i played this i don tfucuking remember

This game is very unique and individual, which is odd to say knowing from the outset that it is so derivative and inspired and its inspirations are known clearly. I am very happy with it for how little it is worth and for how it is made by only one person. I have heard people say they are "bored" with it or find it to have not much content past, say, the first ten to fifteen hours, which is frankly insane to me because people give much shorter games with much higher asking prices much higher regards within that same exact time-frame. The mods are fine, technical fixes and QoL additions mainly, most mod creators are very stupid though, and you can't trust them with a similar degree of creative conscience and overhead as you can the sole developer. I love its visuals, the edge detection is such an odd choice for an omnipresent visual effect on top of its low resolution and volumetric fog everywhere that catches everything you do. I love the normals on the helmet's visor, They're low-res and interpolated really ugly but it makes me laugh. The sound design is likely the best aspect of the game, and including VoIP in that decision and affecting it in as many ways as possible is more than just for making funny jokes, it's incredibly communicative and immersive and really makes you feel that separation when it happens. I will eagerly watch its continued development even after the flavor-of-the-month hype dies down

Logging on to valentines super fun blocks obby and farming ipad kids for their mario question mark blocks. Finding the spawnpoint of the ipad kids (they are japanese) and digging a little pit for them to fall in to farm them easier. Taking their remains and using their mario question mark blocks to build a great big tower in the distance. The ipad kids seeing the tower and turning into zombies, mindlessly deciding now with their young cognition that they must run at and break the tower. Defending the tower from the ipad kids by building tall walls and a dangerous moat. You can buy a super powerful god sword for 1000 robux (12 dollars) which goes into your inventory. I kill you and steal your 1000 robux sword for free. I farm ipad children with your 1000 robux sword in the pit. They are digging out of the pit because it is dirt and they are no longer japanese. Someone else goes on stone duty because there are too many children to kill. Someone else still goes on base duty because the children are escaping the pit and storming the tower. The pit must be made of stone.There are too many children to kill. They are dropping their inventories and proliferating weaponry and blocks across the horde of children in the pit. They are digging out of the stone pit seconds after spawning and towering out of the pit with blocks they picked up from the inventories of children who were killed hours ago. Eventually a cognitive, functioning player joins the game. They instantly escape the pit. They kill one of the workers on the pit. They must be dealt with. They are sent back to the pit, but now they are filling it with dirt. All the children are escaping. Dozens of children are pouring out of the pit. They are escaping. They must all be chased down and killed. Sent back to the pit.

Playing this game was the most stressful, excruciating and exciting zombie game I have ever played in my life, and the zombies are wave after wave of real-life ipad kids joining the game, getting farmed for 10 minutes, and leaving. I don't know how they kept joining and joining and joining. Occasionally there would only be a few children left, and we would have a reprieve. Then the horde would arrive. Multiple people had to be doing multiple things, and if any one of us failed for even a few seconds, we would be swept then under the crushing tide. Someone had to protect the tower and kill the leaders. Someone had to repair the pit and produce the valley around it and kill the lost. Someone had to farm the pit, farm the children, unending, constantly, forever. I went to go to the bathroom for like a minute and when I came back everything had gone wrong, hell had broken loose, the horde was free, and that's ignoring the bosses (functioning humans) and mini-bosses (children with full inventories). Items dropped in the pit would never escape the pit. The children kept dying and spilling their belongings cross the masses, blocks and weapons and tools, for them to doltishly bug-eye not knowing what to do with or to put to the test, tunneling through or fighting back. Leading each other to safety, to the surface, to the tower, hope.

I am genuinely so happy that pvp is forced from the moment you spawn to the moment you leave, and that because its a stupid clickbait garbage nu evil roblox game, only the stupidest babies and the dumbest children log on with their smart phones and tablets and can barely function. It's so funny to farm them for their starter mario question mark blocks because they don't know how to fight back or run away. It's so funny to make a mob grinder for ipad children
Catharsis

This review contains spoilers

Ultimately, I am incredibly conflicted on whether or not to regard this game's quality critically or emotionally, because I have not yet as of writing this review experienced, perhaps, 90% of it. 95% of it. I have not beaten 1-4, the big turtle who is bowser keeps killing me. But I had a lot of fun getting there and dying over and over again even though I never jumped past him or underneath him because he kept stomping me or shooting me with fireballs or colliding with me with the blank black squares next to his nose that are not his nose or his head but are instead empty space but somehow still count as hitting my body, killing me instantly, because I got hit by the fire bars because my reaction speed is slow and I am unable to account for my momentum as I fly into them without being able to change course and save my life. I don't think I've even made it into 1-4 with a mushroom (being tall mario? big mario?), and I definitely have never managed to hit both the question mark block and acquire the mushroom inside, as it keeps falling out of it into the lava pit. That platform is 3 blocks wide. And it has a fire bar. I cannot cope with that platform very well. I think the speed mario moves at is exhilarating but also excruciating and infuriating and sort of overwhelming, because I cannot see the world ahead of me as he bolts ahead of my intents, sliding inevitably into a koopa probably, or into my reaction to a koopa which then causes me to jump backwards into a bottomless pit or forwards into a piranha plant. A piranha plant? A flyeating bug? A toothy vine. I heard the game has a water level where mario can jump multiple times. I have never seen it. I have played this game 3 times in my life, once as an 8 year old, once as a 12 year old, and once as a 20 year old. I am terrible at this game to the same degree at all ages, because I am autistically overstimulated by the limited sound channels and the rising sound effects that scare me. I feel like a fucking cave man.

I probably won't change my score of this game for my review but that's less so because of how incredibly amazing this game is to me (it's not) but more-so because playing it fundamentally altered my life path and wasted a good 6 years of my youth chasing phantoms and losing every single one of my IRL friends so that's great. One of the worst games of my life

there are a lot of liars on this website for it to have so many 4+ star ratings

thinker male (rarer than sigma male)

best bioshock gameplay, best bioshock setting, best bioshock story. I love delta. I love eleanor

There's a YouTube video uploaded 10 years ago called "The average Bioshock player" that makes fun of the lighthouse bell puzzle. There is a guy who would comment on it defending the game, and then get a bunch of replies that each said "Wait a minute, that card..." at which point he would delete his comment so that he could delete all of those replies to it, and then he would repost the comment again months later. This happened for maybe 3-4 years.

Hopefully, after 9 years in development, etcetera etcetera. Launch TF2 is pretty boring to play now after the layers of updates its gotten adding the best maps and gameplay nuances, and I honestly think at some point in 2010-2012 it peaked more than it did at launch. Had tons of developer support creating gameplay additions, art assets and witty/genuinely funny writing for its promotional material (shorts, trailers, blog posts, whatever). It's aged pretty poorly due also to lackluster updates and pretty shitty additions as well, some really baffling stuff as Valve just slowly gave up on the delicate years-long dance of balancing and let it settle to be what it is now.

Art wise, this is probably the most fulfilled and uniquely specific concept in video games to ever come out of America. It has such a fantastic western setting and sensibility and Valve really stood out from other game developers with how mature yet indulgent the humor and style of this game is. Not completely unique as elements on their own, the Norman Rockwell / Leyendecker character designs, the impressionistic painterly environments, the decision to give game-play-distinct classes in a first-person shooter strongly defined archetypes that interact with each other in context-sensitive ways... How unbelievably immersive and transporting! There's a reason people call it timeless, they usually say something like "cel-shaded cartoon graphics," It's not just cel shading. its gooch shading and half lambertian terms and a lot of view-dependent stuff like rim lighting. its not a cartoon its a painting, DAD. It excels in a period of time in technology when, coming recently out of the more restrictive disk space and graphics capabilities of 2004's Half Life 2, the hype of maximizing the potential of systems was still in full swing, so the best of its engine was being harnessed to fully realize a live playable 3d artwork.

Gameplay, the most visceral and immediately noticeable element of the video games medium, is honestly a mixed bag. On launch there was still a lot for everyone to learn coming from the established mechanics of Team Fortress and the new quirks and intended systems of the Source engine, and also plenty of people who were new to either shooters or multiplayer shooters or just the degree of differences between each class, emphasized even more now by art direction. To skip an odd decade of balancing changes and learning and heartache, it's a lot of highs and lows.
Rocket jumping, the exhilarating, conceptually nonsensical and mechanically rich inheritance from Quake, flips one of the slowest characters into one of the scariest characters while granting you amazingly fun ways to traverse and explore an already fun to experience world. You can spend maybe hundreds or thousands of hours exploring the source engine's method of Quake Physics through just one mechanic through just one character's gun, the rocket launcher. And the sticky launcher, and the grenade launcher, and the wrangler, and the detonator, to varying degrees of success. Or take, for example, the Spy, a completely mechanically broken and easily-abused mess of hit registration problems and dated mechanics (why do backstabs not account for the Z-facing direction of either two players. This is a 3D game) that makes an easy to comprehend one-hit-kill pick class into a monstrously deep and unpredictable frustration to fight against... Assuming he doesn't miss the first hit. It's fun when you catch him with his pants down and have to play a battle of wits over the computer. Or when you come back for round two and try to suss out your own weaknesses in perception to catch him in the act. Or when you play him at all, honestly.
...On the other hand, you have a class like the Sniper. You scope in, you shoot shapely designed characters' shapely designed heads, you kill them. It's pretty simple, it doesn't even have scope sway or bullet drop-off (or any bullet physics for that matter, owing to the engine's method of bullet damage, an instantaneous laser that simply "makes damage" where it ends), and it's such a mechanically simple class that its mere existence defines and counters the rest of the games roster based purely on the player's own level of execution. Then you have the Heavy, the stalwart, moves-slow-and-shoots-a-lot tank of the cast, who protects his team by shooting... Moving... And eventually dying. (Hey, at least he's honest.) Or the Pyro, who, at launch, could only do meager damage per second and meek after-burn to someone who turned a corner without expecting him, being killed by the surprised someone anyway and hopefully, maybe, killing them because they didn't know where a health pickup was. If you see a Pyro, you walk away. If you play a Pyro, you walk that-away. Improvements like Air-blast and other more interesting unlockables contribute to this feeling that TF2, despite its long development time, still hadn't fully matured in its Gameplay until a while after release.
The maps, the world environments these individual pieces get to interact with each other in, also experienced years of maturity. While being artistically fantastic and interesting, they each stood still while the rest of the game's systems evolved without them. A sniper stands stiff on the balcony of 2Fort while an engineer turtles in the intel room. Dustbowl crowds flock through a single narrow hallway. Goldrush crowds flock through a single narrow mine-shaft. Badwater Basin... Why do people even like Badwater Basin? I just don't see the appeal. I think there's a large amount of people who, using the new "Casual" matchmaking system, only ever queue for games on half a dozen of the some-hundred maps there are to play. This is unfortunate because lobbies empty out when one game is over or vote for the same maps over and over again whether you like it or not, making you re-queue as well. Seriously, you had the system figured out already with quick play and the server browser! Official servers with map rotations where you can call a vote if a majority of everyone else is feeling up for something crazy. Community servers where whatever rules and gameplay changes they want are always going to be there. I guess I just have to be glad that still exists despite how insular, inhospitable, glitchy, barren and worn-out they all are.

Lots of people have plenty of things to say about the grace of TF2, and lots more have scathing remarks to say about its fall from said grace. The ultimate reality of the game is that, no complaining or whining or nagging or pining for a future of the game really matters, because its development cycle is done. The people who conceived it and worked on it for years leading up to release are not the same people who worked on it and maintained it for years afterwards who are also not the same scant person or two who log on to the blog to write a post about the newest workshop items added to the game. 15 years is a long time. People change, their lives change, their visions and goals for what they want to do in life and what they want to do for the world change. Even if the exact same people who all contributed to TF2's ideas, characters, shorts, maps, modes, from it's launch to its most ambitious updates, all unanimously decided to work on the game out of nowhere again with each other, they wouldn't even be the same people they were from 15 years ago, or 12 years ago, or 9 years ago, or 6 years ago. "B-b-but the community!" Is mostly stupid and weird, so no, I don't trust them to have even 1% of the tact or the resources necessary to test even the stupidest things Valve added to the game while also understanding the aesthetic and broad appeal or even the humor of the game's developers. Sorry!

Not to be a downer, it's just how it is: An almost completely perfect experience which fell to the wayside and was "finished" by its developers, not out of malice or incompetence, but mostly just that Valve was... done with it. Done with the whole game thing too I guess, lol. Now it's just VR and BCIs. Maybe the nightmare hellworld Matrix simulation will look just like my funny conga heavy game! :-D

Anyway, some things I couldn't weave into my review:
- ROBOTS! is the best part of the soundtrack and MVM is incredibly soulful and captivating as a concept and has tons of great assets made for it but doesn't really meet its full gameplay potential until you play the community maps
- The predatory gambling practices that this game did not invent but nonetheless popularize negatively influenced the entire gaming industry and created an inhospitable in-game culture around digital items which is gross and sucks. Unusual effects all look incredibly stupid and goofy and are worth HOW much money? What? Oh and now your rocket launcher costs that much too because it glows green and gives you pink horns? What?
- No one ever realizes how incredible it is that TF2 as a Triple-A company expenditure is genuinely funny. The people who worked on this game are funny and tell very funny jokes. This game from one of the highest points of a laughably openly evil industry is just made by real normal people and is largely unimpeded by boardroom politics like its contemporaries. This is a huge reason why all of its competitors fail to replicate, assume influence of or even just mimic it when what it "is" was just naturally manifested by its working conditions at Valve trying to bring a Quake mod into the current generation of video games.
- No amount of redditors singing its praises to the moon and back will trigger my contrarian reflex to say it is a bad game

one of the best mobile games. mobile games are just that bad