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Don't let the isometric perspective fool you: Darksiders Genesis is a good, old-fashioned hack-and-slash true to the spirit of the original. 

It's hard to find fault with Genesis without being nitpicky. The combat is flashy and satisfying (with just as much depth as the original Darksiders, if not more). In solo play, you seamlessly switch between War and Strife, but in co-op you each control one of the pair. War plays almost identically to himself from Darksiders 1, and Strife plays more like a twinstick shooter. The character growth options are versatile enough. The game has you collecting Creature Cores from bosses and enemies in order to activate powerful passive abilities. The animations are smooth, the puzzles are good enough, environments are beautifully done, and the story respects and adds onto the original media. The dynamic between War and Strife is also well done, both in their dialogue and mechanically.

I can think of only three large issues, all of which have been addressed with updates to the game. First, at a certain point, all combat in the game becomes a bit trivial. There have been a few balance patches since release to tweak the numbers, make the game harder, and provide an additional difficulty level, so this has been fixed to some degree. Second, there's one particularly bad platforming challenge called "Leviathan's Landing." This challenge is completely optional, but it does provide one of the best Creature Cores in the game. The developers have added an option to slow down the game speed by as much as 80%, but the game was not made for platforming. The slower game speed helps, but it can only do so much. Third, there were a number of game breaking bugs on release. These ranged from crashing the game upon loading into the final boss to keeping you from getting the achievement for collecting all health upgrades. The devs have been pretty ontop of bug fixes, however, so this is less and less of a complaint with each new patch. 

Darksiders Genesis has a passionate team of developers behind it that genuinely care for the Darksiders universe and games (the studio, Airship Syndicate, was formed by the original creative director of Darksiders). They continue to support the game after release. If you enjoyed Darksiders 1 and 2 (or even 3), I highly recommend it.  
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When I was a teenager and the original Wind Waker came out, it blew my mind, I loved the art style and the sense of adventure, everything seemed perfect except for some minor issues, now replaying it, I see why I loved it (I still do) however, its flaws are more noticeable.

As far as remasters go, this HD revisión pretty nails it, the cel-shaded effect is not exactly the same but it looks good, there are not a lot of modifications which make your experience more or less the same as the original, one welcomed addition is the introduction of a faster boat veil which is not tied to the direction of the wind, this veil comes at 2/3 of the game, so is more like an endgame item and doesn't affect your playthrough as intended. Another addition is to change items with your Wii U Pad, you don't need to pause the game in order to access your items, however, the game was not intended for this active system, so at least when you're fighting, expect to pause the game and change your item or be prepared for some annoying moments otherwise. There is also a message system (that was replaced with the GBA compatibility of the original) which sounds a lot like the message system of Dark Souls but it was part of the Miiverse ecosystem that has long gone, so I couldn't try it at all.

As for a Zelda game is a solid entry, although it has pretty noticeable flaws, the most important to me is its linearity, from the start and till completing 1/3 of the game, you can't sail to wherever you like, your boat, in a Fi fashion (from Skyward Sword) will tell you that he doesn't recommend you to go to "X" way and reallocates you to the right way, this is pretty upsetting since the sea is there for you to conquer it but you can't. Another thing is the difficulty, you can play it in Hero mode from the start which is nice but is still pretty easy, the enemies with a few exceptions have pretty noticeable attack patterns, so you will be exploiting them a lot, also the dungeons are OK with the last one being pretty bad and annoying, the boss fights are fun but also incredibly easy and formulaic.

For the good aspects, I loved the story, it has some nice twists and turns and also thanks to the art style it also tells it in an expressive fashion like no other Zelda before, to me there is no better iteration of Ganondorf, it feels like a human and he gives one of the most memorable fights and moments at the end of the game, it makes worth your time just to see what I'm talking about. Once you break the linearity barrier, Wind Waker offers a nice freedom of exploration, for budget reasons, there are not a lot of islands like towns (there are like 3 only) but in every island or "corner" of the sea is a treasure or a secret waiting for you, so it gives a nice sense of exploration, merge it with an outstanding score (which was also rearranged but is still true to the original) and you will have an amazing time onwards. As for the art style which was heavily criticized back in the day, it has aged like wine, maybe it was developed that way because of budget reasons but it turned out great, Link and every character has a lot of soul, mainly because it's easy to see their expressions through their eyes or animation.

Maybe in some aspects, WW has not aged that well, but in anothers it broke the pass of time, is not a hardcore Zelda by any means but it has a lot of charm and pleasure to be had nonetheless, I think this is a nice introduction to the Zelda universe to a newcomer or someone that is not that "hardcore" with videogames.
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«Just one more turn»
«Time-tested»
Exceptional
I find it difficult to put my love for Prey into words. It's one of my favorite games ever. It's tied with Hollow Knight for my personal GOTY of 2017. It was the most unexpected thing to come out of 2017, and, as with most of Arkane's titles, it doesn't disappoint.

Prey is the most recent game in the return to the "Immersive-sim" genre. You're placed on a seemingly abandoned, alien-infested space station, given the slightest nudge in the right direction, then let loose. You're free to approach any situation in any way you like, and are given an abundance of tools, weapons, and abilities to do so. The world responds to your actions in various ways, and there's several combinations of outcomes to the game's primary scenarios. The world is intricately detailed, with passenger logs and crew locators and logical layouts, like a real space station carefully handcrafted by Arkane.

I played through Prey three times. Once with only human abilities, once with only Typhon abilities, and once with no neuromods at all. All three playstyles (and combinations thereof) are fully supported. I did basically everything in a different way in each playthrough. I don't want to talk about specifics, because discovering the world and Prey's mechanics is an important part of the experience.
 
There's an abundance to discover and explore on Talos I, and I can't recommend Prey enough. It's worth full-price, and anything below $60 is a deal. If you're at all a fan of Dishonored, Deus-Ex, or sci-fi, you'll love it.
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Tales of Berseria is, in my opinion, the strongest entry of the series. The combat system is extremely refined, the voice actors are all incredibly good, the story is paced well, the characters are believable and lovable, and the music and 2D animation exceed expectations of a videogame. Above all, the darker tone, at times feeling like you're playing the villains of the story, is what makes Berseria's themes land so well. 
Exceptional
The best metroidvania ever made. From the art, to the music, to the gameplay, to the world, and even the story, this game is enjoyable in every aspect. Presents challenge for those up for it, but leaves an easier way through for those who aren't. Tons to collect and explore, and plenty of combat challenges to master.

You're doing yourself a disservice if you don't play this game.
First English then German:

 I was really looking forward to Red Dead Redemption 2 (RDR2) back then. Back then, in the middle of chapter 3, I benched the game after almost 30 hours in. In June 2020 I started it again and finished the game. Why did I quit back then? I am rarely a fan of Open-World Games and the game was just too much for me. Too much of everything. It had vast open world, too many useless side quests, too many challenges. I like to lose myself in open worlds and then I'm "full" before the story is finished. I liked the story, but there is no tension in the first 3 chapters. Now that I've finished the game, the first 3 chapters are really important to build the characters and a bond to the characters. The big problem with RDR2 is that everything just feels so slow. For every little action something has to be pressed, which otherwise is done automatically for the user experience in other games. And then there's the frequency with which the game forces you to walk at the games pace rather than your own. A lot of missions start with "Follow X character to X position", where you have to walk at a snail's pace while listening to the dialogue. It's as if the game is full of hidden cutscenes that disguise themselves as gameplay. Unfortunately, RDR2 suffers from many typical Rockstar problems. Clumsy controls, erroneous interactions (have fun trying to reposition yourself a few centimetres at a time to get a certain prompt to light up). RDR2 thrives on realism and yet it goes too far. Take looting as an example. You want to loot some dead victims after a big gun battle? Be prepared for the allies yelling at you to hurry. If you loot 10 people, it'll take five minutes. Spontaneously it doesn't sound too bad, but in this game you shoot and loot hundreds of people. The world is full of things to do. Many tasks are unfortunately only pure tedious work. When I played the game, I thought it would be good and important to collect meat/furs for the camp. This is, for the progress of the game, completely unimportant and does not have to be done. In the whole new game run I have not brought a single animal to the camp. The attempt to catch a legendary fish can take 10 minutes, until the analog stick is constantly turned. Treasure maps are so vague that most of the time they are not readable. It's strange because when you're on a mission, the game gives you lots of information and instructions, but outside a mission and you're alone with little to no clues. Of course this should encourage you to explore - unfortunately it failed with me. After I spent too many hours with it in the early game, I didn't feel like it any more and benched the game. Now almost 2 weeks ago I started the game again and finished it. With the knowledge that I should not "waste" any time. So I rode from mission to mission and experienced a great story. It is definitely not a bad game. Not at all. It has the story, it has the music, it has the characters, it has the depth. Unfortunately, the finishing touches were missing in too many places and Rockstar didn't realize when realism becomes annoying and a handicap. I rate my second game run with a ⅘. But if I would have to play the game the way it was supposed to be played, I would give the game a ⅖.

German:

 Ich habe mich damals sehr auf Red Dead Redemption 2 (RDR2) gefreut. Knappe 30 Stunden Spielzeit, mitten im Kapitel 3, habe ich damals das Spiel abgebrochen. Im Juni 2020 habe ich das Spiel erneut angefangen und beendet. Wieso habe ich damals abgebrochen? Ich bin selten Fan von Open-World Games und das Spiel war mir einfach zu viel. Zu viel von allem. Es hatte eine zu große Welt, zu viele unnütze Nebenquest, zu viele Challenges. Ich verliere mich gerne in zu großen Welten und bin dann “satt” bevor die Story beendet ist. Die Story gefiel mir gut, allerdings kommt in den ersten 3 Kapiteln keine Spannung vorhanden. Jetzt nachdem ich das Spiel beendet habe, sind die ersten 3 Kapitel wirklich wichtig um die Charaktere und eine Bindung zu den Charakteren aufzubauen. Das große Problem von RDR2 ist, dass sich einfach alles so langsam anfühlt. Für jede kleine Aktion muss etwas gedrückt werden, das sonst für die Benutzererfahrung in anderen Spielen automatisch erfolgt. Und dann gibt es die Häufigkeit, mit der das Spiel einen dazu zwingt, in seinem Tempo zu gehen, anstatt im eigenen. Sehr viele Missionen beginnen mit "Folge X-Charakter zu X-Position", wo du im Schneckentempo gehen musst, während du den Dialog hörst. Es ist, als ob das Spiel voller versteckter Zwischensequenzen ist, die sich als Gameplay tarnen. Leider leidet RDR2 unter vielen typischen Problemen von Rockstar. Klobige Steuerelemente, fehlerhafte Interaktionen (viel Spaß beim Versuch, sich ständig ein paar cm neu zu positionieren, um eine bestimmte Aufforderung zum Aufleuchten zu erhalten). Apropos, es ist viel zu leicht, in diesem Spiel die Ehre zu verlieren. Das zufällige Anstoßen an jemanden, was aufgrund der schrecklichen Kontrollen häufig vorkommt, kann dazu führen, dass er wütend wird und einen angreift. Wenn man sich dann wehrt, ist die ganze Stadt hinter einem los. RDR2 lebt vom Realismus und doch geht es dort zu weit. Nehmen wir das Looten mal als Beispiel. Willst du ein paar tote Opfer nach einem großen Schusswechsel plündern? Sei darauf vorbereitet, dass die Verbündeten einen ständig anschreien, man solle sich beeilen. Wenn man 10 Leute lootet, dauert das knappe 5 Minuten. Hört sich spontan nicht allzu schlimm an, jedoch erschießt man in dem Spiel hunderte von Menschen. Die Welt ist stecke voller Dinge, die zu tun sind. Viele Aufgaben sind leider nur reine mühsame Fleißaufgaben. Als ich das Spiel damals gespielt habe, habe ich gedacht es wäre gut und wichtig Fleisch/Pelze für das Camp zu sammeln. Dies ist, für den Spielfortschritt etc. vollkommen unwichtig und muss nicht gemacht werden. Im ganzen neuen Spieldurchlauf habe ich kein einziges Tier zum Camp gebracht. Der Versuch, einen legendären Fisch zu fangen, kann 10 Minuten dauern, bis der Analogstick ständig gedreht wird. Schatzkarten sind so vage, dass sie die meiste Zeit nicht lesbar sind. Es ist seltsam, denn wenn du in einer Mission bist, gibt dir das Spiel viele Informationen und Anweisungen, aber alles außerhalb einer Mission und du bist allein mit wenig bis gar keinen Hinweisen. Man hat keine Ahnung, wo es ist und das Spiel sagt es einem nicht. Klar soll dies zum Erkunden animieren - schlug leider bei mir fehl. Nachdem ich zu viele Stunden damit im frühen Spiel verbracht habe, hatte ich keine Lust mehr und habe das Spiel abgebrochen. Nun vor knapp 2 Wochen habe ich das Spiel erneut gestartet und es beendet. Mit dem Wissen, das ich keine Zeit "verschwenden" soll. Ich bin also von Mission zu Mission geritten und habe eine grandiose Story erlebt. Es ist definitiv kein schlechtes Spiel. Überhaupt nicht. Es hat die Geschichte, es hat die Musik, es hat die Charaktere, es hat die Tiefe. Leider fehlte an zu vielen Stellen der letzte Schliff und Rockstar erkannte nicht, wann Realismus zur lästigen Arbeit und Behinderung wird. Meinen zweiten Spieldurchlauf bewerte ich mit einer ⅘. Würde ich das Spiel allerdings so durchspielen müssen, wie es eigentlich vorgesehen wurde, würde ich dem Spiel eine ⅖ geben.
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 This game is much easier than other platformers out there, i.e. Ori , The Messenger or Hollow Knight. However the beauty of the art makes this a captivating experience that I was very happy to immerse myself in until the very end.
«Sit back and relax»
I had a great time playing this game. It doesn't hold you hand, so can be disorienting at times trying to work out which way to go or what upgrade to take. However the art-style is fantastic. The combat and upgrade system are also very enjoyable. The bosses and some zones in the game can be extremely difficult. The difficulty level of this game is a bit like playing Diablo, but starting on Nightmare/Hell mode. There will be zones where wave after wave of monsters attack, and you develop a sense of when to evade them and move on or when to stay and fight. I am personally stuck on the final boss, having put the game on hold for about 1 year now. I'll get back to it eventually just to give it another go.
«Underrated»
Exceptional
As a Magic: The Gathering fan, I found this card game had an incredible level of depth to the strategy and gameplay. Yes, there is variance through random loot and the randomised dungeon. However, it doesn't feel punishing, but rather creates an enjoying experience of having to strategise card choices and synergies on the fly. The Ascension mode is the endgame, which adds a lot of replayability where a very high skillcap is needed to survive the higher levels.
«Just one more turn»
My first impressions of the game was that the combat was fun, but the game itself was too grindy. This improved somewhat as I persisted. It definitely takes a few hours of dying prematurely to unlock enough upgrades for the game to become an enjoyable challenge. The pace of the gameplay makes for a riveting combat experience. Each move feels crisp and every encounter feels like there is a way to outskill the enemy with enough skill and speed.  Once you are desensitised to dying and starting over, the game itself becomes quite mesmerising and it is easy to whittle away a few hours without even realising it. 
«Just one more turn»
The successor to Limbo. This is such a creative world. I consider the puzzles less hard than Limbo. The suffocating atmosphere creates a tense gaming experience. The art direction is excellent. As I get older, I appreciate a game that does not require too much of a time investment and that gives a rich experience. This game can be picked up and put down again without too much time investment and it feels rewarding nonetheless.
«That ending!»
This game holds up well with time. The art direction creates an eerie atmosphere. The puzzles themselves can be very challenging. I had to resort to using an online guide for a number of obstacles. The beauty of this game is that the world is so rich, but it is also easy to pick up and put down and still have a rewarding gaming experience.
«Time-tested»
Pushed my patience a bit towards the end but all in all a solid layton adventure.
«Time-tested»
Top
«Blew my mind»
«Liked before it became a hit»
Faithful sequel to Shenmue fans.
«Sit back and relax»
«Underrated»
Exceptional
Wonderful bitchip soundtrack that is very catchy. This platformer/side-scrolling metroid game is peppered with humour in a genre that often takes itself too seriously. Gameplay is on point with with polished mechanics and develops a sense of mastery as you find your way through the world. Can be challenging at times, but more accessible than Hollow Knight in terms of difficulty.
Spectacular. The animation and music are on another level that becomes more and more captivating as the game goes on. The platforming gameplay is compelling as well. Highly enjoyable boss fights. Best in class, IMO, of the 2D platforming genre.
«Blew my mind»
Exceptional
Excellent game from a small Oceanic developer studio. Amazing art, immersive lore and environments. A real maze of a Metroidvania, with lots of charm and surprise along the way. Excellent soundtrack. Extremely challenging boss fights, that are rewarding when beaten. Was often too hard for me, so had to put it down for sometimes a few weeks to build up the motivation to try again. Finished the game after about a year. Gets better with age.
«Blew my mind»
«Time-tested»
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