When people will ask me of the definition of "wasted potential" I'm gonna show them this game.

A build up that was thrown in the trash for a dumb and unnecessary plot point, leading to an abrupt and unclear ending. The beginning had me so hooked that I decided to call off most of my day's chores so I can see this to the end. I'd rather a hundred times now that I had cleaned around the house than to just waste my precious time for something that had all rights to become a really interesting detective, fury-based videogame with a nice storyline.

I wouldn't recommend playing it. Just watch it on YouTube or something. It's visually appealing but forcing myself to see the end of this story just saddens me.

A nice, short and emotional game, designed in a pixelated style. An overwhelming poem followed by an incredible choice of background music, empowering the playthrough and creating a nice atmosphere.

"𝓨𝓸𝓾 𝔀𝓲𝓼𝓱 𝓽𝓸 𝓿𝓲𝓼𝓲𝓽 𝓽𝓸𝓶𝓸𝓻𝓻𝓸𝔀."

Life moves. It changes and creates 'anomallies' which we choose whether we must face them, or run away from them.

"Time Is Solid Here" offers a meaningful and powerful experience by solving relatively easy puzzles within paintings that want to tell a story. It's up to you to decide how the story progresses and how you influence the people living in the painting to move on past their barriers. Each painting has it's own problem where it must be resolved however YOU choose to do it. I want to believe that this whole journey was a test. To see if you are able to help others, to be their light in moments of self-doubting and uncertainty, to prove to them that the change is neither good or bad. But it's something we all must face at some point or to shirk away from it.

This is the complexity of being a human. That is the 'art' of life and it's challenges.

In the end...

We are all in need of someone who will help us figure out what must be done.

𝓘𝓷 𝓽𝓱𝓮 𝓮𝓷𝓭...

I find it extremely hillarious that Konami, and her affinity to ruin a so-loved franchise of theirs, are able to make it even worse than expected. It is abysmal the fact that they try to make the game's message so obvious in the most cringe and bland way possible, where even the game's content can't even save it.

Should I start by the game's horrible chase sequences? The horrible voice acting and the attempt at lip synching it with 'live action' cutscenes? Or the fact that the game's protagonist is unispiring and boring to the point you actually don't give a crap about what they did and if they deserve redemption or forgiveness?

I sat for almost two hours playing this, hoping there could at least be something which would make me say it's decent. Which thankfully there was and it was the monster design and how nostalgic the soundtrack felt to the ancestors of this game. But it still baffles me that Akira Yamaoka chooses to return to create such masterful pieces of music for a franchise that the company itself gives no shit about. Akira has a deep connection with Silent Hill and it's obvious... But even he can't save the cringefest that involves the rest of the team behind the creation of projects such as this.

13 years later, after all the horrors and spine-chilling events Bright Falls witnessed, a man, an ex-FBI agent washes up on the shore of Cauldron Lake. A place that nothing good comes out of it. The man himself met a horrible and inauspicious fate, becoming a murdered victim of the so called 'Cult of the Tree'.

Saga Anderson and her partner, Alex Casey, two FBI agents are on the case, trying to get to the bottom of all this madness, only to be left with more and more questions the deeper they dive in this investigation. Especially when a familiar face appears lying on the shore of Cauldron Lake. His name, 𝐀𝐥𝐚𝐧 𝐖𝐚𝐤𝐞.

The game does an incredible job at portraying our two main characters' perspectives, showcasing a completely new style to the navigation of the player, compared to the first installment of the series. Remedy had decided to kick it up a knotch with this sequel by following the formula of survival horror (something which the fist game fails to do so) and empowering the player to explore his surroundings and make other discoveries that could potentially tie to the storyline.

Both sections of Alan and Saga felt equally interesting and enjoyable to go through. The game itself succeeds in making a feasible dual protagonist system, leaving the player to choose how the flow of the story goes, whilst each character deviates from one another, each focusing on their objective and helping one another in the most unorthodox ways possible, connecting all the dots chapter by chapter, but always inspiring doubt.

The Dark Place leaves this uncanny feeling, making it believable and convincing that it's New York City while it's not. It's nothing but an eerie concoction of dark shades, neon lights, echoes of the past and visions, mocking Alan. Then you have Bright Falls, a place that feels real, as if you've traveled by that place or went on a visit there, enriching the fabric of the daily life of the residents. This could potentialy be it's main goal, yet it still hits me with the "I'm nothing more than a tragic place that makes everyone face their own nightmares."

In the gripping narrative and immersive world of Alan Wake II, Remedy Entertainment has once again proven their mastery in storytelling and gaming experience. As the credits roll, the echoes of suspense and the lingering thrill serve as a testament to a sequel that not only lives up to its predecessor but surpasses expectations. Alan Wake II not only continues the legacy but carves its own path, leaving players with a hauntingly satisfying journey that will linger in their minds long after they close the game down. A masterpiece that shines a light on the dark corners of gaming, Alan Wake II is a compelling testament to the artistry of interactive storytelling. A reminder.

𝙔𝙤𝙪 𝙙𝙤𝙣'𝙩 𝙗𝙚𝙡𝙤𝙣𝙜 𝙩𝙤 𝙩𝙝𝙚 𝙨𝙩𝙤𝙧𝙮. 𝙈𝙖𝙠𝙚 𝙩𝙝𝙚 𝙨𝙩𝙤𝙧𝙮.

This game's price surely makes me raise my eyebrow, but I have to admit that this was an excellent remake and a better version of the og. (Also Adam Sandler is literally Isaac Clarke)

Not a racing fan but R4 makes me want to become one.

First time finding a game that makes you feel both like Sherlock Holmes, and the dumbest person on the planet

accurate depiction of the suburbs of Thessaloniki.

A nice, short and 'sweet' RPG horror game, with a both disturbing and beautiful message. It's art style is probably my favourite part of it.

ᴅᴏɴ'ᴛ ᴇᴍʙʀᴀᴄᴇ ᴛʜᴇ ꜰʟᴇꜱʜ. ᴅᴏɴ'ᴛ ɢɪᴠᴇ ɪɴ ʏᴏᴜʀ ʟɪꜰᴇ.

̷̬̌͌̊͠D̸̢̜̮͆̎̓̍͒̉̕͜͝ọ̷̞̳̝͙̉̈́̏̋̃̃͘ ̴̧̛̭̝̯͙̌͆̅͝͝ǹ̴̢̟̤͍͚͚͓̮̓̿ͅơ̶̱̮̑̄̓͘t̶̨͎̳̗̻̣̳̻͈́̋͋̇͛̆͘̚͠͠ ̶̧̭̘͔̪̹͕̭̳̕e̸͉̘̥̬̭̳̤͉̗͌̍͋͝m̴̝̹͖̞̂̋͋̓̚͝͝ḅ̴̩̑͑͛̽͛͝ȑ̶̛͎̀͊́͑ä̷̢̭̱́͗͐̌̃̄͒̔̍c̷̠̰̭̳̮̝̳͈̾ę̸̩̙̮͓̆͐͐͋̇̐͘̚ ̷̭̩̑̓̓̀̀̏̅̓̕t̸̛̖̜̫̹̞̖̞͇͕͎̄͝ḩ̸̝͉̪̘͍̝̏̽̊̒̓̈́̐̏ͅẹ̶̤̥̠̮̀͜ ̶͓̱͈͙̣̀̚f̷̯̗̙͈͎͉͚͙̩̆̅̑̀l̸̗̖͔̺̗̥͈͓̥̄̀́̊̋̋é̵̡͇̠̯̦̦̪̣̰́̀̑̄͘ş̵̛̥͓̟̝̫̣̱͔̀̓̐̈͂͒͐͠h̴̠͇̺̘͍̼̳͓̣̑̚ͅ

People with OCD are gonna have a hard time with this game.

Felt short, but at least you can bike around NYC as Spider-Man.

A quote which V said in the game, or at least I chose to say was that it's not the 'where' you're headed but the road on the way. Something which reminded me constantly of what the game was all about.

Cyberpunk 2077 is a test. To see if players are gonna enjoy the trip and the journey of their character V, to create all these affiliations with all these characters across Night City, to hate, bond, care for, love. Or if they're just gonna waste it all just to get through the game's main story, and get on this site or I don't know where else to write that they've finished the game and give a rating to it. The game tests you. It makes you confront the dilemma of whether you should go a bit slower on the road and enjoy the surroundings. Or if you will just floor it to the finish line and call it a day.

The moment I saw the "No Going Back" message I was hit with a wave of uncertainty. I felt like I did something wrong. The game was gonna be over too soon and I couldn't allow it. Boy, was I glad to choose not to head in Hanako's place.

Cyberpunk 2077, despite of all the weird glitches from time to time, the requirements for it to run and some, very few audio malfunctions, it has ended up to be one of my favourite RPG, Sci-Fi, FPS games. One which rewarded me for exploring Night City down to it's core, finding and making a lot of friends (and a lover) who kept me engaged, and the thrill of uncovering more about their background made every moment enjoyable.

I personally am more than glad for the ending I got. And honestly... I don't want to try to get any of the other endings. I'm satisfied with how MY STORY concluded. How V's story came to be an optimistic closure while making me rethink all the choices I've made, wondering if they were the right one. But it doesn't matter now. Cause the road has come to an end. And I was glad I made stops on the way. I really wish I could just delete my memory and replay the game from the start. All in all, Cyberpunk 2077 is finally here. And I was glad I got to play it now of all times. Also, to make this review end in a cool way, here's a lil' quote from my favourite rockstar terrorist.

"Goodbye V. And never stop fighting."