68 Reviews liked by Crowicks


must play for the #sayahive

This game has a fucking bonkers campaign that I regrettably never finished after about 40% of the way through. I should probably go back and play through it. The shooting felt tight and the set pieces were cool as hell.

contender for best shooter ever made

When this game was downloading, my college roomate watched me get on the leaderboard of the time trial that it came with

not as strong as the first game but very good in retrospec

Hotline Miami, but with more, better and bigger levels, a more concise but interesting story, multiple protagonists and overall amazing twists.

A special game with a god tier music

I can't help but surrender to its ambitions.

Has less in common with the 80s and 90s films its constantly referencing and more with tv projects like the second season of True Detective or Lynch and Refn's recent ventures in the medium. It's specially interesting how much Dennaton is capable to channel Refn to a point where this and Too Old To Die Young share some of the same thematic elements: from the increasing pressence of nationalist movements in US to the overall depiction of violence as some sort of comfrontation for the viewer's accomodated expectations of it in the medium.

Flawed to the core. Where the barebones of a narrative worked for the first game's own deconstruction and exploration of the vacous nature of its protagonists, here it plants so many threads it feels mostly loss of what it wants to develop, not because is really that difficult to understand, but because of its adherence to explore/connect the audience to these characters that feel less compelling in their archetypical nuisances, and the design of the levels can be really frustrating at times. By making these spaces more open, it also makes one of the first game's way to make the player more adjust to it (being able to create you own path to finish it) less effective. Instead, it seems that it wants you to go more for stealth and mantaining an active approach, to be contantly urgent and knowledgeable of the enemy placement, and i love that this develop into making these space more oppresive for the players to explore and limiting the options to these individual characters as their own form of expression through the violence (specially that one of the characters can't kill if you didn't pressure him to make the game easier), but when it does it wrong, it limits our vision badly, making the option of looking beyond the established field of view an afterthought: where we can kill an enemy in one point of the map, but our behind is constantly exposed or we don't have enough view to avoid getting shot and/or take cover on time when we are in front of them.

For the rest, i love that it's essentially about sequels, more or less about the exploitation of its own metanarrative being constantly appropiated to continue the satisfaction of its audience. Jacket is nothing more than an inspiration for wannabes who do nothing but projecting a way to escape from the roles that the zeitgeist have placing them or abusing the power that they are already given by the narrative itself.
But i think is the end when the game completely adheres to this idea the most. Finds the sense of going back to the past without any sort of futility to explore the present as some kind of meaningless endeavour. It's more thematically exposed than its predecessor and i found this game surprisingly melancholic in its final stages because of it. Jacket and Biker can retroactively change their own path for their own benefit, no matter how dissapointing the end result may be. Here, every effort is pointless in the long run. Almost no one comfronts what they are as individuals, don't go against the narrative at play, but are trustworthy to it until it catches them and devalues them to simple images, npcs and enemies to defeat.
Makes the end of the world a beautiful conclusion in which even the illusion of another title screen give a sense of hope that the own player can make the better call.

A rather fun action/shooter/rougelike with some unique mechanics and gimmicks. Not too mechanically deep so it's rather easy to get into, but can really ramp up the challenge, which is sometimes extremely unbalanced.

The art style is great, controls smooth, and this game can seemingly run on a toaster, so there's no excuse to give this a try.

A fun, casual rogue-like shooter with a great art style and janky audio issues, Void Bastards lays a solid enough foundation for a follow up or DLC to add on to for a more in depth experience.

very good, little replay value imo despite its 'genre'

Possibly the best game I've every played. They took concepts from the already impressive first game and expand upon it in the best way possible. The graphics are great, the gameplay is endlessly inventive and fun, the dialogue is super well-written and filled with clever use of dark humor, the characters are interesting (with nice subversion too), and the soundtrack introduced me to one of my favourite bands (The National).

in this game you play as a girl and find the treasure. watch out for the goombas

This was a triumph. I’m making a note here, huge succes.

I know these are the lyrics of the first games outro but they fit here just as much.

Brilliant level design that really puches you to think with portals, and probably the best FPS ever made.

The visuals are good and the music is fine as well. But these elements don’t affect my 10/10 score for this game. Nothing outside of these 2 elements can be improved. The story is simple, yet witty. The characters are amazing, and hilarious. The level design is great and ties in so perfectly with the world and your movement abilities.
The story wraps up so memorable, and leaves you feeling warm, and wanting more.

And this is where the multiplayer comes in. Levels designed for 2 players, with even harder puzzles, brilliant ideas and a whole lot of laughs.

Please Valve, make this a trilogy!