17
Products
reviewed
474
Products
in account

Recent reviews by dreamur1

< 1  2 >
Showing 1-10 of 17 entries
2 people found this review helpful
23.5 hrs on record
Mmmkay. Time to talk about another disappointing game.

Let's start with my experience to provide context: I played exclusively in Single-Player, and played primarily the campaign. Otherwise I dipped my toes into a single DLC, and that's it. I got this game (and several DLCs) at a steep discount in a bundle, so I admittedly don't know all the ins-and-outs of the DLCs I purchased (as I was more interested in the game, proper).

Moving on though.

Dying Light is a fine game. By no means is it great. It is terrible to binge, though. Why? Well, that's because the game constantly spams you with zombies if/when you engage in combat for too long. And this isn't like Zomboid or 7 Days to Die, where the "zombie reinforcements" simply wander in from nearby (implying that the zombies are relatively finite). Instead, the map is littered with spawn points that the zombies will liberally use to magically appear outta nowhere.

You wanna complete a sidequest? Okay, sure. But first you're gonna need to reach your destination, then clear all the zombies out of it, THEN clear out all the reinforcements, THEN do whatever you were supposed to do. It's the same draining pattern everywhere.

At first, I interpreted this as the game telling me to avoid engaging in combat. I mean, the game does have a parkour system implemented, and the early-game encouraged you to throw single-use firecrackers into a crowd of zombies to distract them - so I figured I needed to lean into a stealthy playstyle. But, you will reach a point in the story where you're trapped in an arena with zombies, and you're forced to engage in combat, so I suppose my interpretation was wrong.

Furthermore, 10% - 20% of the zombies you'll encounter are juiced up. They'll run as fast as you, and they'll parkour to get to you. Now on paper, I'm fine with the idea of having a sub-type of zombie exist solely to harass the player, but these freaking things are so draining to deal with - they completely ruin what could've been a pretty chill open world game.

Now, full disclosure: I used DLC weapons throughout the campaign. They make combat against hordes of zombies much more manageable due to them having a higher damage output. So if you purchase the base-game by itself, then you'll likely have a much different experience from mine.

Another complaint I had is that zombies tend to "feel" pretty quiet, oddly enough. To be clear - they absolutely make noise, but the noise they make doesn't do a good job of telling you that you're about to get flanked from behind. And that issue seems to only wanna be relevant whenever you "think" you've cleared everything behind you. It's one of those moments where you turn your head for just a couple of seconds, and *boom* there are zombies behind you next time you look all over again. And it just feels off, because the regular zombies move so slowly that you know you should've seen them coming. But again, there are zombie spawn points everywhere, so it's entirely possible that you could clear the street, turn your back & then get surprised by a zombie that crawled out of a manhole right behind you.

Now combine this issue with the fast-moving zombies I mentioned earlier, and yeah, you're in for a bad time. Although as a side note, I did encounter zombies in the DLC I ran through which made ZERO noise whenever they fell from a reasonably high distance & hit the ground. I was not pleased to discover this.

To be abundantly clear, this compound-complaint I'm sharing is the reason I put the game down - and I haven't missed the game since putting it down.

----

All in all, this is a pretty skippable game. I'm willing to believe this game is fun enough with friends (but I have no anecdotal evidence to support that assumption), so all I can do is say that it's a slog when played solo.

If you're looking for a zombie game, go play Zomboid.
If you're looking for a chill open world game, this isn't it.
Posted 26 February.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
1.9 hrs on record
Alright, not much to say here.

Due to this being tagged as a metroidvainia game, I went into this expecting there'd be an emphasis on exploration. Unfortunately that's not the case. From what little I played of the game, it liked to interrupt my exploration with a forced arena fight every other room or so - kinda like Guacamelee, if you've ever played that game. I personally prefer to play metroidvainias for the exploration first, so this was a huge turn-off for me.

Plus the combat doesn't feel rewarding. I found myself constantly charging up attacks to reduce the enemy's poise in order to stagger them. BUT, most fights took place in arenas with multiple enemies at once - so you were constantly interrupted from actually damaging the guy you knocked down. This slowed the arenas down to a crawl.

I respect that the dev wanted to place an emphasis on combat, but it never felt rewarding. My attacks barely tickled the enemies, whilst the monster's attacks on me hit like trucks.
Posted 15 February.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
22.3 hrs on record
This game is certainly a Souls Like, for better & worse.

You'll have to wade through the occasional ambushes & other screwy enemy placement just to get around. When you die, you lose roughly 10%-20% of your money. Combat is not designed to enable the player to handle hordes of enemies simultaneously, yet you frequently encounter decently sized clusters on a regular basis.

With that being said, I don't hate the game. It was a fine time sink for what it set out to do.

For example, character progression was streamlined. When you'd level up, you'd aquire a stat point & a perk tree point. Well, there were only three stats you could level up - basic attack damage, max hp & skill damage. On the other hand, the perk tree contained paths for all 6 of the weapons in the game, but each path only had a dozen nodes on them - meaning they were pretty shallow.

Interestingly, there was no way to really "level up" your defensive stats. You instead had to rely on equipping 4 different trinkets that would adjust your defense to different damage types. So, on one hand, that encouraged you to experiment with different builds, but on the other hand, it was something that could easily be ignored. I myself chose to ignore the mechanic.

As far as the game's difficulty went, the enemies felt pretty spongy throughout the game. In early game, the trash mobs would easily take 3-5 hits to go down, and that only got worse in late game. Some enemies had special attacks that could consistently drop you down to 10% of your max hp - or just outright kill you (for example, mimics). And while there were only a handful of enemies that fall into this category, they can be pretty frustrating to deal with in high quantities, as one mistake against them would could kill you & force you to deal with 'em all over again.

Come to think of it, there was one forgiving (perhaps too forgiving) aspect to the game. It turned out that you can carry up to 20 healing potions at a time (or 16, if you'd rather each potion heal more health at once). This gives you the opportunity to make 16+ mistakes - which is REALLY generous for a souls like.

This, combined with the fact that parries in this game are stupidly powerful, made the game a pretty comfortable experience. A majority of my deaths were either from ambushes or me being lower on health than I realized when I took the final blow. And that second issue is a good transition to the technical problems with the game (ie. bugs).

The most criminal bug in the game was the fact that controller rumble just didn't work for me. I admittedly didn't try too hard to make it work either, so some of that's on me. But, that got me in a lot of trouble, as there was ZERO feedback to the player when they were taking damage for more "environmental" reasons.

For example, say a boss puts acid pools on the ground, and I'm standing barely within the pools' damage radius. The character doesn't play a "hurt" noise, she doesn't flinch, the screen doesn't display some sort of overlay & the controller doesn't rumble. Cool, so I'm assuming everything's fine, but in reality, I'm taking free damage because the game fails to deliver feedback to me.

Another thing that weirded me out was the spatial audio. There'd be times when a monster's roar would sound like it was on my right side, when it was clearly left of me. That was disorienting, to say the least.

I'll stop my rambling here, for fear that I'm reaching the character limit for this review.

TL;DR
To wrap up, the game is completely fine. Yeah, there are weird design choices. Yeah, there are functional bugs, and there are even occasional typos in the text. If you're looking for a souls like, then you'll probably enjoy this game even with its flaws.

But with that said, I don't strongly recommend the game. Mind you, I'm not discouraging you from playing it either. I had a fairly positive experience with it, and I didn't feel like I suffered through it, so this game earned a positive review in my eyes.
Posted 15 February.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
1.3 hrs on record
It's not bad per se, but it certainly wasn't engaging. The gameplay loop of running around & collecting non-renewable resources to build vacuum-arm upgrades got stale quickly. I never really felt like I needed any upgrade (except for the one that's seemingly required for progression).

On top of that, the writing of the story didn't really hook me either, and the two characters fell into common tropes of "plucky & outgoing protagonist" vs "the level-headed support character". I recognize that the story/characters might have evolved had I continued, but I truly don't feel the incentive to do so.

I played for roughly 80 minutes, completed the first two "chapters" & managed to earn an achievement that only about half the owners of this game have earned, which I took to mean this game suffers from significant drop-off.

Do I ever plan to return to this game & beat it? No.

Fortunately, I got this game in a bundle, so I don't have serious buyer's remorse.

If you're looking for a pretty casual walking-sim experience, you might enjoy this, but with the sticker price of 25$ I doubt it.
Posted 10 February.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
2.4 hrs on record
In a few words, I'd say this is a pass.

The act of slowly coloring in the world while you run around is satisfying (in the same way that Powerwash Simulator is). But the rest of the game is rough.

At one point, I stumbled into a challenge-cave that had a lot of boulders falling from the ceiling. But the game didn't give any sort of sign that the boulders were about to fall in a specific spot, so a fair bit of the challenge came down to luck in hoping that you didn't lose too much health from those boulders.

Furthermore, in terms of combat, a lot of the enemy's attacks that I saw didn't have a very telling telegraph, the game just displayed a large "X" shape or a large "O" shape to denote attacks that you couldn't or could parry respectively.

The game constantly stuttered whlie I played it, and once it finally crashed, I just moved on. The stuttering wasn't worth it, and the challenge cave I mentioned above already soured my experience.
Posted 13 August, 2024.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
130.8 hrs on record
I think this is one of the few games I would outright discourage a person from playing.

Why? In short, communication is this game's weak spot:

Firstly, the game introduces a fetch-quest system early into progression (say 10 hours in), but fails to teach you that the fetch quests are required at all. Mind you, only the fetch quests from the first part of the game are required. During the second part of the game, none of the quests are outright required, but about 5 of them are near-mandatory, as they grant you special equipment to defeat that story segment's final boss.

If you slept on the first part's quests, then you'll eventually reach the ending (say, 30-50 hours along) & find out you needed to complete all of the available quests up to this point in order to UNLOCK a final, mandatory fetch-quest. Failure to complete that final quest (and by extension, the other requisite quests) will lead to your progress in the game halted.

With the fetch-quests alone, the game fails to convey its expectations to the player, which can lead to any unprepared player needing to back-track through the game for an indeterminite amount of time in order to find all the neccessary drops. This is obviously not a pleasant surprise. Locking a game's progression behind random chance is a poor design decision.

But wait! That's not the only time you might have said issue. If you push through the game to reach the final boss of the second part of the story, then you'll quickly find out that said boss is immune to all types of damage. Surprise! Let me repeat that to really drive it home: the boss of the second part of the story is immune to all types of damage. You can only kill it via damage from a VERY SMALL subset of weapons, or you need to use a special spell to remove the boss's immunities. But guess what, the aformentioned spell & most of the previously mentioned weapons can only be aquired by completing a secondary fetch-quest chain in order to aquire a key which opens unique chests containing the necessary loot. Once again, if you sleep on those quests you'll regret it. Your progression in the game will be halted by RNG - and it will absolutely ruin the pacing of the story.

Heck, even if you're not playing the game for the story, you'll still feel like you can only progress after forcing RNG to be in your favor. Meaning no new maps, new abilities, etc until you complete an arbitrary checklist.

Now let's put all of that to the side for a second, and talk about another issue.

Another thing to note is that the game can feel pretty aimless toward the end of the first act. You'll eventually reach a point where you aren't unlocking any new regions to explore, and you'll be forced to back-track repeatedly with each new ability you learn. This got tedious in my eyes. To be honest with you, I LOVE metroidvainias because of their sporadic moments of "wait, that was always connected to this place!?", but I never really had those moments in this game (and I suppose it's my bad for having unfair expectations on the game - I admittedly don't play many dungeon crawlers).

But even with that being said, I think the game can take slight, distant inspiration from metroidvainias in the following way: by de-coupling all of the movement abilities from the story. In other words, making it so that the player can unlock any movement ability as soon as they stumble upon the right place, instead of expecting the player to reach a certain threshold in the story BEFORE allowing them to unlock said ability.

Let me give you an example. During the first part of the story, I spent a lot of time exploring ahead, so to speak. I'd often wander around & avoid the story fights because I was more interested in collecting all the abilities first (which again, is the metroidvainia mindset & not something you can do in this game). Well, at one point I managed to reach the location necessary for unlocking a water-walking ability, but I couldn't actually obtain the ability for I hadn't completed enough of the story. And unfortunately enough, the game made no special indication that anything of value was at that spot, so I promptly ignored it & moved on. This led to a jarring experience whenever I finally progressed far enough to unlock the water-walking ability, for I assumed that specific place wasn't important, and so I never thought to double-check it.

I admit that's in-part another "me" problem, but this still plays into the aimlessness of the game. The game doesn't try very hard to tell you where you need to go. Whenever the game gives you any sort of direction, it's often vague, such as "Find another ancient relic," or "Do what needs to be done." Furthermore, the game does add "!" icons to the map to mark important spots, but some icons only show up once you've progressed far enough into the story - and some of the icons appear sooner than they should, which caused me to become desensitized to them.

For example, several "!" icons are used to mark the spot where you found a magic button, of sorts. Well, the tooltip for those icons claims you saw a cutscene at those locations far before you're actually able to see said cutscenes, which was yet another point of confusion for me. I believe that verbatim, the tooltip reads "Saw visions of the surface." And I promise you, that will make zero sense to you when you first see one of those buttons.

Now, in the spirit of picking on the game, I'm going to put far less effort into the 2nd half of this review, just as they did with the game.

- the 2nd part of the game contains 2 randomly generated dungeons (each has approximately 100 floors), which just feel like "content for the sake of it"
-- it also contains a couple of hand-crafted dungeons, which are far more memorable
- the final part of the game (postgame) contains 1 randomly generated dungeon (having a whopping 3651 floors)
-- it contains one other hand-crafted dungeon, which is a forgettable slog of samey rooms
- a few of the enemies' designs felt overly-gratuitous. I'm usually fine with horny-style monsters, but if the game wanted me to take it more seriously, then I'd prefer if they didn't make a monster that looks like a chick pointing her arse-cheeks at me (aka the sweet liddy)
- the bestiary has several copy/pasted generic descriptions for monsters. they do little to world-build, and often amount to "this is a monster made out of magic. ooooooh~"
- several spells & special abilities feel worthless, as casting said abilities requires everyone in a specific squad to participate, meaning you could potentially waste 3 mages' turns in order to cast a single-target heal spell, for example
- inventory management is a huge headache. they needed some way to dispose of/ sell items in bulk
- the story touches on royally dark topics: self harm, suicide, sexual harassment, cannibalism (and more). I found exploring the darker refreshing, though it certainly won't be everyone's cup of tea




This game did not deserve such a wonderful, heartbreaking story. The story was the saving grace of the game (in my opinion), and I wager the story would see more success if it were an anime or light novel instead. Even if you like the dungeon crawler genre, the game will still throw a lot of samey "content for the sake of content" in your face, which will try the patience of any player

If you, like me, are here because you've played the Disgaea series & wanted something different, well I truly discourage you from trying this game out.

For those curious, here are my time-stamp completion estimates. Note, I started using a guide toward the second half of the game (since I kept getting lost). Just keep that in mind.

- completion of the 1st part of the game (30-50 hours into a playthrough)
- completion of the 2nd part of the game (80-110 hours into a playthrough)
- completion of the postgame (130 hours total)
Posted 30 July, 2024.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
22.1 hrs on record
TLDR

After playing through the game three times now, I can say with confidence that I had fun playing Project Warlock, but I don't see it as being something I'll return to on a regular basis. I can't really put my finger on why, but for some reason this game feels like it wants to be an arcade game. Maybe it's the extra life system? Maybe it's because the game feels a little unbalanced in an easy way? Or maybe it's because each chapter has its own motif, and so the chapters don't blend together with a singular, overarching theme? I dunno. Either way, I do recommend it, but I don't see this as a "must-play" game.



The Good Stuff
The music sounds great: The soundtrack has some real bangers in it. Some of the best songs are toward the end of the game, and so the game tends to end on a good note (for me, anyway). To be fair, the music is varied in style (much like the chapters themselves), and each song does its job of setting an appropriate mood for its level.

There's tons of content: There are 5 chapters containing 10-ish levels each. Furthermore each chapter ends with a boss. The player can unlock roughly 8 different spells to use & they can find roughly 14 different weapons. In other words, there's a ton of things to kill & a generous variety of weapons to murder with. Not to mention, there's plenty of time to enjoy the killing... Is that weird?

Customization is key: This game is a "Have it your way" type of game. Most of the weapons have unique upgrades which can significantly alter how each weapon is used, and due to the quantity of weapons combined with the variety of the weapon upgrades, there's almost always a weapon for someone. You wanna replace your flamethrower with a flame-laser? Go for it. You wanna replace your sticks of dynamite with frag grenades? Yeah, sure. You wanna turn your plasma pistol into a rail gun? Well, why wouldn't you?

But wait, there's more!

Stats, Levels & Perks, oh my: Yup. Project Warlock has a level-up system. You gain exp for killing things & finding secrets (so, effectively just by playing the game). Every level-up allows you to increase one out of 4 character stats (which affect melee damage, ammo capacity, max HP & max Mana). After earning 5 levels, you can unlock a perk, which is just a glorified passive ability. All of this allows your character to snowball through the game, until you're nearly invincible. Personally, I appreciate that fact. I love to feel like I've gotten stronger throughout the game, albeit I suppose this isn't everyone's cup of tea.

For what it's worth, the player isn't forced to purchase perks or upgrade their stats. So a player could hypothetically clear the game without those kinds of upgrades. Though I've not tried this, so I can't be certain.

Charming Graphics: The game has that retro/pixely art style to it that a person either loves or hates. I appreciated it for what it was. Though one thing that seemed odd, yet refreshing, was the amount of color in the graphics. The game's default color palette is vibrant, which for some reason feels uncommon in shooter games. To circle back to the point about this game being highly customizable, take note that you can adjust shader settings in the game's options menu, which can radically alter the look & feel of the game.

And as a side note, the monsters are very well drawn & are animated equally well. One nice touch is that each chapter has it's own visual theme, and it's own unique monsters to go with it. So you'll see a "Yeti" in the chapter full of snow, for example.



Minor Gripes

The game has an extra-life system: I suppose it could just be called a "life" system. Basically, if the player reaches zero lives, then it's game over for the player. There's no reloading previous saves or save-scumming in general. To be clear, I never had an issue with running out of lives unless I was specifically trying to beat the game without dying once (for an achievement). In other words, there were enough "extra lives" scattered around to keep the pressure off of me, but I still didn't like having the possibility of a game over occurring & suddenly losing hours of my life.

There were a couple of bugs: None of the bugs caused my game to crash, nor did they render the game unplayable in any way. Most of the issues were just minor graphical hiccups (for example, there's some visual stuttering when riding on elevators). In fact, one level has a couple of secret switches rigged up to "reset" themselves after use. I got a chuckle out of that (and also found 150 out of the possible 9 secrets for that level, heh). Point is, none of the bugs I stumbled across ruined the game for me; they just slightly lessened my opinion of it.

Occasionally confusing levels: One of the later levels in the second chapter is severly guilty of this. As it stands, the game is full of secrets (which is not an issue), but several of those secrets are simply shortcuts to different rooms or even the end of the level. And so, it felt like some levels had too many secrets in them, as "discovering" those shortcuts would often open up the level to such an extent that I'd get lost & would no longer recognize my whereabouts. Again, this is a minor gripe; this was really only an issue for me during my first playthrough. In subsequent runs, most of my confusion had dissipated.

Questionable amount of balance: I feel like due to Project Warlock having a level-up system, its balance was severely impeded. For example, the first boss of the game had a habit of one-shotting me, but roughly 40 levels later, I was able to two-shot the final boss in its final two forms. As another example, there's really only one spell I've tried out, which is a spell that creates a giant ball of lighting that acts as a static turret ba-dum-tiss. What made the lightning turret so fun was that it was powerful on its own, but to make things even more crazy, its shots could pierce through walls. Once I discovered this little nugget of truth, I used it to delete most traps & mobs.


Posted 30 March, 2022.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
20.6 hrs on record
TLDR

Gnosia is a solid game for those who wanna have a so-called "social deduction" experience without the social aspect. That may sound bass-ackwards but trust me, it works.


Things to note
I'm not really saying these are good or bad, but I'm just pointing them out to give you a better idea on how the game plays
Stats, Abilities & Levels, oh my: The player character has 6 stats that influence different interactions throughout the arguments. Levelling these stats to certain thresholds grants you the opportunity to start using new abilities during the arguments. This gives the game a bit of a rogue-lite aspect, since the stats & abilities will persist across all sessions. The player gets XP at the end of each session - win or lose.
There are two phases: There's a debate/argument phase in which all the characters try to cast doubt on one another in hopes of voting the gnosia off (ie the imposter). After that takes place, the player is able to level up their stats & run through any available conversations w/ NPCs. Note that there isn't a whole lot of action. Apologies if that's a given with the "Visual Novel" genre - as I don't have a lot of experience with such games. Regardless, don't jump into the game expecting to take out the trash or swipe key-cards in your spare time.
Over a dozen NPCs: There are 14 NPCs, to be exact. It turns out that you can play against all of 'em in a single session.



The Good

Fun characters: While the story never gives you a chance to learn a whole lot about the characters, what little you do learn about them is fascinating. There's a guy who has a cat attached to his neck, and even a talking dolphin. The game gives you "just enough" info on the characters to help them feel like more than some random AI but it doesn't go further than that. So if you're like me, you'll be wanting "more", but you won't get it.

On the topic of characters, another thing that really helped them stand out was the AI behind each of 'em. They each have AI patterns that help reinforce what kind of character they are. So you'll see the quiet characters who hardly ever speak up. You'll see the characters who speak more than they think. You'll have the characters that everyone always suspects, and the characters who everyone forgets. And while this may sound like a minor detail, I will say that I was pleasantly surprised when I noticed this.

There's a lot of replay value: Once a session ends, you're given the opportunity to start a new one, and as you progress through the game, you'll unlock new options to customize the session to your liking. A couple of examples of such include the ability to control how many NPCs show up & how many of them are gnosia, or imposters if you prefer. The roles for all characters are randomized, meaning you can't just assume that the gnosia from the previous session is still a gnosia in the current session.

Several roles add fun gameplay twists: There are roughly seven roles. There's a basic crew member & basic gnosia, and then there are more complex ones like "the bug" & the "engineer". The bug simply wins if they survive to the end; they don't necessarily need the "human" side to win (or the "gnosia" side, for that matter). The engineer, which was my personal favorite, is able to investigate one person in-between argument sessions & in doing so, they immediately know if the character is human or not. Furthermore, if the engineer investigates a bug, then the bug disappears (which is one of two ways to get rid of bugs). These weird & quirky rules help make things a fun mess.


Minor Gripes
There are minor story-related spoilers in this section
The romantic relationships with the NPCs felt unnecessary: Some of the dialogue options result in the player character more-or-less confessing to one of the NPCs. But from what I understand of the story, the protagonist is stuck in a time-loop of sorts, wherein they're constantly doomed to keep living through these sessions, as I've been calling them. Note that each session usually completes within 7 in-game days, and whenever the protagonist flips back to the past, the NPCs shouldn't remember anything that happened. And so this makes it feel like the romance is really one-sided and ultimately shallow, since most of those NPCs wouldn't have known the protagonist for longer than one week.

To be clear, you can play through the game without really focusing on this aspect, and that's honestly what I did. I just kinda stumbled through the dialogue options, and occasionally ran into a character who liked the protagonist. It never really felt like the game was trying to railroad the player into those kinds of scenes. But regardless, I don't think most of those scenes really "fit" in the story.

Story progression feels a bit weird: To progress through the story, you need to have certain conversations with the NPCs. But sometimes, those conversations require both you & the NPC to have certain roles (like being human vs gnosia). And so there's a bit of RNG involved in whether or not you'll be able to advance the story during each session, since NPC roles are randomized. It's not a big issue, but it becomes much more noticeable toward the end-game whenever you only have a few conversations remaining. In fact, I ultimately used a guide to figure out how to trigger the last five-ish conversations I needed to see, since the game doesn't spell it out for the player (and it turned out that a few of them required a different play-style than what I preferred). Again, not a big deal, but from what I can tell you aren't able to "finish" the game until you've seen those conversations, so just know that it can be a stumbling block
Posted 25 March, 2022. Last edited 25 March, 2022.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
10.0 hrs on record
TLDR
Dusk is a pretty solid Boomer Shooter. It does a ton of stuff right & it's absolutely worth checking out.


The good Stuff

+ It's got great level-design: It pulls a lot of unique tricks & effects that I've not seen other games attempt, which makes many of said levels "stand-out" instead of feeling like "just another map"

+ The weapons are cool: You can dual-wield pistols & shotguns. Yes, shotguns. There's a sword, because why not? There's a crossbow that can shoot through walls & other static obstacles.

+ The difficulty is pretty accessible: As someone who doesn't play shooters on the regular, I felt comfortable with the "normal" difficulty. The game started out slow enough that I was able to learn the ropes, yet it still managed to keep being increasingly more difficult as I progressed. To put it tersely I guess, its pacing is just right. Though, do note that there are more difficulties for those who wish for a lesser/greater challenge

+ There are tons of secrets: I've always enjoyed exploring maps, so knowing the levels were packed with tons of hidden stashes of goodies just further motivated me to stay on the map "a little longer" to find one more secret

+ A couple of the monsters are nightmare fuel, and I hate them... but I love them too. It's complicated, don't ask


My Only Gripe

- It's a little too dark in some places: A few spots in the game have next to no ambient lighting. In these moments you'll usually have a flashlight to use, but the darkness severely limits your visibility (which I guess when I say it like that, it sounds like a truism, eh?). In these moments the game looks & feels more like a horror game than anything else, but these moments are sparse, so you'll rarely have to tolerate it. Either way, for the rest of the game the lighting is completely adequate, and it does a great job of setting the mood.
Posted 21 March, 2022.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
2.4 hrs on record
This game is such a gift. It's short and doesn't take itself very seriously, but I think that just makes the experience all the better.

It's definitely something worth checking out for if/when you're ever in a Zoom meeting
Posted 14 March, 2022.
Was this review helpful? Yes No Funny Award
< 1  2 >
Showing 1-10 of 17 entries