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Exceptional
Definitely not for hot blood doom lovers.
But if you like wild Africa and the lonely environment, you will love this game.
It's a piece of art.
«Sit back and relax»
«Underrated»
The greatest Western story ever told. Transcends its medium and becomes one of the greatest pieces ever made. Very few games have ever made me care so deeply for a character’s well being and wanting them to be the best person they can be. 
«Blew my mind»
«Just one more turn»
This is gonna be a weird review because I have to insult the game to get across why I like it.

It feels like the game has two paragraphs of story for the entire world so you can skip every bit of text in the game and not feel lost. Exploration of a point of interest is literally a checklist so 99% of what you do is "Clear out area>finish objective>find the hidden loot" and since there's like a 100+ locations in the game you're gonna be doing that a lot.

All that being said: Rage 2 is the perfect podcast game. The actual gunplay is super tight and the powers facilitate rushing into enemies to smash, crash and throw them around. I got so into the mindless grind that I couldn't wait to get home everyday to listen to my favorite podcasts and veg out for 5+hours at a time.

It sounds kinda mean, but Rage 2 is at its best when you ignore what it's trying to say to you and just play around with the mechanics.
«Sit back and relax»
good game  
«Game over at last!»
Exceptional
no words needed
Masterpiece
I find this game messy and hard to play... not my cup of tea.
Even once you get used to the old school shooter style (fast movement, no reloading, a lot of auto-aim, open spaces, finding keys to open doors), I find it hard to enjoy a game like this. Too much of the game really boils down to moving into a space, shooting the same three or so enemies, finding where you can leave that space (sometimes hidden in the geography, which is pointless), enter a new space and repeat. There are occasionally some non-puzzles that at least change up the pacing, but they're few and far between.
This was really good and there's a lot to like, even though my review is kind of negative and goes over the few things that keep it from being a must-play. The final stretch kind of funnels you down one path all while taking away your character's agency and giving it all to Welles. Stealth does the Deus Ex Invisible War kind of thing where there's always a stealthy solution to everything... and it's to find the little hole in the wall that just walks past any confrontation (and no XP for doing so). Too much focus on combat and looting for (a) a game that should be more of an adventure and (b) because of the limited options with weapon types, damage types, and ammo, makes loot almost entirely pointless. Stuff like the science weapons quest or finding unique variants are fun but don't do enough to solve the problem that you will have thousands and thousands of bullets of each of the three types at the end of the game - and that's including with heavy use.

The hub worlds were pretty small, too, which made a lot of the above feel limited. You finish exploring each world quickly, pick up some quests in the handful of towns per world, and that's it. Once you walk through the world once (a pretty short, single-direction walk), the only change between each visit is that enemies respawn. Enemies that never really change. You'd be forgiven for relying on fast travel after doing your round-trip of each world. It's not like you lose out on anything interesting. It also makes the worlds feel completeable, which is a weird goal for an RPG. You go to the handful of major locations, pick up a handful of quests, and loot some stuff so you have way too much money, medicine, and ammo. There are few if any incidental locations like a Bethesda game or even Breath of the Wild so curiosity isn't rewarded too heavily beyond a small handful of unique weapons or geographic formations.

It's one of those RPGs where the builds can at times have very different playthroughs (though there's always those side quests that are combat, period), but it almost would have been better off had you picked from "Combat, Stealth, or Talky" builds at the beginning and ignored all the stats.

I also thought it was weird how trivial it was to be friends with every faction up until the very end, where you are friends with every single faction save one. It's cool that your reputation has a pretty large impact on the last world, but all you need to do is do some quests on each world and boom you're friends with everybody. There was even one big decision I made that stopped me from 100% a faction on Groundbreaker, but it didn't matter because the outcome of my decision only prevented me from doing something, it wasn't a choice.

Which is kind of the biggest problem is that nothing was a choice, except Welles vs. The Board at the very end. Your reputation had an effect but it was only ever a benefit, never a choice. Unless you really messed up or had a bad character build, you're going to max everything and get the best everything. You don't lose out on relationships or quests or loot based on who you side with. You just get a reward or you don't, making your choices feel like they don't have a real impact.
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Such a tremendous game!  The graphics and animation were truly jawdropping for me.  The story was enthralling and I really enjoyed how they tied it into the prequels.  All the characters had depth and this is something I wish the sequel trilogy had going for it, with the exception of maybe Kylo Ren's character played to perfection by Adam Driver.

Onto the gameplay, they were very good.  A mix of Dark Souls and the Batman Arkham games for fighting.  The level-up and re-explore previous places - very Batman and Metroid Prime-esque.  They way to were able to tie all of his gaining of new abilities via flashback worked well for me.
«Blew my mind»
«That ending!»
**This review contains spoilers for Far Cry 5.**

As most people probably know, Far Cry 5 ended with a blast - literally. As you were about to arrest the main villain, Joseph Seed, the nukes go off in the background. This ending was not very liked, and many thought it wasn't a proper way to end the game, myself included. Far Cry New Dawn takes place many years after the nukes went off, and places you in the shoes of a person coming to Hope County to help the inhabitans fight a group calling themselves the Minutemen. This group is lead by the two twins Lou and Mickey, the two main antagonists in the game. 

Sadly, the twins doesn't reach the level of quality of the other Far Cry villains, since both of them are so... bland. There really isn't much character to them. The story is also pretty bonkers, and very short at that. Expect to put around 6-8 hours into the game before the credits roll. This isn't really a fair length considering the heavy price of the game, and to make it even worse, these 6 hours of main story isn't very compelling. In fact, I got tired of the game even before finishing it. 

Now, let's talk about the open world. Like I said before, you'll be returning to Hope County. This is another point in which the game fails. The map is just a reskin of Far Cry 5, with the most obvious change being bright, pink colors which the game is very obsessed with, to say the least. Even a lot of the buildings are the same that they were in Far Cry 5! 

Gameplay-wise, the game is just like Far Cry 5 (surprising, right?). You would expect that since the game is set in a post-apocalyptic world, the game would have interesting new makeshift weapons to use, but no: except for the Saw Launcher, all of the guns are from Far Cry 5, or reskins of weapons from it. Come on Ubisoft. 

The biggest change Far Cry New Dawn brings to the table is the introduction of light RPG mechanics. That's right, Far Cry is a RPG now, hurray! Like seriously, Ubisoft, we know Assassin's Creed Origins sold a lot of copies, but does all of your franchises really need to be turned into RPGs? These RPG mechanics are pretty simple: There's four tiers of weapons, enemies etc. and the higher the tier, the more damage/health. The outposts all start at tier one, but you can then reset them and capture them again, this time in a higher tier, meaning that the enemies will be at a higher tier too. The problem with this is that when you unlock the ability to make weapons of a higher tier, all enemies will get to a higher tier too (except the ones in the outposts), and you therefore feel like you're not really progressing.

The game also introduces expeditions, in which you travel to 7 different locations. At these locations you'll have to locate a package and extract it, while hordes of enemies try to stop you. This is actually a nice feature, even though the expeditions are pretty short.

The game also has microtransactions. Who could be so greedy to not only put microtransactions in singleplayer games, but also in small spin-offs which already are overpriced?! These microtransactions are greedy, and allows players to bypass the progression system by unlocking the best weapons for real money. 

Also, the game looks worse than Far Cry 5, but somehow also runs worse. I had a weird bug where my game would run fine, but as soon as I tabbed out of the game and entered it again, it would go down to 5-10 FPS.

Overall score:
5/10: Mediocre

Pros:
• Expeditions are a nice feature
• More Far Cry for those who love the formula

Cons:
• Very short and overpriced
• A reskin of Far Cry 5
• Unnecessary RPG mechanics
• Greedy microtransactions
• Poor optimization
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«Waste of time»
Good game, but impossible to play on Nintendo 64 controller. Can't believe how some people were able to manage that back in the days.
Completed first run on 06/30/19.
«Blew my mind»
«Can’t stop playing»
A Survival horror whodunit that never lets you forget it came from Japan. There are far to many systems for its own good but surprisingly not one of them ever really gets in the way. Dispute being a tad glitchy and sporting a plot that borders on total nonsense, there’s a lot of fun to be had with Deadly Premonition Origins.
3.5/5
«Sit back and relax»
Exceptional
Death Stranding flips the script on the typical traversing and gun play balance in video games. You shoot things from time to time but the focus here is on the journey not the weapons. I found the exploring to be both memorizing and addicting. Said exploration is the delivery method for Kojima's ridiculous story Warner Brothers would pay Christopher Nolan millions to film. You'll either be onboard for were Death Stranding is going or you will quickly tuck and roll. I for one rode it all the day into the sunset and loved it.
5/5
«That ending!»
Exceptional
A Fallout game fully realized and superior to its predecessor in every single way. And bug free! The Outer Worlds gives you all the tools you need to have a very good RPG time.
4.5/5
«Underrated»
The arrival of Apple Arcade brought with it a reminder of how good phone puzzle games can be. There’s no better way to spend a bus ride or bathroom break than Grindstone.
4/5
«Just one more turn»
Despite running it to bugs far to regularly (some progression stopping until a later update) I was won over by Cardocalypse's story and charm. Collectibles card game based video games deserve more entries with plot this engaging.  
3/5
Stealth combat and swarms of rats make the perfect marriage in this game that has an excellent story to tell. Not over staying it’s welcome, I cannot praise this game enough.
5/5
«Liked before it became a hit»
Bloodstained delivers on its Kickstarter promises like no other game has before. Setting out to be the Castlevania game Konami refuses to make and knocking it out of the park.
4/5
«Can’t stop playing»
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