SpotOfLuck
User Overview in Games
6Avg. User Score
User Score Distribution
positive
0(0%)
mixed
5(100%)
negative
0(0%)
Highest User Score
Lowest User Score
Games Scores
Nov 12, 2024
Death of the Reprobate7
Nov 12, 2024
Joe Richardson brings his Immortal John trilogy to a dramatic conclusion with “Death of the Reprobate”. This point-and-click adventure, a whimsical masterpiece crafted from the canvas of Renaissance paintings, exudes a distinctly British humour that would not be amiss in a Monty Python sketch. But does this audacious blend of art and comedy ascend to the heights of a magnum opus, or is it just a bottle of piss? Sticking to its iconic formula, this series masterfully blends the visual allure of Renaissance paintings with classical music, punctuated by timely sound effects that reflect in-game events. The artistry of incorporating scenes and characters from various works of art continues to astonish, even into the third instalment. The labour required to seamlessly fuse these elements to make them appear naturally part of the scene is truly overwhelming. The orchestral background music perfectly captures the period setting, and even those unfamiliar with classical music will recognize many of the tunes as they navigate through the game's diverse sections. One minor critique concerns the revamped dialogue display. While the improvement is mostly welcome, and the calligraphy-style text complements the game's aesthetic, the choice to present it in speech bubbles rather than on strips of paper feels out of place. Let us be honest, point-and-click adventures are not usually celebrated for their rich storytelling and deep character development. This is perfectly fine for the genre, as the narrative's primary role is to provide a starting point and a clear goal. It simply needs to be engaging enough to keep the player moving forward, with characters serving as puzzles to solve and move on from. "Death of the Reprobate" follows this formula to a tee, clearly outlining the player's objectives and, upon completion, rewarding them with a brief, darkly surreal ending. Along the way, you encounter bizarre and quirky characters, each with their own problems to solve, serving their purpose adequately. However, it is worth noting that the plot echoes the first game, "Four Last Things." Instead of committing the seven deadly sins, this time you must complete seven virtuous deeds. The short playtime kept the simple puzzles from becoming tedious in this entry. Interestingly, only one puzzle left me puzzled, though I found a workaround, I am still unsure if it was the intended solution or just an easy bypass. Compared to "Four Last Things" and "The Procession to Cavalry," I found the puzzles to be much easier this time, or I had simply become more attuned to Joe's unique and twisted thought process. Reflecting on my playtime of the previous two titles, it was evident that this one was slightly shorter. Those who know me well are aware that I have a knack for inadvertently uncovering bugs and glitches in video games. However, this time around, I did not encounter any game-breaking or significant issues. In fact, there was only one minor and inconsequential bug, if I clicked near a building's entrance, the protagonist would sometimes enter the building instead of moving to the desired spot. This was easily remedied by clicking a slightly different spot on the screen, so it is hardly worth addressing. Did I enjoy it? Absolutely. Is it a stellar example of a point-and-click adventure? Without a doubt. Would I recommend it? Wholeheartedly. Should you play all three games in The Immortal John series? Definitely. Is there a “but” coming? Yes, and here is why. I adore the idiosyncratic and playful essence that harks back to the genre's classic roots. It is a must-buy for any point-and-click fan. Although it is a stand-alone game, I recommend playing all three to fully appreciate the developer’s story that spans seven years. So, what is the “but”? At its core, the formula has not evolved much across the titles. This leads to diminishing returns, not in quality, but in the novelty and impact of each release. With each iteration, the experience feels a bit less fresh. Consequently, I cannot rate “Death of the Reprobate” as highly as I would like.
PC
Nov 9, 2024
Albatroz5
Nov 9, 2024
Albatroz combines RPG, survival, narrative, and open world into what it describes itself as a “Backpacking RPG”. Journeying as Isla, in search of her brother, retracing trails he loved to traverse. Along the way companions accompanying us in our quest. Has the developers, Among Giants, produced a captivating hiking adventure or is it a misstep off a ravine? As I progressed through the game, I often found myself pausing to take in the breathtaking scenery, captivated by the stunning vistas before me. Immense care and effort went into capturing the natural beauty, reminding us why we venture into the wilderness to be awed by such moments. However, despite the voice acting brilliantly bringing the characters to life, the music and sound effects sometimes detracted from the experience. Sudden and misplaced sound effects would physically make me jump at the unexpected loudness, while music triggered at certain points would clash with the ambient background music as the ambient music failed to stop playing. This left me marvelling at the landscapes while gritting my teeth at the jarring audio. The storytelling truly excels in Albatroz, whether it be understanding Isla’s personal story or uncovering the rich folklore of the land. Isla’s search for answers and her path to accepting what has occurred are beautifully woven through flashbacks that provide crucial context and interactions with the companions she meets along the way. Sence, a wannabe shaman, adds a mystical layer to the world, sharing tales that intertwine with the main narrative, and her light-hearted banter often provides much-needed comic relief. The final companion, Serpi, unfortunately, feels a bit underutilized and forgettable, like the NPCs in the villages. Despite these flaws, the game offers an engaging and intriguing storyline that kept me invested. Personally, I found numerous issues with the mechanics and gameplay loop. The survival component felt unnecessary and often got in the way. While you and your companions have different abilities intended to ease progression, I quickly realized they were redundant. The stats only decreased for the character you were controlling, so if your hunger was causing health to drop, you could just switch to another character. This made the game feel like a brute force exercise, leaving little incentive to upgrade skills. Additionally, the immersion was broken during interactions when you had to eat, drink, or use a companion's ability due to low stats. Albatroz encourages exploration, but the survival mechanics clash with this, as limited resources discourage straying from the designated path. A more linear approach, focusing on the storyline and environmental puzzles to reach the next plot point, would have been more effective. From the get-go, it was clear that the game lacked polish, and the bugs and glitches only worsened as I delved deeper. The framerate struggled consistently in both cutscenes and gameplay, making navigation, especially while driving, a unique challenge. I lost track of how many times I had to reload a save after getting stuck in the environment, being flung into the air, and becoming stuck like a scene from "The Matrix," or finding myself spawned inside an object after a cutscene. Some overlays would stubbornly remain, rendering the game unplayable. Now, I understand why there was no autosave feature and why you had to find a save point, the whole survival aspect, but it quickly became frustrating when I had to reload and lose considerable progress. To their credit, Among Giants reached out and asked me to provide a list of issues, and they have been diligently patching the game. This project is clearly a labour of love, infused with time, passion, and dedication. However, despite its stunning visuals and compelling story, it falls short of greatness. The console release needed more time to iron out its faults. Coupled with a significantly higher price tag than on Steam, it is hard to justify the purchase. A more compact, streamlined, and linear game would have been preferable to the open-world survival version we ended up with.
PlayStation 5
Oct 13, 2024
Phoenix Springs6
Oct 13, 2024
Calligram Studio’s debut game, Phoenix Springs, is a surreal and eccentric point-and-click adventure. Players embark on a journey with Iris, who is searching to find her brother Leo. As she follows the clues, her path leads her to the enigmatic desert locale of Phoenix Springs. But is this place a true oasis or just an elusive mirage? Phoenix Springs immerses you in a world that is delightfully bizarre, both visually and audibly. The art style, reminiscent of an art student’s wildest fever dream, is strikingly garish. Despite its assault on the senses, it manages to draw you in, perfectly setting the stage for the peculiar adventure that awaits. Throughout Phoenix Springs, Iris’s voice guides you, narrating the unfolding events. Her narration often feels oddly out of place, as if it does not fit, sounding off-key and mismatched in tone. This might be a deliberate choice, enhancing the game’s uncanny valley effect. Iris’s matter of fact, emotionless recounting starkly contrasts with the emotional weight of searching for her sibling, perhaps a failure in the noir-style storytelling. Overall, it left me feeling detached from the experience which strangely made me want to delve deeper and uncover the reasons behind it. The story left me baffled and captivated; I cannot confidently claim to grasp the narrative of Phoenix Springs but wished to garner further insight into the game as I progressed. I am unsure if there was a clear plot which I failed to follow or a deliberate intent to obscure it, either way if the player fails to decipher unfolding events, then the message is lost. The characters only add another layer of wackiness to Phoenix Springs. There are a limited number of NPCs are interactable and drive the plot forward, the remainder ramble incoherently. They do not enrich the story or provide any clarity. Regrettably, Phoenix Springs squanders its chance to deliver a clear and cohesive narrative through its storytelling and character interactions. Phoenix Springs flips the script on the classic point and click formula and breathes new life into the genre. Its unconventional system takes some getting used to, making me rethink how I interact with the environment. I compare it to learning a new language, as I adapted to this fresh approach to world interaction and puzzle-solving. Instead of picking up and combining objects, we use leads, unlocking further clues and driving the story forward. This mechanic truly immerses you in the investigative spirit of the game. Phoenix Springs captivates players from start to finish, due to its concise length, emphasise on exploration/experimentation and a link to a comprehensive playthrough guide. This allows the player to continue their journey without losing interest. Unfortunately, Phoenix Springs strays from the genre’s core principles, where nearly every environment, character, and object play a crucial role in advancing the plot, with only a few red herrings thrown into the mix. Instead, numerous locations serve no purpose, characters that do not contribute to the storyline, and objects that remain unused. This results in a world that feels empty and underutilized. During my playthrough, I stumbled upon a few technical issues. At times, the music and sound effects overshadowed the protagonist’s dialogue, and while adding subtitles helped, it marred the game’s visual impact. Some cutscenes were fleeting and ended so abruptly that it felt quite jarring. Midway through the game, an update introduced a new bug, making it tricky to move between areas. It often took a while for the protagonist to navigate to a new location, sometimes humorously flitting back and forth between two locations. As the credits rolled, I felt Phoenix Springs was an enigma. What had I just experienced? What events had truly transpired? Why was I compelled to see it through to conclusion? Regarding the first question, I honestly do not know. Could it have been a university project that they kept working on that was arty and highbrow, or was it meant to be nonsensical? For the second question, it is not a true reflection that I was completely lost regarding the narrative. I have a vague outline of the series of events of the game, but I certainly did not have the full picture by the end of what transpired. Lastly, why did I finish the game, well in a small part it is a short game but mostly there was a fascination with wanting to understand Phoenix Springs. To wrap up on a high note, I must highlight the innovative mechanics that drive interaction and progression in the game. It felt like a breath of fresh air and eager to see this system evolve and implemented in other games of this genre.
PC
Oct 9, 2024
Bloomtown: A Different Story7
Oct 9, 2024
From the creators of Graveyard Keeper, Lazy Bear Games presents their latest offering, a blend of life sim and JRPG set against the backdrop of 1960s America, with a supernatural element. In Bloomtown: A Different Story, you step into the shoes of Emily, who, along with her brother Chester, embarks on a summer adventure to their grandpa’s house following their parents’ separation. Is it a delightful escape from reality or merely the humdrum of mundane life? Visually and aurally, Bloomtown shines within its genre and setting. The pixel art style, while familiar to fans of cozy Life Sim games, also evokes the charm of classic JRPGs, updated for the modern era to vividly express the characters’ emotions. The weather visuals in Bloomtown are particularly delightful, adding an immersive touch. Musically, the game draws inspiration from JRPGs like Persona, yet it seamlessly fits the 1960s backdrop. Together, the graphics and music beautifully complement both the genres and the era. Set in the 1960s, the developers have cleverly sidestepped the era’s contentious issues, instead weaving a tale of kids blissfully enjoying their summer holidays, oblivious to the global politics swirling around them. The narrative does delve into the characters’ personal traumas without becoming too intense or heavy. However, some movie and video game references miss the mark, as they are from decades after the game’s setting. Despite this, the story remains charming, never overstaying its welcome, and concludes a satisfactory ending. Exploring the town is an engaging experience, as we encounter a variety of residents, each with their own unique personalities and quirks. These characters offer tasks that feel perfectly suited for a child’s summer holiday, while also unwittingly aiding in the game’s supernatural elements. Emily quickly gathers a diverse group of allies to help her combat the town’s evil, though the ensemble sometimes feels reminiscent of a Scooby-Doo knockoff. The sibling banter and bickering between Emily and Chester feels authentic, and their candid discussions about their parents’ separation add depth as they navigate their new reality. Emily’s interactions with Ramona can be a bit awkward, but they share a hilarious moment trying on makeup for the first time. Hugo, the talking dog, rounds out the gang, reinforcing the Scooby-Doo vibe as they face the town’s dark forces together. Bloomtown fuses two game genres, resulting in a mix that feels like a lighter version of both. This duality is both a blessing and a curse. On the positive side, it never becomes too complex or tedious, but it also leaves you craving a bit more depth. It would have been exciting to see some innovation to make it stand out. While it does not aim to rival giants like Persona, the life sim genre is a staple in indie games, and a fresh twist could have added a unique flair. On the bright side, the game excels in introducing and integrating its mechanics, culminating in a satisfying final act. Your main activity is battling demons, like in Persona, you can choose to defeat or capture demons. Capturing them allows you to add new demons to your team or fuse them with others to level up. It would have been nice when levelling up demons that their new abilities were predetermined rather than based on a percentage chance of acquiring new abilities or resistances. As you explore, you will encounter various activities that help level up Emily’s skills, crucial for various aspects of the game. Skill levels influence your success in skill checks during interactions and demon captures. However, there are missed opportunities: being Smart does not make crossword puzzles easier, and Proficiency does not speed up task completion. Investing time in building friendships is worthwhile, adding depth to characters and providing useful battle perks. Bloomtown offers a variety of activities, but you do not need to do everything to complete the game. If something does not appeal to you, you can simply move on to other tasks. During my playthrough, I encountered a few hiccups. Some fish seemed impossible to catch, hinting at bugs that need fixing. At times, it was challenging to tell which character was speaking, especially when they were close together. I also spotted several typos and issues with the English localization, though nothing that made the dialogue incomprehensible. Quest markers occasionally pointed to the wrong locations, and quest updates could lag on the screen. While these bugs did not stop me from finishing the game, they were frustrating and wasted my time. I thoroughly enjoyed the game, it was solid, with a compelling story that reached a satisfying conclusion. However, I wish it had introduced something new to revitalize the genres. The visuals and audio were perfectly suited to the genres and period, and there was a good variety of activities to keep you engaged. That said, they do need to fix a few annoying bugs.
PlayStation 5
Sep 24, 2024
Caravan SandWitch5
Sep 24, 2024
Embark on a journey with Caravan SandWitch, an exploration adventure from Studio Plane Toast with their debut game. After receiving a mysterious signal six years after your sister’s disappearance, you return to your home planet and travelling in van, you begin your search for her. Epic road trip or tragic roadkill? One of the standout features of Caravan SandWitch is its visual and musical harmony during the experience. The art style, crisp and reminiscent of RIME, beautifully captures the desolate landscape and the NPCs residing in the world. However, our protagonist, Sauge has an issue with her facial features which occasionally look out of synch with the otherwise cohesive art style. The music is tremendous, perfectly enhancing the cutscenes and providing relaxing music on the journey. Unfortunately, Caravan SandWitch falls short on weaving an emotional tale akin to Journey or Abzu, nor delve into character depth like the game Tacoma. This is disheartening, given the rich narrative potential of the protagonist searching for her sister on a planet abandoned by a resource-exploiting mega-corporation. While the game attempts humour, it often misses, save for the lactose-intolerant baby with an insatiable craving for cheese. Typically, game endings ramp up the tempo as players are primed for its climax. Oddly, Caravan SandWitch momentarily slows its pace during the revelation of the SandWitch’s identity, providing additional details which at that point feel irrelevant.Caravan SandWitch merely skims the surface when it comes to character development, offering generic NPCs that fail to leave a lasting impression. They lack the qualities to make them endearing or relatable.Sauge often seems to be as reluctant as me to be on the planet, which amused me. Strangely, despite growing up on the planet, Sauge appears to be clueless about the world and its inhabitants. Thus, missing an opportunity to guide the player and enlighten them, whilst remaining in the dark regarding the mysterious side of the plot. Gameplay loop and mechanics is where Caravan SandWitch struggles and truly unravels. The lack of variety quickly turns it into a monotonous grind. The van, equipped with only two tools, that are only upgraded once, offers minimal excitement. Whilst the scanner being functional, it is uninspiring even after the hacking upgrade. The grappling hook, while more enjoyable, only becomes more fun once the zipline ability is unlocked, sadly it isn’t until around the halfway point of the game when this happens. Side quests are mostly mundane fetch quests, lacking any meaningful impact on the world. Collecting cuddly toys was a rare highlight, though thankfully limited to just six, as I feel if there were more it would have become a chore to find them. Hacking the terminals provided brief glimpses into past conversations of the residents but added little to the unfolding story. More could have been done with vehicle customisation, allowing players to pimp their ride to how they wanted it to look rather than the vehicle appearance changing through story progression. Curiously, Sauge is invincible, I tested this by making her fall from great heights, only to be able continue unscathed. This immortality feels out of place, as early on a character nearly dies from dehydration and exposure to the harsh conditions on the planet. Every game has its share of bugs and glitches, and Caravan SandWitch is not an exception. While most issues are minor and not game-breaking, they are still annoying at times. The camera, for instance, often shakes as if colliding with an object in the environment but in most cases can be remedied by moving the camera. Floating rocks/pebbles were a common sight during my exploration. Also, some missions require the player to follow a highlighted route, and the mission would restart occasionally even though I never left the designated path. Musical and sound glitches occurred, with the game falling eerily silent before the music abruptly kicked in. During the replay for an alternative ending, the sound and music were almost non-existent detracting from the experience. On the bright side, if you find yourself stuck in the landscape, you can quickly teleport back to the van. Similarly, if the van gets stuck, you can quickly return to the garage. This is a handy failsafe. Did I enjoy the game? Not really. Did I hate the game? Not at all. It just didn’t quite hit the mark and left me feeling indifferent towards it. Caravan SandWitch fails to provide a strong narrative, well-developed characters and engaging gameplay, which leads to a flat experience that is neither good nor bad. I find the price tag for Caravan SandWitch a bit too high. While the game length isn’t an issue, the quality leaves much to be desired, making it not worth the cost to purchase.
PlayStation 5