197 Reviews liked by Rezlo


I think this might actually be the only cool application of AI in a creative medium i've seen. Trying to get into peoples homes by strictly saying the stupidest shit i could think of to not make it easy on myself and going off on tangents about the deep state with a chatbot is genuinely the most fun i've had with a game like this.

In a 2013 GDC talk on the development of Dragon’s Dogma. The director Hideaki Itsuno wanted specific principles: “high degree of freedom, simple action, highly realistic.” With examples: Elder Scrolls Oblivion, Fallout 3, and Fable 2. Disclosing their units shipped and the same quality/s each possesses. These three aspects I'm quite fond of. With the first as numero uno what I look for. Freedom. Always. His “job was to convince internal members of Capcom that this is a challenge he wanted to take on. Similar games in this open world RPG genre didn't really exist in Japan. And they weren’t able to accurately forecast if the project would sell or the market potential.”

I couldn’t help but remember a comparable individual I look up to, Tetsuya Takahashi. The man behind the creation of the Xeno series along with his team and his wife Soraya Saga. In a 2015 Venturebeat interview he answered a question on what is the "biggest difference between Western and Japanese audiences, especially in terms of what they want from a role-playing game?” Takahashi said “What you’ll find quite often is that a lot of the markets outside of Japan are interested in games where you can do anything you want. They put a high priority on a great degree of freedom. In the Japanese market, it’s more common for people will demand a certain flow to the events in a game. We find that they’re more comfortable with a linear framework. We have our theories about why this might be.”

The comparison is relative due to the creators of their respective franchises aspiring to replicate near identical reception and appeal within their works. To differing results. Moving outside their comfort zone creating a fusion in a way. As much as I would revel in going off on Xenoblade Chronicles X, that’s a story for another time. Among the challenges and expectations, Itsuno is trying to match Skyrim’s massive reception with Dragon’s Dogma. An ambitious endeavor I appreciate as he remarks transparently in March 20, 2012. “At Capcom, we’ve made Dragon’s Dogma and come up to this point through our experience of action games. We’re trying to make a new genre: We’re using our action heritage and putting that into an action RPG.”

Emphasizing “changing action RPG to ACTION rpg.” Going for ambition is not inherently wrong. Great to have these goals to strive towards. As long as they stick the landing, journey and beginning. And I must say, after 3 playthroughs. One on normal, on hard mode, and finishing a speedrun whilst completing everything I can in postgame and the DLC on Bitterback isle of the Dark Arisen version, I firmly believe they succeeded in accomplishing all three qualities. However, despite my abundant enjoyment I did come across a sizable bulk of concerns I’ll discuss later in my mixed feelings. For now, I’ll discuss immediate sections I love.

Freedom is unrestricted. You can forget the main quest and go gallivanting off the beaten path and run towards any place on the map. Delving freely into dark dungeons, rocky caverns or forgotten ruins where a lantern is a must to combat the darkness. Filled with a plethora of variable attackers you won’t usually see copy-paste monsters on a budget. Harpies, undead skeletons, zombies, knights, mages, bandits, goblins, liches, ghosts, ogres, and etc. Even their variants are suitable. Clashing heavyweights against yours. Thus I can’t complain on the diverse enemy enriching every location you stumble in your wanderlust. Speaking of stumbling, you can upon completing a small bit of central plot early on set your fast travel points within reason. I didn’t like the approach since you receive a limited lot but ultimately came around to liking the unorthodox system. Helped by the fact the world didn’t feel too huge to traverse. Nor too meager to explore the sum of the whole caboodle within a short amount of time. Instead, the locales are filled with interesting locations. Multiple medium to large-scale dungeons displaying serviceable level design beyond linear corridors. Plenty of paths to tread both up and down. Breathtaking scenery during adventures. Bluemoon Tower made me feel as if I was transported in Rome’s Colosseum except fantasied. Ruined in decay where a single step can lead to certain death. Or embark on a long fog-filled forest where directions can prove futile for a newbie traveler. Yet for the experienced, hitting misty poles can unveil the true path. Mayhaps you will partake in a water temple? Which by the gods isn’t as arduous as other infamous water temples in games I’ve played. Link would breathe a sigh of relief here. Levers and switches to change the water level. Or for the speedy, they can excuse the routes and with careful jumping reach the end of the dungeon. Outside the danger is palpable with special zones where never-before-seen creatures lurk. Dangerous lichs and small drakes patrol. A functional day/night cycle capable of giving goosebumps if you decide to tackle the absence of sun with naught but your companions along. Hopefully, you brought ample oil flasks for your lantern. Cause oh boy does the night present dangerous adversaries not just in a greater supply of darker denizens but boss behemoths roaming the lands. Reminded me a bit of turning tail and running towards safety amid the nights in Dying Light. Seeing a chimera pop up near my location still gives me shivers…

Additionally changing vocations called classes and specializing in whatever playstyle you so choose is near-painless. Parallel to the weapon classes from Monster Hunter, but different. As you kill bounties of opponents and level up your vocation rank, unlock new skills and abilities. Allowed me to play as a mystic knight capable of dishing out spells while tanking with a shield and upon switching my staff in the menu. I return, bashing heads without remorse. Each class is satisfying with strengths and weaknesses. I honestly didn’t expect to fancy bow and arrows, and DD made me a fan of archery. What the heck man? I was a longtime Greatsword user.Heck, you can grab and climb any large creature during conflicts whenever. Hiroyuki Kobayashi, the producer said in an 2011 Siliconera interview. How DD’s grab mechanic in addition to “...the main character can go and do whatever he wants in this world, it gave birth to the idea that he’s fighting enemies and he should be able to fight them in any way that he wants and so we came up with the idea of the grabbing mechanic. He can climb on these enemies and fight them however he chooses.” A defining trait adding an essential option for players to tactfully embrace a closer savage quarrel against any terrifying freaks. Though the concept isn’t fresh, Shadow of the Colossus(SOTC) requires players to climb and weaken a colossus by striking their weak-spots. The influence I feel resonates still with characters conducting similar operations. If I am climbing a Cyclops then surely the eye is the weakness right?! Yes! Chimera for instance as an early boss functions in a comparable manner. Slay the snake tail, to make climbing safer. Hitting the goat head silences spells, then bashed the lion head to finish off the triple threat in a single body. Refreshing to play an open realm granting players simple mechanics and then shooing them off, if they decide not to embrace the major narrative at will.

For folks who don’t know the premise is simple and lightly intriguing. Within a small village called Cassardis you(after creating your protagonist) live a relatively normal life. Until one day. A BIG RED DRAGON starts scorching your fellow villagers on the nearby beach. Wreaking havoc. Heart pounding you decisively run out. Brandish a rusted sword and try to fight off the savage dragon. You can undoubtedly realize how such an encounter fared. Very poorly. We lose our life. But wait! We are alive? The dragon decides to steal our ‘heart’ literally. And some way, somehow we are alive as “Arisen” A human being whose destiny is tied to stopping the dragon. Welp, there goes my regular routine. I already had plans for. Although facing the dragon is the least of our concerns, immediately you are bombarded with new main and side quests to undertake at your leisure. And it is here where the realistic portion emerges.

Highly realistic is accurate. For better or worse, everything operates and contributes to the unique presentation. Resembling real life, a black market exists for counterfeiting necessities. Try saving key special quest items instead of returning them to the owner. Giving them a pale counterpart. The outcome may raise eyebrows. Moving on, all items have weight. Healing, tools and materials are not spared. Gathering materials takes time. Thankfully not too slow and not too fast. I mentioned the grab mechanic earlier, but just as you are provided the ability to climb onto giants, so too do they have the innate ability to pin you down in their grasp! Best to keep on the move Arisen! Lest you fall into their hands! Stamina(ST) is your lifeline. Every weapon ability used will deplete a small portion of your gauge. Sprinting slowly depletes it. Running then jumping can induce a noticeable chunk gone. Don’t forget grabbing is affected. And behind a hidden blindspot. Your height and weight matter too. Being a figure with low density grants the highest stamina regen and the lowest encumbrance(Volume you can carry). Attaining a higher amount of body load causes you to restore a bit slower, on the offset causes you to be granted extra capacity for ST and encumbrance. Here is a chart for reference. Height also plays a key role. Being of a minimal stature allows entrance upon tiny openings and perhaps smaller hitboxes. Whereas a tall guy cannot enter limited spaces. Will have the inverse effect of hitboxes. Forget plans to go underneath a Cyclops as a six footer fella. If you thought that was the term of the realistic portion. Think again. Encumbrance affects all the above. Here is another chart for reference. Depending on how your current carry load. From ultra light to over-encumbered. Parameters in values will alter jogging & running speed, recovery time, climbing, carrying, grapple, and running. Naked for instance will have little to no penalty. Can grapple giants for the longest, run for an extended period along with moving at the fastest speed. Compared to a heavy individual. Oh man, you’ll be as slow as molasses. Not to that extent, but a noticeable degree changes with whatever you do. Finding yourself out of breath easily. Constantly recharging your gauge and good lord don’t get me started on the inability to pick up items except for several exceptions. Not strictly a requirement to understand these mechanics as you assemble your character and comrade. To the surface-level player, but to those who love knowing every itty bitty detail, they prove their tonnage in gold. Attention to detail in weight, height, ST and encumbrance demonstrates a philosophy that is neither half-baked nor too overly complicated. Functions as a well-oiled cog with alternative core features the developers are trying to convey. Such as a satisfying fight loop.

Action albeit simplified achieves hallmark makings of a gratifying beast slaying loop. Imagine facing a near insurmountable boss only to win succeeding ‘x’ or ‘xx’ amount of tries. Hmm, I’m reminded of Hidetaka Miyazaki’s Soul series. Good. That works. Broadening your horizons then, input a hardy challenger with a health bar and conjure the memory of facing a troublesome 2+ health bar encounter. That too is acceptable. Finally, remember how Monster Hunter immersified you to hunt, check for clues then melee and perhaps trail a weakened creature? Well, erase the busy work and focus on the bout. Hit any usable abilities with the smash of a button. 3 or six depending on the class provided. Sure it uses stamina, but the expense is negligible unless spammed. An immediate gratification than a delayed response. A real-time shift to having the ideal battles in Dragon’s Dogma. Except missing a couple major details. You. Are. Not. Alone. Pawns are lifelong companions. A main pawn is always at your side. With two spares you can summon in through an online feature. Connecting online accommodates your world a random assortment of online pawns. No need returning to base and recruit, simply talking with them and as long as they meet your current level. A free no cost sign-up to your party begins. Thus, clashes against adversaries transform regular duels into a group brawl. Facing a horde of goblins never got old by channeling my inner Goblin Slayer party. A towering cyclops becomes inadvertently a fantasy AT-AT skirmish to bring them down. Here’s a hint. Focus on the legs! Encountering a drake in the wilds is a flee-on-sight order early on. Impossible to finish a coup de grace as a greenhorn adventurer. Though, you are welcome to try. The outcome is less PTSD inducing trying to sneak by a Xenoblade Rotbart. Death awaits…

Nevertheless, vocations are powerful when used effectively. Applies, to companions too. Having a standard tank, healer, archer, and a mage. Deja vu DND party? A nice callback to Western party composition. Of which has never failed me yet. A tank as a fighter and warrior offers the classic sword and shield capable of taunting foolish dumb dumbs. Embracing the greatsword yields high damage at the expense of losing blockability. Archers employed as striders are quick dual daggers with flashy moves and evasion skills to support both in and outside of combat. Ranger provides an extended longbow specialization capable of sniping from long distances. Attaining greater firepower. Supplemented by a decent dagger skillset. Mages offer a wealth of healing and buffing parties with elemental enchantments. Having a dagger imbued with either fire, ice, electric, holy, or dark offers an extra modifier damaging susceptible opposition with a weakness towards certain aspects. The sorcerer class trades healing with an increased arsenal for magickal power. Those who know Konosuba's Megumin* blasting everyone to smithereens illustrating a magical nuke. Can render analogous results with a hurricane. If not satisfied, summon a meteor from the skies, Ice spikes, or seismic ground spells, yeeting hostiles to kingdom come. There’s a reason why I didn’t use the magickal jobs a lot. Matches end quicker once I finish casting. And I prefer not one-shotting everything hehe. Before I forget, three hybrid vocations exist solely for the player. Mystic knight, magick archer, and the assassin. By far I enjoyed these plenty than regular jobs due to the fact they can use further than two weapons. Mixes classes, thereby offering distinct move sets and abilities. Launch magickal arrows raining from above, use spells as a tank whilst hiding behind a shield, or gouge enemies biting deeper and causing severe blows when mounted. Are a miniscule taste of what they offer. Don’t be me who spent twenty hours as a warrior slamming my greatsword deep into mons. Viscerally pleasant. Even supposing I had the foresight to experiment. So go off my friends! Trial and error with whichever job you fancy.

As an addendum to the combat above the realism meshes well enough during bloody encounters. Low health causes the screen to die in red and slight screen shakes will occur. Buffs can benefit you in the tides of clashing steel, but so too do debuffs, classified as debilitation's from the other side may prove detrimental. Blind for instance will blind your screen. Almost literally except for a very limited view. Petrification will turn you into stone sooner or later. Torpor plays out as if the player is in a slow-mo. Super cool to see at first glance. But dread and despair abruptly emerge. I could add extra into the next 16 debuffs. But I’m trying not to scare you… Notwithstanding these harsh conditions, there is a respectable measure of curatives restoring to normal statuses so thou-shalt-not fear them too much. You can at least spam them to your liking without an animation. So Skyrim spamming HP foods restores health after a near defeat is both humorous and a valid strategy. Reminds me of the Tales series because I'm properly making use of my inventory management instead of hoarding. I'm eating grass plants, raw meat, and questionable rotting meals if I have no choice… Oh boy no wonder why I have horrible indigestion and poison… I won’t say the reason why...Ugh.

The addendum is vital because in peeling a layer, a fresh coat arises next. In learning and understanding these miniature details do we embrace and take advantage of the rules connected and presented. I’m reminded of Masahiro Sakurai. Talking about his Eight Hit Stop Techniques Video. For those unaware he first educates the viewer by asserting “'Hit stop' is an effect added just as an attack hits its target. Both you and your opponent stop for a brief moment." Fighting games apply the method among plenty of auxiliaries outside the genre, but I want to direct your attention to a technique. On point five - Control the amount of hit stop. I’m paraphrasing but he displays a sword’s tip that deploys higher damage than merely slashing. Creating a multiplier effect. DDDA has something similar, performing buffs to maximize attacks given and while not the same as Sakura with the sword tip. The placement of weapon attacks is crucial. Hitting a weak spot on a cyclops' eye presents far better devastation than hitting steel plates adorning their feet. Bouncing your weapons off. Deadly monstrosities present separate qualities to take advantage of their weaknesses. I won’t declare any more to spoil the surprise, though keep an eye out for possible body vulnerability. A few may not be as clear-cut as the above example, but in the course of conflicts, pawns can learn strategies to call out. “Wolves hunt in packs.” “Tis weak to fire!” Or “Strike from the rear!” Improving as you do. Making ventures into the unknown is not so daunting. Creating opportunities midst facets of combat that in turn grasp both parties on strengths and weaknesses. Resulting in an easy curve to comprehend. Oh undead weak to holy? Quickly enchant my weaponry in holy magic! Blast I'm being possessed? Guess I'll pray for my ally to friendly fire me gently. For fellow Arisen struggling with AI behavior there is an overlooked characteristic in determining inclinations. I didn’t constantly re-tool inclinations and inputted a sort of aggressive stance during clashes. One and done setting their parameters. Think of it slightly like gambits from FFXII. Determining what they should prioritize when facing enemies. Defending, healing, focusing on spell-casters, adventurous etc. Not complicated at all and I found to my gratification their Artificial intelligence surprising at times to slap me from a possession, heal me when I need it, or taunt foes while I recover. I recommend re-configuring a pawn’s priorities when you see a nearby knowledge chairs in Inns if you’re unsatisfied with what they’re doing.

Additionally, Sakurai posits the pinnacle of hit-stop techniques. By keeping the attacker moving slightly during the hitstop. DDDA operates in the same vein at landing a blow on an enemy. Even launching them into the air works super effectively. Man, I thought there were no supplementary hidden features. You wish! A knockback rule exists! I won’t go into the finer details, but suffice it to say you can stun an enemy by delivering a threshold of damage. Staggering blows into dazed status. Each enemy has different thresholds. Not earth-shattering, but players from Smash,min-maxers, or fellows who enjoys reading the closer details. Proves an invaluable mechanic. Why should I endure a long battle whereas I could blast the creature off a cliff? A flying griffin for instance who loves employing guerilla warfare can’t do anything once tethered onto sweet dirty ground. And if so inclined, may use dastardly tactics to grind a deathly foe later on. Furthermore, The motion of following through with attacks remains intact. Wonderful smacking foolish opponents daring for a challenge. Resulting in throwing attackers into the sky or yourself. And despite a lack of playing DMC games from Itsuno’s library(I’ll get there trust me) I will confess I felt Monster Hunter DNA at times. The feeling of every physical melee weapon impacting on a mon’s flesh is visceral and resorts back to the hit-stop. In searching for validation I dug deeper into the team’s qualifications and found despite a lot of heavy hitters from the DMC4. There is a decent chunk of old veterans. You can see a full list here from MobyGames.. Figures like as Minae Matsukawa, Kento Kinoshita, Programming lead - Yoshiharu Nakao all have experience from the franchise. So it is not a stretch to declare DD has a lot of combat expertise in the action department. A respectable load of history bleeds beyond the monster IP and forges a sort of culmination so to speak of their past practices. If that’s not enough, compare the two cover art and see striking resemblances. It’s no wonder why I had comforting familiarity with its systems in place and not-clunky responses working adequately on my controller. The fact there is no innate lock-on button speaks volumes in conveying a move harkening key positioning. Strats over stats or vice-versa is a viable method. Learning the ins and outs of brute patterns, dodging if needed, and persevering in spite of a tough, challenging harsh world that can eat you up. As a consequence the clunkiness and jank were nonexistent. Therefore, the fun loop in engagements felt ruggedly smooth. Leaving out conniptions. And followed up by "Try and beat me!"

Moreover, Majority of quests excel in rising above the average of mundane. Close in regards to boring me due to how the design usually offers a fetch, extermination. But digging deeper by talking to various NPCs, investigating for clues, escorting helpless innocents, following suspicious individuals, and by far ones that raised my eyebrows were chained side quests which act as further development arcs of NPCs. These missions flesh out the remaining cast further, don’t expect full nuance ala CD projekt RED quality. Within these hidden assignments emerge uncommon cutscenes for the side-cast, once their character arcs reach their cusp. Giving precious glimpses into the lives of the folks asking for Arisen's services. Not extraordinary, filled with the most amazing must-play ever. But also not being boring to the gills. If you ever wanted to know their background then embrace their inquiries without complaint. I found to my amusement notable ones. I'll share vague memoirs. I assisted a traveling merchant who wanted to know what happened to his father, while infuriating because of the number of requests early on. I quickly forgave him when I learned the reasoning. To my amazement, I chanced a weird meeting with a naive fool whose wanderlust knows no bounds. Often leaving him in dire straits of remarkably horrible stamina. An irony not lost on me. Gathering healing curatives was less of a task than above and by the boundary of his errands, I found a relatable dude who took his hardships by heart and appreciated my efforts to aid him. In contrast to the people I said earlier, I came across a flirtatious gal who swindled me for money. Forgive me for I was besotted by her charms and foolishly gave her a decent chunk of my purse. Thinking perhaps she’ll repay me cash someday. Wrong. I got played like a damn fiddle. Turning my heart darker. Lightening once I saw her in trouble later on, I could not leave her alone. And to my shame, I became a white knight to save her again. The lesson I learned thereafter is to never be infatuated by the charms and beauty. I was foolish. But continued in the pursuit of lore I found to my delight a worthy sidequest of my time that granted me further insight into the lands of Gransys. Not lore shattering, but close. I won’t mention anything concrete, but I live for these conclusions despite the almost mundane design. I would claim they’re worth it if you relish learning deeper the days of yore and its hearty and duplicitous denizens. For those looking to tie a deeper love. You can gift presents to vital NPCs. Ah very realistic the developers are striving towards.

Need a break from the RPG nature? Partake in platforming. Where you have to reach the highest point of a building, structure, or ruin to take a medallion. Employ the environment. Didn’t expect platforming, but hey it's pretty refreshing. And this is tucked away in noticeboard operations. 50 of them are available. A good friend of mine mentioned they lead you to secret spots. Hell the starting area after creating your character has one! A cool benefit of learning precise maneuvers on wall structures/spaces. Never hurts to check your surroundings, my dude!

The story itself I initially perceived to be a nothing burger for about ??% of the way. However, the remaining ??% due to lore bombs and recontextualization of the narrative because of the lore-dropping revelations opened my eyes beyond a basic story into clever territory. Make no mistake, this doesn’t mean the plot elevated and demolished my initial impressions. Instead, I think I’m on board with what the writers were trying to achieve, and it's a concept I don’t see often in JRPGs except my favorites. Delving not too simple and not too complex which is bonus credit for me. But in terms of impact? I find it acceptable, but incapable of mesmerizing me to the terminus. A clean “Oh you clever dastard” for lack of a specific conclusion. If viewed alongside the whole shebang, I believe it is appropriate judging about the overall thematic messaging. And for that, I respect, admire and praise it in the confines of which it struggles to desperately convey to the masses. To fluctuating outcomes.

Despite, the praise I said above. I must confess to a host of mixed feelings. Concerns I had amid my playthroughs, I feel are worth noting to varying degrees that are neither positive nor negative.

First, I realize certain systems and mechanics are too realistic for my blood. This isn’t laziness. I’m tolerant of many things and if I wasn’t I wouldn’t have played three reruns. Be that as it may. I still feel the beginning hours can be something of a hurdle to unfamiliar folks unused to the style of play. Can take a while to reach a constant cycle of enjoyment in lieu of a delayed gratification. A few assorted examples that will trickle below on numerous fragments. I don't appreciate having a limit placed on me regarding weight. I revel collecting anything in my sight. So the constrained encumbrance based on character creation is debilitating in maintaining a constant fun flow. Perhaps doubling or tripling the maximum supply would be an acceptable softer blow. I recognize this is a balanced measure to not spam healing items amid combat. Regardless, I can make my Pawns into mules carrying rations and whatnot. Also, I abhor the stamina system over sprints, when no enemies are nearby. I believe my limiter should drain exclusively in the nearby vicinity of adversaries. No malicious entities close by? No depleting. So I can freely sprint to my destination without frustration. Thereby, respecting the player’s focus and investment. The forceful nature of realism is apparent anytime I'm out roaming. Yet entering a city/town, I can jog to my heart's content.

Second. The focus to limit fast travel points via port crystals in a limited volume feels constricting. inside, you cannot teleport regularly like in other rpgs. A simple click on a town/city and voila “I'm there” is not the same. You have to set a handful of crystals(by completing the prime quests in an NG playthrough(NG being a new game) to place on any overworld spot, not a town or dungeon. Then you gain the power to transport there with a ferrystone. The Dark Arisen version comes equipped with an eternal ferry stone to acquiesce unlimited travel back to places. Very weird. know I've come around on the concept earlier, yet I cannot help but remark the NG+ implementation of buying another crystal feels like the right approach. Extras cannot be available for purchase until reaching NG+ With previously set crystals already shown on the map ready to be teleported at your leisure. Makes backtracking to old areas somewhat of a pain to trek repeatedly. Wonder if the sequel changes things up and adjusts normal travel if they already discovered the location. Rather than setting their own. But the underlying problem arises just as I am forced revisiting former whereabouts where I don’t have a teleportation ready. Perhaps an alternative was to balance the components by discovering locales, and therefore freely travel excluding the requirement of a crystalline item.

Third - Failable & Missable quests. Mostly concerning the side-content. Imperative to note, changing several quests in the menu. Can fail certain operations outright. I remember a particular instance of escorting a fella only to switch to separate assignment real quick to complete as well. Failing the assignment. I was shocked. My entire work and I must revert to my old save file or checkpoint. Not a major deal since I activated it like a madlad. But DD operates on a single file. Thereby, I cannot pull from a list a quick load easy peasy. You get 1 solo file and a checkpoint. The latter is akin to a hard autosave. And activates as you sleep among divergent matters. Ergo if you’re screwed by the 1st option a 2nd exists. The alternative choice is reverting to the checkpoint. A weird implementation system feels again restrictive in freely managing their save options. Resorting to a strict implementation of accepting the consequences. Reminds me of the Souls series where a similar loadout occurs. Nevertheless, necessary to keep in mind. On missables. Keeping in mind your employer’s deadlines is advisable since the whole title operates under a day/night cycle with every important NPC patrolling a different route. And so you will need to remember where they're previously. Admittedly I didn’t have much trouble finding them since almost always there is a marker on the map/mini-map to lead you to the corresponding location. Plus they can fail if you don’t finish them quickly. Let’s say, you decide tackling the side content from NPCs just before the final boss. Welp, you missed out on nearly checking all boxes they have to offer. Most of them must be finished as you progress through the leading narrative. If there is a big pet peeve I have is that unknown to my knowledge missables may be incurred. Hence why I decided to casually refer to a guide to not miss any of them. Brumbek’s Steam’s guide was immensely helpful in solving an ungroovy dilemma. And of course the Before I play section too.

Fourth - Miscellaneous areas such as the expansion's secret augments should’ve been an extra free section to equip in place of having to override your set augments already. Aside from abilities, you can equip more than five augments. Acting as passives, these to a certain degree substantially add effective modifiers to gameplay. Extra carry heft. Extra damage, reduction of a blow upon your life, etc. Each job upholds special properties to procure with discipline points. The expansions make it so you would have to replace them if you find them worthy of your attention. Several, I found extremely lacking. Gathering faster? Ballista ammo reloading faster? These in my mind should’ve been freely equippable without replacing old skills. Perhaps in a separate section. I haven’t seen the entirety, but looking at the list I would claim a decent chunk are not important than others. Plus the post-game area needs further diverse environments than copy-pasting several variants together and re-using few bosses. Make it truly unique. No half-measures. The expansion at the least did a full-blown dungeon crawler area complete with original foes to combat and traps to escape from. The process of gifting, could've been enhanced rather of on NPC's. Have the player romance our main pawn please. I conceived this would be a natural way to induce a pure love than seeing a human on the street, you meet one day to become your beloved before end credits rolled. Call me a romantic, but friendships forged by fire together are super satisfying as my best buddy likes to disclose mhm. Lastly, I firmly believe changing abilities while on the field than having to resort to a friendly neighborhood is less burdensome. Wherefore I am endowed with alternating cool powers to try. I loathe retreating to a town/city just to change my job and set current skills repeatedly. These are added busywork and do little respecting a player's time. I dearly wish a loadout is readily available, so I don't always have to reapply my normal gear every occasion I change vocations. Why must I become naked anew… I’m not asking for auto-changing jobs midway through skirmishes, that would be extremely silly. Merely asking for tweaks in minor quality-of-life suggestions. For instance, Baffling having three ability slots for warrior in spite of distinct jobs having no trouble slotting six. I'm not carrying a shield man!

Despite the mixed concerns. These issues can vary greatly from person to person. As of now, they didn’t impact my overall experience severely, but if you had randomly bumped into me years prior in 2015. Playing the PS3 version. I would quickly comment "I fell off hard" and subsequently again over several years across different platforms before I decided enough was enough to click with many things. Then my initial past impressions would not be as kind as I am now. It's why I think anyone who concluded poorly of the game is without a doubt true. Everything can be perceived as mundane, busywork, tiring, troubling, lacking for the sake of realism. Perhaps buckling under the pressure of its ambitions. Not connecting with the player sufficiently to invest farther into Gransys and what they offer. And I firmly believe that’s fair and valid. Because that’s what I thought of it before. On the other hand, there’s a special oomph underlying the working limitations and minor laws in play uplifting, transforming into a greater than the sum of its parts. Critically understanding interconnected features in place. Emerges a particular identity. A Japanese open-world ACTION rpg styled in the likeness of a Western RPG, but with the "Hiyah!" DNA of Capcom’s legacy is a sight to behold. And while I am not as versed as I am in Capcom’s library, isn't the game the first bold showing of a true open-world RPG at least from the corporation in 2012? I was checking the company’s past titles and I saw Okami and Monster Hunter titles released prior. But the former isn’t a true RPG as far as I am aware and the latter had segmented zones, not seamless. Tying back to what Itsuno said earlier of similar games not existing in Japan. In such a way Dragon’s Dogma is akin to a blueprint inspired by Skyrim. A WRPG made by JRPGs developers.

At the end of the day, this is the first title I've played directed by Hideaki Itsuno with his team, and holy moly does this man cook blazing fire! Very ambitious plan splicing Western RPG ideas with a considerable degree of freedom and Capcom's long standing history has most certainly paid off. A new IP since launching in 2012 has sold 8.4 million units as of December, 2023. Boasts a humongous market of consumers vying for this type of medium. Of course it didn't reach Skyrim's far reaching sales records, but for a New IP it is a worthy achievement. And one I can only say exceedingly rare that I replay again and again. My last memory was Final Fantasy XVI and Shadow of the Colossus. Thus it comes as no surprise that I enjoy to the fullest extent what is offered here. A tough, brutally challenging low fantasy medieval adventure handling the reins of a plain yet straightforward action formula. A pawn system never fails to leave me alone even in the darkest of days. Nakama power at its peak. Allowing a party to venture without restraint into dangerous areas. Accepting the consequences of my activities due to the sheer freedom given. Wrestling with the unique ideas offered unorthodoxly yet refined presents a hell of an ordeal. For better or worse the realism can destroy the immersiveness and fun, but for those who stick through thick and thin. I believe there is something quite special in store for you. And in my case. The light premise, in the beginning, invigorated me to face my ultimate opponent at the end of the primary story, post-game and expansion. And I was left not disappointed. Rather grinning from ear to ear at one of the finest battles and experiences I've determined from my multiple adventures for a JRPG. Move over Monster Hunter. I became a Dragon Slayer.

9/10

References & Additional Material:
2013 GDC talk on Dragon’s Dogma development
2015 XCX Director Interview
2012 Itsuno and Skyrim
2011 Siliconera interview
Credits of Dragons Dogma

Systems & Mechanics:
19 Debilitations Overview
Encumbrance Overview
Augments Overview
Weight Overview
Pawn Inclinations

Helpful links:
Brumbek’s Missable Quests Guide
Before I play

To say Hylics isn't an interactive piece of art is an understatement. I will get more into the visuals later, but there's clear inspiration here from Earthbound. There's not much of a story, and there doesn't need to be one, because the world is a character itself. There is no possible way to make heads or tails of the world, so it makes sense that the story wouldn't. There are four characters in your party, and you do go around fighting in dungeons, beating up bosses, and collecting loot, but in a less traditional fashion.

You start out with the character Wayne. There's not much to say about Wayne. We get no backstory or epic dialog because we don't need it. You start out inside your house, and you slowly introduce yourself to gameplay mechanics. Notice I said, "Introduce yourself." There's no tutorial or even any dialog messages stating anything is happening. I highly recommend playing this the first time with a guide, as some areas can be a little cryptic for how small of a world this game is. You have your typical RPG fight mechanics. You take turns with the enemies; you can attack or cast special attacks, run away, guard, etc. That's all standard so far. You can also equip armor, weapons, accessories, etc. That's about as standard as it gets. Everything else is either similar to Earthbound or just plain weird.

The entire game is finite. Every enemy's death is permanent, as they are placed physically in the game world. There are no random encounters here. When enemies die, they are represented as a pile of flesh and bones on the ground. Most bosses are also optional. This game takes a rogue-lite approach to the RPG foundation by encouraging you to die. When you die, you go to the afterlife, which is a small building with a surrounding ocean of red. You can heal here and turn in flesh meat, which increases your hit points. This is the only way to "level up," and that's in the loosest sense of the word. Enemeis drops lots of cash, items, and meat, and this meat is needed to get further in the game. However, starting out is rough. You die a lot, and you usually can't kill a single enemy part alone. It's important to get the second party member quickly before engaging in battle.

That's where the guide is needed. That is not a conventional way to play a game. Thankfully, the game is so short that you can get your first party member in 20 minutes. There is a world map that has different locations on it. There are a few main dungeons with bosses in them, but they aren't shown or given to the player as typical bosses. They are just another enemy on screen, or you need to interact with them to start the battle. There is a single town in the whole game that has a few vendors. You can buy armor, accessories, items, and so forth. Items like frozen burritos can be microwaved from projectile weapons into warm burritos, which revive an ally. Hot dogs give full health, and other weird and alien items will do other things. 

You can learn new special moves by finding TVs. The one small issue here is that you need to revisit every TV to give each party member the ability. Some do huge attack damage, and they are pretty much required to beat the final boss, while others can be used for defensive purposes like protecting from blind status or poison. Attacks are 1:1 to your mightiness power given by weapons. It's important to seek out the most powerful weapons that are usually hidden in chests or locked behind something, such as needing to die three times or using dynamite to blow up a wall. There aren't many locations like this, but they are important. 

There are other weird quirks that you would never know are things, such as the fact that the character Somsnosa, who is the strongest, can only equip a single weapon and can pick up bugs found in areas to increase her might. These are weird-shaped creatures that are all white and are found in dungeons or safe zones. You can also run across merchants who offer a one-time type of food that is used on a specific animal back at Wayne's house to acquire their skull for a shield. That would be completely missed without a walkthrough. These kinds of things are also present in games like Earthbound and either require you to stumble across them by accident or have a lot of abstract thinking going on. 

Outside of the gameplay, the game's most impressive feature are the visuals. They have avant-garde status in surrealism. They mesmerize, question, and barely represent anything remotely human or recognizable on our planet. The game has a Toejam & Earl vibe mixed with Earthbound. That's the sense I got, but there's not a single game in existence that looks or sounds like this one. Strange alien noises, weird haunting ambient music—none of it is scary or horror-themed. The game is so odd that it will make you feel lonely and empty just playing it. The world itself is a character, and the poetic dialog (the little there is) and Shakeperian story (if you can call it a story) don't matter. It's not that I cared, but I just didn't need it. Just seeing these characters on screen, running across the few NPCs, and fighting the bosses was enough to keep my mouth shut. I just took in the fantastic visuals and played.

This goes for animations too. The game has a very claymation look and feel to it. The first-person combat animations feature strange hand gestures, alien symbols, and an odd sense of emptiness. There is nothing typical or trope-like about this game. Your brain wants to constantly categorize, put it in a box, or rationalize with the visuals. All you can do is accept what's there and keep pushing on. The game can be finished almost 100% within 4-5 hours. Once you get three party members, the game becomes more enjoyable, and you quickly gain power where small enemies are pushovers. It's just bosses you have to focus on. I wish you didn't need to hold off on your consumable leveling up items once you have all party members. The finite supply in the world makes this a requirement. But the satisfaction of being level 63 and having 5,000 HP at the end of the game allows for getting 100% a breeze.

All in all, Hylics is an insane piece of interactive art. There is nothing like it out there, and while the cryptic RPG elements feel dated and the game is difficult to get going, you will have a blast with it and not want to put the game down.

Taking any sort of dormant franchise and bringing it back into the “modern” era is always a risky move, no matter what the franchise in question is, but it was clear that Rare was able to pull this off seamlessly with the original Donkey Kong Country for the SNES. Sure, the bosses may have been lacking in plenty of areas, and there is some bullshit to be found when it comes to some of the secrets, but all of that is made up for with the game’s tight platformer, superb gameplay, wonderful gimmicks, impressive graphics for the time, and wonderful music, tying everything up together in one, banana-flavored package that many have enjoyed ever since it had initially released. Not only that, but the game was also extremely successful, selling over 9.3 MILLION copies, so it was clear that both Rare and Nintendo needed to keep this money train rolling with a sequel of some kind. However, this is the part of Rare’s life as a company where they were going to go through a bit of character development: they were sitting on a gold mine with this property, so they couldn’t just hash out something cheap and terrible like they did with Battletoads. They needed to make sure that this game was better than the rest, the true king of the jungle, one that can stand amongst the greatest of the greats, and personally, if you were to ask me, I think they succeeded in doing that and then some with Donkey Kong Country 2: Diddy’s Kong Quest.

While I did get the original DKC as one of the first games on my SNES, and I would go onto playing it a lot because of that, I initially didn’t get DKC2 for quite some time, even though I was well aware of it existing for a while. It was only when another video game convention managed to roll through my town a good couple of years ago that I was able to snag myself a physical copy of the game to try it out, and HOT DAMN, I definitely should’ve hopped on it a lot sooner before then. The original game was already great enough as is, but this game manages to take everything that game did, expand upon it, and improve upon every criticism that I could have with that game, making for what I would say is not only a perfect sequel, but also a masterpiece of the platforming genre.

The story is just that little more complex when compared to the extremely simplistic premise of DKC 1, where while relaxing on the beach, Donkey Kong is suddenly ambushed and kidnapped by a group of Kremlings, who take him to the dastardly Kaptain K. Rool. Shortly after this, he then sends a message to the other Kongs, saying that if they want to ever see DK again, they need to give him the banana hoard that he failed to get from the previous game, which the Kongs refuse to give up, so it is up to Diddy Kong now, alongside his girlfriend Dixie Kong, to travel through the lands of Crocodile Isle, save DK, and defeat Kaptain K. Rool once and for all. It is still a very basic premise, one that decided it wanted to be even more like Mario and involve a kidnapping of some kind, but it is still an effective story, and not gonna lie, having the main character of the previous game be the one that needs rescuing in this is a bit of a nice twist.

The graphics are pretty great, looking on par with the original game in many different aspects, but also expanding on the visuals with much more creative environment, character, enemy and boss designs, with great animations paired right alongside them as well, the music is fantastic once again, having plenty of incredible tracks that range from the menacing and exciting like this one, to the much more calm and serene like this one, all of which are an absolute joy to listen to even after all this time, and the gameplay/control is just as tight, fun, and masterfully put together as last time, not only providing plenty of fun levels and gimmicks for you to mess with ahead, but also plenty of challenges ahead that will make you feel like a true champ for conquering.

The game is a 2D platformer, where you take control of either Diddy Kong once again or Dixie Kong, go through many different worlds of varying shape and size, each having a very different, unique theme that makes them stand out from each other, while also not feeling like complete copies of what came before in the previous game, defeat plenty of enemies using various techniques while gathering plenty of different bananas, collectibles, animal buddies, and power-ups along the way to help you out, run into many other members of the Kong family such as Funky Kong, who is STILL the coolest motherfucker on the planet, Wrinkly Kong, the one that reminds you of all the horrible teachers that you had back in school, and Swanky Kong, the one that will prove to you just how much of a dumbass you really are, who will each help you out in their own way (except for Cranky again, who I’m surprised hasn’t dropped dead from a heart attack at this point), and take on plenty of bosses who, unlike the last game, are not only very fun to fight, but also have a level of creativity to them that makes taking them each on feel incredibly fun and rewarding. As any good sequel does, this game takes all the great elements from the previous game and retains all of their great qualities, while expanding on them just enough to make it even better than before, and trust me, back when I first played this a long time ago after only having the original game some time, I was FLOORED by just how massive the jump in quality really was, despite not being all too clear by just looking at it.

For starters, since he is now the damsel in distress of this game, you can’t play as DK anymore, which does kinda suck, but hey, at least you still get to play as Diddy Kong, who still plays just as wonderfully as he did in that original game, being very nimble and quick. Not only that, but we now also have Dixie Kong in the crew, who when you start to play as for the first time, you will decide from there on out to ONLY play as Dixie Kong whenever you get the chance, because she is AWESOME in this game. Not only does she have all the same strengths (and weaknesses) as Diddy Kong, but she can also twirl around in the air with her hair, allowing her to safely glide over plenty of obstacles, which, by default, makes her the better character to play as. It’s just like when you discover how Peach can float in Super Mario Bros. 2: it is just broken enough to where you will stick with it for the whole game, and you will accept no other alternatives……….. except when you are forced to.

The game features just as many different kinds of levels as you would find in the original game, this time featuring plenty of new, creative gimmicks that do make it feel a lot more exciting and fun to play. Of course, at first, you just get your standard kinds of levels, where you just run through, jumping on enemies, collecting things, and watching Diddy perform a rap at the end of the stage, just as a means of getting you back into the groove of things, which it manages to do so very smoothly. This then leads onto the levels then quickly spicing things up, with levels where you will have to change the temperature of the water via some magic seals, making it so that you gotta make a mad dash through before you end up dead, levels where you have to ascend up a pirate ship quickly before the water catches up to you so that the piranhas will eat you, levels where you will have to maneuver on hot air balloons to catch hot steam over molten lava, and even levels where you are riding a roller coaster while being chased by a creepy spector, needing to hit checkmark barrels to open gates to avoid your own ghastly demise. Those are only just SOME of the gimmicks that you will encounter with the levels in this game, and they are much more fun to mess around with this time, making the game feel more like a proper evolution of what came before it other then just a simple retread.

This can also be seen in the game’s difficulty, because this game is HARD AS FUCK, even more so compared to DKC 1. Sure, there are plenty of easy levels that you will run into that will take no time to beat, but even by the second world of the game, you will be running into plenty of tricky platforming challenges, enemies that you can’t take out as easily as you would like to, gimmicks that push you to the limit in many different ways, even forcing you to play as certain animal buddies in some levels, and then you add getting the collectibles on top of that, and that adds a whole nother layer to the difficulty in many different instances. This even extends further beyond what you would expect to see from traditional video game difficulty, which can be seen with the simple aspect of saving the game, where you initially can save the game normally once in each world, but then after that one time, you then have to pay banana coins each time, making it so that you will now focus on collecting these things much more in levels, which can lead to plenty of other roadblocks as well. Hell, if that doesn’t convince you enough, how about the fact that there is an enemy in this game who, if he touches you, can zap away your lives from your life counter until you ultimately have nothing left? That is just one of the many cruel ways that this game can fuck you over if you aren’t ready.

However, with all that being said, the harsh difficulty that the game presents you with is one of the reasons why the game is so fantastic to begin with. It truly feels like you are being presented with a challenge, where the original DKC could be seen as the training grounds for you to get used to how this kind of game works and what it could throw your way, and now this game is the true test of everything you have learned, throwing whatever it can at you to kill you, while also giving you everything that you need to conquer every single challenge you face. It never feels unfair in that regard, which makes playing through these levels much more fun, especially whenever you do eventually succeed in beating some of these challenges, as the wave of satisfaction washes over you, making you feel like you truly have accomplished something here today, and that feeling carries out through most of the game.

But of course, what would a DKC game be without having some sort of collectible, and this game has plenty of them for you to find. There are still the many different bonus areas you can find, each giving you a Kremkoin for beating them, as well as the new DK coins that you can get in each level, which if you get enough of them, you can place yourself amongst the others in the Video Game Heroes Contest, allowing you to beat out Mario, Yoshi, Link, and even non-Nintendo characters like Sonic and Earthworm Jim. It’s a pretty cute easter egg to get, and it does prove once and for all that DKC is better then all of those other games, and you can’t change that fact no matter what you say. That’s not all the reward you can get though, as with the Kremkoins in hand, you can then gain access to the Lost World, a bonus world of the game that houses some of the hardest levels in the entire game, such as one level where you have to complete multiple sections as each of the animal buddies that you found throughout the whole game. Needless to say, these levels are no joke, but again, completing them only adds to the satisfaction you feel throughout, and helps you stand on top as the best Video Game Hero of all time.

Overall, if I haven’t made it clear enough at this point, this is a near-perfect sequel to the original DKC in just about every way, and one of the best games that you could find from the SNES era, not only providing many more fun levels to run through, exciting boss fights, incredible music, and gameplay that is as fresh and tight as ever, but it also provides quite a hefty challenge that feels oh so satisfying to overcome, leading to plenty of neat rewards waiting around the corner. I would absolutely recommend it, not just for those who played and loved the original DKC, but also to anyone in general, because it is just that damn good to where if you haven’t tried it out at least once, then do yourself a favor and load it up, possibly with a friend to join you, and get ready to have a blast. satisfied sigh... man, it felt great to revisit this game again after so long, and it really has me looking forward to what comes next in this series. I mean, come on, how could they possibly screw it up at this point now?............... oh right, with a stupid little fuck named Kiddie Kong, that’s how.

Game #586

Long before I decided to become a reviewer, I used to jot down brief thoughts on the games I was playing in order to capture my feelings at the moment of completion for personal archival purposes. Since then, I’ve of course evolved my craft into full-fledged write-ups, but I do think there is enough merit to some of these earlier critiques to warrant their publication, especially for titles I do not intend on replaying (in the near future at least). I’ve thrown in some updates, but this is one of them.


STORY
-Premise is basic - father died and left behind a mine to his son Rusty, which you have to go through to discover what secrets he was creating/hiding. Nothing else narrative-heavy happens that I can recall. The ending does try to be semi-emotional, but fails because of the lack of real development between Rusty and the townsfolk.

-Would've liked to have seen the lore of the game expanded upon. It's cool seeing all these creatures, but you don't get to know much about them outside of brief mentions from the townsfolk (i.e. Shiners being partially responsible for the creation of steambots).

-Some satirical writing, but surprisingly light on spoofing western tropes despite the homages (the tagline is literally called "A Fistful of Dirt").


GRAPHICS
-Graphics are great, looking akin to those flash animations you’d seen on Newgrounds with bold outlines combined with steampunk and weird western aesthetics. Some really beautifully colored interiors, particularly as you get deeper into the Earth.


SOUND
-No voice acting, just hit-or-miss vocalized noises like in Skyward Sword (the fat salesman's tone, in particular, being REALLY annoying).

-All the items sound good. Explosions, whether you're using dynamite or hitting a TNT barrel or dodging a suicidal robot, have the same stock noise though regardless of quantity. Same with enemies dying.


GAMEPLAY
-Game initially feels like a lovechild between Minecraft and the Snowmuncher minigame from Neopets, albeit with a surprising amount of platforming and RPG mechanics. Unfortunately, the game is too short to really capitalize on either of those elements.

-Some Metroidvania aspects since you can discover secret areas and have to revisit previous levels. However, regarding the latter, that part only happens at the end and there's a quest arrow to help you, which I liked but others probably won't.

-At $10.00 it gives you about 4-5 hours of gameplay, so it just barely passes my rule for a buy. However, be warned that the pacing is all over the place - the first couple of hours feel like forever, while the ending is rushed.

-Then again, that does make sense given that the more upgrades you have, the faster you dig. However, all the upgrade options end up being pointless since you don't need the lion’s share of them to advance further. You may ask "what about strategy?" And I suppose there is some of that, but really you'll be fine so long as you adopt an “all-around” strategy in terms of getting a decent amount of armor, decent amount of water tanks, and so forth.

-.Also upgrades for your pickaxe are as worthless as the melee upgrades in the first Deus Ex since the vast majority of players will just utilize the faster drill for navigating. The only thing the pickaxe ends-up being good for in the long-run is getting through crates (of which there are very few) and hitting one of the bosses (which you can either way do, albeit longer, with the drill).

-I like how the underworld stays the same as when you leave it. There's a bit of a Minecraft element to it in that regard. Transitions are extremely smooth from place-to-place.

-One thing I was mixed on were the respawning enemies and minerals: repeat enemies were annoying to deal with while the minerals made the game significantly easier since you could theoretically just exit and reenter a place to farm the same minerals ad nauseam.

-Inventory management makes no sense- I could never tell if I was close to being full since there's no indication as far as I could tell. Also, the game goes out of its way to separate the minerals, which, while a cool touch, ultimately remains pointless since I doubt anyone will go out of their way to discard and replace minerals they find.

-Didn't like that you could only lay one teleporter to return to the surface. Should've been able to create several throughout the world as it’s a pain to backtrack, especially towards the endgame.

-Cannot use ladders or lanterns inside the levels. Can use dynamite though. Dying inside them luckily restarts from within so you don't have to go back to them from the surface.

-Experience (i.e., money) expands the town with new shops, but is again underutilized.

-All the upgrades are cool. I liked how water was the source for most of them.

-You get something called a "mineral detector," but I honestly have no idea what it did, if anything.


VERDICT
-Despite my negatives, I cannot deny that Steamworld Dig is addicting. I loved excavating further and further into the underground to discover new areas and secrets (especially since it wasn't procedurally-generated). It feels a bit grindy at first until you get the drill (about 1-2 hours in), but outside of that the game does a good job making you feel like you're progressing forward.

Surrealism in gaming is fascinating to me. It's one thing to see a painting or photo, but to see it moving and interacting with it is a whole new scale. In my bottomless hunger for the surreal, dreamlike, and psychological in gaming, Isolomus fits a few of these categories. This claymation interactive art exhibit is not for those looking for a full-on game, puzzles, or even a story. There is a lot the player needs to interpret or just be square with not having an answer to. This is a game that can be completed 100% in less than an hour. My interpretation of the game is that it represents humans being slaves to our daily schedules and needs. I will leave it at that.

Each "cycle" of the game starts out the exact same, and there are two different endings. You just start clicking on objects on the screen. Squishing green men into blobs and then watching the "hub" of the day and night cycle as a man does a task you select. This can be eating, using a computer, looking out a window, brushing your teeth, etc. Each task is shown in full during the first cycle, and then you sleep. Once you sleep, you can choose two different doors. Once you start the next cycle, each activity is an interactive scene. I don't want to spoil them too much, but you need to figure out how to advance the scene by interacting with their objects in a certain manner. Each scene has two different endings, and how you interact determines that ending.

The entire game barely represents anything human or discernible to the human eye. Strange shapes, sounds, and the eerie, dreamlike soundtrack playing in the background will keep you glued to the screen just to see what whacky thing comes next. The animations are uncanny, inhuman, and downright bizarre, but that's what I love about this game, if you can even call it that. The gameplay here isn't much, but you still need to be curious and find new ways to interact with the game, which I found a lot of fun.

There is no dialog in the game or even any written text. Just grunts, sounds, and ambient music. Sometimes this is just what the doctor ordered. You can vibe out and relax in a game like this that doesn't require any skill to even interpret a story. This is a game that will stick with you. Maybe even more than a 50-hour-long AAA game. It's so strange and surreal that you will need to talk about it with somebody just to make sense of it all. Isomolus may not get the players or attention it deserves, but for $1, what more can you ask for? You can't buy anything for $1 anymore.

Ultros is at its core a Metroid-Vania but it doesn’t quiet follow a lot of the core mechanics that you’ve come to expect from the genre. Ultimately it excels at its presentation being one the most beautiful games I think I have ever played; the sound design is fantastic and the visual language is breathtaking. Unfortunately, Ultros is held back by a few odd mechanics and lack of clarity in its requirements of the player.

The first few hours of gameplay and exploration are honestly some of its best. You wake outside a crashed space pod in a hallucinogenic strange world with no direct and merely a puddle to view yourself in. Your only immediate option is to venture out into the organic depths below you and hope to make sense of what is going on. This is when you will be introduced to the games narrative and one of the few character that seem to be lurking in this ship of some kind. The narrative is present in written format where other characters will talk at you and you can see reactions from the players sprite. The story is generally quiet intriguing but seems to lose focus throughout the game. I had a general idea of what was happening but some of the characters and hidden lore seemed a little random or to vague for me to understand on a first playthrough.
The premise is some kind of time loop where you and everyone else is stuck re living a moment while a big ball creature (Ultros) grows in the middle of the ship. Almost ever character has no idea they are in a loop with the exception of one who seems to remember you after you progress the story. I believe there are possibly 2 or more endings to Ultros but unfortunately, I wasn’t particularly satisfied with the outcome I received.

The core objective seems to be killing or reviving 6 of these mummies that are linked to the big ball thing but I’m not really sure why. Once one of these mummies has been slain you go back to the big ball and the loop restarts with some dialog and cool visuals beforehand. Your options are to either slay all the mummies and end the game or once they have been killed bringing some kind of organic tether to them which will cleanse them in some way. Ultros expected you to figure out that this is an option purely by trial and error which could very easily be missed. I do like that this allows the player to pick if they want to put the effort in for an alternative ending but it becomes beyond tedious and for a smaller game there are very little resources online to help.

The exploration in Ultros is similar to your average Metroid-Vania but less focused on upgrading manoeuvrability and unlocking shortcuts. This became one of the first major problems I had with the game, it took so long to get anywhere fast and it was quiet exhausting to explore new paths. Instead, you are encouraged to use seeds that will grow into different kind of plants / trees providing vines to swing on or platforms to jump on. In concept, this is a really cool idea and it defiantly had moments that were quite impressive. However, some plants will take a time loop to fully grow meaning you are not able to use the new “shortcut” until you progress to the next loop. Similarly, this also became a problem when you are not sure what plant to grown where or you do not have the correct seed available to grow the required tree.
The previously mentioned tether that unlocks the alternative ending requires a strong knowledge of what plants to grow and paths to take. This is because you will be leading a tether from 1 area of the map to another in a plant-based daisy chain. Unfortunately, after a few hours of trying to figure out how to make this chain, the slow movement speed and lack of clear direction made me quit this endeavour and instead get the “bad” ending.

Initially while playing Ultros I was quiet impressed by the combat and encouragement to play well and with variety. The system they use rewards new combos and variety by giving better rewards based on how well you perform in combat. There's a mix of different doges, backsteps, stealth attacks, parry’s and much more which was initially quiet exciting. You unlock these moves and other abilities by leveling up your skill tree from eating a variety of grown fruits or carcases from the enemies you kill. However, the skill tree is very limited and you will quickly be maxing everything out as the consumables are also your healing items and there is a lot of them. I believe this is intentional though as when a loop is completed you will be returned to 0 skill points and no weapons as if you just restarted the game. Unfortunately though you can mitigate this almost completely, as with the use of additional hidden skill points found in the world this will keep any chosen skill permanently unlocked. This then feeds into another problem where you become either to strong in combat or you use a skill tree ability where most enemies will completely ignore the player; this allows you to waltz on right past them completely ignoring all future combat.

As I think back on my time playing Ultros I feel honestly more disappointed about what could have been than what has been. The beautiful visuals paired with some great combat ideas and an intriguing set up for a story sounds like a recipe for a brilliant game. But unfortunately Ultros just doesn’t deliver in the execution and that makes me really sad. I hope the small team continues to make games and refine their craft as there’s absolutely passion poured into Ultros and I would to see what’s next from the studio.

Reveil é um jogo com duas ou 3 camadas de jogos que praticamente todos conhecem, o início tem um bom terror psicológico, mantendo a imersão e o mistério na história, isso tem a cara de Layers of fear.

Depois temos um suspense e algumas cenas ala Outlast (o final do jogo me lembra demais o Outlast 1), e um terceiro tipo é o mistério de jogos do gênero walking simulator.

No final Reveil é uma boa história de um pai a procura da sua família, temos aqui um plot muito interessante que vai além do "preciso salvar minha família", joguem quando possível.

To preface, I feel a bit bad writing this review. I like articulating my thoughts on games but at the end of the day I played this with some friends (who, thank goodness, don't know about this account) and am subsequently compelled to talk shit about it, maybe as a warning to other prospective players, maybe just for talking's sake. Anyways!

I didn't really know anything about this game going in, but I downloaded it for free on April Fool's, an April Fool's which kind of passed me by in comparison to others. After that day - which I didn't know until the time of writing but was the release day of the game overall - the price was hiked up to 10 dollars. Even trying to apply Hanlon's razor I can't really see this as much besides a cynical carpet-pull, a spur-of-the-moment reaction to the unprecedented success of their April Fool's game; whether it was to fund the game servers or simply to make a killing I couldnt say, but the impression persists.

I hate to be surely the billionth person to make this comparison - no less to a game I haven't played - but this follows in Lethal Company's stride as a co-op horror game with proximity voice chat, about exploring grim environments, finding artifacts and surviving encounters with monsters. The main difference is the addition of an in-game camera, the motivation behind your escapades being to gain views in the game's universe, funding future exploits. This feature allows you to save the videos you record in the game to your computer which I really appreciate; any kind of game that generates media like this (drawings in skribbl.io or Gartic Phone, replays in Super Smash Bros., etc.) gets at least a few points for me.

Sadly my praise for the game ends there.

When the emphasis is so heavily put on the players to "be funny" for an invisible audience all the sense of exploration in the game pretty much immediately feel dry and manufactured, the slippery controls and emphasis on physical darkness further pushing this absolutely stilted horror aspect where (seemingly) random audio cues and random things coming at you from the darkness and killing you comprises the horror aspect of this game.

I'm not huge on the monsters themselves either; they come from the DOORS on Roblox camp of monsters that come at you from nowhere, that you stand no chance against until you find out their "quirk", usually from a scholarly friend as opposed to any in-game learning experience. Most monsters, after they've had their fun with you, either kill you outright or separate you from the group, severing you from the camera and thus the object of the game.

The camera being a physical object in the game world is a fun idea, the real camera shake and angles that this allows in replays is honestly nice, but at the same time I feel like it puts an unfair emphasis on one player as the anchor of the group, everyone else orbiting around them and hoping they aren't separated. Because once you are separated, there's pretty much nothing to do except try and retrace your steps, or sit around in the post-game chat doing literally nothing. Maybe something like randomly switching who owns the camera - perhaps upon detecting a splinter in the group - but where it stands it makes half the game for half the players, at least in my eyes, dreadfully boring.

All in all this, for me, was a free game. I'm glad I played it for the short time I did, but 5 in-game rounds was enough for me to grow tired of the game; which I suppose is OK for a free novelty game, but for a commercial product is another prospect entirely.

Here it finally is! I had so many great memories with Oblivion back in 2007. I could go on and on about that game, but the fifth game in the series is before us and has taken the world by storm. From creating internet memes to lots of weird videos on YouTube, Skyrim is a behemoth that even non-gamers couldn’t ignore. Skyrim takes place in well, Skyrim, which is north of Cyrodiil. Cyrodiil was where Oblivion was set in, but Skyrim is also set 200 years after those events. Of course, they are talked about in Skyrim, but time isn’t the only change in the game.

You are the Dragonborn, or Dovahkiin, who has the power of the Thu’um which means you can shout like a dragon. This is actually a major gameplay element in the game as well as fighting dragons. The map may seem smaller than Cyrodiil, but there is a lot more content in the game. I spent 108 hours on Skyrim and that was 90% completion of side quests, areas discovered and finishing the main story. I finished at level 45 and had almost 100,000 gold. In Oblivion I was able to finish the game about 95% in 50 hours. That lets you know how much more content there is, so you will be busy for months.


Let’s talk about combat first. The game still has the third/first person melee combat like the past two games, but it has been revised. The combat feels smoother, and not so much like you’re playing whack-a-mole. There are more elements involved behind the engine, but the thing you will see the most is the perk system that is borrowed from the Fallout series. When you level up you look to the sky and have a bevy of different areas to gain perks in magick areas, combat, defense, and even blacksmithing (more on that later). Concentrate on one area and try to get as many perks as you can. This gets rid of the system from Oblivion where you can only level up something if you use it like jumping around like a bunny to increase endurance etc. If you use light armor you will gain levels (up to 100 in every category) in that area. Use two-handed weapons or destruction spells and you will gain levels quickly. The perks allow you to gain and build on that area instead of solely relying on users to gain levels.

Of course, there are new enemies in the game like Draugrs and dragons. Dragons should be avoided early on until at least level 10 because you will die in one hit. Once you kill these beasts you gain their soul and can use it to unlock dragon shouts. Shouts consist of powers like Unrelenting Force, Slow Time, and Fire Breath. Each shout has three levels, but you need to find those words by exploring dungeons throughout the world. Dragons are just awesome creatures to fight because they are the biggest enemy ever put into a TES game. Of course, you need to watch out for wildlife like bears, crabs, leopards etc. The world of Skyrim is dangerous and cold so beware. Sneaking is still a huge problem because it seems no matter how high your sneak skill is you still get caught, especially pick pocketing.


Factions are a huge part of TES and Skyrim doesn’t leave you out. The thieves, dark brotherhood, mages, and fighters guild are all here, but bigger and better. The stories are more fleshed out and are a lot longer plus your rewards are better. The Dark Brotherhood and Thieves Guild stories were my favorites, and show you just how deep into the lore and story you can get. Everything else from past TES games you remember is here like choices during dialog, but thankfully the whole persuasion mini-game is gone from Oblivion. There are a lot more main characters, and the voice acting is more varied, but everyone has Nordic accents because Skyrim has a Viking/Nordic setting which is a huge departure from Oblivion‘s strictly medieval tone.

Looting is a huge part of TES and Skyrim doesn’t disappoint here. There is so much to loot that even 100 hours in you will still scour every nook and cranny for stuff to sell at shops. Lockpicking has been improved and is much quicker this time around. Menus have also been improved with a nice four-way system leading to items, magic, map, and skills. This gets rid of Oblivion‘s awful Excel sheet type menus. Of course, my complaint here is that you can’t compare items anymore which is a major pain. You have to remember stats which is a bigger pain when shopping.


Skyrim has a forging system where you can get ingots for various medals as well as leather. Use these to forge weapons and armor in different categories like Daedric, Leather, Studded, Iron, Glass, Ebony etc. You can upgrade these on benches for armor and grindstones for weapons. This makes the whole armor and weapon system feel more custom-made to your liking instead of just what is out there. The armor and weapons are over double what is in Oblivion. Those are all the major changes in Skyrim, but there is so much detail here that you have to play the game to truly see what I am talking about. You can even read every single book in the game there is so much detail here. Fans of the series will love the deepened and richer lore of the races and part of the TES series. There are tons of that here. You even get to explore ancient Dwemer (Dwarven) ruins.

Horseback riding is back, and even the third person view has been greatly improved as well as animations. There are so many major changes as well as minor changes, that I can’t even remember them all. However, there is a huge issue with this game and that is bugs. There were so many bugs upon release that stopped quests from continuing, quest items being lost, stuck in areas, graphics bugs, dragons flying backward, and everything else you can imagine. Even after a few patches, there are still some bugs, and probably a few that will never be fixed. This is unacceptable even for a large game like this. Thankfully there is a huge mod community that fixed a lot of this first, but the stock game has problems that the console gamers can’t fix.

The models are still ugly, and the woman still looks like men. PC gamers get high-resolution textures which make the game look amazing, but the consoles are stuck with low-res graphics that look kind of dated. The lighting is Skyrim is great, but with so many issues cosmetically you really should get the PC version. Mods out there transform women into beautiful heroines straight out of comic books, amazing new armor, new lighting and graphical effects etc. The stock game is really lacking technically and that disappointed me quite a bit. If you can look past all this Skyrim is one of my favorite RPGs of all time and sits right up there with Oblivion.


Collector’s Edition: Hardcore fans may want to drop the extra $90 for the monster collector’s edition. You get a giant statue of Alduin that is an in-game model, a giant coffee table style art book, a making-of-DVD, and a steel book case. The statue is worth the extra money itself and it looks amazing. Of course, this is for hardcore fans only, but good luck finding one.

NOTE - there are two versions of Gothic that come with the Gold Edition -- the vanilla release as well as Night of the Raven, the latter being a lite-remaster that adds a new chapter/area called Jharenkar whilst concurrently upping the difficulty. If you get the Gold Edition, please understand that you can only play one version of the game over the other as they are treated as separate titles without carryover files. Obviously, based on my rating, you can tell I don’t recommend either, but NOTR even less due to it making an already challenging game pointlessly difficult


Gothic 2 is the kind of game I feared the original Gothic would wind-up being: an outdated CRPG ripe with fetch quests and pointless loot galore. Granted, I obviously had enough problems with the first to abstain from a full-on endorsement; however, I can’t deny its end product was vastly different from those initial worries: occupying a revolutionary Eurojank format chock-ful of unique systems.

Unfortunately, the sequel forgoes all those interesting tidbits in favor of a relatively-standard release that would’ve been fine had it not been for the presence of defects in almost all its major facets, beginning with the overworld. Gothic 2 is arguably twice as big as its predecessor, yet makes the genius decision to not only undercut your speed, but deny you access to quick travel options well until the third chapter. True, the first game did this as well, but because its realms were much smaller, it never felt excessively impeding - you could dart between the three major camps without ever worrying about the 24-hour cycle looming past you. Gothic II, au contraire, is far more triple-spaced, meaning you’re liable to getting lost in places you most definitely don’t want to be in when night rolls over. And look, that by itself isn’t a bad thing (the hallmark of most open world games is the freedom to wander about aimlessly after all), but when you’re forced to backtrack for tens of minutes on end just to reach the safety of a town or find the next big civilization, it gets frustrating very quickly, and I consequently have no regrets about exploiting waypoint commands.

I mentioned earlier that your velocity has been undercut this time around, and while slower walking does exacerbate those distance qualms, the real issue with it is it forces you into combat scenarios. In the first Gothic, you couldn’t harm a Blood Fly without getting one-hit-KOed, but that was at least mitigated by the ability to outrun 99% of foes until you got stronger.

In developing Gothic II, though, Piranha Bytes have swapped to a combat-focused schema that fails to make the necessary adjustments for such a genre, opting for this weird in-between wherein your weaknesses are contrasted with the ability to dodge, parry, and critical hit. There’s a bit of a FromSoftware motif here in the form of enemies, both human and nonhuman, having unique attack patterns; however, it’s not been ironed out, leading to a lot of good and bad. On the plus side, you get armor early-on and can pretty easily block-spam most humans, but on the negative side, critical hits are haphazard and monsters so erratic, the bulk are impossible to “figure out”. This is a game where you constantly have to save scum because you just never know when someone or something will gain the RNG upper hand and knock your health bar down with a single blow (and when those moments occur, it’s beyond frustrating). Be prepared to hoard a bunch of food for post-battle recovery as every 1v1 skirmish turns into a pyrrhic victory.

Speaking of 1v1, Gothic II once again thrives on this approach to fighting, and once again is deliberately obtuse about it. You’re rarely going to encounter a single enemy by itself: whether it’s bandits, goblins, scavengers, or orcs, they’re always going to be in groups of 3 or more, and I don’t understand why the devs thought this would be a good idea when they blatantly geared their combat system towards personalized duels. Even when you get sufficiently strong, you’re literally forced to cheese the game because your character is simply incapable of fighting multiple foes at once - your stepbacks are too short for evading, you autolock onto singular enemies, and sword strikes only slice one entity/each. So yeah, be prepared to engage in such annoying tactics as inching closer-and-closer to trigger a lone monster’s vision cone, or humping boulders & tree trunks in the hopes of exploiting enemy pathing issues (oh, and to add salt to the wounds, the game deliberately undercuts your damage output when facing parties compared to isolated foes).

Now you may be thinking, well Red, you’re just speaking about the melee - surely players are meant to combine this skill with archery and magic for success? Well no. While archery is more useful this time around (if only because there’re less-ranged foes), it’s hampered by three factors: one, limited skill point acquisition that prevents sufficient investment in both paths; two, the necessity of a secondary skill called dexterity for arrow damage increase; and three, swapping between tools being a decidedly-elongated process hostile to dual-tactics.

Magic, on the other hand, has been completely upended this time around via Piranha Bytes opting for outdated class specialization. See, if you don’t join the Fire Mage Guild in the first chapter (more on that later), you lose access to most offensive spells: like literally, you’re unable to use them, even if you have sufficient mana and the requisite scroll. Sure, you can still do summons, but, outside of demons (which are hard to come by), they aren't a huge help against those aforementioned hordes.

On the topic of guilds, Gothic II further peeved me by not properly outlining the presence of the other factions. In the first Gothic, you were explicitly told by Diego about the different camps and how you were meant to choose one. Here, though, you’re made highly-privy to the Paladin Way via Xardas mandating you deliver a message to their head regent - when you arrive there, you’re informed that the only way to pass on this missive is to join the City Guard and become a citizen of Khorinis. The Mages are briefly mentioned if you talk to one of the adjacent representatives, but considering the dangerous distance to the location (as well as the nonsensical entrance fee of 1000 gold + a sheep), it’s not exactly an open path compared to being a Guardsman.

The Mercenaries are a bit easier to join given Lares’s offer to escort you to their leader; however, unlike Gothic 1, where Mordrag took you directly to the New Camp, Lares leaves you behind a good ways away from the mercenary headquarters, and I consequently was unable to find the man until well-after I had joined the Khorinis Militia. But even if I hadn’t, I don’t see why I, as a player, would’ve considered joining them when the militia being at odds with the mercs implied that doing-so would’ve made it impossible to dispatch the letter for story progressment. Yes, I know now that there would’ve been some avenue for success, but the point I’m trying to make is that Gothic II just isn’t framed as well as its predecessor, with these obscurity methods coming across like goaded attempts at encouraging multiple playthroughs.

As a result, I can’t give an accurate assessment about the narrative in terms of how it differs in that initial act. With regards to the consequent chapters (assuming the story beats remain the same), though, I can tell you that Gothic II is an utterly boring, fetch quest extravaganza. I hate making constant comparisons to its predecessor, but to see such a noticeable drop can’t help begetting these mandates- before your Nameless Hero felt like he was forging his own arc amidst the brave new world he was trapped in. Gothic II, on the other hand, is content with having you play errand boy for almost every single figure you come across: you’re first doing the bidding of Xardas by delivering his memo to the Paladin Commander, then are forced to do arduous tasks for the merchants within Khorinis in order to obtain citizenship, then are tasked with doing MORE bidding for the Commander by conducting a scouting mission to the previous game’s area , then have to do, you guessed it, another set of chores for the Paladins and mages, then rinse-and-repeat until the last saga wherein your protagonist finally grows a pair and takes initiative into his own hands (though by then it’s obviously too little too late).

It’s a shame because there was so much potential here with regards to what could’ve happened following the fall of the barrier and all these criminals and gangs running free, but no, the writers evidently thought it better to forgo that in favor of a generic fantasy yarn (which, on its own, might’ve been fine were it not for the whole indentured servitude schematic). Some of the NPCs you meet are kind of interesting, you finally get a decent reason for why your Hero isn’t named, and it was admittedly cool seeing what happened to your allies/nemeses from the first game. But overall the endeavor was just very forgettable (and yes, this applies to the sidequests too).

Gameplay, despite the flaws I touched on earlier, has seen some improvements from Gothic 1. For starters, the useless skills of sneaking, lock bumping, and pickpocketing have been converted into singularly-learned talents that actually serve a purpose in certain quests. Secondly, 1h and 2h weaponry are equally-useful methods for dispatching foes, with upgrades to one partially carrying over to the other (at a ratio of I believe 5:1 skillpoints). Thirdly, as I alluded to in my rant above, you can actually take more than one-strike now without dying, which SIGNIFICANTLY helps in leveling-up quicker compared to before. Finally, the revamped combat is quite fun, occupying a fencing-style of play that risks/rewards lunges-and-retreats. As you upgrade your swordwielding, the game also provides visible feedback via faster drawing, swiping, and new combos.

Unfortunately, that’s about all the praise I got as everything else is either mediocre or an infringement upon the game’s fun factor. To run down the list: there’s no quick save/load option, you can only cook & brew one item at a time, leaves & foliage outright block your vision during combat, executions have been removed(+), you can’t dual-wield swords with torches for night fights, and you’re unable to sync the attack and action buttons to the same prompt (something that genuinely makes no sense given that you can’t even do actions when you have your blade out).

Worst of all, there’s no sense of difficulty scaling in the narrative - in G1, yeah every enemy was annoying on some level, but they were at least restricted to their respective areas of influence, and the story appropriately structured your mandatory encounters with them.

In the sequel, though, you can happen upon a troll or skeleton medley, or find a swarm of blood flies right next to a pack of snappers, all in the most random of places. One of the worst decisions has you in the second chapter, let me repeat, in the second chapter, sent off to maneuver around the Orc Army, and it honestly stands as one of the most vexing experiences I have ever had in a video game - to be forced to run around these behemoths spammed everywhere with no method of fighting back(++). There had to have been some cut survival horror elements as I just don’t see why anyone at Piranha Bytes believed this would be a good idea in the slightest - imagine encountering the Trigen within the first third of Far Cry and you’ll get an idea of my frustration.

If all that weren’t enough, exploration is rendered worthless as, just like in the first Gothic, the only things you’re privy to finding in the open world are lone caves ripe with repetitive loot. On that note, expect a cluttered inventory due to the sheer amount of pointless garbage you're liable to discovering on corpses and chests alike, from gems to various meats. True, G1 also had similar problems, but there was at least a unique bartering schematic wherein you could trade this stuff for an item you wanted - Gothic 2 reverts to a standard monetary system that ultimately requires you to sell this stuff for cash to then use for purchasing, turning a simple back-and-forth enterprise into a padded-out middle man approach.

Graphically, Gothic II continues to stumble as it’s just not at the level of its contemporaries, let alone something that’s aged well. Now look, part of me actually appreciated the aesthetics due to them blatantly resembling RuneScape right down to the font-type (I wouldn’t be surprised if Jagex and Piranha Bytes’ artists came from the same school of design), but objectively the modeling is pudgy, animations stilted, shadows circular blobs, and vast majority of monster designs either rehashed or uninspired. Most of the texture work is admittedly pristine, with castles, villages, mountains, and ponds rendered quite well; however, there’s nothing about their surrounding biomes that makes them stand apart from your usual fictional settings, and a fair amount are unfortunately adorned with blatantly painted-on simulacra (stone veins, floor bones, door locks). You also have a ton of repetitive knickknacks and buildings plastered in the majority of locations: expect to see the same farmhouses, Shadowbeast mounts, treasure chests, flowery lion busts, and Angel/Demon paintings despite their presence in varied locations.

Gothic II also suffers from a few minor, yet noticeable, technical issues you’ll have to contend with, namely the poor draw distance, animation lags (for candle flames, large oceans, and at-distance NPCs), as well as incessant clipping. They won’t bring down the experience by any means, but are worth noting for the sake of knowledge.

Don’t get me wrong, there are some amazing feats like the phenomenal textiles, moving clouds, dynamic lighting, presence of raindrop/snowflake impacts, and how looking up at the sun turns the screen yellow. And for all my complaints about the repeated interior layouts, the artisans went all out for that final dungeon wherein you’re privy to some gorgeously-grisly details ala torture chambers with displaced skeletons, walls laden with chiseled runes, and giant knight statues glaring with red eyes. I just wish that same effort had been put into the preceding locales.

SFX is a bigger letdown, containing some of the worst noises for monsters I’ve ever had the misfortune to hear in gaming. Orcs and dragons are decent, but every other enemy groans like a conventional noise bumped up several decibels: prepare to cover your ears when facing scavengers (roosters), lurkers (snorting pigs), blood flies (bass drums), and goblins (literally like someone farting through a French horn). In addition, footsteps are heavily muffled and grass rustling clearly recreated via a candy wrapper being rubbed against the boom mic.

When you’re in towns, the soundscapes fare better despite their volatility - I loved hearing the workings of a smithery, mixturing of alchemists, and liveliness of taverns. Outside the walls, things like the flow of water, crashing of waterfalls, wavering of rope bridges, diverse footstep dins, and even varied food eating crunches were also great. However, as an overall enterprise, the game is too crowded with those aforementioned beastly wails that get very grating very fast.

Voice acting, at the least the English dub I played, wasn’t very good either, with Piranha Bytes (or whoever handled the localization) not only recasting some of their previous characters with worse VAs (Lares, Diego), but also going TES route via having a select few actors do every single voice. This would’ve been fine had there been proper ADR direction, but the lip syncing is terrible and performances fluctuating - the more talented people are obviously solid; however, because the parts were clearly handed-out haphazardly, you get a scattershot inconstancy similar to Horizon Zero Dawn wherein some random joe will sound more immaculate than a major character.

Prince Charming returns as the Nameless Hero, and he’s one of those thespians I imagine could've been great with proper direction as he actually has the right chording for the script, yet flounders around way too much to render the guy memorable. What I mean is he does a fair job granting the Hero an everyman cadence, but the second he tries acting tough (particularly against the dragons), oh man, cringe doesn’t even begin to describe things.

Lastly, there’s the music by Kai Rosenkranz, and it’s satisfactory to a fault. A large chunk of it comes across like elongated overworld themes (your typical hodgepodge of horned melodies interrupted by guitar chords or vice-versa), but because of all the backtracking, you’ll be hearing the same tunes on-repeat, and while they never get vexing, it serves to hammer in the point that the music is inherently lacking any kind of grandiosity. It doesn’t sound like you’re on a big adventure, but instead a small-scale journey with occasional strife (and yeah, I guess that makes the OST technically accurate to the game, but my point is it could have elevated things).

So in the end, Gothic II is not worth playing. It’s a step-down from its predecessor in almost every major venue, a title that, itself, was too flawed to be worth recommending. There are things I admire, and I can definitely see where the influence on later RPGs came from - there’s just a good chance those games are better worth your time than this one.

Take this as a forewarning - when a non-Metroid game opens up with your character literally being stripped of their abilities for no other reason than a lazy respec, it’s a harbinger of bad things to come.



NOTES
+You’re able to execute certain NPCs, but not everyone like in G1. You have the option to flip to Gothic 1’s combat system, but I doubt this would’ve granted the ability.

++The worst part is the average player would have no way of knowing that you require speed potions to outrun the orcs as the game gives no indication of such (worse still, I don’t even know how you’d obtain the chemicals due to both higher-level alchemy apprenticeships being locked off and there being very few vendors on site [thank the Lord for console commands!]). The slew of apologists out there will claim you’re meant to use specially-marked pathways to avoid the orcs, but I can tell you there are no such things minus the initial entryway into the Valley of Mines. And even if there were, the fact that you’re granted no freedom to traverse the place willy-nilly whilst having to continuously look over your shoulder is just not fun in the slightest (at least in an action video game). I’ve also heard claims that you’re meant to employ sleeping spells, but as far as I could tell, these don’t have a huge range and would be futile against a clan of brutes + shamen.

-One of my favorite Eurojank moments occurs whenever you try to long-jump at a wall corner as it results in your character flying over it (and then some!).

-You’ll encounter a number of crates sparkling with that shimmer effect Disney used to employ in their cartoons back-in-the-day.

-Speaking of Disney, tell me the JoWooD Productions animation logo wasn’t inspired by the classic Disney World castle one?

-Gothic II boasts a few solid CG cutscenes.

-NPC patterns are pretty varied: you’ll see them chat, go about their workday, eat food, enjoy the nightlife, relieve themselves, and of course sleep. It’s a shame their convos with each other are so dang repetitious.

-If you reload a save file, any spell you’ve cast or torch you were wielding doesn’t return. The reloads themselves are very quick, though in some ways too quick - you can literally see the NPCs easing back into their walk/sit pattern upon booting.

-There are times where the script doesn’t match what is being said by the characters.

Have you ever wondered what it's like to play a game as the actual code or program inside the game? Well, now you can! TING is a game in which you embark on an adventure with the game's code. You start out at the title screen and must dismantle the entire screen to get the code's attention. In this process, you discover a "glitch" that is trying to destroy everything. You get sucked into other dimensions and try to find your way back. The entire game is in the style of a point-and-click adventure, but instead of controlling a single character, you are the "user" that the code talks to. He gives you hints along the way as well as being able to unlock actual hints, which makes some of the more obscure puzzles easier.

You have to really think outside the box with this game, as you can take down parts of the UI and completely break the smaller games inside to progress. You will end up with a classic adventure title and a JRPG that makes fun of Zelda tropes. The game also pokes fun at other games and mechanics, such as microtransactions and free-to-play mechanics. I don't want to spoil the Easter eggs, but the game has a great sense of humor, and anyone who has watched a few behind-the-scenes videos on how games are made will appreciate this game and the message it's getting across.

Every area is new and different, and no two puzzles are the same. Some areas have multiple screens, and you can manipulate them in interesting ways, such as unscrewing the computer monitor you're playing the game on and getting the back of the scene through the back panel. You have to also be okay with dragging the objects onto everything and trying combinations. Some things may not look obvious, but they make sense once you get the object or discover its use. Things like a mouse cursor popping a balloon, a metal letter T being used as a screwdriver, and the sign to a game title being used as a bridge. Almost every puzzle can be figured out with a bit of thinking, but a few were so obscure that I had to use all the hints available to me. When you press the hints button, it will show locks over the object that has hints. This can also be useful just to figure out what objects can be interacted with or what your focus should be without even using a single hint.

There are cutscenes in the game that can't be interacted with, and this is shown with filmstrips going up the sides of the screen. Because this is a "joke" game and you can break actual games inside, you need other cues as to what's a joke and what is not. Sometimes I didn't know what was a joke and wound up restarting the game, but you also need to trust the game. There isn't much else in terms of gameplay, but there doesn't need to be. This is a very clever idea for a game that I have never seen before. The story is interesting, the characters are likeable, and it's just an overall fun time and something really unique. The visuals are charming and switch up all the time, which makes you think outside the box.

Buckshot Roulette really respects your time - once you load into it and kick down two doors, you're already introduced to the unnamed dealer, who's gonna be your enemy in a game of life and death. The core mechanics are simple, you just have to shoot the dealer with live rounds or shoot yourself with blanks in order to get extra turns, so you can deplete the opposing health bar and win a round. After the first round, random items are introduced, which can give you advantages, like being able to see the current bullet or deal double damage for a turn, but the dealer is also able to use his items against you! After you beat the third and final round, you're already done with Buckshot Roulette, no strings attached.

I really appreciate how simple this game is kept and that there is no "hidden lore" or anything at all, it's just a cool concept packaged into a 3€ game and is all about the gameplay. You also unlock an endless mode after beating a normal run, where you can just play more for the sake of it, or try your luck for a bunch of achievements - in my opinion it's a good inclusion, so you get some more bang for your buck(shot).

In conclusion, if you're interested in this game, go for it! It might not be long, but the experience is definitely an unique one.

É muito comum ao se criticar um jogo antigo dizer que ele "envelheceu mal". Eu mesmo já utilizei essa expressão diversas vezes, mas ultimamente tento evitá-la. Esse argumento, além de potencialmente vazio (afinal, o que é "envelhecer mal"? E o que seria "envelhecer bem"?) mascara uma abordagem teleológica muito comum ao se discutir games. Ela parte do princípio de que há uma forma "correta" de se fazer jogos e julga os games antigos pelo quanto eles se aproximavam ou antecipavam nossos padrões modernos.

Tomb Raider é um exemplo notório disso. Os controles de tanque e a personagem frágil vão contra tudo o que se espera de um jogo de plataforma 3D hoje em dia. É um tipo de abordagem que só parece possível num mundo que ainda não sabia a forma "certa" de se fazer o gênero — problema que só seria corrigido com a vinda de Mario 64.

Mas se pararmos de ver TR como uma espécie de atavismo ou um desvio de percurso dentro do gênero, fica fácil de perceber que ele funciona perfeitamente bem para os seus propósitos. Ele não envelheceu mal: ele só não se encaixa em padrões modernos do gênero, padrões que nem existiam naquela época, porque ele não pretende criar uma experiência similar à maioria dos jogos de plataforma 3D. Sua intenção, antes, é traduzir a experiência dos platformers cinemáticos de outrora para o mundo tridimensional, com toda sua cadência e precisão. Algo que ele faz muito bem, de forma que nem o próprio Prince of Persia faria no futuro.

Não quer dizer que é um game perfeito, com um combate simplista e nada satisfatório que vai ficando mais enfadonho com o tempo, com os inimigos virando esponjas de bala que nunca morrem no final. Mas seus defeitos são isso: defeitos, não partes que "envelheceram mal". E, a despeito de seus defeitos, ainda é um jogo e tanto. Por isso mesmo é considerado um clássico.

Bem interessante, apesar de não muito bem sucedido no que quer ser. É uma mistura de ficção interativa, estratégia em turnos e roguelike. Eu sei nenhuma dessas palavras está na Bíblia. Na teoria, essa mistureba herética criaria uma experiência com alta rejogabilidade e variedade narrativa. Na prática, nenhuma dessas duas coisas.

Pra ficar claro, Pendragon é legal! É bem escrito, bonito e com a princípio combate competente. Como uma experiência curtinha de no máximo um par de horas funciona muito bem. Só que claramente essa não é a intenção do jogo. Com nove personagens, sete níveis de dificuldade de um montão de eventos aleatórios e conteúdo gerado proceduralmente, Pendragon quer ser um simulador da queda de Camelot que pode ser jogado e rejogado várias e várias vezes. Mas depois da minha terceira partida já estava me sentindo mais do que satisfeito, e a quarta e quinta só me deixaram com gosto amargo na boca.

O grande problema é que a variedade de eventos narrativos não é grande o suficiente para justificar jogar diversas vezes, e nem o combate engajante o suficiente para te manter entretido a despeito dos eventos e diálogos repetidos ou similares. Se qualquer coisa, o combate é um grande desmotivador. Simples demais para ser interessante e em dificuldades maiores imperdoável demais para não incomodar. Perder uma campanha por causa de um movimento errado - ou, pior, porque o RNG decidiu não agraciá-lo com uma habilidade útil - para então ter que rever os mesmos diálogos e eventos mais uma vez não é lá muito prazeroso.

Pendragon acaba sendo um exemplo claro de rendimentos decrescentes. Cada nova partida foi reduzindo um pouco meu apreço pela obra. Felizmente parei a tempo de sair da experiência pensando "legal, valeu a pena, mas vamos pro próximo game".