18 reviews liked by keydemographics


Well, that's one way to make people pay attention to the credits.

After 5 sub 3-star games in a row, I did not have high expectations going into Automata, even if it is the best regarded game in the series. And you know what? A lot of what makes these games annoying is still present. A lot of the dialogue is stilted and awkward, you have to basically beat the game wholesale twice to get the full story, and the sidequests still wholly suck. In spite of all these connecting threads, Nier Automata is not only the best game in the series, but an incredible game in it's own right.

Nier/Drakengard's constant dev-hopping may have contributed to how uneven the overall gameplay experience is between games, but Automata actually getting a developer with some pedigree and experience was a gift this series desperately needed. For the first time in the entire series, combat is not only bearable, but actively enjoyable. The environments, while being re-used often, do not loop anywhere near as often as previous titles. Additionally, while the graphical fidelity isn't the greatest, the art and environment design makes up in tenfold.

I'd imagine, however, that most players remember Automata for it's story and themes, not gameplay. I do feel that I was slightly misled by a few fans that this game would be some super-deep, philosophical dive into existentialism or whatever, which it is not. Automata wears philosophy as a stylish hat, naming characters after philosophers but not really following up on this idea (a boss named Hegel does not actually speak, he just throws giant metallic balls that shoot lasers at you). Even with this in mind, I was surprised at the turns the story takes during the back-half, and was thoroughly gripped as the end drew nearer. It's not extraordinarily deep, but the game still manages to create a overall gripping narrative. All of these really interesting thematics are somewhat offset by the game feeling incredibly goonerish. It can be hard to take the game seriously during an emotional moment when not 30 seconds ago I was wrestling the camera from automatically upskirting 2B on my run over.

It's unfortunate that some of Nier's old flaws are still here, because with enough polish and design changes, Automata could easily be a 4.5-5 star game. Even with all of the detracting points, Nier Automata is a game worth playing. Which is more than I can say for any other Nier or Drakengard game I've played.

I don't know how a Dodge Charger made its way to Eastern Czechoslovakia and frankly I do not care

The pinnacle of Forza and open-world racers. A masterclass in atmosphere and presentation in it's genre and has an original spark that is lacking from subsequent entries. Even if you've played any of the other Horizon games and are hesitant to revisit an older iteration, Horizon 1 is a much more structured and confident game than any of the titles that followed.

Curious experience. Loved the decision making on the visual novel side. The tactics side can be a bit easy to abuse but it was still a breath of fresh air. Definitely leaves you wanting for more specially because of how your decisions will affect the next game

perfect game for lulling yourself into a state of constant state of wondering "what am I fucking doing"

Game has procedural generated levels so I ended up going through the same 3 or so streets and sewer layouts more than enough times to think that the game was trying to pull some sort of prank on me

There was like 3 guns I found and they all felt like discount nerf guns

It just barely has a pulse of life when the real alien shit comes up but then quickly simmers down to making you go through more levels that could have just been copy and pasted for the same effect

This is easily one of the best DLCs I have played in a long while. Ignoring the obvious fixes that the update accompanying this made, such as the skill trees not being a bunch of fucking dart boards anymore, it feels like a more compact and clearer version of the game. For example, the added map has a lot more happening in it, and side missions feel more fulfilling.
Most importantly, the main campaign is more varied, doesn't waste your time anywhere as much, and has a lot of twists and turns that make it feel a lot like modern Bonds film (with a Casino Royale reference to boot!)
It makes me wish the rest of the game was more like this.

Rusty: I NEED COCK buddy
Walter: I NEED COCK 621
Snail: I NEED COCK mutt
Ayre: I NEED COCK raven
Iguazu: Kill your self

Playing New Vegas after suffering through Bethesda's underwhelming first entry into the series was like walking out into the sun after 2 straight weeks of rain. From the very first cutscene it's clear that Obsidian's writing quality is leagues and leagues ahead of Bethesda's, it fills the head with questions and the heart with determination. Compared to the lifeless slog that was Fallout 3's opening, the first couple of hours of NV are an explosion of drama and plot hooks. Using many of the same tricks Fallouts 1 and 2 did, the game skillfully makes you care with very little dialogue required, simply by making sure you're placed in the middle of an active conflict.

There is so much to love about New Vegas, because it feels so closely connected to the old titles thematically, without being overly derivative. Sure, existing factions play a major role, and there are recurring characters, but everything is given a concrete purpose and a unique spin. Then there's the new factions, the Legion and the like, which play excellent ideological foils to the groups the player already knows. The main quests are layered and sprawling, and managing the different lines of inquiry without pissing off anybody is immensely satisfying. The side quests aren't far behind, providing plenty of compelling character moments and delightful reveals and twists. I was also pleased with how the game manages to instill a sense of importance into places unaffected by the main quests, Vault 22 being the prime example. The companion quests are awesome as well, though it did annoy me a lot that you can only have one at a time.

The solid writing aside, the most impressive aspect of this game is how it manages to restructure the dead-on-arrival gameplay of F3 and tweak it into something fun and engaging. The balancing is much better, and the focus is shifted away from gorey kills and towards tactical decision-making. There are way more unique and cool weapons, and modifications and variant ammo make a triumphant return. Skill checks in social encounters are also way, WAY better in NV, though I did find the implementation of the Speech checks annoyingly static. Still, talking to people actually felt good in this game, for the most part.

New vegas is a remarkable experience with a ton of passion put into it, and writing-wise I have no complaints. However, I cannot remember the last time I played a game this blatantly broken. There are so many bugs, so many glitches, the game crashes so much, it became a serious impediment of my enjoyment towards the end. The bugs you'll encounter also vary wildly in severity, from enemy behaviors being somewhat odd, to hostility levels for entire factions changing, the latter of which can kill your entire playthrough if you're not paying attention. The constant crashes also suck. In short, New Vegas is a game beyond repair, but it's also one of the finest examples of video game script writing I've ever encountered. A lesser game would crumble under the weight of so much technical sabotage, but the core experience is so strong it keeps the game alive.

holds up surprisingly great visually for a game from 2008, fun and fluid controls. means something to me

It feels like there’s something in Redfall, but there isn’t. Every session gives a glimpse until you get a clear view of something and realise it’s bad. It is just an empty, repetitive and deeply uninteresting experience.

The repeatable content loops make it playable, but within this nothing really stands out. The designs of interiors are cool. Places evoke stories more interesting than anything in the game’s conventional arcs. The map is cool looking and I liked seeing new sights, it’s just that there’s nothing to do in any of them that legitimises them. No divergence or room for player expression.

To an extent, certain systems have promise. Nothing compelling is built out of them or around them, though. Characters are limited, best described by others as a complete character split into four deficient options.

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