Totally basic, average short platformer - with a few quirks that will annoy you from time to time. I wish the music wasn't as bad and repetitive as it is.
I really enjoyed my time with Demon Tides, but fundamentally there is absolutely no reason this received the open‑world treatment. It is just a bunch of levels spaced out across an ocean, with nothing in between, making the traversal part of the game feel very boring. It neither makes sense narratively nor mechanically fun. I simply wished more meaningful exploration and world building for a modern open world game. Add in a very annoying camera, some bloated levels (without checkpoints), repetitive boss fights, a bad map and very weak combat in general, and you’ve got a worse sequel than Demon Turf (which I scored a 9/10 back in the day). Aesthetically, I also prefer Demon Turf. The highlights here are the banger of a soundtrack and the movement in general. For platformer fans this is a treat - but this could have been so much more.
Combat is fun, boss fights are amazing! Anything else is only okay and gets repetitive fast, like monster variety and and quest design. Level design is pretty straight forward and kinda boring to explore. Area settings and story are predictable and often cliché. The biggest sins are the trivial story and fetch quests to progress the main quest! Visuals and sound / music are very good. I hope there's gonna be a modern Ni No Kuni game someday!
45 min mediocre run n gun licensed game for 30 bucks? Ask Team Cherry how they made a 60hour+ masterpiece and sold it for 20 bucks at launch. Unbelievable.
Nintendo promised Switch 2 Updates for their OG Switch games. But here we are. A handful of games got one and many have a meaty paywall. For Pikmin 4? Nothing. Absolutely shameless.
Nintendo disappoints with yet another greedy DLC - again and again and again. Look at Hollow Knight Silksong, Sea of Stars and even God of War Ragnarök: Amazing DLC's with bunch of amazing new stuff. For FREE! I hope this strategy will bite Big N. in the ass and a new consumer- and fan- friendly era wil start someday. Stop breaking our hearts Nintendo, pls... </3
Very average and bland platformer with bad controls and boring level/game design. I even encountered two softlock bugs during boss fights, which are so mechanically basic that I really question how short the development time must have been. Enemy design and combat in general are so weak and get boring so fast. That bath dub enemy is so fckn annoying and overused! Objects, collectibles and the entire game world feel randomly placed. Maybe work on the next SpongeBob game for more than 12 months—the humor and art style are already decent. SPONGEBOB DESERVES BETTER!
What a catastrophe of game design, storytelling, pacing, music, and enemy design. As a Metroid fan, I was left speechless while playing and finishing it for the first time. Everything from controls to traversal is tedious and boring. I am still baffled how this accident of a video game from a beloved franchise could ever have happened.
The core game idea and the movement are interesting, but are hold back by frustrating controls, fetch quest bloat and mediocre level / world design. Story and dialogue are neat. Graphics range from charming to ugly. And the map is horrible! Nevertheless, I had some fun with Isopod, so platformer fans should check out this 3 hour long one. But maybe not for 18.99$, wait for sale.
Kid-Me from the 2000s would be heartbroken seeing what the future of Pokémon looks like. The constant severe decline of that beloved game series seems to have no end. Btw. You can't change the language after starting a game and have to delete the file to do so! WTF!
Kid-Me from the 2000s would be heartbroken seeing what the future of Pokémon looks like. The constant severe decline of that beloved game series seems to have no end. Btw. You can't change the language after starting a game and have to delete the file to do so! WTF!
I was not expecting it, but it really got better in every aspect! The original was only a 6/10 to me, but now it is addicting, charming, visually amazing, better paced and controls like a dream. Keep up the good work, I hope there is gonna be a sequel soon!
I was not expecting it, but it really got better in every aspect! The original was only a 6/10 to me, but now it is addicting, charming, visually amazing, better paced and controls like a dream. Keep up the good work, I hope there is gonna be a sequel soon!
Damn, Gloomy Eyes’ gameplay is so dull. I love puzzle games, but here you never feel clever - everything you do feels like a chore. I actually had to check a walkthrough a few times, because it’s often really hard to tell what the game wants from you, even though it has fewer than five mechanics. The camera is terrible, and the overview doesn’t help at all. Sometimes it’s hard to see which paths you can actually take. You can not run. On top of that, I clipped through the collision four times during my run and had to restart from the checkpoint each time. And that boss fight was so unnecessary. The art style and story are neat, but everything else is meh. Especially charging 25 bucks for such a simple two-hour game.
Another case of the "New Super Greedy Nintendo Deluxe Nintendo Switch 2 Edition + Cut The Content To Make Bank Like A Bowser". Please stop breaking your fans hearts, Nintendo ... </3
In the end, Nintendo selfsabotaged any chance for a Game of the Year award, by these greedy moves. The dlc that was shamelessly cut from the main game, is all people are talking about, when evaluating who should deserve the title. Karma.
I can't believe how one of my favorite franchises, went in such a horrible bloated and bland AAA-direction... The game design is all over the place and the level design feels so unintuitive, unpolished and often confusing. I don't feel anything while playing BL4 and actually don't want to continue playing... I have never felt this way playing any other Borderlands game before. Loved even the weaker Metacritic-rated games. The story's vibe betrays everything Borderlands stood for. The navigation system and the change of the map to a radar on the HUD are horrible. No cross platform save, why?! The UI and menu are suuuper convoluted. Invisible walls in a 2025 open world game leave me speechless. And the entire economy is just broken. I had 2 million bucks, but NOTHING valuable to buy after a few hours... In general, weapon drops were so incredibly bad in my run. There is so much more broken in this entry, not only the performance. But running so bad, for a kinda mushy looking art style? Borderlands 3 in 4K looks better than this muddled art direction. All in all this entry feels like it needed at least a year more in the oven to save this kinda. More playtesting game and level design, polishing the tech. But for now, Gearbox leaves me heartbroken.
Shantae Advance: Risky's Revolution is a disappointment, such a bummer... appealing GBA-style aesthetics and lots of bouncy boobies for the hetero male gamer cannot cover up the frustratingly outdated game/level design from the past. The game suffers from excessive backtracking that forces players to revisit the same areas repeatedly for fetch quest in between of fetch quests(looking at you, 3x energy eggs before the final battle), paired with an annoying as hell fast travel system, which every time asks you if you want to manually safe. Sooooo tedious! Btw... it's 2025, auto safe is no black magic. The level design is confusing and poorly structured, often leaving you with no clear direction on what to do or which ability you need proceed with the story. Finding the right path or ability sometimes feels like searching for a needle in a haystack, and the complete absence of an in-game map makes navigation even more frustrating. One Boss is recycled and appears multiple times throughout the game, which feels lazy and repetitive. It's particularly sad because the Shantae franchise clearly has great potential, as shown in other entries. This franchise represents another huge step backwards compared after having a great game with Shantae and the Pirate's Curse. Cherry on top is the embarrassingly ridiculous DLC for a GBA game, which is 3 different constumes for 10 bucks... This is so cynical! Why not make those costumes a reward for collecting all these red squids (which do nothing in the game!)?I hope someday we will get a Shantae game with great mechanics and modern level design. The core concept is still hella cool, with dance transformations und magic attacks. Maybe a 3D entry could revitalize the formula? And a better tighter story!
Shantae Advance: Risky's Revolution is a disappointment, such a bummer... appealing GBA-style aesthetics and lots of bouncy boobies for the hetero male gamer cannot cover up the frustratingly outdated game/level design from the past. The game suffers from excessive backtracking that forces players to revisit the same areas repeatedly for fetch quest in between of fetch quests(looking at you, 3x energy eggs before the final battle), paired with an annoying as hell fast travel system, which every time asks you if you want to manually safe. Sooooo tedious! Btw... it's 2025, auto safe is no black magic. The level design is confusing and poorly structured, often leaving you with no clear direction on what to do or which ability you need proceed with the story. Finding the right path or ability sometimes feels like searching for a needle in a haystack, and the complete absence of an in-game map makes navigation even more frustrating. One Boss is recycled and appears multiple times throughout the game, which feels lazy and repetitive. It's particularly sad because the Shantae franchise clearly has great potential, as shown in other entries. This franchise represents another huge step backwards compared after having a great game with Shantae and the Pirate's Curse. Cherry on top is the embarrassingly ridiculous DLC for a GBA game, which is 3 different constumes for 10 bucks... This is so cynical! Why not make those costumes a reward for collecting all these red squids (which do nothing in the game!)? I hope someday we will get a Shantae game with great mechanics and modern level design. The core concept is still hella cool, with dance transformations und magic attacks. Maybe a 3D entry could revitalize the formula? And a better tighter story!
Shantae Advance: Risky's Revolution is a disappointment, such a bummer... appealing GBA-style aesthetics and lots of bouncy boobies for the hetero male gamer cannot cover up the frustratingly outdated game/level design from the past. The game suffers from excessive backtracking that forces players to revisit the same areas repeatedly for fetch quest in between of fetch quests(looking at you, 3x energy eggs before the final battle), paired with an annoying as hell fast travel system, which every time asks you if you want to manually safe. Sooooo tedious! Btw... it's 2025, auto safe is no black magic. The level design is confusing and poorly structured, often leaving you with no clear direction on what to do or which ability you need proceed with the story. Finding the right path or ability sometimes feels like searching for a needle in a haystack, and the complete absence of an in-game map makes navigation even more frustrating. One Boss is recycled and appears multiple times throughout the game, which feels lazy and repetitive. It's particularly sad because the Shantae franchise clearly has great potential, as shown in other entries. This franchise represents another huge step backwards compared after having a great game with Shantae and the Pirate's Curse. Cherry on top is the embarrassingly ridiculous DLC for a GBA game, which is 3 different constumes for 10 bucks... This is so cynical! Why not make those costumes a reward for collecting all these red squids (which do nothing in the game!)?I hope someday we will get a Shantae game with great mechanics and modern level design. The core concept is still hella cool, with dance transformations und magic attacks. Maybe a 3D entry could revitalize the formula? And a better tighter story!
Some neat ideas, the butt jump and super pills fit very good in a plattformer. However, the level design does not hold up at all. Backtracking from moment to moment in very linear levels is maximum annoying + the high score system is a relict from the past. I see liking it more with a sparkle of nostalgia. Without it, it is a super average and repetitive plattformer for hardcore genre fans.
A breathtaking remix of all the amazing games done previously by Giant Squid - with perfect controls, music and visual design! A few more intense boss fights and a bit deeper story, and this would have been a masterpiece for me!
I can't stop wondering how Nintendo could think this is a good game / the third "big" first party Switch 2 game people would actually love to pay money for?! Cherry on top is the needed online subscription tax. It is a PvP online game with overcomplicated controls! As a side mode in any other game an okay thing to do... but a full game? Unbelievable! Wake up and make some proper market research, Nintendo. Stop sniffing your own farts, while thinking every little effort of your teams should be sold at maximum profit - even though some products are received as lazy and cheap by the communjty.
What a masterpiece. I have not expected to feel even more love for this inventive platformer than I already do for Mario Odyssey. What a landmark title of this genre!
Nintendo needs to understand: Having more options is always to the benefit of gamers. Changing or removing options like online features, which are celebrated by fans, is baffling and unnecessary.
Oh man, I love the first two Katamari Damacy games, and even Wattam was fantastic. But this "game" is just incredibly boring. I understand that young children (3-6 years old) are supposed to be the target audience here - however, keep in mind there is no voice acting, kids have to be able to read already or adults playing along is a prerequisite. But as soon as kids go to school and learn to read: I can't imagine that in an era where kids grow up with Fortnite and ****, they would be really excited for this slow paced, stretched game which has weird controls, movement and camera. From a game design perspective, this is the bare minimum to be considered a game with no distinct fun gameplay loop. A few very very simple minigames that are poorly balanced and cherry on top: trying to reach first place and get a price is super frustrating. I can't imagine kids to actually achieve that. The decision to keep the camera static is awful, as navigating through the city often becomes unnecessarily complicated when the perspective suddenly flips completely and even lead to some motion sickness from time to time. The presentation, narrative premise, charme and music are genuinely solid. But then the same two songs always play at the beginning and end of each chapter. Why not introduce new songs that match each chapter's mood? Overall, the game feels stretched in many places, and many design choices make it seem like the title was produced quickly and rather cheaply. Even from a ludonarrative perspective I see a clash: For a game that is about "you are perfect as you are" there is a too strong emphasis on what you wear and how you look - that in life seemingly one of the most important things isto buy/consume stuff with money. I firmly believe that games designed for children can and should be fun for adults too— something Nintendo has proven time and time again. But here, things are repeated far too often—whether it's dialogue or interaction within the world—without any of the elements truly being FUN. Not for kids and not for adults. A real shame.
Absolutely average platformer, even by indie studio standarts. Movement is okay, but no run-button a bummer. Level settings are pretty predictable, on top there are unfortunately no setting-fitting enemies. Mostly just these annoying scissors. Far way too few different basic enemies in general. Level Design is pretty basic and there is no unique catch to the mechanics. Cool to see more and more platformers, but there has to be at least one unique selling point in story/setting or mechanics to be a standout in this gerne.
We definitely need more bomb-centered games! Level Design is very good for a puzzle platformer. Music, animation and controls are on point. Only real gripe: More checkpoints would've been nice, tho. Some parts kinda felt like trial and error. Having to replay the easy bits over and over is an annoying penality system from the past.
This is a true hidden gem! Very sharp concept, explored to its fullest! Collectibles are cool and fun to look out for, controls are unique and plenty of different enemies and bosses are there to be discovered. Packed with many challenges, minigames and a chill soundtrack. Art design is brimming with personality and style! Simply a good time. Would love to see a sequel with Zelda-like dungeons and and a more open connected world instead of level select :)
Super cool concept and actually one of the few roguelikes in which I have finished a complete run. Now take this concept and make a "Minishoot Adventures"-like Shmup. Would LOVE that!
While I was playing that, I couldn't help but think that Kraftwerk would probably feel the same way if they had to work their first day at a McDonald's. Soundscape is annoying and controls are frustrating. Absolutely average by modern standards.
Movement and level design are very good and fun. But visuals and music are lacking big time -especially for a game backed up by Devolver Digital. One kinda expects more. And there is nothing to unlock for nailing all the ojectives per level, which is a huge bummer. Cosmetics, new level, some special mode - give me something for all that hard work!
Eine wirklich rundum gelungene Hommage an Donkey Kong Country. Das Level Design ist super und jedes Level hat ein eigenes Gimmick oder neues thematisch oder visuelles Setting. Steuerung war manchmal etwas schwammig, vor allem 2 der Reittiere. Und auch wenn die Settings und der Soundtrack solide sind und ständig wechseln, an die Kreativität der Themen in Donkey Kong Tropical Freeze kommt es nicht ran. Die 3D Passagen und auch dynamischen Perspektiven in 2D Segmenten waren eine tolle Abwechslung, nur leider kamen diese zu selten und hätten gerne weitergedacht werden können um noch weiter die eigene Gameplay Identität auszubauen und zu stärken.
Collectibles haben sich auch leider nicht wichtig genug gefühlt, Cosmetics/Outfits wären durchaus spannender zu sammeln als 3D-Modelle.
Sonst hats aber echt Spaß gemacht, Bosse und Soundtrack waren toll! Bei einer Fortsetzung aber gerne mehr trauen eigene Dinge und Mechaniken einzubauen, als eine 1:1 Donkey Kong Country, auch wenn wirklich gute, Kopie zu entwickeln!
To be frank, the only well-done things about Arzette are the authentic CDi-style aesthetics and the 90s wit - which I appreciate. However, the game and level design are average at best, with clunky controls, annoying hit boxes and lots of backtracking. Bringing back old game concepts and styles is something to enjoy, but the game design has to be brought into the modern age. Otherwise, you try to create the nostalgic magic, but without the fun at all. In the end it is a 2 hour game, with a lot of annoying, dated, bloated game design. Better watch a walkthrough!
I've tried to like it, but there is simply not that much variety in terms of base enemies and mechanics. The level design is kinda boring, movement seems kinda rough and like something is missing, and hit boxes feel wrong quite often.
Bosses range from too easy to infuriatingly hard, with giving the player no breathing room, literal room or means to block a projectile. Sometimes the screen seems too small to see incoming projectiles, which leads to cheap deaths. The quality of the story and conversations is all over the place and misses any charme. Shop / inventory / item system is suuuper confusing; being able to only hold one item at a time feels like a weird choice. Music feels repetitive pretty fast. Only the art style and the idea of what this game could've been are gonna stay in my mind. Bummer, but a great lecture on why Shovel Knight is a masterpiece in nailing every aspect compared to this.
Bare minimum port, with a bare minimum visual upgrade and absolutely missing core features (rewind feature, better controls, reworked hitboxes) to ease a modern play session of an old game with painful quirks - cherry on top is that 30 DOLLAR PRICE TAG! Blind nostalgia sure has its price.
At a first glance I really was hooked, decent art style, good movement, fresh music... but then I realised it is a game with procedurally generated levels. This is a huge bummer and I stopped having fun pretty fast. Biomes and bosses repeat pretty fast and often and consequently the gameplay loop of each run gets boring after shard / run nr. 5. I hope this roguelikes/lites trend ends soon. Imagining a sequel, a full adventure with hand crafted levels and biome variety would be very cool.
However, not every game needs a story. Especially not, if it does not make sense or reflect any aspect of the gameplay, like it is the case in Haste. Absolute diamond in the rough game.
Die Arks waren das einzige was wirklich cool war und zeigt, dass man gerne mehr Shadow of the Colossus-like Spiele hätte. Alles andere war aber entweder super generisch (Story, Combat, Level Design) oder sogar unfassbar schlecht umgesetzt (Fetch Quests, Weather Events, Karte). Wer eine Nintendo Switch hat, sollte seine Zeit besser investieren und (nochmal) Zelda BOTW oder TOTK spielen.
Das Grundgerüst ist gut, aber die Umsetzung nur okay.
- Quests fühlen sich schnell alle gleich an, viele Fetch Quests und Level Design oft sehr verwirrend. - Story an sich interessant aber auch hier ziemlich langweilige Dialoge ohne viel Tiefe. - Die Lieder wiederholen sich ziemlich schnell. - Das Pyramidenlevel war super frustrierend: Der Weg nach oben dauert relativ lang, wenn man dann aber runterfällt muss man den ganzen Weg von vorne anfangen, kein Leiter oder Ähnliches was man freischalten kann, sobald man auf einer Ebene ankommt. Altbackendes Game Design, sowas hätte den Game Devs auffallen müssen. - Steuerung auch nich zu Ende gedacht. Es gibt kein schnelles Umdrehen zum Beispiel!
- Kämpfe sind wirklich schlecht. Sowohl das Moveset, als auch die Gegner/Endgegner. Immer wenn Kämpfe dran waren dachte ich mir: "Oh nee, schon wieder...?'.
- Trotzdem ist der Core Gameplay Loop alles in allem spaßig. Ich hoffe es gibt irgendwann mit größerem Budget ein Sequel mit mehr Zeit und vernünftigem Playtesting.
Leider wird der Flow total durch die ganzen Minispiele/Fetch Quests gestört - denn an mehreren Punkten im Spiel muss man x-beliebig viele davon abgeschlossen haben um genügen Orbs zu haben. Von Fangenspielen bis Stealth Quests: Wirklich schwer zu ertragen. Heutzutage braucht man eine hohe Frustrationstoleranz für den Teil. Der zweite Boss ist super nervig und unbalanced. Für absolute Spyro-Fans sicher spielbar, aber ansonsten der schwächste Teil der originalen Trilogie.
Fühlt sich leider mehr an wie ein DLC, als ein neuer Teil.
- Kämpfe sind durch die Einführung der Elemente leichter geworden
- Crafting System macht keinen Spaß, lieber wäre mir, in der Spielwelt neue Waffen zu finden
- Die Welt fühlt sich generell leer an, man muss oft an die gleichen Orte - Bosse wandern manchmal an zwei neue Orte, die den Flow der Kämpfe wirklich stört
- Story ist sehr ähnlich zum ersten Teil Wenn man das Backtracking und Wiederverwendung von Orten und Bossen abzieht, ist es ein ziemlich kurzes Spiel mit wenig frischem Gameplay oder neuen Mechaniken. Schade, ich habe den ersten Teil nämlich wirklich geliebt. Ich hoffe die Devs trauen sich beim nächsten Spiel etwas mehr zu. </3
++ - Sehr gutes Game / Level Design
- Abwechslungsreiche Level - VR wird gut eingesetzt, es wird viel mit hohen und tiefen Plattformen gearbeitet, Bewegungssteuerung gut integriert
- Movement fühlt sich sehr gut an
- Endbosse hatten einen guten Schwierigkeitsgrad
- Minigames waren cool
- Münzen sammeln sinnvoll, da es damit sinnvolle Upgrades zu Kaufen gibt +-
- Etwas mehr Variation und unterschiedliche Biome und Gegnertypen wären schön gewesen
- Leider zu kurze Spieldauer --
- Story nur in Form von Briefen und absolut unnötig und nebensächlich
- Musik und Soundeffekte erinnern an Smartphone Games, sehr simpel und langweilig
- Protagonistin passt nicht zum Vibe des Spiels und Settings Wäre es ein Non-VR Spiel wäre es nur eine 7, aber der VR Markt bietet leider zu wenige Platformer- Alternativen an, deshalb sehr erfrischend, dass die Devs sich hier rantrauen. Danke, hat sehr viel Spaß gemacht. :)
Nächstes mal aber hoffentlich doppelt so lang, noch mehr Abwechslung in Gameplay und Gegnerdesign und ein neues frisches innovatives Setting.
++ - verschiedene Waffen die Spaß machen
- viele Lieder, von denen man pro Level zwei frei auswählen kann
- Doom + Rythm Game eine tolle Idee +-
- Grafik ist okay
- Steuerung ist flüssig --
-"Story" total lahm und überflüssig (mann sollte keine High Fi Rush - Kampagne erwarten);
- Bosse und Gegner wiederholen sich zu oft
- Menü's generell ein Graus
- Im Takt bleiben und Combos machen belohnt den Spielenden kaum richtig
++ ● fängt sehr stark an, hat eine super einzigartife Atmosphäre die ersten 3 Stunden
● Setting passt gut zu VR, erzeugt ein immersives Gefühl von Enge
● Waffen machen Spaß und fühlen sich ganz gut an --
● Story ist billig geschrieben und vorhersehbar, trotzdem gibt es lange Storyabschnitte ohne Gameplay
● nur 4 verschiedene Gegnertypen in ca 8 Stunden Gameplay ist deutlich zu wenig
● Setting, Level Design, Grafik/Assets und Gameplay fangen ab der 4. Stunde an sich stark zu wiederholen, das Spiel wird dann nur noch in die länge gezogen, ohne etwas Neues wie zum Beispiel ein neuer Ort, Gegner oder Gameplay zu bieten.
● Generell keine Puzzles, stattdessen momotoner Gameplayloop - Kämpen, Munition sammeln und zwischemdurch dann immer wieder Strom kurbeln um Türen aufzumachen ist hart repetetiv und nervt am Ende nur noch
● "On the rail-shooting" Segmente werden etwas überreizt
● Munition wurde im Metro Universum als Währung genutzt - was hier gar nicht vorkommt.
● Labyrinth-Level ist unerträglich und absolut billiges und schlechtes Game Design
● einige Abstürze und Glitches (Stand 27.11.24)
++
• Detailreiche Grafik, absolut stabile Performance und Präsentation
• Träume besuchen und Schlümpfe im Dorf wieder aufwecken eine nette Idee als Rahmung
• Steuerung Präzise, mit gutem Moveset
• Game Design im Großen und Ganzen solide +- • Lineares Gameplay, was kein Frust zulässt und eine entspannte Gaming-Session bietet --
• Weniger als 5 verschiedene Gegner, nur 3 ziemlich simple Bossgegner
• Nur 3 Power-Ups/Items
• Viele Gameplayelemente wiederholen sich doppelt und dreifach
• 30€ eindeutig zu teuer für 4 Stunden aufgeblasenes Gameplay
++ • solide Animationen
• visuell abwechslungsreiche Strecken
• Steuerung / Drifting fühlt sich gut an
• Voice Acting inklusive
• zweite Möglichkeit Items zu sammeln eine nette Idee --
• Musik ist generisch und eintönig
• nur 20 Strecken, der 6te Cup ist eine Mogelpackung aus alten Strecken
• im Endeffekt eine schnell und günstig entwickelte Mario Kart 8 Kopie, ohne einzigartige und frische Ideen
• Strecken-Layout sehr simpel
++
• Viele Stecken, Charakter, Modi
• Spezielle Item Boxen - Angriff oder Verteidigung
• Voice Acting (auch wenn teilweise nervig)
• Keine Bugs, Abstürze oder Glitches
--
• Kein konsistenter Artstyle der Charaktere - Menü ist schrecklich anzusehen und unintuitiv
• Versucht zu 90% der Spielelemente Mario Kart 8 zu kopieren
• Steuerung der Karts schlecht optimiert bzw. Fahrverhalten total unbefriedigend
• Strecken sind teilweise zu eng, somit kein Flow, kaum befriedigendene Drifts
• Manche spezielle Fähigkeiten fühlen sich wie Cheats an
• Slime Abschnitte fühlen sich wie Quick Time Events an
• Trotz vieler interessanter IP's meist eintönige Streckendesigns
• Soundtrack ist mies
I am very surprised by how much attention to detail has been put into the game. The level design, the art style, the animations and bosses are all top-notch and are on a par with Bayonetta and the best games in the genre, without being a copy but rather a fantastic interpretation of the games that inspired Gori. Must-play! PS. All the cat lovers outta there: Yes, you can choose Gori's fur and eye color.