Last game you finished
BrawlMan last edited by
Age of Calamity. One of the best DW spin-offs ever made. It's in that #1 spot for best DW game.
TokyoSlim last edited by
Finished up Cyberpunk today at about 72 hours. Plus some restart/bug/glitch time. Could probably just round up to 73h.
Finished GTA: Vice City for the first time in ages. Absolutely love Vice City and I think it's one of those games that is timeless because I almost enjoy it as much now as I did back in 2002.
@jdincinerator Not to mention my trophy percentage for Vice City sits at a suggestive 69%.
Kinda weird, usually I'm not against games being difficult but I didn't really enjoyed how this game deals with difficulty. From about half way it has a huge spike and many times it reminded me of the typical bad level design we get in Mario Maker in how just because you can beat it and it's hard doesn't mean it feels rewarding or good. Boss fights on the other hand are for the most part too easy, weird unbalanced experience.
Nice art style, not really exciting buy competent. The music apart from 3 or 4 really good tracks it's just there and at times gets annoying.
It does control great and has some cool moments.
HappyGaming last edited by
Finally finished up Hollow Knight. Or at least I got an ending in the game.
Overall, I love it to death, but definitely have some nitpicks, mainly I think the game is too long, I think there are too many side activities that only pay off with achievements or trophies rather than tangible in-game rewards, and the lore-based story telling just isn't for me (same with the Souls games and the like, I just can't even comprehend a story that's told in this way). The first 3/4 of the game though are golden. There's so much the game does right in terms of presenting the world gradually, letting you explore, and making that exploration feel rewarding and challenging. Every area is alive in different ways, and are easily identifiable. I love the combat with the use of pins to find your own way you like to play as you go along, and the healing by collecting essence and putting yourself at risk to do it.
I think overall, I don't have many complaints other than what I've stated earlier, as well as the last section of the game just not having that satisfaction I would have liked from other games in the genre I just prefer for various reasons. Extra bosses and replaying bosses isn't a plus for me. Getting achievements doesn't do anything for me. But exploring the world and meeting the various characters and getting to know Hollownest and Dirtmouth was definitely the highlight for me. I love how expressive every character is, and I love seeing their various small arcs play out.
It's a beautifully animated, tough game that has a vast and incredibly well constructed and realized world to explore with a little too much to do and not enough plot explaining for me. This was the second time I played through it after starting over (first time completing it), and I still burnt out near the end when you're primarily backtracking through places either for side activities or to test areas for small progressions. Money had no meaning when I was done because I'd purchased everything from the stores, and had no need for small collectibles that I could sell.
All that aside, I'm still stoked for Silksong. I'll probably give it some time before jumping in when it comes out though. Especially if it's as meaty a game as Hollow Knight, and as lengthy. This is clearly just such a talented and dedicated team, I'm very excited if anything to see what sorts of ideas they bring to the sequel and how they can improve some of those nitpicks from this first game.
Just finished and platinumed The Walking Dead Collection and it's been a thrillride of an experience. Season One reminded me of why I fell in love with the series and the momentum has stayed convincingly solid throughout the 4 seasons. The first season was utterly brilliant and it laid incredible foundations to follow. Season 2 shook things up with more brilliant drama and tough decisions to make. Season 3 was a little underwhelming but the familial aspect made it buoyant and generally decent right. The Final Season capped things off in a remarkable fashion with improved gameplay and refined visuals and did its utmost to make you invested in what was going on through its stellar storytelling. If I had to rank the seasons from best to worst I'd say S1,S4,S2 and S3. As for episodes my top 5 are S1E2, S1E3, S4E2, S1E5 and S2E2. I'd say altogether this collection is worth of an excellent 8.7/10.
Super Mario 3D World
Ok, this game is fcking amazing. Wow! Like every decent human I like to complain about Nintendo releasing old stuff but also like any decent human being one has to surrender and embrace ye olde Mario. This is really Mario at its best, insane creativity. And playing some of it in co-op with my girl was a crazy good time.
The countdown timer kinda goes against the nature of the game and rushes the player needlessly. Camera at times is inadequate but nothing major.
bam541 last edited by bam541
AER: Memories of Old
This is a minimalist open world adventure game set high in the skies, amidst floating islands that has been ripped apart from each other. Your character is tasked to explore and find these temples so she can communicate with a deity living in each one, in order to stop The Void from reaching it's full power.
The main method for exploration in the open world is by transforming into a bird and flying, and I have to say that it feels great. The controls are simple and fluid, and there's a good sense of speed and momentum being conveyed. I did have trouble every time I need to slow down to land on ground, I rarely had a clean landing and always end up hitting something or missing my mark. Not that it matters too much, since there's no damage system to speak of, and I don't think the character can die, but I think having this sort of control would make the flying feel more real and satisfying.
I think the overall story and lore is sufficient considering the short length. I always enjoy these sort of spiritually charged settings, and I think there's enough cool things in the lore and story to keep me interested. I would love it if there's more interesting self-contained things to find in the open world, I feel like everything revolves around the same event and it makes the world feels limited. Also, the way this game ends is so unsatisfying, it's definitely one of the worst endings I have seen in a game recently.
The temples in this game are basically dungeons with semi-confusing layout and puzzles. All of them feels massive and mysterious, and I think the drone-y and meandering synths that are present in each one enhances that feeling of being lost in a place long forgotten.
Speaking of the soundtrack, it's pretty decent. It's dynamic in the sense that the instrumentation changes depending on which part of the open world I'm in, and also whether I'm flying or on the ground. I like the acoustic touches that only appears in certain areas, and there's some tracks that feel shoegaze-y.
Finally, I want to say that I feel a bit down about the minimalistic art style. I'm sure there's an economic reason for the devs to do this, but I wish that it's a bit more detailed and personalized. Everything looks like they're cut from the same cloth, and it hurts the feeling of adventure that the game tries to convey. I think it can be quite beautiful at times, but most of the time it's just okay at best.
I spent 3 bucks on this, and it's certainly worth at least that. It's pretty short, not particularly special, but there are pleasant and relaxing moments to be had. (6.5/10)
Scotty last edited by
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Dandara-Trial of Fears
A metroidvania with a different flair. Played it in the original Brazilian language and the writing is wonderful, a really nice mix of mysticism and psychedelic, kinda like the videogame version of the tropicalia 70s movement. Cool level design that nails that rewarding feeling of exploration this genre is known for and it has a nice twist to how movement is handled. Instead of running you jump between contact points and there's no up or down. Feels great to move super fast once you know a level but at times lacks precision, although it's mostly on you when that happens, just got to keep calm and focused.
Visually it's a shame being so inconsistent and lacking a more cohesive visual identity. Sometimes it really nails it, but more often than not is kinda just there.
On the other hand the sound track is freaking phenomenal and worth to listen too. Proper album really, not that videogamy.
It offers an average challenge and no exaggeration, the final boss kicked my butt in the best of ways and had me celebrating like a From Soft game. But maybe a bit too hard compared with the rest of the game, but I loved it.
7.5 although I really want to give it an 8 but I feel it's the adrenaline of that final battle clouding my judgement. But damn, what a final boss!
Really interesting structure, with the full open world and how it plays with scale, reminded me of Xenoblade X and I wish the next full Mario further explores what it does here. Not the best level design or the most inventive but still plenty of great stuff. Visually looks great, Nintendo really nailed their lighting model and use of materials in such a way that they can put out some of the most visually appealing games on the market while running PS3/X360 level hardware. But there's limits and I wish the kaiju phase could have some crazy physics based destruction to go along with it. It really begs for it.
Considering Nintendo didn't even needed to include this to sell 3D World, it's an impressive piece of "side" content.
Don't know if you guys know about this one but this team will go far. I think they're called Valve.
OK, don't know how many times I've finished this game but it never gets old. Except the 4/5 that has bit of filler, this is such a well designed game. Damn near flawless. World building is still top class to this day and so is the sound design. The enemy AI mixed with scripted behaviour still impress me today.
There's this part where you use a crane to lift your vehicle to another area and, as enemies appear, you can lift stuff from the environment using the crane to smash them, it's so out there and creative, I feel like the attention and creativity that goes into each section, and how careful the design is, is not matched by many games.
Also, how the game is constantly introduction new mechanics and there's no tutorials, areas with yellow paint or arrows pointing what to do is great. Everything is introduced coherently within the world, following very basic pedagogic principles and the game trusts you and more importantly, trusts it self.
Sazime last edited by
Finished a few things since I last posted, but most recently Fallen Order.
The combat is inconsistent and its rules seem to be dictated by unknown factors. The enemies follow different physical rules than the player. While interrupting attacks works one way at one point in time, the don't in another. The visual language of unblockable attacks vs. blockable seemed to be permanently bugged, making consistent combat impossible.
The story is fine, but I felt no direct connection to the story. It didn't help that the narrative seemed to be dependent on me knowing more about more of the Star Wars universe than I was. When I was familiar with something, I wash shocked the game did so little to explain itself. What's worse was that the NPCs acted as if we had been friends for a long time, when I just started the game, and music cues inferred specific emotional states incongruant with what I even felt a little bit.
And that ending? Completely unearned and lazy. It was the biggest failure of the game and I did. Not. Care. Despite all of this, it was pretty ok.
Started it when I got the XSX and now played the rest. Really incredible how this game's visuals hold, easy to forget it's a 360 title.
I've said it before, the Flood is one of the lamest enemies ever, the Prometheans were a big upgrade and they brought cool some cool guns with them and different combat dynamics.
Like with most Halos environments go from boring to cool, lots of different sections implemented with different levels of success. Glorious skyboxes.
It's a fine game imo but damn, Cortana is a pathetic character. The voice acting, or the actor's direction, is pretty awful, when she goes full on hysterical I just cringe. And her character's design... Why's she semi naked? Is so out of place, ridiculous really. And it's a shame because occasionally the interaction between MC and her goes to cool touching places. And the bigger overall narrative arch is so whatever.
Then there's the sound. Why does everything sounds so dead? Guns, voice acting, music, very little dynamic range, like an emotionless flat line. Tried to check if I could change something in the options but they are lacking.
I did enjoyed replaying it, gameplay is still solid but story and lore stuff are lame.
Yes, Your Grace
Ignore the godawful pixel art, this is a short cool strategy/kingdom management title akin to a medieval Papers Please where you manage a kingdom. The game loop is simple and satisfying, your subjects ask you for stuff and you decide what to do, this while managing your resources, establishing alliances and dealing with family issues. Your end goal is preparing for an incoming war.
Your decisions have a deep and subtle impact and I have to say, if at first the story seems lacking it slowly starts to draw you in and by the end I was 100% in, really emotionally engaged with the events and consequences. And damn does this game can become a fucking tragedy! 😢
Sadly the art style is really poor and so is the sound design. Still, easy to recommend since it's on Gamepass.
DIPSET last edited by DIPSET
The first time playing my PS5 and Astro's Playroom brought a smile to my face. Right when you boot the game up and it gives you that controller demo, I was already impressed. Then the game is just this wonderful walk through PlayStation history with hidden and overt nod's to the past everywhere. The decision to make this game a 3D platformer is a nostalgia trip in itself, but just the celebration of gaming and PlayStation made me feel like this was a relaxing and fun party rather than a "game" so to speak.
Whoever decided to design this game and then bundle it with the PS5 was a genius. As a game, it's really fun, but relatively easy. Hard enough for my girlfriend to be challenged but not frustrating for her. Easy enough for it to be a breeze for me, but interesting enough with hidden secrets to keep me not only entertained, but really truly happy. Again, the game is a platformer meant to showcase the PS5's capabilities but we don't get too 3D platformers anymore so that throwback to the past felt extra special.
I haven't felt wow'd or been this impressed with "next gen" since trying the PSP for the first time in 2005 or playing Assassin's Creed in 2007. I feel like the media outlets almost undersell how fast, fun, and streamlined the PS5 is. This game brought me joy for 3-4 straight days and I ended up getting 100% and achieving my first PS5 Platinum.
ASTRO's PLAYROOM - My First PS5 Platinum - Feb, 2021
Axel last edited by
I could pretty much copy-paste @DIPSET 's post as I feel the exact same way. Haven't finished it yet, I'm trying to savor it, but I'm almost there.
I would just add that I am amazed by how interactable the game is. Everything reacts to you, everything is an easter egg, there is so much love and passion and winks and nods in there, it's absolutely heart-warming to play through. Whenever you ask this game "Will something happen if I do this?", it always, always answers with a resounding YES!
The only drawback is that I want 30 hours of it. Honestly, it could rival Super Mario Odyssey if it had the same scale. I can't wait to see what this team will create next, they just get videogames so perfectly.
Shoulderguy last edited by Shoulderguy
DIPSET last edited by
Because Mario Odyssey had so many filler levels and boss only levels, I think I left my 6ish hours with Astro’s Playroom more satisfied than my 30 hours with Odyssey.
It’s exactly as you put it—everything can be interacted with and you’re just waiting to find the next thing. Likewise, when you do find an artifact, you can interact with it in the screen when you find it as well as the Labo room too. And maybe climbing that PS3 in Labo will lead to more secrets.
A few little things that I loved were:
When it starts raining, you walk over to this “dead” robot with origami on his chest and you get a trophy called “JASON!”
The caption on the PSP camera accessory artifact was “Portable cameras... this will never catch on...”
I forget how I earned it, but one trophy is called “Charted!” which is the trophy you get for beating Uncharted Drake’s Fortune, which I think were my fist ever trophies in 2009 when they introduced the system.
Also, this game gets me very excited for the possibilities in a Spyro 4. Team Astrobi or whatever they are called should just get all 3D platform contracts. Silver lining to Japan Studio closing down is that a lot of people went to this studio per some random article I read the other day.