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At least it is short.
What remains of Edith Finch is a "walking simulator" that wants you to be curious about the Finch family while actively punishing exploration and curiosity with slow walking speed and nothing to find.
WROEF is about the deaths of the Finch family, and puts those death into small beautiful minigames that try to capture the character of the current person. And while those vignettes are interestingly staged, they are almost always about preventable stupid deaths that are 100% the fault of bad parenting or psychic illnesses which remained untreated, and tries to frame them as tragedies.
The best things this game has going for it are the voice acting and creative minigames. Sadly that isn't nearly enough in my eyes, especially with this horrid compilation of "tragedies". The twist at the end, is not a twist and if one would want immerse themselves in this experience, I'd suggest just finding a commentary-less walkthrough.
What remains of Edith Finch is a "walking simulator" that wants you to be curious about the Finch family while actively punishing exploration and curiosity with slow walking speed and nothing to find.
WROEF is about the deaths of the Finch family, and puts those death into small beautiful minigames that try to capture the character of the current person. And while those vignettes are interestingly staged, they are almost always about preventable stupid deaths that are 100% the fault of bad parenting or psychic illnesses which remained untreated, and tries to frame them as tragedies.
The best things this game has going for it are the voice acting and creative minigames. Sadly that isn't nearly enough in my eyes, especially with this horrid compilation of "tragedies". The twist at the end, is not a twist and if one would want immerse themselves in this experience, I'd suggest just finding a commentary-less walkthrough.
«Waste of time»
«Reviewers bribed»
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The first proper RPG I remember playing. I couldn't even speak English at the time, so I just stumbled around for a long time, killing random people, causing chaos and just enjoying it in general. I replayed it after many years, and it was still an amazing game, with the added benefit of me being able to actually progress the story!
A nice, cute little game. Your objective is simple, to survive the apocalypse brought by a meteor about to hit your planet. You do this by running from the "wave" while dodging a variety of obstacles, mostly other dinos that are about to the devoured by the all-consuming darkness. Dumb dinosaurs!
The game has very few levels, about 6 I believe, that usually take about a couple minutes to be completed. Each level is unique, having a different "biome" and obstacles, as well as secret collectibles. This means the game can be completed quite quickly, but like most arcade games, the idea is that you will go over the same levels several times, trying to find everything and then trying to do it as fast as possible. Talking about speed, the way the game conserves your momentum is one of the reasons I'd say it's good. It's very hard to master all the techniques, and it takes skill to apply them to each level. But when you get into the groove, you can really get going.
I wish the game was longer, had more levels or more level modifications. The unlockables are kinda meh, too. But the core game is very much enjoyable.
The game has very few levels, about 6 I believe, that usually take about a couple minutes to be completed. Each level is unique, having a different "biome" and obstacles, as well as secret collectibles. This means the game can be completed quite quickly, but like most arcade games, the idea is that you will go over the same levels several times, trying to find everything and then trying to do it as fast as possible. Talking about speed, the way the game conserves your momentum is one of the reasons I'd say it's good. It's very hard to master all the techniques, and it takes skill to apply them to each level. But when you get into the groove, you can really get going.
I wish the game was longer, had more levels or more level modifications. The unlockables are kinda meh, too. But the core game is very much enjoyable.
TFH is made in the same engine as Skullgirls and you can feel it. The fighting feels good and the animations, although not at the same level as Skullgirls, are well done. Each fighter has a different style and personality, although it could use at least a few more (currently only 6 are available). It also lacks a story mode, but it has a decent tutorial that teaches both the basics and more advanced techniques. It also has a lobby mode where you can move around, interact with other players and partake in "minigames," which is interesting.
OutDrive is… it’s not a good game, the controls are bad and with no controller support you’re driving everywhere on full steering lock. Just the core gameplay is so basic: You balance a speed bar in the blue zone by not hitting the walls or going too fast, that’s it. It doesn’t get any harder, in fact the only challenge comes from mastering those controls, and the whole game is an endless runner with about 9 MINUTES of content, after that the track just loops back ‘round until you get bored and quit, there isn’t even a leaderboard. That actual real life money is being charged for this is an affront to the many excellent games you could be playing right now completely for free. One of those is Nitronic Rush which I would recommend in a heartbeat to anyone thinking of wasting money on this game.
«Waste of time»
Great graphics. But this mobile game port to the Switch had sluggish controls, which makes sense for a mobile touch game, but I didn't like with a controller. Every island, every town, every dungeon room was a maze in itself. It made traversal a real chore. It was more like the worse parts of Links Awakening where you cannot run from one place to another, less like Link to the Past, where the puzzles were environmental and walking around a dungeon room was straightforward.
It's a great concept for a game, with a neat 3D mechanic. However, if you don't have consistent time to learn the geography of the world it's pretty hard to get from world to world.
This is the first rhythm game I've played since demolishing Guitar Hero 3 back in the day so bear that in mind for context.
Some of the leitmotif sections of track are fun every time (left, beat beat, right, beat, hold...) and the difficulty curve is generally really good - adding both speed and complexity one world at a time - only being let down when the latter third of the worlds don't have a new gimmick to introduce or distinguish from the previous ones, although they have plenty of raw difficulty to make up for it. The artstyle is right up my alley for the most part but the second recurring boss design sticks out like a sore thumb compared to everything else's sleek geometric shapes, it's probably intentional but I still really don't like it. Feels cheap, like an old Rare/Nintendo boss, just minus the floating hands.
Getting hit and completing a combo have far too flashy effects - both visually and audibly - and are coupled with theatrical slowdown that throws off your rhythm, which is unnecessary when it's already been thrown off by making the mistake in the first place, the two combined meant I was often still trying to get back into the groove when the recovery period ran out. The game's biggest mistake though is that for something that relies almost entirely on a ranking system, there aren't that many rankings. By the third/fourth world I was getting C ranks in pretty much every stage, even when I was doing comparatively well, there's no difference between hitting 70%ish of beats and hitting maybe 10% of the beats, ignoring the optional ones that won't damage you entirely. I'm not saying make the rankings pretend I'm NOT bad at the game and give me higher than a C, I'm saying there should be a D and E rank too so there's some middle-ground between playing badly and not even trying.
Some of the leitmotif sections of track are fun every time (left, beat beat, right, beat, hold...) and the difficulty curve is generally really good - adding both speed and complexity one world at a time - only being let down when the latter third of the worlds don't have a new gimmick to introduce or distinguish from the previous ones, although they have plenty of raw difficulty to make up for it. The artstyle is right up my alley for the most part but the second recurring boss design sticks out like a sore thumb compared to everything else's sleek geometric shapes, it's probably intentional but I still really don't like it. Feels cheap, like an old Rare/Nintendo boss, just minus the floating hands.
Getting hit and completing a combo have far too flashy effects - both visually and audibly - and are coupled with theatrical slowdown that throws off your rhythm, which is unnecessary when it's already been thrown off by making the mistake in the first place, the two combined meant I was often still trying to get back into the groove when the recovery period ran out. The game's biggest mistake though is that for something that relies almost entirely on a ranking system, there aren't that many rankings. By the third/fourth world I was getting C ranks in pretty much every stage, even when I was doing comparatively well, there's no difference between hitting 70%ish of beats and hitting maybe 10% of the beats, ignoring the optional ones that won't damage you entirely. I'm not saying make the rankings pretend I'm NOT bad at the game and give me higher than a C, I'm saying there should be a D and E rank too so there's some middle-ground between playing badly and not even trying.
«Oh God i managed it»
It's a Minesweeper-like logic game. It'd be in the upper echelon with Hexcells if it weren't for the mediocre interface. Super hard though, which I really appreciate.
Fun puzzle game, even more fun if you can get your friends to play with you and go for some of the wacky achievements! Hope they release more levels as time goes on.
I've only played for an hour so far, but OH THE NOSTALGIA! It just feels so right playing a side scrolling Mario adventure again.
get the remastered version
get the directors cut
get the remastered version
get scholar of the first sin
Playing this game was more like watching a romantic, mysterious and a dramatic movie. The view was amazing all the time. Discovering the place, trees, items etc was amazing. Yeah, ending could be different maybe, I did not satisfied that much but don't think that creators of the game aimed that. It was a complete story and amazing adventure for me. I felt in Henry's shoes while playing and liked that experience.
«Blew my mind»
«Constantly dying and enjoy it»
Mind blowing story. Straight away I was invested in the characters, story and world that Obsidian has done such a good job of crafting. Game-play was fantastic too, great balance of progression, tactics and format. Would highly recommend to anyone that wants to be swept away.
Few games manage to marry narrative, gameplay mechanics, and level design quite like The Missing. It's a concept that takes full advantage of games as a medium to tell its story in an extremely smart way, and show off SWERY's impressive writing talent in the process, as he tackles with finesse and thoughtfulness a difficult topic that normally sees neither. Despite solid level design, a pleasing artstyle and such an inventive (and effectively unsettling in all the right ways) core mechanic, the puzzle-platforming gameplay is best at average - suffering from stiff, janky movement controls that have no place in a platformer - and the one-shot styling of the game doesn't quite live up to its inspirations - marred by obvious stuttering chugs whenever the next area is loaded in. The phone system is excellent and even makes receiving story snippets as collectable rewards (the most overplayed of concepts) feel fresh by giving them alongside concept art and cheats (cheats, in 2018! Yes!) as well as the excellent character writing in those texts themselves.
Overall though, just how much the story resonates with you is what carries this game and because of that I could see ratings from "Skip" to "Game of the Year" all being completely valid. While I enjoyed the narrative it didn't grab or enthrall me, but for someone more personally touched by its themes I can see this game being a resoundingly powerful experience. On the other end of that spectrum I have seen some downright disturbing story interpretations from people brought up in less accepting cultures, but that room for interpretation is part of what makes this game's story a success: overall it's not a subtle game, by any means, but it knows just when to wield subtlety with PRECISION to encourage contemplation of it's points, and I haven't felt so keen on diving in and looking at a game's hints and subtext since I first played Hyper Light Drifter.
Overall though, just how much the story resonates with you is what carries this game and because of that I could see ratings from "Skip" to "Game of the Year" all being completely valid. While I enjoyed the narrative it didn't grab or enthrall me, but for someone more personally touched by its themes I can see this game being a resoundingly powerful experience. On the other end of that spectrum I have seen some downright disturbing story interpretations from people brought up in less accepting cultures, but that room for interpretation is part of what makes this game's story a success: overall it's not a subtle game, by any means, but it knows just when to wield subtlety with PRECISION to encourage contemplation of it's points, and I haven't felt so keen on diving in and looking at a game's hints and subtext since I first played Hyper Light Drifter.
Really fun party game. Kind of like Cards Against Humanity but based on creativity rather than pre-set cards. Requires phones for all players and internet connection. (In fact, you can have people play from across the internet if you send them the game room code. They cannot see the scoreboard or final winners.)
It works fine with a game pad but sometimes I miss a PC mouse. While the actually simulating agents is neat and it's fun to watch people do real things, I sometimes wish it simply pretended in order to speed up the simulation and increase city sizes.
Unlike recent SimCity games, I like that you can have one city that just keeps growing.