Peite
18 Reviews liked by Peite
Call of Duty: Mobile
2019
For F2P mobile games, this is actually a good game. The microtransaction is just about skin, nothing else. You can still beat everyone with your normal gun. You can unlock the gun by playing the game, wow that was so easy.
It also has camo grind so you can spend your entire life grinding (kidding). I just don't really like how they implemented Damascus camo in guns. No shiny effect or different kill feed, it's just like normal skin.
It is fast to queue a lobby in multiplayer, BR, or Zombie. The content is rich, every week you find a different featured game mode.
TL;DR : This is a great mobile game, especially for F2P. No P2W and full of content.
It also has camo grind so you can spend your entire life grinding (kidding). I just don't really like how they implemented Damascus camo in guns. No shiny effect or different kill feed, it's just like normal skin.
It is fast to queue a lobby in multiplayer, BR, or Zombie. The content is rich, every week you find a different featured game mode.
TL;DR : This is a great mobile game, especially for F2P. No P2W and full of content.
One Night Stand
2016
Seasons after Fall
2016
Elite Beat Agents
2006
Elite Beat Agents
2006
Asura's Wrath
2012
It's honestly fucking wild how hard I ended up falling in love with this game and what it was doing by the end when in the beginning it genuinely wasn't doing too much for me.
The over the top battle shounen vibes, which can work for me on occasion (Jujutsu Kaisen, recently got into Hunter x Hunter), don't generally hit for me. The story wasn't doing much for me, more man pain save the daughter god killing wasn't doing a ton for me.
But there's a point in this game where it finally just all clicked correctly into place. The way the game uses QTE's to better cement you within Asura's perspective. Every weighty punch and fluid blow landed or received absolutely felt by how much you hammer on those fuckin buttons.
The gusto and fucking aspirations towards making this shounen power trip about the angriest motherfucker alive doing his best to protect those he cares for. It just fuckin clicks. The setpieces get better and better. The QTE's become more personal and hard hitting. I was rooting for Asura and doing my best to help him. I wanted to get my synchronicity rating as perfect as I could because I felt the weight of every missed QTE.
It's corny to say but genuinely this game makes you FEEL like you are Asura. It makes you feel like you are throwing those punches, crunching your own hands to dust by mashing the fuck out of that circle button. And the intense varied ways a person can punch a dude are represented perfectly with the wonderfully expressive and beautiful art direction and animation. This is absolutely one of the better looking games of that gen while also being one of the better showcases I've seen of Unreal 3 on consoles. It looks fuckin excellent. The watercolor palette, the shimmer, the wonderful reds, greys and harsh black lines. It evokes every inch of its inspirations and then some.
The final boss (within the DLC) is genuinely one of the greatest uses of QTE's I think I've ever seen in my life. I'll go more into that in the review of the DLC specifically but holy fuck it's wild as hell.
I think what finally brought it into focus for me was thinking of it less as a character action game, because honestly while the combat is serviceable it's more a bridge to the setpieces than actually all that great, and more as a evolution of games like Dragon's Lair, Space Ace and Time Gal.
Once I looked at it more in that light, played much more aggressively with the combat and let the game take me onto it's wild ride it completely fucking hooked me. Some of the sequences, shots, compositions absolutely deserve to be immortalized in some fashion.
It couldn't really work the same at all within any other medium. While described as "interactive anime" I would say it's trying to pave its own footprint into cinematic gaming as a whole and changing the players relationship to QTE's themselves. It does its best to make you apart of the spectacle and it realized it's lofty ambitions with absolutely flying colors.
Asura's Wrath made me appreciate how systems we can take for granted as fairly basic in principle can be used to great effect when given more attention and focus and when working within the framework/narrative presented. MGR does similar but it don't hit in the same way this does with them. It's just so excellent.
I really gotta play more Cyberconnect2 games.
The over the top battle shounen vibes, which can work for me on occasion (Jujutsu Kaisen, recently got into Hunter x Hunter), don't generally hit for me. The story wasn't doing much for me, more man pain save the daughter god killing wasn't doing a ton for me.
But there's a point in this game where it finally just all clicked correctly into place. The way the game uses QTE's to better cement you within Asura's perspective. Every weighty punch and fluid blow landed or received absolutely felt by how much you hammer on those fuckin buttons.
The gusto and fucking aspirations towards making this shounen power trip about the angriest motherfucker alive doing his best to protect those he cares for. It just fuckin clicks. The setpieces get better and better. The QTE's become more personal and hard hitting. I was rooting for Asura and doing my best to help him. I wanted to get my synchronicity rating as perfect as I could because I felt the weight of every missed QTE.
It's corny to say but genuinely this game makes you FEEL like you are Asura. It makes you feel like you are throwing those punches, crunching your own hands to dust by mashing the fuck out of that circle button. And the intense varied ways a person can punch a dude are represented perfectly with the wonderfully expressive and beautiful art direction and animation. This is absolutely one of the better looking games of that gen while also being one of the better showcases I've seen of Unreal 3 on consoles. It looks fuckin excellent. The watercolor palette, the shimmer, the wonderful reds, greys and harsh black lines. It evokes every inch of its inspirations and then some.
The final boss (within the DLC) is genuinely one of the greatest uses of QTE's I think I've ever seen in my life. I'll go more into that in the review of the DLC specifically but holy fuck it's wild as hell.
I think what finally brought it into focus for me was thinking of it less as a character action game, because honestly while the combat is serviceable it's more a bridge to the setpieces than actually all that great, and more as a evolution of games like Dragon's Lair, Space Ace and Time Gal.
Once I looked at it more in that light, played much more aggressively with the combat and let the game take me onto it's wild ride it completely fucking hooked me. Some of the sequences, shots, compositions absolutely deserve to be immortalized in some fashion.
It couldn't really work the same at all within any other medium. While described as "interactive anime" I would say it's trying to pave its own footprint into cinematic gaming as a whole and changing the players relationship to QTE's themselves. It does its best to make you apart of the spectacle and it realized it's lofty ambitions with absolutely flying colors.
Asura's Wrath made me appreciate how systems we can take for granted as fairly basic in principle can be used to great effect when given more attention and focus and when working within the framework/narrative presented. MGR does similar but it don't hit in the same way this does with them. It's just so excellent.
I really gotta play more Cyberconnect2 games.
A procedurally generated journey through the mighty rivers of the USA, bluegrass included.
I liked how the main character is not very good at combat so you have to rely on traps and such.
The difficulty curve is unfortunately a bit too steep at the beginning, but too flat by the end of a regular campaign, which hurts replay value.
I liked how the main character is not very good at combat so you have to rely on traps and such.
The difficulty curve is unfortunately a bit too steep at the beginning, but too flat by the end of a regular campaign, which hurts replay value.
Transistor
2014
"Transistor" is just a class act all around. One I didn't quite love years ago, but have grown to appreciate beyond measure. SuperGiant developed it with the idea of paying homage to classic turn-based tactical games like "Tactics-Ogre" and "FF Tactics" and I can see all the passion for that genre underneath this lavishly stylized system with so intricate customizability and possibilities to spec out Red. It's really an infinity replayable game if you take to it's asthetic and dedication to character loadouts. And what a terrific game from a narrative perspective. Cloud Bank is just a site to beyond! The art-direction, score and ways they humanize characters with which weaving it into the tapestry of the world is fascinating. I mean when a game makes you fall in love with two characters, one who's a mute and one who's practically a sword, then that's a master stroke of storytelling.
Transistor
2014
Platinum trophy earned, including completion of one full recursion. The recent release of Pyre provided an overdue reminder for me to go back to Transistor, which I'd previously tried briefly but didn't make much progress on - and I'm very glad that I did! I don't think that I've played any other games quite like this game, with its innovative mix of real-time and turn-based overhead-perspective combat - the game's key mechanic is the protagonist's "Turn()" ability, which pauses the action, allowing a series of actions to be queued up. There's an extraordinary extent of customisability available within this system, with each of the game's 16 combat abilities able to be combined with any of the others for a supplemental effect, or assigned as a passive ability for a related persistent effect - and it all adds up to a system with a huge amount of tactical depth
Alongside this, while I didn't get as absorbed in the lore of Transistor's futuristic setting as I perhaps could have done, but there's some fantastic world-building here for those to whom that appeals. The final word, though, has to go to the game's stunning soundtrack and, taking its cue from Supergiant's previous game Bastion, the well-implemented narration provided by the 'intelligent' sword that's your constant companion throughout the game.
Alongside this, while I didn't get as absorbed in the lore of Transistor's futuristic setting as I perhaps could have done, but there's some fantastic world-building here for those to whom that appeals. The final word, though, has to go to the game's stunning soundtrack and, taking its cue from Supergiant's previous game Bastion, the well-implemented narration provided by the 'intelligent' sword that's your constant companion throughout the game.
The Evil Within 2
2017
Transformers: Devastation is my opinion, easily one of the most underrated and underappreciated games of all time. The gameplay is insanely fun, the story is great, the soundtrack is genuinely one of the best i’ve ever heard, and the visuals are phenomenal, surprisingly this game runs at 60fps on PS5, which is amazing to me. My one complaint about this game is the synthesis system, the weapons system itself is great, the variety in weapons you can use is great, but having to use synthesis to level up weapons is something i didn’t enjoy much. Overall i’d say Transformers: Devastation is yet again a wonderful game from the talented PlatinumGames. It’s a damn shame that Activision lost the license to the Transformers franchise, because if this were still available on digital stores/still getting physical reprints, i’m 99% sure way more people would love this game as much as i do.