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Square Enix's call back RPG is nostalgic and fun. Sadly the fat back end and a little slow burning keeps in from being mind blowing but does not stop it from being a good time worth your time. Also the music is damn good.
3.5/5
Sound Track
5/5
«OST on repeat»
There is no denying the beauty and charm of Celeste, visually and audibility stunning all around. And while the platforming is solid it leaves a lot to be desired personally. Thankfully the developers included resources needed to see the story through to the end no matter your skill level. 
3/5
«OST on repeat»
Pokémon Let’s Go Pikachu! is so much more than just a Pokémon Yellow remake. It is a re-imagining that gives you all those warm and fuzzing feelings Pokémon is known for while still offering up some fresh twists on the formula. The game defines comfy gaming.
4/5
«Sit back and relax»
Making a Spider-Man video game comes with a hefty load of expectations. I want to move like Spider-Man, I want to fight like Spider-Man. I also want action, heart and quips a plenty. But even that’s not enough, I want multiple iconic suits and fun Marvel Easter eggs. It’s a very tall order that Insomniac manages to fill with gorgeous ease. This game is everything I have ever wanted in a Spider-Man video game.
5/5
«Blew my mind»
A noticeable improvement in every way from previous entries in the series but sadly nothing new or remarkable. Quality of moment to moment game play doesn’t keep this sequel from truly being more than just another Far Cry. Fun but predictable.
3/5
Both the source martial and game play take me back in all the right ways. This is a JRPG through and through and it has enough meat to keep you chewing for a long time. This game comes as as strong recommendation for Digimon and or JRPG fans. A solid maybe for all others.
4/5
«Sit back and relax»
A great realization of the 8-bit games of yore that we use to throw our heads at until the rentals were pass due. From visuals, to music, to game play (yeah I played on causal cause eff that knock back) Curse of the Moon achieves everything it’s going for. It costs a mere 10 dollars at release and doesn’t overstay it’s welcome making it an absolutely must buy for anyone who grew up with a Nintendo Entertainment System.
4/5
«Constantly dying and enjoy it»
Detroit is a narrative driven David Cage joint that plays out exactly like we have come to expect a narrative driven David Cage joint would.  The controls fluctuate between sharply responsive and not really giving a damn what you pressed.  The story doesn’t escape these mood swings either. Peaking and dipping in quality so hard and so fast it would make a roller coaster blush.  Still with all these flaws I would say I had a moderately fun time in the Motor City. I would even go so far as to say I rather like the character Connor and would be curious to see what other sorts of outcomes I could achieve with him.  Tragically though an additional play through also means another rump around with Kara which I have below zero interest in. But that’s the beauty of Quantum Dreams games. I can run through going totally nuts on a additional play through which could prove entertaining even with robot mom.
2.5/5
Fun moment to moment game play is rarely joined by both stunning visuals and a beautifully realized narrative to this level. God of War is one of those exceptions. Battling monsters from realm to realm starts off fun and just gets better and better as time goes on.  Just as much positive can be said for the story as well. The tale of father and son has enough twists and turns to keep you dying to see more and each pay off is better than the last. God of War has some incredible gaming moments that will be talked about for years.  If my only complaint is I want more, then I just played a very good game.
5/5
«Blew my mind»
Dragon Ball Fighterz is a 2D fighting game that seeks out to capture the visuals and style of the popular animated series and it absolutely sticks the landing. Though there are aspects of the game that do fall flat.  The need to be online even if you’re not playing online is annoying, the lobby while a fun idea just slows you down and the story mode has a solid plot but it never rises above just doing basic fights over and over again.  That being said, none of this stops Dragon Ball FighterZ from being a very good fighting game and the best Dragon Ball Z game ever.
4/5
«Can’t stop playing»
Great game
Everspace is not what I expected. Coming from a long-time player of space-sim games like Elite Dangerous and Freelancer, I thoroughly enjoyed the more arcade-like experience that Everspace provides.
 
The controls are, perhaps, the most important thing to discuss when it comes to a dogfight focused spaceship game. The game is designed for mouse and keyboard, and it is surprisingly easy to control with that scheme. You have complete 6-axis control if that's what you want, which allows for some surprisingly technical maneuvers. You technically can configure it with a HOTAS setup, but I found that experience more frustrating than rewarding.
 
The game is centered around clearing 7 sectors of space without dying. You manage your fuel and resources and get through zones and repair/upgrade your ship. Every time you die, you get a chance to get permanent upgrades to your ship and pilot using the currency you've collected. Then, you start again. There's a crafting system and resource system that, in my opinion, was overdeveloped. There's more types of resources than there needs to be. They could've executed it more cleanly had they used 4 or 5 types of resources instead of 14.
 
The story is pretty bare bones. The visuals are pretty amazing. Not much else to say here.
 
Overall, this is a refreshing sidetrack from my Elite Dangerous adventures. I finished the game after 7 attempts and probably won't be returning to it to do the additional challenges and "endgame" content, but if you thoroughly enjoy the gameplay then there's plenty to do beyond that.
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I wanted to enjoy this game. I played over 100 hours before I called it quits. In the end, this is just another WoW clone with some good dungeon and boss design. Everything else is a slog. 

Story

This story is an insult to Square Enix's past storytelling ability. Never have I experienced a more bland, drawn out story. To give you reference, there are 300+ Main Story Quests, maybe 20 of which actually have any sort of voice or mocap work done. After a certain point, I just skipped every cutscene and all dialogue, and it still took me 100 hours to complete.

Gameplay
 
Bland. You will have several hotbars full of skills. Once you know your rotation, you've mastered the gameplay. You character will play identically to any other of the same class, to the point that having two of you in the same party is a detriment. The only redeeming value is dungeons and boss fights, but good luck finding a good group for anything other than the most up to date content (which I never even reached in my time playing). Groups for older content are often jaded about getting queued into them, and half the time people would leave.
 
The loot system is all based on ilvl, with no unique modifiers.
 
World
 
You would expect Square Enix's fantastic world building and world design, right? Nope. World falls flat, and that's to say nothing of the fact that it's entirely too big and disconnected. You will walk (or ride a mount) for the vast majority of your playtime. The idea of playing in an MMO world that was devastated by a massive meteor strike was kinda cool at first, but that's kind of their entire premise. 

Pay Model, other Meta qualities
 
The pay model sucks. End of story. It's an archaic relic from the WoW era where you pay for the game, then pay monthly to play it, then pay an additional $40 a year to play the DLC. There's exp boosts, Main Story Quest skips, and cosmetics available on the shop as well for near the full price of the game ($30-$40). The game is separated into servers. If you're not on the same server as your bud, tough luck. You can't play with them. The game is also so underpopulated that it can take 30-40 minutes to complete a queue that searches across ~15 different servers.

Closing Thoughts

The common "praise" of this game says "Oh, base game is shit, just keep playing until you get to the new content." I was constantly told by those who recommended this to me to just push forward. Well, 100 hours later I'm done pushing forward, which is a shame because the dungeons and trials really are pretty great. The game doesn't get better. If you hated WoW for the grind, you're going to hate this. It's a WoW clone, short and sweet.
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For its price, it's a great time killer. If you're looking for deep gameplay, look elsewhere. This is nothing more than a rogue-like arcade game to kill a few minutes with every now and then. The gameplay is smooth, and the concept is pretty neat with a single button used for jumping and for shooting, but the novelty wears off fast.
Weak story, weak gameplay, and an appropriately empty open world come together to form something that is greater than the sum of its parts. The voice acting and animations bring the experience to life and make it really feel like you are playing in a Mad Max movie. Sound design is on point, with all vehicles having a satisfying purr. The controls are better with a controller than they are with a keyboard, as precision driving is basically impossible with arrow keys. There's plenty of content to chew through: upgrades to get, collectibles to find, missions to complete, races to win, etc. I wouldn't want to try to 100% this game, but each of the activities provides a nice distraction and appropriate rewards.

Overall, an enjoyable dive into the Mad Max universe.
Kingdoms of Amalur appears to be a grand RPG in the same vein as Skyrim, Oblivion, Dragon Age, and The Witcher. When you start the game, you quickly realize that this is not the case. But, surprisingly, as you dive even deeper, you realize it doesn't need to be a copy of those experiences and actually holds up on its own surprisingly well.

The story, while typical of high-concept fantasy like this, is fairly strong. There's also plenty of rich side-stories to experience. The combat, however, is where the game really shines. It's over the top, the build customization and variety is great, skills feel good and powerful, and the legendary gear feels satisfying to find and use.
 
Would recommend for anyone looking for a fantasy world to dive into or for an interesting RPG system to play around with.
Unfortunately, I can't recommend this game. It's a little piece of gaming history that is talked about more than it should have been. A modern day cult classic. The game, at its core, just isn't fun, but I don't think it was designed to be. There's moments where the gameplay and the writing shine through, where I breath a sigh of relief after an intense boss battle or genuinely laugh at a well pulled off joke. But a vast majority of my playtime was not those moments.

There's some truly cringeworthy character design and dialogue, to a point where I can't tell if it's a caricature or not. Most of my playtime was spent walking from A to B.

For what it's worth, I played the true pacifist route with very basic knowledge of what I was getting into.
A short and sweet metroidvania with gorgeous pixel art, fun and challenging bosses, and the perfect amount of depth for its length. It completely okay to play without having played previous Momodora games. The only downside is that a fair amount of content (in the form of items) is locked behind beating each boss without taking a hit. The game is replayable with a New Game+ that includes new enemy placements and a harder difficulty level for the masochistic among us, but I didn't play either. I would've liked another way to acquire those items, or at least less powerful versions of each.

Would recommend to fans of metroidvanias, or those who are looking to try out the genre.
Inquisitor provides an engaging (if a bit repetitive) gameplay loop, plenty of options for character growth, and a satisfying look into the 40k universe.

Disclaimer: I played the entire game as a crusader. Your experience may vary depending on class, but, from what I’ve heard, the game is balanced pretty well across each class.

When it comes to gameplay, Inquisitor doesn’t reinvent the wheel. It uses the tried and true kill-loot-upgrade loop pulled straight from the other greats of the genre (Diablo, Torchlight, Path of Exile, Grim Dawn). You select missions located on different worlds/star systems/spaceships from a central hub (your Inquisitorial ship). There’s plenty of other interesting mission options as well (crusades, special assignments, survival missions, ordos missions, etc.) The combat is a bit on the shallow side, but the itemization makes up for it. Every affix feels powerful, and it’s extremely easy to modify gear to work better for your character. Your skills are dependent on your equipment: 4 weapon skills (2 per weapon if you use 1-handed weapons, 4 per weapon for 2-handed), an armor skill, and a belt skill (grenades, shields, etc) that has limited uses. You also have your dedicated “potion” (innoculator) slot for healing with limited uses. You can switch weapon sets on the fly for even more variety.
 
The options for character growth are plentiful, if a bit straightforward. Some builds make themselves (you put points into the physical damage tree if you deal physical damage, for example), but there’s ~15 different trees for you to mix and match to make your character feel really unique. It’s also very easy to respec if something isn’t working out well or if you want to try something completely different. In addition to that, there’s an attribute point system with three categories for each class. For Crusader, there are Warfare (increases attack power), Toughness (increases health and suppression), and Virtue (increases your resources). There’s additional bonuses for every 10 points your invest in these attributes, and you can reapply them at any time. Finally, there’s the morality system. You can gain “Radical” or “Puritan” points based on your choices throughout the game’s story (and some optional missions). In practice, you have to focus on one or the other to get any decent benefits. Every 100 or so points gives you a bonus, which ranges from extra perks you can unlock to powerful Angelic and Daemonic enchantments. This feels a bit tacked on, and you could probably ignore it altogether if it’s not your cup of tea.

The Warhammer 40k universe, as always, is the highlight of the game. The visceral, hardcore, metal-as-fuck world is portrayed through cut-scenes, a fully-voiced story, fantastic visuals, and lore snippets. Don’t worry about missing parts of the story because you don’t want to read the lore snippets; all the important bits are captured through the voice lines and cut-scenes. Inquisitor does a great job exploring the many different races and locations of reality and the Immaterium. I wish we’d seen some more orcs, but you can’t have everything. I’ll refrain from mentioning too much about the story. It’s pretty basic, but serves as a great platform to getting you immersed and invested in the 40k universe.

Overall, would recommend for both fans of Diablo-like ARPG’s and fans of the 40k universe. It delivers pretty well on both fronts.
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Book of Demons is a more traditional take on the rogue-like genre that incorporates ideas from card games like Slay the Spire.
 
I initially evaluated Book of Demons as being way more ambitious a title than it actually was. I saw "Rogue-like" and "Dungeon Crawler" and didn't think twice about its $25 price tag. When I actually started playing, it was far less than what I had hoped for, but still engaging enough to get me through the main part of the game.

I played the game in Rogue-like mode, which usually means that death is permanent. In Book of Demons, it simply means you have to pay an exponentially increasing fee after each death in order to continue playing. Two other difficulties are available at the start (Normal and Hard), and a few more challenging modes unlock sometime after beating the game. There's 3 classes to choose from: Warrior, Mage, and Ranger. Each of them have their own unique set of skills and equipment to unlock (represented by cards). You can only equip 3 cards at first, but that number increases to 10 by the end of the game. Your equip load is also limited by the amount of mana you have available. Each piece of equipment forces you to reserve a portion of your mana, making it unavailable for spellcasting. Each card can be enhanced twice, and each also has magical and legendary variants. You can synergize between some skills and equipment, but the paths to do so are a little too straightforward and obvious.
 
The gameplay itself ranges from shallow and boring one moment to hectic and engaging the next. It's all about counterplaying whatever type of defensive bonus each enemy has (you'll have elemental attacks/weapons/items that do just that). The fun part, for me, was managing my resources. In Rogue-like mode, you can't purchase potions and must find them randomly throughout the dungeons. Using my consumables like bombs and antidote at the right time was more engaging than the combat itself (lots of kiting clicking on the same enemy over and over). Some might call the game "on rails" because you have to stay on the dungeon's path as you play, but the path branches a lot and you can move forward and backward on it freely.

 I want to mention a few features Book of Demons incorporated that made it worth mentioning. First, Book of Demons is the first of a compendium of titles that will all share a common universe, or "Paperverse", as the developer Thing Tank likes to call it. The presentation of this idea (each game being a different "Book") is very well done. It looks like the games will share a common launcher, achievements/profile, and more. Second, the variable game length. During each session, you tell the game how long you would like to play (anywhere from five minutes to an hour). The "flexiscope" then creates a game for you that it thinks will last about that long. The system gets more accurate the more you play. Third, the "superhot" option. When on, this option makes the game freeze whenever you aren't moving/attacking/using an item. It might make the game easier, but it also makes the game way more tactical than it might have been otherwise.

The best things about Book of Demons are the features that allow the player to tailor the experience to their liking to an extreme degree. The difference between story-mode regular 45-minute games and Rogue-like Superhot 5-minute games is striking, but the gameplay doesn't really suffer for it. Would recommend for fans of Rogue-likes or experimental games. The game is probably too easy on any other difficulty to justify its dry gameplay. Take in short bursts, as it can get a bit repetitive.
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