F.E.A.R asks a simple question: what if a John Woo movie was a first person shooter?

In that sense, F.E.A.R not only answers that question, but gives an answer so good you'd be hard-pressed to find any alternative that is somehow better.
Everything, from the enemy AI (which is mostly programmed to appear smarter than it is, but is still engaging and works incredibly at that) to the level design (which while visually bland is perfectly handcrafted to make the AI function on all cilinders and give you multiple ways to deal with each encounter>) to the visuals (initially the game doesn't seem that impressive on this front but the lighting and environmental damage is still second to none and while leave you dead in your tracks to admire it at times) to the gunplay works to make one of the best first person shooters you'll ever experience.

You haven't lived until you've jumped and kicked a dude in mid-air, shotgunned some other sod right after, somehow separating his head from the rest of his body (?) and thrown a grenade into a doorway, catching a third dude trying to flank you and leaving nothing but a red mist and crimson splatters on the wall, bullet holes and broken equipment in your wake, all the while you were in slow-motion.

Where F.E.A.R falters quite a bit is, ironically enough, the horror. If you think skeletons radgolling from the ceiling with the same gravitas a middle school play is scary, F.E.A.R is the most terryfying game ever, but otherwise the moments that will get you are few and far between and are mostly attributed to more organic gameplay moments than scripted scares. The story also feels like a background to the action rather than something to be invested in.

If you love the FPS genre you own it to yourself to play F.E.A.R at least once in your life.

"This can't be good for me..."
POSTAL: Brain Damaged is a rarity in this specific franchise: a game that isn't held together by glue, chewing gum and violent dreams.

You play as The Dude, who is quite literally lost into his own mind trying to get his TV back from...himself, all the while going through the, pardon my French, fucked up parts of his psyche.

It's very clear from the moment you get your hands on the game's double-barreled, chain-hooked shotgun that this game owns a lot to DOOM Eternal, and that inspiration becomes even more evident as the game progresses, from its encounters to its level design.

The guns, which very from the relatively mundane pistols, double-barrels and miniguns to the much more absurd didlo-shooting bows and holy grenade launchers, all feel good to shoot, most of them having very interesting secondary fires to booth.

Visually the game looks pretty darn good, with the art-direction going for a pseudo-pixellated 3D style, which imo will probably age better than the more visually standard main titles in this franchise. Sound-wise you can kinda spot some stock sound effects here and there, the voice acting is relatively minimal and it's usually just one liners both the protagonist and it enemies will repeat semi-frequently (you can toggle said frequency in the menus). The OST, while not groundbreaking at all, does have some pretty memorable tracks that fit with the levels they are in particurarly well.

The game is structured in three Episodes, so to speak, each made up of five levels and each ending with a boss fight. While the structure itself isn't a problem, the levels themsels sometimes are, do to their very open and labyrinthine nature, which leads to you sometimes not being sure where to go in order to progress. Visually they all look very distinct and fundamentally there isn't an arena or encounter that is particurarly terrible on normal, but do not be surprised if after a fight you need to look up a guide to know where a button is and such.

Being a POSTAL game, it's irreverent and aims to insult just about everyone (admittedly Brain Damaged isn't as insensitive as the mainline games tend to be), and just like a POSTAL game it rarely actually is funny, but much like, say, Borderlands, if you are like me you tend to turn your brain off and just enjoy the carnage, which is, I am sure, what the devs intended anyhow.

You can also piss on people and there's even power-ups for that so I guess I have to give this game a 10/10 in restrospect.

Crash Twinsanity is a broken, unfinished mess. A hodgepodge of ideas thrown together, not all being used to their full potential, with an "open world" that wears its presence thin when whole segments can be accidentally re-triggered and with no way to go back without reloading a previous save.

It is my favorite Crash Bandicoot game ever made.

Crash Twinsanity is the result of the effort of Traveller's Tales, a studio born out of the shutdown of their previous iteration called Traveller's Tales (yes, I know). Famously released unfinished and broken, Crash Twinsanity has achieved a bit of a cult status among Crash fans, with people such as myself being able to ignore the (myriad) of problems the game is riddled with thanks to TT's willingness to experiment with the formula, and dedication to keep the tone as crazy and funny as it could possibly be.

The game follows after the ending of the previous game, Wrath of Cortex, three years after, to be precise. Everyone's favorite evil scientist starts our adventure by paralyzing Coco Bandicoot, disguising himself as her, and luring our intrepid protagonist to a trap deep in the jungle of N.Sanity island.

We are then free to follow Cocortex or explore N.Sanity Beach, one of many interconnected segments in Twinsanity. The narrow, corridor-like levels of classic Crash Bandicoot have been replaced with wider, "open" levels, each hiding puzzles and platforming challenges for those willing to snatch every gem in the game (now no longer tied with the box counter of old).

Crash's gameplay is about the same as every previous entry, so it is rock solid, but it isn't the only style offering in store for us: as we progress, Twinsanity will change its gameplay from platformer, to a Marble Madness' inspired section where we control a Cortex and Crash as they tussle around, to Crash dragging around Cortex and using his giant head as a malled and a spin-extension, to snowboarding segments (the snowboard being an unwilling Cortex, who in this game gets royally Squidwarded, pardon the term), to, eventually, playing as Cortex himself, in shooting segments with very little platforming (a disappointment, considering this was one of the game's selling points).

Finally, there's Cortex's daughter niece Nina, who is even more underutilized. Armed with giant fists that act as grappling hooks and allow her to wall jump, she is literally played only twice in the entire game. Hers is an encapsulation of the game's biggest flaw: missed potential. Traveler's Tales threw everything at the wall to see what stuck, being limited in time to what they could allow remaining on the wall, whilst still having stuff to throw at it to boot.

Somewhat softening the blow is the game's presentation, as Twinsanity is vibrant and colorful, models are expressive, a much more impressive look when compared to Wrath of Cortex. Accompanying the visuals are the performances the VA put forth, of note is Cortex's, who really sells the sheer pain his character is (hilariously, admittedly) put through. Finally, all is tied up by the game's now legendary soundtrack, all performed a cappella by the group Spiralmouth who really give Twinsanity much of its zany personality.

Of course with the good one must point out the bad, and sadly Twinsanity has plenty: the game is held up by code tied together, it seems, by wet and soft spaghetti, as glitches abound and are frequent enough to become a problem should you not have the patience for it. A couple of times it is completely possible to accidentally access and re-do entire segments previously finished with no way to backtrack to safety until you have completed them again, should you not have finished beforehand.

Whether you enjoy Twinsanity or not is highly dependant on your patience for these things, because there is no hiding them, as you cannot hide there was much more to the game that did not make it in. I, personally, love this game, flaws and all, for its personality and presentation and for being incredibly fun beyond those issues.

Maybe I'm just insane, tho. Fitting, isn't it?

This review contains spoilers

"Use your hatred to reave their souls... I can make it possible. Become my soul reaver, my angel of death...".

Legacy of Kain: Soul Reaver is one of those titles that in many ways was ahead of its time and was left to join the maelstrom of cult classic games with a devoted following, but nothing beyond as far as the mainstream is concerned. Which I find unfair, because Soul Reaver is, to this day, a key example of what I would classify as writing excellence.

Now admittedly, the entire franchise is (minus one, Blood Omen 2, but that’s another story), but Soul Reaver is when the franchise found its footing, where things start to kick into high gear. It is perhaps the most well-known one for a reason, as well as the fan favorite.

You play as Raziel, a vampire lord serving the deified Kain, he himself a legendary vampire that has sired Raziel and five other vampire lords and ushered in a new age of despair in the lands of Nosgoth. During the millenia of Kain’s rule, things have functioned in the following way: Kain would grow in power, his vampiric body would evolve, and his followers would follow suit. The game starts with Raziel breaking this cycle however, showcasing a new set of wings to his vampiric comrades. As a reward, our man Raziel gets the best someone could wish for: punishment for suprassing his leader on the evolutionary scale, his wings forcefully removed and his dying body thrown into a swirling, watery abyss.

So yeah things could’ve gone better, but for poor Raziel they somehow get worse, as he suffers the acidic effects of water on his vampiric flesh for centuries, finally reaching the bottom of this seemingly bottomless lake a blue, jawless carcass, being awaken by an eldritch monstrosity known as the Elder God, who know pushes Raziel to work for him and do his bidding.

And thus our journey begins. Soul Reaver’s gameplay feels like a cross between Tomb Raider’s platforming and Ocarina of Time’s exploration. That may sound more exciting than it is, the gameplay really is okay but not like, groundbreaking. Combat revolves around damaging enemies enough times for them to be stunned and eventually executed in a variety of different ways (burning, impaling, exposure to the sun…). It’s relatively basic stuff, but it does it’s job well enough. Platforming is the same, focused on box puzzles, backtracking, later on swimming, relatively basic stuff, even for the time.

The gameplay is tool in order to bring you from story beat to story beat, really. While not awful, it will not be what you remember Soul Reaver for; the presentation, music and especially the writing and performances. The game looks great, with each character having very memorable designs and even more memorable performances. Everyone brings their A-game for this one, delivering Amy Henning’s Shakesperian writing with gusto. This is one of the aspects that has aged the best out of this game (and really, the franchise as a whole), making it a timeless experience. Raziel’s squabbels with his former comrades (now deformed beasts that have left their corrupted sides take the best of them) are written fantastically, making even someone who only see for the duration of a boss fight an interesting and deep character with its own motives.

At the centre of this lies Raziel, a man that is as sympathetic as he is, for lack of finer terms, an incredibly sassy bitch: the lack of a lower jaw doesn’t stop him at any point to make his mind known, and if when he isn’t busy judging a character’s moral standpoint, he is actively mocking them in the cattiest way possible, all while still remaining on a Shakesperian edge.
Acting as a foil is the titular Kain, the de facto protagonist of the entire franchise, though here he takes the role of antagonist, being a now clearly demented and egolomaniac being with some hidden agenda that doesn’t become clearer (key word being clearer, not clear) until later on in the sequels. Kain’s a powerful villain on a surface level, having defiled the corpses of the holy order of the Sarafans (from which Raziel and his bretheren were transformed into vampires, something that was removed from their memory) and actively destroyed the world of Nosgoth by refusing to sacrifice his life in order to keep the Pillars of Nosgoth, gigantic structures that keep balance to the land, intact, something that lead to the eventual wasteland we are tasked with exploring.

Raziel’s quest is one driven by his disgust of what his vampiric brethren have become, and then one against vampire-kind in general; a man against his own nature following the whims of a lord that is clearly using him, but from which he has no real way to unshackle himself. Raziel continues serving the Elder God only because, for the time being, their objectives are the same. Free will is something that will become a core component of Raziel’s story as the series moves on, but the seeds are sown here.

While every character is written sublimely and is visually striking and memorable, if they are fought, they aren’t always engaging, as bosses are mostly puzzles that require less fighting and more environmental exploration to deal with them (one boss flat-out requires you to run away from them, as they are invincible). Similarly, the spells that you obtain from them are varied in terms of usefulness; in typical Zelda fashion, some spells/items obtained after a dungeon are more usefull in most situations than in others, but all kinda share the same fate of just being “there”. A projectile, an AoE spell, the ability to climb and swim…all of these are useful but none really makes you crazy to use them. The one exception is the famed Soul Reaver itself, Kain’s sword that Raziel obtains after his first encounter with his lord post-punishment. Raz’s Reaver takes a spectral form that is only usable when Raziel is at full health and deals excellent damage.

One ability that always remains a constant is Raziel’s ability to shift between dimensions, the corporeal and ethereal. A lot of dungeon puzzles are built on the differences the world experiences between these two dimensions, a unique mechanic that takes a while to get accustomed to (sometimes the path forward is obvious, such as a gate being able to be passed through only in the spectral realm, but other times it’s stuff like realizing how the actual level geometry changes between dimensions).

By the end you have more questions than answers, as Legacy of Kain: Soul Reaver ends on a cliffhanger, but in rare fashion, it actually manages to make it earned. Raziel’s journey is one that leaves you wanting more, and more is what we will get. If that isn’t a testament to the game’s spectacular writing, I don’t know what is.

This review contains spoilers

It's been a few days since I finished this game, as of the time of writing, unsure what to feel about it, unsure what to say, how to say it, if it would be unfair or not. Because, at the end of the day, Trek to Yomi is, in essence, a love letter. Like many love letters it isn't perfect, it wears it's affection proudly and it doesn't hide it, it shows every aspect of itself like an open book, the flattering and unflattering. Trek to Yomi is a love letter to the likes of Akira Kurasawa and his work, one that is seemingly more interested in replicating it's visual flair and storytelling than it is about being an engaging game it feels at times. And yet, is it fair to judge something born out of a clear love for something?

Trek to Yomi is the tale of Hiroki, a Japanese samurai from his days as an apprentice and to his adulthood, his life shaken early by a bandit attack to his village, a raid lead by Kagerou, from then on the main villain of Hiroki's story. Despite being told by his master to stay put and hide, driven by his master's daughter (and future love interest), Hiroki roams the streets of the village as it is razed, helping wherever he can.

This leads me to the combat which is...passable. You have a basic set of moves, combos achieved by linking light and heavy attacks, a turn-around move in case an enemy gets behind you and a dodge I rarely found myself using. Combat is usually approached in a 2D plane, whilst exploration uses all three dimensions multiple times. At least on the game's equivalent of Normal difficulty enemies tend to attack you in turns, and while they are quick to take the place of any dead comrade it never really is enough to hide that fact. Combat can be somewhat stiff, and while you learn more combos at time goes on, with some of them having distinct usages (like some of them dealing extra damage to armoured enemies), you never really get the feeling that combat itself ever improves in any meaningful way, even with ranged weapons getting introduced. You'll find that one combo that essentially works on every enemy effectively, by either dealing extra damage or stunning them for a finishing execution which will restore your health (parrying and riposting heals too, but in a lesser way and pulling them off is harder) and stick to it the entire game, because every other option is either not as helpful or has some rather strict and at times hard to decipher timing that makes them undesirable.

So clearly, combat was not the game's focus, no, that was the presentation and writing. Trek to Yomi's a indie game, one that I will probably use as an example of how you can make a game look greay without the need for insane graphical fidelity: the black and white coloring, the lighting, the old camera filter, the letterboxing and the camera angles make the game look like an interractive movie, a visually astonishing one that left me with my jaw on the floor multiple times despite the character models not looking like something from a AAA production. Normally I wouldn't be sold by something looking like it's an interractive movie, but there's enough gameplay here to not have bothered me, instead leaving me with wanting to see more of what the devs had in store for me.

The story is okay, really. Hiroki, after witnessing the death of his master at the hands of Kagerou (not before disfiguring him), grows to become the master's daughter sworn protector. One day, the village is again sieged by bandits, and Hiroki separates from the rest of his comrades to deal with one of the leaders, only to then discover this was all a distraction to let Kagerou raise hell all over again. Returning to the ruins of the village, he arrives to late to save his love, as she has been killed by Kagerou himself, who then easily dispatches of Hiroki, who, now on death's door, finds himself to the titular Yomi, the underworld in Japanese mythology.

Yomi is a putrescent land, one filled with corrupted humans and carcasses, seeking either peace to their pain or a way to satisfy their bloodlust. Here, Hiroki's sense of guilt is explored, seeing the results of the war he could not stop, the ghost of his dead comrades who are blaming him for their death (or perhaps, a manifestation of Hiroki's guilt all inside his mind). It is arguably, from a visual standpoint, my favourite part of the game. Not so much gameplay wise, as the enemies introduced can be really annoying, but still.

Through Yomi, the player can decide if Hiroki's journey is one of love, of duty, or of pure revenge. And by that I mean at the end of the penultimate chapter you are given a three way choice on what to focus your task on the living world, with any previous choice not really mattering, making me question exactly why they were even there to begin with. Whatever you pick here will determine your ending, with Hiroki either rejoining his beloved in Yomi, Training his own apprentice or taking Kagerou's place and continuining the bloodshed. That is what I could gather from YouTube, anyways. I went with honor, and checked the other endings there, as you cannot load a save after beating the game, you have to replay it from the start, and the combat was just not good enough to entice me to do so.

I...I still don't know what to think. The game is okay, nothing more, nothing less, but it is an incredible looking piece of art, one whose visuals stuck with me. As a love letter, it is incredible, but as a game? It isn't anything that will make history, but perhaps that was not intended; like many acts of love, it is intimate, you can share it with others, but it doesn't seek approval from strangers, it is there to pronounce its affection, nothing less, nothing more. You may share in its love, or you may not. You may walk a path of love, or of revenge. What you make of it is your own decision. Hiroki's story is his own, despite the choice given to the player. I still do not have an answer to the question from the start of this review. Guess you cannot judge a love letter, after all.

2022

I think one big prefacing must be made when tackling Scorn, and that is that your enjoyment of the game will be all dependent on whether you go into it knowing you are not gonna experience a high-octane horror shooter or not.

This is a comparison that has been made before, but it bears repeating, Scorn is less an Alien Isolation type of game and more of a Myst experience if Myst was a nightmare of flesh and sexually suggestive imagery.

Scorn is willingly obtuse and silent, no line of dialogue is ever exchanged, no item description to be found, and no logs or notes to fill in the voids of what is going on (as a matter of fact, any and all mentions of backstories are found in the game's artbook, of all things). This is, understandably, frustrating, yet serves its purpose well in creating a sense of mystique and oppression. Scorn isn't here to make the player at home, feel easy, and comfortable, quite the opposite. Every step in the game is taken with dread, wondering what horrible creatures and sights await you. Or more often than not, if where you are going is the right direction.

Scorn's almost religious replication of H.R Geiger's style is both one of the game's greatest strenghts and one of it's greatest weaknesses: if the meaty, organic, sexual look the surroindings give the game it's own unique identity, one that sticks with you and is sure to stay in your mind for a long while, it also makes exploring the world at times a touch confusing. Sometimes environments look similar enough for you to get lost in them, less in a "wow this world is so engrossing" and moreso in a "where the fuck am I supposed to go now" kinda way. At times the puzzles the game throws at you aren't the ones that require the most mental sprain but rather navigating the world put in front of you. More times than I want to admit I found myself in a situation where the path to progress was right in front of me, but it meshed with the architecture, making me waste more thant needed.

But that isn't the biggest flaw the game is cursed with is also, perhaps, what many would've wanted the game to nail the most: the shooting.

Combat in Scorn is not good. No one two ways about. Scorn's guns don't feel bad, per se, as they are punchy in sound and are visually as disgusting as you'd want them to be, but moving while aiming makes your accuracy plummet, requiring you to be at a standstill to make sure your shots hit their target, this is to say nothing about the fact the avarage enemy requires a good number of shots to put them down and ammo is scarse enough to make you not want to use it (not counting the starting weapon, a weird utensil that acts as a meele weapon of sorts and isn't even remotely fit for the task). All of this is bad enough, but coupling this with the fact most enemies are actual aimbots, and aggroing them makes running away from them without getting hit almost impossible.

But maybe that's the point? Barring the few times later on in the game where combat encounters are necessary, it's preferable to let the enemies go about their business, let them walk around a bit and wait for them to enter their alcoves, then proceed. Combat is bad, perhaps, to make sure you don't engage in it, after all the creatures will not actively try and hurt you if you decide to give them space. Failing to do so will probably result with your death and following that, a reload of the previous checkpoint, which can be few and far between (not helping matters is the game's lack of a manual save feature).

So, if the game suffers from all these issues, why the high score? Well first off I don't like scoring systems like this cause I think they are too minimal and inprecise, but also because I genuely think that under all these problems, there lies a fantastic, gruesome and unique experience; one that is an acquired taste, for sure, but one that will stick with you for days to come, a virus of sorts, a fleshly creature sticking to your back and not letting you go. Doesn't sound pleasant, does it? Well, it isn't, but it is not meant to be. In its ugliness, it's unpleasantness, it becomes one of the most unique and shockingly beautiful experiences you can have with a game, of that, albeit short (the game only has 5 chapters and can be completed in a few hours if you don't get stuck), will be sure to not be forgotten, for better or for worse.