Conger_Conger
Bio
I have too much time in my hands so I waste it on video games. I write reviews to preserve my fleeting memories of them.
I like strategy and RPGs most of all, but I'm also biased in favor of anything with a strong atmosphere or good writing.
Also, I apologize for any grammatical errors, English isn't my first language.
1 ★ = Trash.
2 ★ = Some redeeming value, but not recommended.
3 ★ = Good.
4 ★ = Excellent, easy recommendation.
5 ★ = Dream game.
I have too much time in my hands so I waste it on video games. I write reviews to preserve my fleeting memories of them.
I like strategy and RPGs most of all, but I'm also biased in favor of anything with a strong atmosphere or good writing.
Also, I apologize for any grammatical errors, English isn't my first language.
1 ★ = Trash.
2 ★ = Some redeeming value, but not recommended.
3 ★ = Good.
4 ★ = Excellent, easy recommendation.
5 ★ = Dream game.
Badges
Replay '14
Participated in the 2014 Replay Event
2 Years of Service
Being part of the Backloggd community for 2 years
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Gained 15+ followers
Loved
Gained 100+ total review likes
Roadtrip
Voted for at least 3 features on the roadmap
Best Friends
Become mutual friends with at least 3 others
Noticed
Gained 3+ followers
Gone Gold
Received 5+ likes on a review while featured on the front page
Liked
Gained 10+ total review likes
Gamer
Played 250+ games
N00b
Played 100+ games
Favorite Games
435
Total Games Played
016
Played in 2024
019
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This game doesn't have that much to do with the original title, but it's still a really good shooter. It reminded me the most of Painkiller funnily enough with the arenas, frequent health pickups and huge weapon arsenal. You can't nail enemies to walls or turn into a demon, but you can climb up ledges so that probably makes up for it.
The gameplay is highly competent for the most part. I did end up stuck in the architecture a couple of times after being prompted to glory kill an enemy or interact with an upgrade drone, but besides that everything is really good.
Enemies are generally fast and deal a lot of damage. The game pushes you towards being in constant movement to refill your health and ammo and I think the system is a big success in this regard.
Playing in ultra violence makes the enemies a little too spongy for my taste because it makes the weapons feel weak. As a result, I ended up using the super shotgun and rail gun for most enemies after I got them. The weapon mods are an interesting idea but I found most of them kind of redundant. Same for armor upgrades.
The selling point of the game is definitely the presentation, everything looks fantastically horrific, detailed and violent, and the music is really good too. I think the sound mixing is a little off, but that's what settings are for. They also tried to give the game a story with the same exposition style as Borderlands and I really wish they didn't because it kills the atmosphere, but it's not the end of the world either.
Also, I recognize I'm in the minority when it comes to this, but I hate how they made Doomguy into some demigod chosen one. He comes off as a prick more often than not (who punches a helpful drone?) and the endless speeches about how even demons fear him get tiresome really fast because it doesn't feel earned. The mighty demon slayer of a thousand grand sounding titles was contained by a box.
Overall, Doom is pretty good and I recognize my gripes with it are my own. I think most people can enjoy it if they give it a chance and they don't mind giving money to Bethesda for the privilege.
The gameplay is highly competent for the most part. I did end up stuck in the architecture a couple of times after being prompted to glory kill an enemy or interact with an upgrade drone, but besides that everything is really good.
Enemies are generally fast and deal a lot of damage. The game pushes you towards being in constant movement to refill your health and ammo and I think the system is a big success in this regard.
Playing in ultra violence makes the enemies a little too spongy for my taste because it makes the weapons feel weak. As a result, I ended up using the super shotgun and rail gun for most enemies after I got them. The weapon mods are an interesting idea but I found most of them kind of redundant. Same for armor upgrades.
The selling point of the game is definitely the presentation, everything looks fantastically horrific, detailed and violent, and the music is really good too. I think the sound mixing is a little off, but that's what settings are for. They also tried to give the game a story with the same exposition style as Borderlands and I really wish they didn't because it kills the atmosphere, but it's not the end of the world either.
Also, I recognize I'm in the minority when it comes to this, but I hate how they made Doomguy into some demigod chosen one. He comes off as a prick more often than not (who punches a helpful drone?) and the endless speeches about how even demons fear him get tiresome really fast because it doesn't feel earned. The mighty demon slayer of a thousand grand sounding titles was contained by a box.
Overall, Doom is pretty good and I recognize my gripes with it are my own. I think most people can enjoy it if they give it a chance and they don't mind giving money to Bethesda for the privilege.
Banners of Ruin is one of those roguelike deck-building games you have probably heard about, only with anthropomorphic animals as the characters.
I like the concept of making animals into different classes. There are lots of generic cards that can be used by any species, but some are definitely good enough to warp the game around them. In particular, bears and wolves are so good that it's hard to justify ever bringing a mouse. Also, beavers are somewhat invalidated by needing to keep an empty party slot to make use of their unique ability.
I think the gameplay is pretty good for the most part, but there's one fatal flaw that prevents me from recommending the game and that is how much of a slog combat becomes past the first few battles. Block doesn't decay at the start of the turn like in Slay the Spire and encounters accommodate this mechanic by giving enemies crazy amounts of starting block, health and block generation.
Defensive play is king and accumulating over 100 points of block per character is not uncommon. A single run can last several hours which is definitely too much for a roguelike in my opinion because it hurts replay value.
This is also detrimental for gameplay because any equipment that doesn't provide a decent amount of starting block and block generation is basically the same as being naked.
Playing the game unlocks new skills, weapons, classes and bosses, but that doesn't change the general strategy very much and it's hard to get excited when I know it's going to take 3 hours to unlock like 4 new cards and a talent that might make the existing pool worse.
Besides the animal characters, presentation is generally decent. The music and environments are largely unremarkable but fitting. I also liked how they made unique assets for each animal holding different weapons.
To conclude, I wouldn't recommend Banners of Ruin. As a linear game that you are meant to play for a few hours it would be nice but it fails for me as a roguelike because of the low replay value.
I like the concept of making animals into different classes. There are lots of generic cards that can be used by any species, but some are definitely good enough to warp the game around them. In particular, bears and wolves are so good that it's hard to justify ever bringing a mouse. Also, beavers are somewhat invalidated by needing to keep an empty party slot to make use of their unique ability.
I think the gameplay is pretty good for the most part, but there's one fatal flaw that prevents me from recommending the game and that is how much of a slog combat becomes past the first few battles. Block doesn't decay at the start of the turn like in Slay the Spire and encounters accommodate this mechanic by giving enemies crazy amounts of starting block, health and block generation.
Defensive play is king and accumulating over 100 points of block per character is not uncommon. A single run can last several hours which is definitely too much for a roguelike in my opinion because it hurts replay value.
This is also detrimental for gameplay because any equipment that doesn't provide a decent amount of starting block and block generation is basically the same as being naked.
Playing the game unlocks new skills, weapons, classes and bosses, but that doesn't change the general strategy very much and it's hard to get excited when I know it's going to take 3 hours to unlock like 4 new cards and a talent that might make the existing pool worse.
Besides the animal characters, presentation is generally decent. The music and environments are largely unremarkable but fitting. I also liked how they made unique assets for each animal holding different weapons.
To conclude, I wouldn't recommend Banners of Ruin. As a linear game that you are meant to play for a few hours it would be nice but it fails for me as a roguelike because of the low replay value.