One of those games that makes you want to do something productive afterwards

I much prefer this to Slay the Spire, but only because the cards fall easier into archetypes

Levels need a bit of work, still makes a very fun experience despite that

In my opinion the most tightly and completely designed game I've played, legitimately the most seemless and enjoyable experience (even with the dialogue breaks everyone hates).

Everything included in the game compliments everything else basically perfectly. As an example: dialogue, background, sound design, level design, and the visual effects reinforces the simple intrigue of the mystery plot that takes a simple premise into a stranglehold on your mind. The game spends so much time reinforcing how much of a slaughter machine you are, and whether it's your first time completing a level after a dozen deaths or your 400th run of the level you feel unstoppable.

The game is short and the only replayability comes from speedrunning the game, playing with the different weapons, or the secret Katana HERO mode (use code 'notthedlcbro' in Steam's BETA tag), but it makes you play again and again chasing after the feeling of absolute mastery, wishing and waiting for the day the dlc drops. Maybe one of the best games ever made, at least in my opinion.

Really makes you feel like ZERO

What detective games should have been, if LA Noire had been replaced with this we'd be feasting

COOPER, WE HAVE OBTAINED THE MILK. I SUGGEST WE EVACUATE THE AREA IMMEDIATELY

What if Mario and Rabbids Kingdom Battle was good and had rpg elements

What if the first one was more of a platformer and had a story longer than a paragraph

Where do I begin with another game so big it tanks the company?

The story is simultaneously horrible and themetically engaging (Sanzu's story should have been the main story), the music's the most generic western pseudo-japanese inspired bullshit, the visuals are both incredibly crisp and boring, the levels and missions are repetitive and approachable from so many different aspects, the character writing feels like they took the head of a Sharknado writer and put it on the body of a Daredevil tv show writer, and the game mechanics and experience are just something else.

This game creates the unique blend of movement stealth game with rpg mechanics, where the movement is so smooth and fluid with so much time spent making the gameplay smooth and never mistake your intentions with your inputs (there's an auto-target reticle in the game for teleporting to ledges and it never misses your intended target, which is wizardry). The abilities allow you to approach any mission in so many different ways with additional objectives such as pacifism or murder, and no detection or fully alerted vastly changing how the game plays. The stealth is designed such that you can always take any hostile out at any time in any way no matter what the situation, and yet presents a unique puzzle each time you come across anyone. And yet, for all this praise of managing the impossible task to create one game that manages these goals with a 20+ hour completion time, the experience comes off as incomplete, buggy as hell, and just drags over it's run time.

Yet another game to add to the list of games with such lofty goals it literally crushes the studio under their expectations of it's experience, reinforced by the gamer's consensus of more = better for experience. Overall, wait for the next game that manages to execute this vision better, it's too late for this studio anyway.

Really makes you feel like Aragami 2

I need to play this again after I finish my computer science degree, will have the necessary prerequisites to play the game unaided then

What if Slay the Spire came with a dnd character sheet