153 Reviews liked by Cyuu_


An insult. I can't believe the revisionism this game gets. It is a horrible group of half baked MMO ideas that can't even get cooperative play correctly. Narrative is stale, slow, any and all "quests" regarding these supposed ideas are some of the worst paced pieces of RPG play the western space has seen in a while. It is paramount, in likely every way, of any shady and decrepit idea that modern developers have, locking private games to a subcription when public lobbies hardly make cooperative story missions functionable. Fucking awful.

If I could give this 0 stars I would. Genuinely terrible game. Even with 3 of my friends it was a slog. I was tricked by the internet into believing this game was actually good now. Lesson learned, everyone on twitter has terrible game tastes.

Really bizarre. Simultaneously incredibly shallow and incredibly overwhelming. Runs like shit despite looking worse than Fallout 4. It feels... wrong to play, if that makes sense. But in a indescribable sort of way; it just doesn't feel right. There's no atmosphere, both because they do a dreadful job at establishing an interesting world and, y'know, because it's a multiplayer game. Just doesn't work on any level, utterly atrocious idea.

It's not terrible, but it feels weird in a sense. I can't exactly put my finger on it.

I should've never played this game because now everytime I see Fallout I get a bad taste in my mouth. An absolutely horrible introduction to this series.

Dude, I swear on my whole life people will get on the internet and just tell lies. All these lame ass normies that play like 3 video games a year watch Fallout on Amazon and are on Tiktok and shit now saying that this shit is sweet. Dude, tell me how this 6 year old game is STILL broken as fuck, still has awful netcode and graphical glitching. This is a fucking full release that plays and feels like an amateur's mod and its fucking embarrassing. The UI is shit, progression is shit, and building literally anything at all will require you to play for hours to find these randomized crafting blueprints for literally everything. This game is abysmal, I refuse to allow you people to whitewash this stain the same way you did Cyberpunk. The fucking game sucks, it sucked when it came out and it sucks now, stop peddling that fucking brainlet ass shit in an attempt to gaslight people into wasting their time with this GARBAGE.

Really couldn’t force myself through it. Fallout 76 borrows a lot of the stuff I didn’t like about Fallout 4 and on top of that adds boring multiplayer game padding, and it’s not like the gunplay is at least enough to power through this. I can at least appreciate them trying new stuff like some of the wildlife in Appalachia and mutations, but those are about the only positives I took away from this. Writing is incredibly boring, the engine bogs down the experience, and there’s just not a ton of engaging content, if at all (in the base game, don’t know about the expansions). Here’s hoping the next Fallout game won’t be this much of a slog.

My first impressions with this game were abhorrent. There was absolutely nothing to do in this wasteland of a game. Since then Bethesda has updated it a ton, and with the hype of the Fallout TV show, I figured I'd dive in and give it another go. I mean yeah, there is certainly much more to do. I wouldn't say I absolutely hate the game now, but the content that was added isn't all that engaging. Most of it feels like busy work. Really, it feels like a watered down Fallout 4 with multiplayer slapped on top of it.

Everyone said that this game is good now so I tried it and it still sucks just as much as before. Though playing it with other people is fun so that's a net positive.

I forgot how boring it is to play a bethesda game without mods and quicksaves. I didn't get too far, and the focus in building shit + the incredibly bad PC UI just really turned me off.

i'd been wanting to try this for a while because i'm curious about the world they created with appalachia; i've heard good things about it and, if nothing else, i love the way bethesda constructs their open worlds. i have to say, this game is incredible. which is to say, it's not credible to me that anyone enjoys this. fallout 4 but with absolutely 0 setup and a 0.5 second delay when shooting or picking up items.

possibly the worst intro to any game. you walk through an empty vault while someone says a few sentences to you over an intercom. you're presented with a bunch of items, then you walk into a white light and you see... a loading screen. then you're outside.

same studio who made the intro to fallout 3 by the way. they can't try to make it as impactful as walking into the capital wasteland for the first time, or even whichever wasteland it was in fallout 4, because you are no one, it doesn't matter, and they want you to get to the cash shop as soon as possible. i'm beyond tired of blank slate main characters who are never filled in. if the intention was for the character to be literally me and the main interactions are with other players, i never saw another player and i wouldn't want to interact with them anyway.

i had an active frown on my face the entire time. immediately they gave me the option of starting at level 20. i didn't pick that option. i wanted the experience of starting from nothing and scrounging for ammo, and food + water with its mandatory hunger/thirst systems, just barely surviving. after finding a bunch of ghouls, i almost ran out of ammo for my pipe pistol and switched to the first thing on my hotwheel. it was a 10mm pistol with 500 ammo. where did i get it? i have no idea. presumably from one of the many challenges that popped up with a completion! notification for doing literally anything. i didn't think pressing E on a pile of wood was such a momentous occasion, but here we are. feel good about it, please. i want you to feel good. buy atoms. a cloying, desperate experience.

i can't even have the satisfaction of scoring sick headshots, because their heads pop about half a second after firing. they made an affectation towards including vats but they may as well not have bothered if time stays in full speed. i finally found a settlement of human NPCs who looked like they were doing something, anything beyond trying to kill me. i looked wearily over the dialogue options and questions i was presented with. i didn't care. i walked for about 15 seconds away from their base, exited to desktop, and uninstalled the game. fallout 76.

This review contains spoilers

Lies of P is a game about lying.

For a game that copies a lot of the most recognizable characteristics of From Software games, it still feels like a wholly original and unique game despite how many people write this game off as a ‘Bloodborne clone’. What I think Lies manages to do that other souls-likes fail at is advancing the design elements of From rather than simply siphoning their mechanics to influence how the player perceives the game: Pulse Cells are analogous to the Estus Flask, but also let you recharge your final Cell if you perform well enough in combat, opening up build options in whether you want to do more damage in this riskier state or simply want a faster charge rate. Legion Arms reflect a much more limited, less abusable version of Sekiro’s Shinobi Prosthetic, and Guard Regain’s compatibility with blocked damage places this game in an aggression range between DS3 and Bloodborne, with the parry-focused combat of Sekiro.

Because of these various yet closely associated influences, the game is almost like a perfect remix of the Fromsoft formula, allowing you to appreciate where certain ideas are pulled from before the game puts a new spin on them. I’m personally incredibly happy with the level design of this game, which feels like it draws most directly from Dark Souls II of all places, a risky choice considering the general attitude most people have towards that game. One of my biggest complaints with Dark Souls III is how that games’ level design very quickly abandons any aspect of interconnectivity or large-scale exploration that the first two games in the series allowed for in favor of an almost entirely linear experience that put its combat front and center, for better or worse. Lies of P manages to somehow have the best of both worlds, with incredibly engaging bosses that I always look forward to fighting and levels that don’t feel like straight lines with an absurd number of bonfires. Most levels here wrap around themselves in really impressive ways that allow for stargazers to be placed incredibly sparingly, a design choice I will always prefer to DS3’s more ‘theme-park’ approach to level progression.

Beyond the game’s astonishing level of mechanical cohesion (I haven’t even mentioned the Assembly system, which is honestly reason enough to play this game if you’re a fan of games with similar combat systems), the cohesion of this game’s story is criminally undervalued. I can’t really blame most people for not being able to take this game seriously for being a soulslike about… Pinnochio, especially when most of our internal perceptions of the character are either of the Disney version or the character in the Shrek movies. You’re just going to have to trust me when I say that this game is a very thought-out adaptation of the source material and doesn’t simply use the Pinocchio property as a shallow aesthetic stunt. Lies is a game that actually uses the property it’s adapting within the vehicle of it’s story, and I have an endless respect for this game in how much faith it has in its own concept. When asked “What makes someone human?” Carlo Collodi’s The Adventures of Pinnochio serials answers that it is our ability to help others and act for their sake that makes us human, as shown in Pinocchio’s transformation at the end of the story after months of studying, working hard and saving money to care for his sick father. Lies of P’s answer, is actually not very different: We’re human because we can choose to act, and by exercising our agency we help each other far more than we help only ourselves. The game’s Real Boy ending sees everyone in the hotel replaced with a puppet copy after being killed by the newly reborn, perfectly obedient Carlo, after. The game’s most ‘Pinocchio’ mechanic, Lying, even shows a refreshing amount of nuance and respect to human morality by never painting the choice to lie or not as a simple choice between ‘doing the right thing’ and ‘doing the wrong thing’. Many of the choices in this game feel like they lack a ‘right’ answer, but often I found that lying to most people was often a mercy that showcased how communication often has to fulfill an emotional need more than a logical one. That’s not to say that lying is always the new ‘right thing’ in this game; Although the best ending in the game requires you to express your humanity a lot (through lying, mostly), the game still has a couple lies that genuinely stumped me on whether I wanted to lie or not; Do you decipher Alidoro’s scroll and tell Eugenie’s brother is dead? Do you tell Venigni that your own father is responsible for the destruction of Krat? Do you admit to Arlecchino that you are, in fact, a murderer? I can’t begin to express how relieving it is that this game isn’t trying to lecture the player about honesty or morality, understanding that lying is both innately amoral and innately part of the human experience. Lying is a choice, and what is more human than the ability to make our own choices?

Lies of P is the most honest game I’ve played.

for being such a black sheep, you'd think it'd feel a hell of a lot less like doom!

sure, it's a more 64 oriented take than what most fans are comfortable with, but absolutely deserving of the moniker nonetheless; way more so than that qte-laden quake knockoff 2016 reboot, anyway

it's one thing not to like doom 3's pacing, corridor-driven structure and how it distributes enemies; it's another thing entirely to dismiss anything and everything designed outside shooter norms as "dated" - as if the lighting in this game isn't still impressive or completely and totally deliberate. that "duct tape" mod wasn't an ingenious feat of fan programming that fixed a broken aspect of a woefully mismanaged fps; it just went against the game's intended design

and call it a symptom of half life's popularity if you want; i feel the mars base introductory sequence is more atmospherically dense and to-the-point than black mesa could've dreamed to be. unlike quake 4, which has a lot narrative stop-and-go, the action in doom 3 is almost completely uninterrupted throughout. it's story-driven compared to its maze-y predecessors, but most of that happens via in-game radio chatter. never once did i ask myself "where's the next thing to shoot at?"

hell - if anything i'd say this may be the core doom experience to a fault. the way enemies are dispatched doesn't differ much from their DOS-based counterparts. there's a lot of strafing around projectiles and shotgun kissing. like - a lot. and that's great, but i'd be lying if i said i didn't get seriously tired of needing to back away from every door i opened to prevent getting jumped by an imp's otherwise unavoidable lunge attack. granted, this wasn't because it was cheap and unpredictable or whatever - much the opposite - all it took was running up to the guy when he stood up and blowing his ass away with a single shotgun blast

oh and since i've opened a can of controversy by even mentioning the shotgun, i'll just come out and say that it - along with pretty much every other weapon - is really good. yeah yeah, spread is bad, whatever. the maps are set up in small to medium sized corridors and arenas. so it's not hard to get up close and kill most enemies in a single shot. too far away? that's what your other weapons are for. i'm not sure where the strangely common ammo complaints come from either. i played on veteran and used most guns in equal measure (though i favored the shotgun and used the chainsaw religiously) and i often had max ammo for everything minus the bfg

my biggest problems with the game structurally, besides its oft stale monster closeting, are more retrospective than anything. the whole experience is lots of fun, but it ramps up so much more in the second half that i can't help but wonder why it doesn't get there sooner. why is so little time spent in hell and the nether regions of mars? why does the enemy variety take several hours to spontaneously expand beyond primarily shooting imps and marines?

i don't wanna mince words here: this is the best depiction of hell in the whole damn franchise. it's so grandiose, grim and genuinely fucking evil. the level design also feels much more in line with what i'd expect from a classic doom title and has brilliant lighting which forgoes any need to even use the flashlight. it's perfect but most of y'all probably didn't even see it because you dropped the game about six hours too soon

apparently resurrection of evil is a lot more akin to the second half so i'm expecting that to be great as well. whether i'll play that or prey 06 next, i'm not sure; what i am sure of is that id tech 4 goes hard and doom 3 is pretty fuckin' awesome. i'm not surprised to see that the common consensus of a post-quake id software game is wrong once again. at this point i probably wouldn't be surprised if rage was the best game ever