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1 day ago


Rata commented on curse's review of Dark Souls II
this game feels like reading a fairy tale from a book you fished out of a forest bog. god knows i don't -love- it nor dislike most of fromsoft's output after it but something was definitely lost after this one.

1 day ago


Rata commented on chandler's review of Prey
how do you feel about the fact that the closest thing we got to the original Prey 2 concept was High on Life

6 days ago


Rata commented on chandler's review of Doom 3
eh i wouldn't consider those QTE's given that it's a one button action that takes place in the middle of standard gameplay but i get why some people dislike them

6 days ago


Rata commented on chandler's review of Doom 3
ermm Doom 2016 didn't have QTEs 🤓 anyway as a resident Ragehead I think people were just jonesing for an old school style id game in 2011 so finding out it's... not that left a bad taste in many a mouth. But the gunplay was fucking ace (still is honestly) and the structure complimented it well, I can't dislike the game even with the flat final segment. I don't know how you can play a game with those guns and damage models and come off thinking "unnghh wheres the telefragging"

6 days ago


Rata completed Elden Ring
"Whew," the enamored g@me play0r sighs out in reverence as the boss clearly designed by someone who thought they were on a job for a mediocre Platinum title did three SICKASS ANIMEY slow-mo front flips, each dealing 70% max health damage to the player with around 8 quintillion HP (which was only reasonable to invest a few points into after getting some from the eleventh Piss-And-Shit-Smeared Tree Spirit overworld boss fight that also netted a BAD. ASS. spirit ash to help you circumvent said bosses in the future except it's objectively worse than half the ones you already have) which they got to by trekking across seven hills, seven lands, seven seas and seven hells, each populated by more barren stretches of land than the last with s p o o k y copy-pasted caves and catacombs breaking up the monotony of running into small platoons of disinterested enemies you can't even be assed to to swing a sword on horseback at on your way to the next 𝓛𝓮𝓰𝓪𝓬𝔂 𝓓𝓾𝓷𝓰𝓮𝓸𝓷 (VERY important areas they put all their ACTUAL level design into! which is why half of them are directionless slogs where everything looks the same and with enemy placement done by the one only Mr Miyazaki'ˢ ⁸⁻ʸᵉᵃʳ⁻ᵒˡᵈ ˢᵒⁿ who really liked the funny jump battan) so that they can find an NPC which mysteriously vanished one Saturday night a few weeks into the playthrough but is crucial for the conditions of one of the many different-colored endings outlined by the Purposely Vague and not frequently Irritatingly Nebulous lore (which is totally okay because that's how they always did quests dude :P it's NOT comically archaic in contrast to the world design xP) but at least there's some World Essence and Snail Drippings to pick up on the way in case you ever find a cookbook that teaches you how to MacGuyver the two into a portable ICBM and then not land the shot because the Lands Between Olympic Champion you're chucking it at read your input had superior reflexes, "From the Software has done it again!"


I gotta be honest man I think this formula has the studio stuck spinning their wheels and given ER's astronomical success they're probably not gonna try reinventing it anytime soon. The game isn't bad. I'll still play the DLC. But seeing it heralded as the zenith of the genre let alone Fromsoft's masterwork gives me a fucking migraine.

11 days ago


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