132 Reviews liked by TidB


This review contains spoilers

i absolutely adore this game, the first time i played it was to make a video essay for a class and i ended up finishing it three times in two days. it made me feel physically cold to play, i was so tense and on edge, it was just tough to play. on the surface it was not fun but i think the more time passes, the more time i realize how deeply this game made me feel things and connect with the experience goals. the darkness, the noise, the contrast, everything feels really in tune in making the game feel hostile, i think it really succeeded. getting to the end of the game, i honestly thought that i could just start crying, so i was really underwhelmed with the "boss battle" type ending. the game put me in the perfect position to really knock the experience out of the park emotionally, so just more of the same except less interesting for the ending was a huge bummer. that's really the main fault i think the game has, i really love it otherwise. incredible audio design, cool mechanics, it's just so good.

Zum ersten mal durchgespielt! Und dann auch nur auf leicht! Und dann auch nur mit einem Tag Pause dazwischen dank Savestate beim Checkpoint!

Puh, was für ein Spiel...
Nach misslungenen Versuchen auf der PS1, wollte man sich erneut an einem modernen, klassischen Contra für die PS2 versuchen und ging ähnliche Wege wie auch schon das, glaub ich, viel beliebtere Gradius V.

Der Schwierigkeitsgrad? So schwer wie noch nie.
Powerups? Nicht vorhanden.
Aber bis auf ein paar Änderungen in der Steuerungen und der muddy 3D Grafik ist ein Contra, alright.

Ich find die Änderungen des Waffensystems irgendwie interessant. Statt mit einem Peashooter anzufangen und Waffen aufzuheben, die man beim Ablegen aber wieder verliert, hat man hier nun drei Waffen:
Die standard Machine Gun, den Flammenwerfer und einen Granatwerfer. Alles davon nochmal mit einer aufladbaren Sekundärfunktion, die ich aber kaum nutzte.

Und das ist interessant. Immer wenn ich in einem alten Contra online nachschauen wollte wie Leute bitte einen bestimmten Boss plätten, seh ich wie sie mit zwei mal der Crash Cannon auftauchen und er innerhalb von Sekunden stirbt.
Jetzt weiß das Spiel stets welche Waffen du dabei hast und konnte dementsprechend drumherum designed werden, statt Kämpfe so zu balancen, dass sie mit guten und schlechten Waffen Spaß machen.

Außerdem ist wirkt die neue Fokussier-Deine-Blickrichtung-Aber-Lauf-Noch-Rum Funktion wunder, da die Bosse scheinbar direkt um diese Fähigkeit drumherum gebaut wurden.

Aber der Schwierigkeitsgrad, eieieiei... Contra war schon immer hart. Und das weniger auf einer "sei einfach clever und flink" und mehr auf der "lern patterns und probiers nochmal beim zweiten Versuch"--Seite.
Was für eine Präzision Shattered Soldier hier von dir verlangt, ragt allerdings schon arg in eine Shmup-Richtung.
Autoscroller Parts bei denen du sofort ein Leben lässt, wenn du nicht so schnell wie es geht die Ebene wechselst.
Eine Decke verschiebt sich und wenn du das nicht weißt, stirbst du.
Der Gegner springt nun drei mal und nicht nur zwei mal und wenn du zu früh aufstehst, stirbst du.
Keinen Hinweis, dass der Gegner nun einen unausweichbaren Angriff macht, dem man nur entkommen kann, wenn man in der Phase davor an die Decke gesprungen ist. Sowas halt.

Das ganze Spiel ist darauf ausgelegt, dass du gewisse Szenen wieder und wieder spielst, auswendig lernen musst, und dann bestehst.
Und wenn man sich mit sowas rumschlagen kann, macht Shattered Soldier auch 'ne ganze menge Richtig!
Viele viele coole Bosse mit interessanten Pattern, bei denen man je nach Waffe eher risky aber effizienter, oder aber sicherer aber langsamer sein kann.
Einige wirklich coole Setpieces und Gegnerdesigns sind dabei. Die Musik macht hier und da auch einen guten Job... ist die meiste Zeit aber sehr generisch um ehrlich zu sein.

Dann gibt's aber auch Bosse die weniger spaßig sind, besonders im finalen Level. Solche Situationen in denen du einem Pattern perfekt ausweichst, der Gegner dann aber ohne Vorwarnung sind genau auf deine aktuelle Position teleportiert für den nächsten Angriff. Und da das random passiert, kannst du nichtmal ausweichen. Oder Sachen die ausm nichts aus dem Himmel fallen, oder noch eine Hitbox haben obwohl sie schon tot sind. Oder Projektile die man einfach nicht sehen konnte.
Extrem nervig sowas, besonders bei diesem enormen Anspruch.

Zum Glück gibt dir das Spiel deshalb ja auch 99 Continues, eine freie Levelwahl und mehr Extra-Leben, je nachdem wie lang du schon spielst, damit es nur eine Frage der Zeit und Ausdauer ist, bis du dich durchgeschlagen hast...
auf leicht.

Auf normal sind es nur noch drei Leben und drei Continues und sorry, aber ne, das werd ich niemals schaffen. Da bin ich mir sicher.


Am Ende bin ich froh es gespielt zu haben und werde es bestimmt in meine unregelmäßige Rotation Contra zu spielen aufnehmen, selbst wenn ich einige male fluchen werde.
Es verlangt irrational viel von dir und ist dabei weder so verrückt, noch stylish wie es sein könnte.
Ich glaube ich mag Neo Contra von den moderneren Titeln immer noch mehr, hab aber trotzdem 'ne gute Zeit gehabt Shattered Soldier endlich zu lernen.

Once you complete the tutorial levels, that's pretty much all this game is. Kind of infuriating game design as well, to be honest, from having to learn the schedules of every house, to having too little inventory space to actually clean out most houses in one go (meaning you have to make multiple trips) it all adds up to a cocktail of frustration instead of the actual joyful glee you should be feeling at being a thief.
Lesson learnt, I guess - crime is boring.

in typical sequel fashion, jedi: survivor is moreish to a fault. by the end I had tuned down the difficulty and started to autopilot through the game because I wanted to see the end of the story, but the combat systems couldn't keep me compelled past the 30 hour mark. still the level design is mostly great, and I appreciate how "gamey" this all feels. in many ways, the hub world of koboh is a collectathon in disguise, and I enjoyed slowly unveiling its map and learning more about its interesting but underutilized denizens. overall a good part two from respawn, but survivor lacks some of the novelty of the first entry and fails to build a strong villain (in this house we love trilla) by splitting its attention between a handful of baddies. still, where else can you drop kick a space gecko while rocking a mullet and a light sword?

Tired: Uncharted telling me I'm a bad person for shooting mercenaries

Wired: My own crippling guilt after picking someone's pocket and realizing they only had two dollars

This was fun! Getting to be a rainbow-colored little scamp on a road trip to fake Vegas, robbing literally everyone in sight along the way. The game doesn't overtly dive into the morality of your choices, and I think that's the right call. There's just enough conveyed by some of the people you rob that you can feel bad all by yourself without the player character telling you to. This is not a guilt trip game, this is an "Aren't you so sneaky and clever" game, in the most rapscallion way possible. Like, when you inspect items, you just kick 'em. Angst!

~ ~ The lightest implications of potential spoilers below, but I do not state anything that actually happens ~ ~

I've seen a couple of reviews that seemed very upset about the story shift late in the game, but like... come on. There was a point less than 30 minutes in where my wife and I both said at the same time "Oh, X is gonna happen". With all the 90s vibes from the game, I really shoulda said "jinx". Do kids still do that? Do Zoomers jinx each other? I have no idea. Anyhow, I don't think the "reveal" (if you can even call it that) could have been implied more clearly. It's the natural, if predictable, way for this story to play out. Thankfully, random NPCs and supporting characters make the tropes more fun in practice.

The animations and art style are delightful, characters are wacky, length was perfect, story was serviceable, and the dialogue got a handful of legitimate laughs out of us. If you've got Game Pass, I'd say it's very much worth trying!

The Norwood Suite brought me new discoveries with every room. With his free-to-play 2015 release, Off-Peak, NYC musician and developer Cosmo D brought his electric, off-the-cuff style of jazz to game space. That energy is focused and brought to life in new ways in The Norwood Suite, one of the best first-person experience games(walking sim, if you prefer) since 2015's The Beginner's Guide. Strictly speaking, you progress through the game by performing menial tasks for the clientele and staff at The Norwood Suite, a demented hotel tucked among the evergreens in the rural sprawl around NYC. But the game’s charm lies in the setting and characters, a storied hotel with intrigue, Dadaist absurdity, and architecture that gleefully folds in on itself. The story goes...places, but it's the music that will constantly nip at your heels (literally, the music always manifests in the world through speakers peppering the estate), guiding you from hall to hall in a world where internet modems have eyes, voices are interpreted as freeform instrumentals, and Red Bull has taken over the world. It's the best world to get lost in, where musical and visual discovery await at every turn.

It was really good until the last 1/4 of the game, the chapters started to become a bit tedious with all the military stuff. What bothered me the most is that you have choices to have a relationship with a character and I rejected him the whole time, but in the end it was like those choices didn't matter at all, forcing me into that relationship.

I had the exact same problem with Fahrenheit, another Quantic Dream game.

The end felt rushed, there were some incoherences, I also felt like Aiden was forgotten in the last chapter, which is sad since you're with him for the whole game.

Don't get me wrong, we really liked this game, controlling a spirit is very cool, the storyline makes you feel intrigued and the characters are great.
It's a very charming game and I definitely recommend it.
I loved it for the most part, it's just that the ending left me
underwhelmed.

Scratching beneath the inky surface of Void Stranger reveals a very tight mechanical puzzler with a minimalist game boy art style, mashed up with an anime story, a surreal world, and obtuse meta elements. I can see how people might find this combination charming but it just didn't work for me.

It's difficult to really talk about the game without spoiling it as it goes out of its way to be secretive about its mechanics and premise. It takes the stance that difficulty is synonymous with just not telling you how anything works so the design comes off as being more arbitrary than punishing. There is a lot more depth to the game but all hidden behind vast quantities of tedious puzzle grind so I hope you enjoy that core game loop.

Under the veneer of mystery is a reasonable and challenging sokoban-style puzzler. You can remove and place blocks but only from/to a space directly in front of you. The rigid movement makes facing the right way a challenge of navigating the tight spaces and doing things in the right order. This is complicated by gaps, blocks with different mechanics, obstacles, and enemies that wander the stage. Despite being mechanically sterile the puzzles are serviceable but repetitive and lack a 'fun' element preventing me from really engaging with the game beyond the surface level.

The other half of the game involves its setting and story which are drip fed throughout. While I'll avoid getting into details, both the story and main character feel uninspired at first glance. While I understand the game ends up going into a lot of depth I just wasn't hooked by the story breadcrumbs or the core game loop so I had no motivation to even finish the first playthrough.

Whether this game captures the nuances it's trying to emulate will come down to player preference. I was taken in by the trailer but I felt like it's attempts to be dark and mysterious just feel obvious and predictable. The hints at larger layers of puzzle and the mechanics you'll obviously need to get there struck me as tedious and boring - spoiling the game for myself revealed this hunch to be completely right. If you aren't hooked by the core loop and story in the first few hours, the next 40 aren't worth the effort.

A beautiful little throwback JRPG that maintains the spirit of the games that inspired it. It can be very challenging and unforgiving if you aren't paying attention to your party's abilities and composition, but the difficulty never really reaches an unfair level.
I didn't do all the side content and grinding necessary for the platinum, just because the game is leaving PS+ in a few days and I don't really want to be grinding until it leaves, but I do feel like I've seen what the game had to offer me and I was content with it. It was a pleasant experience, and the story was surprisingly touching, especially the ending.

I'm in love with this game. Absolutely enchanting.

Elephant in the room, this game is gorgeous. I can easily say it's the prettiest game I've ever played. I was taking screenshots constantly of anything and everything. Gorgeous 90s anime aesthetic, and I love how it communicates that this is a prequel to Pocket Mirror which has a more modern style. Also gotta throw in some love for its soundtrack!

Even beyond its aesthetic, Little Goody Two Shoes has a lot going for it. The characters were all easy to get attached to. Elise is such a fun protagonist; she's rude and selfish, but her kindness and ambition make it easy to love her despite her flaws. The three romance options are all interesting and I do expect to replay this sometime, but I gunned for Rozenmarine in this playthrough and didn't learn much about Lebkuchen and Freya. I loved Elise's bond with Rozenmarine, and the explicit queerness was so refreshing.

I can see the gameplay not working for some, but for me it hooked me in. Love the time management aspect and gamifying chores by making them minigames was a nice change of pace. The puzzle segments are what you'd expect from the "RPGMaker haunted house" genre. As a fan of that genre, I love that! It's janky, so expect to die a lot. For me, that was a huge source of the game's charm. Other than a specific segment in the snake dungeon, I had a lot of fun with the puzzles and didn't find it too frustrating.

Everything here worked really well for me! Gorgeous aesthetics that make it stand out and plenty of charm to keep me engaged throughout. Little Goody Two Shoes is one of those games that nothing will be able to match.

Hey, mal wieder Serious Sam 2 durchgespielt! ...indem ich durch einen Glitch ein viertel des Spiels geskippt hab. Oh well!

Die Antwort auf die Frage "Was wenn Serious Sam, aber Trend Chasing?"
Serious Sam 2 wurde direkt für die originale Xbox entwickelt, was bedeutete, dass Level kleiner, Action langsamer und das Gameplay gimmicky-er werden sollten.
Außerdem hatte Croteam damals diese verdrehte Vorstellung von "Console Gamers Sensibilities" weshalb sie kaum durchdachte Scoring- und Lebenssysteme reinzwingen mussten, da das scheinbar in Konsolen Spielen so normal war. Im Jahr 1987.

Außerdem ist es eine perfekte Zeitkampsel für die Ära in der das Spiel erschienen ist.
Half-Life 2 kam gerade raus! Also haben wir Physik wo es nur geht und genau ein ganzes(!) Schalterrätsel bei denen man Steine auf eine Platte legen muss.
Doom 3 kam gerade raus! Also haben wir ein paar der Gegner kopiert.
Außerdem kam Halo 2 gerade raus! Also haben wir Granaten per Rechtsklick, die Plasmapistol, Fahrzeugabschnitte und einen seltsamen Fokus auf Dual-Wielding, der aber kurz vor Release fast vollständig wieder rausgeflogen ist.
Sogar das Ghost-Fahrzeug aus Halo wurde 1:1 kopiert... weil man das ja nun scheinbar so macht.

Es ist der vermutlich schwächste Teil einer Reihe mit einigen ups and downs, auch wenn ich für dieses Spiel immer noch einen größeren Softspot hab als für viele der Nachfolger und späteren Spin-Offs.

Die Sache ist, dass der Cartoonstil von diesem Spiel heute als schlechte Idee gesehen wird und auch wenn der Humor furchtbar ist und man bitte zwischen "Cartoony" und "absolut albern und dämlich" unterscheiden sollte in diesen Diskussionen, so seh ich in diesem Missstep keinen Grund die Formel gleich komplett auf Eis zu legen.

Serious Sam ist inherent ein silly Konzept. Es ist ein silly Name mit einer silly Prämisse die auch damals beim ach so viel ernsteren ersten Teil von 2001 schon durch seinen lockeren und humorvollen Tone aus der Masse an düsteren, atmosphärischen Shootern herausstach.
Und nachdem ein sowohl realistischer Teil mit gritty Stimmung, als auch ein nochmal realistischer Teil mit genau so furchtbarer Stimmung wie SS2 nicht aufging, sollte man es vielleicht nochmal damit versuchen.

Die Idee von verschiedenen Planeten mit ihren eigenen Orten und Gegnern ist super cool und visuell so viel interessanter als die Reihe danach jemals wieder wurde.
Beim nächsten mal könnt man aber vielleicht ein gutes Gameplay liefern.

A game about getting lost in a city you don't know and becoming immersed in a culture totally alien to you. Strange without becoming obnoxious and aurally engaging, with fantastic sound design in general.

I didn't love playing through it as much as some others, but I just can't get this out of my head for some reason. Genuinely a great game, the DLC is also scary as fuck. Recommended to those who like intricate puzzlers and existential dread.

Actually had a ton of fun with this game, but I did lose my save progress due to a bug, which really sucked. I played completely solo and managed to make it up to level 30 and was having an absolute blast before it happened, so it was certainly a blow.
Will probably return to this once it's completed so I can do a proper run.

I'd been following the development of this game for a while, really excited by its premise and art style. Although the proof of concept for this game, START AGAIN: a prologue, didn't do much for me, I was really excited to see what the full game would deliver. And wow, does In Stars and Time deliver.

Time loops, specifically Groundhog Day time loops, are one of my favourite story devices. ISAT explores an aspect of these kinds of time loops most stories take for granted, though: the nihilistic disregard for others. ISAT is carried by excellent writing and an endearing cast, and Siffrin's slow descent into madness and apathy form a central part of his development which got me invested. He struggles hard with refusing to give into apathy which is a take we don't get to see often. Anything more would be spoilers!

ISAT has the honour of sitting among the few games that made me cry. If you can put up with repeating the same gameplay segments, you owe it to yourself to try this one out.