The core gameplay is pretty solid: the gunplay and movement set flows pretty well and it has an exciting variety of guns with different effects and playstyles.

However, the game is structured to be veeeery repetitive. It's a run-based game but you don't have enough options to make runs feel different, so it feels like you're playing the same thing over and over again. The bosses are awfully balanced for single-player mode, both competitive and co-op multiplayer are very tiresome, the game's """"""""""""""humor""""""""""""" is agressively cringy and the soundtrack is horrendously dated, filled with 2010 bargain Skrillex garbage.

it's tough to review this """game""" since its fundamental proposal is to be an ever-evolving platform, so, everything I'm writing (2022/14/09) could not be true in a couple of months.

I'm a massive fan of the Rocksmith series of ""games"" (calling it a game it's very debatable, but let's not worry about this). The main idea of Rocksmith+ seems to be the right path for this sort of experience, a way they could keep updating the game, adding new songs, and adding new tutorials, without having to do a whole another $60 release.

However, in the current state, the game is VERY lackluster. They advertise as having more than 9000 songs, but the majority of them come in the form of Chord Charts or Bass Charts, which is basically showing the chords for the song, something you can EASILY find on the internet for free. The main value of Rocksmith as a whole is when the songs are arranged to match exactly what's being played, and currently, in the game, there are LESS THAN 1000 songs like that.

Rocksmith+ has a LOT of potential with the Live Service model to constantly improve the song list and also with community-created arrangements, but looking at the list of songs with real arrangments done, it seems like they're doing it in the wrong way.


there's really nothing to be said about this game, it's just overwatch, but this has to be the most pointless """sequel""" of all time

i sware to god if i have to beat kuze one more time

The Callisto Protocol reminds me a lot of The Order 1886: it's extremely beautiful and extremely boring.

Just like The Order 1886, this is a extremely linear game. The level structure is the same for the entire game: You fight in a room and then you have two possible paths, the correct one and on the other you will find some type of resources. It is very hand-holdy and it feels like you can't do anything thats off script. There are valid ways to structure a linear game without making it too guided (just like they did in Dead Space 1 and 2) and this one is not it.

I appreciate that they had a specific vision for the game combat, but in my opinion, it falls very short. The dodge mechanic makes every enemy encounter the exactly same; At no time you feel like you can express your playstyle in anyway. Because of this, the only way the game can create difficulty in a fight is by increasing the number of enemies, and then, because your movimentation is so limited, there's no way you can recover from bad positioning during an encounter, so, there are a lot of instances that are just trial and error until you figure out every enemy spawn.

the story is very bland and uninteresting

basically 3D smash. The type of game you play for some mindless fun while listening to music/podcasts or talking with friends online.

Awful microtransactions though

this game is pretty disappointing overall. The main aspect that got me excited was the "new original story" created for it, but then it turns out 80% of the game is playing through the series' old story arcs.

the whole quest design feels hell-bent on wasting the player's time. There is a lot of going back and forth to talk to get items and talking to NPCs which makes the pacing veeeeeeeeeeery slow. The worst offender of this is the first couple of chapters. As the game goes on, the chapters begin to feel rushed, but ironically this actually makes the game pacing better.

gameplay-wise it is pretty fun, the turn-based battle system and leveling up and tuning character builds with accessories mechanics are pretty good.

if it was not for the INCREDIBLE charisma of the One Piece characters, this game would be unbearable. But it is still very bad though.

just like the other team ninja's games: the moment-to-moment gameplay is very good but everything around it (loot system, mission structure, story) sucks

Loved the illustration style and whole aesthetic overall, the kinda surrealistic and over-the-top comical storytelling is pretty interesting but the roller derby gameplay is just plain awful. It would be so much better if it was completely focused on the point-and-click puzzles/decision-making aspects, but the """actual gameplay""" is by far the worst thing in here.

pretty straightforward game: decent gameplay, a good atmosphere, and a great story. Simple and Good.


awful credit song though

the game perfectly captures the awkwardness, cringeness, uncertainness, immatureness, and naiveness (all of that in a good way) of teenage years to deliver an amazing story about life, existence, finding your place, and all the people you get to do that together.

with beautiful compositions, voice acting, and charismatic and ironically very human characters, it is one of my favorite experiences with these types of narrative-driven games. Highly recommended.

when I hear people talking about this game I'm like fuckkk yeah this is the shit! and when I'm playing it I'm like ehhhhh

kinda bad at execution but extremely interesting

for someone expecting a soulless clone of Splatoon, I've found that this game has a lot of care and quality in its presentation: from UI, soundtrack, humor, gameplay, movement, characters, game modes, etc.

Unfortunately, it has very little content as it is, and even though I'm sure they were planning on expanding this in future seasons, it feels like the game is already dead. Would not be surprised if this first season was also the last.