42 reviews liked by ThoRCX


As a Bethesda fan, I endured Starfield past the point of enjoyability, hoping that it would improve somewhere down the line.
After 80 hours of exploring barren planets, the same cut-and-paste hallways and exploring with companions with no real emotional or narrative payoff, I finally shelved Starfield.
Ship building mechanics were exciting at first, but often glitchy when ships got bigger: hatches would appear closed but be open and older versions of the ship would somehow overlay your new version.
The story is dull with little agency from the player. I would have rather this money, staff power and time be put into another Elder Scrolls or Fallout game.

A beautiful lyrical game, but unfortunately an all too simple and rudimentary one.

I enjoyed my time trotting around the valley playing instruments to the flora and fauna of an evening. It was relaxing, wholesome, and calming. If you find pleasure in such games this will be perfect for you. If you equally are familiar with the characters of this land - even better. The art style is faithful to Jansson’s work and the occasional musical interlude from Sigur Rós is always welcome to my ears. I only wish there was more of it.

The passing stealth levels are as basic as possible. There is no real challenge or alternative way of approaching the task. That is not uncommon for adventure games yet they do tend to have a steeper puzzle element to allow for it. Melody of Moominvalley has none. You are tasked with collecting the odd item here or there but it’s nothing more complex than go to point B and back to point A. I recognise the game is largely for kids however and in that sense it offers a quaint and pleasant experience for the short time it maintains, but there could have been a lot more here. For example, let us read Moominpappa’s manuscript or compose the odd tune ourselves on the harmonica? It’s not a great deal to ask.

Oddly for such a simple game there are framerate issues on the Switch even when docked. This is now so common with every new release I barely raise an eyebrow these days, alas it’s worth noting. Equally I can’t really comprehend why there are so many loading screens - it is far from an expansive map or highly detailed visual experience. Couldn’t you have masked these loading points behind something? It all feels quite unthinking.

If you enjoy the sublime atmosphere of Moomins then you will undoubtedly enjoy your time in Moominvalley, as I did. It’s only somewhat disappointing there really was so little to do. You can finish the entire adventure in 3-4 hours I would imagine.

While the beginning was alright, the further you go into the game, the more you start to realize how unfinished this game is - with developers breaking even most basic game design ideas for seemingly no reason - like for example, if you miss a rocket launcher in one of the levels, you will be given ammunition for it all the time later in the game, but you'll never find the weapon itself ever again aside from that ONE SINGLE point in the game. Or for example making sure, when - if you've just completed a driving section and now you are in a smaller section where you have to finds elements to progress, to lock the player into the area in order to not make him drive for like 5 min to the beginning of the level. Then of course you have bugs, story that goes nowhere and generally you ever forget exists until some cutscene happens after like 2 or 3 levels. This would be a mediocre shooter with a cool aesthetic - but Slipgate yet again managed to mess it up.

Where do I even start. Do I talk about how Ion Fury is my single favorite indie fps ever made and a near-perfect experience? Do I talk about the Half-Life series, and how it single-handedly kickstarted my love for FPS games, and how the first one is still my favorite overall game ever all these years later? I don't know. Let's just get this over with.

Phantom Fury is not good. It's a buggy, subpar, amateur, unfinished, unfocused mess of a game that clearly needed another year or two to fix all it's problems, and I truly believe that no amount of patches will fix the underlying design issues. It's not the worst indie FPS I've played, nor do I think it is on par with retail DNF or Blood 2, but some of the comparisons are valid in some aspects.

For starters, I want to emphasize: I did not pay for this game because I refuse to support people who both publicly and privately shit on reviewers that THEY THEMSELVES gave out codes for just because they didn't exactly have nice things to say. Not even full on malicious takedowns of the game mind you, just saying they didn't like it and giving constructive criticism about it. But this is a whole another topic entirely.

Let's get the obvious out of the way first: Phantom Fury's inspirations are obvious if you've seen that reveal trailer from 2 years back-- mixing together the pre-existing success of Voidpoint's Ion Fury (which to remind you, that team had NOTHING to do with this game), and blending it together with the linear narrative structure seen in games like Half-Life, and more specifically, the early 2000s-era builds of Duke Nukem Forever.

This is NOT a Half-Life game, nor is it anything CLOSE to the older DNF builds. It tries to be, but it's attempts after the first few levels come down to just reminding you of those games and how you could be playing them instead. Half-Life's level design was incredibly linear, with minimal backtracking save for a few chapters (such as HL1's Blast Pit), usually with a clear objective set by the game and you going from point A to B to C. The level design in Phantom Fury instead mostly comprises of standard, labyrinthian keyhunts you'd see in other more DOOM-inspired games, with little to no signposting to speak of save for an objective list. There was one point where I genuinely got lost for 30 minutes because a fucking ladder blended into the environment and I didn't know I had to go back to where I just was AT THE START OF A LEVEL. It's just so bad.

Let's continue with what to most will be a nitpick, but matters a lot when talking about Half-Life inspired games. What immediately comes to mind when you think of HL's presentation and design? An unbroken first-person narrative, with each area seamlessly transitioning to the next. The game does do this during some of the first few levels, but the illusion is immediately broken by forcing a fade to black and a loading screen with just the game's title art. Half-life's loading screens simply just froze on the last thing you saw as you loaded to the next level, making for only a small break and not taking you out of the setting. And even aside from this, the game just stops trying with seamlessly connecting the levels after the halfway point, simply just teleporting you from one area to the next.

Going back to level design, the layouts are painfully boring, and the location variety is nothing you've seen before in other games. I find it so funny how this game is described by 3DR as a "road trip" game, but really thinking about it, how many places did we go in total? 14 of this game's 18 levels take place in either a desert-like location, or a secret lab of some kind. It's only for the game's final two levels that the variety changes, but even with that, Chicago feels nothing more but a bootleg gm_bigcity but with random enemies placed all over the place. You're mostly stuck to the road with being unable to go inside a lot of buildings, and almost no verticality to speak of. And even with that, most of this game's levels just love to replicate HL1/2's big setpieces except done worse in every way. Remember the helicopter fight in surface tension on the cliffside? Here it is again with basically no level design difference! Remember Water Hazard's chase sequence with all the parked combine cars shooting at you? Here it is again except with a bootleg Halo warthog that controls horribly and no risk of death in an already braindead game! Remember HL2's final few chapters as you storm City 17, with Dr. Breen on the TVs in the background scolding you? Here it is again, except in Chicago with worse level and combat design and no AI squadmates!

Combat and enemy encounter design is an actual joke. 90% of the combat encounters in this game boil down to "here's 20 of the same enemies, have fun!" There is no variation here whatsoever, not helped by the AI being dumb as a sack of bricks. This game loves to throw the zombie enemies at you in large groups and they get so tiring to fight fast, and heavier enemies in groups are just pure bullshit. I played on normal difficulty and this game could not find a medium between purely braindead and pure bullshit. This in particular is where I feel some of the B2 comparison is justified, since it's clear this game wants to be as hard as Ion Fury, yet doesn't understand just why that game was still fair in the first place, and by extension, WHY Half-Life's combat was also challenging yet fair. The EDF soldier AI in the DNF 2001 leak is more intelligent and fun to fight, and it wasn't even for a game that was considered finished, for christ's sake. On top of this, no quicksaves. Only checkpoints. This wouldn't be an issue if this was like a modern DOOM game where it made a checkpoint before and after every enemy encounter, but this game does it whenever the hell it feels like it. I've had to replay 10+ minute sections because I died to one bullshit enemy shot and because the game is so fucking stingy with health pickups and how much they actually give you for the first 2/3rds. How the hell hasn't this company learned since the release of ROTT 2013 to put quicksaves in your retro shooters?

If you think anything in this game is new or would expand upon what we saw in that iconic DNF 2001 trailer, just don't. Aside from a bar level obviously alluding to the Slick Willy and a shield powerup that mechanically isn't different from the riot shield we saw in that trailer, there is nothing new here. It really makes me wonder just how much was even pulled from those old builds. WAS there anything new to pull from? The 01 build had better versions that exist out there that 3DR had ownership to, did they have to cut it out?

The weapons do feel better from the demo, but they still don't feel good at all and don't hold a candle to either DNF01, HL or IF's loadout in terms of raw satisfaction. They honestly feel artificially tweaked, since the only real difference I feel now is that the enemies are more prone to gibbing. Seriously, I'll shoot a guy in the head with the shitty BASE PISTOL, and somehow their leg will come off as well alongside exploding their head. The bowling bombs were done so dirty here. What was once a satisfying addition to build engine explosive weapons is now a frustratingly inconsistent thing that cannot snap onto enemies for the life of them. The Ion Bow is... fine, but it feels signifigantly nerfed from how it was in IF since the charged autofire now has a slower fire rate and now the triple-shot alt fire is replaced with... aiming down sights for some reason. Why? I feel like the loverboy had an alright transition, and the motherflakker is probably the most satisfying weapon period in this game, but that's about it. Everything else just feels bad.

The weapon mods you can find through upgrades are just plain useless for the most part. There's a couple of useful ones like the dual welding for the smgs but the rest either wern't fun to use or gave the weapon obvious downsides (Why do BOTH bowling bomb mods REMOVE the tracking???). I didn't even bother with half of them after a certain point since it was clear most of the actually valuable upgrades were for the arm and suit. On top of this, after the halfway point of the game new weapons you get just don't get mods. At all. Even the selection you have in the game as-is feels pitiful, since some guns only have one mod upgrade for them. This is another thing that just SCREAMS "unfinished and rushed out the door".

The story just makes no sense. Ignoring the fact that this supposedly takes place after Aftershock and Shelly is just fine working with the GDF again after they actively funded Heskel's experiments and hunted her down, this game just tries too hard with trying to make me care. IF didn't need a complicated story other then "stop Heskel", and neither was DNF01 if the leak was anything to go by. The deepest it got was the president having issues with how Duke handled the aliens but that was that. Even with that, literally WHAT was the motivation bootleg general graves had for turning on Shelly? Turning people into cyborgs like Heskel? That'd sure be cool IF WE COULD SEE THAT. And if that wasn't enough, this game has the BALLS to throw in ANOTHER TWIST VILLAIN AT IN THE LAST 5 MINUTES FOR THE SAKE OF ONE FINAL BOSS. Christ, and I thought Wrath's twist was hastily revealed and unnecessary. And it's done so stupidly too, seriously, the exact MOMENT mission control lady started babbling on about how Heskel could've saved the world Shelly should've just shot her on the spot. This game has a large emphasis on melodrama period and it's so fucking cringe. Shelly's entire trauma is that she couldn't defuse one bomb but at the end she IS able to defuse it! Just none of this was needed.

This game has no personality period. Unlike IF where it clearly had attitude from the start and actually had some good laughs here and there, this game doesn't even TRY with that. There's no cool locations or memorable lines at all, it's just a slog the whole way through. Shelly's voice actress sounds like she's just phoning it in here, which is insane to me since she was GREAT in aftershock. There's no punch or snarkiness to her voice, she just sounds done with everyone. The only thing I found funny aside from the occasional bugs was a billboard in the Chicago level reading "A vote for Sneed is a vote against Chuck" and that's just because I think sneedposting is still funny. There's nothing else outside of that, or any clever satirical bits like what we saw in the gun shop in Aftershock's Five finger discount level.

I could go on but honestly I'm getting bored just thinking about this game further. I'd say wait for a heavy discount, but just... no, don't even bother. You're not missing out if you skip this, and there's plenty of experiences for either less or the same amount as this game that are more worth your time.

Do you want to see what DNF01 could've been like? Play the restoration project. It's just one chapter, but it's a hell of a lot more enjoyable then this alongside being free.

Do you want a Half-Life campaign that FEELS like a continuation of the games on top of expanding on the gameplay and universe of HL2? Play Entropy Zero 2. It's absolutely free and is made by people who actually understand Half-Life's design philosophy.

Do you want a fun yet challenging retro shooter? Play Ion Fury. It's the exact same price as Phantom Fury yet is a much better experience and feels fresh the whole way through. Even for 10 bucks more the Aftershock bundle is well worth the money.

And yknow, some might look at this game, without looking at all the other shady dev and pr comments, saying "well, it's not THAT bad!", and yknow what, it is playable. But it isn't fun. Playable should be the minimum expected here, and everything I listed above is an experience more worth your time and money.

I am just done with 3DR after this. Unless it's for something like Cultic I'm not bothering with anything Slipgate Ironworks has involvement with. Never again.

At least Core Decay is safe I think.

Failed horribly to improve on the first game. Has all the same problems 1 had and more.

DD1 suffers from lack of enemy variety but the game is short enough that burnout never managed to set in for me. DD2's world is about twice as big and somehow manages to even less to do in it.

The world feels lifeless. Towns look cool but are filled with generic NPCs that have copy pasted dialogue. The quests can be pretty unique but it's hard to care about anyone when 99% of the NPCs have no purpose in the world.

The pawn system remains half-baked. Pawns repeat the same dialogue endlessly, and the quest knowledge system just leads to pawns going "follow me!" and taking you directly to where you need to go.

Combat is still great but the enemies that carried over from DD1 don't feel much different to fight so I was already tired of fighting them from the start. 2 adds a SINGLE common large monster, and lacks a couple from the first game.

The story retreads the first game's but fails to have any of its impact. The lore and events of the game are interesting but the story fails to deliver it in a satisfying manner.

Hopefully whatever DLC they have planned fixes the enemy variety, but it can't repair how lackluster the rest of the game is.

mr bucket can suck me from the back

Controversy aside, it's not an especially interesting game to play. once the novelty of "it's Pokemon but cooler and edgier" wears off you're left with a monster hunter where everything has largely been done better elsewhere. not really worth your time tbh

So I'm definitely missing something because the reviews for this game are relatively positive. I hated the experience of this game so, so much. The Janitor literally ruins it for me and it is not merely a "skill diff" He should not be able to see you from 5 miles away. Aspects of this game were also very unintuitive. Honestly I got very frustrated and dropped the game entirely. So many better horror games I could spend my time better with.
I guess not much to expect from a ported mobile game.

Didn't hate it, surprisingly!

Its visuals and sound design are on-point. This is the most the series has felt like itself since SH4, while at the same time taking inspiration from other games in the modern horror canon like P.T., RE7 and even a bit of The Evil Within 2. The writing and voice direction, however, are really not up to par. If you told me this was Bloober Team's take on suicide and bullying, I would have believed you.

I actually started this game in late 2020 and shelved it for what was supposed to be a few weeks but turned into 3 years. I was able to pick back up on the main story without too much trouble, but I forgot what was going on with most of the side content and substories so I decided not to go my usual route of completing all of that stuff before beating a Yakuza game. I think part of the reason I shelved this in the first place was because I was forcing myself to go through the cabaret club sidequest, which is soooo boring compared to the cabaret club minigames in Yakuza 0 and Kiwami 2.

The beginning of Yakuza 3 is fantastic, I love how this really commits to having the player live through about 2 years of Kiryu's life in retirement, being a dad to his adopted daughter some lovable orphans in an idyllic beach house in Okinawa. As the game goes on and Kiryu inevitably gets pulled back into Yakuza business, I think it loses some steam. The main plotline about the resort/military base real estate deal is pretty dull and hard to get invested in. The combat is also a bit boring, much less variety to the moves you can do, and a lot more focused on defensive tactics than other Yakuza games. There's also not a ton of good minigames, and the substories are a little repetitive. To be fair, this is the earliest Yakuza game I've played by release date, so I'm not sure if these gameplay problems are unique to Yakuza 3, or if the series had just improved much of this stuff by the time of the PS4 games that I'm familiar with.

A great game in its finest moments, but those moments are a little too spread out and strung together by tedious combat sequences for me to put this on the same level as Yakuza 0 or the Kiwamis. I'm glad I played it though, if only so I can continue catching up on this series. I'm not sure when I'll play Yakuza 4 but I don't intend to wait another 3 years before I get around to it.

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