Dogemanner
User Overview in Games
5.6Avg. User Score
User Score Distribution
positive
6(40%)
mixed
3(20%)
negative
6(40%)
Highest User Score
Lowest User Score
Games Scores
Jul 28, 2026
Dark Souls Remastered7
Jul 28, 2026
Dark Souls I is a good-quality game and while historically it is considered legendary, i am not so sure if it has aged that well into the modern-day, at the very least definitely not on the level of being a "Masterpiece". The primary issue with the game is that in terms of quality level/boss design, it falls off a bit of a cliff.
The reputation for the game degrading after the first half (the half mark being once you get the Lord Vessel, also i don't know how this game is considered a masterpiece if this is a commonly held conception) is true.
Almost the entire Demon ruins area is reused bosses slotted in as regular enemies and bosses again, the first boss of the area itself being a blatant filler boss that provides no challenge. The centipede has a pointlessly annoying arena but otherwise is piss easy, then you get to Lost Izalith and it is honestly a nothingburger zone. Vast expanse of nothing (lava) with Monstersauras you ignore and the enemies at the ruins are a complete non-threat, then the bed of chaos. The bed of chaos was honestly not that difficult or time consuming for me as it has been for most but regardless it is a objectively bad gimmick boss non-fight, a main lord boss feeling like a filler boss.
The rest of the second half in terms of bosses & areas aren't as bad but still suffer. In comparison to the previous, Catacombs is more & Tomb of Giants slightly more interesting, however the bosses in the area are pathetic; Pinwheel isn't a boss and Gravelord Nito is a half-gimmick fight where he just has unkillable skeletons that deal free damage on you. The other two are more okay, i did like the Duke's Archives (less so crystal caverns).
Another issue is how cryptic the progression is throughout the game. All the souls games are relatively so but DSI is a new level, the game barely giving you a idea of where to go sometimes and some things (like accessing the DLC of all things) is pure guesswork unless looked up online.
Overall having played the other souls, DSI's bosses felt very lackluster. Level design overall wasn't bad but DSII&III just have superior rehashed versions of some of DSI's areas, even if alot more linear. Mechanically speaking, Poise is a mixed bag. Poise basically doesn't exist outside of very heavy armor, if the enemy are much weaker than you and PVP (from my experience). Almost all enemies stagger you on the first hit, but likewise said enemies (if you are strength gigachad) get staggered on the first hit as well so at least the enemies play by the same rules there. Poise in DSII feels much better (much more consistent in working). For a major Positive, i will have to say the non-bonfire-centric journeying was a very nice change of pace and, well, i liked it. It was a good experience traversing the semi-linear world and going large distances place-to-place from Firelink Shrine. The level design was also done very well with the placement of (scarce) shortcuts & loop-arounds that felt organic and had to be acquired with effort while also not compromising the feel of traversing the world. Honestly i think i might of had a bit more fun travelling here in the first half of the game than i did in elden ring's open world. While understandable, it's too bad this falls apart a bit during the second half of the game where it becomes more like DSII/DSIII's branching paths with dead ends, but they still try to shape the branches in the mold of the first half, to varying success.
In the end, also, it is still Dark Souls (major positive point), specifically in the older mold. It takes quite a bit of getting used to the dodge even coming from a DSII regular but once it clicks it is fun even with the poise issues (shields are also strong in this game if you are that kind of player...) minor points:
++ Even though the bosses are lackluster, aesthetically speaking almost all the non-reused are unique & memorable. Sif, i'm sorry, please forgive me.
\ If you are a Souls Veteran, especially from DSII (roughly same game pace/speed so adjustment period will be lower) DSI will probably feel too easy most of the time, even before or once you get used to the roll & weapon reaches/ai behaviour, depending on you.
-- in terms of NPC quests, this is a negative for every souls game but in typical fashion NPC quests range from cryptic to very cryptic and basically require a external guide to complete.
-- enemy attacks have a habit of just ignoring terrain and hitting through walls. not the glitch-bug type, they literallly just phase through terrain in order to hit you. Also, the "remaster", it fails as a remaster. Inferior lighting & atmosphere but far more stable performance & superior menuization, it's up to you and availability for which one you pick. I will say though it's definitely not as bad as the Demon Soul's demake. This reviews rating does not take into account the downgrades of this version. 7/10, Good game. Artorias area saved it from being a 6.
Gwynevere Best Girl
Praise The Sun/ !
PlayStation 4
Jul 25, 2026
Total War: Rome Remastered0
Jul 25, 2026
objectively inferior to the original in almost everyway possible:
-- the aesthetically unique UI of the original was replaced for one that almost looks like it was designed for a phone
-- for gameplay; unit pathfinding especially around settlements & for cavalry in general is inferior compared to the original (really what we needed in a """REMASTER""")
-- many of the original factions aesthetics were downgraded massively to be less historically accurate and to depict a more modern revisionist view of the past (this point is honestly the most important and can be expanded on super-massively to be a entire review of it's own but that kind of stuff is probably not allowed on metacritic).
-- many of the movies (cutscenes) in the game were butchered, a prime example being the scipii's intro cinematic which is debateably the most disrespectful in the entire game.
-- artistically they just made it look like a low-resolution-worse-version of rome 2, they tried to abandon the original rome's unique artistic vision
++ modding capability is massively expanded on. waow.
++ this worse version of rome runs alot better on modern hardware, woaw. the common meaning of the word "remaster" these days apparently means making the original worse in (almost) every way and this regression of a entry definitely fits that running theme. all they had to do was keep the current game but make it look high definition (without ai upscaling), fix all the bugs, rebalance a few things, update it to run seamlessly on modern hardware and improve the ai in terms of field, sieges and campaign -- instead they did basically NONE of that and instead DID THE OPPOSITE of many of these points. and they had the audacity to call this a "passion project", genuinely pathetic. EXTREMELY Thankfully, the original is still able to be purchased (GoG) without buying this gigatrash. Buy the original Rome: Total War on Good old Games. also as a side note, funnily enough the trailer video for this page as of writing is for the phone port of rome, not the ''''''remaster''''''.
PC
Jul 11, 2026
Echoes of Aincrad3
Jul 11, 2026
Metacrtic character limit is really terrible so this review is very condensed, i cut out alot including the positives section, so for here i only go over it's major flaws that really bring the game down. My full review is on another gamer! review site if you can find it (i get the feeling metacrtic won't like me linking it here). This game is more of a 5/10 (the combat is fun enough) but taking into account it's massively wasted potential i am rating it a 3/10. This is a game with one of the highest amounts of wasted potential i've seen in my life. Biggest problems:
I... This is not a open world game. SAO, a Massively-Multiplayer Online Roleplaying Game (which should of been adapted to a singleplayer experience). Not open world. It has the ILLUSION of a open world, but it is not. What this game is, is a mission hub. The game revolves around a hub, said hub being a extremely small section of the first floor's city, where you take missions and then are teleported out into the world to complete them then warp back. When you do go into "the world", it is actually a very linear experience which is corridored off massively by invisible walls. Literally what was the point in this? The excuse of a lack of budget & subsequent lack of scope cannot be used since they had the audacity to price the game at full triple A price at 70$/90$/110$ respectively. The game would feel infinitely better if they just reduced the size of a floor majorly but made every floor a open world with complete freedom guided by quests, but no, that would of required too much intelligence & skill in design for this random studio bandai plucked up to make this yet another garbage SAO sloppa game. II... The tutorial/prologue sequence ranges from bad to meh and the story in this game is equally boring & trash, the fact that they tried to make this into a "story" game is pathetic. The game opens up more or less completely on-rails and you have to go through 2-5 HOURS of this prologue (up until the demo ended) before the game actually """opens""" up. Many people probably quit on the prologue alone. Additionally, the story-focus of this game is just bad. None of the characters have interesting personalities and rarely say anything worth noting (admittedly Iori can be a bit charming), the dialogue is often cringe-inducing and the overall sub-plot you are forcefully dragged along in has nothing of value in it. If they cut out 80% of the dialogue and replaced it with flavor text apon talking to a NPC like in World of Warcraft from 2004, it would of been alot better & more tolerable ****. III... *The world is dead.* Aincard, is dead. Retracing point I., the world is just a empty, hollow existence where nothing happens in it outside a scripted sequence. I could rant and make this segment a entire review in it's own but, *it really should be emphasized how bad this is*. This is SAO. A MMO. The fact that they DIDN'T EVEN TRY to make the world FEEL like a MMO even though it's a singleplayer game shows THEY DIDN'T CARE AT ALL. THEY DON'T CARE ABOUT SAO. Ignore the shiny film of graphics, the game is _______ garbage outside it's combat. There is practically ZERO interactivity with NPC's in this game, 95%+ of the NPC's in the tiny town-hub section being nothing more than models used as props to fill empty space & give eye-flavour. There are *NO NON-PLAYER CHARACTERS IN THE MISSION SEGMENTS* (outside your "companion" and occasional story prop character). Aincrad is completely empty outside of the tiny city-hubs. Yes, it's a singleplayer experience. But to not emulate the MMORPG world by adding roaming NPC's who you can interact with, fight/PK with or they try to PK you, dungeon with, etc. is genuinely one of the most pathetic things in this game and that i've seen in gaming. People figured out how to add roaming AI NPC's you can even dungeon with in custom clients for World of Warcraft from 2004, yet THIS game can't do it? At 70$ _______ DOLLARS??? This especially feels bad for me having played a ACTUAL SAO MMO back in 2014-2016. What else? Mob (enemy) variety is poor (tons are reused via reskins & restats), difficulty is generally somewhat easy, exploration is limited & rarely rewarding, permadeath doesnt work in this game, game performs level & loot scaling because good game design is too hard, mc somehow worse than kirito, combat is honestly fairly good but weapon balance is questionable. Some of these critiques could of been excusable if this was a small-time-project (maybe it really was, i don't know) but the fact that they did full-game pricing and had a marketing campaign for it leaves little excuse for why they couldn't have made the game live up to the expectation they crafted for it. The game is very beautiful, sure, they could of retracted on the beauty department and allocated more funds towards the actually meaningful gameplay, world design & interactivity department instead. I think everyone would of been alot more happy with that.
PlayStation 5
Jul 5, 2026
Spartan: Total Warrior4
Jul 5, 2026
below average game with a amazing initial concept; i think the reason why this game isn't rated worse is because most just came in expecting a hack & slash game, were surprised at the initial presentation and subsequently fine when it became what they were expecting it to be. basically the game starts out as total war mixed with third person hack & slash but quickly devolves into just a generic hack & slash game (and a basic one at that in terms of depth, which would of been fine if it stuck to the total war mixture part), more or less completely abandoning its total war mixture past the first 4 levels (1, 3, 4 specifically). those 3 levels felt really unique gameplay wise and in my opinion felt even better than the dynasty warriors games i tried (in this game soldiers both friendly and enemy don't feel like they are just background props or fodder) but for whatever nonsensical reason the devs threw that out for the rest of the game and just made it a single-man hero slash. extremely odd design decision and massively wasted potential on what could of been a great & unique experience. as a note, if you are coming from total war (referring to the rome-med2 era of course), you will be pleasantly surprised with how many things in this game are just directly imported from rome: total war. the arcani models minus their weapons are exactly the same, multiple sound effects and voices are the same, names, it was really cool witnessing it first hand. overall though, i'd say this is at least worth trying for the first 4-5 levels or so (i quit on the athens level because what in the actual hell was that, how, in terms of level design & gameplay structure, do you go from the start of the game to THAT?), then you can drop it.
GameCube
Jun 23, 2026
Lost Kingdoms II4
Jun 23, 2026
I believe this game to be inferior to the first one albiet not majorly. Personally, i don't like the main character compared to the first game alongside the people she is involved with, in general i don't like the story even though both games barely have one. More objectively, Crystals became abundant in the second game making card management easier and they made it where enemies spawn organically on the map instead of it being instanced RNG encounters. While the latter sounds nice, in reality it "broke" the game by making it piss easy because you can just run past everything now, making card management significantly easier as you are rarely forced to expend cards unless you want to. The game also gives you free cards & currency far more than the first game did so you aren't really punished for just running past everything.
In other words, the game is much less challenging than the first game (which wasn't particularly hard to begin with). The only major improvements in the second game would be the camera, the pathfinding of Independent monsters and cards now gain XP during combat instead of needing to get kills. Funnily enough, they improved on the negatives of the first game and worsened the positives of the first game at the same time, but the positives they drew back on are much more fundamental game design choices which leaves it to be a bad trade-off.
Also, staying inline with this game being far less challenging, the final boss is a complete 180 degree inversion of the first game. Where the first game's final bosses were too hard and a random difficulty spike, this game's final boss is too easy, poses little danger and if you decide for some uneeded reason to cheese it, you can practically one-shot it if you use the right build. Happy medium in game difficulty too hard to find, i suppose. Overall, i do not recommend this completely mediocre game, which is a downgrade to the first one. Just play Lost Kingdoms I. As a note, i do not view 4 as a "red" or "negative" because logically it is in the Average range.
GameCube
Jun 23, 2026
Lost Kingdoms6
Jun 23, 2026
Lost Kingdoms is a highly obscure game that isn't the best and can even be argued to not be exactly good, but regardless, it is definitely worth a playthrough at the very least. In terms of gameplay, it is a very unique hybrid of genres that you won't really find anywhere else and if you are a fan of RPG's, Realtime-Tactics games and resource management, i believe you will like this game.
Minor spoilers on the finale & spoilers on overall gamesystems. The game revolves around a princess who is incapable of fighting (realistic) and must instead use Cards, the power of which is granted to her from a ancient family heirloom/artifact. Said cards are organized into decks with each Card having limited use depending on type and once expended cannot be reused again unless a checkpoint is reached, a card that regenerates cards is used or a fairy gives a few back.
Cards vary in terms of types; Weapon which directly attacks infront of her, Independent which spawns a uncontrollable monster/creature/animal that moves independently and can fight, Helper which are support cards that can do things such as buff or healing, Summon which is basically a hybrid between Weapon & Independent. The game is structured around open maps devoid of enemies that have a chance to throw you into a encounter largely based on RNG, when engaged in battle it creates a pseudo-instance with wall-barriers that you can't escape unless the enemies are defeated. Both of the above combined create qualitative gameplay where you must intelligently manage your deck throughout the levels or you risk running out of Cards and therefore dying, inwhich you must then restart from the beginning. Overall the game is challenging while not unfair (except one level, more on that later) and is a fun experience to playthrough. It looks good too; Aesthetically while relatively primitive in terms of graphical fidelity, it has a good artstyle & color pallette that still holds up well to this day. Music is acceptable and most importantly, not annoying. Ambience exists. Control scheme on the Gamecube controller worked very well. While barely any story, i'd say the basic hero good vs evil journey is done well and is to my taste. Outside of that though, there are some major problems:
I. The pathfinding of the Independent monsters (my favorite monster type) are honestly just bad. They have a tendency to get stuck on things and have a hard time when alot of corners & objects are involved on the field. In terms of AI they are better and relatively consistent in attacking, but rarely they spergout and effectively let themselves get killed.
II. The card Exp system works terribly in this game. Basically, in order for a card to get XP, it *must* land a killing blow. Contributing damage to a enemy does not count. This leads to many card types, especially Independent cards, to be utterly starved from XP and the result is often many cards you have never gain enough to level up. For many cards you will gain their new version by finding or buying them later on in the game rather than levelling them up.
III. Finally, the final level is a severe case of old games and their bosses. I noticed a pattern in many old game's final bosses either being pathetically easy (i.e RE4) or a extreme spike in difficulty (this game). The final level is a case of sadism on the developers part (it's fromsoft after all) and while i was enjoying the game, once i got there i quickly got massively frustrated and my joy got replaced with "i want this game to end now". The (first!) final boss has a massive run-up to him designed to drain you of your cards & health and once you get to him he is a card user himself who will infinitely spawn & spam cards, has infinite crystals to spawn them with, can heal himself and he only spams high-tier cards. Oh, he also moves fast and can dodge your weapon cards. Once you beat him, you are then greeted by ANOTHER real final boss that can damn-near one-shot you and who's arena is small and is basically a bullet hell. Luckily on the attempt where i finally beat the first boss i also beat the second boss first try (i am a souls game veteran!) by simply manuvering, i later found out i beat him the "improper" way too. If i died to him i would of just ragequit the game honestly. It feels very odd and out-of-left-field because all the other bosses are fine and while the game of course ramped up in difficulty overtime the curve was acceptable, then the final level happened. Overall, these negatives, specifically the final level, made it really hard for me to decide if this was a 6 or a 7. While I & II are definitive flaws, the final level is really just a major lowpoint in the game that drags the rest down. Overall i decided on a 6 even though my personal desire/bias demanded (and still does) a 7, but despite it only being relatively average i really do like the game and can recommend it for at least a playthrough.
GameCube
Jun 22, 2026
Elden Ring6
Jun 22, 2026
Elden ring i would say is a good game, but massively overrated & personally not for me. I think the game's true rating would be more along a 7/10 (good) but instead i will be rating it a 6/10 (above average) taking into account my personal preference. I decided metacritic doesn't provide enough in terms of review length to be able to provide a accurate review for Elden Ring so i deleted this, posted it somewhere else.
PC
Jun 2, 2026
World of Warcraft Classic8
Jun 2, 2026
! ! ! ! ! HARDCORE REVIEW ! ! ! ! !
Notes: Play with a friend on a server that isn't dead or if you are playing by yourself, on a high populated server where people often socialize. If you intend on playing on low population servers with a friend or literally by yourself (why?) i'd say you will get a more 7/10 (good) or even 6/10 (above average) experience than the intended 8/10.
This is reviewing World of Warcraft Classic Hardcore as a game. In terms of story, characters and design decisions i think blizzard took Warcraft on a bad course since the end of Warcraft III Frozen Throne but, oh well.
Written on June 6th, 2026 World of Warcraft: Classic - Hardcore is a incredibly unique game experience you will not get anywhere else. Set in a old-school MMORPG from 2004 back before MMO's were extremely streamlined, had lots of QoL (for better or worse) and before they were basically turned into glorified matchmaking-lobby-dungeon/raid games that largely ignored the actual world (see: modern retail WoW), the base version of Classic itself is already hard and, in terms of the MMO world itself outside of dungeons & raids, the "hardest" version of World of Warcraft already. There was just one problem: it was kind of boring.
As nice as it sounds, having the actual MMORPG world be the central theme of the game rather than a background aesthetic prop for the dungeons & raids was very repetitive and boring. The core gameplay of WoW Classic is literally just doing the same thing on repeat for 200+ hours (killing enemies, gathering items, returning to quest NPC) with little to no real consequence and breaking the endless grind with the occasional dungeon, raid, PVP. Then, came Hardcore. How do you solve the core gameplay being a endless monotonous cyclical grind that leads to boredom? Add actual risk to it. Add stakes. Add genuine danger. You're in WoW Classic. Grinding the same 4 enemy camps again for the 100th time. You overpull because not paying attention, maybe half asleep, maybe just impatient, die. Oh well, lose a little equipment durability, get pissy, revive at the shrine, walk back and do it again, wonder why you are playing this. Hardcore? NOT ANYMORE.
In Hardcore, Death is Permanent. One life. What Hardcore does for the game is add stakes to almost every encounter in the world, big or small, new or old, wether you're doing a quest or just walking along a profession collection route. What Hardcore does is *force* you to pay attention to everything you do, every move you make, because death can be just around any corner. It adds weight to every generic grind kill x quest, it adds meaning to killing 8 goretusks to gather their liver, snouts and intestines.
Classic: you're walking through Duskwood, you overpull; oh well, whatever. Hardcore: same situation, you overpull; Adrenaline. Your brain spikes. Suddenly you're awake. Your reaction is no longer of a "whatever" filled with annoyance but a "oh ####, i need to get away, which way? are there any enemies in my way? abilities, potion, phew... i need to approach that differently". Hardcore's permadeath adds meaning to every interaction, wether that be grinding groups of mobs or moving through a zone you're not overleveled in. It kills the boredom by adding meaning to the MMORPG's world's endless grind cycle and compliments it perfectly. It creates new dynamics as well, such as purposefully killing mobs you wouldn't before to ensure a escape paths & paying much more attention to the terrain and your surroundings ingeneral. None of this will ever leave you either unless you've conquered the game a few times, inwhich congratulations, you've beaten Hardcore. Hardcore is also well balanced for this game, with a death rarely feeling unfair or unearned. HC wouldn't work for most games, but it does work here. In my opinion, World of Warcraft Classic Hardcore is the True version of WoW Classic. I think the game design of WoW Classic, before all of the streamlining & simplifying that started as early as burning crusade, before the real noticeable powercreeping problems started to kick in around WotLK, before cataclysm's later additions made the world significantly easier to traverse as well as removing much of the danger from said world (world meaning anything outside of dungeons/raids), WoW Classic while probably the most "basic" in a general sense is also the "hardest" & most "opaque" as well, and i believe Hardcore fits that mold perfectly like a glove, as if it was meant for WoW Classic all the way back in 2004. It really turns the game that lasted from 2004-2006 into a completely unique experience with actual gameplay rather than grind simulator until level 60 #9000. Mechanically gameplay good, the way zones & levelling process is structured is very sound, featuring methodical exploration over rushing/skipping. Graphics good. If you are new, i EXTREMELY recommend you to play this version as your first experience. It will be unforgettable. Play WoW Classic Hardcore
PC
May 29, 2026
Resident Evil 4 (2005)8
May 29, 2026
Resident Evil IV(4) is a classic, a juggernaut of gaming history and still, objectively, a great game. Having gone on a "adventure" back into the Gamecube/PS2/Xbox & Xbox360/PS3/Wii eras, there are admittedly alot of games that haven't stood the test of time and retrospectively some weren't that good to begin with anyway. REIV is certainly not one of those games. This is less of a comprehensive review and more of a assessment on wether it is still worth playing today in 2026, and which version to play. The game's main issues that did not age well are it's reliance on Quick Time Events and it's final boss which is just weak and pathetic. The QTE's are honestly just excessive in this game, but start off tolerable. By the time of the last 1/3rd of the game though they quickly become annoying where there are bosses that spam QTE attacks you have to press the buttons for or you take large unavoidable damage alongside there being encounters where the QTE's are just outright cancer (i.e the knife fight with Krauser), there is a reason why gaming largely abandoned QTE's. Other than that though, the game has aged amazingly well. REIV also falls into a old game trap (i noticed this in many older games) of having a poor final boss fight either in a weak/pathetically easy sense (this game) or a extremely overtuned excessively hard sense (i.e Lost Kingdoms). Other than that though, everything else ages very well.
The characterization of the characters is good, quality acting, quality voice acting (unlike the remake), good dialogue if sometimes "cheesy" (alot of people call the story/plot a meme but the story is also enjoyable if you take it seriously like i did) and the men in the game behave masculine & authoritative (which they somewhat stripped away in the remake, especially for Leon). Great pacing in discovery of new mechanics, enemies, weapons, etc, the areas are well designed and unique, gunplay is high quality with guns sounding like guns, additional gamemodes, effectively everything aged well, flows well and is responsive along with alot of content and replayability (but not the forced/bloated/reused kind that is prevelant in more modern games). So which version to play? Short answer: PC, since it has moddability (get the extremely large HD mod, it makes the game look amazing). Outside of that, probably the PS4 or XboxOne version since they have everything and with (actually) high resolution textures, even if they can't compete with the PC mod. I play/ed the Gamecube version because i was planning on Gamecube and i prefer what it has to offer comparatively to everything pre-PS4/XboxOne. (Gamecube has superior textures, cutscene quality, audio quality and the best control scheme, PS2, PC & the rest that descend from them have more content/modes/skins and positive balance changes). Ignore the Xbox360, PS3, Wii versions since they aren't real HD. If you play it on the original Gamecube or PS2 (non-emulator), get the Retrobit HD-HDMI adapter or a high quality and high reviewed PS2 HDMI adapter on amazon. I played on a 4K TV screen which makes the game look low res-ish and washed out even with Retrobit and i have to say the game still looks good. This game has stood the test of time and will continue to do so. It is both unique enough and quite frankly, superior enough compared to the remake that the remake won't make the original REIV forgotten or overshadowed. I extremely recommend experiencing this game.
GameCube
May 27, 2026
ROBLOX (Game Client)2
May 27, 2026
Part TWO of my Review. If you want Part One either go to my profile or to the PC section for user reviews.
Note: i had to type it out as Roablox for because it was being censored for some reason.. Community. Roablox barely has a community or social fabric anymore. ROABLOX is a platform, a social platform, a place where people make games and talk and interact while playing and now the only part that remains is the "make "games" part, the playerbase being like the clientele at a illegal hole-in-the-wall where there's a bunch of **** just mindlessly staring at slot machines pressing a button while loud empty music and bright lights flash around everywhere. Old Roablox had a strong social bond and even for years after that still had a acceptable one. People used to talk, hold conversations all the time in-game, chat (and this was BEFORE the chat ID) didn't use to be a ghost town with the sporadic random e-begging or bot spam or ghetto-babble insult directed at someone or someone randomly taking out their issues with the game into chat only directed at themselves. You could, maybe still can, find good conversations and people to hang out with organically but now that's very rare unlike the past and now you are corralled to use a third party like Discord or something. In Old Roablox groups & a strong clan community existed, hundreds to thousands of people tightly knitted in a community based on skill-based combat and that is all gone now, there's technically still a "clan" scene on modern Roablox but they are obscure, irrelevant and largely dead socially, and ironically despite the massive playerbase now, smaller than before. Forums used to be a thing where everyone on ROABLOX could come talk & conversate on the website forum section which was, well, basically a public forum ranging from any and all topics. **** killed that of course and replaced it with a DevForum that is only for developers because the only thing that Pedoblox cares about is finding new & consistent ways to make money, they could give less of a single **** about the ACTUAL playerbase and what they may want and will ACTIVELY restrict avenues for social interaction for all of us because that's a risk or something according to HR sensitivity hires and suit investors looking at the stock price. I really do miss the days back when the top games on ROABLOX only had 1,000 - 2,000 players (yeah hey, can you believe that? if you're new reading this, you're used to a million+, although i can guarentee you 1/3rd of those numbers are bots) and the large majority of people basically knew each other, you can actually just join a game and randomly meet someone you weren't friended with again because it was like a small town. I can keep going but i don't feel like it. For those of you out there who are thinking about using ROABLOX as a development platform, heed this warning as there is a rule.
The Iron Law of Roablox: **** is bad, it will get tons of attention, money and fame. **** is good, it will barely survive or if it does get a playerbase, be irrelevant and completely overshadowed by games in the same genre that are worse than it.
ROABLOX does not reward quality game design, uniqueness/creativity and good developers, it is a SLOP factory. a SLOP factory that rewards the same **** **** produced OVER and OVER and OVER and OVER, if you want to make a REAL game, DO NOT expect to break through. I don't think it's worth it, but you can try anyway, and as a note in order to not be all doom-and-gloom towards prospective developers, even if you make a good game and are overshadowed by a inferior one, if you manage to garner a consistent enough playerbase it is still possible to make good money off of ****, if not enough to live on. ROABLOX, if there is still a positive remaining, does actually have the modern technology & capacity to make good games. Too bad the platform is a mixture of braindead **** players propping these games up, devs either just wanting a quick cash in or actually just lacking the skill to make anything besides slop and the ROABLOX corporation itself not caring about promoting & endorsing quality game design, no standards, no quality check. It's a problem of everyone, the users, developers, and ROABLOX owners themselves. Is ROABLOX worth signing up for & playing for the few games that are gems? No, no and no. Please, stay away. Do not give ROABLOX your time and most certainly not your money. If you do join, go to avatar customization, swap to R6 and remove the 3.0 & bacon hair, just wear the default clothes or color your body different parts to represent clothes. That's the end of Mein Rant, i am done here. Gigachad Mounted On A Gigafly Crashing Into **** HQ.
iOS (iPhone/iPad)
May 27, 2026
ROBLOX (Game Client)2
May 27, 2026
Part ONE of my review. Part TWO is on my profile.Note: Had to type Roablox because actual name was being censored in my review for some reason.. Roablox used to be a good platform (it's not a "game", it's a platform) at one point. I am apart of the oldguard from Old Roablox (2014 and prior), joined in 2010 and i can make a extremely detailed, multi-paragraphed essay as to why 2009-2014 was the best period on Roablox period, but i won't, that is not what this is about. This is about what Roablox is now. You could reason up until 2020/2022-ish Roablox was still worthwhile playing but now it is absolutely not. This platform, Roablox, is the epitome, the definition, of the word "Slop", filled with absolute garbage where trash overflows at simply the sight of this accursed name, Roablox is a landfill. A landfill not worth your **** do i still visit here occasionally? Extreme boredom, nothing to do in life, lack of motivation to do anything else, addiction(?), hatred. I have issues. But you know what else has issues? ROABLOX, and it has a **** ton of issues. ROABLOX, Roablox, is a wasteland, landfill, continental waste disposal garbage dump, full of a endless sea of **** Trash. Out of all the games on the entire platform, i would only consider 15%-20% of the games to be actually, you know, GAMES, and probably less than 10% of that to be quality games even remotely worth your time. Slop and generic garbage has always existed on Roablox but never, ever to the extremes where it overtook the entire platform as it has now. Games require interaction, something you do, a thing you... play, a challenge. You know what the average """"game"""" on Roablox is? Idlers. AFK simulators. Having none of the above of what i said would make a game a game. The average "game" on Roablox is where you press WASD, sit around, click a few buttons, afk for endless real life hours when you are playing another game or doing something in real life like slaving at a job or in school or whatever human cattle do now-a-days. There are also games (the tower defense slopgenre is a good example of this) which are basically the same as the above but they give a veneer of gameplay and more button interaction.
Since i brought up tower defenses, ignore them, let's talk about another massive plague, i mean feature, on the PEDOBLOX platform - Gambling! RNG as Gameplay! Slot machines as gameplay! Not only are the large majority of games some form of idling brain drool simulator only gen alpha kiddies could play, but even many of the games that do have some form of gameplay (or pretend to have some form of gameplay) have Gambling Gacha RNG Slot-Machine mechanics as a core part of their game. There is alot that can be said on this, extremely predatory, a practice showing the developers lack the capability to make good game design, a practice that is inherently anti-intelligence & anti-skill, developing bad habits & expectations in life for tens of millions of children at a young age....... everything is also unbelievably generic and boring now. Every game uses the same **** UI with the same **** Button & Menu layout with the SAME **** COLORS & KIDDIE VOMIT SATURATION with the SAME THUMBNAILS and advertising (by the way, when did the Bacon become the icon of ROABLOX? in 2015 everyone hated bacons) but perhaps the worst part is that ROABLOX itself endorses and allows all of the above plagues to absolutely swamp and take over the platform because they could give less of a **** about their platform being used to produce quality and having standards in game design and ethical business practices both from them and their developers because they only care about the MONEY, the MONEY the terrible people who create these TIME and MONEY sinks produce for them.
ROABLOX, talking about ROABLOX, the company, as previously alluded to, they don't care. Their vision is extremely blinded and deluded, they never cared, except maybe in Old Roablox but even then you could argue their egotism came first, their way has always been the only way and once corporate really took over sometime after 2014 they have been COMPLETELY out-of-touch with the ROABLOX playerbase, making massive changes after changes, changes no one wants, no one needed, changes that now are truly harming the platform (need a ID and/or facedoxx to even talk in chat now LOL, but hey, ROABLOX was a anti-social platform beforehand anyway, people in most games rarely spoke), but they simply don't care, and to be honest, who can blame them in a way? As negative as their changes are and handling, current people tolerate it, the perpetual endless waves of new people don't care/don't know and little brainless kiddies and older addicted crack heads (sort of like me) keep on playing their ****, although at least in my defense i don't give them any money anymore and i am not active often.
PC