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x2495iiii

User Overview in Games
2.3Avg. User Score
User Score Distribution
positive
4(15%)
mixed
0(0%)
negative
22(85%)
Highest User Score
Lowest User Score

Games Scores

Jun 24, 2015
Azure Striker Gunvolt
1
User Scorex2495iiii
Jun 24, 2015
[SPOILER ALERT: This review contains spoilers.]
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3DS
Nov 19, 2014
Sir, You Are Being Hunted
0
User Scorex2495iiii
Nov 19, 2014
The game is now out of Alpha, which means the developers are considering it more or less finished. In the past I made it clear how disappointed I was with how the game was turning out, and now I'd like to step back and review the game, the developers, and the history of both in their entirety. The game taken completely by itself, with no consideration of the developers or the Alpha development phase, I feel is a decent but flawed stealth shooter. There's some fun to be had in sneaking around in the tall grass, but nearly every other aspect of the game has something wrong with it. Exploring is flawed in that there are far too many "dead zones" with nothing interactive in them. Looting is flawed in that nearly all loot is gotten from largely non-interactive buildings, as enemies rarely have valuable things to offer when defeated. This is also a flaw of combat, since the lack of valuable items means there is very little reward for winning a gunfight. Combat is also not exceptionally fun because it doesn't have much gravity. Bleeding can be cured with a single button, health regenerates, and most enemies are weak and easily evaded or defeated. Music doesn't appear to play a large role in the game. I recall hearing an opening theme, which was interesting, but not memorable. Graphically, the game has a lot of heart, which I appreciate, but at the same time it's got a very dated, rushed look. Most objects have bland, flat textures and barely react graphically to light. Even the guns looks like they're made of matte plastic, not wood and steel. The rushed look is present in other elements of the game as well, such as the user interface, which lacks key features like a quick option to discard something (there's no discard button, there's no dragging the item off the inventory screen, there's no icon to drag over, just a context menu opened with M2) or the ability to stack similar items (bullets cannot be stacked once separated, be careful with your rifle ammo). Animations look sped up and choppy, though this may be on purpose for the robots. There are no reload animations, instead the character lowers his guns offscreen and reload sounds are played. And finally, the AI is not exceptionally good at tracking you. Even the searchlight, which can see you even when you're perfectly hidden, will forget where you are if you're near a building. Overall, I'd say it's worth a play if you could pick it up on sale, but it's certainly not worth $20, not for this level of roughness around the edges. Now, taking into consideration this game had an alpha stage in which quite a bit of money was raised for its complete development, and that there are multiple developers who have had years to fine-tune and polish the game, the overall image becomes considerably less positive. Instead of appearing to be due to time delays or personal problems, the lacking aspects appear to be due to developer inexperience or possibly even laziness. It has been made clear to me that the developers are a team of ten or so people with decent but not exceptional talent in making games. It has also been made clear that funding was a large concern for them during development. However, a similarly sized team with inconsistent funding and only two experienced game designers was responsible for the creation of GoldenEye 64, which was lauded as one of the greatest first-person shooter games of all time and maintains that status even now. If a team with similar resources and worse technology can make something so memorable, the only thing keeping the developers of SYABH from doing the same is the developers themselves. It's an unpleasant but well-known fact that game developers who are paid for their work ahead of time can be known to cut corners or even abandon projects at a whim. KickStarter and IndieGogo are rife with such half-finished and abandoned projects. This game, while at the very least playable and somewhat enjoyable, is certainly not finished, and definitely should not have been released from alpha in its current state. And this doesn't even take into account the fact that many of the lacking features were requested by the community, but outright ignored by the developers during the alpha phase. One of the most requested features was interactive buildings, even something as simple as a 3d door that opened when interacted with. All of these were labeled "too difficult to implement" by the developers and ignored. I bought this game when it was on sale during its alpha phase and followed the development for quite some time before it became apparent to me that these developers were not going to produce a finished game. It appears instead they've opted to produce the bare minimum according to their own standards and not the community's. I'll say again, this game has heart, but it just doesn't have enough life in it currently for me to recommend it And unfortunately, it looks like it never will.
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PC
Feb 20, 2014
Remember Me
2
User Scorex2495iiii
Feb 20, 2014
Two word review: Depressingly Linear. More than two word review: The game is quite pretty. There's lots of eye candy, especially in the environmental design. Nearly all of the game's levels look unique and polished to perfection. But a good looking game is not necessarily fun to play, and that's where the game falls short. To start, the cutscenes are unskippable. I really shouldn't have to go into detail as to why this is a big deal. It's been stated and re-stated by players everywhere. Modern developers should not be making mistakes like this. Second, the combat is entirely unsatisfying. I once read a review by Yahtzee Croshaw that talked about Fruit Ninja and what made it so fun. He said: "There's the streak of the blade, a splatter animation, a juicy sound effect, a lingering juice decal on the backboard, the two spent halves dropping out of sight ... they all fire off together in such a brief moment you don't even acknowledge them, but you'd notice if any of them were to go away. Oh yes. They're what make it fun." A lot of those effects are missing from the combat in Remember Me. When you press the punch button, LinLin, or whatever her name is, lunges forward awkwardly. That's it. The enemy who was attacked barely moves. The sound of the impact is drowned out by the ambient noise. You may as well have spit on him. Compare this to Arkham City, where the every broken bone and blackened eye is sounded off beautifully, and punches can stagger enemies or send them flying. A lot of the fun of the combat comes from the feeling that you're accomplishing something with every button press. Remember Me's combat fails to do this. But then there's the combo customization, one of the game's gimmicks. The concept sounds cool, right? Mix and match punches and kicks in any way you want? Too bad that's not what the game actually features. Actual player input as far as what move is used and when is minimal. Opening moves are unchangeable. Button triggers are unchangeable. Combo length and animations used are unchangeable. What you can change is whether you'll heal or reduce ability cooldowns when a punch hits. Assuming you've progressed far enough down the line that the developers let you "unlock" it, of course. Basically, the gimmick is at best, a misleading truth, and at worst, a blatant lie. No customization to be found here, move along. Finally, and worst of all, the game has some of the most depressingly linear gameplay I've ever seen. Remember A Link to the Past? How at the very beginning of the game you couldn't go some places because you weren't armed and hadn't found your uncle yet? But then after the basement dungeon, you could pretty much go anywhere, with more and more of the already huge world (and later, worlds) opening up to you? Remember Me is basically one long intro level. The whole game is littered with unclimbable walls, unopenable doors, and people who you can't talk to. It's basically a walking forward simulator, with some climbey bits thrown in as a thin disguise. I even got to one point in the game where I could clearly see an arrangement of bricks that could be climbed on to reach my goal, but because they weren't the one arrangement of bricks the developers chose to be part of the single path, I couldn't do anything with them. The game's story is decent, and the music is decent as well, but really, this game has two outstanding qualities: that it looks great and that it plays like rubbish. Its high scores are a testament to the shallowness of the gaming community.
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PlayStation 3
Jan 23, 2014
Chrome
0
User Scorex2495iiii
Jan 23, 2014
I never thought I'd see a game make shooting bad guys completely unfun. But then came Chrome. Here's a rundown of my first twenty or so attempts to beat the first mission on normal difficulty. (First time): got killed by the second group of enemies I ran into. Dying is very easy due to high enemy accuracy and a crappy, slow healing meachanic. (Second time): mission was cancelled by my prima donna commander, who won't progress unless I'm holding his hand. (Third time): killed commander as revenge for cancelling the mission. (Fourth time): commander died because a million guys rushed his position, and I could only kill all but two of them. Good to know he can handle himself in a fight. (Fifth - twentieth times): repeats of one of the first four. You're not allowed to do your own thing at any point in this sequence, even if it means completing the mission faster or more safely. You have to follow Commander Uptight's orders or he'll cancel the mission. And when that means staying in a tower with limited ammo and no way of switching to a different weapon or restocking when you're out, your options are die from disobedience or die from letting your commander eat it. The gameplay itself is decent enough. I dislike the way my bullets, even when very carefully aimed, seem to whiz right past my enemies. I also dislike the fact that my enemies are bullet sponges with Olympic marksmanship skills. The worst part is definitely the commander and his ridiculous "orders", though. When a game literally kills you and makes you start the whole level over (no saves or checkpoints) for not playing it the way it wants to be played, it's not really a game so much as an electronic to-do list, and that is most certainly not my idea of fun. I gave it one last chance, and I died from friendly fire. Yeah, this game's putrid. Don't bother with it.
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PC
Jan 23, 2014
Rogue Legacy
10
User Scorex2495iiii
Jan 23, 2014
I hate Roguelikes. It's more of a personal preference than a legitimate concern, but I completely disagree with the concept of games that erase all your progress if something, ANYTHING goes wrong. Even old DOS games like Tyrian 2000 and NES games like Zelda reflected the knowledge that players liked challenge, but didn't like doing and redoing things they'd already done several times. That's why they invented saving. Rogue Legacy, however, is marketed as a Rogue-Lite, and it makes a world of difference. The game is about a family of knights, each with a wide variety of unique traits, some beneficial (ambidextrous, OCD), some detrimental (vertigo, near-sighted), and some pure flavor (nostalgic, dyslexic) entering a randomly generated castle to find and defeat 4 bosses and one final boss. When one knight dies, one of his/her three children take his place and tries to accomplish the nearly impossible task. Instead of making death a hard-and-fast cutoff with no gain to be shown afterward, the game lets you keep weapons, armor, money, and even certain hidden treasures earned by the previous knight for the benefit of all future knights. At times in the game, I knew I wouldn't be able to reach the end, meaning my goal was to earn as much money as possible for my children before I died. This made the game a lot more than a slot machine to be spun repeatedly until the circumstance for victory were present. It was a long, slow climb to victory, with each and every death another step onward and upward. Granted, the final boss I ended up beating due equally to luck (ninja+gigantism) and experience from several other failed attempts, but since this was only the the final part of the game, and not the vast majority of it, as was the case with FTL and Delver, it didn't ruin the game. The gameplay is, at it's core, simple, but with lots of little complex details. You can dash forward or backward without changing direction in mid-air. When attacking, you can't change direction unless you have a specific trait. The downward attack requires proper timing to connect without damaging the player. And of course there are plenty of spells, class abilities, equipment, and modifiers to make your knight more powerful. there's even a way to make the castle keep a consistent layout, which takes the element of surprise away from the enemy. The graphics and audio are quite nice. The sprites are well done and consistently so. There are different themes for the different areas of the castle, and randomly placed jukeboxes that will let you change the bgm to any of the game's songs you want. I'm a fan of Pistol Shrimp, personally. Overall, while this game is just plain good and addicting, it's also worth noting that it's perfect for laptops, as it's not especially intensive and doesn't use the mouse at all. But really, even without those bonuses, Rogue Legacy is a great game and a thoroughly enjoyable take on the roguelike genre.
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PC
Jan 21, 2014
Receiver
8
User Scorex2495iiii
Jan 21, 2014
This game is really quite interesting. There are plenty of in-depth reviews on here, so I'll just leave a few personal observations: -Reloading is complex, but very satisfying once mastered. The same goes for aiming at the right spots and taking an enemy down with one shot. -Though the original game was made in a week, it's obvious the devs were intent on cramming as much cool stuff as possible into it in that time and in the following re-release. The superfluous revolver spin, added option to change gun distance to camera, and old-school cheat codes are proof of that. -The game's hard. The mechanics make it harder than it would be if it had more production value, but it's by no means unplayable or unfun. -The randomness is interesting, but it doesn't add much to the game. -The game is harder with a flashlight, since it drowns out the signal lights of the drones and the spare rounds is occasionally helpful in locating can easily be picked up without being seen by just holding down the "G" key Overall, excellent game and quite fun, though also very difficult and at times disheartening.
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PC
Jan 21, 2014
Oddworld: Stranger's Wrath HD
3
User Scorex2495iiii
Jan 21, 2014
It has a lot of promise, and could be really fun, but it's obvious it wasn't well tested AT ALL. For starters, the stranger is a total wuss. A single enemy can kill him in seconds, quicker if it's a high-level enemy, and nearly instantly if it's a boss. Speaking of which, nearly all the bosses have a ridiculous gimmick which makes them invincible for one reason or another while they use their overpowered attacks to kill you faster than you can move or recover. Earlier I fought a boss who shot at me with a perfectly accurate rifle that took 1/5 of my health with each shot, and he shot about twice a second. Currently, I'm at a boss who is only vulnerable from the back, but he moves faster than me, can kill me in three hits, and every hit of his knocks me down. I'm lucky to last a minute against him, let alone do any damage. And I'd seriously like to beat the crap out of the programmer who wrote the hints that they give you if you die against a boss three times. Instead of something moderately helpful, like "the fence can't be destroyed, use that to block the missiles" or "try using explosive bats to knock him from his perch," they always say incredibly obvious things that have already been explained multiple times. And there are plenty of bugs to make things not so enjoyable when not being humiliated by the poorly thought-out boss fights. Try exiting the general store and watch as the Stranger gets stuck in the door on his way out and reverts to his falling animation for a solid minute or two. Open a door behind which two enemies still in their "T" poses spawn and slide out to greet you. Try running through the Port Authority and watch as the world tries desperately to load faster than you can move. And I hope you like the sound of the single voice actor they got to play every npc in the game, since you'll be hearing those npcs play identical looping overlapped conversations every time you walk through town. And that's if they say anything at all. Sometimes they move around like they're talking, but say nothing, even if you're trying to get advice or directions from them. And of course, like all poorly tested games, the subtitles don't match with the game audio. It's really got a lot of potential, but the bugs and the broken bosses make it a chore to play. I'm glad I didn't pay for it, since this really doesn't deserve any money or praise until it's fixed, and since it's been re-released several times, I doubt that'll happen.
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PlayStation Vita
Dec 24, 2013
Gone Home
0
User Scorex2495iiii
Dec 24, 2013
Code-wise, it's poorly optimized, and the physics are poorly done. Not a game-breaker, nor is it unexpected, since it's an indie game. Nostalgia-wise, it got some things wrong, like the model of the old SNES cartridges. Again, not a deal breaker, but notable, since a key to triggering nostalgia is getting the details right. The big disappointment is the poorly thought out storylines. There are three (excluding the player) family members, each seemingly with their own stories, but only one of the three stories is properly fleshed out, since it's the focus of the vast majority of the game. The other two are ambiguous at best, and since most of the clues deal exclusively with the largest of the three storylines, the other two seem neglected. Furthermore, the "main" story plays out like a Hallmark movie, or one of those "very special episodes" of the old 90's sitcoms. It may speak to some, but to others, it's a bland, over-taught moral lesson that doesn't provide the motivation necessary to keep listening, let alone finish a game. I'm not surprised that most critics, with their collective emphasis on maintaining good PR and requirement for pandering to the lowest common denominator, have simultaneously jumped on this shallow vehicle ****. I am surprised by how far they've taken it, however. This game is, at best, decent. A 60 if you're feeling optimistic, a 40 if you're not. It certainly isn't worth a GOTY award. But regardless, the world of video game journalism seems to have let down their followers in this respect. Perhaps out of fear for their own careers, they have given this game praise it does not deserve and misled their followers into expecting more from this hollow shell ****. If there was ever any doubt in my mind that the integrity of the average video game journalist was next to non-existent, seeing it sold here for the price of a flimsy, political plot-device removed it.
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PC
Dec 16, 2013
Evoland
1
User Scorex2495iiii
Dec 16, 2013
It really could have been great, but it isn't. First, it's very poorly coded. Want to see if you can beat the game without autoscrolling? Well, hope you like guessing where your character is, since he'll be spending much of his time off camera wandering around trying to trigger the invisible scroll points. Don't pick up mode-7 either, since without auto-scrolling, it make all graphics in the overworld completely misaligned. On the plus side though, you can move while doing the "got item" animation after opening a treasure chest, which isn't possible with autoscrolling. A good coder assumes all possibilities and accounts for them when making a game. Obviously, they assumed every player would play the same way they did and didn't bother to test the alternatives. To put a little icing on the cake, there's plenty of typos too. It's almost like there wasn't any QA at all. Second, even if the game was great, it's like a demo version of the games it's trying to pay homage to. It reminds me of FF, A link to the Past, and Illusion of Gaia, but what made those games memorable wasn't their turn-based combat or use of mode-7, but their combination of engaging (well-coded) gameplay, deep storylines, and memorable characters. Lacking any real storyline or characters, and only offering a thin imitation of the gameplay, Evoland doesn't come close to having the same effect those games did. If it was a free flash game, the quality and shallowness would be a lot more fitting, almost endearing. But since it's the same price as considerably better made and more thought out games, it's practically a scam.
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PC
Nov 27, 2013
Delver
0
User Scorex2495iiii
Nov 27, 2013
It's yet another permadeath, ha-you-died-start-all-over type game. Lots of those buzzing around lately. Doesn't really add anything to the genre. It's easier than most permadeath games, but also worse in that there doesn't appear to be any means of save/quitting like most modern roguelikes let you do. Loot is largely pointless. Most of it's weak and none of it can be sold, as there are no shops outside of one at the start of the game, when you have no money. The door to the shops locks permanently, making money useless as well. There's no jump button, and plenty of pits that would be nice to jump over. Three kinds of traps, all of which look exactly alike, which would also be nice to jump over. There's a level-up system, but no means of tracking how much experience you've earned, explanations as to what each stat means, or how much each stat will change your abilities. Don't press Z or your mouse will unbind for no good reason. It'll be pretty confusing considering "Controls" isn't one of the two buttons on the in-game pause menu. Hope you don't like remapping things without having to quit your current game. Basically it's a generic FPS that's ridiculously easy up until the very end. After you beat the boss (there's only one), so many enemies are spawned that it's a question of RNG luck, not skill, to win. There's just very little to like about this game. If it was free, it'd be okay-ish. But it's not.
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PC
Sep 10, 2013
Strike Suit Zero
1
User Scorex2495iiii
Sep 10, 2013
I liked Rogue Squadron. I liked Starfighter. I don't like this game. Firstly, the reviews make it out to be a lot more action-mech oriented than it is. It's a dogfighter. Second, the concept art makes it seem like you'll be a guy in a robot suit fighting a bunch of ships. You only get to be the suit for short bursts, and when you're in suit mode, you're frozen in place. Third, tons more stuff is just done wrong. Explosions look boring, the camera gets unstable when shot, even worse when there's lots going on, there's a ridiculous lag problem, all ships except the suit are always moving forward, which has killed me at least once after I'd completed a mission and was just waiting for my allies (who don't help with anything and can't be commanded to handle a specific task, like covering you or protecting an allied cruiser) to stop talking so the victory cutscene would play. My skippy little spaceship crashed into some stationary debris because there's no brakes. Furthermore, I don't know what everyone else is talking about, but on my end, the soundtrack was horrible. All I heard was some feminine warbling. No pumping, John Williams-esque trumpets and strings like I expected. Just warbling. All in all, this was a severely disappointing game, and I feel extremely sorry for anyone who falls for the ruse the devs are putting up with their misleading art and description. They should be ashamed of themselves.
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PC
Mar 22, 2013
Deadlight
3
User Scorex2495iiii
Mar 22, 2013
Deadlight is an almost good game. However, several huge, glaring flaws stop it from being anything but a chore to play. The dialogue is stilted, awkward and doesn't match up with the subtitles. The controls are floaty and often unresponsive. The collision detection is similarly spotty, with zombies regularly phasing right through your fire axe and barrels seemingly reaching out to trip you as you try to jump over them. The plot is weak and nonsensical to the point of irritation, with characters doing inexplicably stupid things for no real reason. For example, one character takes your weapons because he's not sure if he trusts you. He soon becomes an ally, but your weapons are never seen or mentioned again. Another example is a radio that the hero decides must be stopped. His solution? Hit the off switch. He has a fire axe and two guns, but rather than destroy it, he simply turns it off and walks away. I don't consider it much of a spoiler to say that, lo and behold, bad guys come along and turn it back on almost immediately. All in all, this game is an excellent example of both wasted potential and the dangers of writing a script without actual writers present.
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PC
Oct 16, 2012
Kung Fu Strike: The Warrior's Rise
1
User Scorex2495iiii
Oct 16, 2012
One of the reviewers here compared beating difficult games to climbing Mt. Everest. That's an excellent comparison. Kung Fu Strike is like climbing Mt. Everest with your legs tied together. The game's difficulty is unreasonable, even on the easiest setting. The poorly coded, uncontrollable camera makes evasion not simply a task of dodging the enemy, but predicting future as well, since the direction you were holding at one point may at any time switch to make your character move in the opposite direction. Unintuitive, complex controls which cannot be remapped show how badly thought out and constructed this game was. They don't even tell you how to do every move! Really, this game could have been fun for people besides sado-masochists if they had just made easy mode easier and given us an option to use a fixed camera. Instead, it's really more of a chore than a game.
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PC
Apr 11, 2012
Hack, Slash, Loot
1
User Scorex2495iiii
Apr 11, 2012
I like RPGs. I like being part of a developed, complex story. I like making the novice warrior into the powerful hero level by level. I like having different skills and abilities to choose from. I like the strategic element of having to decide which attack to use, or whether I should fight or run away. And most of all, I like taking everything that isn't nailed down in every dungeon I'm in. These are the core elements of an RPG. They're what make the genre fun. Hack, Slash, Loot is not fun. First of all, there's no story. Just some random quests that seem like pages from a D&D template. Second, there's no leveling. In fact, there's very little in the way of character progression (or even distinction) at all! Warrior 1 is exactly the same as wizard 10001 if you take their weapons away. Which brings me to my third point, no skills or spells. No blocking, no swordplay, no AoE spells, no buffs, no nerfs, nothing. Just some dismally passive elemental alignments that don't even have special animations when they're present. In fact, this game seems to go out of its way to make you seem as weak as possible. The number in front of the slash in each attack stat is supposed to be your percentage to hit, but my archer with 65% missed a solid majority of his attacks, especially at point blank range. Fourth, there's no strategy to gameplay, as you only have one option: generic attack. Running isn't possible because enemies are as fast as you and there's no teleport, and since you only have one attack to use, but no way to aim, strengthen, or otherwise influence the efficacy of this attack, all you can do is cross your fingers and mash the button until one of you dies (it will probably be you). Fifth, despite the word being in the game's title, there's no looting to be done. You can only carry what you can wear, and if you already have one, you drop it in favor of the new one. There's no inventory to speak of at all. No spare equipment in case your favorite sword gets destroyed (this can happen), no healing potions in case you're near death (no healing at all in this game, actually), no gold, no treasure, no loot. The game is quite deceptive that way. And finally, to repeat a major complaint against the game, and some of the more imbecilic arguments used to justify it: the game is hard to the point of being nearly unplayable. The key thought there is "play." You can proceed through this game well enough, if you follow a strict set of "new player" guidelines that includes "don't start fights" and "prepare to die a lot" (direct quote from the game's forum). It's less **** and more of a test of how stubborn one is. As for the game's defenders (for example, Rewe, who quite stubbornly gave this game a 10), they claim people are idiots for thinking a roguelike would behave like an RPG or be easy to play. Check the Steam description. "RPG, Indie, Casual." RPG = RPG. Casual = easy. Hard to be smug when the game's description and title both tell potential buyers blatant lies. All in all, the game's few positive elements are heavily outweighed by its overall generic randomness, and when you top it all off with a heavily misleading title and description, you get a lot of angry customers and a very low score on metacritic. I give it a one because I like retro graphics. And that's all I liked about this game
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PC
Dec 31, 2011
SpaceChem
0
User Scorex2495iiii
Dec 31, 2011
From the start, this game disappointed. Entering a DRM key with extremely tiny letters into a text field with no arrow key support (you can't go back and change a letter if you get one wrong, you have to delete everything and start over) is not a good way to start a fun game. Eventually I got it working, and I soon wished I hadn't. In a nutshell, this game is too simple in the action department, and too complex in the how-to-play department. I'll admit, I enjoy a good action game, but if a puzzler is done right, I can waste plenty of hours on it. This game, however, was just too boring. I didn't care who the hero was, I didn't care why he needed to move circles (molecules) around, the game just did not motivate me to move past the first few levels. Basically, if you like dragging and dropping shapes onto other shapes, you'll like this game. And if that's the case, there's a little game with differently shaped pegs that you have to put into similarly shaped holes that you might like too.
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PC
Dec 29, 2011
Xotic
2
User Scorex2495iiii
Dec 29, 2011
High scores and combos are fun, but when the game is based entirely on getting these as high as possible, the gameplay should be solid, simple, and entertaining. This game falls short in all three areas. The gameplay is floaty and loose, with very little visibility due to the game's art style. The levels are broken up into goals which basically amount to "collect or shoot all glowing things", which is simple, but when coupled with the cheap "die and you have to restart" mechanic, it quickly becomes tedious and irritating. Finally, this game fails to satisfy in the action department, being riddled with slow, boring missions involving finding the last target among the many indistinguishable nooks and crannies in each map. Ultimately, this game is only for you if you like pretty lights, and if that's the case, there are cheaper ways to entertain yourself, like sitting in a four-way intersection .
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PC
Dec 27, 2011
Batman: Arkham City
10
User Scorex2495iiii
Dec 27, 2011
Arkham Asylum was fun because it reminded the world why Batman is awesome. Fighting rooms full of thugs, stealthing armed thugs, and having full access to Batman's toys was the name of the game, and it was undeniably fun. Arkham City took everything we loved in the old game and made it better. Expanded combat options, more techniques to use against armed guards, and even more toys are all present, but of course that's not all. The linearity of the old game was completely removed in favor of a sandbox full of sidequests, collectibles, and tons of bad guys. top that off with an excellent story with a dynamite ending, and you have a game that is worthy of being owned and praised by gamers for years to come.
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Xbox 360
Dec 27, 2011
Z.H.P. Unlosing Ranger vs Darkdeath Evilman
1
User Scorex2495iiii
Dec 27, 2011
It's one thing to make a game where dying means you have to start a piece of the game over. It's another thing to make a game that actively punishes the player by effectively erasing their file. This game takes away your equipment, your experience points, your level progress, and your money should you be unfortunate enough to die, and dying is very easy thanks to the broken enemy strength curve. There's no point in playing this game, because at some point you're going to die, and when you do, it will be as if you had never started playing, since you'll lose all the things you earned up to that point.
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PSP
Dec 27, 2011
Before the Echo
2
User Scorex2495iiii
Dec 27, 2011
I like indie games. You don't need a huge budget to make a great game. This isn't a great game. With bland gameplay that lost its novelty about a decade ago and a snark-soaked story that sounds like it was written by someone still in puberty, the game's only saving grace are the solid RPG elements, and those aren't enough to salvage this shipwreck. I give it one point for the art, and another because one of the many eye-rollingly immature comments in the game's opening did make me chuckle.
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PC
Dec 26, 2011
Atom Zombie Smasher
1
User Scorex2495iiii
Dec 26, 2011
Here is a game that takes all the fun out of a zombie apocalypse. The trailers make it seem like the premise is tactically nuking zombies while keeping survivors intact. In reality, most of your time is spent avoiding the absurdly fast pink squares (zombies, just add imagination) and using an easily frightened away helicopter to airlift the defenseless (and largely suicidal) yellow squares. As the game gets harder, you are given troops that can kill the zombies, but then those troops are taken away randomly while the difficulty remains the same. Yay. Finally, the game itself is very user unfriendly. There's no restart button from the pause menu, there's no option to change your loadout as you want it, and the game itself, even when you have the troops you need, is repetitive and dull. It tries to be unique and goofy, but succeeds in being irritating and disappointing. Do not waste your money. Do not waste your time. Play anything but this.
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PC
Dec 19, 2011
Bunch of Heroes
0
User Scorex2495iiii
Dec 19, 2011
Bunch of Heroes... If you're wondering why you've never heard of this, it's because it's not worth telling anyone about. Here's a nice inclusive list of reasons why this game **** harder than Hoover's entire product line. -a highly inaccurate 3d crosshair -auto-switching to melee when a solid object is in front of you (enemies, walls, teammates, etc) -the inability to aim the most powerful attacks -overpowered enemies, even on the "Easy Mode" -very loose collision detection for power-ups -friendly fire which cannot be turned off -enemies with cheap attacks that come in swarms -no way to boost the strength of your character (no character growth, upgrades, unlockables, etc.) -enemies with invincible shields -very high software specs for very simple, graphically unimpressive gameplay -bugs which let enemies keep moving and attacking, even after taking a lethal hit -slow, clumsy matchmaking and last but not least -no ability to kick griefers (note again the always on friendly fire) Steam recently made a very poor decision to not only host this game, but also to promote it in their latest holiday gimmick. I recommend you don't fall for the ploy. Not only is this game not worth the bytes it occupies, let alone the money you'll pay for it, but given the vast amount of bugs and obnoxious difficulty, you'll be hard pressed to even accomplish the necessary achievement. Tl;dr? This game is buggier than a summer dumpster and just as enjoyable to play around with.
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PC
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