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User Overview in Games
6.8Avg. User Score
User Score Distribution
positive
3(38%)
mixed
4(50%)
negative
1(13%)
Highest User Score
Lowest User Score

Games Scores

May 8, 2024
Dirge of Cerberus: Final Fantasy VII
7
User Scorehustlie
May 8, 2024
Whenever something in life prospers, there's always something waiting to capitalize on it before the opportunity is gone. In some cases, it makes things better and in some cases it makes things worse but in every case the decision is forever a part of it's legacy. This is the story of Vincent Valentine who happens to be a vampire from a prosperous game, FFVII. And lets just say that in more ways than one, that game lived forever. FFVII had many memorable characters and trust me I know, dissecting that entire game from front to back was basically my day job but up until this point Vincent was only a side character in FFVII until the fans loved him so much they thought he deserved his own game... and this is that game. They say "You only live once" but in Vincent's case... he's a vampire destined to live forever. Vampires on their own aren't that interesting until you start adding guns that is. The aiming system in this game isn't exactly what you'd expect but for a game that isn't COD, it controls pretty well. I wouldn't consider this an FPS personally but there's plenty of room for disagreement. Visually, this game is in a class of it's own with it's shiny, almost glowing aesthetic that's very pleasant to look at. It works in the game's favor by placing you in an environment contrary to the dark depressing and flat-colored world of FFVII. Although, the game-play could've been improved quite a bit, it didn't control badly but the mechanics felt very surface-level. And If it wasn't FFVII related, I probably wouldn't have played through all of it but looking back at it, It's surprising that Square Enix even gave so much backstory to a side character. I don't know many companies that dedicate entire games to characters like that. The characters, music and story were enjoyable enough to make it worth the play-through. However, I would never say that I regret playing this game because it helps me fully appreciate the true story depth of FFVII. There are a few redeeming qualities though, the first being how amazing the menu is front to back. Another being the way it looks and all the stats for each weapon. Every time you're customizing you can see exactly what you're changing along with detailed descriptions for each upgrade. The menu itself also has descriptions for each of the options and you can configure the camera in a variety of ways to fit your needs. There are so many stats for everything, it's insane. Items are also fun to use and never get in the way but help you during really tough times. It also has very smooth movement animations during cutscenes and fights making it nice to look at. And finally, the map is crystal clear to understand and easy to use whenever you might get lost. There's much to be said about a game as controversial as Dirge of Cerberus. I see people on both sides of the spectrum every time. With the backing of a company like Square Enix it's very hard to fail and in this case they succeeded in terms of creating a great addition to an already wonderful story. The events that appear in this game also had a notable effect years later in FFVII Remake Intergrade and FFVII Rebirth once again, proving its worth. This game isn't meant to appeal to mainstream audiences but rather the die-hard FFVII fans. Square Enix made a risky move in trying a different genre of game for the same title and at the very least I have to respect their boldness in doing so. But sometimes we as the players also have to take risks in the games we play allowing our perspectives to widen and allow new information albeit good or bad. In my opinion, the potential positives outweighed the negatives so I took that risk and can say I came out more fulfilled on the other side. My advice is to look back at these specific characters that are present in Dirge of Cerberus only if you've already played FFVII and ask yourself if you need more... not want but need and if the answer is yes, than this game does not want but needs you as well.
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PlayStation 2
Oct 1, 2023
Bushido Blade 2
4
User Scorehustlie
Oct 1, 2023
Back before there were games like For Honor, Nioh and Ghost of Tsushima... retro gamers like me had to play the classic samurai games like PS1's Bushido Blade 2. It's definitely a step up from Square's previous Bushido Blade and this time it includes 2 player link mode which is used to connect multiple PlayStation consoles to each other. The roster includes a much larger twenty two characters, so if you've ever played the original, this game has a similar feel to that and more. I'll be honest, I'm not one to play Samurai games myself but this one being made by Square captured my curiosity and I knew I had to try it. The skills from other fighting games translate well to Bushido Blade 2. There are no such thing as a health bar here because the game is hyper-realistic. So much so that, you and your opponent can even die at the same time from falling off the edge and taking fatal fall damage. OG fighting game players will know the importance of spacing and this game is no exception to that rule. The strategy based movements of mixing up your spacing is arguably one of the most important aspects of Bushido Blade 2 and they give you plenty of options. Unfortunately, it's impossible to grab your opponent as they usually hold a giant sword in their hand but in some very rare cases like these, that might be a plus. This game is more about holding your ground as if it were a real sword fight making the defense strategy a much larger aspect of the game as opposed to offense. They even include a run mechanic to evade your opponents if things get a little too heated and you need to take some time to collect yourself. During the duration of the fights you will have a sword in your hand and it is allowed to be customized to your liking... I won't say how many there are but they vary in both size and shape. If you care about story this game only includes a little bit of that but I personally, wouldn't go into this game for the story. The voice acting is great and it might come as a shock but yes, this game includes voice acted lines for just about every character. There is almost never an end goal during the duration of your playthrough other than fight for your own life. It's also worth noting, that this game has two main modes... a third person view mode but also a first person POV mode. The animations are a bit wonky at times but at no point did I feel like it interfered with my enjoyment or concentration during the fights but I know this can be important to a lot of people. However, don't expect any amount of length when it comes to Bushido Blade 2 as the fights don't really last long and the campaign mode can be completed in just a single sitting. The depth perception might be another issue because every map is extremely flat and some even have levels to them making it very easy to accidentally fall and die but I found this aspect of the game to be interesting as it keeps you on edge at all times, no pun intended. POV mode could have been better but it's a missed opportunity to do so much more with this title. On the positive side, you will always know what moves are occurring due to it's color-based coding which they don't emphasize enough except for in the physical manual that comes in the game case. Most likely you will find yourself getting really random wins and never really know when you're going to have a long match or a short match due to being able to die off a single fatal hit once again staying true to the realism of a real life samurai fight. At the end of the day, not every samurai game is going to hit the ground running. But your character might if you're playing Bushido Blade 2. In my mind, I made it out to be better than it actually was only because I knew going into it that it would be a unique experience and that it definitely was. For the time period, you have to remember that there was no such thing as a good samurai game... it was destined for failure from the start but even so this game made the most out of their options and were only testing the waters. Everyone who grew up in this specific early era of video games knew this and some people actually really enjoyed playing these type of games over and over again, believe it or not. Sadly, that era was back then not now. In The Book of the Samurai... author Yamamoto Tsunetomo says: "Only when you constantly live as though already a corpse will you be able to find freedom and fulfill your duties without fault. The way of the warrior (Bushido) is to be found in dying." This is what Bushido means, what it always has meant and it still holds true even today. The way of the warrior is to find yourself within death and I can't help but think that Bushido Blade 2 has found freedom and fulfilled it's duties but in doing so has also found itself and unfortunately also it's place in the modern gaming world, making this the perfect title for one of the pioneers of the samurai fighting game genre, Bushido Blade 2.
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PlayStation
Dec 21, 2020
Jak and Daxter: The Lost Frontier
6
User Scorehustlie
Dec 21, 2020
If you've ever played a Jak and Daxter title before, you would immediately notice that this game... is just a bit different from the rest of the series. Everything down to the characters, the story, the movement, the artstyle, the controls... it's a completely detached world from the one it once came from. At first, I was skeptical about even playing. Especially considering all the things I've heard from many different sources years prior and all the YouTube videos mocking some of it's alleged horrible cutscenes. I finally decided that having played the entire series up until this point and being pretty content, I was going to finish what had to be done and order my first copy of The Lost Frontier. It might seem a little slow at first with the game showing you how to control your character for you to get a general feel for the game but luckily, this didn't last for very long as it smoothly transitions into the more natural open world gameplay you'd expect from a Jak and Daxter title. There weren't any significant spikes of difficulty but there were times I did expect higher rewards for more difficult missions in comparison to the rest. The overall tone was consistent and had some good effort moments that didn't stray too far from the original trilogy, which was appreciated. Worthy of a blind playthrough but even more worthy of criticism if you're a fan of the series as a whole. There's a decent amount of movement to cover just about every obstacle you come across, even in the air. Certain vehicles can be tricky to handle and if you're the kind of person that gets nervous at video games, you may want to work on your muscle memory for this one. Experience with FPS in general may aid you while playing this game due to the sensitivity having that similar feel. If you're used to the old Jak movement then the adjustment you'd have to make while playing is close to none. There's so much nitpicking to uncover as a loyalist of the original Jak and Daxter Series. I say "Original" because much like Jak II was a leap from it's predecessor, The Lost Frontier is much different from it's predecessor if you consider "it" to be the series as a whole. If we remove the nitpicking what's left is criticisms about the details surrounding a lot of the story-based decisions such as: why Daxter is the way he is and where they planned to take the static characters from their current direction. Almost every character prior in the series seemed to each have stories of their own where, in this game, it seemed to me like it failed to deliver on stories in general. Even though TLF is different from the Jak and Daxter series, perhaps that is also it's biggest plus, being different from just about any game I can think of from the PS2 era. It's uniqueness is a big reason I decided to give it a try and if we want other series to not fall in the same footsteps then just giving it a try is justified at the very least. It's no secret that this game drew inspiration from games like StarFox and even if it was enjoyable in the moment, if I wanted to play StarFox I would just play StarFox instead. Towards the end of the game, it was starting to lose steam which would usually be the most anticipated part of any game. The music could use some work. None of the tracks stood out and a big reason some games stand the test of time is due to their soundtracks. Some of the outdoor portions seemed a bit lively and colorful to the point of it being noticeable right from the beginning, which should probably be saved for a more free-roam portion of the game. While each of these may seem like a small dent in the creative process, with each one, they become increasingly noticeable creating a much different approach to where you started and I feel this is the overarching problem of The Lost Frontier. Before I wrap up, I wanted to point out that this game is not a bad game. If you're on the fence about playing TLF, my biggest advice to give is to ponder if you're willing to accept change and if change can be productive when it comes to rewriting your final impressions regarding your favorite series. If the answer is yes, I have no doubt you will enjoy this game for what it is, regardless if it doesn't have anything huge or monumental to offer. If the answer is no, you will only seek to look for magic where there is not and will be met with disappointment. I think the devs deserve any and all credit they are given because making a game isn't easy, it was never meant to be easy and the best you can do is give it your all. I'd like to say I enjoyed myself but unfortunately, I find it hard to say that with confidence. Regardless of whether or not you buy into the controversy, There is an important lesson to be learned here and It's that the weight that word of mouth carries can never be overlooked and while listening to the worthy opinions of others is one thing, seeing it yourself and separating the truth from legend can and always will be another.
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PlayStation 2
Dec 21, 2020
Medal of Honor: Vanguard
5
User Scorehustlie
Dec 21, 2020
"Get down, Keegan!"... you hear these words a lot... or at least I did. It was my first time playing a Medal of Honor game and I was caught off guard. I was shocked at the level of difficulty it displayed and it had only been the first mission. I'm reconsidering my options at this point, thinking I should just play something else but I'll give it one more shot... it was easy this time. That's when it hit me. I come to realize that I wasn't the one to blame for those last few times I got stuck on that wall, or couldn't pick up ammo properly or swear I peaked and leaned that one guy on the window with the stupid hat but missed entirely. I was destined to win this next mission but I was going to need a little more than just luck to help me, I needed the game to work as it was intended and for the next 15 minutes, to not bug out. Honestly, I don't really have much of a problem with this game. Yeah, it's extremely buggy and weird but once you get passed that, it's almost like playing a FPS built for a Windows 95. Not that there was anything wrong with MS-DOS games but let's just say, time wasn't on their side. It's kinda the same thing happening with Medal of Honor: Vanguard, you just have to accept things won't go your way sometimes. That aside though, I found there were some good aspects about the game, like having the setting be based in World War II or having various character stances, having the missions be memorable and of course giving you the ability to have those 360 no scope moments. Not to mention the vast selections of weapons you get to learn about and use throughout, specifically those involved at the time of World War II. This game markets itself as "The Bestselling WWII Franchise" and it's honestly deserving of it's title. While it's not much, I have to say I agree. You didn't have all the options in the world but in the FPS genre, sometimes less is more. You want to just be as efficient as possible without having to think too much, and I can honestly say you will feel that effectiveness when playing. For context, you had all your own grenade options at the touch of a button. There was even specific actions for leaning slightly while in aim mode which got me out of so much trouble. I don't there was ever a time I blamed the controls for something and that means a lot considering I couldn't find a perfect control scheme in something like say, 007: Nightfire which had like 6 or 7 to choose from. Frankly, I can get down with this game. That's probably the reason I finished it in it's entirety despite everyone else's wishes. I know it might not be the most well-polished or most accepted in the FPS community but if the game is fun but looks terrible, that's still time well spent in my eyes. Personally, I'm looking forward to my next MoH experience, this was only my first but it definitely won't be my last and **** can pass that modest test then I think it speaks for itself. Almost forgot to mention, If you're one of those people who look to games for finding new bangers to play at your next party... this probably isn't the game for you. After thinking about it, I don't really remember any specific type of tracks that stood out to me besides maybe one during a cutscene. Other than that, this game just comes packed with nothing but gun shots, nade explosion FX, people screaming at you all the time and I mean ALL the time and just about what you'd expect out in your typical warzone battlefield. So just appreciate it for what it is. Also, the character models could use some work. Whoever the writer for this game is probably didn't have to do much work considering it's based on a true story and was a staple of common school board World history but that aside, the presentation was great. Not much to say other than you probably deserve some recognition for military representation in video games or something. Perhaps, even something in the field of dramatization or transition scenes used when most appropriate in cutscenes. Anything except things in the field of accuracy cause we all know there weren't just random bazookas lying around in 2 story mansions with 3 carts of ammo ready to be picked up when needed back in those days but I wasn't there so I wouldn't know.
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PlayStation 2
Sep 19, 2019
Tom Clancy's Splinter Cell: Double Agent
7
User Scorehustlie
Sep 19, 2019
We've all had our fair share of video games that at some point or another have just suddenly appeared into existence. Some games more than others because of their status or popularity and a lot of times these games are hit or miss. But rarely do you get a game so standard it feels so new yet so familiar. Tom Clancy is no stranger to his craft. His earliest work dating back to 1987 back on the IBM PC and C64 before even Rainbow Six was a thing. Although, I want to touch up on some critiques on one of his more well known games, Splinter Cell Double Agent for the PS2. At first, this game seemed nothing more than a stealth action game and for the most part it was. The graphics lacking a bit but it had something I had not seen previously in stealth games of a similar nature. It was the option of doing one action in many different ways. I was skeptical at first seeing as most of the actions tended to have similar ends one way or the other so it didn't seem to make much of a difference but the more I played... I quickly realized that it gave you the freedom to express your style with every mission. If you wanted to be brutal and aggressive, you could do that. Equally, if you wanted to be smooth and passive, there was an option for that as well. You could play the game however you thought was most appropriate and not have to abide by many rules as you could change your approaches, takedowns, interactions, get to weapons, sneak past enemies. it was all there. Of course, if you ever didn't do something in the correct manner, the game would correct itself or would have you redo a section but for the most part you could get away with a lot of potential sequence breaks or do a mission much faster than intended and this style of gameplay appealed to my style. You can often find a game with so many options to be very confusing at times. Take SOCOM for example. it had a vast number of choices to choose from but if you ever panicked and had to pick an option fast, you would often be overwhelmed and do things you didn't mean to. In Splinter Cell, this problem was not present. You always had enough time and space to think about your actions before engaging within parts of the mission itself. It was also paced slow enough to never have to worry about missing textboxes or items. Being comfortable as soon as you hop into a new game I find is really important with any genre of game and this game had no issue with that. Once you got the hang of the first few actions, the rest were just optional additions to that. Making it really decent in overall handling. There's not much I would've done different from my original playthrough, at no point did I ever really feel like if I did a certain option, that later on, I would regret it or anything of that nature. Experimenting as I saw fit was so easy and the checkpoints made this possible. You often had a lot to do anyway so the checkpoints in each mission gave it a greater sense of continuity throughout the game which I feel like was a key point to piecing the whole game together. Again, the graphics being the only major drawback especially for something made for PS2 hardware. It honestly felt like something built for the PS1 that just got ported last minute with a few additional functions. But after you got used to the game design and style, it wasn't very noticeable. If I could reinvent this game, I would make several changes. Some big and others small. The first would be the blockiness of a lot of the character models as it would be hard to tell what parts of the main character would sometimes stick out. The next would probably be increasing some of the range in which you could interact with items and other characters. The third would have to be some more bonus content for the adventurous or more hardcore stealthy players who will search every nook and cranny of the game in order to achieve rewards or gain a slight advantage. This seemed to be lacking quite a bit making it often feel as if some portions were too straightforward and obvious that it wasn't even worth trying to deviate from any set of instructions. If you're a fan of stealthy games, you probably already have your pick of favorites and I honestly don't feel this game would change much of that. It does have quite a few interesting elements and while unique, it isn't necessarily revolutionary in any sense. Perhaps it had potential but the execution failed to deliver but all in all I can't see many looking back at this game in their top favorites. If you're interested in what the game is about, I think it's worth a try at the very least especially if it would be your first Tom Clancy game or first stealth game in general. Personally, I'm indifferent to the whole experience but I feel as if my next Splinter Cell game will be better and I'm thankful for that. I'm looking forward to the next story, the next theme, perhaps an an upgrade in graphics and the next time I'll be able to share that on here once again.
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PlayStation 2
Jun 7, 2019
Sly 3: Honor Among Thieves
8
User Scorehustlie
Jun 7, 2019
The word "Honor" is often defined as a sense of what is right, having high principals or integrity. In Sly 3, Honor is the main foundation of this game's story and the last thing you'd expect among a group of mischeivous thieves. In classic comic book style, you'll find Sly 3 creates an environment that focuses on it's characters, backstory and their unique traits. Being the 3rd installment in the series, the game has a decent balance of both it's direction in the story as well as knowing when to progress it's game-play so you aren't constantly playing in the same map for too long with the same characters all the time. It's also worth noting that there are bonus missions you can switch to at any time in case you get stuck during your main progress which is a huge plus for replay purposes in case the levels get too hard. While I understand that Sly in itself has always leaned towards the slower movement type of play, it's game-play can sometimes feel too soft, too slow and doesn't deliver the heart-pounding action I so often crave during it's high action moments. It's fair to say the player can most often feel emerged in the idea of being mafioso, theivious, and generally safer. If asked to describe the controls of this game, I'd say the controls in themselves feel fluid... almost too fluid at times, making linking different chains of movement easy to do and often making those links seem effortless. When I say that the controls are "too fluid" I mean this in the sense that the player can often get so used to the controls that they stick to just one or a couple of habitual options as opposed to considering the entire control scheme. I also find when it comes to high input situations, say, a boss fight... incorrect inputs can sometimes cost you the fight if you aren't careful so it's best to experiment as best as you can and at the very least, know your options. It's hard to pinpoint exactly what it was that made this game tick for me but I think it wasn't just a couple of key things. Instead, it was more-so how a bunch of key things that normally don't work in games, worked perfectly in Sly 3. The direction taken for this game can have you thinking about it for years to come, it's timeless art style and combat system is one that not many games can match even if they tried. I often find game companies will stick to what works and not try to take too many risks but as this game proves, taking risks can have big payoffs. The 3-D mode was definitely a nice touch to the overall immersion, being skeptical at first, I didn't think I'd enjoy it very much but having played over it once, I can safely say it's the absolute best way to play the game. Gotta give credit where credit is due. The over-world in Sly 3 was pretty captivating. You had enough space where everything felt close enough to easily get to but also vast enough you could get lost in the process. Collecting was a pretty big part of this game in terms of progressing and even though it was a little tedious I enjoyed every second of feeling like a real thief and being reminded that stealth is an essential part of getting ahead. Saves considered, one could argue the checkpoints could use a little work, there were also a few moments where I felt they didn't do the best job at explaining why or how to move the story along but at least they tried. Speaking of story, we need to bring up how well this game did at creating just that. It's good enough that I can see myself reading a book on it and I'm not one to go out of my way to read. If that doesn't speak volumes, I don't know what does. If you're looking for something that's going to bring you into it's world, the potential is certainly there. It's cartoony aspect and the innocent nature of the characters are a combination that almost anyone can get behind. Which is ironic considering they're all thieves, but I suppose that's exactly what they'd want you to think. I've come to learn that Sly 3 is what you make of it and it's hard to ever walk away feeling like you didn't achieve something after a session. Whether you're a casual or a competitive player, this game carries a lot of emotions with it's story not to mention all while mixing in humor keeping the flow almost seamless and it's tasks amusing which keeps you constantly coming back for more.
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PlayStation 2
Jun 7, 2019
007: NightFire
8
User Scorehustlie
Jun 7, 2019
Suit up and get ready for action because you're about to experience the life of an agent in 007: Nightfire. The 21st in the series, released in 2002, as James Bond you will combine stealth, efficiency and class as you carefully plan out approaches, strategies and takeouts all while using your secret agent gadgets to progress through each level. Unique in it's first-person style, there is a myriad of weapons, machinery and gadgets to choose from, all with their corresponding uses to finishing each individual mission. Complete with explosions, helicopters, hot babes and the Aston Martin V12 Vanquish, this game is sure to take you on an immersive journey that is reminiscent of that classic cinematic style we've come to know and love in movies today. The main quest can be easy to progress at times. There's very few levels that will leave you stumped trying to figure out the next objective but if you happen to get stuck somewhere, the game lends a hand by giving you a simple text hint in the menu options which can be useful at times, even when you aren't stuck on a mission. Now, What I'm about to say might just be a matter of opinion but I believe the speed of the character in the general sense, is a bit slow. While the movement is fluid in nature and you have vast freedom of control... the levels that this character was designed for almost seem out of place and could be aided with the help of added mobility or speed in some parts. Although, It's very satisfying to go through each level even after completion and I think this game has earned it's spot as one with a lot of replayability. You might think because of it's first-person experience, there isn't much that can be done in terms of control... I whole-heartedly disagree. After a quick look at the menu options, this game makes it easy for anyone to become a pro. It comes packed with 8 different control schemes all designed to do the exact same thing in a more comfy, easy and most importantly, personalized manner that you might not find in other similar games which could be the difference maker in terms of enjoyment and whether you think that game is good or not. It even goes a step further and gives you customizable Y-Axis inversion options in cause you're naturally comfortable with what's known as "reverse controls". Once you've found your niche, it's easy to target, aim, shoot, scroll, shift, slide, strafe in whatever creative ways you can think of, so I would advise to make use of this as early as possible, as it's very important. The ESRB rating on the box says T for Teen which makes it very accessible to just about anyone and the theme of the game just resonates well with typical consumable media that just about anyone can get behind. Again, this game... coming from a movie background, does a good job of blending in with the industry that also doesn't stray too far away from home. It's rare to see games like this fit so well and bring new elements to the table almost shaping what could become the inspiration for the next game developer to follow in it's footsteps and recreate that cinema-style video game, almost setting a new height for the genre in the process and that, my friends, can't be overlooked. As for the in-game details, There are some areas in the game that do seem a bit much for the game to handle at times but it's not a nuisance in a casual sense. Driving controls and just about anything that isn't on foot can lead itself to become harder than it needs to be but the design for these missions aren't intended to be that of a racing game so keep that in mind when you play this game. More often than not, you may find yourself rushing to use some of your gadgets when you don't really need to and likewise, not rushing to use them when you should... Overall, it's well-polished and in the moment, none of these things really ruined or interfered with the experience in terms of enjoyment so take that as you will. Now, when it comes to cinema turned video game, there's a lot of misconceptions and bias toward the idea that some movies are better left in their lane. Some people believe in the idea that a story told through the lens of a camera just won't translate well when left in the hands of someone with a controller. Perhaps a certain game company is just lacking the resources or confidence that are essential to creating the mechanics needed or the graphics suited for a self-sustained video game? The problem here isn't one that a game or even film company is to blame for. The problem here is that you rarely get a group of people to go the extra mile like 007: Nightfire does. When you play this game, it is immediately eminent the time and effort put into every last detail made specifically for your personal enjoyment. I myself have not played any of the other 007 games but after this one of a kind experience, it's definitely something I look forward to mark on my calendar in the near future.
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PlayStation 2
Mar 15, 2018
ICO
9
User Scorehustlie
Mar 15, 2018
Embarked with ambient environments, brain busters, an arguably straightforward combat system and a story to remember, comes 2001's "Ico" a game exclusive to the PlayStation brand that can only be delivered with the comfort of it's controls on the DualShock controller. If you're a fan of unheavy complexion in video games, It's fair to say your chances of enjoying this game could come natural considering it takes a bit more than just the average IQ to progress in all stages of this game. There hasn't been a single puzzle believed to be the end of the road, if you utilize and understand your options, the game aids but doesn't baby you throughout the story. As mentioned before, the DualShock controller is your only tool to help you on your journey to beating Ico. Considering your options in this game, I wouldn't hesitate to purchase the game with the assumption that the controls might be too overwhelming or difficult to understand, this is the kind of game your entire family can enjoy with minimal effort. I can't say I've been disappointed. All things considered, I've come to realize that Ico was a game going out of the typical comfort zone of puzzle games and delivering a solution to a complex issue without being afraid to introduce the use of prior knowledge or backtracking as well as having the free-will to let your mind run wild as you try your best to find out what happens next. Style points for being oddly unique from the opening intro, menu system, overall battle presentation and feel of the game but perhaps a little too unique for my taste. At times, it does feel that some elements may come across as repetitive and sometimes even very slightly unnecessary but viewing it from a designer's perspective, it's easy to see these elements are present to preserve the dramatization of it's scenes but that's just a case of nitpicking if that kind of stuff matters to you. As you'll come to find out, the story runs deep and it's characters undoubtedly memorable. It's not a story understood primarily through logic but rather through sentiment and justice is served to the environments, the characters, it's system and the way it portrays it's unique puzzles. All in all, this game will leave you with very few words to describe it's experience and I couldn't have designed it's visuals better myself even if I tried.
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PlayStation 2
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