Throwback to the old, more arcadey online shooters. A mostly casual experience with a great sense of progression and rewards. Ruined however, by its very uninspired movement mechanics, clearly directed towards younger audiences who need ridiculously fast and forgiving movement. Game is already being taken over by 15-year old bunny hopping honey boo boos, and unfortunately, this enabled meta is already sucking any enjoyment out of the game. I think it's safe to say E-sports has ruined casual gaming. To adapt to this fast gameplay, I recognize that I need to lose the feeling of enjoyment in exchange for endurance and competitiveness. A great game in its early steps that needs to flesh out its movement mechanics and to decide at which audience this game is directed towards. In my honest opinion, we have one too many of these first person shooters where the constant spamming of spacebars and quick-scoping is just overstaying its welcome to where the gameplay becomes nothing but that. I hope XDefiant can find a different direction. A direction where it relies more on tactical gameplay and planning rather than boiling down to a question of "who can move like the wind and dodge bullets the fastest". But then again, this is just one man's opinion and nothing more.

There will never be another game such as Catherine. Not by Atlus, not by any studio. Its a product of its time, one in which people were not too sensitive to the topics of lust, morality, cheating and nudity. I think if Catherine would be made in this day and age, it would receive lost more ridicule and backlash than it did when it was released back in 2011. Catherine made and my friends question our own sense of morality while basking in the relaxing yet stressful atmosphere of the game. Vincent spending time during the day with his friends in the Stray Sheep restaurant, made me feel so immersed I could feel myself taking part during those times. And then each night I'd wait in horror to see what climbing puzzles the game would put me through once again. There's multiple endings and gorgeously animated cutscenes by a well recognized animation studio. The music is charming and screams of unique identity, as does all of Catherine. And I want to say this: Troy Baker has voiced lot of characters. He IS lot of characters, but to me his most iconic role will forever be Vincent of Catherine. A man so flawed, so human that I had lot to learn from this fictional man made of pixels as a young 17 year old boy back when this game came out. It's simply beautiful, even if at times held back by its simplistic gameplay design.

One of the most overlooked Dragon Ball Z games ever made. Forget about Budokai. Forget about Tenkaichi. Forget about Xenoverse. Raging Blast may not have the quality of its predecessors in terms of an exciting story-mode that retells the DBZ story we all know and love for the hundredth of time. Instead, it says hey, how about we give you just a shit ton of content to dig into? Galaxy Mode is exactly that. Name your character and you can play through tens of challenges with that character. There's unique dialogue and interactions but no real cutscenes or cinematics. But there's lot for you to chew on, regardless of that. And I must appreciate the game giving spotlight to random movie characters like Cooler's Henchmen Neizu and Dore; or forgotten Namekian heroes such as Nail. It's a great love letter of a game to DBZ fans who just want to go "Oh my god, they have THIS character in the game." or "Oh my god, they have THIS move in the game". Talk about moves, most characters have unlockable moves that you can add to their customized sets. It adds flavour and value to the game to mess around with your character to customize that perfect set of abilities and supers you want to use. Oh and by the way, there's an entire movie that comes with the game. Even if there was no cinematics or cutscenes attached to the main mode of the game, there's an entire animated Dragon Ball movie made for it; one which you can view without unlocking, just for your pleasure.

I like the ideas Jericho presents as a first person shooter decorated with squad based elements. Considering this game came out in 2007 to a harsh critic reception, I feel as though it was unfairly judged at the time. The epic and almost cinematic combat sequences with you and your Jericho Squad feels unreal, even to this day. I feel that this was all deeply overshadowed by the nonsensical narrative and cynical character designs that made vomit run up to my mouth each time a character would open their mouths. There's nothing appealing about the world, the characters or the narrative. The narrative is ridiculous mumbo jumbo, something only a madman could come up with during a fever dream, yet even with such unique conditions for a nonsensical narrative, it somehow feels extremely generic at its story twists and conclusions. There's lot to appreciate in Jericho almost two decades later, but characters and the narrative aren't it. Give it a go if you want a first person shooter with an epic feel to each battle and a depressing setting to stroke your already melancholic nature.

Ending the trilogy on such an anticlimactic end felt like a nail in the coffin for the franchise. The stakes felt non-existent, the purpose of what we're doing and why we're doing felt unclear and the conclusion felt abrupt and motionless. It made me question what the goal for the third installment even was. No one even cared anymore, when the fourth game came out. Killzone 3 was meant to take off with feelings of intrigue and curiosity left with us, the players. But the ending and the outcome were something none of us wanted, and all the events leading up to it felt so illogical and just lazy. As if the narrative team just wanted to get this out of the way, to get it over with. Such a disappointment in that regard. But the online modes were just as great if not even greater than those of its predecessor. Brutal killing animations upon performing melee kills, interesting game-modes such as the 'Operations' mode where you'd perform objectives dependant on whether you played on the side of ISA or Helghast. The mode would also include several cinematic cutscenes per map, again, differing depending on which faction you played in. The cool thing about these cutscenes, which I loved as a child was the fact that the characters included in these cutscenes would have player names above their heads, so like, you could be that one Helghast soldier who gets blown to smithereens in one of the cutscenes. Glorious. I mean how could you even be upset that you lost? Seeing your own character in a big cinematic scenario. KZ3 failed in multiple aspects when it came to upholding the same level of quality as its predecessor, but by no means is it a bad game.

This was the reason you'd buy a Playstation console. The modern titles of TLOU and Horizon don't even compare. Killzone could have been the franchise that would eventually become the "Halo Killer", but this strength of Sony and Guerilla wasn't made to last. Instead of sticking to what made Killzone 2 so great, they wanted to constantly push the sequels even further, to extents where it became almost unrecognizable. Killzone 2 was the first great FPS game of the Playstation 3 era. A multiplayer FPS experience that was solid in all aspects. And boy oh boy did we play the shit out of it. Mind you, the campaign mode was not something to be sidelined. The campaign alone is worth the cost of the game. A big cinematic experience where you're sent off to fight a war in a planet you're incredibly unfamiliar with. The Helghast are ruthless and relentless and you can definitely feel the struggle against such a force, as you play. The charismatic Helghan leaders offer a great build-up to the boss battle near the finale. FPS games could really benefit from more boss battles like the one with Radec, and they are far too uncommon in those games nowadays. Killzone 2 is a great game that became one of the most adored titles of its generation; which makes it all the more sad to stop and think, where it all went so wrong. A success that was just so short-lived.

Arguably one of my favourite memories out of gaming has been with The Sims 3. You see, when The Sims 2 was in its prime, I was a child. A child with concerns that were few and far between. A life that was simple and self-centered in maximizing my own enjoyment every single day. But as I got into The SIms 3, I was an adult. An adult who could no longer experience life as something I had full control over of. As an adult, I had to worry about my financial stability, maintaining my relationships with my social circles and depression. I'm sure that for many of us who have battled with our mental health, The Sims 3 probably was that game you sought out for comfort and serenity. There's so much content to even the base game, forget the expansions; Listen, if you really like the game, you'll buy the expansions. It's not a feeling of 'oh they're strong arming me into purchasing more content' as it is with the sequel. It's more so that, you feel that the game is already good enough as it is, and you can have some more, if you want. It's just such a beautiful game that looks at life and the limitless options of what roads a person can take. It doesn't restrict you from fulfilling your desires. The base game is a great entry point to the franchise if this is the type of game for your mental needs. I find myself always returning to The Sims 3, if I feel at a loss in life. After each time, while it's no magic trick, I can honestly say that I feel more at ease, in my own mind. A beautiful work of art, that to me, will probably never get old enough to where I can no longer enjoy it. I say this with all the love.

Buggy, unintentionally funny and visually aged like milk. That is how most people would summarize the life span of Oblivion, myself included. But despite these facts that we're all aware of, TES IV manages to be one of the most memorable and charming titles of the entire gaming history. Oblivion, in a way was ahead of its time; mind you, it was made in 2006. Back then, lot of these concepts, gameplay elements and open world ideas were revolutionary. Music is charming and melancholy in its soothing own way. Voice acting and dialogue all seem so familiar and comedic, probably for all the countless memes that we have consumed throughout the decade and a half. Cyrodiil is unique; every single town and tavern feels distinct and unique. I love traveling throughout the map and sleeping over at a rented room for the night. The main questline I think is something most of us jump off from near the beginning. It doesn't really get grasp of you as a player. It's vague and filled with cliche. But the point of the journey isn't to follow the main plot in a linear manner, it's to find your own path and to do your own thing. You can be good or evil, wise or powerful, cunning or honest. Options are, well, not limitless but certainly impressive for its time. There's lot to enjoy with this game if you can put aside the fact that Oblivion is considered a joke at this point in its lifespan.

Ironsight is a great FPS game that takes you to the old days of Black Ops 2 lobbies and quick, arcadey gameplay. Its very reminiscent of those times in a heart-warming way. Maps are relatively small and aesthetically speaking it has that semi futuristic vibe that (again) BO2 went for. With all of that being said, Ironsight is a forest slowly burning and withering away. The community has no growth, they have no marketing and the game doesn't really give you a real sense of progression. Yeah you unlock in-game currency on the regular basis but its not enough for you to really spend on anything interesting like weapon cosmetics. I don't think the interest isn't there, for a game like this. I more feel like WipleGames Inc. (the developer and publisher behind it) aren't ambitious enough to put it on the map.

Is it a walking sim with minimal turn-based JRPG and strategy? Or is it a fully fledged and innovative Final Fantasy game deserving of its name. I'd say its the former, but it's also Final Fantasy. Now I know what you may be thinking: 'Lazy what are you smoking good sir? How is this a 4,5/5 game?' And the answer is quite simple. And it's not so much to do with critical thinking as it is about the fact that this was my FIRST Final Fantasy game ever. So I didn't know what 'tHu rEEl Fihnal Fahntasy experience' was all about. I didn't hold this game up to no standard as a JRPG. To me it was something completely new and unfamiliar, and I loved every moment of it. The narrative, the music, the simplistic gameplay that could go for a modern mobile phone title. It did feel overly linear at times and that sense of wander and exploration definitely wasn't there for the most part. But with all the corny, very 'anime' characters that I found humorous yet charming, along with the enchanting OST and world-building slash lore, I could forgive all of its faults. EDIT: Coincidentally, I realize I've written this review on the 14th anniversary for this game. Happy Birthday, Black sheep of the Final Fantasy franchise!

Improvement in every way when compared to its predecessor. However, to cut half of the first games roster out was a sacrifice too costly. There's no way to justify cutting half of the roster. In my eyes, brawlers are most enjoyable with massive character rosters. In fact, I'd go as far as to say its the main selling point of a game like this. While the game mechanics and animations have been refined and the offline content has been massively expanded upon, the appeal is still in the franchises and in the characters. Maybe Brawl 3 can fix this major downsight, should it ever see the light of day.

It's ugly, it feels stiff and janky, it had a rough launch, it was a priced as a triple A game; it's not great. But as a foundation, it was pretty solid. A year more cooking in the oven would have done wonders for this game. And I'd love to say that was the case with its sequel, but that game isn't without its faults either. Nickelodeon Brawl has strong legs on it, but a bloated, fat underbelly to be carried. I can't say I regret purchasing the game on launch, because I feel like all that money made it possible for the sequel to be published. Now all we can hope is that if there IS a third game in the future, that it will finally be the game this was meant to be.

After over 150 hours I can honestly say that this is one of the most predatory Free-to-Play titles to have ever come out. And what makes it even more disgraceful is that it's carried by the once so respected and admired company, 'Disney'. The meta of this game is to play the same boring and dull characters that everyone else in the community is playing, because everyone is spineless. And if you don't want to do that, but also want to succeed and feel even the slightest sense of progression, you'll PAY for your enjoyment. You see, Disney Speedstorm isn't a game you download to enjoy it. It is not a game that gives you incentive to pay for it, to support it, because you enjoy it. No, Disney Speedstorm makes you understand that at a certain point, to keep on going with the game in a way that is enjoyable for the player, you must start giving them money. Or as I said, you can just go on ranked and play the same characters everyone else is playing. To put this into perspective, the game has over 30 characters in it, yet when you try to have any progressive and rewarding gameplay online, you'll see a maximum of 5 of those characters. Despite all of the games charming visuals and design; at the end of the day its a far less innovative or enjoyable as a kart racer in comparison to some of its competitors like Sonic Racing or Mario Kart. Its predatory practices bring shame and disgrace to Disney as a company, although we all know they don't care. I want to emphasize that I have never in my life seen a game community as disgusting as Disney Speedstorms. Gameloft is spitting in the mouths of its supporters and they are quietly swallowing every drop of that saliva. I have never seen a community this willingly be insulted and disrespected. Just remember this, the game is fun up to a certain point, only for you to realize that you no longer have a single incentive to keep on playing.

This will no doubt turn some individuals to mock me. And that's their right. I think the debate over what makes a great Fallout game is one that will last for as long as the franchise is being talked about. Fallout 3 is the true post-apocalyptic adventure that the original two games were envisioned to be. It was created upon the same foundation the original games were built on. It's a sort of bastardization of them; and I know that sounds like it's to insult Fallout 3. I assure you, it's not. You see, all of this is consequence and price for something to be modernized. You gain some new things, but you also lose some things you expected it to have. That new modernization into a whole new generation comes with lot of expectations! And Fallout 3 was the first in its generation to carry that torch. So understandably it was also the one people will hate the most, when compared to Fallout: New Vegas. Obsidian saw what Bethesda did with Fallout 3; what worked and what didn't. That study and research based upon the release and the reception of Fallout 3 allowed them to adapt and to prevent some of the issues its predecessor was guilty of; like the simple and bland dialogue options or the overly linear and predictable main questline. Sure, Fallout 3 does lot of it worse. But the responsibility and the pressure Bethesda carried for the game was almost certainly one that was heavier. Despite all of this, I think this game captures the essence of what it feels like to live in a world post-nuclear war. The almost radioactive green atmosphere and colour theme that covers all of the outside world. The absolutely withered and dead nature that consists of nothing but rocks and deceased trees. It feels like hell. It feels lifeless and empty. And with most open-world games you could consider that a bad thing, but in the context of the game's identity, it's fitting. Perk system is interesting enough and giving you lot of options as to how you want your character to play like. What are the strengths and weaknesses to both your personality and abilities? You can choose your own path in both of those regards and that's good enough to warrant calling this a solid RPG. But where Fallout 3 really stands out is in that feeling of isolation, desperation and anxiety. I hated nothing more than wandering through the ruins of D.C with no companion by my side. Luckily, you can change that. And while the companions are mostly hollow outside of one questline by which you gain them as your followers; it's still a great foundation for those elements to be refined by its sequels. Gunplay is satisfying and the combat is devastatingly brutal. I really did feel bad killing people that weren't deserving of being killed. Every single time. Because it's that ugly and grotesque. Let's go back to talking bit more about the quests of Fallout 3. While the main questline itself and the end goal is really predictable and the journey there is narrow, if you allow yourself to be distracted by all that the world has to offer, I think you'll find yourself emotionally attached and more often than not disturbed by the reality of this world. From helpless humans being abducted by sadistic and terrifying Super Mutants to helping someone detonate a nuclear bomb in a town full of good-hearted people. Fallout 3 is a grim reminder of what world devastated by nuclear war would look like. It's not ridiculous or funny. It's not charming or romantic. It's stomach churning and everything you see and experience makes sure you hold onto those feelings. The atmosphere and ambient music, to the audio of a recording someone left for you to find moments before the nuclear bombs dropped on them. It's haunting. And for those moments, it feels so good when you find that rare sight of civilization. When you find Megaton, Rivet City or Tennpenny Tower. There's just such a sigh of relief upon your first arrival to places like these. Finally, you've found life. And throughout this journey, you find yourself realizing that despite the less than perfect dialogue options, your actions and words will still have dire consequences; consequences that stick with you for the entirety of the game. One more thing I want to thank Fallout 3 for is the ideas it left on me when it came to the understanding of these factions who are seeking control of the Capital Wasteland, none of which are Good or Evil by simplistic definitions. And the ideas it left on me regarding how ghouls are shunned and oppressed, undoubtedly the objects for racism in a war where ethnicity no longer meant anything. Despite the shallowness this game can display at first glance, there's a lot in here you just have to see for yourself. The abrupt and anti-climatic ending of Fallout 3 ruins the experience a little, but it doesn't change the fact of what an amazing POST-APOCALYPTIC game and world Fallout 3 is. And for those reasons, I rate it as I have. Thank you for reading! Even if you skipped through, your time is appreciated.

Marketing based on outrage caused by a game that was based on mass-murdering civilians and police alike? Immoral by every sense of the word. And for what? A quick buck and for your names to be related to infamy. How distasteful. How INSULTING for all of those parents who have lost their loved ones to school shootings and to other mass-murdering maniacs. Believe me, I stand by artistic freedom. I stand by the right of any human to express themselves verbally and through art, but to have freedoms, one should not abuse them. Especially for monetary gain. I think it's something to be ashamed of. If you cannot open your heart to those who suffer and live in agony over the consequences of gun violence and mass-murder, then I pity you. Thís is my message, but despite it, I will be fair to this game in terms of the actual content and the quality of it. Hatred is a barebones top-down shooter outside of the shock value. You've got some distinct execution animations, a decent variety of weapons and destructible environments. And that's the best it can do. Everything else feels bland and hollow. As if there was nothing to this other than the previously mentioned shock value and utter disrespect towards humanity itself.