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Shameless Halo re-skin with zero variety and zero player reward.  Unfortunately I actually ended up playing half of the game XD.  Occasionally you get a rush when the Star Wars music starts to play and some LAAT battleships fly above your head, but as a huge fan of the Prequels and Clone Wars I could not be bothered to ever finish it.
«Boooring»
Just recently replayed this game after a long time and fell in love all over again. What elevates this well above the other Telltale stalwart The Walking Dead is how effective this is as a mystery story. Obviously Telltale had already proven their strengths in this wheelhouse of narrative choose-your-adventure style gaming with that game, but simply put, a mystery story in the Telltale formula makes for a more effective game than a survival-type game. With the player in the role of detective, there is greater encouragement to explore every nook and cranny of a given room, navigate the many dialogue trees carefully, and there is greater urgency when being forced to pursue one lead over another.

Another stroke of genius (and I suppose 'Fables' architect Bill Willingham is owed credit for this) is that in true mystery fashion, everyone is a suspect, but as a player you actually already have a second-hand understanding of who most if not all of the characters are already. Just as Bigby has lived with his fellow Fables for hundreds and hundreds of years, you too have also known the characters since you were a child. Even though it is a fantastical world to buy into, your familiarity with it allows you to start off the game right away acting in a place of authority over the world of the game, and that is awesome. The game's finale also puts the critical eye over your entire play style, which is fantastic. While abusing your power doesn't always have immediate consequences, by game's end they can catch up with you. All in all, this is definitely the best mystery-style game I've played. Its simplicity trounces all over something like L.A. Confidential and make for a fun and rewarding gaming experience.
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«Blew my mind»
«Sit back and relax»
Much like just about every Final Fantasy game since FFX, XV fails to meet the expectations that fans had built during the absurdly long development process for this game. That being said, there is a lot to love here. Probably the biggest achievement is how much fun I had level-grinding. The game is at its best when you're marathoning side-missions for two-to-three days with no sleep, driving to new corners of the map in your monster truck Regalia, carefully planning out where you're going to stop to eat and stop to sleep so you can max out your EXP for level-ups. It's really simple, but really rewarding, and at the end of the day that has to do with strong gameplay, strong characters, and strong world-building, all things that can be said of the best Final Fantasy entries. 

Side note: haven't played the most up-to-date version of the game, so I'm curious how much the changes to the story actually affect my overall enjoyment -- probably won't get around to playing it for a long time though.
«Can’t stop playing»
«Sit back and relax»
I've spent far more hours than I'd like to admit searching for a game that fills my build-your-life itch. I played Harvest Moon: A Wonderful Life as a kid, but as I grew older its simplicity eventually kept me from playing it for more than a couple of weeks at a time. Stardew Valley had all the bells and whistles, but since I was looking for a game that completely captures you in a new life, a couldn't get past the graphics. 

My Time at Portia not only ticks all the boxes for me, but fills some holes I didn't know existed. I find the bright animation enthralling, and always feel like I'm entering a better world. There is also always plenty to do in My Time at Portia, though there aren't hard deadlines for the most part, so you can take things at your own speed. The majority of your time is spent building commissions for the town and for individuals. In order to do this you need to collect various materials, both to upgrade your workshop and fulfill commissions. You collect most of the materials in mines. There are abandoned mines with a fairly standard "pick-axe-discovery" mechanism, as well as hazardous mines-- think extremely watered down Zelda dungeon. You could technically go full Harvest Moon/ Stardew Valley, raising animals and planting crops, but it would be a meager living. This didn't bother like I thought it might though. I found the exactly how I spent my time wasn't as important as where I spent it and who I spent it with.

And Portia is a great place to spend your time. The NPCs are fairly complex for the game, so I didn't have the same sensation of taking to the same mechanical, one-dimensional robots over and over again. The dating mechanism is fairly complex. Once you are friends you can ask someone out on a date, and if you date multiple people at once, you could even get caught!

There is so much to do in Portia that its hard to review it all. I'll just say that I find it a charming town and plan on going back time and time again. 
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«Blew my mind»
«Can’t stop playing»
[b]Graphics/maps/textures[/b] Some maps has render issues or some minor bugs you can see through broken window but you can't shoot through. Some wall's don't have cover funcionality. Not from all surfaces rock bounce. Maps could be larger. Graphics acceptable while using GTX760 with Ultra/High settings
[b]Gameplay story(single player)[/b] Story just connects all missions. But do this game worth playing for a story? Nope
[b]Gameplay Multiplayer/co-op[/b] Didin't played long enough to have an opinion, will update later
[b]Music/Sounds[/b] How to know if you killed all enemies? Music become less intense...
[b]Controls[/b] Simple, but need to get used to inventory (Z,X), No hud which is nice
[b]Mods[/b] N/A
[b]Achievements[/b] You can't get all achievements without buying DLC's(11 missions in base game and +4 with DLC's)
for statistic click here v
This game has a lot of pros, but also a lot of cons.

Pros:
- The overall story is great
- Many (though not all) of the citizens are interesting
-The vampire abilities are pretty great and cool to watch -Multiple endings

Cons: -The side quest (so called "investigations") are simple fetch quest
-The map design is bad
-There is no fast travel, some maybe find this a good thing, but it can take a long time to reach each objective with such a bad and confusing map
-There are so many enemies that respawn constantly if you simply leave the area. Facing dozens of mindless NPCs just so you reach an objective can be very tedious
-The game is poorly optimized. There are fixes for certain issues online however.
This game's story got me at the first moment. I think it's kind of modern for some topics and it's a very good thing. The cast is very well made and all the possibilities take the game to a next level of quality. The way you enter the minds of the characters make this game one of my favorites.
«Blew my mind»
«Can’t stop playing»
I really loved this game. The story, the gameplay and the graphics are all on point. This game made me feel like I was in there, and gave me the right feels at the right moment. I think this game is perfect in its own way.
«Blew my mind»
«Can’t stop playing»
This is a hard one to review for me because on a technical level it's done well. The story for me is bland and took me to the 3rd chapter to feel engaged by it. As for the horror, it's made up entirely of un-inspired jumpscares which doesn't take long to stop being effective.

I can't help but feel disapointed by this one having loved the previous two titles.
«Boooring»
I'm kind of confused why co-op is such a highlighted aspect of this game in its store descriptions. It's a feature, for certain extra maps, but from what I played they weren't anywhere near as fun as the singleplayer game. Treat it like a tacked on bonus...

Cry of Fear's singleplayer campaign ranked pretty high up for me alongside games like Fatal Frame or Resident Evil 4. It's definitely a lot more lacking in polish, but not as much as you'd think for beginning as a HL1 mod. On the one hand, you have things like missed clicks in custom menus, but on the other the authors have gone so far as to completely replace HL1's ladder climbing system to better suit the feel of the game.

The writing is not excellent, but it covers the theme of depression; what is for many a sensitive and personal topic. It doesn't do it quite as well as masters like Silent Hill, but it's pretty respectful and may have even come from direct experience.

The game's length and variety, as well as its constant self-twisting of corridors and open areas, surprised me at times for when I was expecting a pretty basic game. This involves boss battles, many cutscenes, branching endings, and even a bonus mode after finishing the game. I remember consulting some guides to find my way through a few times, but others might enjoy the sprawling traversal. Be warned that there's not really many gameplay systems available for those who use too many resources at once (eg bullets) or who don't have extra saves on record in case something really bad happens. In many ways it's one of the more classic survival games.

Finally, a note on graphics and animation - obviously, they're out of date in today's age, but for a horror game, I think that actually works very well. Creatures that don't move quite "right" unsettle me perfectly, and maintained a consistent creepy vibe in the game.
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«Beaten more than once»
Because of the central game mechanics, there's probably only a certain number of people The MISSING is really meant for. It's a puzzle platformer with a very stressing element core to all of its puzzles. There were definitely some times that puzzles felt kind of obtuse to me, most frustrating when they occurred in the middle of a high-paced moment and resulted in death, but they weren't so annoying as to bring down the whole experience.

The MISSING is a little bit disconnected from its own central story, as you can probably guess that the plot does not revolve around freak moose genetics. But it's still told well, with extra bonuses for collectibles by expanding more side conversations with J. J.'s other friends. Most of the real dialogue in the game comes through text conversations on J. J.'s phone. To me, this wasn't a big deal because it left some of the delivery of this information to the imagination (something I've been good with in Ace Attorney or Final Fantasy).

I felt like I had a pretty good handle on the meaning behind TMJJMATIOM's story, but I honestly had things wrong, which made recontextualizing things after the ending a very valuable experience. It feels unusual for such personal topics to be brought up by Japanese game developers in this way, which makes this game pretty valuable in my opinion.
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«That ending!»
Forgotton Anne, like a lot of indie gems, has a fair number of missteps in terms of clunky gameplay, but it never vastly overstays its welcome with very basic platforming and some cool, consistently well-done puzzle mechanics. The game's main shine is in its art style and characters; and depending on how much you read into it, the theming of the story. You get a strong sense of each character in the game having their own worthwhile feelings behind their actions, and the excellent voice acting brings them all to life.

While the animations are of very high quality and may remind you of animated classics, occasionally there's a bit of reuse and not very many of the up-close cutscenes that exemplify them best.

There's a few important decision moments throughout the game, none of which affect the ending, but some of which actually had different consequences than I expected. They're not massively new moral choice situations, but it's no "Murder babies / sacrifice self to save a puppy" simplicity either.

The game's ending didn't give me a guttural immediate reaction, but it was definitely something I spent a bit more time thinking about after finishing it, and the relationship it has to the game's title. Afterwards the game also gives you access to a time machine to replay any segment of the game, which may help you find missed dialog or other extras.
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«That ending!»
"In the face of overwhelming odds, I'm left with only one option. I'm going to have to science the s**t out of this."

I've described Near Death to some people as an excellent video game adaptation of The Martian; a story of a scientist alone in an incredibly lethal environment, fighting against all odds and incredibly poor luck to stay alive. It's definitely scary, in fact many other readers have tagged it as a Horror Game. But for once, it's really really cool to have a horror game in which camp-enthusiasts are not encouraged to laugh in jest at the weirdness of the tentacle-faced monsters you face. Near Death's only opponent is the cold - temperatures below 100 degrees celcius, and winds that have the power to turn a sprint into a 1-foot-per-second crawl.

Progress in the game involves a long series of fetch quests through the facility's many buildings. Any room without a total vacuum seal against the outside is freezing cold, meaning that sometimes your progress through buildings may have to be taken in steps, and some rooms have such large breaches that you'll need to rush your looting to avoid freezing.

The game is actually quite brutal just in the challenge of getting between buildings. Mercifully, you have a compass, but even with that, it's very easy to lose your bearings in such total darkness, and even high winds reducing your speed. You can redeem yourself by planning ahead and crafting light / rope poles to make return trips easier, but even these can go wrong. More than once I made a stupendous trek through the snow, found the building, got inside, only to find out that through my desperate run, I ended up at the wrong building (or, even, the back door of the building I had left from).

Sometimes, I thought "F*** it. The doors here are frozen over?? This turnout feels unfair. I want to give up. Kill me so I can go back to my last quicksave." But...something about the theming of the situation made me reconsider. I thought about moments in The Martian where Mark exhibits just about the same feelings. It made me want to turn those situations around. I knew I wouldn't reach the building I was aiming for, but I kept going, kept trying to recover my goals, because a person in this real situation wouldn't get a second chance. I certainly did die a few times, even playing on Easy Mode (I first tried Hard Mode, but found myself rushing so much to get warm / not waste kerosene I actually missed an important tutorial message - Easy still gave me much of the intended feel of the game)

Near Death is very short, so buy it if you tend to not have enough spare time to finish off most games in your Steam backlog, since you could very likely easily binge through it in one gaming session. I felt like it was unique enough and well-executed enough to be worth my time either way.
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«Underrated»
Just completed final boss on main story with little extras.
Can I recommend it? Yes
Did I like it? Of course
Is it a good game? Well, kind of. It has very smooth combat, incredible art style and music, but storytelling through environment isn't that great. Hollow Knight did it better. Even Hob did it better in my opinion.
But if you want to play not that long beautiful pixel journey - you just have to play this game. What are you waiting for?
«Just one more turn»
«Constantly dying and enjoy it»
Well it took some time to complete and an ending was somewhat dissatisfying, but in general it's quite a rare gem, mostly overlooked, except by those who happened to browse the web around its release. Could have been a marvel with a greater budget, cause whenever it falls short, it could have been fixed with more time and money. Especially money.

Set in London during the interbellum period the game tells a story of a famous surgeon turned vampire against his will. The objective of the game is to find Your maker. While at it you'll get to solve the dreadful and mysterious epidemic that kills Londonians in droves. Since it is developed by Dotnod, one may assume that the game will also be kind of woke. Main storyline and sidequests include plenty of conversations in the matters of human right, women's rights, work ethics, and even the Wall to protect rich Londoners from encroaching lower class. While some of these dialogues are just the lines of dialogue, some may provide a chance for decision making. But, I'd dare to say it's a legit attempt — writing itself could have been better, but showing what was normal just a century ago really puts some things into perspective. One can witness where humanity advanced rapidly, and where it's still stuck in the 100-year-old past.

It could have been among the greatest games of the year with better graphics. I rarely say this about games, but in this particular case, I'd say that Vampyr with London from Order 1886 would have dominated attention. And while I mention graphics its really gameplay related. It's semi-classic RPG, semi action/adventure game, thus exploration and re-visitation are very important. While purely from an artistic standpoint London is pictured great and doesn't suffer from attention to detail, I faced tons of problems while trying to get acquainted with it. Even after dozen of hours I could barely memorize routes, shortcuts or alternate pathways. Every other street looks and feels like the one you just visited. Again, the amount of detail allows you to understand that it's a different street, but won't really help to understand which one. Funny enough — heavy use of map and marker points doesn't help with this either and... It crashed PS4 on several occasions :D. Minimap would have been helpful and I really loved the absence of Quick Travel even though the slow travel was annoying at times, but it really gave some additional time to think and/or familiarize myself with the city better.

Having in mind its concept and a secret desire to appeal to everyone, general mechanics of the game are quite simple. It has interesting origins for crafting system and crafting based quests. It's underused and oversimplified in this game but could be a great thing in Vampyr 2 if it happens. Weapon selection is somewhat disappointing too — very streamlined, very simple to understand, but also somewhat boring. Upgrading just a couple of weapons to a max level solves pretty much all the challenges within the game for an advanced player. For beginners (or those unfamiliar with Dark Souls inspired, slash and move combat mechanics) everything will still feel too tricky. Experienced players will be able to tackle and defeat any enemy within a range of 10+ levels, except rare boss or poison infused encounters. Thus I'd say combat/progression mechanics were created with the best intentions in mind, but won't really appeal to a broad audience. Luckily there are gameplay options to minimize combat, but then again, a story won't be yours anymore, cause player will be forced to kill citizens.

That's the part I loved most. Being a doctor, a detective and a vampire allow you to talk, investigate and cure London citizens. Any of them can be leeched dry in exchange for abundant XP awards. Of course, you get the biggest awards for drinking a healthy person that you know well, so it's really proper Vampyric approach :D. The number of citizens is severely limited, of course, also their deaths may open or close paths to subsequent investigations, hints, side quests and items. So, mastering combat is actually something everyone should pursue in this game if they want more creative liberties towards the ending :D.

Game is quite exceptional in the sounds department since the OST is composed very well. It's somehow very relevant, on point and recognizable, but also quite unique. Sound effects, however, especially for monsters and combat could have been better, are a bit too loud and way too annoying. 

I recommend this game with a side dish of Peaky Blinders on Netflix :D. Both works are set in a similar era, sports similar haircuts, tackles similar issues and have a similar undertone of a proper detective story.  While there's not much Vampyr can give to make Peaky Blinders better, watching these series will definitely inspire players imagination and this, in turn, will improve the general perception of graphics and dialogues within the game.
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«Underrated»
"What Remains of Edith Finch" is definitely a games which starts out slowly and just gets better and more complex as it unfolds. Each location which you find and explore tells an interesting and unique story for each character. And although sad, each story is beautifully complex. Each having a distinct personality and playful spirit, but not to a point as to loose the seriousness of the story.
«Blew my mind»
«Can’t stop playing»
At first, I was somewhat doubtful but when I played the first hour I was playing with a smile and having a lot of fun. If you have played Metroid or another 2D Castlevania you know the drill, unlock abilities, backtrack, unlock abilities and then backtrack some more, this formula still works great in this title. The challenge is good for the most part and the music is on par.

I really liked some characters and some moments that feel truly iconic, like Camila and that feeling that Hugh (your rival character) gives to you that you're racing each other, that being said I have some issues that go in the way for this to be a 9 or 9.5. The first one is that at times, some bosses feel more annoying than challenging, and that goes for the final boss. I didn't need to make any grind till that point because my damage was ridiculous. My second issue comes from the item and card system, I'm not that fan of getting your powerups in easy mode but I also don't like to make like 2 hours of mindless grinding and be luck dependant, it robs the all the fun and transforms the game into a chore.

Putting my complaints aside I really enjoyed Circle of the Moon, maybe is not as iconic as Symphony of the Night but I don't they're that far from each other.
«Time-tested»
Exceptional
The most amazing game on steam. Buy this right now.
«Blew my mind»
«Time-tested»
This is a solid little game, the problem is it's a solid LITTLE game. It took me less than three hours to pull 84% completion and I have no interest to return to it. Plays a lot like a Metroid title (maybe a little too much at times) but it's just very basic. Unremarkable.
An okay game. Ultimately though I hate battleroyales and the fact that this game butchered any future Titanfall-titles makes me really sad.
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