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Playing this game I couldn't help but think they were really trying to evoke the vibes of Amnesia: The Bunker but then seeing this only came out a few months after that released it makes it even wilder that two games so similar in setting came out so close. I think there is a lot of good tension and setting in this game that helps to set the tone. Overall the gameplay is fine but I found some of the classic Amnesia 'grab and pull' controls to not work well, which is exactly what you want during a boss fight. I also found most of the boss fights to be fairly boring and one was not clear at all what to do, especially for the 'good' outcome. I liked the enemy designs, some game me big the Suffering vibes. I think the overall story it tells is good and the slow reveal of things is well done. Great sound design though it was unevenly loud at times. I think this is one of the better horror games released lately.
I really enjoyed the simple loop of this game. It has that old-school grid like Rogue and is pretty fast paced with auto combat. The loop just has you leveling up, returning to town to heal, level up and upgrade gear before descending back down again. As you explore further you come across tougher enemies. There is a some sort of timer on respawns so you can farm easier enemies if needed. I found the game to be very addicting in its simplicity with the only hinderance being that once you gain enough XP to level up, you need to go back to down to spend gold and actually level up before you can continue to gain experience. I assume this plays into the loop to keep you from just clearing the entire map but at some point it was hard to have enough gold to constantly level up. I wish it was a bit longer. Once you find and beat the dragon you basically start new game plus and play again. I couldn't tell if the enemies were more difficult but the dragon definitely was on repeat fights. I wish we had more FPS dungeon crawlers like this on consoles.
«Just one more turn»
«Can’t stop playing»
There are a lot of positive aspects of this game but it is ultimately held down by frustrating, subpar combat. I like the overall look of the game but the enemies are very bland robots that all look roughly the same. The story is fairly bland as well but plays service in directing you to filling out the map. The upgrades you get are a good variety of things familiar to the metroidvania genre. There are also upgrades to your weapons such as combos and you can upgrade your side items as well. The issue I found with both the abilities and the upgrades was the gate to the higher levels. I found myself running into dead ends a lot because I didn't have an ability and the map really sucks at pointing you toward the intended story path. Then I found myself overloaded with the upgrade chips because I couldn't use them until about 3/4ths through the game to where that opened up. Very uneven progression in a few areas. Then on top of that the sub items can be upgraded but there are a couple you have to get outside of just paying coins at the shop, which isn't mentioned anywhere. Going through on for the platinum really shows how unclear a lot of things were to players. The biggest issue I had was the gameplay. Just like every other game now, there is a parry system. It starts with a subitem that works well but takes a charge until you get an ability fairly late game. This mostly has a basic sidescrolling brawler style combat system but with a lot of knockback. You will constantly be getting hit and falling down during jumps or air combos. I really wish I liked the game more but it was so frustrating to play most of the time that it overshadows the good parts.
«Game over at last!»
7/10
Exceptional
Hotline Miami is pure chaos wrapped in neon. Brutal gameplay, hypnotic music, and those eerie phone calls, unforgettable. It’s more than a game. It’s a vibe.
Exceptional
I went into this game completely blind. I knew nothing except that it was short, and that it was called Night Reverie. Throughout the game, I had theories on what the theme was. There will be some spoilers ahead. First, I realised quickly that this game would be dark. But whether that was horror or tragedy, I wasn't sure yet. As you progress through the game, you meet a few characters. To me, those characters clearly represented isolation, loneliness, guilt, anxiety, uncertainty, anger and fear - while our character was the shining light that alleviated those feelings. At that point, I had already realised that the game is a tragedy, specifically one about traumatic loss and grief. Even knowing that, I did not see the ending coming. I won't elaborate further. You need to play it.
«Blew my mind»
Pretty fun game for when you just want to play something between games, and it has a neat little comment on the effects of corruption and how easy it is for one person with enough money to cause major harm across the globe. Once you finish it, it gets a little repetitive, even in the endless mode. You end up shorting one stock, buying one as a dividend stock and then just doubling down on both until you break the game. Prestige, rinse and repeat. Overall, I'd give this somewhere between "Recommended" and "Meh", though I'm leaning towards "Recommended" as I'd rather be generous than unfair.
This game does a lot with so little. I'm not a big fan of PSX graphics, I don't think anyone is, but the way they work to the advantage of atmosphere here is very good. There is some good sound design here that really sets the tone but dear god the noise they used for the monster running, what the hell were you thinking? Loud as a damn train. The overall loop of going about your duties as the lighthouse keeper while things get progressively creepier is great. My one problem is there are several times where it's not clear at all what to do. Most of the time it's simple, grab your key, lantern and oil can and go crank the weight and light the torch. There are a few times where you have to keep going outside until the light goes out. Maybe you are just supposed to wait and mine bugged out several times. There are a few other parts where you just wander until you find something to interact with. Exploration is a big part of the game but some direction wouldn't hurt. The visual design is good for what it is, especially the underground stuff. Straight out of a Lovecraft nightmare. I also love how they just through different mechanics at you with no warning. [SPOILER]The segment where you play as the monster crawling on the wall is terrible. You can't look around and can get stuck in the railing and need to restart.[/SPOILER]There is a decent amount of replay with the trophies and the endings. It's setup well but the fact that a few of the trophies need continuous progress makes the chapter select feature useless. One trophy needs to be done on a fresh game. It's not too tedious but when you can't skip some lengthy segments it really makes me question why the chapter select is there if it doesn't mesh. There is also a bowl of soup you can pick up that I found no use for and nothing about it online so that will forever be a mystery. Overall it's a great indie game that really does a good job with it's visuals and sound design.
«Underrated»
Another good cat find game. I enjoyed this one a lot and I think it's one of the better settings they've had.
«Sit back and relax»
This is a fun and simple hidden cat game. I think I enjoy this style with the hub world and unlocking the locations as opposed to the other city ones.
Brilliant concept that feels half-complete. Poor graphics given the generation and system. Childish mechanics when compared to its predecessors. Otherwise, loved the concept of feudal Japan, origin of Pokeballs, and regional Pokemon variants. 
Stunning 2D visuals(oh my god how they look!), but poor writing and story progression. 
Horizon: Zero Dawn Remastered is a masterclass in how to elevate an already stunning game without altering its core. Nixxes and Guerrilla Games bring the visuals up to Forbidden West levels with new lighting, denser foliage, refined textures, enhanced NPC animations, and revamped cutscenes. DualSense features and 3D audio further enrich immersion. While the core gameplay and story remain unchanged, the experience feels fresh and cinematic. There are still a few rough edges – limited inventory, minor NPC AI bugs – but the improvements far outweigh them. If you're new to Zero Dawn, this is the ultimate version. If you're a returning fan, the $10 upgrade is worth every cent. It’s not a reinvention – it’s a celebration. And a reminder why Aloy’s world continues to inspire awe.
«Blew my mind»
«Can’t stop playing»
Marvel Rivals is a hero shooter reminiscent of Overwatch 2's game modes and SMITE's gameplay. There was a notable drop in players once Season 2 started, and I noticed that I myself didn't have as much motivation to play once I hit Grand Master in S0 and then Celestial in S1, as these were my goals. I am looking forward to Season 3, though - and hopefully I can find the motivation to push beyond Celestial.
«Just one more turn»
«Better with friends»
It won't appeal to many recent fans (since a lot of them are pretty allergic towards the concept of time limits and the concept of replaying the game to understand how things work), but longtime fans will realize how much effort is put into the very first Atelier Dusk game. There are two small issues I had with this game, not because I think of it as my problem but could likely be encountered by others:  1.) It's not very friendly for first-time players (on a blind playthrough) due to the list of tasks in the Notes being confusing on what to prioritize. Yes, you have the star symbols that signifies progression, but you'll never know which one is meant for the main story and which one is meant for the character stories. I didn't have a huge problem with this, since the game is designed to make the player "choose their own priorities within that list" and to do another run of the game with a different approach. Others would find it annoying, but to me? It sets the right feeling of being in the protagonist's shoes, so it's fine. 2.) The Synthesis system's complexity opens up when you're at a higher Alchemy Level. This isn't an issue for me either, since ingredients in this game have static traits, effects, and properties so if I needed to experiment then I'll just reload from one of my 99 save slots. Lots of effort went into this game's music, JP voice acting, and art production. You got Hidari as the Dusk games' character and 2DCG illustrator, a large number of different singers participating for numerous numbers of vocal insert songs, a game soundtrack that perfectly matches the feel of the Dusk world while keeping the Atelier identity intact, and lots of high profile JP voice actors (Marina Inoue is Ayesha, Jouji Nakata as Keithgriff, etc.) Writing-wise, this game is great. It's not dramatic, and it's not overly comical. You see characters who just live their lives while learning more about them without getting attached. You learn more about the world they live in, but it ensures that it's about how they live in its current state despite the problems that are brought up. It's pretty hard to recommend this game to those who can't stomach time limits due to its nature, but it's something I would 100% recommend to those who are willing to invest time to understand this game's appeal. It's one of the greatest Atelier games in every aspect, it's just that the audience these days won't have the patience to give it a fair chance.
«Liked before it became a hit»
«Beaten more than once»
Exceptional
This is one of the best games I've played. 

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