an uninteresting season with a really bad core mechanic, no new endgame content and a complete lack of knowledge about what ARPG players really want.

It's baffling that they decided on a minion as the core player power acquisition method after so much bad mouthing of minions as a source of player power for necromancers since the game released.

the vault dungeons are not only extremely repetitive and boring but also frustrating as you have to choose between wasting stacks of a buff or waiting for traps to trigger before pushing forward.

A great entry point for anyone interested in the old-school style of first-person dungeon crawling RPGs in the veins of Wizardry and Might & Magic.

The mechanics are simple enough to allow you some depth in how you gear your characters without needing to spend hours spreadsheeting whom should wear what for efficiency.
The story and world lore are barely existing but they provide enough background without slowing down your dungeon-crawling.

My only criticisms of this game is that you can't alter your party composition mid-game and most item abilities are not really explained in-game.

This start of a reboot/prequel trilogy is fun but really flawed in many ways.

The moment to moment gameplay is fluid and fun but there is little to no incentive to go out of your way as there is little exploration to do and being rewarded with a pitiful of upgrade currency is not really apealling.
The combat while good enough to hold during the 10-ish hours campaign could had more variety as you only fight human enemies and your bow is so much more powerful than any other weapon that you can go the whole game only switching to them when a puzzle requires you to.

Where the game really drops the ball is in the story and secondary cast. They are barely present, shallow and change their minds about critical topics for no reason if it's what it's needed to move the story forward fast as possible. Even Lara at a point suddenly stops being whinny and scared to suddenly become a fierceful leader without really earning that change.

Summerhouse is not really a game but an interactive toy. With no progression, no objectives or anything else besides just plopping down objects into whatever map you choose.

It's really enjoyable if you are into that type of thing as there is enough variety to build multiple types of houses or small neighborhoods even with the limited toolset (there is no option to scale, rotate or recolor anything).

Being really pretty is really the only good thing about sixty four. Everything else looks unfinished, unpolished or unnecessary.

While this is an idle/clicker game you are expected to manage stuff all the time and costs rise sharply, which means you are going to stare at the screen for hours waiting for something to require a click or have your progress halt completely without any challenge or even interaction outside of that.

The curve balls the game throw at you are more annoying than fun puzzles to solve and they usually mean halting your progression as you adjust for whatever new thing you are required to care about.

"what if bullet heaven but your character is a mouse cursor" is a interesting idea poorly implemented here. No variety in the gameplay loop and a shallow pool of enemies and power-ups make for a game that gets boring quickly, to the point where a longer run stops being a challenge and instead becomes a chore.

The different cursors are meaningless as all the abilities are underpowered and not even that interesting, especially the ones that are just a copy of an available power-up.

The enemies are boring to fight against and there is no real strategy against them. wiggling the mouse around for a bit and them leaving to a corner until they attack them repeat works against anything as only a few of them even move at all.

It sits nicely between the extreme simplicity of Diablo IV and the unnecessary complexity of Path of Exile.

There is a lot of unfinished content and unpolished edges even after the 1.0 release which is weird but the gameplay loop is solid enough with enough variety between classes and builds to make you second+ leveling experience fun.

The crafting system is innovative and makes you get less frustrated with RNG as it gives you enough control over stats to make you get upgrades that are substantial but still have room to improve with better item drops.

The puzzles are more of a hindrance than headscratchers and the game would work much better without them as your time is spent between being bored by how simple they are or being annoyed by having to restart once more because you missed a one-time chance to jump between two objects and will be forced to wait until the characters to their long animations before you have another shot at it.

The story is full of convenient coincidences to move the plot forward and the characters are you standard anime-style person with one quirk that is extrapolated to extremes. If you could get past that the story is fun and well-paced, the mystery about your own identity is engaging and the threat escalation works well although the last few chapters throw so much new information out of the left field in your face that it gave me the impression that they didn't really planned what would be the answers for the questions and mysteries they created and gave me mixed feelings about the answer for some of the most important questions.

It is an enjoyable but very flawled game that i still highly recommend people playing.