Ok, the worlds, the characters, the animations, the MUSIC. They all are a wonder. How did they keep coming up with new ideas for every single Wonder Flower in every single level I will never understand. Surprisingly difficult too. Too bad my last impression of it is a bit stained because of the grindy chore it is to 100% this game.

I get why people may like this. It's a beautiful game, both visually and narratively, with an unique core mechanic. Unfortunately for me, said mechanic wasn't very enjoyable. The climb felt hard not because it was challenging, but more often than not it felt kind of unpolished. It was never as fluid as I feel it needed to be. Too often my character failed to reach a ledge, and everytime I felt it was not because I didn't plan my jump, but because the climbing system is not precise. Sometimes it grabbed it, sometimes it didn't. I think this is backed up by the numerous times my character got stuck with, apparently, nothing while standing on the ground. I dragged myself through the last chapter because of the world the game was building as I progressed, managing to get me invested in it's simple story. It's a game I'd recommend trying, see if it clicks.

This has been much better than I expected, honestly, not just the Bloodborne ripoff many of us assumed it would be. A nice twist on the Pinnochio tale, that borrows rather well from FromSoftware's style. I think it could be a bit more subtle about it's intentions, and it could try to hide its inspiration a bit better, but this has been a very enjoyable play that's left me looking forward a promised sequel.

It's quite charming. It might be a bit short for some folks. Me, I played a couple stories before bed and manage to have it for some time as a little comfort activity to end the day. The concept is pretty great, although it invites you imagine more possibilities than the game ends up offering. Still, there's a bit of post-game content that plays with that idea. I would recommend playing it, but I wouldn't recommend long sessions.

I can't fathom how a human mind is capable of designing something like this.

Fun idea, fun game, GaS practices aside. It still needs some work, though, as it feels really unbalanced and it might feel discouraging to play with friends. One bad turn, and your race is ruined.

The disappointment of the year, as a long time Bethesda fan. Oblivion is my favorite game ever. I love both Skyrim and Fallout 4, and I was really, really, REALLY looking forward to Starfield.

First off, exploration, my favorite part of these games, is lost to a procedurally generated world of infinite planets that barely have any interest to themselves. I made an effort to keep playing beyond this and started doind the quests. Although a couple are decent (never memorable), most of them only consist on you following the floaty marker to your next objective and interacting with whatever or whoever, and exhausting dialogue options.

Secondary systems feel tertiary. Crafting is over complicated and useless, it basically requires you to stop playing the actual game so you can focus on gather the components, crafting other components, investigating, spendind skill points. Outposts are there as part of some AAA Game Checklist they felt like they needed to comform with. This is true for basically any part of the game that is not gun play.

After trying to engage with the main quest (usually something I would only do after I've completed any single side quest and explored every location), I've realized I don't really want to keep playing this anymore. Might come back to finish it, but for now, I'm really worried about next Bethesda games.

Sure, it's only mechanic got old for me, but the game gives you exactly what it promises. I can't in good conscience give it less than 3.5 stars.

I get why people would hold this with the cult status it has. I'm a fan of lovecraftian style stories myself, which kept me interested for the most part, and the environments are pretty impressive. However, the all-over-the-place level design deterred me from enjoying this, making the story confusing and disconnected. I missed most of the initial puzzles and wouldn't got to them had I not looked guides, with a crazy amount of backtracking. These guides let me know there was a puzzle with jumpscares. It was the last one I had left to complete, but no sir. Arm yourself with a whole lot of patience if you want to enjoy this.

This was supposed to be my "while I wait for Starfield" game. Instead, I've been postponing Starfield until I beat this game. Serious contender for my personal GOTY. Pixel art is magnificent, the story is traditional but charming, with a few decent twists. Optional content was really cool. It drags a bit towards the end, then rushes. But overall, a very joyful adventure. Thank you for this!

It only made me wish for a new Dishonored.

I tried to be evil in this game, for a change. I got hit emotionally for it less than two hours into the game. It was too late, I had ruined everything.

2010

Limbo feels like it started a genre of 'limbo-likes' which borrow from its gameplay. Being the first one, Limbo can afford the luxury of keeping some of its puzzles simple and non-repetitive. However some of them are incredibly obtuse, and you're far more likely to get frustrated before you manage to decipher them.

Nice one! I didn't feel like going for any achievement, I feel it would have burdened the experience for me. Not because I don't think they should be in the game, it just feels like that kind of games you're playing just right as long as you do it your way.

It's unfair of me to review a game from a genre I never really enjoy. The setting is very original and nice, it's obvious there's a lot of talent and creativity behind this. Ultimately, I don't think it adds anything game changing compared to most other city builders, but I played it for a few hours while sipping on some tea, so there's a good feeling.