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naiski

User Overview in Games
9Avg. User Score
User Score Distribution
positive
2(67%)
mixed
1(33%)
negative
0(0%)
Highest User Score
Lowest User Score

Games Scores

Nov 26, 2014
E.Y.E: Divine Cybermancy
7
User Scorenaiski
Nov 26, 2014
I don't usually write reviews but I just had to write one for this game. EYE is a very unique animal and never before have I seen a game that got so much right and so much wrong at the same time. Streum On Studios took a lot of big risks with this game. It's one of those works that disregards almost all contemporary standards and just goes its own way without thinking twice or looking back. There is an incredible amount of diverse abilities and mechanics in this game and although a lot of them have been seen before a lot of them are also completely new and absolutely brilliant. I'm a big fan of the whole dropped-in-with-no-explanation sublime sort of effect EYE goes for and the puzzling open ended cyclic story with important choices that greatly influence the plot really appeals to me, too. The setting is very interesting, the lore is quite deep for so short a game, and the levels are beautiful and awe inspiring -- perfectly encapsulating that "cyberpunk" atmosphere the game is known for. That being said, none of what I mentioned above really plays out like I described it. On paper, it sounds like the game of the decade. In reality, when you actually boot up and play the game, you'll find that what I mentioned above is more or less true but at the same time completely falls short of your expectations. That's what's precisely wrong with this game -- execution. Anyone who wants to get into game design should play this game. It's a perfect example of how to get so much right -- how to come up with such brilliant ideas -- and execute them terribly. The abilities I mentioned are completely unbalanced, the complex atmosphere I described is so extreme that you won't have the UI completely figured out until halfway into the game, you'll probably have no idea what's going on in the story until near the end of your first play through, and the dialogue translations are all around pretty terrible. Allow me to give an example that really defines where EYE fell short: The hacking system in EYE is one of the most innovative and interesting mechanics I've ever experienced in a game. You can hack anything within a relatively short range of your character, including turrets, ATM machines, doors, computers, defense systems, and almost every enemy in the game. The process of hacking a target is a little mini-game where you balance attack/defense/hp statistics against the target and attempt to deplete your target's HP. Everything -- even ATM machines -- fight back when you attempt to hack them and if your HP is depleted before your targets the result can be anything from kicking you out of the system to making your head explode. Let's assume you're sneaking through a locked-down sector of a city filled with federal troops and see a group of three feds around the next corner. You open up the hack menu, choose one of them as a target, and you have the option to either hack them in a number of different ways. You choose to "posses" the target and initiate the hacking sequence. After about 30 seconds you successfully hack the target and take control of their brain, switching to their view. You influence them to turn towards their buddies, raise their weapon, and fire, killing them. All the while the target screaming and shaking in opposition, trying to fight against your presence in their mind. It sounds like an incredible mechanic and it's easy to think how fun and satisfying it could be in a number of scenarios. Doubtlessly the whole idea is simply brilliant and unlike anything I've ever seen before. However, in reality, it's completely impractical. In the time it took to hack your target you could have put a bullet in each of their heads and have been halfway down the block with more experience from all three of the kills to boot. Not only that, but while you're hacking you're completely exposed and almost certain to die if an enemy walks around the corner and sees you. Any sufficiently powerful enemy worthy enough to hack onto your side has such overblown hacking statistics that you'll never be able to crack them unless you've dumped near all of your stats (acquired via experience that hacking gives you very little of) into hacking. Just like that this amazing mechanic is made completely obsolete, completely overshadowed by objectively better decisions. It's required at two or three points in the game to complete an objective and beyond that rarely ever useful at all. None the less, the game is certainly worth a play. I gave it a 7 because despite all its flaws the good parts of EYE are so good that, at least for me, they allowed me to keep playing and complete all endings for the game. Playing this game is a real trip. Sometimes you'll want to make sweet sweet love to it and other times you'll want to bash its head in with a blunt object. It's a worthwhile experience for anyone to try this game and at the time of this review it's on sale on steam for something ridiculous like 90 cents.
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PC
Sep 19, 2013
Dark Souls
10
User Scorenaiski
Sep 19, 2013
A breath of fresh air for the “non-casual” gamer. Nowadays most game developers' target audience is the “casual gamer”. The casual gamer is like a normal human being, except incredibly stupid. The casual gamer has the patience and mental capacity of a four-year-old. When presented with a choice, such as two possible paths, and not provided blatant evidence implying the consequences of each path in advance, the casual gamer will panic. They will begin to foaming at the mouth, shaking violently, and sobbing. If the casual gamer encounters a challenge and fails, they do not learn from their failure. They will continue trying to employ the same strategy, and failing, until they grow old and die, because the casual gamer lacks the basic human facilities to recognize signals and patterns that are necessary for human beings to exist and function in the world. Souls games are not made for the casual gamer. If you're sick and tired of excessive hand holding, objective markers, shallow can't-go-wrong builds, constant cinematics, linearity, typical multiplayer mechanics, and general lack of difficulty, look no further. This is a game made for gamers who can learn from their mistakes and enjoy a challenge. It's also one of the most innovative and unique games ever conceived. It's developers like From Software that keep gaming alive for those of us with brains. Dark Souls takes what Demon's Souls did right and refines it beautifully while making some major changes that really improve the quality of the game. The open world is fascinating, beautiful, and fun to explore. There are a lot less “cheap tricks” in the levels while still maintaining relatively the same degree of difficulty. In general, I found that the levels were a little easier (mostly due to the lack of the aforementioned “cheap-tricks” like sudden hard-to-spot death pits and balancing on tiny ledges) while the bosses were a lot harder. The improved healing system eliminates a lot of boring grinding/farming and makes PvP much more competitive. Dark Souls expands on the innovation of Demon's Souls, providing new interesting ways to interact with other players and NPCs. I also found the story a little more engrossing. The mechanics are deeper, the builds are more varied, there are more spells/miracles, and more NPCs. This is the game of the decade. My only complaint is that when leveling up, I preferred the maiden in black whispering about touching the demon inside her with a sexy accent to bonfires.
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Xbox 360
Sep 19, 2013
Demon's Souls (2009)
10
User Scorenaiski
Sep 19, 2013
A breath of fresh air for the “non-casual” gamer. Nowadays most game developers' target audience is the “casual gamer”. The casual gamer is like a normal human being, except incredibly stupid. The casual gamer has the patience and mental capacity of a four-year-old. When presented with a choice, such as two possible paths, and not provided blatant evidence implying the consequences of each path in advance, the casual gamer will panic. They will begin to foaming at the mouth, shaking violently, and sobbing. If the casual gamer encounters a challenge and fails, they do not learn from their failure. They will continue trying to employ the same strategy, and failing, until they grow old and die, because the casual gamer lacks the basic human facilities to recognize signals and patterns that are necessary for human beings to exist and function in the world. Demon's Souls is not made for the casual gamer. If you're sick and tired of excessive hand holding, objective markers, shallow can't-go-wrong builds, constant cinematics, linearity, typical multiplayer mechanics, and general lack of difficulty, look no further. This is a game made for gamers who can learn from their mistakes and enjoy a challenge. It's also one of the most innovative and unique games ever conceived. It's developers like From Software that keep gaming alive for those of us with brains.
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PlayStation 3
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