Theo_Junk
1994
1999
2003
I was so mad when this came out. I waited months; my favorite big idiot Wario was finally getting his own game on the big boy Gamecube. Warioland 3 and 4 were so damn good, this was bound to be right up there!
I was so wrong. The perspective on this game is constantly fighting with you, and it's one of the most unreliable platformers of all time. It just doesn't have the quick and accurate movement options that any good platformer has.
I was so wrong. The perspective on this game is constantly fighting with you, and it's one of the most unreliable platformers of all time. It just doesn't have the quick and accurate movement options that any good platformer has.
2002
2010
The game is dead and gone, so this doesn't make much of a difference, but god why did they do this? I swear, the WoD is cursed to never make a functional game again.
They have this huge TTRPG that heavily emphasizes role playing and world building, and a well-known video game adaptation of that TTRPG is considered one of the best role playing games ever created. (VTMB)
So then why did Paradox think "ya know what we need? A fortnite!"? Nothing about VTM the Tabletop game, nor the core fanbase of the World of Darkness, screams Battle Royale to me.
But here's the thing; the game was actually kinda good from a BR perspective. The movement was fast and snappy, the environment of Prague was beautiful, dark, and interesting to traverse, and the different archetypes lead to a lot of interesting ways to play.
But, if you stick your core VTM/WoD fanbase, who I will remind you is accustomed to role-playing, in the same match as a bunch of Battle Royale veteran, 200 inputs a second try-hards, you are going to alienate that core fanbase. And what choice did Sharkmob have? There was little to no marketing for this game, and the player base was dropping constantly, so they had to loop any remaining players into the same game; this effectively meant that there was essentially no matchmaking, and the problem would only be solved if more people played the game.
I think they bit off way more than they could chew, and Paradox did very little to set them up for success.
They have this huge TTRPG that heavily emphasizes role playing and world building, and a well-known video game adaptation of that TTRPG is considered one of the best role playing games ever created. (VTMB)
So then why did Paradox think "ya know what we need? A fortnite!"? Nothing about VTM the Tabletop game, nor the core fanbase of the World of Darkness, screams Battle Royale to me.
But here's the thing; the game was actually kinda good from a BR perspective. The movement was fast and snappy, the environment of Prague was beautiful, dark, and interesting to traverse, and the different archetypes lead to a lot of interesting ways to play.
But, if you stick your core VTM/WoD fanbase, who I will remind you is accustomed to role-playing, in the same match as a bunch of Battle Royale veteran, 200 inputs a second try-hards, you are going to alienate that core fanbase. And what choice did Sharkmob have? There was little to no marketing for this game, and the player base was dropping constantly, so they had to loop any remaining players into the same game; this effectively meant that there was essentially no matchmaking, and the problem would only be solved if more people played the game.
I think they bit off way more than they could chew, and Paradox did very little to set them up for success.
2023
2019
2022
Knotwords is a great little puzzle game that has kept me coming back each month. It's really simple to understand, and each puzzle can take anywhere from 2-15 minutes, depending on the difficulty/complexity. I sometimes wish there was a little more variety in the puzzle types, as it can get a little old after completing a few puzzles in a row, but it's fun if you're looking for something quick and casual.