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User Overview in Games
8.1Avg. User Score
User Score Distribution
positive
14(74%)
mixed
5(26%)
negative
0(0%)
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Feb 9, 2014
The Wolf Among Us: Episode 1 - Faith8
Feb 9, 2014
[SPOILER ALERT: This review contains spoilers.]
PC
Feb 9, 2014
The Wolf Among Us: Episode 2 - Smoke and Mirrors8
Feb 9, 2014
[SPOILER ALERT: This review contains spoilers.]
PC
Jan 31, 2014
The Walking Dead: A Telltale Games Series9
Jan 31, 2014
The Walking Dead: Season One was great and I think I never played a game where I felt so deeply connected with the main characters. The Walking Dead shines because of it's great character building and narrative. As so, Season One is certainly one of the best singleplayer experienced I ever had on PC. The soundtrack is minimal and unobtrusive and most times, but also does a good job of translating adrenaline and tension. The voice-acting is also great, with special props to Melissa Hutchison for her exquisite Clementine voice. Probably the best thing about the whole series is the character building. They feel alive and unique and when you get to know them, you can actually predict their actions and feelings, which shows the character building department worked with great consistency and finesse. EDIT After playing Season Two: Episode One, I replayed one Season One episode to do something of a comparison. What I especially missed in Season Two was the extra importance some decisions got because I was Lee, leader and 'glue' of a little group of survivors. Season One featured a whole lot of 'group reading', weighing decisions against one another and mediating. Each decision was not about deciding what's best for yourself, but what's best for a whole group of people. The feel that decisions could actually affect the composition of the group (but only really acted out in the last episode) was great. That's maybe the thing I miss the most after playing Season Two: Episode One. The camera work in Season One is more dynamic with some cool points of view from time to time and the free-roam scenes are also a better experiance because of better camera work. The controller support was good (it supports the whole game), but I had some problems after ALT+TAB'ing and sometimes the movement controls would not really adjust to a new camera point of view. The Walking Dead: 400 Days was good, but I ask myself why - apart from an obvious economic motive - Telltale Games released this DLC, and it also doesn't seem to be material cut out of the original Season One. If I would rate the chapters, this is my opinion, beginning from the best: Vince, Wyatt, Russel, Bonnie and Shel. If I think about my choices here I can say that they are motivated by the depth of which I felt involved, both in my identification with the characters and impact on the chapter. Bonnie's and Shel's chapter illustrate my point. I rated this chapter relatively low because I didn't really feel connected with the characters because of the lack of character building (compare with Vince's episode). It's cool that Telltale delivers new content, but they try to compensate for the shortness of the chapters by incorporating at least one hard choice in them. At least, that's what they aimed to do. In Bonnie's and Shel's case, there sure were decision that would have had real emotional repercussions (for the player), but the potential strength of these decisions is minimized by the lack of character building and identification (especially in Shel's chapter). So Telltale has to choose between character building (which requires serene scenes) and some action too (to keep some players from getting bored), but I think they should have focused on character building (like with Vince) because the climax of the chapter (the most important part as you wish, and the part by which most of the players will rate the chapter in my opinion) depends upon character building and identification. I don't say the chapters are no good, because Telltale really deserved props for **** the player in on such short notice, but some change of focus in certain chapter would have made it an overall better product, more worthy of the expensive price tag (now 5 EUR; January 2014). All in all, it would have been better if Telltale deleted 2 chapters and dug more into the other. Another thing now, what's great about these five different points of view is the diversity of situations and character types, something you didn't have in Season One. After finishing, what I also would like is some more insight in how the characters in the end decided to accept or decline a certain proposition, to better see where and how I impacted this. A positive note to end with: it's sweet to see controller support, and it really fits the game better than a mouse.
PC
Jan 30, 2014
The Walking Dead: 400 Days7
Jan 30, 2014
The Walking Dead: 400 Days was good, but I ask myself why - apart from an obvious economic motive - Telltale Games released this DLC, and it also doesn't seem to be material cut out of the original Season One. If I would rate the chapters, this is my opinion, beginning from the best: Vince, Wyatt, Russel, Bonnie and Shel. If I think about my choices here I can say that they are motivated by the depth of which I felt involved, both in my identification with the characters and impact on the chapter. Bonnie's and Shel's chapter illustrate my point. I rated this chapter relatively low because I didn't really feel connected with the characters because of the lack of character building (compare with Vince's episode). It's cool that Telltale delivers new content, but they try to compensate for the shortness of the chapters by incorporating at least one hard choice in them. At least, that's what they aimed to do. In Bonnie's and Shel's case, there sure were decision that would have had real emotional repercussions (for the player), but the potential strength of these decisions is minimized by the lack of character building and identification (especially in Shel's chapter). So Telltale has to choose between character building (which requires serene scenes) and some action too (to keep some players from getting bored), but I think they should have focused on character building (like with Vince) because the climax of the chapter (the most important part as you wish, and the part by which most of the players will rate the chapter in my opinion) depends upon character building and identification. I don't say the chapters are no good, because Telltale really deserved props for **** the player in on such short notice, but some change of focus in certain chapter would have made it an overall better product, more worthy of the expensive price tag (now 5 EUR; January 2014). All in all, it would have been better if Telltale deleted 2 chapters and dug more into the other. Another thing now, what's great about these five different points of view is the diversity of situations and character types, something you didn't have in Season One. After finishing, what I also would like is some more insight in how the characters in the end decided to accept or decline a certain proposition, to better see where and how I impacted this. A positive note to end with: it's sweet to see controller support, and it really fits the game better than a mouse.
PC
Jan 18, 2014
Half-Life 210
Jan 18, 2014
Probably the best single-player game I have ever played on PC. The Source engine has a great eye for detail; portrays a realistic picture of a totalitarian regime, which kindles a real sense of sympathy with the rebels; a squad-system (although not the best); likeable, unique and realistic characters; varied gameplay and locations with some particularly epic parts like Ravenholm (which even now, 10 years later, still gives me the creeps), the hovercraft and buggy scenes, and your first Strider-confrontation; cool weapons; smart AI; an enormous amount of different enemies to shoot; a great story; a great momentum in the game (action-packed and serene scenes alternate nicely); an enjoyable soundtrack adapted to every moment (cf. combat, Ravenholm, etc.), good voice-acting and great sound-effects (anyone not creeped out by the zombie-dogs?); smart puzzles (but just some really stand out), great use of physics; and one of the best first hours of gameplay ever (with a great sense of dependence, realism and adrenaline).
PC
Jan 16, 2014
The Walking Dead: Season Two Episode 1 - All That Remains8
Jan 16, 2014
Episode One was a bit of a disappointment after having played through the entire first season, which I was - and still am - crazy about. Although only a year has passed, the graphics don't look as good anymore to me (especially the zombies and the foliage). This game is all about making decisions, and I felt bad that some decisions seem irrelevant and do not influence the story at all, like the choices 'Survival', 'Generosity' and 'Trust', and that's three out of the five choices that get featured on the ending screen. But I have to admit that the final choice was a whopper - and one that I had to think about for several minutes. What I also noticed, and hadn't really in the first season, is that controlling Clementine in static point-and-click scenes doesn't feel natural at all. The movement feels awkward, hampered and slow and the camera doesn't cooperate at all (remains static), which made me loathe these scenes. These moments also don't feature any interesting interactions and, I feel, are primarily focussed on getting the player to move around a bit. You will perform some boring chores without much significance, and this really pulls you out of the immersive movie-like experience (except the scene when Clementine seeks medical supplies). The combat also doesn't feel very interesting anymore after what we have seen in The Wolf Among Us: Episode One, although it still gets your blood pumping. I absolutely loved The Walking Dead: Season One, and was looking eagerly forward to Season Two, but this episode was a disappointment to me after having played through Season One in a fever. I have to admit that the release of the first episode of The Wolf Among Us has changed my standards for the better, but then I wonder why this episode can't live up to it.
PC
Jan 15, 2014
Bastion8
Jan 15, 2014
Cool levels, and there's good variation in their artwork themes, but they are very linear. I liked the enemies a lot, there are a load of different enemies with unique and funny designs, and cool and varied attacks. A con about the combat is that you have no choice in how to engage an enemy by choosing different paths to different situations, but there is in the weapon choice. There's a big amount of weapons, and they are varied, but I feel like they just got stronger the further in the game, so that there's really not much reason to pick a bow over carbine. Lastly, the sound-effects were varied and the voice-acting and the soundtrack was absolutely stunning. The creative story-telling with an omniscient narrator and the sounds and voices truly elevate this game above mediocrity.
PC
Jan 11, 2014
BioShock10
Jan 11, 2014
One of the best singleplayer experiences out there, and probably the best game I played after Half-Life 2. Extremely cool combat, although more kinds of enemies would have been welcome; great sound-effects; good story and plot-twist; consequences for player choice (albeit minor); and one of the coolest concepts in the history of gaming ever! One of the best things of the game are its gorgeous, large sand-box levels that just beg to be explored, there are also a lot of player-triggered events in each level, the levels and its inhabitants are dynamic and each level has its own unique theme.
PC
Jan 9, 2014
Braid9
Jan 9, 2014
Beautiful, enchanting artwork, a simple concept and truly ingenious puzzles. This game was also featured in Indie Game: The Movie, so watch this if you're interested.
PC
Jan 9, 2014
Hotline Miami7
Jan 9, 2014
Hotline Miami's simplistic graphics and concept feels refreshing in a time where a lot of releases focus on complex game mechanics and life-like graphics. Simple but one of the most addictive games I ever played. I also liked the myriad of approaches to each level, especially with the masks, that makes for a high replay factor. A confusing and open storyline, but that just let's you focus on the nutty gameplay more. Utterly fun.
PC
Jan 9, 2014
BioShock Infinite8
Jan 9, 2014
I didn't like the level design very much, the levels were graphically top-notch, but they didn't let much room for the player to experiment and explore to his own liking. I would like to see the big, crazy BioShock sandboxes again in the future. The combat was enjoyable, with different types of enemies and cool weapons and upgrades. Complicated story that will keep you into your seat. What I missed was a direct confrontation with the Songbird, because I think that I'm not the only one that when buying the game he would be your big nemesis. It was nice for a change to not let the game end on a disappointing boss-fight or short, predictable emotional ride, but on a rather long and thought-provoking journey.
PC
PC
Jan 9, 2014
Half-Life 2: Episode Two9
Jan 9, 2014
Does a great job of improving over the already genius Half-Life 2 formula. New weapons, new puzzles, new game mechanics (the use of your flashlight), new cool enemies, a great story and absolutely magnificent locations and events (cf. the hunter-trap in the shed). Way better than Episode One.
PC