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Stellaris
Stellaris
FTL: Faster Than Light
FTL: Faster Than Light
Doom Eternal
Doom Eternal
Battle Brothers
Battle Brothers
RimWorld
RimWorld

120

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Games Backloggd


Recently Played See More

Deep Rock Galactic: Survivor
Deep Rock Galactic: Survivor

Feb 29

Baldur's Gate 3
Baldur's Gate 3

Feb 06

Gladiator Guild Manager
Gladiator Guild Manager

Jan 28

Golden Sun
Golden Sun

Jan 27

Deep Rock Galactic
Deep Rock Galactic

Jan 26

Recently Reviewed See More

This game offers both a masterpiece and, simultaneously, the most mundane experience.

Kingdom: Two Crowns is enigmatic, providing no clues about what you should do or how to do it. However, this ambiguity is one of the game's most attractive features. The slow start allows players to appreciate the stunning background and the beautifully rendered water, arguably the best representation of water I've seen in a game. Watching it becomes a reflective, meditative experience.

Since the game lacks a traditional menu and offers no guidance, you learn its mechanics through trial and error. This approach initially adds a sense of mystery and allure. However, once the gameplay is understood, some of that mystery dissipates. The game then transitions into a more strategy-focused and resource management experience, moving away from its personal and meditative beginnings. This second phase is equally engaging, retaining the game's beauty and mystique. By this point, you’ve developed a dislike for the 'greedlings' and are motivated to combat them.

Admittedly, the game can become repetitive after several hours, but this isn't a significant drawback. The initial hours are breathtaking, making 'Kingdom: Two Crowns' well worth playing.

The game opts for basic, functional graphics over aesthetic beauty. Its story mode is well-balanced in terms of challenge and length, with a satisfying progression and new tools and weapons introduced steadily. This installment successfully combines elements from previous games in the series with new features, including a notable addition of a 3D environment.

One of the main issues that I had with the game is that is easy to trivialize
- I mean, if you are methodical enough, sooner or later victory becomes unavoidable because once you cover the terrain with weapons enough in number and variety, it's impossible for the enemy to penetrate that zone. That renders the game a repetitive experience for some levels. However, the continuous addition of new tools and mechanics makes it interesting enough, although most of them are only needed in the latter levels of the campaign.

Creeper World 4 appeals to both series fans and new players, thanks to its mix of traditional and innovative gameplay aspects.

What a strange thing we have here - developers wanted to keep the original experience. Still, they made some minor (and not-so-minor) changes to the gameplay to make it playable nowadays. The graphics overhaul is neat, and the soundtrack sounds better than ever.

But that didn't work. The stuff they didn't change is too annoying (that pathfinding was criminal in the 90s, now it is genocide) and what they did change modifies the original experience, so it doesn't feel the same.

Still, the original game was great... for its age. If you, like me, enjoyed AOE when you were a little kid and have strong feelings for it, this remake is a good chance to revisit those memories, and you'll be able to pardon all its defects.

But if you're looking for some RTS game with modern standards, you'd be better off looking elsewhere.