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7 henkilön mielestä arvostelu on hyödyllinen
yhteensä 10.6 tuntia
Peglin is a roguelite deckbuilder where the player must defeat enemies by firing orbs at pegs. The more pegs an orb hits before it falls off the bottom of the screen, the more damage you’ll deal. Enemies move closer to you each turn, and while melee focused enemies need to be standing next to you to deal damage, ranged enemies can hit you from anywhere.

Each peg will disappear after being hit, gradually emptying the board, however each level will contain a few special pegs. Refreshes respawn all pegs, criticals increase your damage multiplier, bombs damage all enemies, and gold can be spent in a shop after each fight to buy new orbs, upgrade orbs, and heal your character.

There are several different orbs which have abilities such as splitting into multiple orbs (which should hopefully hit more pegs), increasing the damage value of each hit peg, damaging multiple enemies with a single attack, automatically refreshing the board, or re-entering the top of the board after falling off the bottom. You can also acquire relics which apply passive effects such as damaging all enemies when you refresh the board, or detonating bombs after 1 hit instead of 2.

The main reason I’ve given Peglin a negative review is because I feel like the gameplay is too random. All you can do is aim at the first peg you want to hit and hope for the best, because you’ve got no control over where the orb will bounce. Maybe you’ll hit every peg on the board and do hundreds or even thousands of damage, or maybe you’ll only hit a couple of pegs and do basically nothing. Sometimes the layout of the pegs makes lengthy chain reactions less likely, or maybe the special pegs are located in hard to hit places.

My complaint isn’t about the game being too hard. I won my third run and I’ve beaten the second level of cruciball (there are 20 difficulty levels which add extra modifiers, similar to other deckbuilders). But this extra layer of randomness (on top of the usual roguelite randomness relating to which items you’ll be offered in each shop, what order the orbs will be drawn in each fight, which bosses you need to fight during this run, etc) removes any possibility of playing tactically. I can’t plan ahead to the next turn because I’ve got no idea which pegs will be hit (or restored) with the current shot. And when I lose, I don’t feel like I can learn and improve, I just feel like “the bounce screwed me, there was nothing else I could do”.

Each run uses a familiar node structure including normal and elite fights, random events, and relic chests. But when selecting the next node to travel to, you have to shoot an orb through the relevant gap at the bottom of the screen, so there’s a chance the orb will bounce off a peg and go in the opposite direction. Oh, you wanted to go to the chest to get a relic? Well actually, why don’t you fight some more enemies instead.

Maybe if Peglin had released a couple of years ago when I first added it to my wishlist, I might feel better about it. But this is the problem with early access games. The longer it takes to finish development, the more likely you get overshadowed by newer games. Peglin doesn’t compare favourably to other recent releases in the roguelite genre such as Balatro and Cobalt Core.

I received a copy of this game as a gift from work colleagues.
Julkaistu 17. syyskuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
5 henkilön mielestä arvostelu on hyödyllinen
yhteensä 42.9 tuntia
Banishers: Ghosts of New Eden is a third person Role Playing Game about Red MacRaith and Antea Duarte, a married couple who hunt ghosts in late 1600s North America.

When Antea is killed by a powerful nightmare which haunts an entire town, Red must find a way to banish the nightmare with the help of Antea’s ghost. But this also gives Red a difficult choice to make. Will he help Antea ascend to the afterlife, or will he consume the souls of living people in order to resurrect his wife?

Gameplay

• The player can control both characters, and you’re able to switch between them at any time. While both characters can use melee attacks, Red has a rifle for ranged attacks, and Antea can use three magic abilities. Dash lets you instantly jump across long distances towards an enemy, outburst damages all enemies around you, while ensnare roots an enemy in place for a few seconds. These attacks and skills can be upgraded with bonus effects when levelling up.

• Combat feels slightly repetitive because there’s not much enemy variety, with just a few different ghosts who have melee or ranged attacks, the occasional pack of wolves, and a couple of unique bosses.

• While normal difficulty isn’t too challenging, at times I felt like some of the enemies have too much health, which makes the fights drag on a bit too long. Ghosts can possess dead bodies, which means you often have to defeat them twice to finish them off properly, and of course many fights will spawn extra waves of additional enemies.

• You can equip new weapons, armour, and other items which provide boosts to different stats, and can be improved further by crafting upgrades. While you can compare items in your inventory to see which is better, I couldn’t see how to compare items in shops to see if a new item is better than what I already own. This makes buying new items more difficult than it should be.

• Your journey will take you through small villages, forests, snowy mountains, and underground caves. Some areas have been corrupted by the nightmare, with ruined buildings covered in strange plant growths, and large areas shrouded in fog.

• The world map has a similar design to Metroidvania games, as some paths are blocked until you acquire the relevant skill to remove or bypass the barrier. Its worth exploring to find hidden items, passive upgrades, and elite enemies who reward you with rare crafting materials. Antea can see hidden objects in the spirit realm, which is also used in light puzzle solving.

Story

• Story is well written and features many interesting characters, some of whom are hiding dark secrets. It takes place in roughly the same location and time period as the Salem witch trials, and the dialogue has an appropriately old timey feeling.

• Side quests feature detailed, unique stories involving ghosts haunting the citizens of New Eden. Talk to the living and the dead, search the area for clues, discover the cause of the ghost’s death, and learn what unfinished business is preventing them from moving on. Then you’ll need to decide whether to banish or ascend the ghost, or blame the living, which kills them. These moral choices are further complicated by the fact that your decisions will determine Antea’s fate.

• Voice acting is excellent, especially for Red and Antea.

Technical

• It took me 43 hours to complete the main story and all of the side quests.

• I didn’t have any problems with framerate, with most settings maxed at 1440p. (RTX 3080, i7-12700K, 32GB DDR4).

• The game crashed twice, but I think this is acceptable stability for the number of hours played.

• Controls are fully rebindable and work well with mouse and keyboard.

• I would advise disabling film grain, because its very distracting during cutscenes, and everything looks significantly better without it. However, there’s no option in the game menu, so you’ll need to search the forum for instructions.

Recommendation

Banishers: Ghosts of New Eden is a very enjoyable RPG. While the combat feels a bit repetitive, the story is excellent. This is easily Dontnod’s best game since the original Life is Strange, and you should consider buying it on a small sale.
Julkaistu 2. syyskuuta Viimeksi muokattu 2. syyskuuta.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
7 henkilön mielestä arvostelu on hyödyllinen
yhteensä 24.0 tuntia (19.7 tuntia arvostelun laatimishetkellä)
Dice & Fold is a turn based roguelite where the player must defeat monsters by rolling dice.

Most fights will contain multiple enemies, and to kill them you need to complete the dice slots shown on their card. While some slots require a specific dice value, others will accept any odd or even number, anything higher or lower than a stated value, and some slots require a total value which can be completed by spending multiple dice adding up to that number.

At the start of a run, the player will choose a hero character, and during the run you’ll be able to recruit a companion. Every hero and companion has their own unique skill which can be activated by spending the required dice. These skills can let you kill an enemy quicker by using fewer dice, put an enemy to sleep for a turn, heal, reroll dice, and earn extra gold.

You’ll roll multiple dice at the start of each turn, and then decide where to place them, before the monsters attack either your hero or companion. If your companion dies, you might have an opportunity to recruit another later, but the run ends if your hero dies.

RNG isn’t usually a problem because most of the time you’ll be able to do something useful with whatever you roll. Sometimes you’ll roll coloured dice which can let you heal, activate a skill, or reduce an enemy’s damage. You’ve also got a bag which can save some unused dice for later.

There is some tactics involved when deciding which enemies to prioritise if you can’t kill them all on the current turn. Sometimes you might want to let a weak enemy live for another turn, and accept losing some health in exchange for rolling more dice which can be saved for the next fight.

You’ll earn coins by killing enemies, and you can also spend one of each numbered dice to earn another coin. Every few stages you’ll visit a shop where you can buy items which let you heal more often, automatically complete dice slots related to enemies or skills, increase the value of dice or the chance of rolling coloured dice, earn extra coins, etc.

As far as I can tell, the layout of the dungeon is the same every time. You’ll have fights, shops, and companion recruitment, in the same order during every run. I think this game would have been better if it had used a node layout similar to other roguelites, so that the player could choose their own path. The final stage is a boss fight, and thankfully there are several different bosses.

Each run takes roughly 30 minutes to complete, and it took me around 11 hours to win on normal difficulty with all heroes that are currently available. There are more heroes coming in future updates, although I don’t think the release date has been confirmed yet. Further replayability is provided by higher difficulties and an endless mode.

However, I’ve tried one run on endless mode and it was actually kind of boring because I quickly became completely overpowered. It took me around 4 hours to complete (there are 420 stages), and even though the monsters’ dice slots and damage values scale up to high numbers, for the majority of the run I was killing all enemies on turn 1, with my hero and companion on maximum health and several unused dice remaining. This is because of all the items I was able to buy from the shops giving me lots of passive bonuses, and because the further you go, the more dice you can roll each turn. I suppose it would be more difficult with a different hero whose skill is less useful.

Endless mode also highlights another of the game’s flaws. When you enter a shop, your gold coins roll out of your wallet one at a time. That’s fine in the normal game mode where I’ll usually only have a few coins at a time. But during the endless run I eventually saved the maximum of 99 coins, so every time I entered a shop it would take more than 10 seconds for this unnecessary animation to play, before I was allowed to either buy something or leave the shop. This animation really should be disabled. I also noticed that every boss stage during this endless run was the same boss, so that needs to be changed as well.

Overall Dice & Fold is a simple but fun game. While it doesn’t have the same depth as other roguelites, its cheap purchase price makes it worth checking out for fans of the genre.

I received a copy of this game as a gift from work colleagues.
Julkaistu 31. elokuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
47 henkilön mielestä arvostelu on hyödyllinen
2
yhteensä 10.9 tuntia
Evil West is a third person action game where player character Jesse Rentier hunts vampires in a wild west setting.

You’ll fight against vampires, werewolves and other monsters using a mixture of melee attacks and ranged weapons. I think the game wants you to focus on melee brawling, using combos, blocks and stuns, however I preferred to play it more like a third person shooter.

You can use a pistol, rifle, shotgun, flamethrower, gatling gun, and throw sticks of dynamite. You’ve essentially got infinite ammo, but every weapon reloads on a cooldown. However, with so many weapons, it wasn’t a problem to keep switching between them. Each weapon has a few upgrades that can be bought with gold found lying around the levels.

Normal difficulty was quite challenging, especially during the second half of the game, but it never became frustrating. Many encounters include larger mini-boss enemies supported by several smaller minions, and there are usually several waves of enemies per encounter. Its easy to get surrounded and hit from off screen, so you have to be constantly moving and dodging to stay alive. Bosses are actually a bit easier because they’re mostly 1v1 fights, so you can properly focus on learning their attack patterns to avoid taking damage.

As you travel through small towns, canyons, and underground caves, the level design is very linear, apart from the occasional side paths where you can find hidden chests containing extra gold and some rare upgrades. There are plenty of invisible walls keeping you on the main path, while you can only climb up or drop off ledges at designated interaction points.

Story is fine, it just feels a bit like its on fast forward because completing a level takes you immediately back to base where you’ll have one quick conversation and then you’re straight back into another level. Voice acting is also fine, although one small detail that annoys me about the dialogue is how characters regularly refer to vampires as “ticks”, which reminds me of the various Walking Dead TV shows which refuse to say the word “zombie”.

It took me 11 hours to complete the story. I didn’t have any problems with bugs, crashes, or framerate. Controls are fully rebindable and although clearly designed for a gamepad (you can tell by how the UI shows skills in a + layout like a D-pad), I made them work with mouse and keyboard.

Overall Evil West is an average quality game, with nothing about it standing out as either particularly good or bad. Buy it on a deep sale.
Julkaistu 19. elokuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
6 henkilön mielestä arvostelu on hyödyllinen
yhteensä 17.3 tuntia
Hexguardian is a roguelite tower defence game where the player must protect their castle from the armies of a rival kingdom. Its a fairly simple game, but fans of the tower defence genre should enjoy it.

Each map starts with multiple roads and rivers leading to your castle. Enemies will spawn from portals at the end of each path, and there are several different enemy types who will attack by land, sea, or air, while mounted units move faster and higher difficulties have bosses.

Killing enemies gives you gold to buy towers, and you can specify which enemy types each individual tower should prioritise. You can also buy melee or ranged units who can be ordered to move around the map to cover different paths. They’re quite useful for slowing enemies down to keep them within range of towers for longer, and although they’ll eventually die, they’ll respawn at a barracks and automatically return to the fight.

Further tactical options are provided by purchasing economy focused buildings to increase gold production, buff other nearby towers or buildings, and earn stars which can be spent on passive bonuses.

At the end of each day you’ll choose one of three random items, which could be a new tower, unit, building, a passive upgrade for something you’ve already unlocked, and there are various spells which can damage or slow enemies, or heal your units.

Killing enemies will also give you hex shaped tiles which can be placed to expand the map and create longer paths. If you’re able to loop two paths around so they connect, those portals will be permanently closed, reducing the number of enemies that will spawn during each day. Tiles are randomly generated which means you don’t always get the path layout you need to close portals efficiently. This has definitely made me lose some runs earlier than I otherwise would have, but its not a problem in every run.

While you can win a run by closing all portals, most of the achievements and other things you can unlock want you to leave at least one portal open, and keep playing to survive for as many days as possible. Every time an enemy reaches the castle, you’ll lose health, and the run ends when your castle health reaches zero.

It might be possible to survive indefinitely, but buying towers and upgrades gets progressively more expensive, while enemies get extra health and armour if there aren’t enough open portals.

Every completed run will give you points to spend on the talent tree to unlock new towers, buildings, units, spells, or passive upgrades such as more castle health, increased tower attack range, faster gold production, or a chance to choose two items per day.

There are six maps which have unique conditions, for example the snowland map gives you a frost spell to slow enemy movement, while the rockland map lets you build towers on top of mountains for increased attack range. And there are weekly and roguelite challenge modes which give you specific loadouts.

The only real problem that the game has is a lack of variety for long term replayability. While you’ll get different combinations of towers, buildings, units and spells in each run, they never significantly change my overall tactic of “close most portals as soon as possible and focus defences on one or two long paths”. My last few runs which I’ve done for achievement hunting have started to feel a bit repetitive.

However, the purchase price is cheap, so its definitely worth buying even if you only get a few hours out of it.
Julkaistu 15. elokuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
23 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
1
yhteensä 25.0 tuntia
Pacific Drive is a survival game with roguelite elements, where the player is trapped in an anomaly filled zone of the American pacific northwest. You’ll have to repair and upgrade your car to try to find a way out.

I don’t usually like driving or crafting mechanics in other games, but I decided to take a chance on Pacific Drive because it seemed to have an interesting mystery. The driving part of the game was actually okay (when my car is the only one that moves, I crash a lot less), but unfortunately, the game failed to deliver the mystery, which is why I’ve given it a negative review.

I don’t like the presentation of the story. The other characters who give you story missions are just voices on the other end of a radio. We don’t see their faces, and the player character never speaks, so I don’t care about anybody. A significant amount of the story lore is given to the player during missions, while you’re driving around trying to avoid anomalies. I hate when games do this. When I’m busy trying to not die, I’m not listening to the dialogue.

Meanwhile, the world is just kind of boring. There are a few small buildings and abandoned vehicles within each zone, but I never once found anything even slightly interesting. Every container just has crafting components. No fancy upgrades (you have to craft them back at base), no rare loot (unless you like pointless cosmetics). The most interesting thing I found was a fully crafted car door in the back of a truck. You get better loot from the friendly dumpster back at your base.

Maybe I missed something, but if I did, its because the game actively punishes you for attempting to explore. As you progress deeper into the zone, the environment becomes almost completely covered by anomalies which can hurt the player or damage your car, plus in most zones you’ve got limited time until a big radiation storm appears.

The anomalies include pools of acid, stone pillars and air blasts erupting from the ground which can send your car flying if you drive over them at the wrong time, electricity nodes which appear out of the ground, surrounding your car with zero warning, flying creatures that have magnets which can lock onto your car and pull you off the road, forcing you to smash into rocks and trees, while some creatures can completely remove components from your car.

When your car is significantly damaged, the player will lose health from radiation in the air, although you can make basic repairs in the field (assuming you can find a safe place to stop). Sometimes it can be tough to simply get to the zone’s exit in one piece, so after a while I decided its better to just keep driving to the next story objective instead of taking unnecessary risks.

It took me 25 hours to complete the game. I didn’t have any problems with framerate, but I did crash a couple of times while in the crafting menus at base, and I also encountered an annoying bug within one particular zone related to a story mission (where you need to use the LIM shield). My car would suddenly glitch out of the map or maybe under the map, and then teleport back to the start of the zone a few seconds later, taking damage in the process.

Personally I would recommend against buying Pacific Drive, but if you’re really still interested, at least wait for a big sale.
Julkaistu 13. elokuuta Viimeksi muokattu 13. elokuuta.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
19 henkilön mielestä arvostelu on hyödyllinen
yhteensä 11.3 tuntia
Trepang2 is a First Person Shooter where the player is some kind of super soldier. I don’t really know what else to say as an introduction to my review, because the story is complete nonsense.

Its something about two rival organisations / private military corporations and some science experiments. Occasionally there are monsters that are never mentioned again in later missions. My biggest problem with the story is that every mission seems to be completely disconnected from each other, so there’s no consistent progression of plot threads.

As for the gameplay, the first thing to mention is that I usually play FPSes on hard difficulty, but honestly I regret doing this with Trepang, because this game is significantly harder than most other FPSes. Most missions had an insane difficulty spike during one combat encounter where I must have died around 20 times or more. It wasn’t worth it just for an achievement, and I definitely would have enjoyed the game more on normal. I think this is important context in case the rest of the review sounds too negative. Of course, some players like to test themselves with really difficult games, and those players will no doubt be pleased to know that there are three more difficulties above hard.

Enemies include Human soldiers and strange monsters. Most combat encounters include 3-4 waves of reinforcements, with up to a dozen enemies per wave. Enemy movement speed feels quicker than most other FPSes, which can make them difficult to hit. The last wave of each encounter usually includes a high value target who wears incredibly strong armour and carries a powerful weapon. Also, every enemy has infinite grenades, which they’ll constantly spam all over the map, so you’ll rarely be able to use cover to protect yourself.

To have any chance of surviving you’ll need to make use of two special powers - bullet time and an invisibility cloak. Both only last for a few seconds, but bullet time can be extended slightly with each kill, and its certainly much easier to kill enemies while they’re moving in super slow motion.

Available weapons include the usual FPS guns such as pistol, shotgun, SMG, assault rifle, sniper rifle and LMG. However, because the player is usually so heavily outnumbered, ammo management was a constant problem for me. It doesn’t help that you can only carry 2 weapons at a time. During the last couple of waves of each combat encounter I regularly had to run around the map swapping my empty guns for fresh weapons on the floor (while I’m still being shot at). Or get close enough to use melee attacks, which are very powerful, but this isn’t always easy because the player character’s stamina for sprinting is worse than mine in real life.

Some missions have allied soldiers assisting the player. These are the most enjoyable sections of the game because the friendly AI is quite useful at distracting the enemies, allowing you to flank for easier kills. These moments are also good at creating a feeling like you’re part of some bigger conflict, even if I still don’t really understand what that conflict is about.

It took me just over 11 hours to complete the game, including all of the side missions. I didn’t have any problems with bugs, crashes, or framerate. Controls are fully rebindable and work well with mouse and keyboard.

Overall Trepang2 is a good game if you want to just turn off your brain and shoot things for a few hours. Buy it on sale.
Julkaistu 11. elokuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
16 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 114.4 tuntia
Infinite Wealth is the newest game in the Like a Dragon / Yakuza franchise. After travelling to Hawaii in search of his long lost mum, Ichiban Kasuga must team up with Kazuma Kiryu to unravel another criminal underworld conspiracy, which reaches all the way back to Japan.

Gameplay

• The player will control two separate parties of characters, led by Ichiban and Kiryu, in Hawaii, Ijincho and Kamurocho. There’s so much content that this actually feels like two whole games.

• You’ll fight against yakuza, other criminal gangs, and various random wierdos in turn based combat which feels better than the previous game, although I think there’s still room for improvement.

• Each character can move a short distance around the combat area on their turn, allowing you to line up attacks to knock enemies into each other, hit them from behind, or trigger a combo attack with another companion, all of which deals bonus damage. And when an enemy attacks, pressing the block button at the correct time will reduce damage taken.

• Your companions can level up in various jobs (classes), such as pop idol, samurai, aquanaut, and geodancer, which allows them to use powerful skills to hit multiple enemies, deal elemental damage, apply status effects, or heal allies.

• However, because of the game’s extreme length, the combat does eventually feel repetitive. And the more side content you complete, your parties will eventually become really overpowered compared to enemies in the main story, which combined with the better weapons and armours that you’ll acquire, will even make boss fights feel fairly simple.

• When you’re significantly higher level than trash mobs in the open world, you can get an automatic win by pressing a single button, which at least saves some time.

• In addition to the main story, there’s also lots of substories which have the usual wacky tone, including Ichiban working as a film stuntman and a beach lifeguard, helping a kid sell lemonade, and investigating a hula girl scamming tourists for money.

• There’s also the usual minigames including golf, baseball, karaoke, darts, sega arcade, casino, shogi, mahjong, can collector and crazy food delivery.

• Each companion has their own personal quest. The stories are mostly interesting, although unlocking the final stages can feel a bit grindy because you need to level up their bond meters by having conversations around the open world. There are 8 companions and they each have 16 conversations.

• Kiryu has his own sub plot relating to connecting with characters from his past. Again, the story is interesting, but unlocking the final stages can feel a bit grindy because you need to level up his stats by triggering dozens of memories of events from past games which are located around the open world, as well as performing activities related to fights and minigames.

• There are two dungeons which have random floor layouts (similar to Persona 5 Mementos), each dungeon has 40 floors and every 5th floor is a boss fight. Enemies within these dungeons are higher level, which makes the fights more challenging and tactical.

• Ichiban can recruit defeated enemies to take part in turn based Sujimon battles against other trainers. The related substories have a slight Kobra Kai feeling, involving rival dojos. Combat can be tactical because different Sujimon types are strong or weak against each other which affects how much damage they deal, while their speed determines how often you can attack. I got to the final boss but even with a full party of max level Sujimon I was getting absolutely wrecked. Almost every new recruit starts at level 1, so levelling them up is really grindy and I can’t be bothered to put any more time into making a stronger party.

• Ichiban can also build a tourist resort called Dondoku Island. I took one look at the crafting menu and decided that this is not for me, so I left as soon as I could and never went back. And considering how much other content is in the game, I’m glad I didn’t waste any time here.

Story

• As always, the story is very well written, featuring lots of interesting characters who have their own agendas, and lots of dramatic twists and turns.

• I liked most of the companions and would be happy to see them return in another game.

• Kiryu’s chapters feel like you’re on one final adventure with this legendary character.

• Cutscenes are high quality and look very cinematic.

• Voice acting is really good. I played with Japanese voices / English sub titles.

Technical

• It took me 114 hours to complete the game, which is great value for money, but also at times feels exhausting, and bloated by repetitive copy/paste content.

• I didn’t have any crashes or problems with framerate (i7-12700K, RTX 3080, 32GB DDR4, 1440p). Graphical quality is high, although some of the character animations during sub stories are looking a bit old now.

• During conversations that take place in the open world you can often see NPCs spawn or despawn in the background, or you’ll see them walk towards you, and then turn around and run away like there’s a no entry bubble around Ichiban. Honestly I think its more distracting than if they’d just walked normally past the camera.

• I sometimes saw ghosting on character eyelids when blinking.

• Controls worked great on my xbox 360 gamepad.

• This game did not actually tell me how to earn Infinite Wealth.

Recommendation

Despite some flaws, Infinite Wealth is a must play for fans of the Like a Dragon / Yakuza franchise.

The story continues from events in the previous games of both Ichiban (Like a Dragon) and Kiryu (The Man Who Erased His Name), so you’ll need to play those games first to fully enjoy Infinite Wealth. If you’ve never played any Yakuza game it will take a few hundred hours to get up to date, but its worth it because its a really great franchise.
Julkaistu 4. elokuuta
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
134 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
9
1
yhteensä 45.7 tuntia (25.0 tuntia arvostelun laatimishetkellä)
Balatro is a roguelite deckbuilder based on poker. This is a rare example of a deckbuilder whose gameplay mechanics are genuinely unique, and Balatro deserves to be ranked alongside Slay The Spire and Monster Train as one of the all time best deckbuilders.

This is definitely an essential game for fans of the deckbuilder genre, but its also cheap enough to serve as an entry point for newer players. And even if you’ve never played poker before, the basic gameplay mechanics should be easy to understand.

You start each run with a standard deck of 52 cards, numbered ace to king, belonging to the four suits. You’ll draw 8 cards into your hand and you need to play poker hands (pairs, three or four of a kind, full house, flush, straight) to score points. Each round (which is called a blind) has a points target which you need to earn across multiple hands, and you can discard a few times to make it easier to play valid hands.

Winning a round earns money, which you can spend in the shop after defeating each blind. This is where the game starts to get really crazy and fun. Every run can be different depending on what you buy in the shop.

Booster packs let you add cards to your deck. Planet cards increase the points scored by specific hands. Tarot cards customise your deck by removing cards, changing card values and suits, which will make it easier to play certain hands, and even create impossible hands like a flush house or five of a kind, or you can add special effects which score more points or earn extra money.

Joker cards function like relics in other deckbuilders, and in most runs you’re limited to 5 jokers at a time, but you can usually sell them to free up space for something better. They can change the rules of poker, for example letting you make straights and flushes with 4 cards instead of 5, or letting you make a straight with a gap in the numbers. They can make low value cards (2,3,4,5) score more points than face cards (J,Q,K). They can make specific hands more valuable, or add huge multipliers when certain criteria are fulfilled.

You don’t have to play every blind, you can choose to skip them in exchange for a bonus reward, such as free booster packs or adding special effects to the next shop’s jokers. However, sometimes you might have jokers which increase their score multipliers every time you play a specific hand or discard cards, which benefit from playing every blind to continue making them more powerful.

Every third blind is a boss which has special rules, such as all cards belonging to one suit scoring no points, cards being drawn face down so you don’t know what they are, not letting you discard any cards, or only allowing you to play one type of hand. You’ll need to defeat 8 bosses to win a run, but if you find a specific boss to be too difficult or if it counters your current deck, there are ways to change or disable the boss rules.

While there’s an element of random luck involved, relating to which cards are drawn into your hand, or which jokers appear in the shop, I don’t feel like this is a game where I regularly lose because of RNG. The player has an incredible amount of control over building your deck, to make specific hands easier to play and then increase the value of those hands, although experienced deckbuilder players will likely have an easier time identifying which jokers synergise together to score big points, and which jokers aren’t really worth it because their effects are too situational.

A successful run should take an hour or less depending on how many blinds you skip, and I like that after winning a run you can keep playing in endless mode, just to see how far your current deck can go.

Winning a run also unlocks new decks which have different starting bonuses, such as the checkered deck which has 26 spades and hearts so its really easy to play flushes, as well as adding higher difficulty levels and challenge modes, which increases replayability.
Julkaistu 20. heinäkuuta
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Robocop: Rogue City is a First Person Shooter based on the 80’s action films.

I remember watching at least one of the Robocop films when I was younger, but I was never a fan of the series. However, I decided to try Rogue City based on the strength of the reviews, and because I previously enjoyed the developer’s Terminator Resistance game.

So I can’t really talk about the adaptation from the source material, I can only judge the quality of the game. Unfortunately, as a First Person Shooter, this is pretty average.

I think my biggest problem is that the combat is just too easy, even though I was playing on the hard difficulty. Other than a couple of boss fights, Robocop is so much more powerful than the enemies you have to fight, whether they’re Human or robots. Even though you’ll be heavily outnumbered in most fights, enemies die really quickly from just a few bullets, even mercenaries wearing full body armour.

And while you’ll take damage because of Robocop’s relatively slow movement speed, he’s got lots of health/armour (which can be upgraded further), and there are loads of repair kits scattered around the levels. I died a couple of times, but that was entirely because of me feeling overconfident and forgetting to heal, a mistake I quickly learned from.

Its the exact opposite of Terminator Resistance, where the player’s Human character is underpowered compared to Skynet’s machines, so you constantly feel under threat.

Rogue City is also quite weak graphically, with outdated textures, janky facial animations and body movements, and obvious texture pop in during cutscenes.

Story is the best part of the game. Robocop and other officers of the Detroit Police Department investigate a conspiracy involving an evil corporation, shady politicians, and an army of thugs and bikers. Meanwhile Robocop has to deal with malfunctions because of his memories of past trauma.

While I’ve given Rogue City a positive review, actually I would only recommend it for Robocop fans, whose connection to the character will likely allow them to overlook the game’s flaws (as I have done for other games where I was a fan of the franchise). Otherwise, for non-Robocop fans, the only thing you’ll find is an average quality shooter.
Julkaistu 14. heinäkuuta Viimeksi muokattu 14. heinäkuuta.
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