Played years ago, this game was fun as hell.

2017

Played years ago. I just remember it being pretty.

I played this many years ago and remember it as an incredibly memorable experience. Specially for young me.

Extremely simple game. I guess you could even call this "naïve art" if you want. Even if that's the case. I can't really stress enough how incredibly beautiful this game is. For it's entire length it shows an incredible personality and I'm pretty sure it will be one of those games I will be thinking a lot about. It really gave me an insane surprise.

This game is really freaking awesome. I played the first one before this one and I can say that this is an incredible step, almost like there was an entire generation apart. But not, both are from the 6th gen. Maybe some of the progress was done in the second entry? Dunno but I've heard it is not really good. I don't think I can say much about the gameplay since I am not really too experience in hack and slash games, but I do want to say, the game has STYLE. I don't mean with the style meter in the gameplay and that stuff, but the visual, music, and audio department along with the great cinematics and characters. It embraces the silliness to a point where it is cool without taking itself too seriously, and at the same time it manages to combine some serious parts here and there really smoothly. Just overall a great freaking game. My only complains are with the level design, which is sometimes confusing as hell. And with some aspects of the weapon and style variety. I find the combat styles to not really be a great addition. I think that instead of it giving more variety to the game it incentivizes to keep always the same style since once you already learn the moves it is more convenient to keep practicing with it rather than experimenting with more. Kind of the same happens with the weapons, but even more since you have to upgrade them separately. I used the Rebellion and Cerberus for pretty much the whole game. Pretty much the same with swordsmaster, only changing it on the final boss for trickster. I think that if they focused in one style or implemented systems to incentivize changing your "build" the game would have benefited greatly. Though I do understand the appeal of having variety for replayability purpose and I do respect that design decision in part.
I was about to give it four stars just because of the level design problems but honestly I really loved it and I think 4.5 is fair, specially since I think that if it was not for those two problems it could easily be even a 5/5.

I found Control to be kind of mid. And I don't know if I should blame the game or myself for it. Remedy's universe seems to be really interesting, but the game itself is less so. When I was in about 3/4 of the game a friend tells me I was supposed to read the stuff I found along the way. I guess that's what explained many things and what makes the game actually interesting, but how was I supposed to know? I get that they didn't want to obstruct the gameplay for people who where there just for the shooting, but if reading and caring about the story is supposed to be such an important part, I don't see why they didn't put any effort in making it clear to the player that it is important. I do like games where I need to put from my part to learn about it and stuff, but I need to know what the game expects of me. If reading really was important, I would have made it an essential part to read to be able to progress in the game, and it almost seems like a coward move to just let you skip everithing to go shooting and be able to progress normally. The least I would ask for is for there to be a deliberate message saying something like "To get the best experience from control, you need to explore the world, put attention on the details and read the entries of your journal", or maybe it would also help if when you grab a readable it opens it automatically instead of needing to akwardly go to the menus and search for the one that you just grabbed (it is very easy to have the "pulse x button to open entry" to go before you manage to press anything.
If you play the game like purely a shooter, like I did since I didn't know what to expect, it is an alright game. Below average probably. The shooting is pretty much as basic as it gets. Just walking and shooting with some extra powers that are not really that creative nor fun to use. Upgrades that do not really add much to the experience, they actually even make it worse since you need to keep looking at numbers that do not really change your playstyle in any meaningful way, and do mini side-challenges that are not at all fun to do. Hitsgan humanoid enemies, noting really interesting either in that department.
The graphics are cool, the first two hours. After that, it becomes really, really repetitive and that repetition not only affects the visual style, but the level design too, since with how similar the areas look and how complex the layout can get, it is sometimes really difficult to tell where you need to go. The visuals are also really inconsistent in the cinematics department. Sometimes you have these very cool and almost mystic cinematics with a strong color direction, and then you have fallout-type dialogues with other characters, which really contrast with the previous mentioned cinematics.

So, what is the point of the game? After completing it I can't really tell. In the end (kind of spoilers) there's a section which I think that tries to criticize the the Laboral environment? Maybe that is kind of the point of the game, but I don't really know since the game was so worried that I would get bored after 1 minute of not shooting enemies. I think that if this game was a more directed experience that focuses on the themes on the story and makes you able to understand (at least a bit) of the universe instead of mindless boring shooting it would be a much better game. And as I said in the start, is it my problem or the game's problem that I didn't put enough attention at the universe to be able to understand it? I think is a bit of both I guess, but the experience I had was mediocre so that's how I'm rating this game.

I think that this game achieves something that no other non-FromSoft souls-like hast ever achieved, and that is being truly sincere. Most of the times when a new soulslike is released it always goes something like "this is like dark souls, but..." and I just think that is kind of lame. Games that want to be a souls but add some modifications so it it is not exactly the same, without really noticing if its something that adds or substracts to the experience. Kannagi Usagi does something different: It uses almost the exact same combat as sekiro, but changes everything around it. The developer knew they could not just make a copy of sekiro by themselves, so instead of trying to do something that resembles Sekiro but it's just worse, he focused on only one and the best part of these games: The bosses. This game only has the bosses. No levels, no progression, only a couple of anime girls with big swords that have a really varied and incredibly satisfactory to learn move set. This game is truly made with a lot of love, it looks like the dev wanted to do something and just did it without thinking on what others would think about it, and that is something to apreciate.

I was never really a big fan of mechs, but now, now I understand it.

Nice mix of horror, silliness and wholesomeness that create a pretty memorable experience. Recommended!

Also, as a not so funny coincidence, my dad had a dog who was named Tomi too, and he was, too, stolen. I hope you are alright wherever you are, Tomi.

2019

Pretty good levels for the first DOOM. Not much more to say, really.

Played some long time ago, that's why I'm not going to rate, but I remember it being really cool.

Short and reflexive experience. Still don't really know what the game was exactly about, but it made me think about stuff. I think that's very valuable.

If I had to shortly describe this game, it is kind of a middle point between Return to Castle Wolfenstein and Call of Duty. It's a lot more arcade than CoD without reaching the mecha-nazi killing gameplay/atmosphere of RtCW, and I think here is where the problems start, as this game seems to lack certain... something.
You can see love put behind every environment and animation, but it feels like something was cut by an EA that even at the time kind of forgot what the name "Electronic Arts" meant. A more specific example can be the blood: this game has a complete lack of any gore or blood. And asking for it is not just a whim, since this is a game about the most violent war in humanities' history, and taking the biggest symbol of violence, the liquid red, out of it just to get a lower PEGI and make it more marketable is almost disrespectful. Signs of the creators wanting to make something that truly resemble this conflict are there, like the numerous different stagger animations that the enemies have, which can be really brutal and emotional.
That aside, how does this game play? Playing it simple; the level design in this game changes inconsistently between good, well paced levels to the most absurdly broken, insane, unfair and dumb levels ever made in a shooter. Featuring never-stopping enemies from front and back, quick reaction time never-stopping high damage and infinite flinch stational heavy machinegun soldiers, complete sections without any kind of healthpacks and worst of all: absolutely impossible to spot speed-firing respawning snipers which hide behind the most obstructively-textured bushes ever.
In conclusion: Medal of Honor: Allied Assault is a an inconsistent game both in gameplay and presentation, which feels like a fairly generic and commercial WW2 experience which offer much of value in 2023 outside of revisiting an important game and precursor for the tendencies from the early 2000's.

Good game, but it definitely shows it's age and the chunkiness that comes to being one of if not the first one in its genre. The absolute worst offender though, is its save system. Absolutely atrocious save system which kind of tried to put a Super Mario approach in a game where it just does not work. The enemies and bosses also have an incredible amount of repetition, but it's mostly not as bothering as it could be because the combat is really fun.
The best thing about this game I think may be it's personality. It is incredibly over exaggerated to a comical extent, and sometimes you can't tell if the edginess of it is on purpose or if they really though "woah this is so cool", but it certainly works and it just makes the game a lot more memorable than it could have been.

Like F.E.A.R, but good.