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📜𝐈𝐭'𝐬 𝐭𝐡𝐞 𝐩𝐞𝐫𝐟𝐞𝐜𝐭 𝐭𝐢𝐦𝐞 𝐭𝐨 𝐛𝐞 𝐚 𝐑𝐞𝐬𝐢𝐝𝐞𝐧𝐭 𝐄𝐯𝐢𝐥 𝐟𝐚𝐧, 
And if you're not, Capcom will make you one. Even if you missed the main horror parts of the series and only got nostalgic from the action-remakes, you still fell into their trap. Thanks to the brilliant (admittedly) development strategy, RE2 and RE4 are a full-fledged starting point for Leon's action-horror campaign, which continues in Requiem. Combining two characters, and especially two different gameplays, in one game is a rather difficult task (remember the recent Alan Wake 2), and even the masters of this genre, in my opinion, did not quite cope with the task. In fact, the main problem with the RE9 (which doesn't even have a numerical designation anymore) is the lack of some ephemeral sense of "scale" of this chapter of the franchise, Even Village felt more "global", despite the fact that Requiem is heavily loaded with plot, cutscenes, references,
and literally one-button fanservice moments (I'm not kidding), which only slow down the pace of the game when we already have to constantly re-adjust our behavior when the plot changes the main character(it's really not that easy; the first time I played Leone, I kept saving my ammo and getting bitten constantly).
If you were to just look at the opening levels of "Hospital" and "Mines" featuring new character Ashley and exclude everything else, it would be one of the most polished and intelligently terrifying experiences in survival-horror history, and it would certainly leave an impression:
Zombies now mutter some remnants of their consciousness, the butler constantly turns off the lights, the butcher chops meat, and the singer howls and calls the nearest enemies; Backtracking never gets boring thanks to mini-bosses like a huge, obese baby who barely squeezes between walls, moving from room to room and forcing us to walk down different corridors;
Ashley's gameplay is also quite different from Leon's in terms of mechanics: Constant pitch darkness, only a regular pistol (and its variant) as a weapon, her limping with the shift key can hardly be called running, and the local shop is styled like an antique cabinet that requires special coins; there's also a nice mini-game where you can unlock crafting recipes in the genetic machine.; and if you're completely tired of shaking, you can spend precious large-caliber ammo on the one-shot UberPistol that Leon gave you; or single-use and homolytic injections for covert killing, which can also be used as insurance when injected into a corpse; You can collect "blood" from killed enemies for crafting, but you will need empty vials/bottles, so you can't just farm; Don't forget about the shaking hands (but no aim shake) and the deliberately low sensitivity (it can be changed in the advanced settings), although I personally felt uncomfortable with the super-close FOV (which can't be changed), and I missed some kind of peek-a-boo mechanic, which has been around for ages in games like Outlast.
So, we clear the entire map in an interesting Metroidvania-style location, and get the same level as Leon, but it doesn't really make much sense anymore.. Of course, it's still a nice outlet to punch the big monsters that scared you in the previous gameplay section, Leon is basically responsible for all the bosses in the game. It 𝐰𝐨𝐮𝐥𝐝 𝐛𝐞 𝐜𝐨𝐨𝐥 𝐢𝐟 𝐭𝐡𝐞 𝐞𝐧𝐭𝐢𝐫𝐞 𝐠𝐚𝐦𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐞𝐝 𝐭𝐡𝐢𝐬 𝐟𝐨𝐫𝐦𝐮𝐥𝐚, but no, it's only the "Hospital" at the beginning - the same floors of the same level, with each character having to clear (3 times in total), alternating between them (even the note found as Leon only works once for Ashley), уach character has their own map markers, each has their own items and ammo. Then Ashley is kidnapped in the "Mines" - also a rather dark, claustrophobic level with a shortage of supplies, but you won't be able to return to it as Leon. It's a cool, but even more quickly forgotten, experience, as a result, the game leaves mixed impressions, compared to the second half of the game:
Basically, it's all becaise of the outskirts of the apocalyptic that very one 𝐑𝐚𝐜𝐜𝐨𝐨𝐧 𝐂𝐢𝐭𝐲, with literally identical ash zombies (rising from holes in the asphalt). Visually, the entire location is extremely gray and dreary.. literally any game has implemented a similar setting better (idk Metro, Fallout, Silent).. But still, the action component of the gameplay good even here, it's not a literal shooting gallery, although they do let you earn points for kills with basic upgrades (plus a trinket for your weapons!); although there's no depth to inventory management - Leon has bottomless pockets, the game transitions from horror to arcade. Not only do you not need to hide, you need to kill every zombie that rises, even if they're on another roof or only visible on a distant bridge. You earn arsenal points for every kill, but you can still run out of ammo, the balance is neat, it`s still RE4.
But unlike it, 𝐑𝐞𝐪𝐮𝐢𝐞𝐦 𝐡𝐚𝐬 𝐩𝐫𝐚𝐜𝐭𝐢𝐜𝐚𝐥𝐥𝐲 𝐧𝐨 𝐢𝐧𝐭𝐞𝐫𝐞𝐬𝐭𝐢𝐧𝐠 𝐚𝐫𝐞𝐧𝐚𝐬.. There was a cool section where you had to smash glass to kill zombies, but why did it last literally a minute? Why is there only one for three hours of gameplay? I understand that the producers forced the game to be filled with fanservice, but that also is poorly done, without any challenge, the cutscene where Leon defeats gravity will probably baffle even the most hard-drinking player... Come on, guys, even Uncharted didn't have such stupidity. Okay, they certainly threw in some interesting ideas: For example, zombies with chainsaws! When you chop them off their hands, they start slithering across the floor 360 degrees, forcing you to carefully circle around the red-hot blade and enemies, who can also pick up the saw again, though it can be comically deflected with your battle axe, which Leon can endlessly sharpen for parries. They also added throwing spears/boulders/gas canisters at nearby enemies (you can basically check if there are any enemies left by the indicator on the object lying around), and zombe can also throw all sorts of things and even push you off the roof that way; And the movement now includes brutal finishing moves with bent-over shooting or jaw-breaking shotgun attacks.
In fact, I'd praise all the animations in the game - every weapon has its own reload sequence, where the character holds an old magazine in his hand while simultaneously drawing a second one, when Leon has to hold a flashlight around his neck or the shotgun to his knee, the core of the game still provide pure pleasure that even a Resident Evil hater (like me) will enjoy.
And, of course, this is far from the end of the story. Believe me, Capcom will be milk audience with all their characters for a very long time (why they aged Leon so quickly is beyond me). At the final level, these are the same faceless laboratories, only not under "Umbrella" anymore.. Once again, someone continued research after research and after the nuclear bombs.. Once again, some crazy doctor, another villain cosplaying a fight with Krauser, the third just another big mess to pop pimples on. The ending of the game will give you nothing except the illusion of choosing to "press" or "not press" the final button, and if you choose the wrong one, the game itself will offer you a replay. Place your bets if there will be a DLC or not.

😊 𝗦𝘂𝗯 𝘁𝗼 𝗺𝘆 𝗦𝘁𝗲𝗮𝗺`𝘀 𝗖𝘂𝗿𝗮𝘁𝗼𝗿`𝘀 𝗽𝗮𝗴𝗲: https://store.steampowered.com/curator/41977550
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Its cool
«Buggy as hell»
I had to use a walkthrough for the puzzle with the rotating symbols. There are multiple ways to match four symbols. The rest of the puzzles were nice. The whole game took me about 45 minutes. Really good for a free game.
Too slow and clunky
I finished the game in 45 minutes. While I felt lost at times, I discovered that there was a hint system, and things went smoothly from there. It's a simple game with a simple message. It's free, so I can't complain.
Good quest with different paths of possibilities made as a set of puzzles in a location where your choices matter. Has turn-based space battles.
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This was a nice and creepy little game. Idk what exactly I was expecting but it wasn't this. Very cool.
I only ever played any of these games on PSX demo discs back in the day. I really like the art style of the remaster and for the most part I think it plays fairly well. I just can't get over how difficult they made some of the parts like the Treetop turbo jump you have to do. It's not bad there is just some very frustrating parts that by accounts I've read, are even harder than the original which is wild. Overall though I think the quality of this remake is very good and should be used as an example of how to go about remakes in general.
There is a lot I like about this game and a lot I don't. First off, the voice acting sucks. I hate the main character. There are some random sidescrolling sections that serve as backstory lore and the narrative is so padded out and 'woe is me' in all of them. It was so unnecessary to include in the game. There is some amount of this in the main game but nowhere near as bad as those sections so it's fairly jarring in contrast. The main game is a kind of the fun classic fantasy you see in storybooks sprinkled with some darkness. I did enjoy a lot of the art design, especially the hedgehogs and Mr. Grubb. The overall gameplay is fine if a little rough. So much of the mechanics are not explained well at all and the pop ups can be easily skipped on accident because holding a direction on stick counts as a button input to close it. There is a morality system that is both simple and obtuse at the same time. The main story is very meh. Some of the side stuff is interesting to some degree. It is not a terrible game but definitely rough around the edges in a lot of areas.
I despise this game. I have often thought about platinuming games and how they effect my outlook of a game afterwards. Depending on the platinum, it causes a player to butt up against broken or middling systems and mechanics that you'd otherwise not spend much time with, as well as spending too much time with the game than if you just completed it once. I played a bit of this game back around it's release on PS3 and remembered nothing of it. When I first started playing it I thought it was kind of cute and an interesting take for a Disney game. The paint and thinner mechanics were probably more novel back then. The game quickly became more of a slog with it's repetitive combat mechanics and it's longer than needed run time. There is also the fact that then lock you out of back tracking in some areas but not others causing you to fail quests. I ended up play through this game 4 times to get the platinum. In the last level if you help out any of the gremlins it will lock you out of the bad karma ending because they destroy two generators right as you enter the boss room. Despite the fact that to get the bad karma ending you also destroy these generators but apparently getting help is good? I'm not sure. Regardless, I didn't know this and that made that entire run a wash as there is no manual saving. There is also no good way to skip dialogue. You can skip it slowly and some scenes but it's an absolute slog of a task to replay the game. This all just points out flaws of the game. The boss fights are bad and repetitive. The only interesting one is the Hook fight. There is a good way to end that fight that is not explained at all which is just an issue with the game as a whole. There is just no direction to some of the goals and it results in just spraying thinner everywhere at times to reveal stuff. I'm not really sure why THQ decided to put this one back out.
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«Disappointment of the year»
«Waste of time»
Exceptional
This was a great little puzzle adventure game. It looks great and played great. The puzzles were just the right balance between difficulty that pushed you to find the solution yourself. I really only ran into one puzzle near the end that gave me a bit of trouble. The boss fights were also pretty good an innovative.
«Underrated»
Another good cat find game.
«Sit back and relax»
I was a big fan of the Turok games back on the N64, especially Turok 2. Having never played 3 back then I was surprised to see how different it was from the other games. Very story driven and fairly short. For the most part it plays well and has a good variety of weapons. It is great for replaying as you will speed through the game knowing everything already and it has a fairly easy platinum. The only thing that annoyed me was the constant spawning enemies in some areas. It most games this happens when the devs want an emphasis on you continuing to progress and not loiter in some areas. Here however, this is the case in just about every area no matter your objective.
Exceptional
This is a wonderful game that highlights the beauty of the outdoors and how isolating it can also be. The story of this game is great and is such a rollercoaster. My only complaint is it's too short. Definitely one of those games I wish I could forget and go back to fresh. Love the OST as well.
«Sit back and relax»
«Beaten more than once»
I absolutely love this game. It has everything you need, punching Nazis, eating bagels, punching more Nazis. The sim aspect of this game is great and the FPS gameplay works very well. I really enjoy the usable and breakable weapon system that this game does. Really makes it feel like a John Wick film at times when you are using every available weapon in a room to beat down some fascists. There are a lot of good systems at work, I found the stealth to work quite well which I can't say about every game. The progression of this game is very good and it keeps you exploring and unlocking things. Tons of replay value here. I also love all the different food they included in the game from different countries. It really does feel like playing one of the films in a lot of ways. All the performances are good but Troy Baker's performance is incredible in how he replicates Harrison Ford.