PConsoul
User Overview in Games
7.8Avg. User Score
User Score Distribution
positive
7(88%)
mixed
0(0%)
negative
1(13%)
Highest User Score
Lowest User Score
Games Scores
Mar 19, 2026
Resident Evil Requiem8
Mar 19, 2026
Resident Evil Requiem is a mixed bag for me. On the positive side, the Rhode Hills section was great — well‑crafted and designed with horror elements, backtracking, and item management. I liked that you had to plan ahead with Grace — what to pick, who to fight — because those choices directly affected Leon’s gameplay later, which made her role meaningful. Grace’s item management and gameplay with the girl monster added that classic survival horror tension, while Leon’s action gameplay was fun even though it didn’t fit well with Grace’s style (they both represent completely different RE styles in the same game; Grace being RE7 and Leon being RE4R). However, I still appreciated that the developers tried to mix both styles, and they did an okay job, but combining Grace’s horror gameplay with Leon’s action gameplay makes the tone and theme inconsistent.I love both RE7 (pure survival horror) and RE4R (pure action horror) because each has a consistent tone and theme — not because they try to be 2 games at the same time. The Rhode Hills section showed how good the game can be when everything clicks and represents the true RE experience — but after entering Raccoon City, Grace’s gameplay and story stopped feeling important and became almost meaningless, like the devs no longer wanted to carefully craft this piece of art and just rushed it out. There are some frustrations. Grace’s walking speed was painfully slow, and it felt like the game was stretched. Instead of adding more content, they made the controls feel clumsy. The overall length is short for a mainline RE game, about 8–12 hours, similar to RE3 Remake.
Orphanage section was boring, felt on‑rails, and frustrating to replay. They could have made it more like the Benevento house or Ada’s lab section in RE4R if they wanted players to feel scared, instead of this linear, dull sequence. Raccoon City compared to Rhode Hills was weak — empty, linear, and rushed, with weaker gameplay, story, and poorly handled enemy variety. Combat pacing in normal mode wasn’t good enough, with enemies spawning all at once instead of one by one in waves like RE4R. Insanity difficulty actually had better pacing, which I preferred. Some returning character were brought back to fulfill the story, but certain enemies felt like cheap cameos just for a fan service, and other important characters weren’t just absent but never mentioned at all — even though they should have been affected by the Raccoon City Syndrome. This weakens the plot. The cover shooting controls were clumsy compared to RE6, where taking cover was instant. Here you have to hug the wall for a couple of seconds to peek out, and once you peek, you can’t go back into cover, which is annoying. RE6 had no such issues. The UI copied RE Village but looked worse than RE4R’s colorful inventory (which I prefer). Leon can parry everything now (he can even parry a car, lol), which sounds good, but it actually felt like a downgrade compared to **** RE4R you had more variety — you could parry with L1 or R2, press O to backflip or duck, or mash X to break free. Here it’s just parry with L1 only. Mapping the flashlight to D‑pad up was unnecessary — that slot should’ve been for weapons, and flashlight control could’ve been mapped to holding Square instead. On top of that, the game has no haptic feedback or adaptive trigger support for DualSense, which makes the gunplay and horror atmosphere felt less immersive compared to other modern titles that support those features on PC, like Alan Wake 2. In summary, Rhode Hills showed the right direction — more backtracking, item management, horror atmosphere, and creative mechanics. If the developers want to mix survival horror and action horror, they should make the whole game like Rhode **** if certain important characters aren’t going to be part of the story, at least mention them, because leaving them out completely is not good storytelling. Also, the reasoning for going back to Raccoon City felt weak and not believable enough.
PC
Nov 11, 2023
Alan Wake II8
Nov 11, 2023
Alan Wake 2 is the follow-up to the 13-year-old action-horror game "Alan Wake." This sequel takes a different approach, embracing the Survival Horror genre for its storytelling. I'm a devoted fan of Alan Wake 1, rating it 10/10. However, my feelings about Alan Wake 2 are mixed. It's a good sequel but the changes in style and gameplay didn't fully resonate with me. Additionally, the long wait and high expectations led to some unmet hopes. Let's dive into why I enjoyed Alan Wake 1 and what made me feel that way. It's not just your typical action horror game; it's like a blend of a horror TV show, a Stephen King-style story, and enjoyable gameplay. The game immediately immerses you in its storytelling, posing questions along the way that it later answers in a plot reveal. It starts subtly and then things get intense, but it also gives you relaxing moments to catch your breath, like daytime breaks or the humor between Barry and Alan (I love Barry). I also really appreciated the game's Pacific Northwest setting, which had a great atmosphere and made me want to visit Washington for the first time! Now, let's discuss why Alan Wake 2 is different. They made some changes, like reducing the game's overall map location to focus on a larger, more exploration-friendly world. Given that it's a survival horror game from 2023, this shift to a big map with side quests makes sense to add replay value. While I understand and support this decision, it felt like we couldn't fully revisit the original Bright Falls, as the entire Saga gameplay only consisted of three maps. In terms of gameplay, they transitioned from the unlimited inventory and light-and-shoot mechanics to a Resident Evil-style system with limited enemy variety. While I appreciate elements like The Last of Us dodge, the inability to dodge and attack freely (to emphasize survival) felt awkward. It would be smoother if I could easily do a light-shoot-dodge-melee-shoot at will. The inventory management system also lacked user-friendliness, with no item rotation and too sensitive D-pad scrolling. The flashlight charge mechanism also changed, going from a gradual depletion to a one-charge-per-button-press approach, which didn't guarantee to clear all darkness from enemies. This flashlight change disappointed me because the flashlight in Alan Wake 1 allowed for dynamic control. Even the new mechanic of the darkness shield recovering over time could have worked with the old flashlight system, but they chose a different path. Let's talk about the game's pacing. Alan Wake 1 had a well-paced, engaging story that kept me hooked. However, Alan Wake 2 came after Quantum Break and Control, and it adopted a similar storytelling approach. Quantum Break had numerous live-action cutscenes with limited enemy encounters, and Control featured a complex narrative with minimal explanatory cutscenes, requiring players to piece things together themselves. In Alan Wake 2, they leaned into a darker, more intricate narrative style. You're required to piece things together through file reading and world exploration, much like in Control. When they do include cutscenes, they tend to be lengthy live-action sequences like Quantum Break. The gameplay in the first half of the game involves a lot of walking and puzzle-solving in Saga's Mind Place, with limited fights against The Taken. While I enjoyed The Mind Place, there was less storytelling to keep players engaged in the first half. Despite being labeled "Alan Wake 2," I found myself enjoying Saga's gameplay more. It not only expands beyond the Pacific Northwest but also offers more maps, side quests, and a wider variety of enemies compared to Alan's gameplay. Saga's story feels like genuine story progression, whereas Alan's feels like random encounters in The Dark Place that don't impact the main story. In Alan's writing room gameplay, there's very little to do, making it feel less engaging compared to Saga's Mind Place, which is far more entertaining and interesting. It seems like they placed a strong emphasis on Saga's gameplay and only included Alan to maintain the "Alan Wake" name. The game also seems to have lost the humor and relaxing pace present in Alan Wake 1. The absence of characters like Wheeler, the shift towards a darker tone, and the game's semi-open world approach have eliminated those moments of humor and relaxation. In Alan Wake 1, these moments included when Alan rented a cabin with Rusty, woke up at the Hartman clinic, or visited Rose's Trailer Park. These allowed players to take a break from the gameplay and interact with characters like Tor & Odin, Barry, and Hartman, especially during conversations with Barry (their chemistry was the best). In summary, Alan Wake 2 is a solid game and a commendable sequel. However, it would benefit from some refinements to reduce its "slow-burning" pacing. Additionally, more attention to improving Alan's gameplay is needed, as Saga's gameplay is significantly more enjoyable.
PC
Oct 29, 2023
Marvel's Spider-Man 28
Oct 29, 2023
-1 point Peter Face went from mid-twenties to highschool -1 point MJ fan went from mid-twenties to late 30 Look like peter is a young boy dating an aunt but has a voice **** up man.
PlayStation 5
Nov 25, 2022
God of War: Ragnarok10
Nov 25, 2022
Best God of War game ever made. Great gameplay, best character development, best story. This is not just game of the year worthy but it should recieve game of the decade award.
PlayStation 5
Feb 3, 2021
Siren8
Feb 3, 2021
Good story
Bad gun gameplay as per character doing everything so slow and lack of accuracy when shooting, enemy in the opposite have a 80% accuracy, they hardly miss and can aimbot kill you in 2 shot no matter how you try to dodge it. Too much repetition as per each map has 2 mission for each character but the number of map is so low and the creativity of the 2nd mission is not so good and boring in the later part, all of this made the gameplay being too long. But still, this is one of the most unique horror game so far. With sightjacking as a highlight and good story to keep you playing.
PlayStation 2
Jun 27, 2020
The Last of Us Part II4
Jun 27, 2020
[SPOILER ALERT: This review contains spoilers.]
PlayStation 4