoid on fear of death. Each of these (except the dark blocks you direct as they're moving) is as quickly logical as the standard controls, which opens up the range of puzzles available. This, along with the backgrounds and music keeps the game fresh and interesting throughout.

Celeste feels like a very modern platformer and a big part of this is the aesthetic. If you read the word aesthetic in italics, or with some squiggly punctuation either side of it. The retro pixel-art style of the characters and backgrounds is bold and engaging. The lack of detail in the player characters - especially when contrasted with the depth of the backgrounds - is a nice homage to the origin of 2D platformers while still feeling refined. The music is similar, sounding obviously modern but in a retro style which complements the art style nicely. Crucially, it only rarely gets irritating when you're stuck on an area for a long time.

The pixelated art style of the characters and backgrounds is in contrast to the dialogue boxes at the top of the screen which tells the game's story. A character's face appears, the words they're saying appear on the screen next to them, and some noises that sound a bit like Pingu come out. A clever way to get around language localisation problems for a small developer. I think I found this the most endearing part of the game, hearing these noises actually correspond to the emotions the characters were expressing. I also liked the image of certain characters reaching out of their little avatar space when they were terrorising Madeline. The game has lots of small touches like this that feel like they were all created very deliberately. You start noticing things and then you start trying to notice things, because you realise if someone put them there they must be important.

That isn't to say I found and noticed them all myself and found the game as deep and engaging as I'm making it out to be but again, I'll come to that later.

What then of Madeline, and the story? Madeline gets to the mountain. Madeline is adamant she's going to climb it even though she's scared. Madeline meets and old woman who laughs at her and says she'll never make it. Madeline has a panicked phonecall to a mysterious figure who's not seen again saying she's scared, they tell her she always phones in the middle of the night claiming something bad is happening. Madeline walks past a mirror and breaks it, and a dark, purple-haired version of Madeline pops out and terrorises her through gameplay and the story, and so begins the obvious allegory for mental illness.

I had a vague idea of what the premise of Celeste was before I went in. I also noticed that when Badeline (yes, aren't the game's fans hilarious) appeared and was saying things I was often too focused on trying to avoid dying to really appreciate what she was saying. You see, Madeline is trying to climb the mountain. Badeline, who is all of Madeline's fears, anxieties, doubts and failings, tries to stop her. Tells her consistently that she won't do it, tells the other characters that they won't and they're horrible people. Eventually Madeline comes to realise that she can't suppress or hide from Badeline, she has to embrace her and use their strengths together to keep climbing.

As much as I can look at Celeste and recognise it does many things well mechanically, artistically and thematically, something about Madeline's relationship with herself seems too obvious for me to find it profound. In some ways it feels obvious what happens and what is supposed to happen. In other ways - and I appreciate quite how much personal insight I'm revealing here - it just ends up leaving me feeling inadequate, since I've spent my life not facing up to my problems the way Madeline does, and I know even once I've finished the game I'm not going to. The deliberateness I mentioned earlier almost feels like a failing here, with the resolution being a bit too neat and obvious.

It's not just through Madeline and Badeline that this is explored, there are other characters along the way. If you've played the game, I spent the entire time hoping Theo was going to get thrown off the mountain and die, but it didn't happen and I feel a bit robbed. I don't feel right criticising the game in this way but the central premise of the player character feels like something I should identify with, and I just don't. I don't know how much of that is down to me and how much to the game, but the result is something which I know means a lot to a lot of people in a way it doesn't to me. As I write this now I think I shouldn't care what other people think, and you shouldn't, but does that mean I've missed out on something?

One nice way the gameplay is tied into Celeste's depiction of mental health struggles is dying. In one of the loading screens the game cheerily tells you to be proud of your death count. "The more you die, the more you're learning." This brings me to my biggest problem with the game's controls. This concept, in theory, is sound. I'm a big sim racing fan and I'm currently playing Trackmania Turbo, so the concept of constantly trying and failing and learning isn't lost on me. On difficult platformers like Celeste I can see the point too, and there's no denying that as you go on the game's difficulty progresses steadily, but always within reach of what the player is capable of doing.

There are two problems with this. The first is how refined the controls are. I played with a gamepad obviously and you have eight directions of movement. Up down left right and then up left, up right, down right, down right. Straightforward enough. Using either the d-pad or joystick though, it's not always easy to point Madeline in the direction you need to. When you're doing quick jumps and platforming through small or moving gaps and you need to land in a certain place to recharge your jumps or there's wind blowing affecting your trajectory, this is a problem. This isn't learning by doing or dying, this is knowing what you need to do but needing to hope your inputs are smooth enough that the game knows what you're trying to do.

I realise this makes it sound like I'm trying to blame the game for me not being any good at it, but I honestly don't think that's the problem. I'll give you the best example. A collectible later in the game requires you to slide down a vertical wall, dash to the right to pick it up, fall a little bit, then dash left to get back to the wall. There's a very small path for you to do this without touching something that kills you. There's no learning or figuring out required here. Once you've reached it, you can look at it and know exactly what to do. Then you can spend half an hour trying and failing to do it like I did, and the novelty wears off. It might not be the game, it might be me, it might even be my controller which does have some stick drift, but either way to me it's not difficulty or learning, it's just level design which doesn't fit with what the player is able to do.

What makes me start leaning towards it being my fault rather than the game's is the game's final chapter, B-Side and C-Side levels, and some of the harder to reach collectibles. The game's main story has six chapters and then an epilogue. The difficulty curve throughout is fair and never felt cheap or easy. Later levels are noticeably harder than early ones and my death count (which the game tracks for you to wear as a badge of honour) reflects this. The B-Sides and C-Sides are hidden throughout the normal levels and once you collect them you can try them from the main menu. Effectively they're like a condensed version of Celeste, shorter and with the difficulty and precision ramped up.

I think with enough time and practice I could get through these. Eventually. What I couldn't get through are chapters 8 and 9. You see, these are post-game chapters where the difficulty doesn't so much follow a curve as it does become completely vertical. It gets so steep it practically becomes an acute angle. Most of this is optional and doesn't really offer much in the way of story or narrative so it's fair to say it's content aimed at the Celeste-obsessed. Going into chapter 9 I scraped past the first couple of areas then realised how large and complex and precise they were becoming, and I realised I just couldn't.

But, then, I could. Celeste has an Assist Mode, where you can change gameplay settings. You can turn down the game speed. You can give yourself unlimited stamina for clinging to walls, you can give yourself unlimited dashes and you can use dash assist, which lets you aim your dashes more precisely. I used these when I was clearing up the last of the game's collectibles I hadn't found, and I felt like I was just about getting away without cheating the game while using some of these. I still had to control Madeline and not hit anything that could kill her, and if anything this was harder because the urge to spam the dash button could be overwhelming, for me and for her.

Go and look up Celeste chapter 9 speedrun now on YouTube and get back to me. There's only one way I was getting past that and it was using the final assist - Invincibility. As I bounced through the final areas (which are the same as the main game - unique and distinctive) I just laughed, imagining the sort of stress I would have been under if I'd tried to do it legitimately. I spend a lot of time playing video games. While I said earlier I'm not a massive platforming fan, I'm pretty good across various different genres. I can think, I can react, I can take on new skills and adapt to different situations within individual games and across different ones. If Celeste was the only video game I had ever played in my life and I absolutely adored it in a way I found transcendent and life-affirming and any other gushing adjective you want to use, I would not have been able to finish it without Assist Mode.

Which brings me to the point I've been trying to bring up over the past four paragraphs - is this fair? I've finished Celeste. I've earned the Platinum trophy. I've not found quite all of the collectibles and I'm pretty sure I somehow missed the ending where it turns out Madeline is transgender, but I have ostensibly finished and beaten the game. I did so without cheating. I didn't break the game, I didn't do anything which isn't part of the game's design. Did I though? Can I say "I platinumed Celeste" knowing there are people out there who could say the same thing having spent hundreds if not thousands of hours perfecting their runs and strategies to do the same?

I suppose this brings me to my ultimate question of accessibility in games nowadays. I'll be looking at this from a trophy/achievement perspective which I realise isn't for everyone, but it's a verifiable means of tracking progress across the majority of a game's playerbase. There are swathes of things which barely qualify as video games nowadays which are released purely because the people making them know people will buy them because it earns them trophies. My first ever Platinum was Terminator Salvation back in 2009, a game I rented purely because it was known for easy trophies. Play the game on hard and in four hours you'll have a bunch of trophies. So I did. Nowadays you can pay pennies for the same experience in about five minutes.

Celeste is obviously a real and very good game, and even if you played the entire thing with Invincibility turned on and didn't read any dialogue it would still take you a few hours to get to the end. And a few hours more to earn all the trophies. Does the presence of Assist Mode cheapen the story, or the achievement of finishing it without? Does the potential of Assist Mode do this? I genuinely don't know. There are games I'm proud of beating because they're difficult, or at least large and time consuming. I don't know that I'd feel the same way about earning all of Mirror's Edge's trophies if there was an accessibility mode which made Faith automatically climb up every ledge she was near.

At the same time I can't honestly say this is a bad thing because as video games become more mainstream, what harm is there in attempting to reach as much of an audience as possible? Imagine a child or an old person or someone who's never held a controller playing Celeste for the first time, being frustrated by dying all the time and never playing it or anything else again. I know when I was younger lots of games I still have I could never finish. I already mentioned my Super Mario experience, and that was as an adult. If the option of difficulty and precision is still there for people who want to and can handle it, why should anyone else be excluded from the story of Celeste or any other game which has a comparable to Assist Mode? Why would any game developer not include such an option if it's going to make their experience and their story playable by as many people as possible?

Celeste, then. It's alright I suppose.
 
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Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
Jupiter Hell - 8/10

Jupiter Hell is a turn based roguelike in the style of Doom. The camera is overhead and every time you perform an action, all the AI performs a turn. If you choose to move, shoot, reload, or even just wait, the enemy gets a turn immediately themselves. It's not a turn based game like XCOM if that's what you're looking for. As a roguelike, there is no progression from one run to the next. You die, you lose everything and start over. You get further by learning how to better play the game.

It is really fun but very challenging. It took me about 10 hours to beat it for the first time on easy. Looking at the Steam stats, only 13.2% of people ever even beat the game on easy. As a point of reference, 92.4% have at least played the tutorial so that's a very small percentage of people who have beaten it. You can easily die in the first couple of levels on any given run. The only reason I was even able to beat the last boss is because I had so many medkits I just focused on damaging the boss and taking hits myself, healing to full with large medkits when necessary.

The graphics leave a lot to be desired. It's an overhead camera but I feel like with the fixed camera like this, they should have gone with a different aesthetic. It's kind of tough to tell what some enemies even are at times. The UI is pretty fitting though and looks like something from the 90s. There's also classic voice lines like you'd expect from a game like the original Doom series. The game certainly does do a great job at bringing the Doom vibe even considering the big camera change.

If you like turn based games, this is a fun one. I'm not sure if I really want to continue trying harder difficulties because I feel like getting to the last boss will be incredibly infuriating at higher difficulties. I'm still glad I got it though, it was worth the price of admission!
 

JaegerDice

The mark of my dignity shall scar thy DNA
Dec 26, 2014
25,583
10,276
Fights in Tight Spaces

9/10

An absolutely ingenious little gem that combines deck-building and turn-based strategy to create epic fight sequences. You choose a fighting style starter deck, each of which has different moves that require different positioning and circumstance to use. After each battle, you get a replay the battle at full speed with some slick animations.



I beat the game on one starter deck, already looking forward to playing through again with another.



$20 on Xbox
 
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