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Haiku Review: Search a space station / Discover what happened there / Where did they all go
Favorite Thing: It's a walking simulator (in space) so thankfully uncovering the story was enjoyable. It's just short enough to not overstay its welcome.
Least Favorite Thing: The game is not really much other than walking and listening. It could have used a little more puzzling.

Date Completed: 2018-07-12
Playtime: ~ 2h
Enjoyment: 7/10
Recommendation: If you're a fan of walking simulators or scifi then go for it.
It's a spin-off from original Alan Wake game (which is exceptionally good thriller even after all these years) and as such it's more action focused, simpler, and more straightforward. More like an arcade version of Alan Wakes universe. It's fairly short and yet it shows and tells more than one could expect. Remedy (as it's usual) won't stop surprising with a good narrative, as well as deep knowledge in the construction of worlds, heavily inspired by American culture. By that, I mean fancy cars, drive-in theaters, oil wells, and psychos. Everything is as perfect as it was in those short thrillers and horror tales I used to grow up with. Aside from this, Alan Wake takes another look at the idea of multidimensional realities, this could blow our minds a few years ago, but it's getting even better when we're almost convinced that reality could be simulated, just not entirely sure what could be the purpose of it. Or... We could take it as a session with a life coach and try to understand how we could change the reality we live in :D.
«Blew my mind»




The game Vampyr, is a mysterious tale of secret societies, disease ridden streets, class struggle and supernatural forces pulling strings from the shadows. It builds a wonderful atmosphere through music, lighting, good writing and line delivery. Everything comes together in a messy but well-meaned way.

Vampyr tries to do a few ambitious things. It’s trying to be an action RPG where you can make crucial decision to affect the world around you. Games have been trying to do this “make a decision and suffer consequences” thing for a very long time now and I am yet to see one pull it off perfectly.

The problem with Vampyr’s way of doing it is rooted in a basic binary system disguised as a multi-leveled health status for each district. As far as I can tell, nothing happens to the district until it becomes “Hostile”. So a district is either hostile or not hostile. But we have all these phases like sanitized, healthy, stable, critical etc.

The binary district health system goes hand in hand with the investigations you conduct of the occupants of the districts. Learning more about an occupant is only good for increasing the blood quality which gives you more XP if you choose to suck their blood. Certain people are more valuable to the district so their death will have a bigger impact. But nevertheless, it’s just a simple alive/dead system. Conveniently, anyone connected to the person you suck the blood of either doesn’t react to their death or goes inexplicably “Missing”, never to be heard from ever again.

The game doesn’t suffer because of the relative simplicity of these systems, it suffers because it creates a short lived illusion of complexity. It just ends up disappointing you.

The game is basically two things: Talking and fighting.

Talking to people is a very big thing you do in the game. Most of your time is spent talking to people yet the people you talk to are so bland. Dialogue wheel system makes you feel like a poller in the street than having actual conversation with people. The boring camera angle doesn’t help either when you have to sit and watch some poorly animated face talk about boring stuff you hardly care.

The moral question of the game is do you suck the people of the district for their XP or suffer being weak for the safety of others.

The problem here of course is you need to care about these people. You need to care about the district. Also you need to be wanting to get stronger as a vampire. I wanted to get stronger and I had a hard time believing most of the character’s well beings were an actual concern I needed to care about. I think this is due to mostly how samey everything feels. Every time you go somewhere, the person you are looking for is doing the exact same pattern of walk or standing behind a bar. This even extends to the fights in-between districts. The same enemy types spawn in the same places over and over again. This situation hardly creates a world that feels alive. It just reminds you you’re playing a videogame. I can see both caring about the people and wanting to get strong necessary for the enjoyment of the game as designed by the developers fail for certain players.

The way I played it was, I killed everyone except for most of the pillars and doctors/nurses in the Pembroke Hospital. The ending of the game was actually somewhat satisfying and poetic, like the rest of the story bits but the moral dilemma the game wanted me to experience was never fully realised.

A fix for the boring characters issue would be to make the sidequests more accessible and interesting. Most of the game you sit down in front of the screen and read. You read/listen the dialogue and read notes and lore. Especially to find out more about these characters. Some of them require you to go to a place and fight some enemies, some of them require you to tediously find a single piece of evidence randomly hidden somewhere in the game world. They just put a wall you need to grind through to figure out the stories of the characters. I understand it shouldn’t be as easy as 1–2–3 but the way they handled it is not fun.

A lot of these side stories feel neglected and half realised, too. After working hard to find a little piece of paper in a bin somewhere, you want a nice, satisfying side story. But it’s usually not.

Yet there is so much dialogue. An unnecessary amount of dialogue. You can’t just read it from the subtitles either because as soon as you skip, it doesn’t skip the dialogue on screen, it skips to the next person’s line. So you miss a bunch of information.

Talking about the dialogue, when it’s not exhausting, it’s confusing. Especially the choices they give you. Sometimes you choose between 3 choices and it can result in a fail, blocking the path to uncover the boring story of a particular character you’re only grinding through to get more XP when you kill them. These segments often feel unfair because the choice you made and what your guy says couldn’t be further from each other and the 3 choices are often too similar to each other. In some cases, none of the choices make any sense.

Separating the dialogue to “Personal questions” and “Your life in London” is quite unnecessary too and it contributes to the feeling of polling a person. Rather than a natural conversation.

The main characters of the game, I found, are quite good. Jonathan Reid, the vampire doctor you play as is realised quite beautifully. The way he delivers the lines adds so much to the atmosphere the game creates so effortlessly.

A rare occurrence for me was to actually care about the love interest this game provided: Lady Ashbury. An exquisite performance, truly.

Finally, the thorned creature, from a design, writing and performance point of view was an always alluring, menacing presence. Very impressive.

From there on, it’s gets less interesting. Although a particular character, the Sad Saint of the Docks area showed potential. Although his story didn’t go anywhere in my own playthrough. Although it might be the weak writing, because sometimes I noticed the game feels a particular side story is complete but I am left with a feeling of unsatisfaction.

The game is certainly not short of characters, unfortunately it’s quantity over quality with this one.

I am not the sort of player who is too interested in gameplay mechanics because what keeps me playing is the story and the characters. Even though gameplay probably the whole point of playing a game, with Vampyr, I felt it was adequate enough to keep me going. I always had fun throughout whenever a fight happened. Even though most people say it’s not great, for a play like me it was fun and engaging. It does stop being a challenge fairly early on if you decide to suck everyone’s blood like I did.

The main story is somewhat a cliche but being a part of this world is so addictive, I found myself drawn to playing it quite a lot often than most of the other games I played.

The music feels raw, right from the heart, honest. Just like most of the game does. With it’s little flaws here and there, it becomes charming.

I would love to see an improved sequel with completely different characters. Vampyr, is an impressive little gem.
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«Can’t stop playing»
«Underrated»
Summary: Although the beginning was slow, once you get past ep 2, Orwell is an amazing game. Full of moral and informational dilemmas.

Intensive: Orwell puts you, the player into to the position of big brother. You are an investigator with access to everything that you need. You decide what gets put into "The System" (AKA: Orwell) or what gets left out. Your actions or lack there of causes real consequences to the story. The characters develop in a way more like a novel than a game and the ending is (depending on what you have already discovered) quite a plot twist. Although you may have to restart the game at a point (It will be evident, saying what point would spoil the story). All in all, Orwell starts out slowly and builds up to an amazing story with a surprising end. You could spend hours just looking through all of the minute details of the characters lives.
«Liked before it became a hit»
«Sit back and relax»
Best Action Adventure game ever. 
«Blew my mind»
«Can’t stop playing»
'Tis not as deep as Life is Strange, yet charming in it's own way.
«Sit back and relax»
«That ending!»
This is an amazing continuator of The Legend of Zelda games. This one reminds of nes and gameboy games especially. You just slash monsters, discover dungeons and solve simple puzzles there. In dungeons, you can find sticker packs with stickers which boost your abilities or give you new skills. But the best part is the cuteness of this game. I'm talking not only about the graphics and music but about the whole idea and all these little details. So go and play it. If you still thinking about buying this game or not, I'm going to say only one word — kazoo!!!

P.S. I played this game in the situation when I didn't have the internet connection, books and movies around for a week (no, I wasn't kidnapped and spent a week in a basement), so this game felt like a really great project
«Time-tested»
«Constantly dying and enjoy it»
Exceptional
The greatest JRPG ever released. BUY. THIS. GAME. 9.8/10
Exceptional
My childhood. Ratchet & Clank is funny, quirky and platforming at its best. This remake of the original title is well worth the time and money. 8.5/10
A beautiful game. There is nothing more to say. I can't wait for the next. 9/10
Exceptional
May the Good Blood guide your way.

Well, FromSoft does it again. This game is gritty, raw and visceral. An absolute joy to play and yet it will kick your ass.

9.5/10
tl;dr An absolute masterpiece and a genre defining game. |.|


I can't sing this game enough praises. This game will absolutely suck you in from the first minute until you finally finish Geralt's quest. The storytelling (Yes, I know it's based on a novel) is top notch, the world design is phenomenal, the music is near orgasmic, and the characters will pull you in and make you feel that you are indeed a witcher. If this game has somehow slipped under your radar, do yourself a favor and pick it up. CD Projekt Red has released an absolute must play gem.


This is one of very few games I would ever consider giving this score but, 10/10 this game is (as stated above) an absolute masterpiece.
Exceptional
A great series so far!

I just finished Kiwami yesterday and am salivating over Kiwami 2, if you start with Yakuza 0 like I did, you will be able to tell that this is a much older game. It is however, still a great game. The fighting is a little annoying compared to 0 but the story will still suck you in and strap you to a roller coaster until the final credits roll. 

8/10
Exceptional
This is a very cool game for its time. In those early years I played on my friend's computer and it was unforgettable. The game plunged into an atmosphere of events:
1. Realistic for its time, the system of damage;
2. Monitor the status of each individual fighter: morale, fatigue, ammunition, even the surname of each fighter;
3. Heartbreaking cries of wounded and rumbling explosions;
4. Shelters, weather, etc., etc .;
5. Soldiers go after you the whole game and if he was killed, then left, if he was alive, he earned an invaluable experience and tempered his fighting spirit;
6. Melee.
In general, for those who see this game for the first time, it may seem boring, but for those who decide to understand it, it will open in all its glory. But for those who have already played there is nothing to explain, they already know that behind the running pixel soldiers lies the fighting atmosphere Close Combat 3.
For the Motherland!
A benchmark on graphics and design that suffers under some cagian writing sometimes. 
It's hard to say why people removes one A from the AAA when describe this game. It feels like a typical Playstation exclusive, trying to look like a movie. From the very beginning, we are told that this is a serious story, aimed for many awards and make you write long reviews after you finish it (Oops). Usualy when focus goes to story, gameplay always suffers. So, what I get this time? Female God of War, Death Stranding with swords or Grim Lollipop Chainsaw?

True, here is "no fun allowed" club, but you must be know about that and be in right mood before you start playing. The topic is important. Main focus of the game are mental disorders that built twisted reality of main character — Senua. This is not just buzz words, and the consultants writen in the credits really helped to convey realistic hallucinations and posible source of this problem.
At second layer same old story of fathers and children, but being told within fictional dark ages feels fresh and adds a lots of nuances.
While playing, we are constantly told by the myths and legends of the Vikings, which in some ways resemble the fate of Senua herself. There are many, but most likely you already know them. But as a little distraction, during constant walking just fine.
Well, what kind of movie can be without lovestory? The strongest motivation that drives the hero forward through monstrous trials is salvation of the soul of the beloved, whose head hangs on her waist. And it realy works! I belived that this is very important goal and worth all this suffering.


I played in headphones, as recommended and it's really impressive: the sound here deffinetly works on a new quality level, which no one has yet approached! The whispers of inner voices comes from different sides and actors' play make you believe in Senua's teared personality. Voices speak contradictory phrases, forcing player to doubt his actions and wait for a threat that didn't exist. I've been caught once, when they make me to believe that the torch can go out — bravo! Also, voices are clever used as pointers, suggesting where to go and what to do.
Visual style is also beautiful, but we've already seen this. All these cold rocks, moss, wild plants and shackled together wood logs have appeared many times in many games. Even Viking castles not surprise anyone. But still visuals are impressive: I stopped many times, just to look at the sunlight reflected in the puddles. Btw, Ninja theory continue to use live action footage. This time actors placed right in scene and camera matches with their position so they didn't looks flat (like in Myst). Very clever.


As new thing, developers have made original puzzles, playing with enviroment. Finding symbols in the environment is fresh idea (if you didn't play The Witness before), and perfectly illustrates real mental problems when a person searches for unnecessary patterns around before doing something. Unfortunately, to get this working and to be sure that player didn't stuck somewhere, puzzles have to make very simplistic. The necessary objects always in sight, and when you stand next to the right place screen start to flow with lights. It is difficult to imagine how to do it different, so I assume that developers did alright.

I heard many complained about combat system, but I was quite satisfied with the fighting. It allows you to maneuver between enemies, constuct effective series of attacks and at the same time become hard when you get damage by adding long pauses between attacks. The set of movement will even increase slightly during the game. However, you still get bored from constant repetition of the same enemies.
It's less a game and more of a story than you might think, but without interactivity, it would never be so immersive. I was scared, angered, amazed and confused for real so this is definitly worth playing. 
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«Can’t stop playing»
«Sit back and relax»
Five Word Review: Get excited for LiS sequel!
Favorite Thing: Yeah it's short but it's free and really well made.
Least Favorite Thing: I would have liked to explorer the father-son relationship more.

Date Completed: 2018-06-29
Playtime: 1.5h (all activities)
Enjoyment: 8/10
Recommendation: If you're a fan of Life Is Strange and/or plan to play the sequel than definitely!
NOTE: This review is for all 3 chapters.

Five Word Review: Decent p&c; worth your time.
Favorite Thing: It's a point & click so it lives, mostly, by its story. It was pretty fun and light-hearted.
Least Favorite Thing: There's a lot of running around the same scenes over and over.

Date Completed: 2018-06-27
Playtime: ~ 8h
Enjoyment: 7/10
Recommendation: If you like point & click games then yes.
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