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This user has reviewed 110 games. Awesome! You can edit your reviews directly on game pages.
Another World: 20th Anniversary Edition

A perfect remaster of a perfect game

I played this game as kid on my 286 PC when it debuted. It was hard for me then, mainly I was not always sure what to do, as the game does not explain *anything* to you, not even controls and how the different modes of your gun work. I replayed it on an iPad when the remaster came out. It felt easy, both in terms of puzzles and platforming/fighting. What is important however, *I did not realize I was playing a remaster*. The game was exactly as I remembered it! The changes are evident when you look at the games side by side, or when you realize how low the resolutions were back then, but they are otherwise transparent when you don't think about it. The game takes advantage of modern resolution, so jagged and pretty abstract pixel graphics are replaced with clean lines, and the number of polygons increased a bit, but the distinct art style forced by vector graphics, necessary then to run the game on contemporary hardware (and the game was a bit of a programming miracle for it to fit in the available memory). With those changes, you wouldn't necessarily think it is a remaster of a game over 30 years old, as the resulting minimalist style holds up even today and could be seen as an artistic choice. What is even more amazing, is that the gameplay actually also holds today; it's minimalistic, sure, but nothing about the controls feels dated or standing out from platformers of today. Another strength of the game is its environmental story telling. There isn't a single word of text, let alone voice line, or even any symbols to convey the story. The animations do all the work and are a great example of an implementation of 'show, don't tell' principle. Like good silent films, it is enough to explain the events (granted, the story is rather simple), and yet it is quite moving - the ending is somewhat open to interpretation, and I always assumed the bad one, but internet tells me others have a different opinion. This game is *very* short (3 hours?). You owe it to yourself to play it. Don't buy it at full price (although it absolutely deserves it in terms of quality), as it's occasionally discounted to $3, when it almost seems an obligation to anyone with interest in older games.

1 gamers found this review helpful
Day of the Tentacle Remastered

Amazing, but 1993 legacy holds it back

Lets state this first: this game is insane. It's what you get when you close best friends and creative writing majosr in a shed in the middle of nowhere until they succumb to silliness and take turns writing with a competition who can thing of more ingeniously funny scenario. Almost all puzzles use morning cartoon logic, and almost all are hilarious. But brace yourself: this is classic p&c difficulty level, a good grade higher than anything published since 2000s. They heavily feature time travel, which only amplifies the gags. It is also an occasion to a significant level of non-linearity, so even if you are stuck with one character, you often can (or even must) progress with another. Sadly, it also increases frustration levels when you get stuck: there are three characters in three separate timepoints, but you can only pass items between them when they stand in a specific location on the end of the map, only one by one, and each requires several clicks. When you don't have a clue which character needs what, this involves *a lot* of running back and forth to try every item on every hot spot before passing them to another character. What's worse, there are a lot of 'look but don't touch' situations where you know you need to acquire an item, but don't know how to get it, and don't know if you should focus on it, or you will only unlock the very non obvious prerequisites significantly later. Adventure game logic means that solutions are often convoluted, and while there are hints to the hardest ones, they tend to be: - given in an off-hand manner by another character - much earlier in the game, without the ability to repeat the dialogue lines, - can involve several information at once, which makes it harder to catch and remember them. This brings me to my biggest criticism: there are no subtitles and only English voicing, so you better have native level listening comprehension, because you will hear it once (for the most part). This may have been fine in 1993, but the audience of the remaster was artificially greatly reduced, completely unnecessarily. Considering that an optional modern 'disk' action selector was implemented in addition to classic verb interface, I cannot understand why nobody took the effort to offer at least *English* subtitles, for a game lauded as one of the best in history of the genre, with a universal appeal. If you face no language barrier and like a serious challenge, you can add one star I subtracted for the above issues, because in terms of puzzle quality, story, and writing, it doesn't get any better than this.

1 gamers found this review helpful
Ori and the Blind Forest: Definitive Edition

Even now, the best metroidvania

Which - debatably - is only surpassed by its sequel (not on GOG - go to the dreamlist and vote!). The graphics beat even games released today, with several planes and effects. What's more important, the art direction is breath taking, making the game look beautiful - and soundtrack is among the best, too. It has a simple yet touching story to tell, and the whole experience is as if you are immersed in a fairy tale. The movement and controls are very precise. In terms of new powers, Ori doesn't really do anything new (but then, it was released ten years ago), but they are fun enough that unlocking them is a small joy. It has several sections which are quite difficult (especially if you have not played similar games), but they are fair and do not feel like the devs wanted to inflict suffering on you. It was challenging enough for me to die often, and require many attempts in some sections, but upon completing them I felt satisfaction and drive to continue on, rather than a relief and a need to end my session. This game's greatness doesn't come from its uniqueness when reduced to its abstract form, but that its execution is in a league of its own in all aspects. This game is art in the strictest sense.

Little Nightmares

Controls are a little nightmare

Graphics are good for what it is, atmosphere is eery and scary, delivering on the sales pitch. The story is purely environmental and alegoric. It really brings to mind INSIDE in that regard if you like this sort of thing. The puzzles aren't difficult as puzzle platformers go, but the pressure, and lack of light makes looking for solution more tireing than it could be, and the controls don't help. There are also many race sequences, and it is not always obvious what you should do, leading to many retries - and the controls don't help. While not really my kind of thing, I would still recommend the game if not for the controls and movement, which was one of the worst experiences I ever had. Yellow is very sluggish; I can understand that this may increase the feeling of danger, but I found dying really annoying and unfair when my reflex was clearly good enough and just the character wasn't following my inputs. The absolute worst thing however is that in order to operate elements like switches, you have to be perfectly positioned. As interactable objects aren't in any way highlighted, this led me many times to trying to do the right thing, failing in a way indistinguishable from normal behaviour in presence of non-interactable objects, and getting frustrated, looking up the solution only to discover that my thinking was correct but I was led on a goose chase because I did not stand with pin point accuracy at the spot, or having very slightly wrong aim when throwing. I played on the keyboard; maybe the experience with a controller is better, but it doesn't seem like it. What is completely inexcusable is that the behaviour with interactable objects is not consistent with normal movement. For example, a switch may be positioned on a wall above the height to which you can jump, leading you to looking for a special way to a access it, while standing in the perfect spot led to an animation of you jumping higher and reaching the switch. This happened enough times to frustrate me, and I did not enjoy the game at all. My rating is quite harsh because the game does a lot of thing right, but to me it doesn't matter if you get the basics wrong.

1 gamers found this review helpful
Jet Kave Adventure

A spiritual successor to Prehistorik

It's quite an easy game if you played many platformers, and the graphics (bringing to mind mobile games) are clearly targeting children. There is certainly nothing scary, or that a parent would have objections to. I found some short sections considerably harder, so very young children might need help. Additionally, while destroying objects on the map with my club to get shells serving as currency was a bit superfluous for me, I do remember it being fun when seven year old me was playing Prehistorik. There are close onto forty levels, with ample checkpoints (I would say typically around 5-7, but I have not counted), so dying is not an issue. Additionally, you have several lives (4 to start with, but you can reach up to seven), and losing one only gets you back to the most recent safe spot. Only when you use up all you restart at the checkpoint. There are several boss fights, easy when you learn their patterns, all in the form a loop of avoiding their various attacks, waiting for the occasion to hit them once when they are vulnerable. There are also race sections of three types: - running away from something chasing you on an obstacle course where you can't pause, slow down, or even get ahead, - flying at constant speed straight ahead and steering left/right to avoid obstacles, - piloting a glider, which you can point up, but at the cost of speed, and when you lose all the momentum you fall and die. Therefore you are forced to collect fuel cells for the jet pack on the level, which you can then use to accelerate. These required better reflexes and I found them harder than other parts of the game. You have a pretty wide range of movements for a non-metroidvania platformer, which adds some variation as you need to figure out which to combine to advance, which sometimes required a short pause from me or a couple of tries, but nothing frustrating. There is absolutely nothing original here that games weren't doing in the nineties, which would earn it a 'not recommended' verdict for adult gamers, but that might be even better for young children, who just want to play without getting confused or frustrated by hard sections. On the plus side, nothing bad stood out for me either. I would like to leave it 7/10, but it clearly does not deserve 8/10, hence three stars. Of course, you will also have to explain your child that people did not exist when dinosaurs ruled Earth, but the jetpack might be a clue it is not a (pre)historical game ;)

1 gamers found this review helpful
Terminator: Dark Fate - Defiance

A word of warning

This game is largely made by a Russion studio Playing Cats which uses the same engine to make propaganda games funded by the Russian governement, including about real battles of current conflicts.

1 gamers found this review helpful
DOOMBLADE

Final boss is bugged

In the final boss battle, you are supposed to strike several targets in close succession. However, only about one in four hits is actually registered, which means you need to flawlessly repeat this sequence a dozen times on average to pass to the next stage, making the battle way harder than it should be. It involves also having to hit another target with two richochets (you can't get behind it) *three* times, and the boss attack takes *half* of your health if you miss. I think it is the worst boss battle in my three decades of gaming. It's like a f*ck you from the developers after taking the time to 100% without guides. Judging by Steam forums, this is a common problem. I would otherwise leave a quite positive review, but as is, it doesn't deserve more from me.

1 gamers found this review helpful
Mutant Year Zero: Road to Eden - Deluxe Edition

Quirky, but run-of-the-mill TBS

Road to Eden is played over a couple dozen unique locations. You enter in a free roam mode, where you control the movement of one character, with the remaining two squad members following. This part happens in real time and focuses on stealth. Once the combat starts, you enter regular turn based mode on a square grid. This is squad based, cover oriented romp like you played dozens of. Competent, but it will not surprise you with anything. There is a total of five characters to choose from (a sixth added in the DLC), and you can swap them out any time outside of combat. Progression happens through looted items (main source of stats increases) and semi-unique mutations, i.e. skills unlocked on level up. Some skills are shared by two characters, some are unique, but the entire skill 'tree' is unique to every character, and you will unlock all of them over your playthrough. Aside from passives, you can only have two skills available to you at any chance, but can swap them freely outside of combat, which allows to try out different 'builds' in a single playthrough; you may even choose the skills for each encounter, based on the tactical situation. Overall there is some variation and every character plays a bit differently. Nothing you haven't seen before, but the whole package works, and that's what matters. The system should also appeal to RNG haters, as aiming is straightforward: as a base line, every character has 100% hit chance - cover, range and denivelation difference decreases it by multiples of 25%. My main criticism here is that flanking is all-or-nothing: if you have a straight line to a tree, a character standing next to it and fully visible has still 75% hit penalty, which is ridiculous. Every weapon can be upgraded twice for slightly higher damage, and occasionally you'll find attachments which can increase range or crit chance, and/or introduce a chance of an additional effect (knock back, disabling mechanical opponents for a turn, set the target on fire, etc.). These can synergize with mutant skills, and weapon stats so you can create a very long range sniper (the weapons have range of only 6-10 squares by default), or a crit-focused heavy hitter. The unique part is the advertised stealth, where you try to find isolated individuals or small groups and eliminate them quietly before engaging the main force. As a stealth game enthusiast, I was sorely disappointed here, as it is the most half-assed attempt I've seen. Every enemy detects you automatically and instantly within a full circle around them, even if you are directly behind them or don't have a line of sight. That is, unless you 'hide', i.e. make the character take cover. You then effectively become invisible; the cover can even be behind you, and the enemy won't see you despite standing face-to-face in the adjacent square. Furthermore, there are very few silent weapons to be had, and they do very little damage; if you don't eliminate the whole group in your first turn, they raise the alarm and the whole area goes aggro on you. Enemies have so much HP (on hard), that it is difficult to accomplish even for a single enemy. The situation is slightly improved by one or two skills which take an opponent out of action for one or two rounds, giving you more time to finish them off, but those skills are on cool down, so you can't spam them. The best I can say about the whole system is that it doesn't get in the way, and you can largely forget it and just treat it as a pure turn based game. The game is made in Unreal 5, and heavily utilizes bloom and volumetric effect. Seemed excessive to me, but maybe it is supposed to reflect the wet Nordic climate. As a post-apo setting, the areas look like a miniature gaming table: they are flat with copy pasted assets and rubble sprinkled everywhere, giving it a very generic look. A pity, as realistic Scandinavian architecture would make the game stand out. At least it is quite well optimized: I played it on integrated Intel Arc graphics, and while it wasn't buttery smooth, it was acceptable for a turn based game. The most unique aspect is the setting of Mutant: Year Zero TT RPG. Here, it just means that your characters are, fr all intents and purposes, furries. As the understanding of the world before the apocalypse is lost, there is a lot of humour in descriptions of 'ancient' items completely missing the point. I would describe it as grotesque or absurd: it wasn't particularly witty and did not make me laugh once, but at least wasn't cringe either. The story however is forgettable and only gives you a reason to explore subsequent areas. Over all, the experience is fun and engaging, but entirely forgettable amid hundreds of similar games. If you played all the classics and are looking for yet another turn based fix, it is worth checking out, as it scratches the itch well enough - just don't expect the game to stay with you after beating it. The only truly excellent thing about it is voice acting: not only the banter between the mutants and their comments about events and their surroundings give them some depth, but the performance really brings them to life in a manner only the best RPGs achieve.

1 gamers found this review helpful
Mutant Year Zero: Road to Eden - Fan Edition

Quirky, but run-of-the-mill TBS

Road to Eden is played over a couple dozen unique locations. You enter in a free roam mode, where you control the movement of one character, with the remaining two squad members following. This part happens in real time and focuses on stealth. Once the combat starts, you enter regular turn based mode on a square grid. This is squad based, cover oriented romp like you played dozens of. Competent, but it will not surprise you with anything. There is a total of five characters to choose from (a sixth added in the DLC), and you can swap them out any time outside of combat. Progression happens through looted items (main source of stats increases) and semi-unique mutations, i.e. skills unlocked on level up. Some skills are shared by two characters, some are unique, but the entire skill 'tree' is unique to every character, and you will unlock all of them over your playthrough. Aside from passives, you can only have two skills available to you at any chance, but can swap them freely outside of combat, which allows to try out different 'builds' in a single playthrough; you may even choose the skills for each encounter, based on the tactical situation. Overall there is some variation and every character plays a bit differently. Nothing you haven't seen before, but the whole package works, and that's what matters. The system should also appeal to RNG haters, as aiming is straightforward: as a base line, every character has 100% hit chance - cover, range and denivelation difference decreases it by multiples of 25%. My main criticism here is that flanking is all-or-nothing: if you have a straight line to a tree, a character standing next to it and fully visible has still 75% hit penalty, which is ridiculous. Every weapon can be upgraded twice for slightly higher damage, and occasionally you'll find attachments which can increase range or crit chance, and/or introduce a chance of an additional effect (knock back, disabling mechanical opponents for a turn, set the target on fire, etc.). These can synergize with mutant skills, and weapon stats so you can create a very long range sniper (the weapons have range of only 6-10 squares by default), or a crit-focused heavy hitter. The unique part is the advertised stealth, where you try to find isolated individuals or small groups and eliminate them quietly before engaging the main force. As a stealth game enthusiast, I was sorely disappointed here, as it is the most half-assed attempt I've seen. Every enemy detects you automatically and instantly within a full circle around them, even if you are directly behind them or don't have a line of sight. That is, unless you 'hide', i.e. make the character take cover. You then effectively become invisible; the cover can even be behind you, and the enemy won't see you despite standing face-to-face in the adjacent square. Furthermore, there are very few silent weapons to be had, and they do very little damage; if you don't eliminate the whole group in your first turn, they raise the alarm and the whole area goes aggro on you. Enemies have so much HP (on hard), that it is difficult to accomplish even for a single enemy. The situation is slightly improved by one or two skills which take an opponent out of action for one or two rounds, giving you more time to finish them off, but those skills are on cool down, so you can't spam them. The best I can say about the whole system is that it doesn't get in the way, and you can largely forget it and just treat it as a pure turn based game. The game is made in Unreal 5, and heavily utilizes bloom and volumetric effect. Seemed excessive to me, but maybe it is supposed to reflect the wet Nordic climate. As a post-apo setting, the areas look like a miniature gaming table: they are flat with copy pasted assets and rubble sprinkled everywhere, giving it a very generic look. A pity, as realistic Scandinavian architecture would make the game stand out. At least it is quite well optimized: I played it on integrated Intel Arc graphics, and while it wasn't buttery smooth, it was acceptable for a turn based game. The most unique aspect is the setting of Mutant: Year Zero TT RPG. Here, it just means that your characters are, fr all intents and purposes, furries. As the understanding of the world before the apocalypse is lost, there is a lot of humour in descriptions of 'ancient' items completely missing the point. I would describe it as grotesque or absurd: it wasn't particularly witty and did not make me laugh once, but at least wasn't cringe either. The story however is forgettable and only gives you a reason to explore subsequent areas. Over all, the experience is fun and engaging, but entirely forgettable amid hundreds of similar games. If you played all the classics and are looking for yet another turn based fix, it is worth checking out, as it scratches the itch well enough - just don't expect the game to stay with you after beating it. The only truly excellent thing about it is voice acting: not only the banter between the mutants and their comments about events and their surroundings give them some depth, but the performance really brings them to life in a manner only the best RPGs achieve.

1 gamers found this review helpful
Mutant Year Zero: Road to Eden

Quirky, but run of the mill TBS

Road to Eden is played over a couple dozen unique locations. You enter in a free roam mode, where you control the movement of one character, with the remaining two squad members following. This part happens in real time and focuses on stealth. Once the combat starts, you enter regular turn based mode on a square grid. This is squad based, cover oriented romp like you played dozens of. Competent, but it will not surprise you with anything. There is a total of five characters to choose from (a sixth added in the DLC), and you can swap them out any time outside of combat. Progression happens through looted items (main source of stats increases) and semi-unique mutations, i.e. skills unlocked on level up. Some skills are shared by two characters, some are unique, but the entire skill 'tree' is unique to every character, and you will unlock all of them over your playthrough. Aside from passives, you can only have two skills available to you at any chance, but can swap them freely outside of combat, which allows to try out different 'builds' in a single playthrough; you may even choose the skills for each encounter, based on the tactical situation. Overall there is some variation and every character plays a bit differently. Nothing you haven't seen before, but the whole package works, and that's what matters. The system should also appeal to RNG haters, as aiming is straightforward: as a base line, every character has 100% hit chance - cover, range and denivelation difference decreases it by multiples of 25%. My main criticism here is that flanking is all-or-nothing: if you have a straight line to a tree, a character standing next to it and fully visible has still 75% hit penalty, which is ridiculous. Every weapon can be upgraded twice for slightly higher damage, and occasionally you'll find attachments which can increase range or crit chance, and/or introduce a chance of an additional effect (knock back, disabling mechanical opponents for a turn, set the target on fire, etc.). These can synergize with mutant skills, and weapon stats so you can create a very long range sniper (the weapons have range of only 6-10 squares by default), or a crit-focused heavy hitter. The unique part is the advertised stealth, where you try to find isolated individuals or small groups and eliminate them quietly before engaging the main force. As a stealth game enthusiast, I was sorely disappointed here, as it is the most half-assed attempt I've seen. Every enemy detects you automatically and instantly within a full circle around them, even if you are directly behind them or don't have a line of sight. That is, unless you 'hide', i.e. make the character take cover. You then effectively become invisible; the cover can even be behind you, and the enemy won't see you despite standing face-to-face in the adjacent square. Furthermore, there are very few silent weapons to be had, and they do very little damage; if you don't eliminate the whole group in your first turn, they raise the alarm and the whole area goes aggro on you. Enemies have so much HP (on hard), that it is difficult to accomplish even for a single enemy. The situation is slightly improved by one or two skills which take an opponent out of action for one or two rounds, giving you more time to finish them off, but those skills are on cool down, so you can't spam them. The best I can say about the whole system is that it doesn't get in the way, and you can largely forget it and just treat it as a pure turn based game. The game is made in Unreal 5, and heavily utilizes bloom and volumetric effect. Seemed excessive to me, but maybe it is supposed to reflect the wet Nordic climate. As a post-apo setting, the areas look like a miniature gaming table: they are flat with copy pasted assets and rubble sprinkled everywhere, giving it a very generic look. A pity, as realistic Scandinavian architecture would make the game stand out. At least it is quite well optimized: I played it on integrated Intel Arc graphics, and while it wasn't buttery smooth, it was acceptable for a turn based game. The most unique aspect is the setting of Mutant: Year Zero TT RPG. Here, it just means that your characters are, fr all intents and purposes, furries. As the understanding of the world before the apocalypse is lost, there is a lot of humour in descriptions of 'ancient' items completely missing the point. I would describe it as grotesque or absurd: it wasn't particularly witty and did not make me laugh once, but at least wasn't cringe either. The story however is forgettable and only gives you a reason to explore subsequent areas. Over all, the experience is fun and engaging, but entirely forgettable amid hundreds of similar games. If you played all the classics and are looking for yet another turn based fix, it is worth checking out, as it scratches the itch well enough - just don't expect the game to stay with you after beating it. The only truly excellent thing about it is voice acting: not only the banter between the mutants and their comments about events and their surroundings give them some depth, but the performance really brings them to life in a manner only the best RPGs achieve.

1 gamers found this review helpful