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User Overview in Games
7.8Avg. User Score
User Score Distribution
positive
11(79%)
mixed
0(0%)
negative
3(21%)
Highest User Score
Lowest User Score

Games Scores

Feb 16, 2017
Mirror's Edge Catalyst
9
User ScoreLimey
Feb 16, 2017
Overlooking the plot which was focused but uninteresting in ME1, it expands the series into a flexible, open direction - challenges, leaderboard races, side missions all abundant - and perfects the core mechanics of 'running laterally' into a very fluid, dynamic form - it's responsive and precise! Furthermore, it has enhances the aesthetics from the dull minimalism of before, admittedly unique, to a more cyberpunk overtone which I am excited to see improved in future installments! The environmental design is flawless for the parkour - very much fundamental for options and a fun experience alongside robust controls - and beautifully vibrant: radiant advertisements litter the horizon, reflecting onto the many panes of pristine structures, as people socialise on rooftops surrounding many of those traversed in style. Graphically and thematically, it is exceptional and the atmosphere is vibrant - an improvement from the mediocre effort in ME1 of an overly refined, futuristic look. I'm hoping for ME3 to expand techniques further for the controls and offer a closer cyberpunk experience (Hong Kong's rooftops are intricately interconnected, comprised of many highrises *hint*).
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PC
Mar 24, 2015
Resident Evil: Revelations 2
9
User ScoreLimey
Mar 24, 2015
The fluid combat of 4/5 - each shot meaningful, staggering/disabling/stunning with accuracy - have returned and although it's not retained a few positive mechanical improvements of 6 (e.g. diving, sliding, quick-shot), it's restored CQC to not be excessive at detriment of the overall experience. Revelations 2 continues the Resident Evil storyline with camp dialogue and an b-movie plot, nothing bombastic or pretentious as either 5 or 6, and although it doesn't have the grace of Code Veronica, it certainly has an equal appeal as a scenario: a desolate island hosting subjects to experience their worst fears in the machinations of a bioweapon fare. Environment design is an improvement to the drab nature of 5 or the insipid details of 6, exploring a mine which isn't chainlinked tunnels and a wooded area that has enemies as unpredictable in their location through the disorientation of dense treelines. The fundamental underground laboratory has returned, a monolith of a tower that's foreboding on the island, radio towers as hope, a self-destruct timer as a classic feature and a memorable cliffside battle - all setpieces to combine for a distinct Resident Evil experience which is not limited to dull plateau or repetitively undescript corridors. Main characters are designed well - principal negative being a little derivative from TLOU's bland style - and their animations are smooth. Additionally, mobility of movement has reintroduced the tactical element of 4/5, positioning, and subsequent movement, integral for any battle - moving whilst shooting weak in pace for this to be less negative for this factor - whilst a new dodge function - substituting either diving or invincibility from item pick-ups - embellishes the intensity of gameplay: powerfully tactical, worryingly precise and scarily intense. Monster bosses are fantastic, notably Neil Fisher's 'metamorphosis' and the final boss, as ever - animations responsive to attacks, move sets reasonable (forgiving a few instant death moments which are not fair/balanced) and health/damage balanced. They're aesthetically intriguing and each have backstories to not be hollow. Furthermore, bosses - designed to look creepy as they are fearsome - are interesting as ever, movement and shots requiring a certain tactical acumen which create a tense situation. The flaws (i.e. interface and characters mainly): 1 - Blind & Dying alignment - unbalanced and an annoyance. It is a frustration - incapable of clear visuals momentarily - and when combined with the cumbersome changes to the health system for recovery, it's increasingly an annoyance along with being a frustrating experience. 2 - Bottles, Bottles, Bottles. Cloth, disinfectant, alcohol. The processes are repetitive and the crafting is distracting for the experience to lose a certain flow. Where are grenades which were beautiful for AOE damage aesthetically and also logical in appearance/availability/applications (e.g. incendiary, flash, explosive)? Grenade launchers - staple of Resident Evil? What is with the clutter of different health items for a myriad of states? Complexity is not inherently positive. 3 - Vapid characters with the exception of Neil Fisher and the main cast (but Barry's daughter). Their costumes are dull and their mannerisms are worse - they have nothing distinctive as Raymond in Revelations as one instance. A few are unlocked in Raid Mode and it's unlikely for anyone to be play them whilst they have neither charisma to personality/actions or individuality in appearance - fundamentally flawed as 'choices' which are (literally) pedestrian. 4 - Poor weapon customization and weak ability modifiers. The ability/weapon enhancements are superfluous overall, sometimes magical to have the characters as riduculous, and are not addictive/personalised as 4/5; customization or character differences seldom significant and occasionally absurd, cheap innate differentials for power in health or damage with Y as examples. The system in Raid Mode is overly open, too, and specialization is less prominent for each character to have them each feel less unique in their traits or advantages. Incidentally, Raid Mode returns and it is absolutely great - progressively difficult and varied: a primary feature of Revelations 2 which should persuade anyone to purchase it. The combat is demonstrated as flawless - blind state withstanding along with dubious specializaion- and the content is immense. Co-op campaign is nice as a compromise from both characters being strong and the secondary character having a speciality - lacking any weapons - which does balance well: establishing a fun, interactive dynamic for teamwork with ascertaining enemy vulnerabilities, distracting the enemy, blinding them and locating items. Finally: HUNTERS! HUNK! These are excellent and I am excited for further enemies/weapons/costumes in DLC to broaden the experience to Outbreak's level.
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PlayStation 4
Jan 27, 2015
Resident Evil HD Remaster
10
User ScoreLimey
Jan 27, 2015
Calculated combat for each choice of weapon/ammunition to matter, inventory manage that has foresight as essential for space and intense, dangerous enemies which require methodical planning of one's route for optimal results - true survival horror in all aspects. Backtracking is minimal with a little forethought, but it's nevertheless dangerous when one hasn't cleared/secured these paths in knowledge they would return for a special item as they failed inventory management or they have to regularly pass an intersection in updated missions. The mansion is designed beautifully with the architecture - each painting unique, flooring detailed, walls eloquent, room layouts creative - and there are shortcuts for one to understand how interconnected the floors are in a manner resembling Dark Souls 1: West Wing, East Wing, Balcony, Main Hall, Basement, Attic, Back of Mansion, Courtyard (Back of Mansion West), Forest (Back of Mansion East), Tunnels (Back of Mansion Basement), Laboratory (Basement 2). No room is repetitive, each atmospherically crafted with a Gothic theme and splendid in artistic direction. The monsters each have a rationales to not simply be a 'random creature', and the world is full of backstories, whether it's the justification of the insane traps/designs or how the a certain creature is immortal, to engross the player into the collective details of an interactive world (through knowledge), special. Dialogue and characters are campy as with any classic B-movie, cheesy but amusing, with no absurdities to the plot or characterization, endearment an inevitability! 10/10 Resident Evil is a legendary classic, 'The Mansion Incident', and the setpieces/story/combat all combine for one immaculate atmosphere in a forest at the splendid manor of an insane architect for a ruthless corporation.
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PlayStation 4
Oct 15, 2014
The Evil Within
2
User ScoreLimey
Oct 15, 2014
People are desperate for survival horror and will likely accept any release vaguely resembling their desire. The Evil Within was marketed as a return to 'pure horror' and it is closer to a grotesque, senseless misadventure into a variety of misplaced sequences which do not establish any consistent atmosphere for an emotion of dread to develop. Shinji is not the saviour of survival horror, he is a figurehead, demonstrating a competent team and ample resources are stronger to a single man's masterminded vision in the current case (in the assumption they had one). Notes to add ambience are nonsensical, ammunition is balanced punisghinly to cause unreasonable circumstance, deaths are regularly cheap and chapters typically requiring routines of trial-error-trial-error-trial. There is a fundamental design confusion: "Should we aim for stealth or aciton?" Consequently, as the creators attempted an amalgamation, they have created a situation whereby stealth is often inappropriate considering action setpieces whilst action is mostly discouraged from contrived survival horror elementsboth from the cumbersome controls to the scarce resources. The lack of instructions, too, are not a fun challenge or an endeavour to exhibit how 'hardcore' a player is - they're a lazy scenario which has the player testing for answers through frustrating mechanics invariably leading to mistakes: repetitive stealth, unbalanced enemies, cumbersome action. Enemies are not designed to investigate intelligently for any fair calculations to the player - line of sights erratic when not distracted with a redundant throw of a distraction - and patience of the stealth declines into frustration whilst there's neither dread or variety to sneaking. Additionally, environments are inappropriate for stealth, regularly a victim to poor collisions which affect fluid manoeuvring, and they're highly restrictive to have stealth as practically identical to how simply isolated the practice is of waiting inside a locker. The Evil Within is a game we want to be success, inspiring excellent survival horror games in the future and also being one, but it is nevertheless a disaster to not only ambition, it's flawed from a design perspective. Technical issues range from clipping, textures requiring additional time to load and horrible artificial intelligence for mechanics dependent on these. However, to not be wholly negative, positives include adequate graphics, occasionally entertaining environments and fascinating bosses. The framerate inexcusably lowers at times, unacceptable considering it's substandard the standards of PS4 graphics - entailing it should be easier to code smoother - and movement is restricted to a degree that does not increase tension or 'horror', it's an unnecessary restriction: contrived limitations, highly awkward in practice, to supposedly induce 'fear' with their superficial assumptions on survival horror design principles. The aforementioned misunderstanding, too, is witnessed with difficulty as instilling the fear of death rooted into survival, attempting to replicate Dark Souls which punishes players methodically as consequence opposed to irrational punishment as with The Evil Within or any other poorly balanced product. You will die until numb. You will die senselessly and scream 'unfair', not 'OH MY GOD'. You will laugh at the repetitive gore that it indulges in as weak attempt at visceral horror. You will be amused at the schizophrenic direction that's embodied well with the disjointed, non-sequitur **** will laugh as they try to be cheesy for us to ignore specific flaws. The worst element has been the manipulative marketing of the companies involved, hyping survival horror fanabases into a protective frenzy over 'Shinji',, provoking loyalty as they view the success as important for their favourite franchises being restored/returned/ressurected and having people believe it will be an infallible success whilst lacking any of the relevant ingredients.. It is not survival horror, it is a third-person shooter which has been superfluously replicated survival horror elements, trying to not betray their initial intent to attracted fans, that serve as incompatible to all of their other choices. Where is the focus and the decisive, harmonious experience? Not The Evil Within. Where is true survival horror? Maybe Fatal Frame V will have to do and I hope it never, ever attempts the current trend in survival horror, horribly simplistic: hide-and-seek. I can run long as Sebastian with how much I enjoyed The Evil WIthin and regard it as 'horror'. It mocked any idea of survival and twisted the idea into an empty one of mindless deaths: no suspense or theatrics, purely sadist.
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PlayStation 4
Sep 30, 2014
FIFA 15
0
User ScoreLimey
Sep 30, 2014
The pace is chaotic (i.e. extremely fast, purely reflexive), rendering intelligent play as impossible, and momentum is impossible to build as the ball switch ownership from how rapid the football is. It reminds me of the irrational football at local clubs in Brazil, not the methodical style of esteemed European who believe in skill opposed to volleyball. As someone who's not exactly a FIFA fan, buying each title annually, my objective opinion is: I am disappointed. The demo of FIFA 14 played well when I tried that - maybe I should have saved x4 of my money to have purchased that? I'm not sure how a new entry could be recessive as 15 feels - disorderly, dumb and hollow.
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PlayStation 4
Jul 19, 2013
Sid Meier's Civilization V: Brave New World
10
User ScoreLimey
Jul 19, 2013
Trading and diplomacy have never been so vital to interaction incorporating fun variables to Civilization that's separate from typical conquest or scientific triumph. The depths substantive trading routes to ideological friendships have introduced complexity to a previously streamlined franchise and it's kicked Civilization V into the best entry of Civilization's history whilst an echo before lacking much complexity. Civilization V has finally evolved into the form it had endeavored before expansions but failed incredibly layered whilst simultaneously straightforward without intricate micromanagement or obfuscating design decisions. Conclusion: From a straightforward but shallow experience of the base, Civilization V BNW has expanded the entry into both depth and coherence a very difficult feat.
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PC
Jul 19, 2013
Killing Floor
10
User ScoreLimey
Jul 19, 2013
What a diversity of enemies, variety of maps and assortment of weapons! Killing Floor is undeniably a fantastic title, with 40 co-op to 6 co-op, and difficulty levels to entertain according to skill improvement. A nice class system and satisfying impacts with shots, Killing Floor is the best arcade co-op to exist fun, crazy and broad.
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PC
Jun 9, 2013
Resident Evil 4 (2005)
10
User ScoreLimey
Jun 9, 2013
Great premise, creative creature design, memorable deaths, creepy atmosphere and incredibly fun, precise mechanics, Resident Evil 4 was where Capcom took a risk with IP to only prevail, expanding survival horror into an area once thought of as incompatible: action. The potential for this to be a misstep was enormous, as exhibited with Resident Evil 6 the most in a sad copy of RE4's success, but RE6 revolutionized the new field where it emerged, action, along with propelled the whole of survival horror into a new dimension of playability.
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GameCube
Jun 9, 2013
Heavy Rain
10
User ScoreLimey
Jun 9, 2013
Like film noir of the Chinatown kind? Twists akin to Se7en? Heavy Rain is likely to be the best cinematic experience ever with a memorable storyline of the highest caliber, fascinating characters who're understandable as real, functional humans and interactive gameplay with choices of a perfect variety. Heavy Rain perfects these elements to establish a seriously animated investigation into a serial killing and the characters involved with it.
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PlayStation 3
Jun 9, 2013
Deadly Premonition
10
User ScoreLimey
Jun 9, 2013
Deadly Premonition is not a game in the sense that it's button-mashing mania, fun for reactions to the pad or the decisive actions, it's an experience as Journey is, very Kafka-esque as an absorbing murder mystery. You have freedoms, and many idiosyncratic features which are cumbersome but uniquely enjoyable, with quirks which are entertaining as the peak of any B-Movie. The game is visionary for innovative gameplay and although it's flawed, the focus of an engrossing, surreal world is unparalleled.
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Xbox 360
Jun 6, 2013
Arma II
10
User ScoreLimey
Jun 6, 2013
Whilst ArmA 2 was diverse and thrilling as a realistic, precise experience, it has a downfall with both bugs and a lack of smoothness, but ArmA 3 has removed all flaws with a perfected engine, rendering ArmA3 into a perfection of the loved formula to ArmA 2 without changing too much which was appreciated. It has not only improved the ArmA2 engine in smoothness, it has created a standard for polish with the explosive dynamics of the franchise formerly thought of as impossible due to complexities inherent to the chaotic, vast nature.
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PC
Jun 6, 2013
ArmA II: Operation Arrowhead
8
User ScoreLimey
Jun 6, 2013
Fresh units of all varieties, additional factions, intriguing new maps, engaging missions and robust multiplayer, all culminating Operation Arrowhead into an excellent addition to an already enthralling entry. It has a multitude of mods which are each uniquely captivating, more options to a flawless mission editor and and an impeccable community to enhance missions. Operation Arrowhead is a very good expansion to a realistic military simulator, expanding the possibilities of the sandbow before, for not only more fun, it also offers the chance for a deep experience of combat as it is in reality, diverse as it is abrupt.
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PC
Jun 6, 2013
State of Decay
9
User ScoreLimey
Jun 6, 2013
Now, as Deadly Premonitions is the eccentric but fantastic survival horror, State of Decay is the oddity of the zombie genre, encapsulating many of the best features from the likes of early Resident Evils to DayZ and also introducing a few innovative elements. Whilst it's unpolished and has a few significant defects, there's a certain fun to the overall flow of gameplay, transcending any setbacks from low framerates and cumbersome combat. The take on a post-apocalyptic world and a community within it, which you lead from a multitude of characters through 'influence', is a brilliantly fresh aspect to merely survival, it's construction from the ruins of the civilization clearly experienced: progression as is the direction this game takes. You're not only acquire resources for yourself and each decision isn't without consequence there's a bigger picture, as is the case of a societal collapse. You must scout, accumulate resources, choose a base, improve defenses, establish facilities, search for survivors, improve weaponry, amass influence and maintain influence all factors to add a layer of depth to an otherwise straightforward survival game already enjoyable. Go and lead through the apocalypse, not simply wander as a vagrant survivor.
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Xbox 360
Mar 1, 2013
Resident Evil 6
2
User ScoreLimey
Mar 1, 2013
An unforeseen misadventure of a beloved franchise which was renown for being a survival horror with the right degree of action elements to entertain more visceral impulses. Having bought almost all titles of the series, I was disappointed to witness Resident Evil as another victim to commercialization in the gaming industry: simplification of mechanics for accessibility, points-based skill system as the reward-playtime 'incentive', vague genre for mass-appeal, and a rampant pace which has no focus. Resident Evil 6 has not only lost its plot, it has lost the redeeming values which captivated their original audience betraying them in an attempt to expand their marketing horizon with delusional ambition; consequences therein losing both the original audience in the future who supported the franchise and the alluring statistics of potential players who won't be interested since RE6 is a chaotic production. RE6 is an ambitious disaster.
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Xbox 360
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