This game is my cocomelon

The scariest part of this game was the ugly cat who talks to you all the time. I liked the shopping level, and the subversion with the mannequins was really good. But the bootleg Alan Wake stuff killed any momentum I had for the gameplay and the level dragged on for far too long.

The idea of playing through another tedious and directionless level is enough for me to never pick this up again.

The gameplay is monotonous as every kingdom hearts game is, but Axel, Roxas, Xion you will forever be famous.

Deck builders and card games are low on my interest list for games, but the calm atmosphere was enough for me to give it a try. I found some of the meta bits and ARG stuff corny, but I like the simplicity of the gameplay. You don't have to be amazing at deck builders to be successfull, but there are still plenty of mechanics to learn to push your strategy further.

If you're not into card games at all give this one a try, it's pretty easy to pick up.

women are my favorite kind of guy

I don't know if I can summarize my feelings on this game, maybe its just too soon after playing for that.

It's striking in its artistic nature and hold nothing back with its presentation, weaving together its visuals and music perfectly. I deeply value its surrealism and vagueness that lets you fill in its gaps with whatever you deem fit.

I enjoyed the puzzles of this game a lot, the right level of challenging but understandable. It made me want to pull out a notebook and write notes down (instead i took screenshots lol).

Really my only complaint about its gameplay is that it was annoying that you can only have one stack of ammo in your inventory, so if you're full up on ammo you can't collect extra ammo from exploration. And that you equip mods in the same slot as extra combat abilities. I'm sure it adds to the inventory management of deciding what you want to carry around with you--but I found that I never wanted to leave a safe room without my flashlight, as I never knew when i was going to need it to navigate an impossibly dark room. Meaning I couldn't just have any sub weapons equipped for combat. This also rendered the ingame screen shot taking ability useless to me because I didn't find the inventory space worth the feature, when it could come at the cost of my necessary flashlight or a thermite flare. Having a separate slot to equip those abilities would've been nice.

Now I have to balance starting the game again, obsessively thinking about it while I'm at work tomorrow, or letting the dust settle a bit before replaying again.

EDIT: i just learned apparently the camera and flashlight didn't take up and inventory slot.... I don't think the communicated that in the game because I treated it exactly the same.... guess that's on me LOL. I still wish it had a separate equip slot though.

To me this game has always been the quintessential "early access, survival, crafting" game that every other game was trying to copy. I think one of the reasons for this game success is its generally more accommodating than others of the genre. I personal put survival crafting games at the bottom of my interest lists, but knowing that I could turn off food and water needs along with the game having a campaign to help push me forwards was my motivation to try this one.

I'd seen plenty of youtube coverage of the game so i new the ins and out pretty well, but I still found it an enjoyable experience. I like ocean aesthetics so that was enough for me, even if the base building was a little clunky. The base building was at least forgiving so if you placed something wrong you could just refund your materials back.

This was a nice low energy game for me to play while hanging out with my friend in voice call and chat or for listening to youtube in the background. If you want to give a survival crafting game a shot, this is one of the betters to take a crack at.

A nice arcade experience, with great art and sound direction. good for just popping on and playing a round while you watch some youtube! Roguelikes tend to fall into the trap of early game being too hard until you learn its mechanics, so I really appreciated how Doom Keeper eases you into its gameplay before you're digging around a huge map.

I really appreciate the amount of of options they give you to tweak your rounds. Having options for alternate play styles like drillbert mode or auto defense only is a lot of fun!

And prestige mode is a nice twist on your basic gameplay loop, but endless mode is so dangerous to me. I WILL just mine hours upon hours with no higher thinking going on in my brain.

Played through the game again to share it with friends (haven't done final draft b/c that came out mid playthrough) and I really do love the metaphysical aspects of the story and narrative. And I do love the non linear elements as the story folds in on itself. There's something about mental health struggles being manifested in supernatural forces that's fun.

I just hate the idea of the """RCU""" so much, it's just not for me. I'd rather have all the remedy games be an anthology of the same world than directly connecting.

Interesting concept with a lot of style and charm, but execution that fails to achieve the desired gameplay loop, as the game ends up being a battle royale more than anything relating to subterfuge. Yet I still have fun playing.

This game is straddled as "game I love but would never recommend to anyone".

If you hate losing and being thrown into matches with people who know the game better than you right off the bat avoid this game. If you're okay with smashing your head against the wall a couple of times to learn the game, might be worth it.

I like all the silly animation so I got my mileage out of it. Even if there is NOTHING worse than the feeling of starting a round and level 400 player sprinting to the spawn points they've memorized and blasting you to shreds 3 minutes into a round.

This review contains spoilers

I'm struggling to give this game a rating, I enjoyed playing through it, and I wouldn't mind doing so again. It's a game I feel is competently made, something I could recommend to others with a couple of caveat. Which is what I would say about the first Alan Wake as well.

Ultimately my expectation for this game was a finale. An end to the story of Alan Wake and Remedy would take the left over pieces to move on with as they expanded the universe, but that's not the case as the ending just teasing an on going story. I'm not sure where the DLC will point the ending of that story (I can guess based on which major character Saga said "she would think about later"). But I wanted more of a solid ending.

My biggest complaint is that I'm not a fan of Control, so ever reference and beat referencing back to that game made me roll my eyes, but that's going to be the direction forward with the franchise, and that notion leaves me exhausted. I like it when stories end instead of having sequel upon sequel upon sequel.

I love a woman who goes a rage induced revenge quest, narrated by her supportive boyfriend who thinks she can do no wrong.

The simplicity of this game serves it well. From the satisfying fishing where you time your click to the dredging that feels like a dance, this game has a stride that gets you lost in a feeling of zen as you float on the surface of the ocean's horrors. Every mutated fish you collect reminding you there's something worse deep down where you can't see.

And this empty world, with its quiet piano tunes ebbs this feeling of loneliness that encapsulates the main character. Drifting around from port to port meeting people who reconcile with their loved ones, honoring their dead, or burning up with their passion as he reconciles with his own grief and ambitions. Its an experience that feels cohesive, with the right amount of foreshadowing to sell the story. I plan on getting the rest of the achievements in the game soon.

Everyone who says this game is too long is correct but OBJECTIVELY wrong. I love you alien, I love watching her eat me. I love you Ricardo MVP.