25 reviews liked by Fourlain


i really wish i'd played this one back in the day when i was enjoying such seminal classics as doom and x-com on my old 386. still, it's quite interesting coming to this game backwards, after king's field and shadow tower. playing it now is a bit like that feeling of going through a locked door to discover a place you'd previously explored, suddenly expanding the scope of the world, linking up pathways in your mind.

absolutely one of the peaks of 1992 alongside dragon quest 5 et al.

I’d say Ultima Underworld was wildly ahead of its time, but it’s not like there are dungeon crawlers with half this depth and care flooding the market even thirty years later. Damn near perfect game once you get past—or patch your way past—the byzantine control scheme and hardware-limited UI. Pure exploratory joy with fresh and clever surprises waiting on every level.

A game that can be considered one of the Titans in the stealth-action and immersive sim genre. Dishonored shines with its fantastic level design and mechanics that gives players a lot of freedom to explore and pursue their own way of completing missions. In addition to the base game, it also has two great DLC that expands on the game design of the base. There are some clunkiness that can be attributed to the older game engine and it has a simple story and a weak chaos system. But the gameplay, the artstyle, the atmosphere, and the setting makes it stand out as one of the best of its genre. Plus, the current price of the base + DLC package being only $20 makes it a value package and the frequent Steam sales that it participates in makes it a fantastic purchase. This game gets a YAY from me

I'll keep the introduction short this time and get straight to the point. Phantom Liberty is the best DLC I've ever played.

Dogtown being a closed-off and compact district makes it feel more personal and memorable than a lot of Night City. It being a run-down, bleak area definitely makes it stand out among the rest of the world - characters and lore tidbits always describe it as this hopeless, brutal place and I believe the overall design is quite fitting for that description.

Now, the supporting cast is more grounded and morally grey here than the companions in the base game, which I personally think is great, because it fits the moody vibe of the narrative and makes them more interesting. Each character has their own intentions and it's up to the player to decide who to trust and who to avoid - Phantom Liberty's narrative alone has four endings, depending on your choices throughout the expansion. Don't overthink this aspect too much, since the points where your choices change the storyline are very clear and not your run-of-the-mill dialogue options. If you're a completionist and want to see all endings in a single playthrough, just make a backup save file right before those choices and you're good to go. Speaking of those endings, they're really impressive and you'll definitely think about them for a while.

Aside from the narrative, Phantom Liberty also adds meaningful side content to Cyberpunk 2077. There are ten new gigs, like a dozen new side quests and an entirely new skill tree. I really liked those gigs, because they weren't just "get to this PC" or "kill/spare this person" like in the base game, but all felt like little side quests on their own. The skill tree is not as expansive as the standard ones, but it adds some nice perks for melee combat and an alternative to headshots with the weak point gauge.

You see, I almost entirely forgot to mention the setpieces in the DLC. My bad! Everyone likes a good setpiece and the spy movie setting is definitely on point here - you infiltrate a casino, a triangular-shaped club and a bunch of unique spoilery sceneries where I wouldn't like to ruin the surprise. Make sure to look for the several character cameos in the casino mission!

If you're looking to spend more time in Night City, Phantom Liberty is a must-buy. In my opinion it's everything I wanted from a final arc in Cyberpunk 2077 and I really just enjoy how thought-provoking it was overall. Fantastic DLC.

Here's my review for the base game!

This review contains spoilers

along with 2.0, this expansion pushes cyberpunk 2077 into full imsim, and i feel at this point that i can comfortably say this is among my favorite games. also, v is among my favorite characters, particularly as voiced by cherami leigh. the new 'happy' ending crushed and now haunts me, and i just want to find v among the crowd and give her a long hug.

of course, i also went back to an earlier save to choose the arguably more righteous, more courageous path — the one truer to the game's somber exploration of mortality, culminating in imo the best ending from the original game: the 'star' ending, where v faces an uncertain future, one where she may yet die young, though it'll be among friends standing with her all the way. where perhaps saving songbird from a life as the nusa's property is the karmic push v needs to survive after the events of the game, living out there as a nomad. that's what i'd like to think, anyway...

Fallout: New Vegas is....... good! I can see the strengths and weaknesses comparing this to 3. Fallout 3, I think, has probably better area design, I can see that clear as day in Honest Hearts and Old World Blues. Like those areas are great set dressing, i will not deny, but I think Bethesda does a better job at the gameplay loop in this style of game. However, Obsidian does beat them out on dialogue, hard.

Besthesda NPC's kind of feel like they are there to serve you, the player. They give you the quest, maybe have lore stuff, but its all there to empower and enlighten the player. Obsidian decides to make the NPC's people. If you actually decide to talk to 90% of the named characters in this game, they will have dialogue how their thoughts of current affairs, or just give you their story that has nothing to do with the plot at all. On your journeys you will be able to get to know the people of this land, and what they think should happen, how they feel about this struggle thats beyond them. When they talk, they talk true, these are real beings alive in my computer. Possibly the most real i've felt with dialogue. Just borderline mundane dialogue with random people, accruing more worldly knowledge. Through your connections with the lands and its inhabitants all really help you decide what you want to do. Do you think these people would benefit from the cold, uncaring touch of a foreign nation who just want to control them, but give them protection? Will you find that these people don't deserve anything, and should be put under the boot of strength? Maybe the luxury of the high life will tempt you, kicking out all outer forces so that you may life it up while a man past his prime runs everything. You could find that the corruption runs deep in both major parties, better to just nuke them both and wipe the slate clean, maybe someone else will build a nation that doesn't repeat the same tired tropes of the old world. Maybe, fuck it, you think this whole land is squalid and should be wiped out under a genocidal cloud. Point is, the flavours of the interactions and the tangibility are really fucking good.

From the outside, the building looks fairly ugly. As you step inside, you realize that you've never felt so compelled to understand how something so mundane fills you with such joy. Upon closer inspection, you discover that the entire thing is put together with duct tape and chewing gum. This just leaves you more impressed.

such a transcendent experience. only a few games dig deep into heavy philosophical questions such as mortality and human nature and still manage to emotionally cut into the player's heart. it's incredible how raw and self-reflective the game is, even in the fantastical world of planescape. it is truly a masterclass in RPG writing, and one of the best narratives i've had the chance of experiencing.

Doubt the industry will ever see something like this again. Combat sucks but outside a few tunnels it's not a big issue, thankfully the gameplay of questing, dialogue, companionship, and even puzzle-solving is genius. All of the companions' questline are thoroughly interesting and complex character studies that ultimately reflect on the TNO, and in general every named character has some meaningful story to tell that connects' back to the games' theme of regret. Even some of the seemingly innocuous items, like the language puzzles, get huge payoffs towards the conclusion of the game. Also has some of the coolest lore out of all the CRPGs; the Alphabets are personified through multidimensional beings (one of the first characters you meet is the letter 'O' inside a tavern), the locations are reflections of a variety of religious and mythical understandings of the afterlife, and without spoiling anything, the late-game stuff you encounter are very out-there as far as CRPGs go. Also goodness gracious, the prose here is super good at the really emotional moments, even if it makes some other mundane encounters unnecessarily windy and flowery. When you finally open the bronze sphere...next level stuff man.