Dangusse
User Overview in Games
3.9Avg. User Score
User Score Distribution
positive
15(11%)
mixed
48(35%)
negative
75(54%)
Highest User Score
Lowest User Score
Games Scores
Aug 7, 2026
River Legends: A Fly Fishing Adventure0
Aug 7, 2026
[edit: this game is SEVEN YEARS OLD?] this is a nearly unplayable mobile port. ui and controls make no sense, tutorial is just a duck beeping at you loudly for every single letter he types, steam page has only a few obviously incentivized reviews. this game is not finished, and it should not cost money until it has some kind of halfway sensible control scheme, ui, or gameplay mechanics, and especially not on PC. i don't even see it released on mobile which it's obviously developed for, so why did they put it on steam for real money?
PC
Jul 22, 2026
Yooka-Laylee2
Jul 22, 2026
metacritic: STOP DELETING MY ENTIRE REVIEW WHEN I CHANGE THE RATING BY 1 NUMBER. as for the game: unplayably poor optimization, ridiculous untoggleable motion blur, poorly mapped and obtusely uncustomizable controls, incomprehensivbly frustrating camera movement, input delay, you name it and this game does not have it. this is a serious disappointment from a team we should have known was killed by microsoft decades ago.
PlayStation 4
Jul 20, 2026
Pathogenic5
Jul 20, 2026
i have always wanted a modern iteration of hexcelle, and no studio i've seen has been able to produce it. this is unfortunately no exception. hexcelle was great for two reasons that this game lacks: full customization of our shape and layout with modular interaction between adjacent cells, and wide open spaces for us to freely navigate the bullet hell. Pathogenic gives us rigid, preset body layouts and very narrow, restrictive environments with little to no opportunity for tactical or strategic positioning. it did not take long at all for me to get bored because of this. since the genre itself always has some kind of appeal to me, i can't rate this too lowly, but pathogenic is just not fun to play.
PC
Jul 15, 2026
Shelldiver4
Jul 15, 2026
not enough variety in tasks or species, items etc to collect, oxygen runs out way too fast and even faster on harder levels which just makes it easier for the devs to sell us tiny levels as complete. don't buy this. it's just the same thing over and over, shoot different colors of jellyfish and then asphyxiate because your air tank for some reason is less efficient in new areas, requiring more upgrades. there's just not enough content to justify the 5 dollar price tag, maybe 2 or 3 would be fine.
PC
Jul 12, 2026
Fish to Dish: Idle Sushi5
Jul 12, 2026
there's some good fun here, but a dreadful lack of actual progress or noticeable changes from the first hour to the last hour of gameplay, and a very noticeable lack of finish to the game. if it's open at all, any click or keystroke registers to the game, meaning that while typing or clicking i might accidentally change settings. this also activates in game sound effects, which gets pretty annoying after a while. a lot of species from other mintrocket games are reused, possibly some of the models are reused as well. there are not enough secrets and no unlockables that don't just cost tons of coin for a small increase, dave takes weeks to catch certain boss fish which we arent even notified that he's fighting, so we just get them randomly instead of being able to see the combat advertised in the trailer. there is no way to minimize the game, the auto hide hotkey *closes the game*. that's not hiding, that's exiting. i can make it so its not always on top, but there are a lot of times when i just dont want it to be visible at all. the "boat only" toggle or "switch windows" are simply not what im looking for, since the vast majority of my time spent playing this has been with another window on top of it. basically, there's just no reason to keep playing besides sunk cost fallacy, there's nothing to unlock besides a few more recipes and there's nothing to spend late game income on unless i want to play until i hit 100,000,000 coins, which there is simply not enough content to validate. i have every achievement besides that one, and i feel that i probably should have stopped playing as soon as i had caught all fish species sans the blue hole ones that i don't think its even worth waiting for dave to randomly encounter. i did not dislike my time playing, but it seems this is more of a concept than a finished product, and given the number of crossovers to other games which basically constitute advertisements more than easter eggs, i believe the game should be free.
PC
Jul 10, 2026
Don't Starve Together0
Jul 10, 2026
awful music, no explanation for anything whatsoever, constant brick walls of obstacles, nobody seems to know what is going on, even when im doing well i'll just die to a lag spike because the game has outrageously poor optimization. hosting a server takes more resources than forza horizon 6 on max settings, and it's literally just a dead simple isometric survival craft that doesnt even have a real combat system. i got this game for 1.49 and i feel ripped off at how ridiculously bad it is, especially knowing that this series has sold so much dlc. it's not soulslike difficulty, it's just incredibly poor game design to have no tips for anything whatsoever. one time i died because something was stuck on my head for like a full 20 minutes, **** my hunger, hp, and sanity, and no one on the server had any idea how to remove it. there is no point for a game to claim difficulty by not giving any instructions whatsoever if the only solution to any number of obstacles or issues is to look it up on the wiki.
PC
Jun 15, 2026
Luigi's Mansion 35
Jun 15, 2026
theres a lot of shine and a variety of gimmicks and secrets to find, but i never found the experience to be enjoyable. the dlc is also ridiculously bad, no one was able to functionally play it and nintendo does not actually patch their games anymore, so it just stayed the same way and was basically a scam. the base game is fine i guess, but it's significantly less fun than previous entries to the franchise, and mostly due to being to unclear or obtuse about certain solutions or paths to progression.
Nintendo Switch
Jun 10, 2026
Alien Squatter0
Jun 10, 2026
someone probably loved making this, but it's unplayably pretentious in every aspect of it's basic design. no wasd controls in 2026 for a pc only title? ARROW KEYS AND ENTER ONLY? you arent even one of these arrow keys and z x types? maybe you are a literal f***ing octopus, but this layout is comfortable for exactly no one besides you. the text is completely illegible on full screen mode due to lack of scaling, and i get that it's retro styled, but it should actually have a seizure warning for how badly presented and how frequently long these text boxes are. MAYBE if this were a handheld console game and it were mapped to some basic d pad and a and b controls it would work fine, but why in the hell would you expect anyone to want to play something with this control scheme? you have clearly put work into the game, why would you so obviously cripple it with such a bad interface?
PC
Jun 8, 2026
N.E.R.D2
Jun 8, 2026
i cant say that i made it far past the menu, but the game was insistently tense from the moment it opened and the mouse simply would not move properly no matter what sensitivity i put it on. if your freaking menus do not work, maybe you should not be charging money for the game yet.
PC
Jun 8, 2026
Fortune Mill7
Jun 8, 2026
this is a cool game, but the sound design is quite awful. it doesnt bother me that the sfx are a bunch of asset flipped royalty free clips, that's fine for a clicker/incremental game, but its deeply obnoxious to go to turn off the excessive ambient sfx and find out that they are actually part of the "music" so the sfx bar has absolutely no effect on them despite there being no "music" playing at the time. what limited songs there are here are just not any good, and the game would be drastically better if it had some kind of better audio appeal. i genuinely hope the dev or devs read this, because they seem to have a good idea of how to build the rest of the game but completely fumble when it comes to the ost and ambience.
PC
Jun 6, 2026
Sons of the Forest0
Jun 6, 2026
despite many issues, i loved the first game. everything from that game is missing here. one of the most popular mods existing for this game is just a simple lighting and gamma fix, because you cannot see 2 inches in front of yourself in the slightest shade, and early game light sources such as this weird purple lighter seem to actually make it harder to see. crafting and construction are nonsensically overhauled into an obtuse and impossible system that makes it more difficult to construct a simple wall or cabin than it is to do anything else in the game. enemies just roll you every single day, you can't make any progress and you can't build a base. in the first game you had to be really loud and aggressive to see this kind of an assault on night 1. while im hearing in some other reviews that the late game is far too easy, there is no functional purpose to making the early game this awful. there's also no point to playing this game besides making a b line to the objective points, and it seems to cater to people who misunderstood the first game as some kind of linear fps experience when it's supposed to be more of a replayable long term building and exploration game. besides this, i just can't get past sons of the forest's basic systems and controls long enough to enjoy anything redeeming the developers have created.
PC
May 25, 2026
Fallen London0
May 25, 2026
metacritic rerouted me here when i searched for fallout: london, and they have no function in place for years standing to remove accidental ratings, so i guess i'm just giving everything that it forces me to write a review for a 0. same goes for when it refreshes the page and goes back to ratings for a console no matter how many times i select PC. at least the cursor doesnt randomly hop around the text box anymore, but this platform is seriously awful
iOS (iPhone/iPad)
May 24, 2026
The Spotter: Dig or Die5
May 24, 2026
negative review here is mainly that they didnt have to shoot by the end of the game. i don't see that as a problem, it's a choice whether you want to upgrade your turrets 100% and frankly a big hazard if you dont. the problem i have with the game is that at the end of the game you are forced to do a platforming segment with none of your tools which basically just involves dying of falling damage over and over again just to reload the save and then fall again. the jetpack is a big part of the game prior to this, there was no reason to disable it when the platforms were already pretty small and narrow.
PC
May 18, 2026
The Legend of Zelda: Link's Awakening8
May 18, 2026
excellent game and sold at a very reasonable price due to poor initial ratings. i think i paid 26 dollars. the main problem i have with the game which leads me to remove a couple of points is that dampe's dungeons was drastically less dynamic than it should have been. this basically could have been mario maker for zelda, but i don't think nintendo wanted to sell that bundled with a standalone game. i would prefer that they just release a standalone dampe's dungeons with fully dynamic entity placement and room design if they dont want to give us the whole shebang, but they kind of promised it would be a big part of this game and it really underdelivered, being just a kind of boring shuffling of premade room tiles.
Nintendo Switch
May 18, 2026
Forbidden Solitaire7
May 18, 2026
i had previously rated this an 8. it's a great experience in many ways, but i think it's overpriced at 15.99 when the gameplay is so linear with so little replayability, and the final battle is nonsensically difficult. there's no skill involved due to how few cards are on the board compared to all previous matches, i just have to restart endlessly until the game hands me a win, which hasnt happened yet. it's a huge and inane difficulty spike even if the previous few battles were a little harder than average. i get that its supposed to be some kind of ultimate challenge, but it's not that at all, i feel like i could just be hitting auto resolve over and over until the game decides to give me a winning draw. this is made much worse by existing problems with the RNG. if the game is deliberately light and hand holdy, why make the final battle so obtuse? it would be one thing if there were more options on the board, but this is the smallest deck ive seen since like level 1 and the amount of damage im expected to deal in such a short time with so few available cards is not reasonable. [this has a ton of heart, it's very cool and interesting, not too challenging, and is generally a fun casual time. i havent completely finished the game yet (as you can tell because i am in fact still alive) but i hope there's some kind of endless mode afterwards. my only complaint thus far: the game appears to play with more than one deck, it's impossible to count cards and the rng is often a bit strange. i should pretty much never draw 3 jacks in a row when there is a visible jack on the board, but it basically seems that the cards pulled are completely randomized instead of being based on a limited deck. this is far from game breaking, just something im noticing as i play. ]
PC
May 12, 2026
Death Stranding0
May 12, 2026
whatever game is in here, it's bogged down by a metric ton of useless and redundant dialogue and forced repetitive walking. everything is an obstacle, and the reward is to have someone say a bunch more boring stuff to you, or idk like dolphins made of oil. it's simply one of the least fun games ive ever played despite having so much going for it and so much spent on it's development, which i've come to see as hideo kojima's standard for production values.
PlayStation 4
May 12, 2026
Subnautica4
May 12, 2026
some cool stuff to do, crippled by an awful inventory and resource management system. the only way i found to enjoy this game is to just cheat and bring the big submarine to objectives to find story beats and new biomes, which is still derpy and unrewarding. the late game biomes are not even interesting enough to warrant the difficulty or grind required, and i don't want to make 20 different outposts just to proceed when half of them dont find a single useful thing on the radar. building system is also extremely limited and underdeveloped, overall the game is terribly glazed and is much more fun in a lets play than to play yourself.
PC
May 10, 2026
Burnout Paradise Remastered0
May 10, 2026
this is a remaster. why is the intro cinematic so godawful, long, and above all unskippable? its a complete waste of time and tells us no information that isn't already tangible from playing the game for 10 seconds. you do not get to charge money for re releasing a game that you literally made worse.
PC
May 10, 2026
MOTORSLICE0
May 10, 2026
the first moments of any game are the most important ones. this game immediately disappointed me beyond my wildest expectations. "camera controls are temporarily disabled".... WHY? what possible purpose would making us walk at a snails pace through an undetailed environment without camera controls serve? the camera doesnt even lock onto what the game wants us to be focused on, and the controls are outrageously obtuse from the beginning. i have never seen a game before that had such nice presentation and concept and looked so appealing just to have every basic function tuned to utterly backwards and dysfunctional standards. i hope to never see anything from this developer again.
PC
PC
Apr 25, 2026
Sleeping Dogs: Definitive Edition0
Apr 25, 2026
you are better off watching the cutscenes on youtube, but then you'd still miss a bunch of the story. every positive review is glazing. it's maybe a 6 even with nostalgia glasses, and i'm dead tired of remasters that make zero effort to update the games to modern standards. left shift to run, no toggle, but also left shift to jump and vault? you can't remap it without remapping both of them? i don't care when the game came out, that's just a stupid design choice. the game doesnt even have borderless fullscreen, and if you minimize, it goes to windowed mode instead with a long black screen to wait for the change. this is ludicrously unintuitive for a game that requires so much interaction with the wiki or other third party services to complete. you cant access menus even to quit the game during cinematics unless you want to entirely skip them so the game can autosave. (of which there are far too many), the combat controls are sluggish, it was a hassle to even get through the first tutorial fight because the guy will not stop doing the same basic combo and the timing is not responsive or intuitive enough for me to know when a combo has initiated. maybe this game was good on release, and it was probably good on consoles, but i refuse to enable this kind of stupidly lazy port.
PlayStation 4
Apr 25, 2026
Super Woden: Rally Edge0
Apr 25, 2026
you know, maybe if you're making a PC game, it should have wasd or mouse controls for the freaking main menu. what psychopath decided that only arrow keys and opening on bordered windowed by default was a good idea? absolute shovelware.
PC
Apr 25, 2026
Easy Delivery Co.0
Apr 25, 2026
i played the demo a while back and had mixed but hopeful feelings, but the release edition is a non functional rug pull barely riding on it's aesthetic presentation. i played for 10 minutes before encountering a game breaking bug, and the added content that was not in the demo is no excuse for the basic mechanics of the game being so unfinished. a long standing issue from the demo where stacked boxes just disappear when they fall off still exists, there is no way to reliably drive without the stacked boxes falling, so the dev just made it so that picking up the bottom box and setting it back down again replaces the other two boxes. you don't even need to pick them up, it will just do it when you get to the destination, and this is not 1.0 behavior. they cannot charge 12.99 for a game that should be free. you cant move the fking camera while you are on foot, walking speed is atrociously slow, shift just opens another menu when we already have escape and tab set to the same menu systems instead of being a sprint that the game has been dreadfully in need of since the demo, and the gas station just charges you without filling up the car. the game is a dysfunctional mess with obtuse control issues that cannot be remapped or changed, because the settings menu has no settings. FINISH YOUR GAMES BEFORE CHARGING MONEY FOR THEM, OR YOU WILL GET REVIEW BOMBED BY DISAPPOINTED CUSTOMERS.
PC
Apr 4, 2026
Mafia: Definitive Edition3
Apr 4, 2026
this is a solid game, but a very poor port. i cannot stand when studios release games with control mapping like this. you have to constantly press left alt in combat when other keys are readily available, because you cannot remap any key whatsoever without it replacing the input for completely separate systems. you cannot set the game to let you melee with left click, because melee is a separate command from attack for no sensible reason. you cannot set melee to F like many pc games have it, because then you remove the mapping for the "flip vehicle" input, which is flagrantly only usable while in a car, when you can't melee. people do not want a remake that functions exactly like the original, they want one that functions how they remember it feeling, and this game's controls do not feel modern or even nostalgic, they are just bad. if you are going to make a full priced pc port or remaster ****, then maybe don't require a gamepad for the key mapping to be more than half way sensible. the majority of controls are fully functional modern fps style inputs, so why does the team behind the remaster need to be so lazy in every respect besides the graphics? to be 100% clear, i'm still enjoying the game and it's a nice story, but with the rate of cinematics to very slow walking sequences down the same alley to get to another cinematic, plus the number of sequences that are outright unfair just because i don't have a third arm to press all of the required inputs, it feels that the team behind this completely failed to modernize the game. if you cannot design or decide on a functional control scheme, at least design a system so that we can functionally remap it.
PC
Apr 3, 2026
Keep Driving3
Apr 3, 2026
i signed up for more of a navigation and resource management game, instead i am for some reason given turn based combat that was nowhere in the description from what i saw. the ui is outrageously unclear as to what is actually happening, it's just a bunch of random icons. we are told there's threats to each resource, but we can't see how much of each resource we have, we have no way to tell what the resource represents even though when we hover over it it's supposed to give us a tool tip, it just says it's for "the corresponding resource". there was clearly a lot of artistic work put into this game, so why are the most basic functions so obtuse? just tell us what is happening, you don't have to be so vague. i'd also deeply appreciate if we just did not have to do this turn based stuff, i thought this was going to be oregon trail with cars.
PC
Mar 26, 2026
Esoteric Ebb6
Mar 26, 2026
there is value here, but the game is an absolute headache to navigate. every single conversation has to be five times longer than it needs to be. simple interactions just to say you want to leave a room or ask a party member to do things involve 2, 3, 4 redundant confirmations, as do the menu options for simple things like saving and exiting the game. the maps are extremely difficult to navigate, when you hit journal it opens the map instead of a journal. the map itself is useless, it does not show you where the entrances and exits are, it doesnt show you your location clearly, it doesnt really do anything, and for fricks sake, why is that what opens when i click journal? the game might satiate some people's need for the next ZA/UM game, but it feels like this writer is deeply in need of an editor and wanted to hit that "1 million word count" without caring for the user's experience. i find many parts entertaining, the writing is quite good sometimes, but it feels like this project needed more heads with more critical perspectives to come to fruition. i'm compelled to just go strength to avoid the tedium, but instead it just goes on about fascism if i choose that. the game desperately needs an option to just say "dude i do not want to read all of this redundant and hyper detailed text, i want to play the game" so that we can feel some kind of freedom of movement. the conversations run on so far and go so far off topic at times that i forget where i am and cant figure out where i need to go next. because of this, it would be extremely nice if the journal was actually a f*****g journal. disco elysium gave us full access to a history of everything we said for basically the entire game, this has been a feature in text heavy rpgs going back decades, so idk why that would be difficult to provide. overall, the game feels overwhelming, breaks immersion by not letting the player speak or act in ways that would make sense or be more efficient, and generally lacks cohesive pacing simply because the writer wants to pad the word count. i can tell a lot of effort was put in, but you need to know how to keep things concise. disco elysium suffered from this as well, but it's conversations and interactions did not overstay their welcome in the way this game does.
PC
Mar 24, 2026
Lucid Blocks0
Mar 24, 2026
lucid blocks could be fun, but it's absolutely ruined by it's pacing. it looks cool, but its outrageously slow. can you just let me play the game? i waited through this obtuse menu and long unskippable cinematic, entered a world where i lose hp every 2 seconds and was able to play for less than 20 seconds before dying and being sent to yet another long, unskippable cinematic. there's no content here, or if there is then the creator has no intention of letting the user access it without wading through a sea of pretention. the game has zero settings for fullscreen, borderless, or windowed, and launches on windows with the taskbar still visible with no way to change that. if the developer wanted to focus on atmosphere, this immediately ruins it. i would like to play this game, it looks interesting, but the game does not let you play. it is the exact opposite of minecraft's "plop you into the world and let you mess around", it just happens to have voxel terrain as a visual aesthetic. it also took more resources than google chrome and froze several times on launch, for graphics that are deliberately stylized to be low poly, low resolution to the extent that the text is nearly unreadable on a modern screen unless i squint. it's a huge peeve of mine when people make games with these retro aesthetics that don't surpass the visuals of the retro games they were inspired by, but require a supercomputer to run due to ridiculously poor optimization. there is no reason why this game should not run on a potato, and for the love of all that is sacred give us a freaking skip button for the cinematics. nobody genuinely wants to sit through this crud while we are unable to interact with the game, so if the dev wants to slowly introduce lore to us like this they should let us find that lore while we play.
PC
Mar 22, 2026
Starship Troopers: Ultimate Bug War!4
Mar 22, 2026
it's got some decent cutscenes, but the rest is just a lot of mediocre crud made to look good in the trailer. don't pay for it, you can just watch some of the cinematics on youtube or something.
PC
Mar 4, 2026
Pokemon FireRed Version3
Mar 4, 2026
a lazy cash grab. nintendo uploading user made roms yet again, with no change other than a language filter so you can't name yourself or your pokemon silly things. at the very least, they could have added home compatibility and included both fire red and leaf green in the same purchase, or included any kind of online trading or any modern qol features. these games have been FREE for almost 20 years. play romhacks like pokemon unbound instead of paying nintendo to roll back their products into the stone age. this company is trash.
Nintendo Switch
Feb 24, 2026
Animal Crossing: New Horizons7
Feb 24, 2026
this game was never finished, it has less features than any previously existing version of the game and absolutely nothing to do besides collect or decorate with cosmetics. every previous edition of the game had drastically more activities, this one just feels like a toy set rather than an interactive experience. there are also massive QOL issues that were better handled in previous entries. in general, i'd suggest that you try playing ACNL on the 3ds if you can access it, since it is a drastically better experience in every aspect besides the resolution, which can easily be upscaled if you play via an emulator.
Nintendo Switch
Feb 22, 2026
Marvel's Spider-Man 23
Feb 22, 2026
this is essentially a 10 hour cinematic. there's little to no control at any point, the file size is bloated, it's terribly optimized, it just feels like im clicking random stuff trying to find what linear path the game wants me to take while pretending it's non linear. the graphics look nice sometimes, i like some of the voice acting for certain characters. otherwise, this is a messy cash grab of AAA slop with all of the investment to make a solid game but no intention to allow for choice or replayability. it's literally more satisfying to watch a let's play.
PlayStation 5
Feb 12, 2026
Mewgenics3
Feb 12, 2026
the gameplay itself is pretty solid, but the characters will not shut up with run on text boxes that dont really matter and generally aren't that funny. the tutorial is also almost entirely self explanatory but unskippable and has unclear visual design. the visual design in general is kind of all over the place, the ui isnt the best but it works fine. the units all having their own voices is really funny until it gets annoying, and the background music was annoying (and sometimes offensive) right away. if the cats only meowed when interacted with that would be one thing, but they don't stop and it's especially a problem when a handful of them have very irritating voices. overall i think there is a pretty decent roguelike strategy game in here, but the audio aesthetics are horrible, and that's coming from someone who loved binding of isaac's aesthetics. the poop and farts are funny as well, i just think the game is very clearly being review bombed right now and that far too many people bought it on day 1 for what is kind of a disorganized product. *i came back because i found out that this game was in development for 12 years. i do not see how something that's so relatively simple and still clearly in need of some patching could take that long to make unless it was shelved due to known problems, because this is bog standard tactics gameplay with a little bit of a randomizer added.
PC
Feb 9, 2026
Half-Life: Alyx7
Feb 9, 2026
this is a really cool game, but these 10/10 ratings are delusional and/or bots. there is a huge cost barrier required to get this going, plus troubleshooting vr which includes unique issues with each and every part of each device. i see basically nothing in this game that genuinely requires vr, so it's quite ridiculous that we still do not have a basic novr version available on steam. i really can't think of many titles that released in such a fashion. once you get the game working, the movement is nonsensically set to teleport only and refuses to allow the conventional stick controls everyone expected. to use regular controls, you need to select "continuous movement" which makes it sound like i will be playing house of the dead. even once you set the sticks to conventional settings, the right stick is unable to look up or down, since down on the stick is jump and up does literally nothing. this is pointless convolution, the control scheme is not so unique that we would require the wheel to be reinvented. yes, i like looking around with the headset, but why would i want decades of muscle memory for control schemes to be replaced? the controllers have buttons and touch pads, they just choose to use the stick to jump instead? it makes for a very unintuitive cherry on top of an already unintuitive hardware setup, regardless of which model you have chosen. besides this, there is no excuse whatsoever to not allow full control remapping, especially in a pc game. i'm sitting here with a literal handful of unused buttons, but down has to be jump? the game is excellent once it gets going, but there are so many barriers just to getting the game running that it feels insulting for the controls to be so bad out of the box. they work pretty well after you change the settings, but the defaults are psychopathic and the settings menu is threadbare 6 years after release and nonsensically organized. for how much this costs, i would expect the ui to be finished at the very least.
PC
Feb 2, 2026
NODE: The Last Favor of the Antarii4
Feb 2, 2026
the writing is childlike, overly complex, and redundant. very lacking in voice acting, unit responses or sound effects, i have to keep clicking exactly on continue through paragraphs of text that literally do not matter and would have been explained through visual context. it feels like if the dialogue was not written by generative ai, then the person writing it is either very young or not a native english speaker. if there is only one option i can click, any button should proceed to the next box. i stopped playing this very fast, because it just showed too many signs of undercooked design too early on for me to want to invest any time into it. honestly: just let us move with wasd, there's nothing interesting added to the game by forcing us to enter commands one by one, and especially not when 90% of that mechanic thus far has just been me using the input for "forwards" ad infinitum. i just feel like this one is being review bombed and i don't like seeing that, so i am giving it a negative score.
PC
Jan 31, 2026
Pathologic 35
Jan 31, 2026
the cinematics skip like crazy on any graphical settings, motion blur and movement are a bit problematic. the upscaling is just not done very effectively imo, and shouldn't always be in every 3d game. i will be giving this another shot soon, but after the first flashback where you are expected to craft fuel for a machine but not given enough ingredients, i just sort of gave up. i interacted with everything that i could and searched around holding Q, it seemed the intended course was for me to run through some of the miasma to find more ingredients, but it both slows you and deals far too much damage so i died immediately. i tried talking to the doctor again, i tried spamming around just seeing if there was something interactive not lighting up, but it keeps telling me i dont have enough ingredients. it needs a more intuitive ui or a little more direction about what to do, and i really did not like the pacing of having a linear flashback before im able to learn my present environment. if you want to start it that way, then begin with the flashback, not the intro cinematic. i would also appreciate some kind of voice acting, even if it's minor generic ad libs instead of full scripted lines. since i have not experienced much of the game yet i'll be leaving this at a 5, but poor introductory experiences are ruining a lot of projects with great potential and i just hate a bad, restrictive, or poorly paced tutorial. if you are forcing me to do something that interrupts the narrative and prevents me from further exploring the game, then at least tell me how to do it in clear phrasing, or make the process itself more intuitive.
PC
Jan 25, 2026
Outer Wilds0
Jan 25, 2026
it is utterly ridiculous that so many people have rated outer wilds a 10 on so many platforms, much less that anyone rated it a 10 at all. i've tried to play this 3 separate times over 3 years, every single time i quit before even leaving the opening area due to ridiculous control scheme issues. if the first thing we are doing is roasting a marshmallow, then you should make sure that you can actually roast a marshmallow. the inputs to get up and leave or to move the stick have a suggested input in the tutorial, but the crucial "extend stick" input thats listed after them has a blank space instead. i looked through the extremely simple key mapping today: there were no slots left empty, and besides that, this is how the game is behaving at default settings. how in the !#$% do you expect anyone to enjoy your game when the introductory experience is instantly broken? what is this, wake up and sit down at a campfire then log off simulator?
PC
Nov 2, 2025
POSTAL: Brain Damaged0
Nov 2, 2025
outrageously half baked shooter, game breaking bugs within the first room that prevent leaving it, the combat is literally just the same annoying npcs over and over repeating the same dumb lines, and most guns or upgrades are as likely to be a handicap as a benefit. postal has always been jank but this is a new low in basically every sense. just make the sandboxes you guys know how to make, stop trying to make a crappy satire of doom
PC
Jan 21, 2026
Cyberpunk 20775
Jan 21, 2026
even after patches, the game is terribly optimized. there's very little to interact with and you basically are just driving around a sandbox. the writing is mostly pretty cringe, and the game itself is very boring. the driving and shooting both feel sluggish, and while in the city everything looks so identical that its very difficult to navigate without just following the gps. some of the early quests are clearly designed for me to explore, but there is not much to do besides drive and maybe shoot or hack a few enemies.
PC
Jan 19, 2026
The Wolf Among Us5
Jan 19, 2026
i know it's been more than a decade, but this is a very poor experience on pc. no borderless windowed, it changes all my color settings so i have to reset my monitor, no option to toggle pausing on loss of focus, pretty difficult to play with 2 monitors. the quick time events are cool, but the button mashing is excessive within the first scene of the game, and there are basically no settings to remove this or reduce the difficulty like in dispatch. again, i know dispatch is a much newer game, but the wolf among us has dreadfully poor accessibility and qol options. ive played plenty of games that require mashing, but after being expected to mash the Q key at lightning speed for what felt like an hour in the first scene, i decided this game has aged too poorly in a technical sense to be enjoyable. maybe the story is really good, but it would not take that much work to have more than 2 options under gameplay settings, or for the game to have a tiny patch that just makes it friendly for people with multiple screens. i guess i will just try the newer telltale titles. my experience with the game was close to a 3/10, but im giving it a 5 because im sure there is good content that i havent seen yet
PC
Jan 12, 2026
The Legend of Zelda: Breath of the Wild8
Jan 12, 2026
this is an excellent game, with a handful of disappointing issues much like most zelda titles. weapons breaking eventually makes sense after you get into things, but it's not something any zelda fan wanted or expected. the motion control puzzles are consistently broken, climbing in rain is ridiculous (not fixed in totk either), and the inputs sometimes seem to be a bit delayed or missed during combat. still, it's generally a great experience. i could write a 10 page thesis about this game and which aspects i loved or hated, but i wont do that today. most of the popular complaints about the game are irrelevant, because it's easy to recommend.
Nintendo Switch
Jan 8, 2026
BALL x PIT5
Jan 8, 2026
like every game devolver has ever released, this starts out looking great but it quickly falls apart. in this case the issue is mainly tedious repetition, that there is no real point to finishing the game and no real rewards for doing so, that many of the characters and abilities are simply not finished or thoroughly playtested. this company only does rug pulls, and every game they publish has massive memory leaks. this game is lightweight enough that it shouldnt crash on anything, but it does crash about 1x per day especially if im letting it idly progress via characters that play the game automatically. there are clearly some talented and well intended employees at devolver, but the final product is always just a bunch of random drafts and concepts tacked on to the base game which should have been scrapped or turned into a separate, more finished idea, or at least one more cohesively aligned with the other, consistently disparate gameplay or aesthetic elements. as for metacritic: for the love of all that is sacred, STOP PUTTING MY CURSOR AT THE END OF THE TEXT BOX WHILE IM TRYING TO ADD TO OR EDIT THE EXISTING REVIEW. THIS HAS BEEN HAPPENING FOR 5 YEARS
PC
Jan 6, 2026
Quartet4
Jan 6, 2026
text size, font, and control scheme are designed by a psychopath: wasd to move, hold X to run? letters so big and wide that like 2 words cover the length of the screen, with bad dithering around them. i regularly play nes, gb/gba, snes tites on this screen and even with their low resolution they look totally fine stretched to a large size, because they are made with thoughtful visual design. if the first moments of your project are a mess in so many ways, nobody is going to play it. im grateful that i was able to refund this so quickly. i just dont know who wrote these reviews saying quartet is oozing with polish and labor of love, because its more bare bones than most games ive seen on rpgmaker, yet is being marketed as some kind of complete consumer product. if i made this myself, i might be proud of it for what it is, but i wouldnt be charging money....
PC
Jan 5, 2026
CloverPit4
Jan 5, 2026
this game rapidly lost my interest, and in my opinion was very lazily made. the main issue i had was that the game has oppressive audio design that is very likely to bother most players. the launch menu has no settings whatsoever, you need to start a file before changing the sound settings, and then there still isnt a volume slider, you have to repeatedly click the setting to change it 10% at a time, for both the "Fan" and "sfx" separately. to whoever made this game: the fan is in fact a sound effect, and if you are too lazy to include something as ludicrously simple as a slider bar, then you could just give us a f*****g mute button, preferably a hotkey immediately presented to us. the fact that this game includes "accessibility settings" but does not think to include something as basic as the audio in them is a complete joke, as is the lack of an option to remove the bugs crawling all over the place.
PC
Jan 4, 2026
Clair Obscur: Expedition 332
Jan 4, 2026
if you want us to play a game which requires rhythm and timing for combat inputs, perhaps the tutorial should not interrupt said timing 50 times in a row with popups. besides this, the intro is just not appealing, it's really performative and slow and the combat feels more like a mobile game akin to honkai star rail than a jrpg or the paper mario combat i was hoping for. inputs are needlessly convoluted "because the game is better with a controller" when that's just a lame excuse not to map intuitive keyboard controls or let us just click the menus if we want to. there's an immense lack of mouse controls that tells me this is just a lazy port, and while i can use a gamepad and while i am fairly sure it's a better experience on console, it's still a red flag for the first moments **** to have these kinds of issues. graphics also look awful on a solid gaming pc, it is clearly not made to fit on a 1080p screen and just crunches and upscales itself a bunch of times until the image is muddled. there's no reason to do that, its just a bunch of extra work for my pc in order for the image to look worse. movement feels sloppy, the character turns too abruptly and the animations are not organic. the same can be said for the platforming: these hook pads are supposed to add fluidity to the game but the range they can be activated at means i have to pause to wait for the prompt to show up instead of just using a jump. it's clearly a way to limit our range of movement and direct us down more linear paths, but it feels cheap when i could have automatically jumped or pressed space to do so when i needed it. i will surely give this game another shot in a day or two to confirm my opinions, but as of right now it seems like completely disappointing slop, a rushed release which only presents a fragment of the visual or aesthetic appeal that was it's selling point, and with threadbare mechanics. the writing is just infantile as well.
PlayStation 5
Dec 29, 2025
The Witness5
Dec 29, 2025
its just too obtuse. its gentle, comfortable to a certain degree, and has nice visuals and audio, but it's just a lot of flash without functional mechanics or intuitive guidance. no, i don't expect to be given quest markers or exact instructions, but this game is touted as being similar to something like botw or totk where there's something to do around every corner, when really you will spend the majority of your time completely confused walking in circles.
PlayStation 4
Dec 27, 2025
Marvel's Spider-Man 23
Dec 27, 2025
this is not a game. ive long complained that franchises like assassins creed rob the player of genuine interaction by creating the illusion of control. spider man 2 takes this logic to an extreme, to the point where i did not feel that i was making any choices whatsoever. the entire thing is on rails, the platforming doesnt really make sense because you are expected to take specific paths. the combat is repetitive and tedious, the only benefit here is the graphics. i can say that it's a very cinematic game, and it looks great, but the writing is hit or miss and the gameplay is just not gameplay. it reminds me of when i was little and the older kids would leave our controller unplugged but tell us we were playing. it also requires a supercomputer to run because of how poorly optimized it is, and apparently the game is only a few hours long. it essentially is a movie with an optional controller.
PC
Dec 25, 2025
L.A. Noire4
Dec 25, 2025
this game presents the illusion of choice. it may have better writing as it goes along, but it's made for narcissists who cant tell when the protagonist is being a jerk, think they are smarter than they are, or think can spot body language cues in a way that is not scientific at the end of the day and is only used in the real world to persecute innocent people. the game is filled with obvious solutions that you arent allowed to choose because it wants you to interact with the scenes or stories in a specific way, and from what im reading this gets worse as the game proceeds. if they just sold it as a retro styled gta game and let us mess around in the same ways we can in those, i wouldnt have as much of a problem with it, but everyone seems to think this is the pinnacle of detective games and it's really just a story on rails which makes you interact with tedious interfaces or walk around a room too many times waiting for your controller to vibrate. if this game contributed anything, it's that future detective franchises learned a whole lot of what *not* to do.
Xbox 360
Dec 20, 2025
ANEURISM IV2
Dec 20, 2025
there is a ton of potential to this game, but the devs seem focused on preventing progress rather than allowing for any kind of functional economy. this is supposed to be satire, but when it results in the vast majority of all in game mechanics being underutilized because everyone just dies and loses all their progress constantly, that satire quickly loses it's charm. we already live in a crappy world, and a lot of games are crappy too. can't things just be enjoyable if the devs spent this long to make them? it is not funny to play for 8 hours and consistently die just before being able to afford an apartment.
PC
Dec 17, 2025
JEF0
Dec 17, 2025
this might be a good game, but ludicrously slow camera speed and a complete lack of menu settings for said camera speed made me turn the game off within 1 minute. someone may have put passion into this, but if the opening experience is such trash then nobody is going to see any of that creativity. i have seen some high ratings on other platforms, but my experience was that this game is not nearly finished enough to be playable. the creator has apparently made much better games in the past, but i am not going to attempt running the later levels if the most basic introductory sequence was lagging like crazy
PC
Dec 17, 2025
The Legend of Zelda: Spirit Tracks5
Dec 17, 2025
there is a lot of zelda charm here, but the controls are terrible, the train gimmick is too difficult to control especially when trying to stop exactly at the right spot to enter an area. the game is dreadfully in need of fast travel or some kind of auto stop setting, and they make you ride the train SO much. it's just not fun, trying to hit all the rabbits or other things for full completion is a huge waste of time, avoiding enemy trains just a dumb hassle. the basic gameplay loop besides the train is totally cool, i dont mind the stylus controls and they were especially fun for the boomerang. still, it's unplayably tedious and overcomplicated to deal with the main form of transportation, and i only completed about 3/4 of the game out of spite because i was convinced that a zelda game couldnt be this bad. i received this game for free and i hated it, despite loving every other zelda entry ive played. the only one i can say i have close to the same amount of loathing for is skyward sword, and again it's because of a pointless, poorly conceived transportation gimmick that gets in the way of every other aspect of the experience. at least that game has a ton of redeeming qualities to make up for the loftwings.
DS