Bio
I'm from Germany and have a particular passion for RPGs, i also deeply appreciate games that have a enganging narrative and challening gameplay. i tend to rate games higher if they have a soundtrack i'm fond of.

5✰: Pinnacle of Video Game Engineering
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4✰: Very Good/Great
3✰: Decent/Ok
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2✰: Mediocre/Bad
1✰: Horrible/Unplayable

My ratings and reviews are highly subjective and are more based on gut feelings than a set of logical rating criteria.

Last.fm
Steam
Personal Ratings
1★
5★

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Gained 15+ followers

1 Years of Service

Being part of the Backloggd community for 1 year

GOTY '23

Participated in the 2023 Game of the Year Event

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Liked 50+ reviews / lists

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Gained 10+ total review likes

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Become mutual friends with at least 3 others

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Gained 3+ followers

Shreked

Found the secret ogre page

Roadtrip

Voted for at least 3 features on the roadmap

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Disco Elysium: The Final Cut
Disco Elysium: The Final Cut
Dark Souls: Prepare to Die Edition
Dark Souls: Prepare to Die Edition
Red Dead Redemption 2
Red Dead Redemption 2
What Remains of Edith Finch
What Remains of Edith Finch
Chained Echoes
Chained Echoes

378

Total Games Played

017

Played in 2024

093

Games Backloggd


Recently Played See More

Judgment
Judgment

Apr 26

Stray
Stray

Apr 26

Blasphemous II
Blasphemous II

Apr 24

El Paso, Elsewhere
El Paso, Elsewhere

Apr 20

Open Roads
Open Roads

Apr 16

Recently Reviewed See More

This review contains spoilers

Blasphemous 2 plays almost exactly like its predecessor; it's not a big leap, but it doesn't need to be because the basic pillars are already there. It builds on that with some small, welcome changes like three different weapon sets that are perfectly integrated into exploring and reaching new places. My favorite was the Rapier/Dagger Combo that slices through enemies lightning-fast, and they especially helped a lot during later boss fights, particularly with the parry and block mechanics.

What especially stands out for me is the grotesquely designed game world and characters. I also call it the black metal aesthetic. For example, there's an NPC who feeds a baby with wax through a breast he cut off from his wife who died after childbirth and sewed onto himself. This is his penance imposed by the Miracle, just like many others who suffer a similar absurd fate. Also, the sense of place is beautifully done. From a distance, you see a cathedral hanging upside down on a mountain, winding its way through a valley, and you can actually visit that cathedral. Or a basilica that has sunk into the sea, but through your actions, it becomes visitable again through a reflection, and this reflection also has a gameplay component.

My biggest criticism is still the very monotonous soundtrack. While it thematically fits the Spanish-Christian-inspired setting well through its choice of instruments, it lacks punch and melodies. The only time I was musically pleasantly surprised was during a boss fight when, as the battle duration increased, the instruments became faster and more imposing. This is completely missing from the rest of the game.

Ending A is really special and it's the perfect farewell to the Penitent One. I got goosebumps during the last cutscene. The after-credits scene also heavily implies a DLC or even a sequel with a beloved character, and I'm all in for that. Well done, Game Kitchen!

Thanks to @Detectivefail's very in-depth and well-written review of this game, and my urge to try yet another CRPG, I jumped right into it. 175 hours later, I can confidently say this is one of the best in its genre.

Like many others, I was immediately overwhelmed by the myriad choices during character creation, especially since I had no prior knowledge of the Pathfinder systems and ruleset. During that time, having rewatched the late 90's Berserk anime, I opted for a character reminiscent of Griffith. In hindsight, this choice was fitting with the theme of governing my own kingdom. Since I typically play neutral good characters, trying out a lawful evil one offered a refreshing new perspective on RPGs for me.

The writing for your companions is consistently excellent. A standout example is Valerie, a somewhat snobbish ex-noble paladin devoted to an art-loving deity, which doesn't quite align with her general demeanor. She just wants to live life on her own terms. Throughout the game, she and my main character had fantastic chemistry and often took on leadership roles in our diverse group of deep and non-clichéd characters. Overall, the dialogue is so vivid and crisp that it pulls you right into this world, making you lose track of time and your surroundings. This is one of those games you just can't play for only two hours a day.

The overarching plot is fairly typical for a CRPG, with godlike beings plotting schemes and manipulating "lesser" beings for their own benefit. It starts surprisingly slow and down-to-earth, without immediately overwhelming you with lore. Instead, you're gradually and organically introduced to the larger schemes as you progress.

As someone who usually prefers turn-based combat, I appreciated the option to use a turn-based mode. However, after some time, I noticed that the game is clearly designed for real-time combat. It often felt tedious when facing large groups of enemies, and there are many encounters like that, especially in the endgame. I switched back to real-time with pause, and it turned out to be a much better experience than I had anticipated.

What I didn't expect was how often I was completely obliterated on the 4th of 6 difficulty settings. In comparison, Baldur's Gate 3 feels like a walk in the park. I had to learn a lot and adapt to its systems just to stand a slight chance in most battles. Especially the final dungeons of each chapter introduced new ways to experience the battle system, making them particularly engaging.

The kingdom management was also quite addictive and well-integrated into the game. It's one of the few games where I genuinely enjoyed building something up from scratch. The political and role-playing choices during the numerous events felt deep and engaging, although they often lacked real consequences.

I'm really glad that games like this still exist today. From an economic perspective, it's quite daring to develop a 120+ hourish complex beast of an RPG, knowing that only a small percentage of players will even start or complete it. According to Steam, only 9.8% did.

I considered giving this a 5 out of 5, but I want to leave room for improvement, especially since Wrath of the Righteous is supposed to be even better.

I'm sorry, ex Fullbright, but this game missed the mark for me. It's the first game from the studio that I can't say I enjoyed.

The premise of a mother-daughter road trip to uncover a hidden family secret was very intriguing to me and fits perfectly with Fullbright's style of storytelling through letters and environmental cues. With the back-and-forth between the two characters, some of the magic of discovering things for yourself is lost. About 80% of their conversations are just exposition dumps. While the voice acting is great and there's chemistry between Tess and Opal, some of the dialogue just doesn't feel right and is honestly sometimes even poorly written.

The flute ambient soundtrack is annoyingly lifeless and lacks emotion. They even missed playing the essential radio songs during the car rides, which is a must-have for a road trip experience, why not add some nice early 2000 indie track? totally missed opportunity there.

The 2D character design against 3D backgrounds kind of works, but the lack of animations during dialogue is very noticeable. As Dusk Falls handled this much better, where scenes naturally flowed into one another. Here, it's just a monotonous sequence of the same three animations that sometimes don't even match what the character is saying or feeling.

Story-wise, it's somewhat okay. I see what they're trying to tell, and the message isn't lost; it subtly develops into something substantial by the end, and I could connect with it to some extent. It's even more frustrating because there seems to be a great script, but everything around it just feels off. I sincerely hope they get another chance to make a game without the development turmoil, as I really appreciate the way they use this medium.