19
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176
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Recent reviews by Virilamis

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Showing 1-10 of 19 entries
No one has rated this review as helpful yet
16.0 hrs on record
Tomb Raider: Underworld, the conclusion of the trilogy, and most likely the previous games that came before it.
I will say this game definitely was not bad, I enjoyed the scalability design of the levels which is actually quite impressive and the somewhat linear exploration. The story in itself is more understandable if you played the previous Tomb Raiders. For those catching up on just underworld, you may be slightly confused. Its overall design is incredible, but not entirely better.

Control schemes are horrendous, especially with the cycle in south mexico. You have to keep V-sync on so that nothing bugs out half the time. Platforming is pretty fun to watch, but it definitely gave me anxiety the entire time I played. I had moments where even making a "near" perfect jump would make me flinch just because the game itself decides that Lara won't even grip onto anything. The problem I had with platforming was the effing camera would spaz out like a little kid tweaking on having too much candy.

I hate saying this, because I love Tomb Raider. I loved the games since my childhood, and Lara Croft is one of the female characters in my list of favorites. But I need to point with sincere honest, Combat actually was really bad. There was nothing more than just lock on shooting, and adrenaline that slows time allowing you to deal more damage. Dodging didn't seem existent. Every time I attempted to do something the worst what happen and I'd still take damage. Enemy Variety was insanely poor, I can tell that there was no attempt to at least make enemies with different variants besides a jumpy spidy boy, a rabies induced bat, tigress on steroids, jumpscare panthers, poachers who all look the same, a mayan thrall who pretends to look like an undead jesus, viking thralls with no real discernible feature beside the lore in the journal, and the undead yeti's that are supposed look like giant trolls to feed in to the games mediocrity with lore.

I am severely disappointed that this particular Tomb Raider had this type of design, and I could be wrong that perhaps the game itself wasn't overly bloated with content in the past. Yet the excuse in this game has besides puzzles that make me feel stupid for trying to solve, is the lack of personality. I know Lara Croft has astounding muliebrity because of how badass she is, how her feminine features show her flexibility and strength of traversing these god-like contraptions. In this game though, it just feels like I'm dragging her beneath a dead end. That leads me to the conclusion, which definitely did not leave me in a cliff hanger, it made me understand to see the Tomb Raider series with its ending, but it wasn't satisfying. There was no closure at all, no real sense of engagement, it was just a bitter happiness. I am glad Tomb Raider was "over" besides the remakes. Though I sat here for a least thirty seconds, contemplating that this was the best executive decision to end the games entire franchise.

Is that enough to merit a dislike? No in fact, the game was decently solid. My only problem was the game should have been longer with more content, at least an extra ten hours, better combat, better enemies. This game ended with a bitter happiness, and it would make more sense to those who played it much longer than I have, especially before I was born.
To conclude, I love Tomb Raider, and will always continue to grow up knowing Lara Croft is and always be will one of the best female characters in gaming. This game was fun to play, just not satisfying to finish. I enjoyed it for what it is, not for what it could've been unfortunately.

7/10.
Posted 9 April.
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1 person found this review helpful
111.1 hrs on record (96.3 hrs at review time)
One of the greatest Fps shooters during its time. Definitely was at its peak between 2009 and 2011 which is where I started playing. You've met some of the friendliest players that were completely badass at the game.
Don't be fooled by the almost 100 hours I've put in this game, Because I definitely have put more into this game as a child, roughly a few hundred more.
Solo is doable even on the hardest difficulty, but I recommend level your perks first before you do that. My brother and I always duo Hell on Earth, absolute madness!
Custom made games are pretty chill, although sometimes it detracts from the actual experience because of all the modded crap that's put into. However if you want more variety in the way you play while having a OP weapons that you can level and increase its overall effectiveness? Its made for you then.
Should you get the DLC'S? Never purchased them, neither should I say you shouldn't. If you want more guns to play with and content, go for it.

The real experience is playing with friends. Get a group of 6 people on the regular Killing Floor experience and you can see why the game is one of the greatest Fps's ever made.
It's simplicity and how the game conveys the message of Ripping and Tearing, except with a butt load of guns, seriously intense recoil, and movement that makes you want to shoot yourself.
Enemy Variety is small, however that doesn't matter because you'll remember every single mutant in the game and recognize their strengths and weaknesses just by killing them 100 times more.
Is this game scary? Yup, you'll get jump scared by mutants who appear out of nowhere, or walk behind you before you notice, or getting stuck in a corner and you can't escape from a flesh pounder or scrake.

Conclusion? Even over a decade after its release, people still play the Original Killing Floor. This game is still active, albeit not like 2010 when lobbies where always full and you could never join them, when you could just make a lobby yourself and get like 5 other players in 10 seconds. Though that doesn't matter because Killing Floor still has an active community, and its still a game that people play to this day. Killing Floor is the greatest example of Co-op survival game and should NOT be pushed off just as a "Generic Shooter", because its way more than that.

Gather 5 other friends, play the difficulty fit for for your group, and shoot your way through objectively one of the best combinations of 1990's Heavy metal and Industrial metal, as I believe the band who songs were featured here were DIRGE (There is also a youtube comment on the Killing Floor Soundtrack who knew DIRGE in real life and was in studio with them when band was just recording, and he said it was a Mind****). Which I googled DIRGE and found they were a french industrial metal band before they moved on to Progressive metal now (not sure if they're still active). Though I believe the rest of the music is probably another composer as the CEO of Tripwire is a religious dude so others say its Christian Metal which prob KF2 would be the case, but for me definitely not KF1, because the music itself is incredibly heavy and sounds like a bunch of dudes experimenting with instruments in a steel factory.

I recommend you don't miss out on this game, this game is incredibly fun, and you can always come back and play a few games and enjoy it even after a decade. Worth the Purchase.
Posted 18 January.
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No one has rated this review as helpful yet
139.7 hrs on record (104.8 hrs at review time)
I'll do you a favor, if you wish to buy and play the game.
1. Ignore every negative review on their excuse of account making.
2. Purchase Deluxe Edition on sale.
3. If the game is too hard, play the easiest difficulty.
4. Afraid of Micro-transactions? Read the first three words on No. 2
5. is the game worth it? Read the last five words on the top sentence.
Posted 29 December, 2023. Last edited 10 January.
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No one has rated this review as helpful yet
736.3 hrs on record (686.7 hrs at review time)
Now during the time I hadn't written a review for Terraria in many years but I figured I would write one now because I am most of the players who played it during its earlier phases, that being the Mechanical bosses were considered the End game bosses back when I played. Hallowed armor was the meta with Excalibur, There weren't massive power creeps, and playing during its update had sparked me that child interest I had when I was 12 years old. I wanted to write a review when the game was actually finished because Re-logic desired to keep updating the game until they felt they were done with it. Now with the labor of love patch unleashed and the new sword particle updated I will definitely share my thoughts.

Terraria in my eyes has been the most magical highlight of my life. I have never seen a development team put such tremendous efforts into making this game exist even after a decade. Terraria has been around when I was in middle school, and back when Beta Minecraft was kicking off like crazy. Tobuscus making old Terraria videos that people have mostly forgotten about, multiplayer servers were exploiting armor hacks to give people whatever bonus stat they wanted on their 3-Set. Pvp was beyond broken with magic users spamming rainbow crystals in a secluded area. Melee users spamming 5 light discs in unbreakable vines causing server-wide lag. Yes, Way too many good memories. Especially I remember the first day the moon lord update came around and oh boy was I surprised like Harry Potter entering Diagon Alley for the first time.

To this day every time I come back to Terraria its still a new world, with new things, new mechanics, new items. As I was growing up I started to believe you wouldn't be done as a child, Terraria proved me wrong.

And I know people will think I am a soyboy but truthfully Terraria managed to make me cry when I was done with it. Its because this game brought me so much joy and laughter from many of the friends I made along the way. All the dumb deaths that made us burst into laughter, conquering the most amazingly well designed bosses. Wearing the most holy and divine gear. Terraria brought a magical journey that no other game was able to compete with. Terraria was there when you didn't notice, it was chugging along on the express train given people hard delicious apple cider and giving fatherly advice on what makes the world beautiful. I can't honestly express how madly in love I was with this game again, it brought back a lost happiness I forgot I even had left. I am glad I came back after awhile, Terraria is a staple to how many pixellated games should be designed. You will get lost in wonder with Terraria, you would never forget the immaculate experience you will have in this game. You will love it and hate it because this game manages an incredible difficulty curve, just where it needs to be.

But for a 2D game to encapsulate an incredibly long sandbox journey, to invite players into a world of chaos, cosmic battles, and a magical adventure, really proves why Terraria is one of the best games ever made, objectively. For anyone who hasn't played it, you're missing out. 9.99 for a game that is longer than minecraft, you need to get it. I won't spoil anything for you, get this game, play it, and you can comment to see if I am right or wrong. Terraria is a beautiful game, and a game that brings wonder, joy, and happiness.

11skeletrons/10


Posted 16 January, 2023.
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1 person found this review helpful
5.7 hrs on record (5.7 hrs at review time)
Now I want to make this very clear. Scorn is by all means a masterpiece. I am still going to recommend this game to anyone who is completely curious as to what Scorn's world is and what the hell happen in this civilization.

Be warned this game is only five hours of game play unless you're going to walk around and take screenshots like I did. I will say the amount of questions I had for this game still haven't been answered. The last part of the game which is called Polis actually allowed me to give a better understanding of scorns world but otherwise I really have no idea what to theorize.

I am not going to give the developers a hard time because I truly believe this product is absolutely perfect, even after 7-8 years of development. Everything I had witnessed struck me in awe and that's what mattered to the overall experience of scorn. But of course I came here to criticize some very important elements that really need to be answered or I might as well just start theorizing behind the convoluted mess I had just been through till the very end.

Yes the entire premise of Scorn is insanely convoluted. Although the immaculate art direction and ridiculous graphical detail this game had offered better than any other triple AAA game so far, there is absolutely no real reason as to why we are being pushed to reach the very end at all. No dialogue, no real sense of purpose, no desire. Its basically Hollow knight without the story. Hollow knight left environmental clues as to what happen to this hollownest and we had characters that explained their own morals and stories. Obviously Scorn is not that game which is what I respect, however for a bio-mechanical civilization, you would think there would be some sort of leftover memos, diaries, or alien language or technological device you would discover that could reveal memories of random interactions. Perhaps Certain actions or characters conveying the pre-apocalyptic events that led to the civilizations downfall. Also there is some strong religious themes that hinted towards some collective and sinister consciousness at Polis.

However what I have witnessed here in this game is a vague desperation to tell me that everything is all to what your interpretation can be. As much as that is a excellent way to convey the best theories, unfortunately as a real novelist this is not a very good way to engage any reader or player in a world like this. You are sincerely forcing the player to mindlessly plunged into a dead world with no real context except just to realize that everything you do and hope to achieve is entirely useless. Perfect for Scorn, if it wasnt backed up by how much information there was in the 97 page artbook. Because if Ebb sofware wanted to build a world with actual information behind, it would have been critical to leave the same information from the artbook into the game. I don't blame the developers for wanting players to discover the meaning behind Scorn for themselves, but the truth about writing books is that yes you know everything because you built the world, the characters, the interactions, the choices, the imagination behind your world.
But the reader will only be able to understand the world by a small percentage. Unless you really desire to leave some incredible narration behind, then the game itself will just... feel like a dead world, with no real desire to get anywhere. No story or secrets left to uncover, its just too linear to the point where it was becoming obvious, and that wasn't good. This game only had two things that was executed perfectly, Interpretation, and symbolism. Those were the only themes I recognized, the themes that allowed me to understand what was happening. But otherwise, I have nothing else to contemplate about. I felt empty at the end, and that's okay because that's what Scorn was suppose to be. You get no reward for completing the game, the game is about the journey having no purpose. its about living in a once great nation of technologically advanced aliens, to the desolate ruins of same species that lost their way of life.

I took dozens of screenshots throughout my pilgrimage, and I am going to start piecing things together. I am sure that the game itself is most likely about procreation, and really Scorns message is about discovering meaning. But I am not satisfied with the ending, even if it was the perfect way to end the game, And yes I say perfect because Scorn is definitely not a game that would have any happy ending.

Even though I definitely was pretty upset by the outcome, it was still able to uphold the vision. Scorn is a depressing, and extremely sad game. its desolate, dead, and deviod of any humanoid life. A once proud biomechanical civilization, now in perfect ruin. It was hauntingly beautiful, and at the same time, gorgeously unsatisfying. The sheer amount of passion created behind this game really shows the same way I felt about it as well. For too long Ebb software was losing its compassion to perfect this game. and I can see that reflected in the game. There was sadness, depression, and anger within it. This entire world of Scorn was the vision of man who desperately wanted his world to come to life, even if it took him nearly a decade. I am proud this game was finished, and I hope to see more in the future. I will wait another 7 years if possible. Otherwise I am going to give this game the review it deserves.

10/10
Posted 15 October, 2022.
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No one has rated this review as helpful yet
8.9 hrs on record (5.2 hrs at review time)
The reason why Doomslayer invaded this girls nightmare because he asked for her number.
Posted 12 May, 2022.
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No one has rated this review as helpful yet
199.4 hrs on record (96.8 hrs at review time)
I spent one week to play this game.

6:00 am to 11:00 pm everyday.

I believe I made the right choice.

After I am done writing this review I am gonna play some more.
Posted 23 July, 2021. Last edited 23 July, 2021.
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No one has rated this review as helpful yet
60.7 hrs on record (29.2 hrs at review time)
Blasphemous is another metroidvania that I got my hands immediately when I saw it has a roman mythology inspiration. Definitely my favorite mythology throughout mankind's history, and truly and great a piece of art.

The amount of detail with pixels is astonishing, the enemy design is very intuitive, the level design is very well put, and the artwork between both the background and the level itself is hands down a masterpiece. By utter coincidence I stumble across Blasphemous as I constantly search for metroidvanias that peek my obsessive pixel art addiction. This one took me by the mile as I love the roman architecture as a whole, and how beautifully formatted the towns, monasteries, and cities are. When you reach archcathedral peek, I couldn't continue as I stared at the very top for about twenty minutes. The way the entire cvstodia city towers over each other is exactly how I portray roman's greatest cities to look. Cathedral upon cathedral, and I have mad obsession for towering cities, kingdoms, empires, and fortresses that touch the heavens.

Blasphemous's story is below God of War's(God of War's story is number one in my heart as I continued playing them since 2005). Everything about the story was put into place beautifully and I enjoyed searching hidden secrets, discovering mysteries, and obtaining new and helpful items to advance my journey to communing with the great miracle. Every place I came across has not disappointed me as I loved the desolate plains, muddy pathway's, repulsive sewers, golden churches, ridiculous libraries, crumbling ruins, and well constructed traps(Especially the giant golden lantern; by the great miracle!).
Continuing with the story reminded me of a few possibilities with various books I've read in the past; however Blasphemous is probably the only game I will not relate to any fictional mythology except for roman. The miracle is a great "neutral" entity as I don't find to be entirely pure of any substance. Especially I have a debatable argument of it having human emotions such as happiness or anger. But the way it unfolds itself as divinity or transgession's is outstanding and how manifesting its pure power on those whom were given of its substance; rather its divine light or uprooting thorns. The story continues to completely fascinate me every corner and I was stuck my room the last four days completing all the events before me. I just couldn't handle how absolutely sensational it was to complete everything. The items you acquire tell of rich and golden lore that I couldn't help but read through EVERY SINGLE item I came across and EVERY SINGLE monologue or dialogue that happens to proceed me discreetly or abruptly. ESPECIALLY, the cutscene's with awesome narration. If this game applies more narration it would engage the player even more to uncover the mysteries of Blasphemous.

Besides the comparisons, the character designs were by far a personal favorite. Completely unexpected to see how the miracle punishes or blesses certain characters; rather it gives them a divine beauty or a disgustful look. I did have some regretful gripes about some characters because you can barely gander upon their design. Otherwise, the characters are completely unique and well thought out. I graciously applaud the art team within The Game Kitchen for absolutely impressing me with their art; you guys nailed everything.

The bosses are insanely awesome. surprisingly, there were no repeats of the same bosses at all; they all had wonderful mechanics, and they were fair to pick up and give a few tries before perfecting the fight. What I loved most is how they balanced the bosses with both simplicity and difficulty. They were completely challenging, although fantastically straight forward. It took me a few tries to recognize the pattern and go with the flow.

However I do have one thing that puts me in a position to criticize some important elements, the gameplay.
I depised the mechanical gameplay in this game, it was horrid to dodge and parry because the key buttons would not register in the moments of glorious combat. The magic and sorcery were of little use to me except for finding secrets and obtaining items. The only things I found useful were the items you equip in your rosary mystery, otherwise I was just hacking and slashing everything I came across. The fatality system was a neat a delicious touch but not nessecarily game breaking, Riposting was mundane and I kind got bored of using against certain enemies like the ones with the shield. The thrust mechanic was only useful against the trash mobs; all I would do was dodge and thrust and get a free fatality which basically became my core element of gameplay throughout the game except for the bosses. What also hit me was the combo's for hitting enemies; you never really find an opportunity to enjoy hitting enemies with the most damage because of their hyper armor.
When it comes to hyper armor, I am completely sickened by the fact this mechanic is an important element of gameplay because it doesn't allow you to stagger.
However, what completely lost my mind was the both the purchase system for Mea Culpa, and basic hitting. Mea Culpa's purchase system wasn't even relevant to any occasion except for the thrust and the combo hitter; and they cost way too much tears of atonement to even bother working towards. When you try to basically hit enemies the penitent one immediately stops in his tracks to hit(I could understand realism)but it sets me up in an awkward position that puts me in a heap of trouble in the sweet taste of dodging; when I have to dodge anyways to get near my target...
Yes, I didn't enjoy most of the hitting in the game; it made me cringe losing my balance of power.

To conclude this, I enjoyed Blasphemous. I loved its story, its art, its characters, its plot, its design. Even though I came in a bit late, I won't be later than usual. This game MAY have a generic design with hitting, but it makes up its entire creation for its exploration, its journey, its mythology, its foundation, its hero subtlety, its connection, and its storyline.

I definitely look forward to playing it again when the next DLC comes forward. Because... I am very sure The Game Kitchen hasn't finished their game quite yet. In fact, the next DLC might be sooner than later.

Because of generic hitting, and the desire to see more narration within the game besides the physical contact; I would give it a 9/10. Instead...

I will give it an 8/10
Posted 18 September, 2020. Last edited 18 September, 2020.
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No one has rated this review as helpful yet
4.4 hrs on record (4.4 hrs at review time)
The way this game conveys the story is through a atmospheric castlevanian like design that proceeds you through a bland and gothic reality. I can't believe how incredibly well narrated this game put through the abusive and complete depressing journey. This game is quite short and doing this the whole day will help uncover every piece you need...When I finished the game and did some more stuff to uncover the truth behind all of these events happening. A touching and sorrowful path I couldn't handle in every scenario put in front of me. When I reached the ending and concluded what needed to be done; Both my mind and my heart lost to probably one of the saddest stories I've come across in the past five years. I can't believe what I witness turned fantasy, into the reality of pain and loss. This entire game is completely relateable to my life and some aspects, especially the loss scene got me too badly. Chucklefish is one my favorite indie development studio's that continue to impress with the games I've purchased from them. Inmost became one of my most favorite metrodvania's of all time. I will come back every once or so to play this and continue reminding myself how I got this far, and how I can tell the same tale to the people I love once I've found my peace as well.I will give Inmost perfect scores on a personal occasion because this game needs to show exactly how narrative story driven games are suppose to be. 10/10
Posted 16 September, 2020.
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1 person found this review helpful
135.6 hrs on record (117.0 hrs at review time)
Been playing this game for as long as I remember. Dead space 2 has a very interesting concept from its genre. It was by far the best thirdperson game i've played; but overall it didn't lack any personality and infact it was its own thing and that's what made it special. Characters were actual adults and the game itself put those characters to the test and I sensed a lot of drama from each other which is what I loved.

What seperated the game was multiplayer. It was absolutely cancerous. It literally was very annoying to play because it was always about who has the fastest tryhard finger to rapidly press E the entire time. It seriously lacked any good gameplay and it was either that you are really good are really bad. There was no mercy for anyone and the aspect of the gameplay depended on the host most of time so most people who have used lag to their advantage.

Also when you level up passively throughout pvp. Most players were so high level that they were almost unstoppable. I assure you that back in those days of 2011 to 2013 pvp was at a good peak since everyone was still trying to get all the good gear. But most of the time it was just a pain the ass to actually get a good game. And since they was barely any ranked play, it was mostly casual matches which made it worst.

However don't take my advice, this is just my personal experience. This is an amazing game for its campaign aspect. For multiplayer? Not really. I would avoid it as much as possible but since its pretty dead, there really is no need to play pvp anymore.
Posted 1 December, 2017.
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Showing 1-10 of 19 entries