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This game was incredible from start to finish. It took the dreadful atmosphere of Super Metroid and gave it engaging combat and lovable characters that kept the game from getting dull. I played this game many times over because I couldn't get enough of the characters, the combat, and the deep exploration of Hollow Knight. Very excited for Silksong!!
I wasn't expecting anything of this game, since I never owned an Atari not only I don't have nostalgia for games of that console but I also have something of a repelling sentiment since the graphics even when I was a child stroke me as "rudimentary", the truth is that I found a positive experience filled with depth.
The premise of Berzerk is pretty simple but it is mandatory to have a better grasp of what is going on, in summary: you're stranded in an unknown planet and your team is captured by an evil man "Evil Otto", after that you're prompted to escape from his maze-lair filled with laser-shooting robots and electrified walls. Which brings us to the core of the gameplay, as its premise, it is really simple but also effective, you start in a randomly generated room with some robots on it, the objective of the game is to eliminate as many robots as you can and stack points to get the best score possible before you die, as you may notice this is an arcade game on which the better you play the better your score, the robots start with slow movement and slow shots but as you progress they become more and more aggressive.
This game have several optional game modes, twelve to be precise, on which everyone has a different set of rules, ranking from the normal mode on which you only shoot robots or a harder mode on which after some time has passed Evil Otto will appear and start to hunt you down ala Nemesis from Resident Evil 3, this gaves an extra layer of challange an although it seemed that you can master this difficulty, for the most part Evil Otto seemed op and faster than your character, so in my case playing in this mode was more like 'dispatch every enemy as fast as I can before the evil head appears', the other modes are variations with increased or decreased difficulty, harder to get extra lifes and even an easy mode, although I believe the best way to play the game might be the said no.2 mode with the appearing Nemesis head, since it is challenging as is rewarding, the controls have great response and hit boxes are on point, my only issue is that shooting requieres some awkeard plsitioning like if you're in a higher position in the room than an enemy it's difficult to hit it before they hit you're legs, it's difficult to describe this situation but it will make sense once you're playing, luckly you can shoot diagonaly unlike your enemies so you can take advantage of that.
A thing that I liked a lot is that every room, especially when you're high on points and enemies are aggressive is that they feel like a little puzzle, in a similar but simpler way as in the more modern Hotline Miami, you'll find yourself in situations on which you'll need to choose in a matter of a split second if taking care of enemy A will be better than B or D like I said it's simple but it is also effective. Although my favorite aspect might be a very personal one, this game reminded me of the time when I was little and when I played with my toys I created narratives with them, in Berzerk (and I imagine a lot of games of that era) since the visuals are practically a canvas for your imagination to fill the holes I was constantly feeding the game's narrative with my own one, claiming that enemies with an specific color were a type of robot with their own story and even when the AI moved and died in erratic and self-destructed ways I gave them the trait that is because they're old robots from and old war of some sorts so a lot of them have malfunctions, of course this is made up but it wasn't as if I was looking to make this narratives, the came rather naturally, on a more "philisophical" note, the fact that you're forever traped in this maze with the only thing that keeps you going further is the your will to live, this thinking, on purpuse or not gave me the chills and along with the other stuff made my playtrough a more purpose and fulfilling experience, even if it was brief.
Berzerk might not be an amazing game by today's standards, but it certainly has aged well, more if you're willing to do some lifting yourself, the fact that basic colors, points, and lines gave me this much, it is a testament of how creativity can endure time, even when the experience can be short (or even longer depending on your arcade-mode tastes) and flawed, if you by any chance can get Berzerk my recommendation is that you add it to your collection if only to play it to test it.
The premise of Berzerk is pretty simple but it is mandatory to have a better grasp of what is going on, in summary: you're stranded in an unknown planet and your team is captured by an evil man "Evil Otto", after that you're prompted to escape from his maze-lair filled with laser-shooting robots and electrified walls. Which brings us to the core of the gameplay, as its premise, it is really simple but also effective, you start in a randomly generated room with some robots on it, the objective of the game is to eliminate as many robots as you can and stack points to get the best score possible before you die, as you may notice this is an arcade game on which the better you play the better your score, the robots start with slow movement and slow shots but as you progress they become more and more aggressive.
This game have several optional game modes, twelve to be precise, on which everyone has a different set of rules, ranking from the normal mode on which you only shoot robots or a harder mode on which after some time has passed Evil Otto will appear and start to hunt you down ala Nemesis from Resident Evil 3, this gaves an extra layer of challange an although it seemed that you can master this difficulty, for the most part Evil Otto seemed op and faster than your character, so in my case playing in this mode was more like 'dispatch every enemy as fast as I can before the evil head appears', the other modes are variations with increased or decreased difficulty, harder to get extra lifes and even an easy mode, although I believe the best way to play the game might be the said no.2 mode with the appearing Nemesis head, since it is challenging as is rewarding, the controls have great response and hit boxes are on point, my only issue is that shooting requieres some awkeard plsitioning like if you're in a higher position in the room than an enemy it's difficult to hit it before they hit you're legs, it's difficult to describe this situation but it will make sense once you're playing, luckly you can shoot diagonaly unlike your enemies so you can take advantage of that.
A thing that I liked a lot is that every room, especially when you're high on points and enemies are aggressive is that they feel like a little puzzle, in a similar but simpler way as in the more modern Hotline Miami, you'll find yourself in situations on which you'll need to choose in a matter of a split second if taking care of enemy A will be better than B or D like I said it's simple but it is also effective. Although my favorite aspect might be a very personal one, this game reminded me of the time when I was little and when I played with my toys I created narratives with them, in Berzerk (and I imagine a lot of games of that era) since the visuals are practically a canvas for your imagination to fill the holes I was constantly feeding the game's narrative with my own one, claiming that enemies with an specific color were a type of robot with their own story and even when the AI moved and died in erratic and self-destructed ways I gave them the trait that is because they're old robots from and old war of some sorts so a lot of them have malfunctions, of course this is made up but it wasn't as if I was looking to make this narratives, the came rather naturally, on a more "philisophical" note, the fact that you're forever traped in this maze with the only thing that keeps you going further is the your will to live, this thinking, on purpuse or not gave me the chills and along with the other stuff made my playtrough a more purpose and fulfilling experience, even if it was brief.
Berzerk might not be an amazing game by today's standards, but it certainly has aged well, more if you're willing to do some lifting yourself, the fact that basic colors, points, and lines gave me this much, it is a testament of how creativity can endure time, even when the experience can be short (or even longer depending on your arcade-mode tastes) and flawed, if you by any chance can get Berzerk my recommendation is that you add it to your collection if only to play it to test it.
«Blew my mind»
«Just one more turn»
doesn't overstay its welcome, fun for what it is, a little replay value
Fight Crab, the latest title by Nussoft, will definitively be the hidden gem of 2020. However, it has the potential to become the next great competitive game, on the level of other titles such as League of Legends and C.O.D.
The game embraces the unconventional, the bizarre, and the imaginative—pitting you against other fellow crustaceans in epic battles. Think Muhammad Ali vs. Joe Frazier, but Ali is a coconut crab and Frazier is a mud crab. Now give Ali two nunchucks and Frazier a broadsword, and you have Fight Crab.
Fight Crab demands creativity. Fight Crab demands experimentation. It's up to the player to determine their playstyle—the game merely gives you the tools and the platform.
That being said, Fight Crab serves as a lesson in Darwinism—survival of the fittest. Only those with the capacity to rise above, become more skilled, discover new tactics and master them, will succeed in the race of crustacean evolution. Fight Crab is evolutionary theory in motion, being tested in ways mankind has never been able to observe before. Who is to say that Fight Crab is even a game? What if Fight Crab is something much more complex? What if Fight Crab is purely scientific? What knowledge would mankind gain from Fight Crab? The key to our survival? The next step in our own evolution?
There has not been a single living species on Earth that has risen to pure consciousness except we human beings. We possess the intellect, emotions, and memories that separate us from beast. According to evolutionary theory, our ancestors slowly (but surely) outgrew themselves, learning how to use basic tools for hunting purposes. That was the beginning of our evolutionary journey. However, our primitive ancestors did not know what would come of their doing so—they had absolutely no idea what they were really doing, or why. They simply saw a rock one day, picked it up, threw it, perhaps hurt one of their own, and then the very first idea was born—a genesis of our own.
Now, what if a fully conscious, cognizant, thinking species such as ourselves were able to fully understand evolution? We would become unstoppable. Nothing would deter the survival of mankind: pestilence, drought, the inevitable supernova explosion of our star. Nothing. We would outgrow our own dimensional perspective and rise beyond the small confines of our own minds. Time and space would bend at our will. We would become divine beings.
All this, coming from a singular source. An examination of sorts—a 'game'—that led to the supernatural end of our evolutionary line:
Fight Crab.
The game embraces the unconventional, the bizarre, and the imaginative—pitting you against other fellow crustaceans in epic battles. Think Muhammad Ali vs. Joe Frazier, but Ali is a coconut crab and Frazier is a mud crab. Now give Ali two nunchucks and Frazier a broadsword, and you have Fight Crab.
Fight Crab demands creativity. Fight Crab demands experimentation. It's up to the player to determine their playstyle—the game merely gives you the tools and the platform.
That being said, Fight Crab serves as a lesson in Darwinism—survival of the fittest. Only those with the capacity to rise above, become more skilled, discover new tactics and master them, will succeed in the race of crustacean evolution. Fight Crab is evolutionary theory in motion, being tested in ways mankind has never been able to observe before. Who is to say that Fight Crab is even a game? What if Fight Crab is something much more complex? What if Fight Crab is purely scientific? What knowledge would mankind gain from Fight Crab? The key to our survival? The next step in our own evolution?
There has not been a single living species on Earth that has risen to pure consciousness except we human beings. We possess the intellect, emotions, and memories that separate us from beast. According to evolutionary theory, our ancestors slowly (but surely) outgrew themselves, learning how to use basic tools for hunting purposes. That was the beginning of our evolutionary journey. However, our primitive ancestors did not know what would come of their doing so—they had absolutely no idea what they were really doing, or why. They simply saw a rock one day, picked it up, threw it, perhaps hurt one of their own, and then the very first idea was born—a genesis of our own.
Now, what if a fully conscious, cognizant, thinking species such as ourselves were able to fully understand evolution? We would become unstoppable. Nothing would deter the survival of mankind: pestilence, drought, the inevitable supernova explosion of our star. Nothing. We would outgrow our own dimensional perspective and rise beyond the small confines of our own minds. Time and space would bend at our will. We would become divine beings.
All this, coming from a singular source. An examination of sorts—a 'game'—that led to the supernatural end of our evolutionary line:
Fight Crab.
«Blew my mind»
«Just one more turn»
Even when Real Bout 2 The Newcomers felt mighty familiar or some choices seemed backward, I was always playing with a smile on my face.
You know that old say about if something isn't broken don't repair it, and that is what the developers did with RB2. At first glance, you'll notice some tweaks here and there, especially from the characters you used in the past entry and at moments it might seem as some of them are clunkier but instead, they added complexity to some of them, you still have all-around fighters like Terry or Mai but already difficult characters to use like Mary have been tweaked if only a little to add more complexity to avoid button-mashing combos, or at least that I believe anyways.
The roster is bigger than the last game (by 2 characters) and felt a little like those All-star games where the plot is not that relevant and are more focused in fighting, which is great or the better experience if you play with friends but from a single-player perspective, it felt a little backward, since a lot of the fun playing that way is to unlock stuff and get the endings for your favorite characters but the little sequences you obtain by beating the game are for the most part silly and stakes-free, is not a bad thing per se but they aren't as rewarding as a "story" ending.
Another thing that at times bothered me a bit was the discrepancy between the damage of some special moves, for the most part, they were balanced but in a few instances, they felt too op in terms of speed and damage. The artwork and the sprite work are still great although it doesn't seem that they were trying to push the envelope to higher places, instead the maintained the quality in a safe spot.
RB2 is so much fun if you play with friends, from a single-player experience it might be a little unrewarding or plain at times but even when it plays it safe in almost every aspect of its mechanics or artwork, it is still a pretty good game.
You know that old say about if something isn't broken don't repair it, and that is what the developers did with RB2. At first glance, you'll notice some tweaks here and there, especially from the characters you used in the past entry and at moments it might seem as some of them are clunkier but instead, they added complexity to some of them, you still have all-around fighters like Terry or Mai but already difficult characters to use like Mary have been tweaked if only a little to add more complexity to avoid button-mashing combos, or at least that I believe anyways.
The roster is bigger than the last game (by 2 characters) and felt a little like those All-star games where the plot is not that relevant and are more focused in fighting, which is great or the better experience if you play with friends but from a single-player perspective, it felt a little backward, since a lot of the fun playing that way is to unlock stuff and get the endings for your favorite characters but the little sequences you obtain by beating the game are for the most part silly and stakes-free, is not a bad thing per se but they aren't as rewarding as a "story" ending.
Another thing that at times bothered me a bit was the discrepancy between the damage of some special moves, for the most part, they were balanced but in a few instances, they felt too op in terms of speed and damage. The artwork and the sprite work are still great although it doesn't seem that they were trying to push the envelope to higher places, instead the maintained the quality in a safe spot.
RB2 is so much fun if you play with friends, from a single-player experience it might be a little unrewarding or plain at times but even when it plays it safe in almost every aspect of its mechanics or artwork, it is still a pretty good game.
«Just one more turn»
«Time-tested»
Too damn short.
So much buildup of characters, companions, bases and lore and then when everything is ready for the big fight it suddenly ends in a ten minute slideshow ends this great adventure.
Obsidian finally made a decent game with that game engine and it ends abruptly and with a sense of wasted investment. The game feels like a very content cutted title, but here there is no Bethesda breathing on their necks and the failure is entirely on them.
So much buildup of characters, companions, bases and lore and then when everything is ready for the big fight it suddenly ends in a ten minute slideshow ends this great adventure.
Obsidian finally made a decent game with that game engine and it ends abruptly and with a sense of wasted investment. The game feels like a very content cutted title, but here there is no Bethesda breathing on their necks and the failure is entirely on them.
The story gets frustrating if you don't enter the right words. The balck mirror esque theme is good. But the game has some sequences that run so bad on my laptop that the options that are to be clicked are not registered and i had to repeat the same set of moves for over 30 mins as there is no save option . The frustration got to me ultimately. Overall the game is okay. The first two parts were good.
It's just a free game using their new game engine in developing stage and taking the main art and characters from timbleweed partk game. It's fine , I played only through the first set of tasks given to me. I just had to play it right after I finished thimbleweed park.
This game has what makes indie games good I guess, the art. The voice acting and interaction were made real time and were good. The story itself was okay and is left for interpretation. The walk through the island was far too long and makes the game seem very slow. the dialogues should have been better implemented instead of just being the main part of just running through the island slowly.
the game has different endings based on the options selected and has a good replayability as per other people's review. BUT I couldn't go through the entire replay as going through the island takes TOO DAMN LONG.
The OST is good but seems like most indie games in this genre use similar kind of tunes. maybe only I felt that.
Overall it's a good game and I recommend to play.
Played this many years ago on a PSP and absolutely loved it. Now I got it on my computer and was looking forward to an awesome game. Instead I got horrible bugs, I spent about five hours on that stardestroyer fight before restarting the game and finishing on the first try. The game is totally unplayable when using a keyboard and a mouse. After finishing this s*** I’ll probably sign up for anger managment classes since this game drove me freaking insane.
Easily the best game of 2020 and just as solid a masterpiece in this medium as Seven Samurai was for film. I know how Letterboxd that makes me sound and I can't even care about that. Best thing that even happened in 2020.
«Blew my mind»
«Can’t stop playing»
6/10
A good game, it seemed to me the best of the 3 games in the series. If not for the frustrating moments and outdated design, then the game could well have received a higher rating.
Played on original Sega Genesis version.
A good game, it seemed to me the best of the 3 games in the series. If not for the frustrating moments and outdated design, then the game could well have received a higher rating.
Played on original Sega Genesis version.
Not worth the 5 dollars by any means, but still a honestly pretty fun game.
Where's the ✨flavor✨? Aside from a few really funny dialogue lines, this was overall just uninspired. You might even say it was....flat. 📄
Also the combat system was bonkers and mostly annoying.
Thousand Year Door still reigns supreme.
Also the combat system was bonkers and mostly annoying.
Thousand Year Door still reigns supreme.
A masterpiece, plain and simple.
The OST is good and the art is great. other than that it's just a fun little puzzle game. I didn't even finish the final battle as i can just forward to final chapter. For a free game this is pretty good. I love the memes the game and the creator's story has generated.
«OST on repeat»
This is so great. I stopped after playing just before act I ends and played the remaining part just few days ago. I didn't know the first part was intentionally left that way to be similar to other visual novels. The point of the story got through so well and it is also implemented innvovatively. I'll spoil if i tell anything else .Just give it a try
«Blew my mind»
The story would make a great blockbuster level game, but at this stage, it doesn't really work.
I hate puzzle games but this works okay I suppose