It's peak...

Takes a while to get through, but I liked all of the cases, and the conclusion tied everything together so well... it's peak...

2010

It's aight.
Kinda funny that I learned more about this game's story from looking at synopsis while logging it, than from playing through all of it

This review contains spoilers

The mirror ending is so funny what is wrong with me

Fun exploration-mystery in an interesting world.
A less restrained, free approach has both unique upsides for the personal narrative of untangling of the mystery, and downsides for struggling to find key clues because of the relatively big game areas.

Hotline Miami 2: Wrong Number - Official Soundtrack
Various Artists
Released March 10, 2015

Untitled 2 by The Green Kingdom
Detection by Sean Evans
Blizzard by Light Club
Voyager by Jasper Byrne
She Meditates by Light Club
Dust by M|O|O|N (USA)
Disturbance by Endless (Electronic)
Technoir by Perturbator (Ft. Noir Deco)
Guided Meditation by Coco Bryce
Simma Hem by Riddarna
Divide (Miami Edit) by Magna
Hollywood Heights by Mitch Murder
Richard by Life Companions
Chamber of Reflections by Sjellos
Decade Dance by Jasper Byrne
Interlude by Chromacle
New Wave Hookers by Vestron Vulture
Around by Modulogeek
In the Face of Evil by Magic Sword
Untitled by Dag Unenge
Remorse by Scattle
Frantic Aerobics by Mitch Murder
Sexualizer by Perturbator (Ft. Flash Arnold)
Java by Coco Bryce
Rust by El Huervo
Delay by M|O|O|N (USA)
We're Sorry by Life Companions
Bloodline by Scattle
Roller Mobster by Carpenter Brut
Keep Calm by Endless (Electronic)
Run by IAMTHEKIDYOUKNOWWHATIMEAN
Ghost by El Huervo
Hotline Theme by Benny Smiles
34
Quixotic by M|O|O|N (USA)
35
The Way Home by Magic Sword
Richard by Dubmood
NARC by Mega Drive
The Rumble by Cinimod
Le Perv by Carpenter Brut
Ms. Minnie by Auto Delta Time
She Swallowed Burning Coals by El Tigr3
Acid Spit by Mega Drive
Slum Lord by Mega Drive
Future Club by Perturbator
Fahkeet by Light Club
Abyss by LipPi Sound
Abyss Intro by LipPi Sound
Black Tar by Nounverber
Escape from Midwich Valley by Carpenter Brut

Very satisfying fusion of an exploration game with a farming sim. The elements of both are very light, so neither overpowers the other, while the content itself is very neat and cute! The slimes and their combinations you can come up with make it fun to experiment and the flow of personal upgrades gives good goals to aspire to while improving your income.

This balance persisted as long as I continued discovering new areas and effectively finished the main story/narrative. Unfortunately it crumbles when trying to delve deeper into Science for ranch optimization/automation. The special resources that you need a lot of are sparse to gather and random. This is when I realized just how much back and forth running the game forces you to do with just its 4 item slots and extensive periods of standing just to gather and deliver stuff to and from extractors.

Other topics of note:
Weakest-feeling jetpack I've used in a while;
The 3 major NPC questlines only needed about half as much grinding to reach their final unlocks;
Rush mode, while unbalanced, is actually pretty fun and tests the game knowledge and adaptability in a nice way while I kept trying to optimize my route between runs.

A neat atmospheric survival'ish game.

I looked forward to the train aspect of the game as that has a lot of potential for immersive storytelling. Sadly, that turned out to be the weakest link of The Final Station. The tedious resource management train parts I went through while juggling passenger gauges made me miss out on a lot of passenger dialogue and worldbuilding to make sense of their stories and how the situation keeps developing.

The few times I was actually able to distract myself from them were actually very enjoyable, oh well.

The fighting/looting combat is pretty simple and clear. Looting feels good and areas are planned out well enough. Melee is too strong and makes wasting ammo on more fragile enemies seem very pointless, especially once I realized how easy melee-kiting most of them is, didn't feel very natural.

The final act of the game I found to be a standout, as it abandons a lot of the parts that brought it down before, while focusing on the good much more.

The concept of seamlessly creating portals across various surfaces and just as simply hopping through them is actually fantastic!

Portal's ideas fit just fine into its clear-cut world and the setting of a test subject trapped in a scientific facility. That'd be just alright by itself, but the game goes a step ahead by introducing a very entertaining antagonist and treating the typically heavy situation lightly with a good sense of humour.

Majority of the puzzles turned out very simple for me as many levels feel like tutorials for the newly introduced mechanics, but they also felt satisfying to solve - love me some momentum (that silly Advanced turret level can buzz off). Wish it had more levels to really explore the possibilities a stress the brain.

Game still looks and feels good to play, it has that timeless quality <3

Great sequel that introduces new fun mechanics into the already great core of Portal. Portal 2 is at least twice as long as the last game, and it definitely makes most of its runtime count to provide memorable experiences, exploring Aperture labs to the fullest extent.

The small but colourful cast of characters that are voice-acted superbly accompany this journey. Even if some puzzles weren't stimulating enough I always had their quirky quips to look forward to, along with some interesting new or refreshed environments.

Ultimately Portal 2 re-runs the same story idea as Portal 1, which by itself might be a flaw, but I appreciated the change of narrative context behind it, even if some ways to move things along were too silly for my liking.


If you were to only experience the single-player campaign you could find yourself getting bothered by the amount of time the game uses on introducing new mechanics. Even the final third, that feels like it shouldn't bring out anything new and instead focus on fusing all accumulated techs up to that point, brings another new device to the forefront nonetheless. It didn't make sense... until...

2 Co-op 4 Portals. YEP, the co-op in this game is pretty epic. With the context of single-player being preparation for co-op to use all the learned mechanics sufficiently, BUT NOW, with the biggest change to the formula yet, it's quite something. Even though the single-player ending is a much better conclusion, I definitely recommend checking out the co-op afterwards, if you've got another person eager to do the same.

It's pretty amusing how bad the vast majority of this game's elements are...

The setting and story setup have some interesting bits to it. Some parts of the story itself and sidequests are laughably dumb to entertaining degree. There's a couple of pretty good tracks in spite of getting overused. It was fun to make extensive melee attack chains for a while, and much as I hate to admit it the general gameplay loop was functioning enough in the portable handheld space to keep me hooked to finish the game.
That's all for the positives!

Game runs terribly. Few action areas in which the framerate remains somewhat stable, and the amount of load times combined with the amount of load screens make it hardly bearable to snail through the game... especially if you save-scum after getting screwed by game's RNG parts like I did :)

UI is a slog by itself. Eventually you start to manage at least 6 other people in the clan. Hooooooooo, having to constantly take care of each of them and protagonist while everybody's elements are massively decentralized + also take some seconds to load up makes me wonder how this passed the green light...

At least half of gameplay elements feel like they don't work properly at all. From lacking enemy spawns to poor item drop rates required for grindy quests, to general AI quirks, battle initiation and skill balance.
At least when you have to run 10 laps right around the enemy unit for them to notice you it's a bit funny, but when you realize the uncontrollable nature also applies to your own team as they willingly burn through all the valuable resources you spend HALF AN HOUR to equip them with on skills that will never perform better than just mashing attack chains. WHY!?

Writing's very rough in execution and morally bankrupt in themes. It's like a massive circlejerk of assholes all around trying to one-up each other while game tries to convince you they're good people behind the pile of shit that represents their actions. The few folks that aren't explicitly awful are just idiots, which doesn't help... So yeah, that could be entertaining at times, wish story leaned into the irony more.

Valhalla Knights 3 is pretty bad! It does not have any distinct qualities to make it stand out besides being bad at most of the regular qualities.
All things considered, if you're down bad and horny in a wacky way for mostly poorly-written fantasy women and swiping their degen SEXY TIMEs, and/or you really want to really sink your time into grinding an RPG on the go, there are probably worse games to try. I say that, as I leave my lowest game rating yet on the platform...
If you happen to have a good level of Japanese language skills you could also try Valhalla Knights 3 GOLD which does some balancing and performance fixes, adds more content, unique gameplay elements, voice acting (very cool concept by devs btw, to release a broken mess then make a separate release that fixes a lot of it and still make you pay for it), but I don't think it'd fundamentally become good.

A scattered moment.
It's still an enjoyable base Ace Attorney experience with a handful of QOL features and conveniences, but boy does this game's story struggle not to clash with itself. There's no meaningful follow-through for most of the main game.
The mysteries and trials range from bad to pretty good (and I hate what they did to case 4), but there's no massive standout like there was in previous mainline games... although admittedly it probably has my favourite mainline 3rd chapter so far, that was pretty cool.
The overarching story is not very overarching, unlike what all the dramatic setups would have you believe. It's pretty messy and comes up with shit on the spot, don't get what the game's going for for most of the runtime.

I did really like the DLC case as a self-contained piece. Do recommend checking that out if you have the chance.

What a wonderful, endearing journey!
OneShot really takes advantage of the tools it uses to tell its story. At first I assumed it wouldn't be much more than a gimmick, but the game genuinely immersed me with its commitment to the concept, and creativity in execution.
Moreover, the story meshes very well with its unique mechanics, and in turn the message of the game turns out that much more wonderful and hard-hitting, it comes from a genuine spot...