“Embrace your Dreams, and Whatever Happens, Protect your Honor, as SOLDIER!!!”


Currently on a brief vacation and feeling mentally exhausted due to the tragic news of Akira Toriyama's demise. However, I must assert that this is undeniably the most exceptional Final Fantasy game ever created.

From top to bottom, this game exhibits a significant improvement in quality across all aspects compared to Part 1. I was so excited to approach this game without viewing any trailers because my goodness did it elevate the experience.

After going through the plot objectives, side quests, and several other interactions, I can confidently declare that this game embodies charm and the soul of Final Fantasy. The different areas and biomes outside of Midgar are visually stunning, the optional tasks are brief yet enjoyable and offer significant and satisfying exchanges with both the main cast and familiar or new supporting characters.

The narrative and overall gameplay fully exceeded the accomplishments of the last installment of this trilogy. From the beginning of Ch 1, I was fully absorbed and attentive, encountering no tedious or repetitive sections. The fellowship within the groups is significantly deeper and more intimate in this specific environment, which I found emotionally uplifting at times. Now, let's discuss the main focus of attention: Sephiroth, who happens to be one of my all-time favorite antagonists. One of the reasons why the game was captivating was due to the disturbing and evil air of his character, making each on-screen appearance a thrilling encounter.

The conclusion of the game left a lasting impression on me. The intensity of the game has reached a level that I am still struggling to fully grasp, even several days after finishing it. Hamaguchi/Nomura and his team at SE excelled in multiple aspects, from the amazing soundtrack that flawlessly captured the essence of the game to the abundant and well-integrated minigames like Queens Blood and Chocobo racing. This game will undoubtedly remain memorable to me for many years, and as of today, it is unequivocally my Game of the Year for 2024.

Currently on a brief vacation and feeling mentally exhausted due to the tragic news of Akira Toriyama's demise. However, I must assert that this is undeniably the most exceptional Final Fantasy game ever created.

From top to bottom, this game exhibits a significant improvement in quality across all aspects compared to Part 1. I was so excited to approach this game without viewing any trailers because my goodness did it elevate the experience.

After going through the plot objectives, side quests, and several other interactions, I can confidently declare that this game embodies charm and the soul of Final Fantasy. The different areas and biomes outside of Midgar are visually stunning, the optional tasks are brief yet enjoyable and offer significant and satisfying exchanges with both the main cast and familiar or new supporting characters.

The narrative and overall gameplay fully exceeded the accomplishments of the last installment of this trilogy. From the beginning of Ch 1, I was fully absorbed and attentive, encountering no tedious or repetitive sections. The fellowship within the groups is significantly deeper and more intimate in this specific environment, which I found emotionally uplifting at times. Now, let's discuss the main focus of attention: Sephiroth, who happens to be one of my all-time favorite antagonists. One of the reasons why the game was captivating was due to the disturbing and evil air of his character, making each on-screen appearance a thrilling encounter.

The conclusion of the game left a lasting impression on me. The intensity of the game has reached a level that I am still struggling to fully grasp, even several days after finishing it. Hamaguchi/Nomura and his team at SE excelled in multiple aspects, from the amazing soundtrack that flawlessly captured the essence of the game to the abundant and well-integrated minigames like Queens Blood and Chocobo racing. This game will undoubtedly remain memorable to me for many years, and as of today, it is unequivocally my Game of the Year for 2024.

Painfully mediocre “RPG”, Bethesda has rested on their laurels for far too many years and their incompetence and piss poor, outdated game design is on full display with this title.

What a masterwork in gaming; it flawlessly encapsulated all my beloved media clichés and would be my go-to pick if I could only play one game in the event of a global catastrophe. My eternal gratitude goes out to Atlus and Persona for reawakening my passion for video games and introducing me to a fantastical world I never would have discovered without the remaster. If Persona 5 Royal hadn't existed, I'd definitely call it Atlus's magnum opus, but I suppose the title of #2 would be fitting as well.

A visceral thrill-ride when in combat. Everything else is a snail's-paced chore.

Decent Title, The Final Act was a disaster narratively.

Unquestionably the gold standard that all remakes should strive to achieve, it is an upgrade above the original in every way.

After putting off playing this highly praised and beloved game for years (six to be exact) because of the tedious White Orchard, I finally got around to it, and although I did like it, there were a few flaws I'd like to discuss.


Living things, both human and otherwise, abound in The Witcher 3's one-of-a-kind videogame realm. With a tree laden with hanging men adorning every castle in the Northern Kingdoms, it is both aesthetically pleasing and horrifying. Playing as a scattershot of humanity dispersed among tiny towns reachable by foot or horse, the game is replete with unending misery. In order to make a living, our hero Geralt, a monster hunter, must wage a chaotic battle to vanquish his otherworldly oppressors. The second protagonist, Ciri, is Geralt's adoptive daughter with the ability to travel between dimensions. A band of extraterrestrial riders known as the Wild Hunt plans a major invasion of neighboring planets. Meeting influential characters like the Bloody Baron in Velen, criminal organizations in Novigrad, and kings and queens in Skellige is necessary for the player to locate Ciri before they do.


TW3 has a more well-rounded and interesting cast of characters, making for a more enjoyable experience overall. Less overarching customization choices and an emphasis on the player's narrative make this game easier to pick up and play than its predecessors. There are distinct buttons for dodging and rolling, as well as light and heavy strikes, magic skills, and a combat system reminiscent of Assassin's Creed. While monsters use silver swords instead of Geralt's signature steel ones, the player may still remove the weapon at any time. The focus is less on exploration and more on melee combat compared to The Witcher 2. The game still has fun fighting mechanics, even with all the simplified alterations. Combat is now more of an action game, with a wide variety of magical powers ranging from traps to projectiles and an updated dodge system. Combat becomes more intricate with the ability to parry and counter. Ciri's spell pool is smaller, with just a handful of spells that are exclusive to her. The Wild Hunt is, all things considered, a more interesting and demanding game.


Those playing may quickly explore the environment in The Wild Hunt thanks to its efficient travel system, which eliminates the need to manually return to previously explored areas. Roach, the player's steed, aids in exploring new areas, and the controls are flexible enough to accommodate strolling, jogging, and galloping. The game's questing is more enjoyable since it is less tunnel-oriented, and sailing is a favored form of transportation. The game's animations are a little choppy and glitchy overall, especially around ridges and edges. Issues may also arise in some key plot missions. Notwithstanding these limitations, you may save at any moment manually and take advantage of the game's generous checkpoint system.


You may choose from four different difficulty settings, including a very simple one, in The Witcher 3: Wild Hunt's extensive quest. The game's rules revolve around alchemy, and the mini map shows you where to get ingredients. In a nutshell, The Witcher 3: Wild Hunt is a significant improvement over its predecessor, mostly due to the fact that it is able to convey a story that is both more fascinating and more intimate. On the other hand, set against this personal atmosphere is a massive, expansive open-world adventure that may encounter some obstacles along the way but ultimately emerges victorious.




2018

decent, with a fye soundtrack and a really addictive gameplay loop.

I just finished Alan Wake and Alana Wake 2, and I wanted to beat another one of Remedy Entertainment's titles, so I felt I might give Control a go. To my surprise, I ended up being thoroughly immersed in the game's setting, plot, characters, and gameplay. The plot follows protagonist Jesse Faden as she ascends the ranks to become the next Director of the Federal Bureau of Control (FBC), a government body that investigates alleged paranormal occurrences. Jesse is confronted by antagonistic forces known as the Hiss while wielding a formidable firearm referred to as the Service Weapon. The action takes place from a third-person shooter perspective, and players have access to a variety of abilities and the ability to interact with things found around them. There are souvenirs and upgrades to be found within the Oldest House, the FBC's HQ, so I'd recommend that people do a bit of exploring when possible. The game's map layout and the way enemies spawn both have a few bugs that need to be fixed. The bosses and the finale of the game have room for improvement, but the game comes with two expansions that give people a sneak peek into the future of Control and Remedy as a whole. In the end, I couldn't help but fall in love with Control, and I can't wait for the sequel.

This review contains spoilers

Like its predecessor, Alan Wake 2 has a terrifying story that will have gamers on the edge of their seats. Thirteen years subsequent to the entrapment of writer Alan Wake at the conclusion of the initial installment, the game follows the investigations of new protagonist Saga Anderson, an FBI agent dispatched to the tranquil town of Bright Falls in an effort to uncover the perpetrators of a sequence of ritual murders, while also chronicling Wake's attempts to evade the enigmatic Dark Place.

Players may choose the sequence in which they go on any of the two adventures by switching characters at certain times. Compared to its predecessor, Alan Wake 2 takes on a more survival horror vibe, complete with gruesome encounters, terrifying forays into the night, and shockingly bloody carnage. Wolves in the forest beyond Bright Falls prove to be the game's most terrifying foe.

While the prolonged silence before battle is a wonderful way to create suspense, it also gives players too much time to forage, which might take them away from facing the unfathomable horrors that await them. When foes do show up, they may seem curiously detached from the environment around them, dumped there to give you something to do. There is no progression or introduction of non-boss foes, and they are all just the same possessed citizens from the previous game.

Remedy's main focus in Alan Wake 2 isn't on the action, however. A malevolent entity is behind the terror and madness that is coming onto Bright Falls, and it is riding shotgun on works of art and fiction, warping reality to match the story it is following. This muddles the boundaries between the game's narrative, Alan's tale, and the real world/previous Remedy games.

Integrating elements of horror, satire, and hilarity, Alan Wake 2 is an engrossing and exhilarating video game. Alex Casey is a fictional FBI agent and Max Payne incarnation from a novel by Alan Wake, and the game's real-life creative director, Sam Lake, plays the role. The game's humor is apparent through its exaggerated absurdity and the subtle peculiarities observed within a small-town setting.

Pages of Alan's manuscript, photographs, radio excerpts, television commercials, original music, and live action sequences are incorporated throughout the game to enhance its creative techniques. The system that allows the player to flip between the two personas becomes integral to the plot, and the intriguing links between them shed light on its intended function. The game's signature symbols, such as loops, doppelgangers, darkness, and light, are present in both, but the sequence in which the game's disclosures and twists occur is entirely up to the player.

Alan Wake 2's attention to detail and style in its visual presentation are both noteworthy. The system requirements seem daunting, but it worked OK on a reasonably powerful PC with a combination of medium and high graphics settings, ray tracing enabled, and AI upscaling assisting with the resolution.

Despite the impressive visuals, Alan Wake 2's story might be difficult to follow at times. Anyone unfamiliar with Remedy's prior catalog may find it difficult to follow the plot since it is presented in two parts: one in reality being warped into fiction and the other in a psychiatric nightmare world. It's effective as both a thrilling journey of the imagination and a terrifying thriller.

Verdict: Alan Wake 2 is an intriguing and thrilling video game that blends aspects of horror, satire, and humor. Players will be on the edge of their seats thanks to the game's tense narrative and survival horror atmosphere. The option to transition between characters is a fun twist on the usual action. The visual presentation has a lot of elegance and attention to detail. However, the extended periods of calm before confrontations might be problematic since they provide players with too much time to forage and diminish the game's dread atmosphere. It's possible the enemies may seem lifeless and unrelated to their surroundings. If you're not acquainted with Remedy's back catalog, the tale may be confusing at points. Despite its issues, Alan Wake 2 provides a remarkable experience.

Very scary, exhilarating game; some dated features, but they didn't impede from my enjoyment; combat is crazy difficult on Nightmare which made it way more fun for me, ambient narrative is also excellent as is the whole plot in general; however, the game is too damn short!

This review contains spoilers

The first two Spider-Man games by Insomniac had compelling gameplay and narratives that delved deeply into the characters' backstories. The stories told about Peter Parker and Miles Morales emphasized the difficulty of juggling everyday life with the responsibility of safeguarding New York from those who would see it destroyed. Marvel's Spider-Man 2 is one of the top PlayStation 5 games because it expands on these characters' lore and includes innovative gameplay features.

Peter's closest buddy, Harry Osborne, recovers after a lengthy illness, and the two reconnect. Pete is having a hard time dealing with the loss of his aunt and paying the mortgage, but his life is brightened by the return of his best friend, Harry. Miles is preparing his college application while maintaining his role as Spider-Man and mourning the loss of his father. Pete and Miles' chats throughout the cutscenes and while defending the city do a great job of weaving together the two tales. When a new adversary emerges, they have no choice but to put aside their personal issues in order to stop the danger to the world. Kraven the Hunter, a fascinating and multifaceted antagonist, is presented as a ruthless and technologically advanced force intent on eliminating Spider-Man and his allies. Venom has a significant impact on the plot and has a major scene that will be remembered for a long time. Swinging around the city isn't that different from the previous two games, but it also doesn't have to be. The most recent ability, web wings, allows you effortless flight across the game's air tunnels and vents. There are also dozens of temporary slingshots around the river that may be used to go around the city. Undoubtedly, it is worth acknowledging the inherent satisfaction derived from traversing the urban landscape by swinging. Within the game, there exists a specialized tree structure that facilitates the enhancement of one's aerial capabilities. As one progresses, the ability to swiftly maneuver around corners and ascend into the sky becomes feasible, hence enabling the execution of skillful combinations reminiscent of those seen in classics like Tony Hawk's Pro Skater. These combinations have a dual purpose, functioning not only as a means of skill advancement but also as a strategic method to augment one's proficiency in preparation for subsequent missions.

In addition to its intense action and tough gameplay, Spider-Man 2 also has profound thoughts on loss and recovery. The game's rich plot examines the challenges of doing the right thing. There is now more focus on avoiding, parrying, and juggling adversaries to prevent them from overpowering you in battle. The story's overall harmony between new abilities and tools is rather good, although the Web Line tool encourages originality when it comes to stealth. The 'DualSense' is used to great effect in Spider-Man 2, enhancing the heroic illusion by simulating web tension on triggers and offering nuanced feedback. The climactic touches, such as haptics and victorious scores, polish the experience, particularly during lengthy, multi-stage boss battles. Each battle in Marvel's Spider-Man 2 is different and exciting for Miles and Peter. Players may use web swings, aerial strikes, and gadgets to attack, parry, and avoid. Both Pete and Miles have special skills; however, Miles' centers on his venomous powers and Pete's on his metal legs and the symbiote. Combat is more fun since new skills may be gained and improved over time. As Pete bonds with the symbiote, his powers become godlike without becoming excessive. In addition to Kraven's hunters, weapons, rocket launchers, shields, and bigger opponents may all be found in the game. If you'd rather avoid noise, stealth is a fantastic alternative, and perch takedowns may trap foes in webs, walls, and vents. Scanners let players know when it's safe to strike, while Web Strike takedowns make it possible to one-hit kill criminals.

Spider-Man 2 is an exciting continuation of the Spider-Man franchise, including advancements in narrative, action, and platforming gameplay. It emulates the sensation of being a superhero and delivers an exciting journey laced with lighthearted moments. Both the hyperrealistic setting and web-slinging give the game its own identity. With its daring and moving narrative, the game establishes a new benchmark for superhero video games. The enhanced fighting system makes set pieces and boss battles more enjoyable, while the poignant side storylines in the open world provide a fair dose of upbeat humanity to strike a balance between the heroic stakes.

With version 2.0, the game's high points were finally given their due. Even while I'm still not crazy about the story and think a lot was left undone, the bad performance and gameplay no longer undermine the positive aspects. This is how the game should have launched in an ideal universe.

The aforementioned critique is of minimal significance and does not detract from the exceptional quality of the game, which is unparalleled in its portrayal of a harsh yet captivating urban environment. The inclusion of new skill options enhances the diversity of character builds, imbuing them with a sense of purpose and facilitating a gratifying progression of power. CD Projekt Red has skillfully struck a balance between the intricate mechanics of Bethesda Game Studios' expansive open worlds and the visually-oriented endeavors of Rockstar, resulting in a unique and highly commendable achievement. It is highly recommended that one revisits the game to fully appreciate its merits. It's definitely a game any avid enjoyer of this hobby should check out.