Queso_Gatame
2022
2022
2021
2021
You know the deal. EA's yearly phoned-in Madden game.
I'm actually glad I played it, though, because it's now my benchmark for a perfectly mediocre game. It basically does everything it sets out to do, but in the most uninspired way possible with almost no real creativity or innovation and with nothing standing out as particularly well done.
I'm actually glad I played it, though, because it's now my benchmark for a perfectly mediocre game. It basically does everything it sets out to do, but in the most uninspired way possible with almost no real creativity or innovation and with nothing standing out as particularly well done.
2021
This review contains spoilers
A wonderfully designed stealth action game that offers an ingenious solution to one of the genre's main design problems.
Most games like this give you a bunch of combat tools but try to discourage you from using them. Dishonored, for example, gives you narrative reasons not to kill people: doing so makes the game's world observably worse. The problem is that it's very easy to abuse quicksave and quickload to get through levels without killing anyone, rendering the combat mechanics mostly useless and ultimately deflating the game's sense of stakes.
Deathloop goes in almost the opposite direction. It takes away quicksave, so you're forced to deal with the consequences of breaking stealth. You also have to kill the game's main antagonists. And because everyone in the game is living in a time loop, there's no real reason to feel bad about killing anyone -- the NPCs themselves barely seem to care about you killing them.
Now these choices could easily have rendered the stealth mechanics obsolete, by Arkane has done an excellent job of balancing out the difficulty level and the costs of dying such that it makes sense to get by unseen when you can. While player skill and the right loadout often do make it possible to brute-force situations -- especially after you've been through the loop enough times to acquire the right equipment -- charging into combat recklessly is still generally a bad idea. This adds an additional interesting decision-point for the player: you have to decide whether it's a good idea to initiate combat based on your loadout, the environment, the number of enemies around, etc.
All in all a beautifully executed game. I think the story is a bit lacking, though. The setting, characters, and overall tone and aesthetic are all pretty charming. But I would have liked to see the two main characters develop some more, and there are some questions that the game leaves frustratingly unanswered.
Most games like this give you a bunch of combat tools but try to discourage you from using them. Dishonored, for example, gives you narrative reasons not to kill people: doing so makes the game's world observably worse. The problem is that it's very easy to abuse quicksave and quickload to get through levels without killing anyone, rendering the combat mechanics mostly useless and ultimately deflating the game's sense of stakes.
Deathloop goes in almost the opposite direction. It takes away quicksave, so you're forced to deal with the consequences of breaking stealth. You also have to kill the game's main antagonists. And because everyone in the game is living in a time loop, there's no real reason to feel bad about killing anyone -- the NPCs themselves barely seem to care about you killing them.
Now these choices could easily have rendered the stealth mechanics obsolete, by Arkane has done an excellent job of balancing out the difficulty level and the costs of dying such that it makes sense to get by unseen when you can. While player skill and the right loadout often do make it possible to brute-force situations -- especially after you've been through the loop enough times to acquire the right equipment -- charging into combat recklessly is still generally a bad idea. This adds an additional interesting decision-point for the player: you have to decide whether it's a good idea to initiate combat based on your loadout, the environment, the number of enemies around, etc.
All in all a beautifully executed game. I think the story is a bit lacking, though. The setting, characters, and overall tone and aesthetic are all pretty charming. But I would have liked to see the two main characters develop some more, and there are some questions that the game leaves frustratingly unanswered.
2013
2012
2017
2007
The most lavishly detailed open world I've experienced. It has excellent characters and, while the main story of the game is poorly paced, there are some really exceptional beats and vignettes. Suffers somewhat from the fact that the wide range of tasks it wants you to perform during missions aren't well handled by the old GTA-style mechanics/control scheme.
2021
Classic Metroid is back and about as good as it's ever been. I only have two real complaints:
First, the scale and production value feel a bit lacking for a $60 game. But that's more of a problem with Nintendo than with the game itself.
Second, the game didn't give me the same sense of isolation or (drum roll) dread that some other entries in the series have. Dread's invincible EMMI robots aren't as menacing as Fusion's SA-X, and the environments lack Prime's feeling of lonely expanse.
First, the scale and production value feel a bit lacking for a $60 game. But that's more of a problem with Nintendo than with the game itself.
Second, the game didn't give me the same sense of isolation or (drum roll) dread that some other entries in the series have. Dread's invincible EMMI robots aren't as menacing as Fusion's SA-X, and the environments lack Prime's feeling of lonely expanse.
2017
2017
2015
This review contains spoilers
I wish more open world games would follow Yakuza in giving the player a smaller, more densely packed world to explore. Fighting mechanics are fun but become very repetitive. The story, while mostly compelling, is probably more convoluted than it needs to be and suffers a bit from soap-opera "no one's ever really dead" syndrome.