8 reviews liked by DingusDennis


Fun gameplay and beautiful scenery, as I've come to expect with this series. I was a bit disappointed with how the narrative resolved near the end, but that's about my only real gripe.

An odd experience to be sure, but a welcome one.

Cyberpunk is not really a theme I am usually too interested in, but Observer's heavy dystopian take on it was honestly really cool. Being stuck in a lockdown of an apartment complex trying to solve a mystery (or a few) is a good concept, and I appreciate the freedom that is given to explore the environment. Using the bio and tech scanners along with some intuition to figure things out was a familiar but welcome concept.

Of course, the title also hints toward another way the game lets you discover things which is exploring people's minds. This is definitely an interesting component, but it leans far too heavy into the abstract for my personal tastes. It is usually not too difficult to understand the point of what is being shown, but it's surrounded by a ton of shit that is just weird for the sake of being weird. Also, you could repeat that exact same sentence replacing "weird" with "scary" because this is also a horror game I guess? I think it could have done without both of those things and stood even higher, but I still enjoyed my time.

If Ubisoft made a puzzle game, this is about what I imagine it would be. There's some genuinely fun puzzles (mostly logic grids), and then a ton of 123abc filler """puzzles""". The game is "multiplayer", but there is 0 interaction between players so it is entirely pointless. Overall just experimental in all the wrong ways, but still kinda fun to play as a chill game.

I can't really tell if this title wants to be like DOOM or Call of Duty, because it seems to try both and not quite hit a peak on either front. The two main abilities (cloak and bullet-time) are very fun to use in combat, but the weapons left a lot more to be desired. Every time I tried to use a different weapon I always just gravitated back to the shotgun, and the gap gets even larger on the game's harder (and downright unfair) difficulties.

Trepang2 also has a narrative that was more interesting than I expected, but still nothing to write home about. Some levels even focused more on this than combat, which I found pretty odd. At the end of the day, I'm playing a game like this to feel like a badass.

It's a fun time, but ultimately a missable experience.

A compelling mystery with exaggerated characters, animations, and situations. The puzzle-solving gameplay strikes a very good balance difficulty wise, besides a couple minor nitpicks I had. Must-play for puzzle/mystery lovers.

Fez

2012

"Puzzle platformer" is a genre I typically tend to shy away from, as in general I find that the puzzling and the platforming get in each other's way more than they synergize. I think this holds true in FEZ, but both aspects are good enough on their own to keep the game propped up.

First, just wandering and collecting the cube shards littered all over the map was a lot of fun. Using the rotation mechanic is pretty natural in most of the regular rooms and the platforming challenges were fun to get through. The game is also a treat to look at with a very unique and varied aesthetic.

At a certain point, you run out of easy stuff to grab and have to start solving more of the game's puzzles. These are more the kind of puzzles where you have to figure out what the hell you're even looking at, not the kind where there are well understood rules. The problem this creates is that sometimes you just don't see something the way that the creators did, and staring at it for longer and longer doesn't usually help. Your only options at that point are to look it up or ignore it, both of which are unsatisfying. I would say this applies to a relatively small percentage of FEZ, but as I went for completion it was something I had to deal with.

For its time, I think having in-game "languages" which the player can translate was a very novel concept, and I will say that once you get it translating stuff feels pretty cool. The problem is to learn each of the languages you just need to find a specific room which essentially tells you everything (implicitly). Not only can it be frustrating if you didn't happen to find that room, but it could have been more interesting if you learned things in bits and pieces.

Overall, I think FEZ is pretty fun as a collect-a-thon, but can get fairly annoying if you end up scouring the map for every last thing. The game is intentionally vague and cryptic, and people are still trying to work out the meaning of stuff in it to this day. While I recognize that's impressive feat for a piece of art, I personally would have been happier stopping at around 80% completion.

Boomer shooter meets looter shooter, I guess. As other reviews point out, the game is somewhat long and potentially gets repetitive, but personally I find its reliance on randomness to spice things up works pretty well. Having the upgrade systems be their own minigames is another fun idea which helps this game stand out. I was pretty surprised in general at how unique it felt, and I think it's worth a try for anyone interested in retro-style FPS games.

While I thought that Like a Dragon 7 was a rocky transition to the JRPG format, this game has fully convinced me that this is a good direction for the series. The new setting is awesome, combat is incredibly fun, the main story is decent, substories are hilarious, new minigames are goofy as hell, and the whole game is packed to the gills with fan service. Hats off, RGG.