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Exceptional
is great
«Sit back and relax»
This is the best game i've ever played, i'm blown away. 
«Blew my mind»
«Just one more turn»
The Banner Saga is a game about making tough decisions and accepting them. You never really know what the outcome is and those decisions can help you or become a burden even very late into the game.

I really like the art style, the characters are simple but unique.
It took some time to get used to all the game mechanics, actually I stopped playing after trying it out the first time, but after sometime in between it grew on me and in fact it is a beautiful game.
Best game I have ever played
***i played on PS Now for PC, and am not sure how much that affected the following, but it would be a server issue rather than a connection issue if so - my internet connection shows stable and high speeds.


played ratchet & clank 1-3 + deadlocked as a kid, and finally getting to play more of the series with a new ps now subscription. heard good things about this, so started here. it's a long review - i had a bunch of fun with these games as a kid and feel invested in the IP, even if i haven't kept up with it

this game seemed to focus more on quantity than quality.

the sections of flying around in your space weren't fun. outer space looked kinda atmospheric, but instead of giving you wondrous music to explore, you get cheesy radio stations, weakly executed dogfights, and so many random asteriods floating around in every section, the vastness of space feels cluttered. also, you're locked to 2D in your ship, even with this expansive 3D environment all around you. this feels jarring, considering the 3rd ratchet and clank game had a pretty solid 3D flying implementation, and they didn't use the 2D space for anything interesting. also, the space missions are identical across all systems. this would be ok if they didn't all feel like chores. 

the mini-missions on the moons felt like poorly replicated super mario galaxy levels. ratchet's movement and gun tracking were clearly designed for a standard environment, and were not well suited to curving along the z-axis. many times, bullets that were supposedly tracking an enemy would instead shoot into the vastness of space tangential to the surface, not curving at all. ratchet's landing after a high velocity jump was similarly weird

on many moon missions and on many planets, the player has to get through high paced platforming sections with "jet boots". these sections are terrible. i clipped through many surfaces when boosting onto them, and it's quite difficult to aim ratchet - the amount of speed you gain from a boost does not seem constant, and the game tries to glide you towards the direction of the next platform after you've been launched. so, for instance, if you are facing due north and you hit a boost pad that's facing due north, but the next platform is northeast, ratchet will start being guided northeast by the game. this is jarring and unintuitive. Compound this with the fact that you keep a lot of momentum when you land, and many of the platforms you land on are small. Many times, i did my best to slow down immediately after a jump, and still managed to boost off the edge. i could never tell how much of the movement's direction i should be contributing vs how much the game will contribute after a jump, which led to many unexpected results. this feels awful, especially considering how many jetboot sections are in the game

the story was pretty weak in this one, and the ending was obvious from very early on

the dialogue is weaker than earlier titles in the series. there's very little character development, and the motivations of characters in many situations is muddled at best. it feels like writers were working very separate from developers.

all guns (except the RYNO that seems to be in every ratchet & clank game, and a couple guns won from arena missions) are bought from a single vendor kiosk. this same vendor sells all armour sets. there's not really any inspiration there...you just check the kiosk whenever you get to a new planet to see if a new weapon is in stock. in the older games, i remember many guns were sold by interesting characters on a visited planet, and the mechanism of the gun fit thematically with that world. not so, here

you play separately as clank at regular intervals in this title, playing either a minigame, or a puzzlegame, with some platforming and combat interspersed. the combat is fine, and the minigame is easy, but pretty dumb and unfun. fortunately, it isn't used often. 

the clank puzzle game here fits in thematically with the title, and is actually pretty fun. i think they could have done more here and had more difficult puzzles, but i think they found a good balance of difficulty here that doesn't isolate younger players, and they showed off some neat ideas

the worlds and music are anywhere between "seemingly unfinished and uninspired" to "well crafted and wonderous". would have been nice if this were more consistent. i also really miss the interesting characters and npc interactions from previous titles. in this title, there are some interesting alien designs showcased, but none of them have much character, and you don't get to know them very well

the arena battles are pretty good here, and so are the weapons...except mr zircon. that little familiar is annoying, and there's no real interaction except "redeploy him if he dies and you have the ammo". would have been nice to have 1 more weapon for tackling high-hp air units, but i think the variety was good enough. i played on hard, and didn't have ammo problems too often

last of all, i'll just say that i didn't like dr. nefarious as a character when i played ratchet and clank 3, and i don't like him here either. i remember being impressed by his animation quality when ratchet and clank 3 came out, but that's about it. i think he represents all the negative in how Quark has been evolved over the series - jokes and silliness are an iconic part of this series, but they're to be expressed by characters with clear motivations as we watch them change. instead, these characters are all one-liners and no brain in this title (dr nefarious was always that way)
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The finest job done here melding the worlds of the Clone Wars and the Age of Rebellion that we’ve seen in Star Wars media. Also, it’s super fun and challenging to play, and I got decently invested in the story. I’d happily play the sequel.
«Constantly dying and enjoy it»
A classic Zelda-style action adventure masquerading as a military shooter. Both the graphics and the story are insanely complex and high-quality for an 8-bit game. The gameplay is fun and clever with some quirky, out there puzzles. The experience is unfortunately dragged down a bit by the sheer exhausting amount of backtracking one must do to complete it. Still, already one of my all time favorite games of the generation.
«Blew my mind»
«Can’t stop playing»
Very well cinematically made game - if only it was longer!
There is a lot to enjoy - sword fights, archery raids, tournaments, and of course, classical strategy elements. Every element is challenging, and if you want to achieve true mastery, you will need to spend 10s of hours. Tournaments could be more challenging.
«Time-tested»
«Underrated»
Assassin's Creed Rogue is a prequel to Assassin's Creed 3, a sequel to the modern day events of Assassin's Creed Black Flag and the adventures of Edward Edward Kenway. Assassin's Creed Rogue takes place in the American colonies before the events of Assassin's Creed 3 and the arrival of Haythem Kenway. So this game provides incredibly vital information in regards to the colonial Assassins and the Templar threat in North America. The game is set during the Seven Years War and the game primarily focuses on the North Atlantic and the northern parts of the American colonies. The story is good. But a little too short for my tastes. There are plenty of twists and turns and the decisions made by many of these characters are logical, but the story doesn't build up to those major moments as it should. The modern day story outside of the Animus is still trash. There is no central character (besides "yourself") and you are still working in that stupid meta Abstergo game studio. As I may have mentioned before, this was not and still is not clever. Continually Ubisoft keeps focusing their attention on the Animus and genetic/ historical memories narrative. This is their strength. But if they want to have a gripping modern day narrative, they need to go back and look to see what made Desmond's story so interesting and try to add and further what they did there. But I'll come out and say it, the modern setting story (even in Origins and Odyssey is absolutely terrible).There is a vast open world free to explore. The sailing and exploration that was introduced in Black Flag returns with some minor additions for the North Atlantic setting. Most of the gameplay and mechanics from Black Flag seem to have been imported over to this game. So it's not necessarily the most inspired gameplay. The graphics and visuals are okay. Even on the remaster there seems to be some polish and updated visuals, but this is still clearly a former PS3 game. Overall the game is still pretty good. Were it given time and not released alongside Unity (which overshadowed this game's release on PS3), I think it could have been a better entry.

 Rating- 4/5
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This one is complicated. I liked it, but after loving Far Cry 3, really liking 4, 5 while fun is just plain starting to feel to repetitive. Still fun, but kinda started to get bored after a while. Still recommend, especially if you have not played 3 and 4, but really hope they freshen things up for 6. 
Amazing
«Blew my mind»
I’m really pleasantly surprised as to just how solid this game was! After all, it doesn’t exactly have a great reputation. But as far as I’m concerned, it was a concise, unique and masterfully put together third person shooter, with rock solid gunplay that felt weighty and very enjoyable, with some pretty unique weapons, and it had actually enjoyable and smartly used quick time events. The atmosphere helped to recreate the feeling of being in a different era, and the unconventional aspect ratio nicely complemented the setting and the story. 
I really hope that we get a sequel for PS5, it’d be a shame for this solid foundation to go to waste.
«Underrated»
Final Fantasy IV starts with a bang, for the first hours it doesn't take prisoners at all and it takes the plot onwards and beyond, everything was great, and for the most part, this rhythm is replicated through the rest of the game.

A little side-note: I consider myself a Final Fantasy fan maybe it is my favorite franchise, I have played a lot of the non-numerical games and at this point, I'm yet to play only: 5,6,8,9 and 11. What I'm trying to say is that as much as I love this franchise and considering the time period they were created, at least till the 4th entry, there wasn't a truly great Final Fantasy game, they all were good but they also lack in some departments, be it the story, grinding or combat mechanics, but, having played IV for the first time (in a remake version, sorry about that) its safe to say that they finally achieved a milestone, whereas gameplay, story, rhythm, and progression merged beautifully.

Game-play wise, the game relies on the famous or infamous ATB system, in which your characters have a "time-bar" that needs to be filled in order for them to make an action, be an attack or spell, once you use an action this bar needs to be filled once again, it's as simple as it sounds, therefore what you get are dynamic and sometimes dramatic battles where you need to quickly choose commands in order to not lose any time and get the upper hand in battle, you can choose also the speed of battles (at least in this game's edition) if you're getting trouble selecting stuff or if you think you can speed things up you have some liberty in that regard, however, this is where things get mixed. As far as I know in this version of the game, the ATB doesn't seem to work that well if you're not using high-speed battles, and more often than not, characters that have delayed abilities like "jump" will take far more time than it needs to, this is clearly a disadvantage and a thing that will be with you for the rest of the game. Aside from that, I liked the ATB system quite a lot, it maintained battles dense and tight, speaking of battles, I was surprised with plenty of the boss fights, it has a great variety and several strategies that make you feel "super smart" when you figure out their mechanic in the middle of the fight, truly loved that.

The story, at least to me, was a reminiscence from FFII, it felt dynamic and well crafted, it kinda subverts a lot of your expectations in a good way, so I accepted gladly all of their plot twists, I loved how it is hinted that you have to get "5 objects" or so in order to get to the "final dungeon" but then the story is like: "you're little too late, the bad guy is ahead of you and it has collected 2 of them" it maintains a fresh and unexpecting rhythm, another strong point is the theme of doing bad things for the greater good, it truly tried to tell something and for the most part (and as a game from 1991 with a lot of technical limitations) it hits the target just right, I won't spoil it but definitely is one of the highlights. Although the story is great it has some problems also, mainly is that at times it somehow feels repetitive, and it seems that they didn't want it to go that far, so some things that should be definitive in the end are not, this lows the stakes a great deal at some point, not that it ruins it, but certainly takes points out of it.

Graphically, this edition looks beautiful, the combat sprites look great and for the most part, they nailed the art of Yoshitaka Amano, maybe the only sprites that didn't look that good were the dialogue sprites, but is not really an issue. The music is also pretty memorable, it has some reminiscence of some tunes of FFIII and also there are leitmotifs that you'll notice in future entries.

All in all, I believe FFIV is a well-packaged and crafted game, it simply has everything that the past entries have promised and more, there are some minor issues that I can see how for someone else can be easily overlooked and consider it a masterpiece and that's great, this game has passed the test of time and it makes it look easy. Definitely recommended for any RPG fan and also for people that are interested in a starting point for the Final Fantasy Series.
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«Blew my mind»
«Just one more turn»
F-zero is a pretty solid console racer for the early 90's. It strikes a nice balance of beginner-friendly maneuvering and more advanced cornering techniques. The speed of the gameplay is a welcome advancement from the last generation, and a good way to showcase the SNES. My only complaint is that the maps all feel pretty much the same, which makes it feel like there's not much content. 
Obviously id took a huge step forward with this game, establishing the technological basis for the first person shooter genre. However, even a little time in game makes it clear they hadn't really figured out the gameplay yet. The mazelike design is endlessly frustrating, and the controls are archaic. I know I shouldn't judge the first attempt so much, but these flaws make it feel like it falls short of what it could have been with the same technology. 
This game has a lot of much needed improvements from the previous iterations. I think the most obvious is the lack of game breaking glitches throughout. The active time battle system makes decisions more time-sensitive and adds a layer of challenge through that. The story is actually present, and I quite like the idea of the ever-changing cast of characters (although that kinda stops towards the end). I did notice that it was easier to become disengaged with this game than the first. Often I spammed the same attacks or ran away from enemies, when in the first game I felt like I was thinking through every move I made. I still think this is objectively the better game, but I did miss the strategy of Final Fantasy this go around. 
I'll start this off by saying that I'm not a huge fan of platformers. That being said, I think this game is incredibly overhyped, even for the time. The design philosophy is a little confusing, as it seems inherently contradictory. The whole idea of Sonic is "gotta go fast", yet it feels like the game takes every opportunity to slow you down as the player. Even as soon as the second level, tight platforming is introduced that requires the player to continually stop and make difficult jumps one at a time. This element is made more difficult as well, as the physics are designed around constant motion, so sharp stops and changes are awkward. Even the elements where it seems more open, there are routinely roadblocks in your way. Thus, there is no gameplay flow at any point in the experience. The player is punished for going slow with boring and unengaging gameplay, and punished for going fast with constant roadblocks sending sonic backwards. I just don't know what this game wants to do. 
Fantastic. Just a thoroughly enjoyable game, start to finish. Link to the Past takes everything that made the first Zelda great and amplifies it. The biggest improvement is in the exploration aspect of the game, where I believe the jump to 16 bits is the most important. The first game's map was incredibly same-y, due to the graphical limitations of the NES. This led to exploration that felt fairly arbitrary, like burning one bush that looks exactly the same as every other one. This installment is able to add more nuance to map design in order to make clearer yet still emergent exploratory gameplay. As someone who is often annoyed by dungeons, I found this game's iterations to be nothing but enjoyable. The game rewarded you for finding your own pathways to the end, and the bosses were difficult yet balanced. My only complaint is that the items feel very hit-or-miss, with some greats like the hookshot, and other lame rewards like the staff that creates blocks (lol ok?). I think this is the first Zelda that stands up even by modern standards, almost 30 years later. 
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