February 2021 update
Wolfenstein II: The New Colossus (Q4 2017) ⭐️⭐⭐☆☆
FPS28,5 hours | 45 of 80 (56%)
- story is well written
- killing enemies is satisfying
- it's not a stealth game, but sneak approach is valid in most of the missions
The bad
- game has 3 years and there are still problems with graphic that makes game unplayable for some, or bug that corrupts all save files
- grenades have physic of a ping-pong ball and are quite rare to obtain
- enemy AI is not the best
- collectibles are gated behind bit of grind to unlock map locations
- not possible to replay whole chapter, just separate maps with tougher enemies
- there are invisible walls left after elevator opens doors that need to be "jumped over"
Conclusion:
I really have problem with this game. It was barely playable for the first 8h, crashing every 10 - 15 min. I decided I will try to fix it or I'm dropping it - game get so corrupted I could not load any save. It worked after many tries of re-loading few auto-saves I had (never thought of making manual saves...) and since then game worked flawlessly. Without me doing anything, I just reloaded "proper" save file. Still it leaves sore aftertaste, as not everyone may be lucky enough to even make the game work past loading screen. But it is solid shooter with good story and nice graphic / mechanics.
Story:
Gameplay:
We can use standard single weapon / dual wield, or sneak approach. It's still FPS game so don't expect any advanced mechanics like in Thief or Dishonored. Just approach enemy from behind and click button to silently kill. Weapons are rather standard (pistols, rifles, shotguns, electric weapons), there are no supernatural powers in game. Some abilities are unlocked later in game - double jump (kind of), breaking walls and crawling thought really narrow spaces.
Traits are again upgraded by using them. So killing with grenades gives more grenades capacity, sneak kills make commanders rise alarm slower etc. Which is more involving than just getting exp for killing enemies. Sadly enemy AI was tuned to use grenades rarely and grenades are scare for player, so I had to grind a bit to max out ability to use them. There is no inventory, simple weapon upgrades with upgrade kits, collectible journals or newspapers to find in the world.
Difference between this and previous game is that it's not possible to re-play previous chapter after game is beaten from chapter selection menu. Player need to kill commanders, pick up their enigma cards and then use them to decode positions of the uber-commanders on the war map. More cards are needed to unlock everything than we can get through one playthrough, so it requires tiny bit of grind. When commander position is decrypted it's possible to use war table to teleport to certain map. It doesn't start the original mission though, instead it's map with tougher enemies and objective to "kill the commander". So it's really repetitive and uninteresting.
Enemies have really basic AI, and they will stand in each other way of fire while shouting "get out of the way!". They will run around having problem to find a cover, not use grenades to force player to move,or try to walk around us for ambush. I started to play on hard and was killed in few shots, so I did not see all of this. But switching to easy to grab some achievements later on shown how bad their behavior is.
There is also weird problem of elevator doors. Animation that they open is there, player can see what's inside the next room but it's not possible to just walk past. It will make character stuck in the "doors". I had to "jump over" open elevator doors each time I had to use it.
Technicalities:
Music - ⭐️⭐☆ - music is thematic and voice acting is good
Bugs - ⭐️☆☆ - I already described how buggy this game can be to the point of breaking the game save files
- game shows the story from 4 different perspectives
The bad
- terrible UI made for gamepad and not adjusted for K+M
- biggest enemy of the chase sequences is truly awful camera
- one of the campaigns is long boss fight
- really grindy to get abilities
- awful QTEs
- graphic didn't age well
- weapons are not interesting
- zombie game where we fight hordes of regular soldiers 90% of time
- AI is so bad I'd be afraid to play with it in single player mode
- shallow story
- immortal enemies that keep chasing you around the map so you can't stand for 2s to think what to do next
Conclusion:
This game is playable in co-op but it's also truly awful. Bad PC port, bad mechanic, bad UI, bad enemy encounters. There is literally nothing appealing in this game. I was told that this game nearly killed the whole franchise. And now I know why.
Story:
Gameplay:
Next is awful camera that killed me more times than the enemies. Why not rotate camera 180 degrees during a chase sequence, just to make it more like a movie?? Or make camera stuck in some weird position (that makes walking around awful) as devs wanted to focus view on something I may be entirely not interested in? When player crawls through narrow spaces camera is perfectly positioned to see my ass. Yes, that's what I want to see, not what is ahead of me.
Even moving around in this game is bad. Characters run barely faster than you walk, cover system is awful (character will not just stick to the wall and allow to aim. They need to stand next to the wall with RMB pressed, press space to hide behind the wall, and then ((still pressing RMB)) lean out with WSAD keys and aim). There are cinematic (and totally useless) slides over the obstacles which means player slides above the table instead of opening the drawer.
Enemies don't just give exp, they drop chess-like figures that need to be picked up. It requires enormous amount of exp to unlock anything. And then there are only 3 abilities you can have active at a time. Enemies are also so dumb they are light-years behind enemies from Half Life 2. Game released 8 years earlier. I'd understand making zombies dumb but in this game we mostly fight trained soldiers and mercenaries. They are mutated with the virus but they are supposed to keep their intelligence.
There are QTEs for everything, for enemy attacks, for counter, for mid-cutscene moments, for controlling the vehicles. And they are awful, they sometimes give 1s prompt that lead to immediate death on miss. Mash button to climb a rope, to climb a platform, to duck on a moving train cart (anyone has flashbacks from the Hugo games?? I do). I'm surprised they didn't add QTEs to climb ladders.
Weapons are unlocked when we progress through the campaign but are not interesting or feel like an improvement. If we decide we don't like certain weapon and stop to pick ammo to not use inventory space (which is limited) - game will start to shower us with this specific ammo as we don't have any. There is melee system but it's just bad, clunky and slow.
Technicalities:
Music - ⭐️☆☆ - I don't even remember this game having music which is not a good thing. Voice acting is also at best average
Bugs - ⭐️⭐⭐ - I didn't encourage any and it's best thing that can be told about this game
Super Hot: Mind Control Delete (Q3 2020) ⭐️⭐☆☆☆
FPS Rogue-lite7,5 hours | 12 of 14 (86%)
- introduction of new weapons and powers
The bad
- really repetitive
- game feels needlessly long, as few levels need to be beaten in one session
- enemies that can't be killed
- game tries to be "deep"
- some enemies need to be hit in specific body part to be killed
Conclusion:
Feels a bit like tedious grind more than an entertainment. A bit like rogue-lite game. Levels are re-used infinitely and enemies re-spawn so there is no precise planning of the next step. Sad to say I gave up on the last 2 bundles of levels, as I could not be bothered to replay the same few levels over and over again. Also looks like you need to keep game in background for 2,5h to go through the ending. I'd ALT+F4 game after 5 min of waiting. In the v.1 version it was 8h of unskippable staring on the progress bar... Friggin hell
Story:
Gameplay:
Mind Control Delete throws it out of the window by introducing bundles of random levels. Changing the game into rogue-lite battle royale. Enemies spawn endlessly so it's not possible to clear the map. We need to constantly run around as enemy may spawn behind us with game over shot in the back. Instead of having being OHK by the enemies per level we are given 2 lives per bundle of levels. Which means that if we beat 6 levels and get hit twice on last one - sorry, you need to re-play the bundle again. Same if we'd decide to exit the game. It does make the game longer but doing it in a lazy way.
There are some upgrades that can be unlocked - one more life, charge on enemies etc. They stay with us through the bundle. In between the levels of the bundle we get random temporary abilities - like piercing projectiles, starting the level with a katana, ricocheting shots on headshots, ability to throw object with more force etc. Which means we can either be lucky and get abilities we like, or unlucky and have things we dislike.
People who like rogue-lite game will be happy. I was really disappointed in a way this game "evolved". I'm glad I get it for free as upgrade for owners of the original.
Technicalities:
Music - ⭐️⭐☆ - Music is really basic but environmental sounds work really well with what is happening on the screen, giving it certain pace. Nearly like in a music beat game.
Bugs - ⭐️⭐⭐ - I didn't encourage any.
Shadow Warrior 2 (Q4 2016) ⭐️⭐⭐☆☆
Hack & Slash16,5 hours | 44 of 58 (76%)
- clearly marked points of no return
- skill points are not drip-given and give feeling of progression
- good variety of enemies
- enjoyable hack and slash especially with basic upgrades already unlocked
- no enemy scaling
The bad
- main character dialogues feel cringe
- grindy if we want to unlock all weapons
- abundance of gems used to upgrade weapons makes it feel like a chore to move through piles of trash to find something better than we have already
- standard mini map is tiny and bigger version takes too much screen space to be used while playing
- NPCs animation are stiff and sometimes unnatural, lip sync with what is said is bad half of the time
- guns feel quite under powered in comparison to melee weapons
Conclusion:
Good slasher but without anything extraordinary or innovative.
Story:
Gameplay:
Leveling up weapons is tedious and grindy, as nothing simply highlights gems that are better than what we currently have. On the other hand leveling up the abilities is proper, there is no grind required to get skill points. They are given evenly just for playing the game. There are various upgrades from melee bonus, elemental bonus, better survivability or power upgrades.
At first I tried to "clean" the maps but I soon realized that levels are re-used over and over again, so there is no point in doing that. At the end of the game I was using vanish power to hide from the enemies and just rush between points of interest. Mini map has it's problems as it rotates with us and mini version feels too small. While big map is semi-transparent and takes nearly half of the screen, so hard to see enemies like that.
There is no inventory per se, as we have only couple of weapons to chose from (there may be more if we focus on looking for bosses and do side mission for weapon reward). But because we're showered with upgrade gems (and it's not possible to decide which rarity we want to auto pick-up) - upgrades menu is cluttered with junk. That can be either sold (but money can't be used to buy anything useful), or used for crafting (3 white upgrades gives 1 random blue, 3 blue to one gold etc.).
Game is fast paced and quite brainless. It uses checkpoint system, so not possible to save anytime. And sometimes we're thrown bit back in the story if we forgot that last checkpoint was at the start of the mission (we need to approach checkpoint statue to save the game). It means there is no going back to previous save if the one we use is somewhat broken.
Technicalities:
Music - ⭐️⭐☆ - Fits to the game but nothing extraordinary. Voice acting is also at best average
Bugs - ⭐️⭐⭐ - Didn't encourage any
Side note
Normally Wolfenstein II would be a 4 star game. But level of bugs and problems player can find in 3 year old game is not acceptable. I was able to get past them but from what I saw in the Steam discussions not everyone is.
I keep having problem with my completion percentages, as site shows I have 0% in unplayed. Looks like percentage is so low it’s just rounder to 0. I keep adding this 1% as I do have some games to beat, but then I need to remove 1% from other stat, as otherwise it would sum to 100%.
Also since start of the year I started to think that in my reviews I mostly dissect games. I take them and grade them in RPG-oriented way. I can’t just write 2 sentence review that “game was nice :D”. My mind is bombarded that “inventory was awful”, “minimap was hard to follow”, “physic is off in this part of the game”. Sometimes it feels like surgeon that would get fixated on some vein and not realize that patient is already half-dead from the blood loss. When I read other people reviews I do think they are nice. Still I would not be able to write like that. It’s too far off from my analytical-observatory character. So sorry for anyone who’d want to see general description and I focus whole paragraph why inventory on “Witcher 3 is shit IMO” :P
Also anyone else finds it weird that putting game on any lists automatically opens up it’s steam page? I already get reflex of having fingers of CTRL+W to automatically close it before it clutters my tabs in the background.
I used icons from this page for platforms: https://icons8.com/icons
Sometimes I really only want to write a review with “That was nice” or “meh” or what ever. But once I start… Well, what ever. I think one sentence reviews are super fine too. Also it does say, what you thought of it xD
“Also anyone else finds it weird that putting game on any lists automatically opens up it’s steam page? I already get reflex of having fingers of CTRL+W to automatically close it before it clutters my tabs in the background.”
Agreed. You have to not click on the pic while draging it. The text alone is save.
A review to me is about giving actual information about the features of a game and its gameplay. General description is already written on Steam store pages. I love how clean your reviews are with both positives and negatives and they give actual usable information that can help me decide if a game interests me or not. “This was a nice game, I had fun” or “This was rubbish” is not a review, it is just an opinion and it gives absolutely 0 information about the game. If someone wants to offer an opinion like that they may as well say why it was a nice game or why it was rubbish so it’d actually be informative and help people make a lot more informed choices.
However I will agree that such dissecting of games can create great fatigue for the writer and get them to a point of not wanting to write that much anymore (happened to me so I quit).
I don’t write reviews anymore but if I did I’d try so hard to shorten them up and make them cleaner like yours. I did the “positives negatives” format for some reviews and it definitely made it easier to follow for readers as well as for me to write in my opinion but for some reason I didn’t keep up with that format. Now it doesn’t matter cause I stopped writing.
However I will agree that such dissecting of games can create great fatigue for the writer and get them to a point of not wanting to write that much anymore (happened to me so I quit).
I was thinking of dissecting it even more, but I also know it will strain me too much. I already did not want to sit down and write the bit here. I even thought of recording gameplay and then highlight issues I’m talking about. But it would sadly add more of the “job” for me, and I don’t want to spend more time writing reviews than playing games per se…
Now it doesn’t matter cause I stopped writing.
:sadness:
Main reason I kept forcing myself to write one update per month was to have something “stable” in life. May sound silly, but it was important when I was really low and depressed. And now I keep writing those (even when I sometimes dread every minute of doing that) as I see it’s nice to have history of beaten games with description if I liked the game or not. I have memory of the goldfish sometimes, so without summary I would not be able to recall what were the game mechanics or plot.
Main reason I kept forcing myself to write one update per month was to have something “stable” in life.
It doesn’t sound silly at all. I felt the same way back when I was writing updates. I really wanted something stable that I can control myself and trust that will exist whether I enjoy it greatly or, well, not. But it came to a point that the routine of it was harming me more than helping me. I also have a horrible memory and it would definitely help me remember the little details about a game but I can’t keep up with it and most importantly I am not having fun doing it. For now I’m totally fine with updating my private post to monitor my progress on other platforms and reply to some posts I find interesting or feel like I can offer some input to, even though I wasn’t asked.
If you want to dissect more please tread carefully so that you won’t get that fatigue. I’m sure there is a balance somewhere but I haven’t found it, I truly hope that you can. The actions you mentioned sound like something a full-time Youtuber would do so if you want to go down that route one day try uploading them to Youtube as well.
I decided I will try my luck with learning Python, so “threat” of dissecting games even more is gone for now :D
I thought I could use it though to make it easier to make structure of the posts, as it takes too much time. Changing appIDs, thumbnails, achievements, activation date could be automated I think. But it’s something for the future. For now I can just send greets to you :D
print(“Hello!”)
- game tries to be “deep”
I think you mean more that it is “pretentious while breaking the fourth wall”, which yes the series always has been, but as for what you may be referring to as deep…
Sad to say I gave up on the last 2 bundles of levels, as I could not be bothered to replay the same few levels over and over again.
Did one of those two last 2 bundles have an absurd amount of levels like close to 100? If so, it is not necessarily expected for you to complete them. You can advance further in the “story”/campaign if you are willing to give up certain powers when prompted. Or is it that you are on bundles where you have already given up some powers and it is getting too repetitive?
I think you mean more that it is “pretentious while breaking the fourth wall”, which yes the series always has been, but as for what you may be referring to as deep…
It felt a bit out of place to put this shallow story there. Like “oh no, depression and coping mechanisms”. And basically what you do is walk the same path over and over again and punch yourself in the face.
Did one of those two last 2 bundles have an absurd amount of levels like close to 100? If so, it is not necessarily expected for you to complete them. You can advance further in the “story”/campaign if you are willing to give up certain powers when prompted. Or is it that you are on bundles where you have already given up some powers and it is getting too repetitive?
I had to google that up. I basically went up to level 4 and was missing 2 nodes. I went ahead but saw some prompt that looked like point of no return, so I went back and tried to beat those last 2 bundles. And then I gave up. I thought I should do it before moving forward, so I missed giving up the powers entirely.
Ah yes, I wasn’t a big fan of Mind Control Delete either. For exactly the reasons you describe.
So yes, you may dissect the games, but overall I get the feeling that you mostly enjoy the games you play (well, maybe not the ones in this post :D ), so I don’t see a problem. And while some keep their reviews to 1-2 sentences, others write longer reviews. I think that is, what makes BLAEO enjoyable to read – the mix between completely different styles to review a game.
I’d gladly play Mind Control Delete if it would be more like 1st game. Sure, it was more limited but also felt more rewarding.
I don’t understand why everyone wants to jump on the battle royale never ending bandwagon. Even EA already realized that Anthem was a mistake, so they decided to throw out all multiplayer always online parts of the Dragon Age 4. Hope they can focus on the story and make a good game.