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Vaudevillain reviewed Phantom Forces
I have kind of a love-hate relationship with Phantom Forces.

What they absolutely nailed here is the gamefeel. It's incredibly fun to superdive around each of its maps with shotguns, which, even with the nerfs done over the years, still absolutely shred. I'm not joking when I say that this Roblox shooter made for babies has some of the best gunplay you'll ever see in a free-to-play game, and the automatic shotguns in this game are among some of the best I've ever seen in any shooter, flat-out. The staggering amount of variety in weapon types is also absolutely bonkers to the point where it's overwhelming. Customization may not have the depth of more recent tacti-cool efforts, but again, for a Roblox game, what's there has to be lauded. You can turn shotguns into snipers and vice versa; it's ridiculous, and I love it. The amount of playstyles you can find in this game, down to suicide bombing the enemy team with grenades that explode on impact for shits and giggles, is crazy.

In an ideal world, this game would absolutely be in my top-ten of all time. To say that of a Roblox game is madness, surely. But simply throwing this under the same lampshade as the other games on that platform is doing it a disservice.

Unfortunately, I cannot say the same for Roblox's target audience, and here is where I simply can't praise this game. There are a ton of children playing Phantom Forces. I've met a handful of adults who happen to play it, one of which would go onto games with their spouse in toe, but the general consensus is that there's a shit-ton of kids on Phantom Forces at any time of day.

...with that in mind, Phantom Forces has loot-boxes.

It has for many years at this point, actually, and with the inclusion of melee weapons that can only be earned through these boxes, it's only gotten more flagrant over the years. Pair that with a progression system that borders on so slow and sluggish that, past a certain threshold, your only viable options to progress are to buy currency or gamble what you have on skins to sell, and I'm sorry, I have to deduct points. In any free-to-play game, that's bullshit. But you might argue that it's the only way the model is sustainable, and because Roblox hardly pays its developers for their work, it's inevitable that a micro-live-service like this has to make ends meet somehow. I would skeptically nod my head if children weren't involved, but knowing that they are and in big numbers, I can't give this a higher rating than three stars. It simply isn't moral to.

I'm sorry Phantom Forces, I love you, but getting kids hooked on gambling in your micro-casino is gross.

Also some of the maps kinda blow, and Capture the Flag really isn't suited for this game's mechanics and map layouts, but that's beside the point.

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56 mins ago


gomit completed Pentiment

57 mins ago



frascheau finished Water Womb World
finalmente
l'horror più noioso della storia

1 hr ago


Uni commented on Uni's review of Deathloop
@AudriusC I do, but the twitter post (and resulting now-private backloggd list) was from 2021, which may as well have been a prior incarnation. I'll just rerank my top 25 and find some gimmick for writing up a blurb for each.

1 hr ago


1 hr ago





BeachEpisode commented on BeachEpisode's review of Animal Well
@Swiggle Been batting this around in my head all throughout my playthrough of Animal Well. I only learned of this game when people were sharing articles that spoke of it as having puzzles that "MAY NEVER BE SOLVED" etc., it's certainly great marketing to include stuff like that if that's your intention. (If I was making a game, I'd put that stuff in, no doubt).

Animal Well is a game with a handful of endings; a main path anybody can complete - a second that will call for a guide if or when your patience wears thin - and a third that is explicitly incompletable on your own. Layering these increasingly esoteric puzzle solving design spaces on top of each other is a difficult balancing act. I can't speak accurately on Environmental Station Alpha (I didn't finish it, 9~ years ago) but my reference point will always be La-Mulana. A game where its cryptical puzzles are tied to the main progression path. When you finish La-Mulana, you finish La-Mulana, because you've solved everything it throws your way. When you finish Animal Well... you don't finish Animal Well - you uncover the next layer, and see how far your patience takes you... Then you get to the final layer, from which you basically have to throw your hands up and spoil for yourself.

I won't lie, I have a staunch preference in design. La-Mulana captures the feeling of a deeply fulfilling puzzlesolving adventure, its devs demanding a lot out of its players, but giving plenty of ingame tools and hints to nudge them in the correct direction. Animal Well's adventure is one designed to sputter out until you go "I guess that's the end?".

2 hrs ago


maradona reviewed Deep Rock Galactic
I love when game communities create silly, arbitrary and unspoken rules on how things were meant to be played.

If your ass don't immediately join the "We're rich" ping spam after someone pulls out a chunk of gold, bet your morkites we're leaving your grumpy ass behind !!!!!

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2 hrs ago



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