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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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Bioshock is one of those games that is so good that it overflows from gaming culture into regular pop culture. So even though I'm late to play it, I've seen references to it for over a decade now.  The final third is a bit too repetitive, but overall the game is beautifully crafted in every way and the art deco aesthetic makes it a memorable playing experience.
Exceptional
Nier: Automata on PS4 was a treat. Great graphics, load times, and the OST was one of the best of 2017. I have only played through once but was surprised to see that there is much more content to be had. The combat was unique, responsive ,and I loved the bullet hell action RPG elements. Camera angles were a pain in the ass but having suffered through the N64 era of games I didn't let that stop me from loving Nier. Now I just need to dig back in and see what the next play-through has to offer.
'Star Wars Jedi: Fallen Order' is a souls-like with great graphics, level design, and an awesome narrative. I had difficulty on PS4 with the input delay during some fights making parrying on Master Jedi difficulty really inconsistent. I ended up dropping it to normal during the second to last boss fight. The overall controls were very clunky at times and some of the platforming was rage inducing. 'Fallen Order' is forgiving in it's leveling system as you get to keep stat points you've accumulated, but still lose all experience you gain when you die to keep within that souls-like vibe. The "camp fires"  are perfectly placed, making progression less of a chore. I was finished with it when the credits rolled and had no desire to go back and collect everything as most of the items were cosmetic. I payed $34 on Amazon which is a great price for the entertainment I got out of it.
I played DS3 after playing DS1 and Bloodborne, DS3 is an amazing game but it doesn't have a lot of it's own ideas it felt like a mashup between DS1 and BB but didn't it feel unique 
The game was too linear compared to other Fromsoftware game

Definitely recommended but felt like a rehash
One of the best and most challenging JRPG I had the chance to play !
I respect all the positive reviews I've seen and definitely saw quite a lot of promise in the game. I think the design of the equipment, character outfits and the small touches to a lot of the interactions you have give more depth to the world , also the cutscenes are breath taking and made me really interested to know more about where the narrative could possibly go to make sense of what I was witnessing. But when comparing all of the good aspects of the games to my problems with it, it was incredibly easy to drop this game. Firstly the main gameplay loop is not fun, in fact it seems to be purposely mundane and probably the most frustrated in a mainstream game I've been in a decade. Some people say that's the whole point, but if you're reading this review before buying then consider that sentence: It is supposed to be boring, frustrating and mundane and your interactions with others ease that burden. 

The gameplay loop of receiving a package, loading it on to your backpack stack and running through rough terrain to another outpost only to get the same mission and repeat is not fun. I couldn't bare this even when I had podcasts on and had it in the background. My brain simply wasn't stimulated by what was going on and when the main(aka interesting) story threads completely evaporated after 20 hours then I just couldn't find any reason to continue. 

 I became incredibly frustrated with the MULES ,one of the two main enemies you'll encounter. Their backstory is that they are addicted to the likes people that people give them when they steal packages which is just an insanely ham fisted attempt at critique on society. This enemy presented little to no challenge once you learn basically the first move to dispatch of them. You will also quickly learn that due to the small enemy variety, your danger is limited and avoiding enemies is done to avoid irritation instead of actual harm. 

The list of what frustrated me is very long and I normally don't let that bog me down, but when so little else is offered, then it's impossible to not let that be the main impression the game makes on me. 
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Wow. I have heard nothing but stellar reviews for the game since it came out in 2013, and even more so for the Remastered edition on PS4, but I had never gotten around to playing it until today. I started playing the game at around 10:00 this morning and didn't realize until 10:00 at night that I was STILL playing. This game had me completely engrossed from beginning to end. Everything, from the graphics to the game play to the characters and their relationships absolutely blew me away! 10/10 God Damn!
«Blew my mind»
«Can’t stop playing»
I love it when a game (or a movie) knows how to be stupid in the most smartest way, and this is a perfect example.

I got this game for free, I can't remember how. So I really wasn't expecting much and was pretty sure I'd play for a few minutes and then delete it, but I was gladly surprised, and ended up finishing the whole thing.
This game is full of little details and references that makes it dumb and hysterical at the same time, specially if you are a lover of B movies and cinema classics.
Loved the visuals, even though I never understood the story(was there even a story?) they were trying to tell.
The mechanics are fun (a bit too easy at times) but I appreciate the fact that they didn't put a timer and don't punish you if you fill up the board, and it just restarts.
Exceptional
Even if you don't like the gameplay, the story, or the visuals (first of all, how dare you?), the music alone is enough reason to love this game.
A bit short, but it offers a very unique gameplay. It even has some peaks of difficulty that will have you scratching your head for a moment.

One thing I loved is the fact that the level design is not something passive in the background, but instead it's a huge part of the storytelling, and I would even dare to say, even more important that the main characters.
Exceptional
While it's true that it's a bit short, the mind blowing visuals make up for it. Every little detail of animation when you jump, or fly or do anything is a delight.
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