Camian
User Overview in Games
8.1Avg. User Score
User Score Distribution
positive
14(88%)
mixed
1(6%)
negative
1(6%)
Highest User Score
Lowest User Score
Games Scores
May 25, 2018
PixelJunk Monsters 28
May 25, 2018
If you liked the original Pixel Junk Monsters, you will probably love this sequel. It closely follows the fun formula of the original - with some enriching additions: (1) the gameplay mechanics were adapted to a new 3D terrain (for instance, building towers on higher ground boosts their attack range, and there are some minor jump-and-run mechanics to navigate the terrain, use “short cuts”, etc. - all of which positively adds to the core game design); (2) there are some ways to customize the main “tikiman” character now (using special masks and shields - this seems only cosmetic, though); (3) you can acquire and use a range of special items to trigger some special effects when things get close. That being said, there are some flaws. For example, the online multiplayer is (currently) very badly implemented. Playing several levels together with a friend is REALLY cumbersome, as hosting and joining is not “party” based, but level specific – and the game practically needs to restart (including title screens!) for EVERY SINGLE LEVEL you want to play online with a friend (local multiplayer works way better, though – and maybe a future patch will provide similar functionality for online play). Moreover, as far as I am concerned, the game is at its best when it forces you to actually USE all the tools and tactics at your disposal (including the new items). However, this truly strategical dimension will (in most cases) only become evident and necessary on the highest difficulty setting (“mayhem”) – which unfortunately cannot be accessed right away and is only unlocked later in the game. Minor flaws like this aside, it definitely still remains a very charming, visually beautiful and fun game - and all that at a relatively low price point. Recommended.
PlayStation 4
Jan 4, 2018
Ys VIII: Lacrimosa of DANA10
Jan 4, 2018
This is a gem of a Vita game that, while drawing heavily on well-known story and game-play elements, delivers some great and fresh takes on them. I particularly liked the atmosphere and the narrative (which arguably takes its time to get going, but makes up for it with some very nicely implemented narrative techniques that organically complement the overall story). Highly recommended for anyone who likes (Japanese) Action RPGs. It's not perfect and probably a 8.5/10 game on the PS4, but given just how well it fits the Vita from a gameplay perspective as well as with regard to presentation and controls, it's a 10/10 Vita game for me.
PlayStation Vita
Jul 24, 2016
Aegis of Earth: Protonovus Assault8
Jul 24, 2016
Repetetive, but engaging and fun. Perfect Vita game to play for a few rounds per day. I picked it up for 20€ during a recent PSN sale - and it's a 8.5/10 game when considered in that price category. Definitely NOT a game I'd pay 40€ for, though.
PlayStation Vita
Jun 11, 2016
Rebel Galaxy8
Jun 11, 2016
This is the nearest we have come to a space RPG with Firefly-vibes yet - and considering its bargain price point, I'll give it a 8/10 for that achievement alone. Could use some more variation, though. Would be a 10/10 if you could actually land on some planets and do some in-person quests there.
PlayStation 4
Sep 4, 2015
Mad Max10
Sep 4, 2015
I can only concur with what seems to be the consensus of most user reviews here: Do not let the mediocre metascore put you off this gem. Side missions might seem a little repetitive to some (which is a common problem of open-world RPGs, though) and the brawling mechanics are nothing to write home about. But the splendid mixture of intense and very well done car combat blended with RPG elements and an absolutely great Mad Max atmosphere make this game the surprise MAGNUM OPUS of the year. This game is what RAGE should have been. One last note on some reviews complaining about the "thin story": The story development in this game heavily relies on atmospheric story telling and action over exposition. Much like in MGSV, bigger cut scenes are mainly confined to the prologue and the the final third of the game. To me, this felt absolutely appropriate: The Mad Max series has NEVER relied on convoluted story twists or lots of dialogue to drive things forward. Conversely, it is all but about emotions, action (especially car chases) and atmosphere. This game just gets it all right. Life in the wastelands is no Disneyland. It is brutal, grinding, and desolate - and driven by the need for water, gas, and high-octane survival. This game absolute NAILS all this. In my eyes, it is an 8.5/10 as an open-world RPG, and a 10/10 as a Mad-Max-game
PlayStation 4
Jan 18, 2015
Natural Doctrine8
Jan 18, 2015
Great game that is hugely underrated due to its very steep learning curve, sober presentation and unforgiving difficulty. This is no game you will pick up and immediately enjoy - but do not give up, get the hang of the (admittedly pretty complex) mechanics and you will be rewarded with one of the best and tactically richest SRPGs you can wish for. Stay away if you lack patience and only enjoy games that hold your hand.
PlayStation Vita
Dec 20, 2014
Final Horizon3
Dec 20, 2014
This game is the epitome of unfulfilled potential: Very nice idea (built around the notion of a more action-oriented tower-defense game) that falls frustratingly short in many important ways. The game spends dozens of missions with maps that are way too small, short and simple and hence do not give you much (if any) strategic freedom to plan and come up with creative defense solutions (which should be the heart of any tower-defense game). Basically, the game-play started being more interesting, challenging and fun in the very last mission, which offers the kind of bigger and more diverse map I would have loved to see way earlier in the game. Core problems: (1) Most maps are way to small (not enough tower-slots, not enough freedom to actually come up with interesting defensive plans); (2) Most missions are way too short (basically, the concept of tower defense is reduced to one wave per map; hence not really testing and challenging your defensive planning; sporadically used mini-bosses help a little, but still do not pose much of a challenge); (3) The game basically should have started with game-play similar to the very last mission - and should have evolved from there; (4) Given all this, the fact that they split the little content there is apart and try to make you pay for an additional map-pack (sold separately) AT LAUNCH just feels insulting to me (I did not get the game with PS+, but payed 10 Euros for it). I would have given the game a 5/10, but that last point really angers me, as it is no forgivable shortcoming, but an intentional move to cripple the value **** that lacks depth and content to start with; thus 3/10.
PlayStation Vita
Sep 14, 2014
WRC 4: FIA World Rally Championship8
Sep 14, 2014
One of the best racing games on the Vita, and certainly the best non-arcade racing title for it. Pretty good driving physics (just make sure all assistants are turned off); good graphics (not the best, but above average); lots of content. One of the very rare sim-orientated racing games you will still find these days. Loading times take too long, though - should be way quicker, especially for a handheld game like this (which you usually play in quick stints). Apart from that, great game and an absolute steal at the currently (Mid Sept. 2014) discounted price tag (12,99 Euros, even less with PS Plus). Highly recommended if you consider buying it in this context. Would have given it a "9" if the loading times were faster and the damage system was more realisatic (damage needs to have WAY more impact on driving physics); would have given it a "10" if, on top of that, the graphics were a tad sharper and there was NO optional "rewind feature" in it (kind of undermines the message of realism, even though it can be deactivated here; but honestly, that kind of "feature" should NOT be included in any proper, self-respecting racing game in the first place; I curse you, Grid).
PlayStation Vita
Sep 9, 2014
Destiny6
Sep 9, 2014
Not as bad as some early user reviews on here make it out to be, but certainly rather repetetive and rough around the edges. Aside@Bungie: Arguing that players/reviewers will need to put at least 20 hours into your game before it really starts being fun must be a joke. That is just like saying: "We know that our game has some pretty rough and badly designed first few hours, but we did not care enough to improve on that." Overall verdict: With future upgrades, Destiny might still evolve into the game it strives to be, but for the time being, just try Warframe: very similar concept/feel and free-to-play (which seems way more suited for this kind of long-term-MMOFPS concept).
PlayStation 4
Aug 27, 2014
The Last Tinker: City of Colors9
Aug 27, 2014
Very charming and colourful game. Great for kids (apart from the fact that the "for kids" setting has some irritating difficulty spikes - I had to help my daughter a few times later in the game). We still had really great time playing the game, though. Given its price (a lot of professional reviews do not seem to take into account this little gem only costs about 10 Euros with PS Plus), it is an absolute must-buy for people looking for a fun platformer to play with their kids. If they added some more game play depth, non-linear story/quest elements and spoken/synchronized dialogue for the sequel, it could absolutely turn into a great full-price platformer for younger audiences. In its current form, "Tinker" already is an absolutely outstanding budget-price-platformer.
PlayStation 4
Jul 17, 2014
Dokuro9
Jul 17, 2014
This game basically is what the much-famed ICO would have looked and played like if it was made in 2D and adapted to a (somewhat more casual) handheld-style of play by some very creative indie devs. Brilliant retro-style puzzle plattformer with great atmosphere (art and music) and very creative puzzle design (integrating some clever touch-controls and ICOesque "pave a way for the princess" mechanics). How this game did not get way more attention and recommending reviews is absolutely beyond my understanding. Defines the meaning of STEAL at the current price tag of 2.99 Euros. Must-buy for VITA owners, imo.
PlayStation Vita
Jun 13, 2014
Entwined8
Jun 13, 2014
Great little game. Challenge Mode will is rather difficult and will keep you busy for far longer than the 1-2 hours some reviews cited. Some quick thoughts for updates and/or a sequel: The different free-flight areas the dragon is transferred to (as a "bonus") after finishing a story-level could do with some more space to explore and more diverse game-play (to establish an even better contrast and addition to the great, but linear main gameplay). Maybe design those areas as "hub worlds" that are interconnected by even more of those core game-play "tunnels". Add Journey-esque multiplayer on top of that and the sequel will be an absolute hit! That being said, Entwined already in its current state is really pure and great in its own right.
PlayStation 4
Jan 5, 2014
Knack9
Jan 5, 2014
Needs to be played in smaller stints and on higher difficulty levels to be truly appreciated. Responsive fighting mechanics with an emphasis on memorizing, adjusting to, and mastering the patterns of each enemy type (and level-specific characteristics). It's exhausting when played in one sitting and boring when played on anything below "hard" difficulty setting (which is probably why most reviews just don't seem to "get" this game). When approached as recommended above, this game is best described as a cross-over between Ratchet&Clank (style), God of War (brawling), and Ninja Gaiden (arduousness). Level design could be more open, gameplay could be more diverse, and Knack as central character should incorporate RPG elements that allow you to develop parts of his skills according to your personal playstyle. In general, there could be more CHOICE in how to play the game. Story-wise, it would have been nice to see more character development in Knack. For instance, the underlying story in Knack basically bears many high-concept similarities to the story of Pinocchio, but sadly doesn't incorporate any of the deeper philosophical questions raised in that latter story (creator-creation-complex; An artificial creation aiming to become a "real person"? Can Knack develop a "free will"? How does he feel given he's basically just "used" as a fighting machine all the time? What is it that actually sets him apart from all those other fighting robots in the game? What's his "core" and "purpose"?) a lot of unused potential for a way deeper and more meaningful story right there. Nevertheless, Knack is still a good and fun game that "works" at its core (even though it could be refined in many ways some of which I hinted at further above); plus coop is fun and arena mode/time trials (unlocked after the first play-through) will keep you busy for a long time. Really hoping for a sequel. 8.5
PlayStation 4
Feb 14, 2012
Twisted Metal (2012)9
Feb 14, 2012
A great and (given today's gaming portfolio) pretty unique game with some minor flaws. As with any good hardcore game, it takes some time (and skill) for the complex controls and deep, fast gameplay mechanics to *click* - but once you finally *got it* it's hard to keep quibbling over the shortcomings (see below) and deny the fun. The single-player campaign is rather short, but filled with great gameplay ideas (especially the boss battles are extremely well done). Story-wise, it's basically just a thin framework of three Faustian characters depicted in brief cut scenes (which are interspersed between the different battle events). The *stories* themselves are very simplistic (actually, they are more like brief character sketches) - but the way they are presented basically would have made Tarantino proud. Multiplayer is where this game really shines, though. The sheer potential and scope in this field are rather intriguing: There are tons of options and game modes to choose from - although I personally missed a multiplayer version of the single player racing events. People who argue this game lacks balance obviously haven't figured out the different classes, btw. I found it pretty well balanced. Bottom line: Look past its minor shortcomings and accept the challenge of a rather steep learning curve, and this game will pay you back with a deep and unique gameplay experience that will turn out way more fun than you might initially expect.
PlayStation 3
Nov 18, 2011
Medieval Moves: Deadmund's Quest9
Nov 18, 2011
Sadly underrated by a lot of self-declared "hardcore" critics who appear unable or unwilling to appreciate casual motion games for what they are. The motion controls in this game are sharp, almost lag free and intuitive; the on-the-fly weapon selection works great. The overall gameplay indeed is repetitive and won't hold your interest for several hours of continuous play - but it's fresh and challenging enough to keep you coming back for smaller, yet positively addictive stints of fun (which is exactly what any casual game should do). The story - though obviously nothing to write home about - provides a charming and reasonably interesting backdrop that can't be blamed to be any more simplistic or bland than any of those threadbare Mario games that a lot of critics seem to love so much. Multiplayer is where Medieval Moves really shines, though. The option to play locally as well as online in head-to-head as well as co-op multiplayer matches renders it a very interesting take on the usual party game formula. Bottom line: Medieval Moves is certainly not a full-priced, AAA gaming experience - but ultimately, that's not what it actually strives to be. In spirit, it basically is to the Move what Angry Birds is to the touch screen: A very simplistic and almost naively casual, yet very intuitive and surprisingly fun use of the interface. Judged for what it is, it's the almost perfect casual Move game - and arguably one of the best uses of that interface yet.
PlayStation 3