24 reviews liked by SssnakePlisssken


My mind was blown back in the day by the different suits, and the villain campaign. One of the best LEGO games

I beat the story years ago and remember nothing. Had fun though so that's all that matters.

NOTE: This is based on my new playthrough after the 1.5 Patch that was released not too long ago

I originally gave this game 2 stars out of 5 due to its technical problems. However, after the next-gen patch, the game has improved greatly.

Looking behind the fixed bugs and glitches, the game itself is fine for what it is. My rating might change the more I play the game, but it's a lot better than when it first came out a couple of years ago.

I can't begin to say how disappointed I am by this game. I will admit that a large share of the issues I have with it come from the performance drop of playing on a base PlayStation 4, but I don't think that should take away from the fact that I DID have these issues.

This game is functionally BORKED on PS4. Texture pop in, impossibly low resolution, visual tears, freezes, crashes, the works. I fortunately haven't had visual bugs with characters and such, but the performance of the game is legitimately worse than honestly any other AAA game I've played, it really isn't even close. When exploring Night City (which is my favorite part of an open world game), I had to avoid combat and areas with lots of NPCs if I wanted the game to run at a reasonable framerate. This is a HUUUUGE issue, because Night City is filled with people chilling and gang members who want your ass beat.

These visual and performance issues take away from the strongest aspect of the game, the world design and fluidity of the experience. Night City is probably the most intricately designed open world I've explored before, with many layers, tunnels and pathways for you to dig through- just in the first area! But unfortunately when the visuals of the world are filtered through a low framerate and sub 720p, it becomes incredibly difficult to enjoy them.

But honestly, low resolution or unstable framerate aside, I'm not sure how much I would like this game. I don't really think the story (what I played of it) is well paced- they throw an absolutely ludicrous number of new characters at you in the first hours of this game that it was impossible for me to feel any genuine connection to them, save for Jackie.

This also feeds into the pacing of the gameplay, which once it leaves the linear opening, is incredibly overwhelming. Gone are the open world design philosophies of games like Red Dead Redemption, Far Cry 3 or even Marvel's Spider-Man, where new side-quest and collectible types are doled out through the main campaign so you are given time to adapt to each one and familiarize yourself with what everything means. You jump into the Watson area of Night City and are instantly bombarded with dozens of map icons, none of which are introduced organically through the story.

I also just think that this game doesn't do anything special as an open world western RPG that hasn't been done before or better in its contemporaries. Painting everything in a slick coat of Cyberpunk-styled paint is all well and good, but if the gameplay feels formulaic there's very little to set it apart as the next evolution in open-world gaming that we were essentially promised through the years of marketing. Unfortunately, Cyberpunk is base level when it comes to its RPG gameplay. It has mediocre gun combat and even worse melee combat, decent driving, shoe-horned in stealth, shallow hacking, okay side-quest formats, and poorly laid out, not very impactful upgrades.

As I was walking around Night City taking in what I could of the world, characters and lore, it just made me want to hop back into other open world RPGs. It doesn't quite have the flexibility of Skyrim, the zaniness of GTA, FarCry or Just Cause or the creativity of Fallout, but falls in an okay middle ground that just comes off as samey.

This game should either A) have not released on the base last gen consoles or B) had another year of development, because there's just blatant levels of polish that aren't applied here, and I have no clue how some of these issues made it past QA testing.

I'm not completely regretting my purchase, because I got to be in the ground floor for the game and its discussion, and I split the price with a friend, making it not a huge financial blow for such an underwhelming product. If you don't have access to a good PC or an Xbox Series X, wait on this game. There are major technical issues on the Series S and PS5 versions as well, though the game looks far better. Price drops, patches, updates and DLC are innevitable, and I hope CDPR can turn this game around in the next few years, but as is this is genuinely not a game worth spending your money on.

A complicated mess that requires a more complicated assessment than my tiny brain can offer. It is VERY clearly unfinished, you can practically feel the lingering absence of certain mechanics - almost as if the game is riddled with holes from when they were ripped out during the crunch phase. What awful turbulent development did this game go through for it to take 7~8 years to make what is essentially just Rage 2. It's neither a pointed immersive sim or a sprawling interactive open world.

There's stuff to like here, I'm immensely endeared to the sheer level of detail in Night City's design. It's not often an open world lends itself to a sense of verticality with wonderfully designed multi-level roads and walkways that bob and weave haphazardly through the skyline, entirely different styles of colour scheme and architecture when you across districts. Walk from one end of a street to another and be greeted with a new vista. It's genuinely gorgeo. Keanu gives his best performance since Bill & Ted and I'm not even kidding.

I just hate Borderlands DPS-FPS design so much. A litter tray of skill tree perks that make invisible percentile changes and shooting guys just to watch numbers pop out of their heads until they die. It’s never been satisfying, I never win an encounter with a sense of accomplishment, just that I had a gun powerful enough for the task at hand. Why have we done nothing but regress from what FEAR 1 accomplished?

The narrative design is weak overall, each character archetype being funnelled into the same canned timeskip sequence and starting point is about all you need to know you're not freely role playing at all. I love going to undiscovered side gigs with the flavour text "Who knows what you might find?" only for a phone call to completely spell out the entire mission when I enter its proximity. Really keeps any sense of adventure and wonder intact. The only sidequest I didn't complete was the one that I couldn't get working, which it turns out was about a character voiced by Grimes lol. Fuck outta here. What really takes the cake is that every significant-feeling moral choice I've made has absolutely no payoff ingame, and essentially feel like DLC bait. The game aint fucking done.

Is it the best often-delayed and buggily released open world game where you play as a person with a bunch of tricked-out gadgets who is fighting against time to remove a parasitic person in their head who appears as a snarky vision that leans on walls and makes fun of you, but is actually going to end up replacing you and has a bunch of unnecessary driving segments that nobody really likes I've ever played? No, that's Arkham Knight.

Considering the game is riddled with as many craters as the moon, I'm trying to cut some slack and credit the creators for what they ACTUALLY accomplished in spite of soulcrushing crunch. This is the forty-hour sunk cost fallacy sinking in;-

Being worse off financially for taking moral high roads in missions, cops being so ineffective that they pay you to do their work for them (of course the wanted system is shit, they can't chase you if they wanted to). Living ethically is a luxury you don't always have a choice to make. You have to shred your humanity to pieces with body augmentations just to stand a chance. When the game isn't trying to be a visual wonder or a David Jaffe-esque piece of tryhard shit, its systems compound into something a little more meaningful than I think I gave it credit for in the beginning. There's stuff here, it's hard to stomach, but I like that they did it.
Cyberpunk speaks clearly against the way society dehumanises us, it points a condemnatory finger to the corrupt systems that nourish it, and does everything in its power to make you feel chained to your complacency. It tells you again and again that the system doesn't work, it shows the people who idolise it dying senselessly and unceremoniously, it's telling you that we should do better - that the monolith of human achievement in the form of 2077's Night City is a smoke and mirrors act that disguises the same problems plaguing our world today. I'm no genre genius, but if this is "Cyberpunk", then go the fuck off. Some of these questlines struck a nerve, genuinely good pieces of writing, they just didn't need to be in a game that is this fucking bloated.

can't bring myself to finish it in this state. what a dreadful game. it's not even the bugs or the performance issues, it's just a poor, poor game - horrendous AI, uninteresting missions, absolutely 0 engaging RPG elements, boring open world. i think i probably have about 5-6 hours left of the main story after around 25 hours of playtime and i just can't do it anymore. had enough.

ok, so this game is jank, it kind of sucks, the visuals are extremely inconsistent, the last act is buggy and broken.

however, I really like the ways in which the paths diverge, and the true final act is incredibly satisfying as as this b-horror conclusion. there's also just so many absolutely ridiculous horror things going on here with little sense to tying it all together and it's just really, really delightful in the most trash horror way

The Godfather joins The Warriors in the list of 70s film classics turned bizarrely into console games. Looking forward to adaptations of The Deer Hunter and Kramer vs. Kramer.

Was für ein Adventure...

Black Mirror ist nicht mein erstes Point-and-Click Adventure gewesen, jedoch wohl jenes, welches mit seiner düsteren Atmosphäre und seinen wunderschön gerenderten Hintergründen zu meinen großen Lieblingen zählt.

Die dunklen Geheimnisse des Schlosses Black Mirror nach und nach zu lüften, Samuel Gordon dabei zu begleiten wie er langsam den unerklärlichen Morden auf die schliche kommt..

Das alles Spielte sich damals (wie auch heute) für mich immer mehr wie ein guter Roman als ein normales Adventure-Game und so würde ich auch jeden empfehlen dieses Spiel zu genießen. Am besten den Raum in warmes aber recht dunkles Licht hüllen, eine Tasse Tee an die Seite und eintauchen.

Startet man das Spiel, so fällt einem gerade dank der maximal Auflösung von 800x600 gerne auf das es sich hier um ein wirklich altes Spiel handelt. Natürlich können die vorgerenderten Hintergründe mit ihren Animationen nicht mit einem Resident Evil Remake mithalten, jedoch sind diese immer noch stimmig und schön gemacht. Einzig und allein das fehlen einiger Komfortfunktionen, welche man heute gewohnt ist, wie z.B. das Anzeigen aller klickbaren Elemente im Bild (wurde erst mit dem zweiten Teil eingeführt) oder das schnell Lösen eines Rätzels würden mir störend Auffallen, mich jedoch nicht davon abhalten es jedes Jahr wieder mal durchzuspielen.

Die Rätzel..
Nun ja, einige davon sind gut machbar und spaßig, andere wiederum sind so verschachtelt und kryptisch das Sie aus meiner Sicht fast schon nur mit einer Lösung zu machen sind. Über diesen Punkt kann ich aber gerne hinweg sehen wenn ich im nächsten Moment auf die Uhr schaue und merke wie es draußen Dunkel geworden ist, weil ich vollkommen die Zeit vergessen habe.. wie bei einem guten Buch eben.

Der wunderbar passende und stimmige Soundtrack sowie die (in der Deutschen Fassung) sehr hochwertige Synchronsprecherauswahl runden das ganze ab und machen den ersten Black Mirror Teil auch heute noch zu einem zeitlosen Klassiker.

der geistige Nachfolger zu Rollercoaster Tycoon und mein lieber Scholli was für einer.

Gut, ein Park zu bauen der möglichst viel Profit abwirft und eigene Achterbahnen basteln kann man auch in anderen Spielen sehr gut, jedoch in keinem fühlte sich das ganze so rund an wie in Planet Coaster.

Das bauen der Achterbahnen geht schon am Anfang leicht von der Hand und macht Spaß, je tiefer man ins Spiel und seine Mechaniken eintaucht, desto besser wird man und plötzlich schaffe selbst ich es, riesige und detailverliebte Rides zu bauen.

Dazu noch fix eigene Musik eingefügt und ruck zuck entsteht ein wundervoller Themenpark der seines gleichen sucht.
Das alles funktioniert wirklich rund und man könnte nun hier enden... wären da nicht leider ein paar Probleme...

Theoretisch kann man die Rides in grob zwei Kategorien teilen. Zum einen die vorgefertigten wie ein Karussell oder ein Free-Fall-Tower und die selbst zu erstellenden Rides wie Wasserbahnen, Achterbahnen.. eigentlich alles mit "Bahn" im Titel.
Wo hier andere Spiele eine schöne Gewichtung finden, sodass man nicht nur das eine oder andere hat, sind die vorgefertigten Rides viel zu ineffizient und schlecht was ihre Werte anbetrifft, sodass es darauf hinausläuft irgendwann nur noch "Bahnen" zu haben. Dazu kann ich den krassesten und schönsten Park bauen... oder auch einfach nur ein paar Buden und Zeug hinklatschen. Am Ende funktioniert beides.

Trotzdem ist das ganze Meckern auf sehr hohem Niveau, nicht umsonst habe ich viel zu viele Spielstunde damit verbracht wunderschöne Wasser und Lichtspiele in meinen Park zu bauen oder auszutesten wie weit man die Schwerkraft austricksen kann.

Am Ende ist Planet Coaster (Wenn man gerade die ekelhaft überteuerten DLCs weg lässt) ein wunderschönes runde Paket für alle Rollercoaster Tycoon Fans.