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Amazing game design and mechanics. Truly great local coop experience, especially for a couple.
The story is a let down though, there is no character growth to warrant the predictable ending and May was a rotten character the whole way through. My partner and I bonded over hating her at least 😂
I'm looking forward to playing Split Fiction as hopefully the character dynamics are more enjoyable.
I'll never forget what we had to do to that poor elephant 😭
The story is a let down though, there is no character growth to warrant the predictable ending and May was a rotten character the whole way through. My partner and I bonded over hating her at least 😂
I'm looking forward to playing Split Fiction as hopefully the character dynamics are more enjoyable.
I'll never forget what we had to do to that poor elephant 😭
«Constantly dying and enjoy it»
«Better with friends»
Approachable Returnal! They got the rogue lite element on points. You get stronger every time you die, so it incentivizes you to play again.
«Just one more turn»
«Can’t stop playing»
Mediocre first person RPG masked as retro game. But old aesthetics cannot hide the lack of gameplay and mediocre story
Yet another service simulator. Too repetitive and idea is very limited
Feels like a prototype made during game making classes. Bad animations and clunky gameplay
Badly made five nights at freddy clone
Copied idea of a Crypt of a Necrodancer and simplified it and added balatro elements. Didn't work out.
Badly made incremental game - looks like a project from their game making courses that they decided to finish
Mediocre management game
High on Life 2 is a bold and very fun sequel that improves massively on the first game. Squanch Games took a big risk by making the skateboard the absolute core of the gameplay, and it works incredibly well. Combat on wheels — grinding rails, wall riding, and kickflipping while shooting talking guns — feels fresh, spectacular, and uniquely chaotic. Level design is built around this mobility, making every arena a playground.
The signature absurd humor returns with talking weapons, meta jokes, and ridiculous situations. It’s a bit less unhinged without Justin Roiland, but still very entertaining thanks to a solid new cast and better narrative structure.
Visually colorful and lively with great Unreal Engine 5 effects. The three distinct hub worlds are a highlight. Technical problems at launch were rough (crashes and performance issues), but patches have helped a lot.
If you’re looking for a creative, non-serious FPS full of personality and movement-based chaos rather than competitive gunplay, High on Life 2 delivers. Polarizing humor aside, it’s a refreshing experience that dares to be different. Squanch Games nailed the follow-up.
Full French review:
https://rogueh24.fr/test-du-jeu-high-on-life-2/
«Sit back and relax»
Obscure game just to be obscure
8/10
Genuinely has the most annoying starting cast out of any open world gacha I've ever played. A bunch of children and a goofy animal mascot that's basically Groot from Guardians of the Galaxy. Except this is if Groot was in EVERY scene. The obsession with children in gacha games is just annoying and dumb.
The "art style" of the story's cutscenes are in the "omg so wacky!" anime style and they are so busy and hyper it's seizure-inducing and genuinely naseuating. The game tries to have a realistic, beautiful overworld with some scary moments, but its all ruined by the cartoonishly over the top and loud cutscenes. I know I can skip the story, but I don't want to. I actually found the general plot interesting, but the way it's presented is unbearable.
Despite the game taking place in an urban landscape that has graffiti, R&B music, and rap, there's somehow not a single black NPC in sight. Even Hoyoverse did slightly better on that front.
Hoyoverse also did better with character integration with the world. As in most other open world gachas, in NTE there's a subtle but clear seperation between your character and the environment. Can't do any action in elevators, most menu functions are disabled in domains, you can't jump, switch characters, or even look up when swimming. You also can't climb onto something while you're swimming either like you can in Genshin. The sound effects are very samey. And the climbing being a weird "half wall run and half regular climb" is just really annoying, both on animation and muscle memory wise.
The "art style" of the story's cutscenes are in the "omg so wacky!" anime style and they are so busy and hyper it's seizure-inducing and genuinely naseuating. The game tries to have a realistic, beautiful overworld with some scary moments, but its all ruined by the cartoonishly over the top and loud cutscenes. I know I can skip the story, but I don't want to. I actually found the general plot interesting, but the way it's presented is unbearable.
Despite the game taking place in an urban landscape that has graffiti, R&B music, and rap, there's somehow not a single black NPC in sight. Even Hoyoverse did slightly better on that front.
Hoyoverse also did better with character integration with the world. As in most other open world gachas, in NTE there's a subtle but clear seperation between your character and the environment. Can't do any action in elevators, most menu functions are disabled in domains, you can't jump, switch characters, or even look up when swimming. You also can't climb onto something while you're swimming either like you can in Genshin. The sound effects are very samey. And the climbing being a weird "half wall run and half regular climb" is just really annoying, both on animation and muscle memory wise.
«Waste of time»
«Boooring»
Decent game that is absolutely way too long.
A short and sweet game! I loved the design and choice of colors, the combat was fluid, simple, but still fun. It was pretty easy, but it's supposed to be a kind of casual game so I wasn't very miffed about that (spending your ES on strength and willpower first, and using the flinch attack makes the game a breeze). It's pretty light-hearted and cute for about 3/4 of the story, but progressively gets more serious and personal (it is a game about death, after all). It has four endings total I believe, two sets with a minor variation of each set.
*TL;DR: Nothing has tooltips and the gameplay is basically just button spamming and collecting drops.* Putting the Gearbox and privacy situation aside, I surprisingly found this game pretty boring and beginner-unfriendly.
First and most grievous in my opinion is that not A SINGLE ITEM has a tooltip. Items are basically all your upgrades. At first this isn't an issue because most items come from chests which are random anyway. But then there will be stations where you can buy an item from a list of other items, but you can only buy one item and you basically have no idea what any of the items do. Apparently the items used to have colored outlines which showed their rarity, but this feature was removed at least for items in the shop stations, which is weird because thats when knowing what the item is actually matters. There's also trading stations where you can trade an item you have for another, but again, you have no idea wtf you're trading for the first time you play. Once you get an item it's recorded in your logbook, which you open by pausing and selecting it. And if you ever forget what an item does? Yeah, you have to open the pause menu, go to the logbook, and search for the item from the list instead of just hovering over the tooltip like a lot of other roguelites implement. I don't know if "no tooltip" is a thing in other games other than Binding of Isaac, but it does not feel good in this game. Before an update you couldn't even open the logbook during a run.
Second: environments are bland in the way that there's no variety in them, despite there being different biomes. Monsters don't look interesting or varied. This is especially annoying when you're trying to search for a teleporter and you're basically walking around in circles because everything looks the same.
Third: gameplay is spammy and dull, your goal is basically to just kill monster hordes. it's like those zombie games in fortnite or a wow-like mmo where you just hold trigger and click something whenever your cooldowns are off.
Fourth: the effects on screen get really intense really quickly. To the point that you can't even see enemy attack alerts. And if it's a boss, you can get caught off-guard really bad.
Fifth, and I know this is more of me being dumb, but my first run I spawned next to a blood alter. The blood alter's icon was shaped a little bit like a teleporter and it has the exact same color, and that combined with the fact my first task was "find a teleporter," I thought the blood alter was the teleporter. When it didn't do anything teleporty the first time I interacted with it I thought maybe it was some special thing where I had to interact with it enough times and it would turn into a teleporter (like basically an alter that always spawned closed by where you could sacrifice your health to get a teleporter more quickly, instead of searching for one out far). This was not the case and I didnt die, but the fact that teleporters and blood alters don't have different colors (and more differently shaped icons) doesn't make much sense to me.
Sixth, character build doesn't seem to matter and is too dependent on RNG. You just open as many chests you can find and get whatever item it gives you, with the goal of getting the Most Items and the occasional shop/trading station. Usually I like hack-and-slash games, and roguelites, but something about this game is almost too simple for me. I think it may have to do with lack of needing positioning (enemies just charge at you the same way). If there's a something deeper than that that I'm missing because I haven't played much, then that's my mistake. But this game really does not have that initial hook or addiction like other roguelites do that I've played (Hades, Binding of Isaac, Slay the Spire, Gungeon, Dead Cells, freaking Splatoon 3 Side Order, etc).
I haven't played RoR 1 but I can definitely see this as a game that works for 2D but not for 3D. The good: I like how items appear on your character.
First and most grievous in my opinion is that not A SINGLE ITEM has a tooltip. Items are basically all your upgrades. At first this isn't an issue because most items come from chests which are random anyway. But then there will be stations where you can buy an item from a list of other items, but you can only buy one item and you basically have no idea what any of the items do. Apparently the items used to have colored outlines which showed their rarity, but this feature was removed at least for items in the shop stations, which is weird because thats when knowing what the item is actually matters. There's also trading stations where you can trade an item you have for another, but again, you have no idea wtf you're trading for the first time you play. Once you get an item it's recorded in your logbook, which you open by pausing and selecting it. And if you ever forget what an item does? Yeah, you have to open the pause menu, go to the logbook, and search for the item from the list instead of just hovering over the tooltip like a lot of other roguelites implement. I don't know if "no tooltip" is a thing in other games other than Binding of Isaac, but it does not feel good in this game. Before an update you couldn't even open the logbook during a run.
Second: environments are bland in the way that there's no variety in them, despite there being different biomes. Monsters don't look interesting or varied. This is especially annoying when you're trying to search for a teleporter and you're basically walking around in circles because everything looks the same.
Third: gameplay is spammy and dull, your goal is basically to just kill monster hordes. it's like those zombie games in fortnite or a wow-like mmo where you just hold trigger and click something whenever your cooldowns are off.
Fourth: the effects on screen get really intense really quickly. To the point that you can't even see enemy attack alerts. And if it's a boss, you can get caught off-guard really bad.
Fifth, and I know this is more of me being dumb, but my first run I spawned next to a blood alter. The blood alter's icon was shaped a little bit like a teleporter and it has the exact same color, and that combined with the fact my first task was "find a teleporter," I thought the blood alter was the teleporter. When it didn't do anything teleporty the first time I interacted with it I thought maybe it was some special thing where I had to interact with it enough times and it would turn into a teleporter (like basically an alter that always spawned closed by where you could sacrifice your health to get a teleporter more quickly, instead of searching for one out far). This was not the case and I didnt die, but the fact that teleporters and blood alters don't have different colors (and more differently shaped icons) doesn't make much sense to me.
Sixth, character build doesn't seem to matter and is too dependent on RNG. You just open as many chests you can find and get whatever item it gives you, with the goal of getting the Most Items and the occasional shop/trading station. Usually I like hack-and-slash games, and roguelites, but something about this game is almost too simple for me. I think it may have to do with lack of needing positioning (enemies just charge at you the same way). If there's a something deeper than that that I'm missing because I haven't played much, then that's my mistake. But this game really does not have that initial hook or addiction like other roguelites do that I've played (Hades, Binding of Isaac, Slay the Spire, Gungeon, Dead Cells, freaking Splatoon 3 Side Order, etc).
I haven't played RoR 1 but I can definitely see this as a game that works for 2D but not for 3D. The good: I like how items appear on your character.
«Waste of time»
«Boooring»
Good potential but it has the most convoluted and time-consuming furniture placement system I've ever seen in a game.
Basically, just expect this to be one of those games you're addicted to for like a week and then never touch again.
Stacklands gets pretty tedious with managing card placement late-game, and I haven't found any mod yet that makes it more bareable. The game is certainly fun, but in the "click the correct things" type of way. I played for like 8 hours, and enjoyed those hours, but after reaching end-game a couple of times, I didn't feel like finishing it or playing again. I would suggest you wait for it to go on sale (like I did). Keeping up with the cards was just too much of a chore.
Stacklands gets pretty tedious with managing card placement late-game, and I haven't found any mod yet that makes it more bareable. The game is certainly fun, but in the "click the correct things" type of way. I played for like 8 hours, and enjoyed those hours, but after reaching end-game a couple of times, I didn't feel like finishing it or playing again. I would suggest you wait for it to go on sale (like I did). Keeping up with the cards was just too much of a chore.
made my partner rage 10/10
(but is also a bit overpriced)
(but is also a bit overpriced)
«Sit back and relax»
«Better with friends»