The last few games you beat and rate them IV

  • Work is still on-going to rebuild the site styling and features. Please report any issues you may experience so we can look into it. Click Here for Updates
Status
Not open for further replies.
Max Payne - 8/10

I think most people have heard of Max Payne, it's a bullet time third person shooter about a rugged cop who starts breaking the rules to get the job done. The gameplay is a classic. It's challenging and you'll find yourself using the bullet time function a lot. I loved the story all the way through.

It does have some issues on modern machines however. You don't have to use fan patches but it'll make the experience better. Main problems I had was no sound in cutscenes, can't go above 1080p, and the dives feel kind of short over 60fps. Fan patches are really easy to find and install and if you would prefer to not try them, you can still enjoy the game as is, you'll just have to read the cutscenes.

Even with the issues with modern machines, I still think this classic is easily worth the time today. It's pretty short, only about 6.5 hours but I loved every minute of it.
 
The gameplay/control aged like dogshit but the narrative/tone for Max Payne is still one of the best I've ever seen in a video game.

The sin city-ish comic book panels to serve as exposition/cutscenes, the gritty hard boiled cop-noir detective mood, bullet time which was really f***ing cool for its time. Some great zingers from Max too.

"In the land of the blind, the one eye'd man is king"

I absolutely can't wait to see how that remake turns out especially since Remedy is working alongside Rockstar for it just like the first two games.
 
  • Like
Reactions: Rodgerwilco
Beat the first difficulty of Dead Cells (boss cells 0). It took me three runs (about 3-4 hours). Man this game is amazing. Easy 9.5 out of 10. I like it better than Hades, but that might be because metroidvanias are one of my favorite genres. Even if I play something else, I dont think I'll stop going back to this. I think I'll try going up in BCs until I'm at my skill cap.
 
  • Like
Reactions: Jovavic
1662551301935.png

Gorogoa (PS4, 2018)

In the Annapurna Interactive Deluxe Limited Edition, Gorogoa is introduced with a word from its creator:

1662551509743.png


Gorogoa is a (sort of) 2D puzzle game where you move square images in a two by two grid to manipulate the scenes depicted within and solve the puzzles. Doing this progresses the story in the pictures, which invovles a young boy seeing a mysterious creature from his window, discovering what it is, then spending the rest of his life searching for offerings to give it.

Gorogoa was created by one man, Jason Roberts. It took him five years to commit this story to video game format, hand drawing all the images and animation. There is a decent amount of information on this available online, including the inevitable youtube video essays, but this one is actually from Roberts himself so it's a bit more relevant:



There are a few other, longer talks from him on there too I've just discovered. I'm sure I'd find them interesting, but the one I've linked is a good starting point.

To start, the gameplay. The puzzle mechanic is the best kind of puzzle mechanic - inherently simple, but able to be expanded and made more complex as the game progresses while still retaining the core concept. There are four squares and up to, but not always, four images on them which show the story happening. In order to progress you need to move the images around to allow it to progress. To start, the boy walks into a cupboard in one image, when he walks out you need to move another image over to allow him to walk out on to a roof top and into the next area he needs to. It's a very simple process which is explained intuitively with no words much more effectively than I've just managed.

As someone with very poor logic skills who doesn't play puzzle games very often, I see strengths and weaknesses here. The premise is intuitive and easy to pick up. It also offers a tremendous amount of satisfaction on your first playthrough when you work something out and are able to progress. Because of the limited amount of combinations though, there are times where you can eventually progress just by moving the pictures around or zooming in and out enough times until you've exhausted near enough every possibility and just move on by default. This slightly undermines the sense of satisfaction which comes with a puzzle game (and which in this case is arguably complementary to the story), with progression in these cases accompanied by mild annoyance rather than genuine achievement.

On a purely visual level, if it took one man five years to create and animate all of these images then, quite simply, it was worth the wait. Every individual image in Gorogoa is gorgeous. The fact that most of them can zoom in and out shows even more depth and detail is even more remarkable. The game's design and aesthetic are strengthened massively as a result here, as on a surface level each image is striking, yet the knowledge that there is more adds to both the beauty of the image and the feeling of depth within the game. The way some puzzles are solved through tricks of perspective and manipulation links the art style to the core game mechanic very effectively, making the whole experience feel more cohesive and perfectly self-contained.

I really need to just talk about how great the art is. So many of these individual images are striking in a way which makes you just want to look at them on their own, without a game or any other distractions to take in. The colours, the detail, the changes in interaction when you're zoomed in or out in certain frames, it's remarkable. The minimalist soundtrack in the background is almost too reserved, but for the most part it allows you to focus on the puzzles and the story without overwhelming an additional sense for the player.

If the game is worth playing for its two to three hours of puzzles and images alone, then what of the story? I don't really know how to describe it outside of what I said in my opening paragraph without looking really dumb and uncultured. A boy sees a creature of some sort - if I had to compare it to anything I'd say it's like a combination of a classic Chinese dragon and images of Aztec gods with bright colours, fierce faces and lots of flowing details and extrusions. I think it's supposed to look spectacular and undefinable because that's what the boy perceives it as. It also ties in to the constant theme of the game's images having more detail you see when you zoom in, as we eventually see later in the game.

(There was a break in the writing of this review where I went off and read a bunch of stuff about Aztec culture then did other things.)

Gorogoa's story ostensibly depicts a man's life as he attempts to find and collect five fruits to offer to the mysterious creature he sees from the window in his youth. We see different stages of his life - as a child, as a young adult going through what appears to be some apocalyptic event, as a slightly older adult deep in study/learning, as a seemingly depressed working man (still staring out a window) and then back to a child briefly before what appears to be the end of his life, as an old man in a wheelchair looking at what I realise as I'm typing is a destroyed version of something he interacted with earlier in the game.

Remember when I said earlier I was going to make myself seem really dumb and uncultured? This is where it happens. If I watched the hours of the game's creator explaining his motivations, if I knew anything about religion or philosophy and had another few weeks I might attempt to uncover and explain everything myself. I'm sure there are multiple parallels and allegories and as many different layers to the narrative as there are in the pictures. What's ultimately most important is that the game constantly keeps you invested in what's going on and eager to find out what everything represents.

What I can say with certainty is what I think about the story in conjunction with the images and the music and the gently satisfying core mechanic. It's a beautiful combination. Actually, genuinely beautiful. It might take a few plays of the game where you know how the puzzles work and can properly focus on the details without frustration, but there's a lot to discover in this game if you want to take the time. It's remarkable that a game with no words, spoken or written, with no prompts or direct control over the characters can contain the poignancy which Gorogoa does. It feels as if each action, each movement, is a moment for reflection on the consequences for the man. The result is an experience which can last as long as you want to keep exploring, always with the sense that a deeper or more profound understanding is waiting for you each time.

If anyone's keeping score, that's two for two from the Annapurna Interactive Deluxe Limited Edition. I don't want to say something as brief as Gorogoa is perfect, but I'm having a hard time thinking of any other way to finalise my thoughts on it. I don't think there's a single thing I would change about it.
 
Gorogoa was an absolute joy. Definitely one of the best puzzle games out there!

Overloop - 7/10

Short and sweet! Overloop is a puzzle game set in a dystopian world where you create clones of yourself and send them to their doom to clear paths ahead of you. The puzzles aren't overly challenging but it was still an enjoyable game all the way through. If you're looking for a challenging puzzle game, this isn't really for you. But if you're looking for a more casual puzzle/platformer experience, this is definitely worth picking up! The mechanics are solid and the story is interesting while the puzzles are engaging enough to keep you interested.
 
Max Payne 2 - 9/10

I played this back to back right after the original Max Payne and this one is better in pretty much every way. It looks and feels a lot better to play. Just everything is an improvement. The only complaint I had about this one is the sound levels were kind of weird, voices were too quiet and everything else was too loud so I found myself constantly playing with the volume but other than that, this is superior to the original Max Payne in every way in my opinion. If you liked the original Max Payne, this is a must play. Even if you didn't like Max Payne if it felt dated to you, give this one a go, it feels a lot better.
 
  • Like
Reactions: Rodgerwilco
Immortality

My first Sam Barlow game, although I hesitate to even call it a game. I wouldn't even call it fun necessarily, but it was extremely interesting.

I recommend anyone with Game Pass give it a shot. It took me a bit to get going but I really enjoyed the investigation aspect. Makes me want to check out the dev's earlier work.
 
1662844398738.png

What Remains of Edith Finch (PS4, 2017)

In the Annapurna Interactive Deluxe Limited Edition, What Remains of Edith Finch is introduced with a word from its creator:

1662844449678.png


Like I'll have heirs or bookshelves.

I played What Remains of Edith Finch almost two years ago and I didn't write it up at the time. I didn't feel like I had anything to say about it. Playing it again now, I felt like I might have something to say about it. The problem is, the Queen died about two hours after I finished it and sort of diverted my attention. I'll do my best, I suppose.

What Remains of Edith Finch is a walking simulator narrated by Edith, the last of the Finch family. Odin Finch moved the family home from Scandinavia to Orcas Island off Washington State. The house capsized and sank just before they reached land, so they built a new one and several generations of Finches lived in it over the years. Most of them died in mysterious circumstances leading to Dawn, Edith's mother, sealing all their rooms shut. Edith's narration comes back to the house several years after the two of them abandoned it and great grandma Edie at the same time.

I'm not sure if it says anything that while thinking about how to write this game up that I haven't spared any thought for justifying or explaining the term walking simulator. I don't mind it, as a concept or a descriptor. The term is appropriate, and the genre is as valid as any other. There's nothing remarkable deployed here. You walk around at a singular pace, there are occasional contextual moments of interaction with the environment, some to progress the story and some to just hear a bit of information. Sometimes the movement changes in the context of the story, sometimes the interactive parts do, but it's pretty consistent throughout.

The use of text to display what the narrator says is interesting. They act as subtitles, but while they appear on screen as they're spoken they're usually broken or brushed away by some movement of the player. We learn early on that Edith is documenting what she sees, says and thinks in a diary so this is an effective connection between the inner monologue we're exposed to and the environment which is provoking it. The overall tone of the Finch house and Edith's movements through it is a sort of still gentleness, so the words appearing as a semi-interactive object doesn't feel out of place.

The aspect of the game which had the most effect on me this time and made me write this was the house, so I should talk about that. On her walk up to it Edith says she always hated it growing up. I can see why. The whole game has the air of a surreal fairytale about it and the physical structure of the house is probably the best representation of this. As generations of Finches entered it new bits were built on top in increasingly impossible fashion. It looks like a child's drawing of a house from the outside, and as you progress through it it feels this way up close.

Inside the house is just... close. It's narrow, tight and every available space is lined with books. Most of them have individual titles, and some of them even have real titles which reflect the things you're seeing in the rooms. It all feels very profound and deliberate. If Edith didn't like growing up there in a weird house in the middle of nowhere, I think I would have. As I played and slowly walked the narrow corridors I genuinely had moments of childlike wonder, where I felt some vague half-memory of wanting to be or being in a home where I was lost, overwhelmed by the scale and sense of personal or familial history which to me was all-encompassing. The Finch family felt important, and their home did too.

The outside felt just as grandiose. The coastal setting made me think of a gothic version of The Great Gatsby, with the remnants of the former house visible in the water (red light rather than green light) and the surrounding bay grey and oppressive rather than majestic and hopeful. As you go through the individual stories of each Finch in and outside of the home you find the surroundings just as surreal and improbable as the interior. As a walking simulator the game really shines here, because each new thing you discover heightens to the importance of what you've already learned while still pushing you forward to add to it.

Technically, the game is alright. On a graphical level it's not ultra high quality, but the more reserved detail and colouring level works. It makes everything feel... I think cosy is the right word. Close. Familiar. This does pose some problems though, as there's very little colour in the game and the whole thing is actually quite dull. I had to turn the brightness up several notches to be able to see my way around and this ended up bleaching out some of the dimmer areas you explore. I know I said it's a grey, dingy sort of area but at times it feels like the game goes too far in one direction and ends up suffering for it.

This is most apparent when Edith's commentary takes us to the rooms of her dead family members. Many of these feature bold, bright colours, but that's irrelevant really in a technical context. In an impossible house, the stories of what happened to the Finches are equally unbelievable. I don't want to spoil what happens to any of them but one thing I do remember from my first time playing this game which differed now was how sad they all made me feel. Not because people died or other people grieved, but there seemed to be a real sense of loss and waste.

Some of the Finches have more tragic tales than others. Some have more sombre tales than others. Like Walter, who shut himself underground for thirty years. Lewis, who at 21 was so unfulfilled in his life he retreated entirely into his imagination. Gregory, who produced every parent's worst nightmare. You get small glimpses into the lives (and deaths) of these people that last minutes at most yet somehow you fell profoundly affected by what happened to them. The strength of the setting and the notion of both the house and the family as a distinct character here is prominent, as everything builds up and you realise how significant everything was in the history of this strange family.

The game is fairly short - two hours or so, I think - so I don't want to detail too much of the story here. I think this is the sort of game where your reaction to it depends on the life you've led, or even where you are in it when you play. I'm broadly the same as I was two years ago yet I found this more affecting second time around, having remembered very little of the details. Everything about the game just feels important somehow. I don't think that happens very often.
 
  • Love
Reactions: Rodgerwilco
Industria - 6/10

This is a short shooter/walking simulator. There's not too much combat involved, especially early on. You don't even get a pistol until about 20-30 minutes into the game. The game's also rather short. I finished it in 2.5 hours while checking every day I can open.

There's only about 5 different enemy types and 5 different weapons. You don't get much ammo but fortunately, you shouldn't really be running out either unless your aim is really bad. Just swap weapons as necessary. I would often use the pistol until I get a group of enemies rushing at me. Furthermore, the enemies are fairly repetitive. Only one of them will shoot at you while all the others just rush at you and try to melee you. The combat itself is fairly boring.

What I did really enjoy about the game though was the setting. It kind of gave me S.T.A.L.K.E.R. vibes without the anomalies. The city looks run down and abandoned for 10-20 years as the story says. I love playing games with this kind of setting, it's eerily beautiful. That part of the walking simulator portion of the game made this really enjoyable.

There are some minor Half-Life vibes in the game as well where you have to pick up and move barrels or boxes to reveal hidden pathways or to create a step up to allow yourself to reach a higher platform for goodies or just to proceed in the story. I'm always surprised picking up boxes to make your own stair case was never really implemented in other games.

If you're just looking for a straight FPS, this isn't the game. There's not enough combat and the combat there is isn't engaging enough. If you want a more casual shooter/walking simulator, it was pretty enjoyable albeit short. I'm not sure how much I'd recommend it at full price but if you like the setting and know you're getting equal parts walking simulator and shooter, I'd recommend grabbing it on a sale.
 
Midnight Fight Express - 7.8/10

Struggled on how to rate this because the beginning and ending levels are great, but some of the middle levels dragged a good bit and were stale. The combos are super satisfying to hit, and there’s a fair bit of replay-ability with going back to complete challenges. Music in this game rules.
 
What Remains of Edith Finch (PS4, 2017)

In the Annapurna Interactive Deluxe Limited Edition, What Remains of Edith Finch is introduced with a word from its creator:

View attachment 583228

Like I'll have heirs or bookshelves.

I played What Remains of Edith Finch almost two years ago and I didn't write it up at the time. I didn't feel like I had anything to say about it. Playing it again now, I felt like I might have something to say about it. The problem is, the Queen died about two hours after I finished it and sort of diverted my attention. I'll do my best, I suppose.

What Remains of Edith Finch is a walking simulator narrated by Edith, the last of the Finch family. Odin Finch moved the family home from Scandinavia to Orcas Island off Washington State. The house capsized and sank just before they reached land, so they built a new one and several generations of Finches lived in it over the years. Most of them died in mysterious circumstances leading to Dawn, Edith's mother, sealing all their rooms shut. Edith's narration comes back to the house several years after the two of them abandoned it and great grandma Edie at the same time.

I'm not sure if it says anything that while thinking about how to write this game up that I haven't spared any thought for justifying or explaining the term walking simulator. I don't mind it, as a concept or a descriptor. The term is appropriate, and the genre is as valid as any other. There's nothing remarkable deployed here. You walk around at a singular pace, there are occasional contextual moments of interaction with the environment, some to progress the story and some to just hear a bit of information. Sometimes the movement changes in the context of the story, sometimes the interactive parts do, but it's pretty consistent throughout.

The use of text to display what the narrator says is interesting. They act as subtitles, but while they appear on screen as they're spoken they're usually broken or brushed away by some movement of the player. We learn early on that Edith is documenting what she sees, says and thinks in a diary so this is an effective connection between the inner monologue we're exposed to and the environment which is provoking it. The overall tone of the Finch house and Edith's movements through it is a sort of still gentleness, so the words appearing as a semi-interactive object doesn't feel out of place.

The aspect of the game which had the most effect on me this time and made me write this was the house, so I should talk about that. On her walk up to it Edith says she always hated it growing up. I can see why. The whole game has the air of a surreal fairytale about it and the physical structure of the house is probably the best representation of this. As generations of Finches entered it new bits were built on top in increasingly impossible fashion. It looks like a child's drawing of a house from the outside, and as you progress through it it feels this way up close.

Inside the house is just... close. It's narrow, tight and every available space is lined with books. Most of them have individual titles, and some of them even have real titles which reflect the things you're seeing in the rooms. It all feels very profound and deliberate. If Edith didn't like growing up there in a weird house in the middle of nowhere, I think I would have. As I played and slowly walked the narrow corridors I genuinely had moments of childlike wonder, where I felt some vague half-memory of wanting to be or being in a home where I was lost, overwhelmed by the scale and sense of personal or familial history which to me was all-encompassing. The Finch family felt important, and their home did too.

The outside felt just as grandiose. The coastal setting made me think of a gothic version of The Great Gatsby, with the remnants of the former house visible in the water (red light rather than green light) and the surrounding bay grey and oppressive rather than majestic and hopeful. As you go through the individual stories of each Finch in and outside of the home you find the surroundings just as surreal and improbable as the interior. As a walking simulator the game really shines here, because each new thing you discover heightens to the importance of what you've already learned while still pushing you forward to add to it.

Technically, the game is alright. On a graphical level it's not ultra high quality, but the more reserved detail and colouring level works. It makes everything feel... I think cosy is the right word. Close. Familiar. This does pose some problems though, as there's very little colour in the game and the whole thing is actually quite dull. I had to turn the brightness up several notches to be able to see my way around and this ended up bleaching out some of the dimmer areas you explore. I know I said it's a grey, dingy sort of area but at times it feels like the game goes too far in one direction and ends up suffering for it.

This is most apparent when Edith's commentary takes us to the rooms of her dead family members. Many of these feature bold, bright colours, but that's irrelevant really in a technical context. In an impossible house, the stories of what happened to the Finches are equally unbelievable. I don't want to spoil what happens to any of them but one thing I do remember from my first time playing this game which differed now was how sad they all made me feel. Not because people died or other people grieved, but there seemed to be a real sense of loss and waste.

Some of the Finches have more tragic tales than others. Some have more sombre tales than others. Like Walter, who shut himself underground for thirty years. Lewis, who at 21 was so unfulfilled in his life he retreated entirely into his imagination. Gregory, who produced every parent's worst nightmare. You get small glimpses into the lives (and deaths) of these people that last minutes at most yet somehow you fell profoundly affected by what happened to them. The strength of the setting and the notion of both the house and the family as a distinct character here is prominent, as everything builds up and you realise how significant everything was in the history of this strange family.

The game is fairly short - two hours or so, I think - so I don't want to detail too much of the story here. I think this is the sort of game where your reaction to it depends on the life you've led, or even where you are in it when you play. I'm broadly the same as I was two years ago yet I found this more affecting second time around, having remembered very little of the details. Everything about the game just feels important somehow. I don't think that happens very often.
Incredible write-up, outstanding really. I thoroughly enjoyed the game. It feels very intimate and enjoyably heart-breaking at times. The house and property are almost characters unto themselves. The house feels so alive, and by all the crazy extensions it seems that the home grew just as much as the family did, and in just as bizarre a manner.

It's one of those games that really doesn't even hit you until after you're finished with it, for my wife and I it wasn't until a few days later. I kept finding myself thinking back to the story and thinking again about the pure tragedy of the Finch family. For a game that doesn't really have a lot of "meat" or length to it, I feel it more than makes up for it with the incredible atmosphere they've achieved.
 
Incredible write-up, outstanding really. I thoroughly enjoyed the game. It feels very intimate and enjoyably heart-breaking at times. The house and property are almost characters unto themselves. The house feels so alive, and by all the crazy extensions it seems that the home grew just as much as the family did, and in just as bizarre a manner.

It's one of those games that really doesn't even hit you until after you're finished with it, for my wife and I it wasn't until a few days later. I kept finding myself thinking back to the story and thinking again about the pure tragedy of the Finch family. For a game that doesn't really have a lot of "meat" or length to it, I feel it more than makes up for it with the incredible atmosphere they've achieved.
I was surprised how much it resonated with me this time. A nice two hours.
 
  • Like
Reactions: Rodgerwilco
Railbound - 8/10

Railbound is a cute little puzzle game about placing tracks down so the train cars get to the locomotive in the proper order. As you progress, the game will throw more mechanics at you. The base puzzles aren't too difficult but the bonus puzzles can be real head scratches. It's actually very relaxing with the cute aesthetic and calming music while it can be frustrating while you're racking your head on how to solve some of the more complicated puzzles at the same time.
 
Sunset Overdrive - 8/10

Sunset Overdrive actually caught me by surprise. I remember it being popular when it first came out but when I was looking into the game, I brushed it off seeing complaints about a repetitive open world game. I figured I'd give the game a chance anyway and I'm glad I did. The game didn't feel repetitive at all. The missions mostly felt unique and were constantly introducing new enemies throughout the game.

The gameplay is a lot of fun. The gunplay is OK and it's more about movement than aiming. The game has an auto aim function which is worth enabling while you focus more on movement than trying to aim precisely while moving at high speeds. The movement is great however. It's a lot of fun jumping, bouncing, grinding all over the world. I wish the sprints lasted longer though, I found myself constantly spamming the sprint dash button.

The humor is solid too. Some jokes will just fall flat or forced but sometimes it was just plain ol dumb humor which always gets a laugh out of me. The story was pretty fun and I loved how often the game would break the fourth wall. The fourth wall breaking jokes often came across great with the theme of the game.

I honestly didn't think I'd enjoy Sunset Overdrive as much as I did and it was a pleasant surprise. It's definitely worth the pick up even if the game is almost a decade old at this point. The jokes aren't dated and the colorful aesthetic holds up great today.
 
I loved Sunset Overdrive so much. That game is obviously setting the stage for Spiderman but I preferred SO over Spiderman. Part of that is also hating the Spiderman character but Sunset was so fun.
 
Metal: Hellsinger - 9/10

Metal: Hellsinger is a rhythm based FPS. It's as metal as can be, the theme, the setting, the story, the music. If you're a metalhead, this is a no brainer. It feels like a rhythm based Doom game. You want to perform all the actions to the beat for bonus damage. Keep your streak going for bigger points.

The game is pretty short. I finished it at about 3 hours. It can feel a bit chaotic at times but the game is very linear. It's pretty much hallway into small arena into hallway into small arena over and over. There are no secrets, it's all about the music and the killing.

There's a decent amount of enemy variety but the bosses were all the same save for the final boss. It was still a great ride all the way through. There is a demo available and if you like it, you'll like the game. There's plenty of replayability if you're interested as well with challenges and trying to climb the leaderboard with points. Definitely a unique experience and a ton of fun overall.
 
Just beat Blasphemous. It's a short game, but still a bit longer than Metroid Dread. It's also fantastic. One of my favorite Metroidvanias ever. It's not as good as Hollow Knight, but it's still up there. The art style, the music, the atmosphere, it's just a joy to play. I loved the simple combat too. The game wasn't very hard outside of Isidora, but the difficulty was still high enough to keep it engaging.

9.25/10. Highly recommend it to anyone who likes the souls genre and Metroidvanias.
 
Teslagrad - 6/10

Teslagrad is a puzzle/platformer with the emphasis more on the platformer. There aren't many enemies in the game and you don't get a way to attack until late in the game so you'll have to simply avoid most of them. This is a puzzle/platformer that emphasizes on collecting scrolls, the game's collectibles. The puzzles aren't overly difficult but some of the platforming sections can be. At times it's just challenging platforming but the controls can feel a bit floaty at other times and as a result, makes the mechanics feel like the problem, not your skill. Fortunately, those instances aren't too common.

The world is beautiful and it's fun to explore. After you complete climbing the tower which will probably take you 2-3 hours, you'll open up a lower floor. You need 15 scrolls to open that floor up so you can get to exploring, see which areas you missed, and grab some more scrolls to open up the path. There is a "true" ending after finding all 36 scrolls but after playing, I don't really have much desire to find it.

For the issues, some of the checkpoints are so poorly placed. Sometimes it takes time to set up a slow and tedious puzzle to attempt your jump. If that jump is very difficult to perform, you're going to be sitting there setting it up over and over again, taking your time because of how slow the game mechanics can be. One instance that was very tedious was late in the game when you had to roll a ball with your magnetic cloak. Rolling it off the platform above you took about 5-10 seconds because of how slow the ball rolls. That doesn't seem long, right? Well that jump afterwards was very difficult. I probably spent 5 minutes attempting that jump with 3-4 minues of that time just watching that ball roll on every reset.

Some of the bosses were fun while others weren't. Particularly the boss that shoots the energy orbs at you. It just felt like total RNG to attack the boss because you had to pull the energy balls back at the boss with your magnetic cloak and they were very hard to aim. They also only lasted a few seconds each so sometimes they'd disappear right before hitting the boss. The last boss was also just frustrating and unfun with how quickly his attacks move with your dash cooldown sometimes getting you killed. One of the tedious parts of the boss fights was that you had to hit them 3 times each to defeat them. You'd have to avoid their attacks, sometimes up to a minute or two before you get an opportunity to attack, then you can hit them once. The problem is that for every boss, the first two attacks were always easy. The last attack was hard to hit without dying. So you'd find yourself repeating the same 2-3 minutes for the start of the boss fight and if you're having trouble on the third, die, and repeat, sitting there getting frustrated and bored.

Fortunately, there are 5 bosses and only 2 of them really felt tedious and unfun. The general exploration and puzzle solving was fun and I did enjoy most of my time in the game. It's just after completing it, while not seeing the "true" ending, I just have no desire to keep going to see it. Beating the game with the minimal scrolls collected only took about 15 minutes and the game wasn't bad in that time but not bad isn't good enough for me to want more.

The game is pretty interesting if you want to pick it up on a sale or see it in a bundle if you're interested in puzzle/platformers. If you're not into puzzle/platformers, just skip this one entirely.
 
  • Like
Reactions: Ceremony
I really liked Teslagrad. The art design and the story were both lovely.
 
Just beat Blasphemous. It's a short game, but still a bit longer than Metroid Dread. It's also fantastic. One of my favorite Metroidvanias ever. It's not as good as Hollow Knight, but it's still up there. The art style, the music, the atmosphere, it's just a joy to play. I loved the simple combat too. The game wasn't very hard outside of Isidora, but the difficulty was still high enough to keep it engaging.

9.25/10. Highly recommend it to anyone who likes the souls genre and Metroidvanias.

I'm always on the lookout for more Metroidvania. I read your review, looked on the playstation app to see if it's available and not only is it, it's 70% off so it only cost 6 dollars, easy buy, thanks!

Have you played Bloodstained?
 
Status
Not open for further replies.

Ad

Upcoming events

Ad