9 reviews liked by Aeasala


Spore

2008

Spore

2008

why did my autism decide to make this one of my biggest special interests since childhood. it could've been how to cook

i'm only an hour in but ive never felt so far from the target audience of a game in my entire life

would be a 10/10 if i was deaf

(before the review starts i wanna thank my girlfriend for guiding me through the game i love u so much honey)

While I admire and respect the amount of things that came out of this game, the plain innovation in so many staples of adventuring and exploration games came from this very one, but, that's where the appraisal pretty much ends. The actual game is very primitive when showing its basic concepts, and ultimately falls in a very repetitive loop of things that straight up haven't aged well at all.

So, first of all, the exploration of the world while it works it's definitely confusing to not end, in a tile-based world where everything just looks sort of similar except for formations and other objects in tiles (such a trees in a forest, or rocks in a mountain) everything looks just about the same, making it hard to actually develop a sense of direction if it wasn't for the arbitrary placement of some things in some screen. And talking about arbitrary, the placement of secret pathways or stuff you have to move or interact with is pretty much at random or without any indication whatsoever, making some of them very nonsensical and frustrating to get as you have to move everywhere in the map without a real sense of accomplishment.

The game from this point onward becomes very formulaic. You go to a dungeon, the dungeon gives you some sort of special item you'll use at a later point, you beat countless rooms of bad enemies (we'll get to that in a bit), get keys, get very poorly translated hints from the old man, beat the boss that usually has a gimmick and then get the piece of the Triforce, and rinse and repeat. Nine times.

Now, this would not be a problem if the process was still fun by at least the fourth time you did it, at first it being relatively straight-forward whilst increasing the difficulty (albeit in a very fake manner, just putting in upgraded versions of common enemies as a way to level with the player as they adquire upgrades and damage boosts) up until the final dungeons which are just rooms galore, no real puzzling is ever employed in any of these either, it's always just kill enemies, get keys, move boxes (!), look for secret rooms (!!!), and getting the special object to assist in the elimination of the boss.
All of this while having poor movement options, and while having the game put more crap in the screen out to kill you at once as much as they see fit, it ultimately is not fun playing a "bullet hell" with a D-pad but that's what you just gotta do in Ganon's dungeon at the same time of dealing with annoying upgraded Wizzrobes which will die in three hits, or the very much so annoying upgraded Dark Nuts which only die if you hit them in the back, sounding easy but it is hell when there's a plethora of Bubbles and obstacles in the way of actually dodging them or getting them in place for you to actually hit them.

With a game like this, you'd have to do the whole process of going into dungeons or combating enemies more fun if you're gonna repeat the process so many times, but ultimately, The Legend of Zelda failed on this, and while it is a pioneer in these games period, it very poorly stands the test of time.

Now, I'm not excited for whats next...

Rust

2018

fun w friends too many racist weird ass people on here tho

Hey, want to see me dismantle an M1911? Want to see me do it again?

finally I can add sex to terraria