307 reviews liked by Jellyghost


While Im charitable to the fact that this game has First Draft Syndrome, its impossible to ignore how the ugly Brown Aesthetic of late 2000s video games merged with this austere desert looter shooter to form the most rancid vibes known to man. It is so mind-numbingly bare that it almost feels like a surrealist project, some David Lynch psyop where theres just an uncomfortable amount of dead air.

And in some ways thats interesting, its like Borderlands 1 is a peek into an alternate reality. Its a much more dismal, less successful reality to be clear, and this is something that can only be appreciated retrospectively; its difficult to regard Borderlands as the “starting point” of the series when its such a distant relative to what the series is at this point (and really its estranged relationship with the series is the only worthwhile thing about it worth talking about)

No weapon that is formed against thee shall prosper; and every tongue that shall rise against thee in judgment thou shalt condemn. This is the heritage of the servants of the LORD, and their righteousness is of me, saith the LORD.

I played this for a project I'm working on with some friends and wooooow this is noooot for me lmao.

Analog Horror type beats have never particularly been my thing but I can vibe with a kinda "x but it's off and kinda creepy" type experience especially if it eases you into that experience after instilling a false sense of security with you.

The problem here is that it kinda just goes down the list of the most obvious creepypasta tropes that you could possibly go for from the word go, like you would think that maybe it would hold off on some of its more creepypasta ass shit for at least a little bit but nah, I feel like it's designed that way to keep a youtube/twitch audience engaged (and I mean it has a streamer mode so I definitely think that's what's up).

It especially feels bizarre when the 3rd act of the game actually feels like it does something far creepier and far more interesting with its concept and the kinda connection and trust we allow programs to have on our computers without fully really thinking much about it sometimes.

It just all feels squandered in the way its all wrapped up and presented. Like if this leaned far more into stuff like the complete access/building you something from that, I really think this could've been something way more interesting than it was but I feel the ARG/Youtuber/Streamer/Game Theorist bait it lays out constantly just had me rolling my eyes the entire time.

Defo for a certain audience and hey more power to them but like I need a little more from something like this. I will say, the visual design and audio design though is perfectly done and I do really think that this person has a lot of potential to make something really special.

Also Kinito asked me what my favorite game was, I said Koudelka and he pulled up Control so frankly he's a fraud.

What did I even want out of Dragons Dogma 2? I began this game with a severe sense of disappointment, frustrated that it wasnt something “more”. But Im glad the game has a much greater sense of itself than I did, unwaveringly retaining its unorthodox core with a much more grand presentation. When I get over myself, I see theres just as much here to love as the first game - I would be ungrateful to not appreciate its weird and rare nature.

However it must be said that I hate these characters and their side quests and Im glad half of them are sitting in the NPC Lost And Found (the morgue). I would have liked a slightly less vast open world full of nothing but caves and aged beast skags, but I had the most fun carrying pots down ancient cliff faces than I did trying to council Hugo on how to live his life after being a bandit patsy (with that council being "Ill throw you off the cliff myself")

When I got to the desert I realized I wasn't even close to finishing the game and it filtered me

A good case study in how to quickly establish a sense of unease and tension. It also goes to show good horror requires a well-nurtured sense of imagery.

Heretic is ok but feels like it misses most of what makes Doom good. It is cool to see some new weapons and enemies but there isn't much beyond that.

The level design here is more straightforward, with almost every mission just being a collect the keys in order as you fight through rooms of enemies sort of affair. There are a couple with some interesting teleportation or exploration challenges, but for the most part these feel like straightforward, fantasy caves and temples. I do like that the levels feel much different than Doom though.
I like the art in Heretic quite a bit. It presents a bright, Saturday morning cartoon version of fantasy with saturated colors and lighting that gives it quite a contrast to the dark hellscapes of Doom. Things like the final boss, D'Sparil being the guy that you have seen over and over in the stained glass windows throughout your ordeal are cute and fun.

The weapons start out promising but the team seems to run out of ideas fairly quickly and most of them fail to really make a case for their inclusion here. Individual weapons don't feel suited to defeating particular enemies or particular challenges and where Doom makes your ammo resource an interesting source of power increase (from the pistol to the chain gun) or decision-making (between the energy rifle and the BFG), ammo here just ammo. Each weapon has a different type and you sort of cycle through your armaments as you run low on a particular type. It isn't really very satisfying or fun.
The Spectral Crossbow is by far the standout to me, with its somewhat interesting shot pattern it functions like a hybrid of a shotgun and a sniper rifle.
Enemy design doesn't do the weapon designs any favors. New enemies are introduced throughout most of this three episode campaign and they have different attacks, but your approach to them never really changes. Fighting a Maulotaur is basically no different than fighting a golem, it just goes on for longer.

Heretic plays well enough, but definitely feels like a by the book proof of concept done by a team that didn't really have a clear idea of what makes Doom's systems or level design work. I do love the swing at making this weird, fantasy fast-follow to Doom even if it ends up being a fairly mundane experience to play through.

Dragon's Dogma 2 is an amazing experience overall.

The microtransactions are completely pointless and of all the games for people to get mad at this capcom pratice this one was NOT it.

If you have the opportunity play it, it is for sure one of the best games of 2024

Helldivers 2: The Game is a pretty snappy time. Putting in the Konami Code to perform actions is fun and fresh, dropping down all kinds of ordinance left and right is so satisfying (even if I hate the controls sometimes.) Helldivers 2: The Live Experience is where its really at tho, and boy is it nice to finally see the possibilities of Live Service start to be explored by someone with even a shred of imagination (or dignity)

This could be all of them, you know. All the Live Services could have been doing this instead of shoveling out a series of unrelated themed events like “Oh, time to go to Pirate World! Time to buy the Jolly Roger emote and Captain Blackbeard skin!”. We havent even begun to live, theres still so much unbroken ground to traverse. I dont know if Helldivers 2 can keep it up for very long (Im almost certain they cant) but theyve done the industry a favor.

Fine enough. It has a nice initiative with the voxel fighting systems but it doesn't manage to be deep and interesting enough to be a game I'd spend many hours in.

Most extra challenge levels are cool and fun, the main story on the other hand kinda feels like a brainstorm where anything goes, it ain't terrible though.

3 lists liked by Jellyghost