75 Reviews liked by proximete


the most fun game to master I've ever played, the game itself is masterpiece material. Replaying this game though is its biggest strength, the satisfaction of knowing every route and fucking about with your powers is unmatched in any modern game.

dis an amazingly well made game omigosh i loved it so much!!!!!!!
there are so many ways to approach da missions and it's just!!!!!!!! really good!!!!!!!!!!!!
pls play dis it's so amazing agsdhkjwhebfuhwef

Wario Land 4 is sort of an enigma in the way that it's constantly being pulled in so many different directions, yet they all somehow connect together flawlessly. It's incredibly refined yet also very experimental both structurally and mechanically, it's charming and sometimes legitimately funny but also knows how to pull together an engrossing atmosphere when it wants to, it just feels like such an outlier from everything else out there.

There's nothing else quite like Wario Land 4, and the way that all its distinguishing ideas come together in such an organic and natural way despite the ridiculous amount of ambition really makes it something special.

(okay yeah i'm willing to admit the mini-games kind of suck but they're completely optional ok)

A work of art that can't be explained how awesome it is in words alone.

music gameplay story everything is amazing

I don’t think I want to finish this game. I have put Tears down multiple times and anytime I pick it back up, I just don’t enjoy playing the game much. Leaves me concerned for the future of the series and open world games as a whole.

Stray

2022

For 30$ and only 4h of fun, youre better off buying a little bit of drugs

Omori

2020

this is a sentiment that has been echoed by many other people on this website, but omori and its fanbase are exactly what people thought undertale and its fanbase were like in 2015.

i think ultimately, omori's commodification and desire for marketability with a subject as touchy as childhood trauma and mental illness for the sake of making a shoddy attempt at replicating early rpg maker titles turns omori from a 5/10 mediocre horror rpg to one of my least favorite pieces of media.
you spend a good chunk in the game in a frustratingly obnoxious trauma induced headspace with a woobified cast that ultimately has no depth, and the other half in the real world which is barely much better, all of which to set up badly done, laughable horror while still making these sensitive subjects digestible to people who would otherwise be put off by them. the whole game feels like it was designed to sell merchandise of these uwu so sad teenagers and i wouldn't be surprised if that was 100% the intention with making this game, as the entire experience is deeply shallow.
if you want an actually nuanced depiction of childhood trauma and mental illness that doesn't try to make a dark and troubling topic marketable for teenagers, read oyasumi punpun.

i already made a review of omori that i will be keeping up since they were my thoughts when i had initially played the game, i just wanted to give my thoughts about the game now that i've sat on my experience with it for a few months.

Tunic

2022

Tries to be Zelda so hard but it's so much worse paced

update: not as great as the first playthrough

I put up with the very questionable level design at the end of the first doom, thought this one would be better. Quitted right at the end of tricks & traps, not dealing with this shit.

Hands down this has gotta be the WORST PC port for any video game. It's riddled with unstable performance hiccups, like draw distance not loading up textures right or unexpected crashes happening right before you complete a mission, forcing you to readjust your settings on an offbeat basis to make it playable. Suffering as this experience may be, Saints Row 2 proves itself to be such a grand old time that it becomes more than worth it. From completing the game I can definitely say I will never turn back to GTA. Everything people praised those games to be is funnily enough lived up to be better here, at least better than the ones I've played. It still pulls many of the trademark hallmarks of GTA but it never once feels like a shallow knockoff like its predecessor seemed to be and in fact carved out its own identity from the growing subgenre of open-world GTA clones.

Stillwater is an engaging open-world sandbox to just drive around in and witness its sheer personality while causing so much destructive havoc. What I really love about it is how the criminal parts feel much more involved, gameplay/story-wise, with factions that feel defined and truly an obstacle to knock down in your epic comeback to being top dog again. The map is split into various territories, each controlled by rival gangs, which is smart in helping you familiarize with the open-world and where to conquer the city through nonstop gang warfare. How this is done aside from main story missions are mini-game activities which left me skeptical in how plentiful yet mandatory they were to progress the game. Fortunately, mostly, this feels very earned as side content to churn through. There's a lot of variety so there's bound to be something to give you some enjoyment at least. No matter how busy work they can end up being, I still like doing these missions/activities because of how fun they ended up being and how it still feels like it matters to the story. You have the simple motive of climbing your way back to the top by doing odd jobs and fucking with rival factions to prove you're a boss, which gradually hypes you the fuck up when shit gets real. And believe me, shit indeed gets real.

I was not expecting the story to be this damn good. When you have a series that shares and owes so much of its DNA to GTA my expectations get hindered usually. Part of my problem with games like GTA IV and GTA V is how the stories never felt captivatingly told. They're certainly functional rinse and repeat stories of a criminal upstart rising through the ranks in the world but that's where it ends, really. No matter how much I can appreciate Rockstar's bluntness in delivering the stories that work for them I can hardly take anything away from that. Like, I can respect GTA V's story being about three guys representing different phases of getting suckered into crime while struggling to form a genuine camaraderie but there's no powerful moments that sticks in my head with this. I can also respect GTA IV for trying to tell an interesting story with Niko Bellavic but it was so unbelievably boring and colorless that by the time the game actually started being more enjoyable I just gave up on it completely. Saints Row 2 is weird because parts of it on paper aren't too different from GTA but everything else feels like an earnest attempt to tell a more well-realized story. When the game goes unbelievably hard, it just goes unbelievably hard. When it goes absurd, it's willing to embrace it, in the healthiest of doses. What helps it out are some well-written characters, heavy hitting memorable moments, and the most uneasy yet successful grip on tone. To sum that up; Saints Row 2 works because it's a realistic world where all the goofy and insane shit sprawls out naturally. None of it should really work when put together but these awkward pieces make up a fine looking larger puzzle to admire.

Player customization is practically near perfect as it can ever get. It's still impressive even by today and should be the base standard of the unrestrained freedom that comes with character creation. Love the attention to detail in making the player be able to stand out in any cutscene imaginable (kudos to using gender neutral pronouns to refer to both male/female protags) and feeling like this is indeed your story. The rest of the gameplay is better than what you'd expect going into this. The customization also extends to player homes and your own gangs which is a really cool feature to have. Driving has the right amount of weight to it while still easily being as ridiculous as it can be. The shooting is fine but the lack of a reloading feature or proper over the shoulder aiming can be annoying.

Sucks that this hasn't gotten a proper port, remaster, or really anything that directly builds on the foundation built here. There's a lot of overlooked good shit with open-world sandboxes that I'd argue this is a great example for. As of now, it's pretty inaccessible unless you're the one still standing Xbox Stan.

My ass skipped school to play this game, in 2021. Thats how timeless it is.

While I am still currently playing through it, I am thoroughly enjoying my time with it so far. The new dialogue is fantastic, and there were points where I was laughing my ass off at some of them. I believe it's a nice refreshing way to play through Wind Waker again, and one that I can certainly recommend.

An odd game. Playing for many hours I was thinking internally "This is pretty good, it has the rpg elements, multiple ways to approach quests, the loot system is improved from New Vegas, it has a satirical and darkly funny tone, so why am I not enjoying it that much?".

In truth I think it lies in 2 aspects. 1) The satire is a lot less subtle and is more substanceless. For all the anticorporatist /anticapitalist tone of it all you are heavily punished for going revolutionary or trying to find an alternative for the future of the colonies. The game is made by either centrist liberals or fabian socialists whose idea of nuance is "radical change bad".

2) There is only ever 1 correct choice to a quest. For every major struggle for which an interesting choice has to be made, there is a third option which is just objectively the better, middle ground option. This again reinforces the point that this game was designed by dumb centrists and basically ruins the replayability or even the struggle of finding the best of a bad bunch of options, no one will disagree with the correct choice if made aware of its existence.

Ultimately the Outer Worlds is a game which is fine, it is competently made and I had some fun with it but it will not be remembered and I doubt many will ever replay it, I certainly doubt I will.