adam1224’s profile

Plan for bigger games for times I don’t know what to play - I’m open for extra suggestions, as I tend to forget about my games.

Hellblade: Senua’s Sacrifice
The Witcher 2 and 3
Greedfall
Dragon Age Origins
Jedi: Fallen Order
Mass Effect Trilogy
Dead Island + Riptide
Dying Light
Divinity: Original Sin
Doom + Doom Eternal
Arkham City and Arkham Knight
Persona 4
Sunless Sea and Sunless Skies
Submerged 2nd part
Final Fantasy 7-8-9
Dead Rising 2 Off the Record
Darksiders 2-3
Morrowind
Oblivion
Skyrim
Shadow of Mordor, Shadow of War

finished:
Carto
FAR: Lone Sails
The Vanishing of Ethan Carter
Sea of Solitude
Submerged


Two months passed, maybe time to do a bit of summary. Only for January this time, because this is how far my brain worked today
I tried to write my incoherent ramblings thoughts about some games, but I neither feel the energy for doing a more in-depth review for most, nor really could I do it. Some games are just ruined by explaining the full story, others just don’t have enough story / don’t focus enough on it to really make it worthwhile.

Finished Powerwash Simulator’s main “campaign”

PowerWash Simulator

37.1 hours, 29 of 70 achievements
This world is unclean...

Bought two copies of the game so I can play with my girlfriend who was a lot more interested in the game than I was.
It was pretty okay to pass the time, but it has nothing amazing beyond going through surfaces with the pressure gun, then raging when you don't find the 4 missing atoms of dirt for 10 minutes. Also, campaign progress and new tool selection only apply to the current host, the second player doesn't get progress achievements, gets about 1/10th the money - but at least can use the tools the host bought.

As to shock of nobody, it's a "game" as much as Viscera Cleanup or Euro/American Truck Simulator is a game. It's a work simulator, that goes really well with music or podcasts.
It had some story sprinkled between the levels and in some popup during the gameplay, but tbh I barely paid attention, this game doesn't need a story.
Overall it's fine. I don't regret the 20€? I paid for it considering the time spent in the game, but it's not really a quality-time game, it's a game to be mindlessly played while doing something on the side, and as such a "proper" game with the same 20€ tag can hold a lot more personal value. (Still, at least that WH40k DLC looks pretty good…. more on that later)


Megabyte Punch

Megabyte Punch

23.7 hours, 13 of 30 achievements
It has so much potential, yet...

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To be perfectly honest I was so pissed off this game - got to the 3rd world on Steam Deck, but on the go I noticed it doesn't unlock / progress my achievements. Turns out, despite the game being marked as Steam Deck Verified AND supporting Steam Cloud Saves, the achievements are not working on the Deck, and the saves aren't compatible between the platforms. Great start, 5 hours down the drain.

Now about the game proper: It has some story which is not important. As far as gameplay goes, it's almost like MegaMan: go through levels, fight the boss at the end, usually unlocking an ability at the end. But the real "twist"is that the abilities are linked to your robot's pieces - so you can have a weaker helmet that gives you the ability to teleport, or one with a higher armor but no ability.
This mix and match piece system works relatively well within the standard gameplay loop - each world has 3 levels that are fixed as far as I can remember, but the loot from enemies is randomized. Whatever piece you keep in your inventory at the end of a level will get removed, and added to your collection to be reused later - but that also means that you can't have backup weapons mid-run because the end of the level "eats them up". Honestly I'm not a fan of that, especially with the game having a few abilities that allows you healing.

The combat overall is a letdown, it's mostly buttonsmashing. You have a Super Smash Bros-like health system that I think works in a way that you need to hit enemies hard enough into environment, or out of the map. "Less health" means you fly away easier, and die easier. You need to guess the health the enemy have, because they also have different weight? My point is, it's quite weird, not being able to guess enemy health. Nor really what enemy can kill you - sometimes you just bounce for 10 seconds after a hit, other times die in one crashing impact. Boss arenas were a special hell, bosses progressively had more and more health, more lives to retry, and had 3-4-5 gapcloser abilities to dash or fly back to the level, as the arena's actual walls were so far out you couldn't hit enemies into it without racking up incredible amounts of damage.

Had the potential with moves like hitting somebody so hard they go through 3 platforms then explode, but the combat was generally off. Buttonsmashing, attacks not connecting, enemies hitting you behind themselves while you weirdly missing. The levels were basically differently recoloured general platformer levels, there were barely any level identity through mechanics.

It's a hard no from me.


En Garde

En Garde!

18.1 hours, 11 of 30 achievements

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Honestly I have little to say about En Garde!. It's as good as it looks - a lighthearted, comical swashbuckler adventure with the usual elements. Be witty when insulting enemies, use your environment, fight dirty - because you're fighting for the good cause to begin with!
Definitely a recommendation from me, with its recent pricing it may even appear in bundles. It'd be a great addition to any.

I really missed a target lock during the gameplay because the gameplay involves breaking the guard of enemies, then dealing damage. When the targeting flickers between the enemies, it's exceptionally hard to get anything done. Took me around the game's end to accidentally find the target locking option in the controls layout, so the game either didn't tell me it exist, or I just missed out on it. But anyways, it's there!


Sea of Solitude

Sea of Solitude

11.5 hours, 22 of 22 achievements
When humans get too lonely, they turn into monsters…

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Its value most definitely depends on what you're looking for.
It has a very personal story told through memories and reflections of the protagonist, but it isn't really a groundbreaking one.
It has lots of water (one could say too much water), boat travel, swimming around - either towards a goal, or away from monsters.
There are collectible-hunting and building-climbing

I don't want to talk too much about Sea of Solitude, it's one of those "depressed young protagonist goes through a journey that reflects to their emotional changes through maturity / they realize what really was going on". It was very pleasant on the gameplay level with good challenge and exploration, and the level design / looks worked really well - especially the water and the weather elements.
Make sure if this game is what you're looking for when you want a new game, but if you like these kind of a games, it's a really solid piece, and it's 2-3€ during sales.


Carto

Carto

9.9 hours, 20 of 20 achievements

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Carto is an amazing little game, you most definitely should play it at some point if you have it, if you like puzzles with a heart. Great for CJ's Monthly in a Month events :)
Carto's story start out simply - she gets separated from her grandmother, and has to find her. During her journey she'll find new friends who'll help her in some way, and people she can help out as well.

The gameplay sounds simple - you open your map, grab the little (mostly square) tiles, and place it so it creates a fit with another tile. While it sounds a bit boring, the game uses this as its only way of progress, and as such the developers tried to make it count. You can find new map pieces at certain locations that are essential for your progress, but the really fun part is when it comes to puzzles. You can cross a river by standing at a correct place, and by moving-rotating that map tile. When you're looking for a guy in "the forest near the house" then if you place the forest tile near the house tile, the game uncovers a new tile with the guy on it. It's a really interesting setting that you have to think with nears, betweens and to-froms instead of using the usual compass.

Not every level was created to be equal, not every mechanic to be the same fun. But overall the game uses its creative mechanic well through its runtime, only once or twice had to look up solutions - because knowing that you have to rearrange rocks is one thing, figuring out the correct way between rock placement, , symmetry, carving and tile form can be a bit challenging.


The Gardens Between

The Gardens Between

7.4 hours, 17 of 17 achievements

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This game was one of the biggest surprises of the recent years for me.
It has all the clichés - young adults, in a very likely imagined, surreal environment, basic time control mechanics so you can call it a puzzle.
The story is simple as it is - basically just the two friends reliving their friendship, but it's presented in such a lovely way that perfectly mixes with the gameplay. You'll climb the couch, tip over the popcorn bowl, run past the television and the game console to show how they spent their afternoons. Fight the wild rivers of the sewers as they relive the day when the rain took the jacket of theirs. It's the little events of their life made into levels, with just a bit of a cutscene after the level is done.

But the gameplay was such a surprise! It uses three buttons only - action and move the time forward or backwards. This simplicity allows to an aspect of the game the developers were aware of and clearly capitalized on - handcrafted animations. The characters walk, run, gallop, trip. Stop and wait for the other, slower one. The two characters even have fundamentally different animations for even just jumping through a gap.

It's just a lovely, lovely game. The level design, the beautiful and unique animations make it a sight to behold, and the simple controls ease in the player, while there are still puzzles that require multiple back and forth "timeskips" to solve, with a few unique solutions on the way. It's a rarity how a great mix of looks, mechanics and puzzles work together in such balance.


Sea Horizon (most single campaigns)

Sea Horizon

7.3 hours, 5 of 17 achievements
I'm not really sure what I think of this game

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I'm not entirely sure what to make of Sea Horizon. It IS a good game, but I'm not sure exactly what it wants to be.
It has two/three game modes: single hero mini-campaign, 3-hero campaign on the surface (exploration) or in dungeons. The party-based one seems to be the real deal after playing 4 or so campaigns, but it doesn't advertise itself at all as such, so idk.

The gameplay is genuinely good. You get your hero, and you get some abilities - you unlock more as you level up, or buy new abilities. The combat is turn-based, basically as Slay the Spire's system, with a few changes: you choose your abilities as fixed skills for a fight, this is not a deckbuilder. Instead you get equipment as loot, which give you different number of dices with different faces (plus extra skills and stats, but they are spelled out). In each round you roll your dices, and use the mana/resources you get from it to cast your abilities - some can be used once a turn, others multiple times, as long a you have enough mana.

Different characters focus on different types of mana, different bonuses and methods of attacking, even within a single class multiple gameplay types seem to be viable. Each character has heals, buffs, attacks and curses, and many of the buffs have a very clear synergy between classes and attack types.

With this in mind, I'm a bit unsure what the game wants to be. Its campaigns are "roguelike" ones, you always start from zero, but you keep the increased selection of items from previous runs, and characters level up between adventures that means a bigger skill pool to get a pick from when you level up in-campaign. You can also unlock coins by performing well in the personal campaigns, and use those coins to unlock alternate versions of the heroes with different (additional?) abilities.
The Party-based adventuring makes me think of Darkest Dungeon, but it doesn't have the narrative and the town-aspect, furthermore you have to beat individual mini-campaigns to unlock new heroes so you even have 3 for a bigger adventure.

So overall it's a really nicely made turn-based combat game with good ideas, but it weirdly misses meta-narrative that I think should be there, instead of just being options from the menu. It's worth picking up, even if it's a bit on the easier side.


Legacy of Dorn: Herald of Oblivion

Legacy of Dorn: Herald of Oblivion

9.6 hours, 24 of 24 achievements
The Emperor protects his faithful

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The game is not available to purchase anymore, as far as I know, which is a pity for a few and most doesn't care, I think.

It's a Warhammer 40,000 game with mostly text-based game, and crude visualization of the enemies. In Warhammer 40k's world, humanity's solution for faster than light travel is to go through a dimension that is basically the dimension of emotions (also called Sea of Souls), or the Warp. It's basically hell, with demons who'd really like you not having an anti-demon shield around you. This Warp doesn't really care about time and space, and the unfortunate ships stuck in it can collide, and be mutated, melded, combined. With all the shinies and horrible things on them combined, you get a Space Hulk (also a Wh40k game's name) which then gets burped back to real space. With a group of the supersoldiers of humanity, an Adeptus Astartes, a Space Marine (also a Wh40k game's name), it's your command to destroy that unholy amalgamation of ships before things go awry.

The gameplay is super simple. You make choices as in many choose your own adventures games and books, and you progress through the game, get loot, upgrade your tools, get into fights or get horrendously murdered. The combat itself has a very slight tactical glaze, but it comes down to the luck of the roll, it's disappointing to be honest. At a point I missed a 44% to hit attack 7 times in a row - the chance of that series to happen is less than 2%. But as the reviews already told me that, so it wasn't a surprise. Finished a game with a proper (not so good) ending on the easy difficulty. But as it turned out activating the in-game cheats doesn't block any progression or achievements, and cuts out the slow, ugly and unfun combat, I could focus on exploration of the game - and it was both awesome and kind of bad, depending on who you ask.

You see, the game has 3 big sections - each section is a different ship, a different race and different enemy. Skeletal space Egyptians with incredible technology, good ol' merry orcs who just want to 'ave fun while tearing you apart, and basically Wh40k's Zergs (and the surprise final baddies, the BDSM elves who really, REALLY like the S part of it). So it's a smorgasbord of enemy factions - the game setting makes sense of it, but it's a confusing mess for somebody new to the setting, and at some points I think the game expects you to have some in-world knowledge.
It's even more confusing if we consider how MANY different enemy types appear, equipment gets mentioned, even some pretty obscure lore-elements such as the Pain Glove, a gauntlet your chapter uses as a training / punishing / meditative tool to build character.

Everything considered - the game has really good writing, and it shows that the writers took their time to prepare from the lore, and they expected it from their players to keep up. But it makes the game daunting for everybody else, and to be honest, without the health recharge in-game cheats the clunky combat is fun only for the most adamant and patient fans.


Arida: Backland’s Awakening

ARIDA: Backland's Awakening

3.4 hours, 23 of 30 achievements

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To be perfectly honest, I had trouble focusing on this game, it didn't really make the cut as a "game" for me, it was clunky, minimalist and simplistic. So as I usually do with games like this, I played it slowly, wandering off from the PC… but I got to its end.
And the story itself was pretty interesting, though I didn't understand some elements, but still, the game felt to be very… personal. So did some wikipedia delving, read the in-game artbook that included a lot of information about development, gathering stories, going out to the backlands and photographing locations, animals, plants, people - and then working these into the game.

The game is planned to be a trilogy, I hope that the second game will be a bit more than collecting resources and running from A to B, but it's still a really respectable first game with good intentions behind it.I'm not sure if it's a good game if I approach it from a game's angle, but rather an art project, where the creators choose that it will be presented as a game. But I genuinely, really hope that they'll drop the survival elements because I really don't feel like having to eat or drink every 15-20 minutes really mixes well with the personal story. It's just an annoyance to gamify something in a way that hurts it.


More for February’s progress soon:

New year, old me! (With some updates and version number increased)

So I was thinking, and I thought it would be nice to shake up my review-game a bit, and also get a bit better overview of what I play - even as a plan.
I don’t want to make too big plans, because they usually fail. I don’t want to have undefined plans, because they are hard to grasp, and also fail.

For now, it’s just that I want to play more strategy games, and more sci-fi. For some reason I play very little sci-fi, compared to how much I love the genre in books, movies, series and even in games.
The plan is harder to define, as game length can totally mess up plans, but I guess I’ll make it work somehow.
The plan at the beginning is one sci-fi game a month, and a tactics/strategy (not necessarily pure) game every 2 month - or 12 and 6 in a year, respectively.

I’m curious how this little experiment will turn out

LEGO® Batman™: The Videogame

21.5 hours, no achievements

LEGO Batman wasn't my first lego game, but despite the rich story and setting it could have used it felt very formulaic and just flat. Though it was a lego game, so it's still at least tolerable, I had luck and didn't have to endure the bugs people reported around me.
Good things about the game: it's lego . Fun, beat everything up, get lego studs, unlock stuff, replay level with unlocked stuffs to unlock EEEEEVERYTHIIING.

The bad part is that they made a Batman game where you spend literally half of the game playing Batman and Robin, who are the most boring characters in the campaigns, has the least smooth gameplay and barely add any personality to the game, other than the well-known face/mask. Why?
The story is 3 chapters, each of the chapters having a gang of supervillains escape and setting up an intricate plan, organized by a super-supervillain. With B&R you go after them in 5 missions and foil their plan. Then in the another 5, you play as the supervillains and play almost the same levels, but your evil plan succeeds. This leads to an important consequence: you play half of the game (15 levels) with B&R, and the much more interesting, fun and viable villains get like 2? 3? levels on average.

For one, the game is so formulaic that there's a vehicle level (twice, as it's from both sides) in every chapter, those levels have no identity, you don't even see your character. Second, Batman and Robin doesn't have superpowers. They have a shitty "wind-up" batarang attack, while supervillains have instantenously firing guns / superpowers. You need to build, then use power-up platforms to change your suit so you can hover, have magnet boots, glass-shattering sonic gun, etc. But after you use them, or after the level ends, your suit just resets to the simple, boring one. Only so you can later unlock and use it again, then cast aside again.

To emphasize how flat they are, the very first level in the villain campaign you start with Clayface you has double jump AND superpower so can throw away blockades AND does double damage to enemies. It was a joy to play with him, only to then go back to boring old bats in the next chapter.
And Clayface isn't the sole enemy with double damage. Poison Ivy, Dr Freeze, Cat Woman and technically the Joker all have either double damage, attacking a lot faster than the heroes, or in case of the Joker having two guns = double the damage. And you need this damage because the game SWARMS you with copy-pasted henchmen, lackeys, thugs and goons. Most of them have guns, and it's really not that fun to play against guns with mostly melee characters. At points I was fighting 10-10+ enemies who barely add anything to the game. And playing with the double damaging villains is what makes the tempo really enjoyable, imo.

Overall it's one of the most meh lego games, but it's still kinda fine if you get to avoid the bugs. I think the main issue is that it was the first game, maybe was underfunded, but definitely did not try to be creative with the story, at least Batman's side is extremely repetitive other than the bossfights. You don't get to play Bruce Wayne, Gordon, Batgirl, Nightwing, where difference of their personality and role / job would have made a real variety - but they are available for characters to buy. Maybe I missed something, maybe they were planning ahead? I don't know.


The CrabJesus (Cjcomplex) special - he forced me to do this D:

Jokes aside, both games are wins from CJ, and in both cases I’m thankful for the opportunity and the game. Even if I consist of 85% regrets, 14% confusion and 1% unspecified PTSD regarding Everhood. In a nutshell, it’s a lazily low-graphics game with a story that is badly paced, a rhythm game combat system that is actually a reflex game that doesn’t follow the music as it’s delayed, some Im14andthisisdeep philosphy and psychedelic visuals every now and then. I didn’t know about these when I went in because it really looked like Undertale, and I liked that. Welllllllllllllll… also the game has 95% positive reviews so maybe I am the backwards trashmonkey who can’t appreciate “mudern” games. I think I never will understand / “underfeel” what they tried to convey, so better start working on trying to forget it.

Everhood

11.6 hours, 17 of 72 achievements
I have no idea what people like about this game

My review seems to be the 2366th on Steam, and the 98th negative one, as the game sits at a whopping 96% positive review rate. As far as math and meme reviews go, it should be outstanding. And for whatever reason I really, really doesn’t feel like that. And I feel so weird about this that I have to write it out of myself. So please, treat this as a very subjective, very personal rambling of “wtf and why”, not a proper review.
Everhood is a game where you walk around and talk to people/monsters, and if it’s needed, fight them by defeating them in reverse-guitarhero.
I have two things of note about the combat: why there are no rebindable controls? The game uses 4 directions, E and escape on the map, and the 4 directions in fight. Even the classic NES had 4+2+2 buttons, why are we stuck to hardcoded 4 in combat? It’s so weird to dodge/attack with movement buttons in a quite chaotic manner.
Second: what is up with the pacing? At the beginning you have no idea where you are, who you are, you are thrown into 2-3 fights in mere minutes, then barely anything follows it up throughout the game, until the point where the game turns into almost only constan fighting.

With that aside - I liked the story, but it felt so little and so insignificant in the hours that I spent playing the game. The characters are flat and one-dimensional, there is no real time to build them up, which makes the ending feel incredibly flat. I liked the storyline, but I genuinely dislike how badly and ineffectively everything led up to it. From the goal that you get when you get your arm back to the endgame “plot twist” all I could think about was “I understand the implications, but why should I care?”. I don’t want to spoil much about the story as at least as an idea it’s pretty neat. Let’s just say how should I feel the weight of changing something that was unchanged for eons, if I’m just thrown into it and a few hours later I’m told to do it, with no other options? I can understand it, but I can’t sympathize, especially that the game made it pretty clear at many points that this world does not think the same as we do.
So I just pushed through the game, then the big reveal was that X is actually Y that was mentioned maybe twice in the whole game.
I genuinely don’t know what to think of this game. It may be the biggest rouse about emotions fading from an eons-old world, and making every character flat every reveal weightless and me not caring is the biggest meta-achievement a game ever done, or it just sucks and was made to be pseudo-deep for a demographic… I’m not sure. It has stuff like achievements for superhard no-hit fights, grind like 150 000 jump rolls or “troll” achievements for walking for hours in a corridor. I don’t think a game is focusing on multi-level hidden messages with such arbitrary goals that are exactly the other way as thinking about the message would be.
I frankly disliked the game and felt relieved to finally finish it. Can’t think of it as maybe two paragraph’s worth of fortune cookie-wisdom, with lots of subpar and unfun gameplay slapped to it, but judging from the reviews I’m in vast minority with it. So go, look around a bit, read more reviews because there are a lot of people who liked the game a lot more than I did.


On the other hand Stardewfarer was a nice mix of build your home - talk with NPCs - collect resources - buildyourbase game. While trying itself in a completely different angle, Spiritvalley has lacked the intensity of another game that I think you can guess at this point.
It was beautiful at points, it had pretty nice minigames, but while the game improved a lot since its first few hours, it never really went into “full focus game” mode. It’s a game where you watch a series in one eye, or listen to a podcast, because there are SO MUCH DOWNTIME. And I don’t even know what is the uptime at this point, because there are travelling between islands, there are nights while travelling when you can’t move (or look at the map, for whatever reason), and you can get a new, relevant line from your spirit passengers every few days on average. And while waiting, you can cook that can take even a day to finish (you can cook multiples of the same food, so blame only yourself for that) or tend your gardens, which consists of running around and watering them, then waiting them to grow.
It was legit not a bad game, but it’s like me in my worst moments of stress and ADHD when I can’t keep my attention on anything for more than 5 minutes. It has lots of fragments of individually good stuff. Like if you force two differently coloured combs together so the teeth fill up the wholes. I know that they are entirely different games, but I feel like Stardew Valley got each of the social connections, the “do stuff every day”, and the building of your farm better. Or maybe it was the devs goal to do a little this and the little that and as you look up, your time is down, the story ends. Like how life is often portrayed. Or I’m just making stuff up at this point, I don’t know… everything can be explained :D
The movement and the platforming was outstanding - I think it was mostly what made the game a lot better for me at the end. I would LOVE to have a proper metroidvania with the same movement system
I wrote so much extra other than the review that I posted on Steam as well, because I guess here I don’t have to deal with fanboys and -girls defending their favourite game by shittalking others. Spiritfarer is a really nice game that is a little too relaxed for me, as it always had the little nudge in my mind that they could have done better. But I can see why people love it a lot more than I did - a more personal connection to characters, or simply just loving going around and building 20 orchards and be a fruit mogul or I don’t know. It has a lot of options :)

Spiritfarer

48.2 hours, 39 of 39 achievements
Slow start and weird pacing

Spiritfarer is a huge game - howlongtobeat lists it as 23-36 hours long depending on completion, but can be a lot more. For me it was 48 hours spent with the game running, and likely 43ish hours playing it. And at some points during that 43 hours, I would have written a different review. It surely has its ups and downs.
For starters, the game begins extremely fast. You’re dropped into an unknown world and get your “job” in maybe 3 minutes. Then you’re gradually presented more options, more locations, more resources, more upgrades, new spirits, as the game goes on, in a loop, until the end.
Some things I wish I knew sooner:
Progress: The game is only as big as the currently unlocked map if you don’t follow the spirits quests. There are three milestones to get past: ice, rocks and fog. Game gets really nice after the ice, and stunning after the rocks, with many options and goals.
“Economy” don’t try to “break the economy” by pushing yourself farming resources or money at the beginning, the game will only give you more as it progresses, and it’s vastly better to collect whatever you can compared to buying.

With those out of the picture: I was miserable at the beginning of the game. So little to do, so few places to go, the ship stops at night. You see, I love my game mechanics, and there were barely anything to do. And while the spirits have stories, they only drop 4-5 blocks of story after progressing their quests, outside of it they are mostly there to demand food.

Then after I started focusing on the character stories, the game started opening up, which made it a lot better in many ways. New abilities are granted quite rarely (also linked to spirits’ stories) but new resources, buildings, resource-collecting minigames get unlocked. The game starts acting like a game with stuff to do, and I started to enjoy it a LOT more.

But as the game progressed, it became clear that it has some issues with storytelling. It’s not entirely sure if you have some adventuring done between story “segments”, or you get some story between adventuring. Many, if not most spirits don’t have a personality, they only have things that they say.. They still have a quite well laid out character, but they don’t really act it, because they have so few non-storydump dialogues. And what they have, most of that is linked to food.
Also an interesting issue of mine - the game’s narrative is like a reverse Murdered: Soul Suspect. In M:S.S. you are collecting info and memories that the main character knows but you don’t, and it breaks immersion. In Spiritfarer everyone treats Stella as they know her, which builds connection, but you have no idea who they are, and it comes off like you’re amnesiac and it’s kind of weird, it surely made me distanced from many characters. I want to like them for what they do now, not what they tell me about what they did. Game is pretty lacking in the “show, don’t tell” thing.
Overall, after the bad start and getting the game known better, it became quite a solid one, I ended up enjoying the second half a lot better than I expected from the start. Would give it a 7 or 7.5 / 10. It was great looking and pleasant -I liked to sit down and continue the game, but wasn’t thrilled to do so.


The Typing of The Dead: Overkill

14.7 hours, 15 of 33 achievements
Typing good, shooting bad

On-rails arcade game, where you type in word and phrase prompts to kill zombies. 9 levels, with cutscenes about 5-6 hours long. There are additional DLCs for word packs, but the game supports custom dictionaries as well - add your own set of words, or import some from the workshop.

The story is grindhouse trash, the good kind. Samuel L Jackson levels of motherf**kers dropped, with weird, ugly, obscene, disgusting imaginary or all of them. Not counting the animation style, because that's also pretty horrible. But it works so, so well.
It's trash, but it's made to be a trash story of an imaginary 80s horror action flick with BBC (Badass Black Cop), the smoothtalking white newbie cop who goes by the book. A stripper who has personal motivation in the story, and obviously picks up a motorcycle, some big guns and a bad swearing habit and a sister-in-trouble whom we like for her looks, not her brains. All chasing the Big Evil Papa Caesar who is so evil that he doesn't even need a motivation at the start of the game.
It's like a mix of Pulp Fiction, Sin City, Planet Terror and Grindhouse. Pulpy, sweary, innuendo-y, but self-aware.

The sub-game House of the Dead is a classic rail-shooter that I can't really recommend. There are no settings in the game whatsoever, and it became clean in just minutes, how inaccurate and unwieldy the mouse controls are. One could play it with a controller as well, but I rather not try that. Some people mentioned lightgun support on the forums, if that is your jam, you may need to delve deep to find info, but for other than that niche, I don't recommend buying the game only for the "shooter" mode. (But check out Blue Estate, it's an excellent rail-shooter for mouse)


Been a while since I wrote here, and in the past months I played some really memorable games that I wanted to share my thoughts about :)

(If someone could help me out: can I make a collapsible picture like on SG, instead of a link, or full picture showing?)

Assassin's Creed II

58.6 hours, no achievements

Assassin's Creed 2 is not an easy game to review 12 years after its release, but to be really upfront: it's a genuinely interesting game. Has a few hiccups in various departments, the faces aged…not super well, but there is so much fun and awe to be had. Great point to start the series, and one of the best games of the series, according to the many.

I'll start with the bad, because there's only a few, mostly annoying little things. The game is really easy - people around me thought it's super hard or something, because it's one of the most "gamery" game series and apparently everyone heard about it. But the game gives you tons of upgrade options, buries you under money and helps you out with the side of borderline braindead AI.
The bad thing is, that the real enemy in the game is the controls. In Crypts and challenge maps sometimes the rotateable camera turns into tank controls and you have to jump without watching, where you jump; along with this, rooftop ropes were my bane. There is just such a middleground-angle that you're not jumping on them from the side, not hoping on and walking from a 90° angle, just jump down like there is no tomorrow. Super small, but very consistently annoying thing, but I think that is the biggest recurring issue I found.

Kinda neutral points:
-As I mentioned in the beginning, many / most character faces are just ugly, likely weren't too pretty in 2009 either.
-Starting phase of the Ubisoft collectathlon. Not too bad, not super overbearing, but back in 2009-2010 I quit the game because I was so obsessed with chests, having enough money to get everything, going for the races that I barely played the story. And it was horrible. Don't do that with yourself, just pace the chests between the story missions ;)

The good:
Oh lord, there are so, so many.

I was very hesitant about the game, for me it's essential to play a game in peace, and raving fanboys and fangirls can really make an impact of my enjoyment. So the game being that old left me in the bubble of "why u play old gaem lol" and that was so good.

The game - weirdly - is a lighthearted adventure game. The one with a great treasure to be had, climbing mountains, buildings, outwitting your enemies, being cheeky like a swashbuckler. And the easy to abuse AI, repetitive combat and the lovely Florence does that.
And suddenly renaissance history combined with alternate history comes crashing down, with treasons, assassinations and plotting and politics. The game has beautiful, bustling streets, as you unlock cities and travel around, the music, the building style, the cleaniness of the streets change city by city. At points you just catch yourself sightseeing - it's such a weird feeling in an game about assassins :)

The music is incredible - never annoying, but it's always present, a treat to listen to. And the same is true for characters too - they have great voice actors that bring a lot of style and personality to each character. I was really happy each time when I could hear Mario or Leonardo, both such enthusiastic support characters. Huge, huge bonus points for leaving so much Italian in the game - and I guess the Italian accent was also well done? It felt really natural, and not comically overdone.

One other point I want to mention, that I didn't really expect: as the game goes on and plays through years and years, Ezio, the protagonist really goes though a change in personality. A bold, careless and hasty character turns into a more tuned back version of himself, who still appreciates his allies and is genuinely thankful for their help. This sounds weird when written down, but when dozens of hour of gameplay separates start from the end, and the change is gradual, it's interesting to think back and realize, what a change happened.

At this point I don't really know what else to write. I loved cllimbing buildings and getting ancient treasure. Enjoyed upgrading the villa to have then mostly useless mountains of gold. Adored Leonardo's and Ezio's talks with the accents. It was great reading the history logs of the badasses and the pests of the era. Loved Caterina Sforza's portrayal, and maybe the best moment of the game for me was returning to Florence, and out of nowhere the theme music blasting as the memory getting build.


Murdered: Soul Suspect

29.0 hours, 48 of 48 achievements

They okayest okay game that ever okayed, and it took me 29 disappointing hours in two gos (played once and stopped halfway because of boredom). I'm kind of upset that they made it only okay, with the great ideas they were working with.
Jokes aside, it's a lukewarm game made out of a great idea, but it misses the mark in basically every single aspect so much that it's a perfect 6/10 game.
The basic issue with the game that they try to do everything with collectibles (There are 242 collectibles). To tell you creepypasta/camp fire stories, to solve investigations, to uncover ghost graffities because ghost kids gonna be ghost kids, and also to get information about your beloved past wife, the love of your life…wait what?
Jokes aside the game really is tone-deaf. Opens up with a super badass intro about the past literally scarring a person, then constantly talks about redemption (of a past criminal, to a detective), the love of Julie that made it possible. One of the main goals of the game is to get closure, so you can move to the afterlife and reunite with her. And while you're doing that, you have to collect 50-something "notes" to get memories of her. Talk about ludo narrative dissonance, the game is actively breaking immersion as the troubled Ronan collects stuff so the Player could know the stories. And you also need to stop playing and go to a menu to check them out.

The whole game cries "B studio". There are great ideas in the game, and the cutscenes look and play good, but everything else is just not so good. There are NPCs walking around with rigid backs, acting if they were humans. People straight out of the Uncanny Valley are hugging each other with dead faces, looping in animation. 90% of the NPCs don't move from their spot, and all of them have 2 thoughts. Do you feel lucky to have mindreading instead of talking? Are you happy that the protagonist being a ghost is how actively being used to deliver unique presentation and narrative?
The NPCs are blatantly copypasted, like out of three cops two are clones of each other, having the same thoughts. At least 5 random passerby has the same quotes. Did they run out of money? Couldn't get 5 more people, or just 10-15 new lines with the actors slightly changing their voices? You can poltergeist electronic items to lead/distract NPCs, but they only react to that when the game tells you to do so. You can cover the police HQ in printer paper, they won't notice until you need to do that to cover up a jailbreak.

And it gets weirder. They made a fridge to be unique by having kid drawings and photos on it. Then copypasted in the Apartmans location's every flat. They made special post-it notes to hide small jokes and ideas - then copied it over the police HQ, the museum, and a few other places. They made genuinely funny books instead of just coloured blocks to show on a bookshelf - then copied the same group of 4-5 books THREE TIMES ON THE SAME SHELF.
I just don't get this game, it's… just baffling. Such a mix of attention to detail, and cutting corners to an incredible level at the same time. And I think there are unfinished content too - you can use ghost residue solely to hide from demons, and half of the game is filled with the ghost-spots, but no demons. And as there are 2D pictures(???) of ghosts being around and disappearing as you get closer (and a few real ghosts) you wouldn't need the ghost residue to show you that you aren't the only one "alive". Also in the Quarantine Hospital area there is a super talkative ghost, someone who needs help, and a lot of items to examine - as with the other ghost quests, but this one is just there… both of these smells like abruptly cut content.

All in all, I guess hurried release / development hell / lack of funds is the culprit here. It's a pity, genuinely.
So many things could have been used - if the game sticks with the use of many NPCs, they could have just have interesting or funny thoughts, like normal people have (Like the little notes of random people in Watch Dogs). What to eat, oh-so-hating Jeff, wondering if they left the oven on… not 5 people thinking in the same 2 sentences, and 3 asylum patients sharing the same ideas.
Or just have fewer, but more interesting NPCs (VtM Bloodlines did it really well).
FFS, you can walk through cars, walls and closed doors - call me shallow, but nowhere a funny easter egg, an interesting world detail, just collectibles and copy-pasted assets. Such a lack of creativity, nothing to do with the ghost powers but follow the script and collect collectibles.
Oh, and the ending has a fucking amazing plot twist that should have happened at least an hour earlier. Then it could have any effect on the player, not just finishing the game in a cutscene and maybe in a QTE-like sequence, not even really leaving them time to process it.

It's a game not made to be interesting, but to have X amounts of hours for the player. It's serviceable, it works well, but it could have been so, so much more.
(Posted on Steam as a positive review. There aren't really things in the game that are objectively horrible. I liked it well enough to feel disappointed about it, and I don't regret playing it)


Binary Domain

28.6 hours, 26 of 49 achievements

This game was a blast!
If you happened to be on the officially unofficial discord around the time when I played / finished it, I barely could stop talking about the game. It's "Japanese-crazy" with all of its ups and downs.
Slightly tone-deaf in some parts, going into Bioware-buttshot levels of ogling on the eyecandy sniper girl.
Having huge bossfights with crazy designs and action pieces that are up in the MGS WTF levels. Like giant snake-like transformer road robot that shoots missiles at you while you're escaping with a futuristic garbage truck.
Again, Bioware-level of awkward romance/sex scene
Again-again, Bioware-like "who comes with me" missions where you can earn your teammates trust to unlock scenes, story options and make them perform better.
Joke aside, the game really smells like what if Bioware made a shooter that is barely an RPG (use nanomachines (son!) and upgrade your gun) and it works weirdly - really well.

It's weird to see in a shooter, but the team members actually have personality. Some a bit too overtuned and meme-worthy, but everyone likes Big Bo. But the game also has recurring jokes, and making jokes of the jokes, like how a character is usually grumpy about "only I know what a covert operation means?" then blows up a manhole in the middle of a café when escaping the sewers, and then suddenly nobody cares. I don't know if this is deliberately written in this way, or just gets awkward, but makes the game have super strong Alpha Protocol vibes. It may contribute to the over-the-top-iness (hehe..piness) that the studio absolutely understands the importance of making a cutscene good. Camera setting, movement, close ups, team-ups - everything is highly cinematic, effective and suggestive and print-worthy.

The characters just doesn't care and go full absurd - and this was another huge surprise, that the game is absolutely outstanding and setting up, and delivering timing based comedy, along with some crazy dialogues. (Sadly it went Fallout 4 before Fallout 4, you communicate through picking short prompts and then saying nothing, just waiting for the reply. It's weird as the protagonist is super talkative in the cutscenes)

Attention to detail is remarkable: the manhole gets cordoned off after you exit it, the lights light up when you stand to a urinal that is not even on the main path, the location uses Japanese and/or English text at various locations, depending on the location's function - Café for foreigners, international labs, or local undercity.

The combat felt great as well. By blowing up limbs of the robots you can disarm them, make them crawl around, or by removing their heads they shoot eachother. The last one is great, as you can "flank" robots who carry riot shields with this trick, opening them up for an attack.
This feature, coupled with the special personal weapon of yours with a stun/shockwave option, the ability to fire from cover, and commanding your team makes a pretty tactical, and proactive shooter.
DAAAAAAAAMN meme as the pretty chinese sniper appears
Kain, the best boy and baddest ass french ever
Just one thing the gang has to put up with


Grand Theft Auto III

35.5 hours, no achievements

TBH I didn't even write a review about this on Steam, I don't really know what to say, and it's not helpful for people.
I played this game as a teenager, maybe 12-13. Or something like that, because I barely understood English, and repeatedly got surprised that the pink blob I needed to reach is a car once, another time a guy who should be taken into a car, or that they just shot me. So I was stuck on the first island, mostly driving around, and using panzer + guns cheats to murder people and yeah, that was the game. Also couldn't drive for shit because always went 100 on gas.
Now I understand the story, every word. I was driving as I should, I remembered the location of respawning weapons and boosts, and (with a guide) collected enough mystery packages to have a few weapons + body armor on my base, +2 bribe stars.
And suddenly the game is easy. With preparation and/or using the obviously bad AI it's an easy game for the most part, which let me appreciate the storyline more.

It's a very well made game with some really, really ugly and dated character models. While it was a huge thing on its own when it got released, I don't think it has a lot of things for someone today, if they never played it. It's likely the subject of the "Seinfeld" Is Unfunny phenomena. I enjoyed playing it, but compared to the joy of remembering AC2 as I wrote its review, thinking about GTA 3 fills me with only closure, but I think that's fine.


Iron Marines

8.1 hours, 30 of 76 achievements
Abandon game!

I maybe should have looked better into Iron Marines. It's a big disappointment, even if I bought it in a bundle deal for about 3€, as the game is just absolutely not fun.

The game only have a campaign that is usually extremely limiting in terms of strategy and even build options. Many if not all of them are script-heavy, which includes spontaneously spawning enemies at random locations or unmarked instakill environmental dangers (the later one broke the camel's back for me). The game expects you to go in, and either succeed, or fail to see what you should have done. And this is not like transitioning from Age of Mythology to Cossacks and learning balance, strategy or build order - this is getting to know the actual map's script to counter it.

What makes this "learning experience" especially painful that while your hero units can be strong, they still can get killed relatively easily thanks to these lovely events. And the lack of their power can make you easily lose the map, which just leads to more repetition. Also the game is amateur, and absolutely untrustworthy when it comes to actual RTS stuff. Half of the time you can't even click on enemies because the game won't register it. And there is no attackmove to counteract this. No minimap. The game uses arrows to scroll but qwertz/qwerty for powerups and hero powers. Also a mouse.

And as a good old mobile port, the game has heroes that you need to level up by grinding and repeating levels, along with buying one-use powers and permanent upgrades to units and building. At least these upgrades can be quite impactful and absolutely not just % bonuses, but that makes it even weirder that you should grind missions to upgrade your mechs. Actually inside the game you have handful of "upgrades" - I've only seen them (excatly two) on the central building. Other than that turrets have two extra firing mode.

"Energy-money" generates slowly (unless you use money-giving power), there is a set number of squads you can recruit limits your options. It creates an extremely unfun experience because you have to be careful with the few squads you have, which makes the game slow. There is no useful micro, almost no macro - so much of the game is spent with waiting for energy, waiting for HP to get restored, it almost feels like it's a tower defense game. (On the second planet they literally made tower defense levels, gotta do what you have experience in I guess)

The Heroes can level up their powers. The game is so half-baked even today that in you're in game you have no tooltip to even know what your skills do (and there are 12? heroes, so you expected to bring someone new in at a point). Also while the devs claim that level-ups give extra power to heroes, there is not even mention in game about HP, stats, if leveling up powers between milestones give any extra to it.
When asked by the community about the stats, the dev told them that "creating an in-game encyclopedia is no minor task and takes months of work and dedicated manpower" - which is understandable. But they did this after adding stats to a SINGLE character on the game's wikipedia page, calling it a day. This happened mid-2019, one and a half years ago. Not even the other starter (on mobile, free) characters' stats got uploaded to the wiki, which shows both how extremely lackluster the game's features are, and that judging from their actions, the have no intention to make any work related to it - not even as much as creating a few tables and copy-pasting values into them.

The units, and the overall the design very obviously copies Starcraft, but it could be a pleasant little game with its own story. But the combination of strictness and handholdiness of what's expected from the player, coupled with the sub-par controls required for an RTS makes it so much more frustrating than it should be. I really wish I could like it more.


I gave another go for Before the Echo, but it was not convincing.

Before the Echo

4.2 hours, 0 of 21 achievements

Gave the game another try after years left it on the backburner, but it did not got better.

The game is a rhythm-based RPG which mixes a puzzle-like rhythm game and a very generic and base RPG system with loot, equips and stats, and the oh-so mandatory crafting system.

The game offers you a safe room from which you can explore The Tower and fight enemies of your choice to grind resources, to craft equipment and spells (Generic attack also comes from a spell) and then make a key to open a door and get to a higher level.

The combat is spent on a 3-window screen, you change between them with the Q and E buttons. Directional arrows fall from the windows, each doing different things - defense window's arrows damage you if not pressed at the proper time, mana window's arrows recharge mana on hit, and you cast your spells by pressing all the correct arrows of the selected spell in the spell window.

One of my main problems was that the game tries to be "hip". Or "radical". By being so clever and sleek that it plays the self-awareness card, the "lame hero who got transported into world, and who has a woman sidekick who constantly mocks him". Conveniently, she is the narrator as well, who has a varied amount of knowledge, based on what the tutorial or plot requires. Talks through only an intercom? I wouldn't be surprised if there's a reveal-surprise-twist. Anyway, it was a bit jarring how many times various drugs were mentioned even before the tutorial, at one point the protagonist accusing the narrator of being a date rapist, which is a very, very weird tone one wants to set in a rhythm RPG with colourful and silly characters.

The final nail in the coffin was how tediously stupid menus are, and how often button presses do not get recognised in battles. Not super often, more like 1/10-20 times, but it adds up, and makes the game feel really sloppy.

Likely there's an okay, tolerable game under the surface, but it's just not fun to play for me.


One Finger Death Punch 2

1.0 hours, 2 of 63 achievements
No no no no no no no no no

Holy mother of everything, I was not prepared for this. Your experience may be different, and it is still a game with 97% positive review rate.

A friend gifted me One Finger Death Punch 2, and I thought I'll give it a go… in a nutshell, it's one of the worst experiences I had the misfortune to take part in.
The game's general direction is still the two-button fighter, but it's an overinflated mess of ideas coupled with a graphics direction that is more, but not necessarily better.

I played one hour, and requested a refund for it. That's the main point, the issues were:

  • 1st game had a "deflect weapons that are thrown at you by attacking them" thing. Now it has weapons that are deflected, caught (you can throw), dodged (will hit behind you) and it has shurikens, bows, pistols and guns (!) - catching a bullet will spawn a gun in your hand to shoot once and throw the gun again. And these are all differently coloured.
  • Then there are the brawling enemies that instead of having a crown on top of them, have a red bandana. Not a huge issues, until considering the fact that almost everything has added blood effects to it.
  • The game added a lot of new moves so sometimes there are action-scenes when you hit multiple enemies in one direction, scissor-kick two, or make fancier attacks but this causes the game to have a wildly different timescale, and the transitioning from slowdowns to proper speed just throws the control away, often resulting in missed hits or being hit.
  • Then there are "medic" and "extra speed" enemies that are bright like a christmas tree, which takes away from the clarity of their colour (times and ways of strikes needed)
  • Many attacks leave white "strikes" afterwards to signal power or speed, or even "background cool looking wtf characters hitting shit" (you can see it on store screenshots) further adding to the visual cacophony
  • And one of the top reasons - there is barely any contrast or colour difference between the enemies and the background. Everything got bolder and more colourful, and it just became a hard to read mess.
  • One Finger Death Punch

    19.1 hours, 84 of 152 achievements

    "Can be played one handed, 10/10"

    Jokes aside, the game is simple but great.
    Attack with direction buttons, attack range is shown, you can pick up different types of weapons to use them. There are QTE-y like brawlers that take multiple, unique combos to take down, but still can be one-hit killed with certain weapons which feels awesome.

    It also should be mentioned: the game progressively gets harder by enemy design, and has a "floor" difficulty of 100%. No matter how many times you die at 100%, the difficulty can't and won't decrease. The game is not super hard, but definitely challenging and tense. Keep that in mind when considering a purchase.

    The game takes place over an - IMO a bit unnecessarily - big map. The game claims to have more than 250 levels and that is very likely true - there are insane amounts of stages, the game gets quite samey by the end. The scaling challenge which is based on player performance helps a lot to keep the player on their toes, so there is no real downtime. So it does not feel stretched, just long; many of the sameish thing.

    Though on the aforementioned map there are I think 11? types of levels, not counting the boss levels. They are mostly unique - while there are spins on the same thing ( beat down X, beat down enemies to knock them into Y items, beat down Z in storm and W while using a filter) they still offer some relatively nuanced thing to them, making different skills useful.

    The skills- you unlock them by beating certain levels, and then you are free to mix and match them, as you can use 3 at the same time. All skills are passive, but most has an active effect - while there are true passives that give longer weapon use time on pickup, most get charged up by getting kills, then being used along/instead of a normal attack. They work well and are useful, though if you really want to fight flawlessly, some skills can really mess up your rhythm unless you pay extreme attention - same can happen with one-shot kill weapons, like dagger, bow and bomb, killing a multihit enemy in a single strike, then hitting a miss where they stood.

    Certain levels are surely harder than other by design, but I guess it depends on the player and their preferences too. The game is far from being impossible to beat, but with the scaling difficulty that is impossible to turn off, I think everyone can expect a quite consistent and unavoidable challenge.
    (I hated the last bomb level, took 10+, maybe 20 times because I constantly messed up at two points. I feel like I needed to get this out of my system)