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It’s a shame to me that the most well-known SCP video game is a buggy, antiquated mess of a game. Yes it’s free, and yes it was only made by one guy, but no that does not make this one worth playing more than once. Congrats to Joonas Rikkonen for making something that’s as it good as it is with only some cheap assets and a low-grade engine he had on hand. Aaaaaand that’s as far as my good will goes on that front.

The ultra-basic graphics and gameplay is perfectly acceptable. I’m not even close to expecting anything above that, nor do I really care for it. I understand where SCP lies in terms of Creative Commons. I get you can’t monetize a lot of what makes SCP, well… SCP. And with friends in the multiplayer mod that’s the last thing your paying attention to. No, my problem lies in two major factors.

One, the map design. For the life of me I can’t fathom why Rikkonen would make the game procedurally generated. I don’t mind the concept, however it doesn’t work here at all. While I don’t hate the simple graphics and laboratory design on their own — though some differentiation between rooms wouldn’t hurt —, coupled with the different level generation every time you start a new seed, the game quickly becomes a hell of endless labyrinthian boring white walls and hallways. A labyrinth without of ounce of fun to walk around in. And your stamina blows, so be prepared to do a lot of 3 second sprints, stops, sprints, stops for HOURS as you backtrack trying to remember the order of the rooms you just passed was. The archaic navigation device you can find is only an incremental improvement, providing the most basic of map information. Not a fun time let me say, and completely up to chance as to whether you’ll get a good seed or not.

My second problem is with the progression overall. It’s so terribly unclear where to go, what order to do it in, and for that matter what I’m even trying to do. An hour in and I started using a guide. Even without that it wasn’t a walk in the park. The enemy kiting in this game is awful. Dead end? you’re dead. Two seconds of stamina ran out? Deader than dead. Trying to have more than five seconds alone without some creature chasing you endlessly? Sorry but that doesn’t compute. Near the end I got so frustrated I just turned on God mode and tried to beat the game anyway. As I was getting gutted by invisible creatures while a plague doctor infinitely choked me out for the 10 time I realized it was just not worth it anymore. For as much of a time sink as this is, it’s not nearly intuitive or exciting enough. If I really wanna see the ending one day I’ll get a hold of my good friend Unregistered HyperCam 2 and see what they got on YouTube. Until then, I’m content to leave this game on the shelf.

Look, I love SCP. And I know it’s a long shot to wait for a home-run game that checks every box of mine, but this game just doesn’t cut it for me. The integration of lore, items, and enemies is awesome. The execution of everything else? Not so much. Who knows, somebody taking another crack at this formula may very well give us the quintessential SCP one day. Just not today.

The Twister gameplay is fine for what it is, but the plot is straight up god-awful. This is a game written by someone that thinks true-crime dramas are deep and profound just because people cry and suffer a lot, not because of conveying an actual message and developing any themes. This game seems to exist just to delight on other people's suffering. Beyond the "four people need to catch a serial killer" premise it doesn't do anything interesting or even good. The female character in particular has various scenes that are borderline sexist, which I fear is a recurrent theme on David Cage games.

A game that has nothing to say that seems to put its characters in increasingly horrible situations just to show off more human misery, and does it in a way that feels just uncomfortable. And, to top it off, it's delivered with such a bad taste that it becomes gross (or ridiculous, depending on how you look at it).

"Um dos jogos mais assustadores já criados", este era o pensamento que meu eu criança carregava em 2013/14, mas hj em dia, em pleno 2023, percebi que não era tudo isso.
Ele tem sim bons momentos de "opa, te assustei", mas são bem raros. Não sei se é devido a eu ter jogado Alien: Isolation antes e ter entendido como um jogo do gênero é feito, mas isso não quer dizer que eu sou o fod@o ou algo do tipo. Outlast apenas não atendeu tanto as minhas expectativas.

Começaremos pelo protagonista da campanha principal Miles Upshur.
Ele não tinha nada de melhor para fazer naquela noite? No momento em que eu visse carros militares na porta de um manicômio, simplesmente pensaria o seguinte:
"Não é problema meu. Adeus."
Pegava o carro e derrubava o portão do local, mas né, protagonistas de mídias de terror.

Controles fáceis, responsivos, gráficos até que bons, ambientação e atmosfera bem colocadas.
O único "problema" que pude perceber jogando no Normal (não tem fácil) é que tudo se resolve a você correr o máximo que puder para outra locação que os inimigos somem ou param de te atormentar. E também existe o fator do jogo salvar demais automaticamente, não é algo ruim, mas caso você queira ter uma experiência desafiadora tente o Modo Difícil.

A estória brilha muito nesse jogo, e a DLC consegue contar ainda mais dela. Caso tenham interesse eu recomendo vocês acessarem o canal do "Cow Level". É um brasileiro que explica detalhadamente a estória de Outlast, tanto nos 3 jogos atuais quanto nas HQ's (sim, Outlast possui HQ's).

A violência gráfica é bem explícita e exagerada, podendo até mesmo se entrelaçar com símbolos e frases religiosas cristãs. Aqui vale de tudo ou quase tudo.

A gameplay se resume aos seguintes passos:

- O jogo te dá um objetivo;
- Você vai atrás desse objetivo;
- Tem alguém impedindo você de chegar até esse objetivo;
- Você corre ou se esconde do seu perseguidor até conseguir uma brecha para ter acesso ao objetivo;
- Feito tal objetivo você precisa ir para outro canto daquele local para prosseguir com sua jornada;
- É um ciclo que testa suas escolhas de vida.

Agora vamos para aqueles que queiram encarar o Modo Insano de Outlast 1:

- Tenham em mente que vocês precisam ter o mapa bem decorado assim como seus eventos de perseguição. E não se estressem, é algo bem tranquilo de compreender, até porque o jogo tem no mínimo umas 5h de duração na primeira jogada;
- Usei como base o canal "Canal Games Oficial" para passar desse desafio na campanha principal e DLC, e ele explica direitinho, só irá exigir seu tempo e paciência;
- Tente no máximo duas vezes por dia ou quando você estiver mais livre, pois é bem frustrante morrer na fase final e voltar toda 1h de run.

Em resumo, Outlast 1 foi um pouco menos do que eu imaginava. Talvez tenha sido por eu entendido em como ele funcionava e que também era fácil de quebrá-lo, mas ele não é ruim, é um bom jogo.
Jogue no seu ritmo, vá na calma, não veja spoilers, veja como os inimigos do jogo reagem e aproveitem a curta estadia em Monte Massive.

A great example of the principle that looks aren’t everything. When you peel back the layers of shine and fluff of the game, you’ll find a mechanically and narratively shallow framework that brings little to the table. This, along with the overly repetitive nature of the game makes Layers of Fear a slog to go through.

To start with, Layers puts almost the whole story on the table within the first ten minutes of the game. The remaining bit you can parse out long before the actual game tells you. Unfortunately, the rest of the time isn’t used effectively either, as you’ll spend it endlessly opening doors to be jumpscared by an item falling, a woman approaching, etc. Jumpscares are fine but this game hands them out like candy. Moreover, Layers feels overindulgent of itself, a trait wholly unearned and a tad ironic given the emphasis on the tortured artist aesthetic.

Instead of focusing excessively on trippy visuals, Layers of Fear should have tried to create a more unique story told via more engaging means. That’s not to say the game needed to be action oriented, but the refusal to commit to a single cohesive genre faithfully holds this horror entry back from being anything more than a pretty window display fit for a tech demo.

The Stars Went too Far

Waited for this game since it's announcement back in 2018. It's not the worst thing created by the human race, nor is the best game ever created in my opinion, GOTY or whatever, no. But I'm mostly postive towards it.

This game is not a space simulation, so anyone that wanted that may end up dissapointed. It's an RPG with space exploration elements. A Bethesda RPG to be exact.

The universe Bethesda tried to built for almost 25 years as they clearly said it's well, nothing that other sci-fi universes have done before really. It just doesn't stand up very tall even compared to even the likes of Fallout. Though I get it's the first game in probably what would be a long running series. But even with that it doesn't stand out very much.

I did like the main quest, just not totally love it. It involves you and your friends at Constellation, a group that dedicates themselves to space traversal and discoveries. Main goal of this group is to investigate what they called "Artifacts", a type of metal object. Most of the cast and companions are ok, nothing to write home about. Though I feel that they are very annoying on the field. "Hey dude, I want to tell you something", "Oh, you will want to hear this", and such. It gets annoying after sometime. Wish some members of the cast would stand out more of the rest, like morally grey character or a companion with evil intentions that could lead to a different view from Constellation, for example. Then I remember it's a Bethesda RPG, I seriously want them to evolve in some aspects.

Even though the main quest is there for you to complete I don't consider it the main objective of this game. The beefy side comes on the side content. Random encounters, Faction missions, you name it. Found the main quest to be monotonous, with some interesting moments here in there. The final strech was really interesting.

This game is really huge. Though, being huge is not always a positive. Most planets are barren, empty looking and don't lead much to interesting outcomes. Being this just fiction and a different universe from ours, I would have like some creativity put in there. I'm mostly mixed about this, for one I don't expect 100+ planets to be handcrafted with detail, it's unrealistic. But on the other hand, was it really necessary? Open World games seem to have huge insecurities when it comes to size and the only way they think it would solve it is: "Who has the biggest dick?", "Who can piss further?", Who was the bigger explorable map. It wasn't necessary but on the other hand, it is a very ambitious idea that I dig just probably now isn't the time to try it at the scale Starfield did.

Combat is engaging and fluid, better than it's ever been before, mix that with the cool jetpack that can also be customizable at your liking. Gravity also takes a huge role into combat, not only your jump height is higher but your jetpack goes further as well.

Choice and consequences. Bethesda finally did a good work on it. Answers lead to other answers to lead to more answers ending in a very unique set of dialogues at the end of the day. Tried to be the least harmful being in this universe and it worked good enough with some Social perks and Persuade options.

Space combat. Great, you mannage your ships control depending on the situation. Either make your ship center the energy on going faster to escape a tricky combat, or put everything into weapons. You can also upgrade your ship or create one altogether. I seriously got into Ship Creation for a couple of hours. Though, you mostly will using your ship to fast travel to other locations, and isn't much used beyond that. If you want to be practical of course, because you can also explore the universe with your ship for random encounters.

As for my experience, tried to role as Walter White. Not Heisenberg, but Walter White from Season 1. And it worked for the most part, combat didn't deliver. Stealth is broken and melee combat wasn't the most useful tool at hand so I had to resort to guns. Science and Social perks were the ones that I tried to level up the most with the Teacher backstory added in top of it. It was fun.

Now, did I find any bugs? Yeah, some. But weren't as terrible as I though they would be. After playing it for 10 hours straight the game started to act strange. A whole planet turned into a white void, my ship dissapeared in the middle of space and some more. But nothing that I would consider game breaking by any means. I don't know if it was my Xbox or the Creation Engine 2 crumbling before my eyes, a quick restart was enough to fix those problems.

Talking about technical problems, there are a lot of loading screens. Land on a planet? Loading screen. Enter a building? Loading screen. Exit the building? Loading screen. They are not long, but it's noticeable that there is a lot of dead time, doing nothing as you are playing. 30fps were stable on planets and basically anything that wasn't a big city, like some zones in specific on New Atlantis were the framerate dips so hard it's not even funny. 60fps should be the target for all FPS games in my opinion, otherwise it just gets harder to play. Specially on console.

The menu is another thing that bugs me. I know they wanted to go for a simplistic, clean look. But oversimplification can work against you in practice. Menus to access other menus within other ones, an easy way to change weapons on the fly should've been priority for the team. Cyberpunk already had that one figured it out with one single button, outdated. It's not a pleseant experience. Talking about menus, where the hell is the map? No local map like in Fallout. Towns and specially New Atlantis can be very confusing to navigate because of it.

Hope most of these issues get iron out or flat out changed with a patch. It's those little things that make the overall experience less enjoyable.

So in short, it's a Bethesda game. A really fun at that, so if you are into it you will enjoy it. I do feel it feels fractured in a way I can't put into words. Regardless, I had my fair share of fun moments with this one once I came to the realisation space exploration wasn't a thing, but the inventory system, menus are very cluncky to navigate through. The ship creation is inmense and the combat is fun.

I'll be going back to this game, maybe after a few updates for 100% completion.

The best Arkham game, no debate around it. It was hard for Rocksteady to top Asylum but damn did they do it.

Arkham City is a great location and really opens up the ability to explore and traverse around as Batman that Asylum just couldn't offer. This is made easier with the improvements made to the controls of flying Batman around with gliding and rappelling made a lot easier.

The combat also is so much better than the previous entry with the flow being so much cleaner and giving you the ability to pull off those high combo moves and feel like the dark knight himself. A lot of new gadgets and combat moves to choose from as well, as well as the thugs having much more counters to your moves that you will have to work around. Stealth combat is also a lot better, with the introduction of much more takedowns that make stealth sections less frustrating and more enjoyable.

The story of this game is incredible, from being chucked into Arkham City as Bruce Wayne to having to stop what Hugo Strange is planning as the Batman. There are so many great characters here and they all play a big part in this story. Everything they chose to do this time was spot on and didn't have that same problem as Asylum with the underwhelming ending. This time it is memorable, and not in a bad way. The addition of side quests also gives the player a lot more content to enjoy, with some really nice little stories dotted around while showcasing more of the villains from the Rogue Gallery

Arkham City has everything a Batman fan would want in a game and more. For me, it is easily the best in the series and even maybe one of my favourite games of all time. if you haven't played the Arkham trilogy, you need to.

The first Arkham game ever made and what an introduction to this series. From the moment you load this game up and pull up on Arkham Asylum ready to kick some ass, you know the developers of this game are big Batman fans.

The atmosphere of Arkham is bang on the money, having that creepiness and uneasiness the whole way through. The colour scheme is dark and bleak, the music is eerie, the structures are all old and worn. I truly feel like I've been thrust into hell itself. Even the small things such as guards being dead when you come back to them after the beginning of the game. They nailed the profile of Arkham on the head.

The characters are written superbly and the voicework quality is exactly what you'd expect of a Batman product (especially Mark Hamill as Joker and Kevin Conroy as Batman). They really kept true to the source material which is something I can really appreciate.

And let's get on to what makes the Arkham games great, the combat. While understandably, Asylum has the worst combat out of the series, it's still very impressive for the time. While simple, its very fun to watch and truly does make you feel like the Bat. For this title, it does feel a little janky at times with you not being able to flow as nicely but again, it's understandable for it's time.

The story of Asylum is in my opinion a mixed bag. It starts really good, involving many different Batman characters and maintaining a tense feeling as you try to take back the asylum but then slumps out at the end with a disappointing end. The final boss fight is very clearly rushed and no effort has been put into it. It’s just ‘hit a couple of buttons and then defeat some thugs’. Very underwhelming ending for an otherwise great game.

These things in my opinion stop the game from getting that 5/5 mark. However, despite this, I do believe the game is definitely worth trying as it is still a top game, especially if you’re a fan of Batman

Another stereotypical run-and-gun military story about a hero saving the day is what I expected going into this, but that is far from what you get from this game. Instead, you are dealt with an emotionally gripping story that shows you the true horror of war, a realistic adaption that doesn't shy away from being dark.

The narrative of the game is beautifully written and the twist at the end of the game is unexpected and really opens the player's eyes up. I won't spoil what it is, but when it hits, it hits hard. It is honestly in my opinion one of the best I have ever experienced. It left a lasting impression on me long after, and if a game does that, best believe I am holding it in high regard.

So why isn't the game a 10/10? Well purely because of the gameplay. It's very mediocre and there is nothing special about it. But that's not the selling point of this game, the outstanding story is. If you want a game to make you think, then play this underrated masterpiece immediately.

This was a fun bit of nostalgia from my PS2 days really. It's a very fun Rockstar game, however like many of their games it isn't optimised too well for PC with issues with sound I often found. The interesting idea of this game is that you are playing a kid and not an adult causing chaos like in a typical GTA game. I believe they should try something like this again as I'm sure it'd be well worth the interest.

Edit: I had a lot of fun with this game, no matter which version I played, regardless of if it's on here or console called "Canis Candem Edit" which I really don't get.

You play this kid who hates his parents and gets dumped off at a supposedly prestigious academy where he immediately gets into a fight and has someone wanting to be his friend so that he could show him the ropes and how to do things and exactly what kinds of gangs there are around here. Personally I really liked the geeks who are all stereotypes, but they also create their own fun weapons in the form of fire crackers, rockets and other fun things that often do much more damage than your bare fists can manage.

You do have some romance options in this game too with some of the girls you get to meet from their different factions and the same humour is here as with all the other GTA games. It's just a shame Rockstar don't have the balls to ever make a sequel to this due to people getting angry at it's initial release.

I really enjoyed the art style (and aesthetic in general) of this one - it had a very specific, unique sort of vibe right down to the way the date looks in the top left corner. The characters being themed around both colours and card suits is interesting and hits on some tropes I love, and the visuals and art in general were pretty gorgeous; some of the proportions on the hands in certain CGs were questionable (and Kent's sprite makes his left arm look 50 metres long for some reason), but other than that they were great.

In the order that I did the routes:

KENT: I enjoyed this one way more than I thought I would. My general pattern with dating sims is to go for the one that least interests me first to a) get it out of the way, b) balance that out with the interest of seeing the story unfold for the first time, and c) save the best ones for last, but I think Kent might actually be my favourite of the options looking back on the game as a whole. He's endearing and very unintentionally funny in that sort of deadpan, dry way I love in my characters, and he's also very definitely a fellow autistic. This route was pretty sweet and low-drama from what I can recall, with the issues mostly centering around figuring out your communication with Kent, your amnesia, and how you'll approach him moving away at the end of the month.

IKKI: As a counterpoint to Kent's, I thought I'd like his route more than I did. The latter half of it somewhat made up for it, but the first half was pretty uncomfortable and wasn't particularly making me root for the relationship at all. I'm not a huge fan of Ikki's whole superpowered eyes thing he has going on - it might sound strange to say it considering there are other fantastical elements in the game, but it felt a little out-of-step with the tone of the rest of the story. His fan club is also cartoonishly evil and malicious, not just in his own route but in others too.

TOMA: Unfortunately I kind of knew the spoilers around this one before going into it thanks to recognising his name. Part of me wishes I hadn't so I could've experienced it blind, but there were still elements of it that surprised me, so I'm not too bothered by it. I'm pretty open to dark and toxic elements to fictional relationships - in fact, it'll probably pique my interest more than the alternative - but I will admit there were moments in this route that pushed a little too far into discomfort than I was anticipating. I'm not sure I buy his good ending and having him be forgiven so easily, but that's otome protagonists for you, I suppose.

SHIN: This one was genuinely pretty interesting. Each route has a slightly different genre focus - I'd say Kent's is more slice-of-life, Ikki's is romantic drama with some horror elements in the back half, and Toma's turns psychological thriller - and Shin's kicks off a heavier 'murder' mystery/detective angle that I thought was neat. I'm not entirely sure why he's so focused on in marketing and on the cover because there was nothing that made his route feel more 'canon' than the others, especially in comparison to Ukyo, but there were some good twists in here and I love Shin's design. He really was an asshole, though - there were a few things he said to the protagonist that were too far IMO and frankly crossed the line into verbal abuse for me.

UKYO: There's a lot I could say about the harmful and incredibly inaccurate depiction of DID here, but it's a game from 2013, so I'll try not to fixate on it (plus that would devolve into an entire generalised rant about its portrayal in media and I'm trying to keep this review more focused than that). This was a very different take than the other routes, which was to be expected, and I can see why he's a popular favourite, though he didn't quite take that spot for me. The ending ran into the same "forgiven far too easily" issue I had with Toma, but the good ending did actually make me pretty emotional (it was seeing Nhil and Orion in the human world that got me), so it was a pretty good beat to end on. It does leave some questions unanswered, though - to my knowledge, it's never specified whether 'the other Ukyo' is gone or not; there's no reason he would be, but he's never brought up again and it's treated as an uncomplicatedly happy ending with no more relationship issues, so is he no longer around? Is it not an obstacle anymore?

The only other criticism I have of this game is the frequency of the... I guess I have to call them loading screens? They're not there to actually load anything in, because they're instantly skippable, but for some reason the game has these fade-in fade-out screens pop up whenever a location changes or a new day begins, which sometimes results in you getting past a screen, reading 5-10 lines of dialogue, and immediately dealing with another screen, which gets especially irritating once the art on them starts to repeat as well. That's a minor nitpick, though, and once I figured out they responded to the skip function it was much less of an issue.

The minigames are pretty much nothing modes - it's a pretty tedious rock-paper-scissors game (that does admittedly get slightly more engaging once it speeds up, I believe once you've beaten 3 characters) and a clunky but minimally more fun air hockey contest. I'd only really advise doing them if you're going for the 100% like I was.

The soundtrack is also pretty ignorable - had some nice tracks, most notably the softer piano that played during more emotional moments and the more eerie chords that played during some scenes with Ukyo, Rika, or Toma, but it was mostly just inoffensive background tunes.

Favourite Male Character: Kent, but also shoutout to Waka who was hilarious. Almost regretted him not having a route, but I think I like him better as your mysterious manager
Favourite Female Character: Sawa and Mine, though I was pleasantly surprised by friendly Rika on Ukyo's route
First Character I Liked: Toma
Favourite Character Design: Shin
Favourite Moment: Seeing Nhil and Orion at the very end of Ukyo's good ending
Least Favourite Character: The random Ikki fan club girls, I suppose? It feels like cheating to say them, but there are no major characters I particularly disliked

What an enormous waste of potential. The puzzles seem like a nice idea at first, to give the game more “gameplay”, but what they really do is trivialize the environments: now these are not spaces to inhabit and explore, they’re just transitory spaces, a mere process with no weight whatsoever. Dream Diary isn’t about wandering dreams and finding their meaning, but about platforming and puzzle solving. One could say that this doesn’t really matter, as the mysterious environments are still there, but the interest the game has on puzzle solving makes itself lose focus. Focus on finding the meaning of dreams and how we relate to them to give the spotlight to dull puzzles that become annoying more than they should, and even sometimes set pieces that add mostly nothing meaningful. The game could have made use of the dream diary you can check in the real world to reveal secrets or give hints at some puzzles, that way the game could have made the mechanical representation of the relation between oneself and their dreams, but instead the dream diary is just a bunch of pretty cool artwork, but meaningless in the long run. The puzzles themselves sometimes can be pretty easy, but sometimes they’re so vague that you’ll find yourself walking aimlessly with no direction for more than an hour just to find the missing piece in a really evident but badly indicated way, or trying things that you might think could work but not really. I could put up with the tedium if at least the puzzles were interesting, but no, most of the time they’re just: “go here and give this NPC a key item”, “go here and play the flute with these specific inputs” or “go here and interact with the environment a little”. Seen one, seen all of them.

This game is a mess, and it’s a big shame, because when the game wants it can throw you some pretty beautiful and, why not, evocative scenery at the rythm of a melancholic tune, and you can see some of sparks of greatness here and there, but the mix between 2D and 3D platforming and puzzle solving doesn’t seem to do any favor to any of the ideas on display. The dreams, their visual detail, their meaning, the blur in the far off distance giving the sense of endlessness, the moment where you stop to watch an erratically moving object in the night sky with three other people, sitting on the train with some bizarre creature, the feelings of loneliness, vastness and discovering oneself inner fears, the beauty of all of these things is gone when they’re just background noise and not the core of the experience. What a shame.

Rudimentary as FUUUU-(dge). Generally, I've been enjoying going back and trying out these old school Prince of Persia J2ME games, which have run the gamut from amusing novelties to genuinely great for me so far. This oldest outing however? Yeesh, painful. Very basic level designs filled with only a handful of repetitive obstacles that always seem to be placed in ways that frustrate and annoy rather than legitimately challenge you with your limited range of stiff abilities and pitiful sword swipes. Also, who's idea was it to put in lives and a stamina bar? I made it to the last stage before my typically completionist self just couldn't take it anymore, walked away, and looked up the ending on YouTube (the unrewarding wall of text that it was). Oddly enough, there's a Symbian/N-Gage version out there that features actual storytelling with Farah (neither of which are present here), a slightly wider array of obstacles to overcome, and even a final boss battle! So needless to say, if you're digging through these more obscure corners of the series like I am currently, that's the way you'll want to go. This Java version though? Skip it.

3/10

I basically enjoyed it, and I can already tell that I'm gonna back to this at some point. You start playing and it's pretty neat, and you're excited to get a whole wide universe to explore.

And then phase two is realizing that, hey man, there's SO MUCH universe here that, counter-intuitively, there's nothing to do. The planets are huge but there's not much on them, so you end up walking for miles only to arrive at something that's not really worth having arrived at. I would have loved to see, simply, MORE stuff to interact with on any given planet--the cities are perfectly fine!

And then the third phase, weirdly, is playing enough to start finding the interesting stuff that has been hidden around the universe. You'll randomly land on a planet for no real reason, and then there will be a fascinating quest that was hand-crafted and is very good! And then you'll head back into the world and do nothing for a few hours before you, once again, find something very fun to do through (essentially) brute force experiencing every planet.

Call me when Bethesda develops a few DLCs that flesh out the worlds with cool stuff to do between the cool stuff, and I'll be back to buy another copy for whatever console we've gotten to.

I genuinely respect what the original Resident Evil did for the industry and the horror genre but as a video game I didn't enjoy it much. This was way too much backtracking and vague guessing having to force me to keep relying on a guide to even know where tf to go out of the how many doors there and what specific things need to go where for my liking, and besides a few exceptions the puzzle sucked. The fixed camera angles were really annoying making me run in circles at times and making combat a slog. A lot of things are generally a tedious mess and I feel only die-hard fans would get a kick out of this one these days.

The game is gorgeous for it's time and I will admit it does have that satisfying dungeon feel at times when you figure something out, but overall I'm glad this game is over and I never want to slog through it again.

After my month of NieR, I decided I wanted to play something short and sweet recommended by my good friend @Ptcremisi. I'm glad I did, because this was a fun time.

This game is pretty simple, it's basically wall tennis but it has this really awesome minimalistic Y2K aesthetic. It was originally an arcade game, so it can be beaten really quickly but there's multiple routes you can go through and so it has a decent amount of replayability to it. I decided to go through every level and yeah it was pretty rad. I will say though, it can get somewhat tedious going through the exact same 7 or so levels if you're trying to play them all.

The default time setting I found kinda brutal so I set it to max this time around, just so I could at least experience every level. If I replayed it again, I'd lower the time to add some stakes to my playthrough. I'd try to get a much higher score than I did this time around because clearly there's strats to do so. I got like 660,000 something points as my top score but you can do things like timing your charge attacks (which cant be spammed if you want a good score because they drastically reduce time) correctly so you beat stages fast and without losing your ball.

Anyways, Cosmic Smash is a real good time and my 2nd Dreamcast I've played... I'm definitely enjoying the game selection it has so far.

We Love Cosmic Smash

7.5/10