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Average User Score: 8.0Nov 13, 2018I've never played a Warriors game before I played Hyrule Warriors, and I can't exactly say I've been inspired to check out any of the otherI've never played a Warriors game before I played Hyrule Warriors, and I can't exactly say I've been inspired to check out any of the other Warriors games, but I enjoyed this as a casual experience.
After the first few missions, it turned out not to be as mindless and grindy as I thought it might be at first, since later, as battles become more hectic and there's more stuff going on, much of your success boils down to good time management, and managing your troops effectively in order to maintain certain holds, since you can't be everywhere you need to be on the map at once, and your limited availability is where the real challenge comes from. But even though this isn't the mindless grind I thought it might be, the moments where you're simply mashing buttons to see a various array of Zelda characters perform crazy powerful combos to send hoards of minions flying across the map were the moments I found to be most satisfying.
I can't say I remember anything about the plot, at all, because I kind've just stopped following it after the first four missions, but I had fun with the gameplay.… Expand
Average User Score: 8.2Nov 13, 2018This is actually my first time experiencing Skyrim, ever. I'd managed to avoid it for almost seven years after its release before now, andThis is actually my first time experiencing Skyrim, ever. I'd managed to avoid it for almost seven years after its release before now, and overall, I'd say I'm pretty impressed with it. I'm sure it was way more impressive back when it came out than it is now, and it was definitely interesting to see just how much inspiration Breath of the WIld took from it (though I'd still prefer Breath of the Wild).
I'll just list a few things I really liked about this game:
-there is an insane amount of quests in this game, and thankfully, they aren't just cumbersome fetch quests (though a few of them are). Too many of them boil down to "go to this location and kill these guys then come back for a reward," but even though actually completing the quests boils down to repetitive tasks, the mini-plots you're treated to for completing those quests are very often entertaining, unpredictable, and do more to flesh out Skyrim's rich lore.
-the amount of locations and unique characters you can interact with is genuinely staggering
-unpredictable things are happening to you constantly. You might be on one quest, but then suddenly you'll witness a random NPC murder another random NPC which throws you into another quest that you want to watch play out. You may walk into a town that you've come to a hundred times before, only for somebody to confront you with something you may have seen earlier in the game but never given a second thought to. You may go to bed in an old tavern only to be kidnapped by a freaky murder cult and forced to do work for them. There's really no telling what could happen to you next.
Those are the things that I enjoyed most about this game, but, that being said, there are quite a few issues that kept this from being one of the greatest games I have ever played (though it did come close to being one of the best):
-people really weren't joking when they talked about the infamous glitches in this game. There are a lot of them. Many visual glitches, and often enough there are annoying audio glitches.
-glitches can be very easy to exploit. I only started playing about 5 weeks ago, and I've already passed level 250, because I came upon a glitch that lets you instantly go from 15 to 100 in individual magic skills if you've got enchanted armor that reduces the amount of magika it takes to cast spells in certain schools of magic, and you fast travel while you're casting that spell on something (for example, you can use the Telekinesis spell on an object, and fast travel while doing so to instantly get that skill to 100), then you just need to reset the skill and repeat, every time you fast travel anywhere. That's just one exploit I came across, there are several others I've used, and I'm sure many bloggers and forumers have uncovered hundreds of others.
-the actual gameplay is somewhat cumbersome and lacking in real challenge. Combat is based more on statistics than skill, so your progression is more based on grind than anything else.
-the voice acting can be laughable
-some aggravating glitches prevented me from completing certain side quests.
Anyways, I actually really really liked this game (I've already played it for 160 hours, and plan to play it more), there's just a few technical things that keep it from being one of my favorite of all time, though I completely understand why so many other people are in love with it.… Expand
Average User Score: 5.8Oct 1, 2018I've been interested in witnessing the development of "visual novels" (from what I understand, that's the term being used to describe theseI've been interested in witnessing the development of "visual novels" (from what I understand, that's the term being used to describe these kinds of games, at least until a better one is coined) unfold over the past few years. I'm an adamant reader, so Interactive short stories are a really cool concept to me, but Three Fourths Home is a very weak showcase for what interactive visual novels can potentially be.
The dialogue itself is alright. We get a snapshot of a girl living through an economically depressed time, struggling to make it on her own, as we watch her family melodrama unfold through a conversation she's having on the phone with her mother while she's driving. Not conceptually extraordinary, but a solid premise if the aim is to showcase strong writing. And the writing her is...it's okay, it's just okay. There's a little bit of humor, but nothing that had me laughing out loud the way Night in the Woods did (I guess Night in the Woods is more of a dialogue heavy walking simulator with mini-game elements strewn around, but it's mainly just a showcase for great dialogue, so I think the comparison is fair), and I was interested in seeing the story unfold, but none of my dialogue choices felt meaningful, and I felt no compulsion to go back and see how the conversation might've changed if I had selected different choices.
But, even though the dialogue is pretty okay, I still gave this game a very low score because of how the developers went out of their ways to make actually getting through this story as annoying as possible. First, you have to hold down the right trigger (I'm not sure what button you use if you're on a keyboard) throughout literally the entire thing to make the car keep going forward (or to make Kelly keep walking forward, if you're playing through the epilogue). If you stop holding it down for even a brief second to stretch your finger out, the dialogue stops entirely until you keep holding it down again, and getting through both halves of the story can take up to two hours (depending on your dialogue choices), which means holding down the right trigger for a consecutive two hours just so you can keep reading some lines of text on a screen, which is insanely annoying. The second thing I hated, was the ultra bright screen contrast. You're reading black text off of a mostly black, insanely bright white screen for two hours. I couldn't play this game for more than thirty minutes at a time before having to rest my eyes, because it physically hurt staring at this screen. It was straining me just to get through it. I turned the brightness on my TV screen from 50% to 25%, but it was still straining, and it made it harder to see the black text. If you design a game that is entirely composed of reading lines of text on a screen, then you make the screen your player is reading off of as eye straining as you possibly can, you've got a problem.
So while I might have generously given this game a 5 out of 10, instead of a 3, since the dialogue is okay, and I do like seeing more and more game developers writing games that explore issues of economic depression and how they strain familial relations, the annoying fact that you have to hold down the right trigger for two consecutive hours just to read some lines of text, and the overwhelming brightness of the screen is physically painful to look at for prolonged periods of time, I had to knock my score down. I wouldn't recommend Three Fourths Home, there are visual novels out right now that are not this annoying and contain much better dialogue.… Expand
Average User Score: 8.4Sep 25, 2018I actually wasn't incredible crazy about the first Bayonetta. I thought the cutscenes were gratuitously long, especially the action sequences,I actually wasn't incredible crazy about the first Bayonetta. I thought the cutscenes were gratuitously long, especially the action sequences, which dragged on forever and made me wish I was the one controlling the action, the story was incomprehensible, for some sequences (like the motorcycle sequence) the controls were just plain bad, there were invisible walls galore, it was way too easy to rely upon spamming the same combos over and over with nothing encouraging you to try out new weapons or moves, etc. I did enjoy a lot of it, mostly thought it was okay overall, but I did love the unpredictability and the crazy set pieces.
Bayonetta 2 takes the things I liked about the first game and amps them up to crazy extents, with more insane boss fights, more insane set pieces, more fluid controls, and there were no sequences with terrible controls, no matter what it is you're doing, whether it be flying a jet, controlling a giant fighting mech, surfing on the outskirts of a massive tycoon, whatever it happens to be, it all feels great to control. Sure, the story is still incomprehensible, and it's still way too easy to rely upon the same weapons sets and spamming the same combos with no encouragement to try much new stuff, but there are so many insane set pieces that are such a blast to play that it's hard to hold anything else against it.… Expand
Average User Score: 8.7Aug 14, 2018I'd been wanting to play Okami for a long time, but despite all the times it had been ported to numerous different systems over the past fewI'd been wanting to play Okami for a long time, but despite all the times it had been ported to numerous different systems over the past few console generations, I'd just never gotten around to it at any point within the last 12 years, until it came to the Switch. And now, I can see why so many people love this game, and why it's endured for just over a decade, because it is an absolutely gorgeous looking game.
I've noticed that most reviews for this game focus almost entirely on the artstyle, and there's a reason why, because it's beautiful. Other reviews also mention the music, which again, is gorgeous, and the humorous characters. But I am somewhat disappointed with the actual gameplay itself. The combat is a chore. It amounts to mashing Y and then using the paintbrush to draw a line through the enemy when they're down to defeat them. And the text portions of the game are egregiously drawn out (no pun intended). The dialogue stretches on for an eternity, as do gameplay explanations. There was one point where a character was explaining a new combat technique, and I timed how long it took to get through their explanation, and it literally took 52 seconds for them to explain "mash Y four times." I'm not joking. 52 full seconds of text, just to explain how to push the Y button four times. It was ridiculous. And the game over explains literally everything like this. The handholding is unbelievable. And then, there are frequent points in the game where you simply have no clue where you're supposed to go next or what you're supposed to do. So the game simultaneously holds your hand to never ending extents, while also frequently dropping you off into the middle of a field with no clue as to what you're supposed to be doing.
While I did find those things incredibly frustrating, I still loved this game due to its gorgeous looking art style and its quirky, humorous characters. I just wish there wasn't so much wandering with no sense of the direction you're supposed to be headed in, and that the dialogue didn't drag on forever to explain incredibly simple things.… Expand
Average User Score: 8.1Aug 9, 2018Night in the Woods is a hilarious and heartfelt portrait of a depressed town left behind and devastated by late stage capitalism.
My onlyNight in the Woods is a hilarious and heartfelt portrait of a depressed town left behind and devastated by late stage capitalism.
My only complaint is the minigames. They're cute I guess, and they can be funny, but the controls are wonky, which makes them a bit annoying. If this game had fully committed more to being an interactive novel, or if they had refined the minigames, and given them more of a purpose, or at least rewarded you for doing well, then this game would be absolutely perfect. But even with those minor flaws, it's a masterpiece.… Expand
Average User Score: 8.5Aug 9, 2018Woah. Dead Cells is one hell of an excellent bloody game.
Before I say more, I should disclaim that my first time ever playing this game isWoah. Dead Cells is one hell of an excellent bloody game.
Before I say more, I should disclaim that my first time ever playing this game is for the Nintendo Switch, and the Switch version only came out two days ago, so I haven't beaten it yet (I don't even think I've gotten anywhere near a halfway point), but I've already sunk in at least 15 hours because I can't seem to put this down whenever I pick it up. So unless the quality suddenly drops off halfway through, I'm madly in love with this game.
The game doesn't give you a tutorial, it just throws you in and lets you figure everything out. But the odd thing here, is the fact that games that just throw you into them without any training are usually intentionally designed to be overwhelming (like Dark Souls, which is the obvious comparison most of us like to lean on when we try to describe games with no hand-holding) in order to test your stubborn will and perseverance, but Dead Cells is so intuitive that it never feels overwhelming. It's the kind of game that immediately just "clicks." Sure, there are aspects of the game that take some time for the player to hone, like timing dodge rolls and double jumps, but it instantly feels so good to play that even your first death (trust me, there will be a lot of them) still feels like it was entirely your fault, and not for cheap reasons, like there was something you were just unfamiliar with or didn't know about ahead of time.
The gameplay is also so fluid that it never gets boring, no matter how many times you run out the starting gate and face the same zombie types with the same attack patterns. I just can't iterate enough how good it feels to play this came. Every dodge, every sword swing, every arrow shot, literally everything you do in this game, feels amazing, and I don't know how to describe it, but the fluidity just keeps the same actions from feeling repetitive.
In the vein of repetition, the one thing I was most worried about when I first walked into this game, that very quickly became my favorite part of it, was the procedural generation of the levels. Usually, I'm not a fan of procedural generation. To me, it makes an experience feel less "hand crafted," like exploring is less special, since every detail I uncover wasn't put there especially for me to discover, but instead it was spit out my a random number generator. But it doesn't feel like that in Dead Cells. I don't know how to describe this either, but every room I go into, every door I unlock, every item I pick up, every secret I find, feels like it was all put there just for me, even though it was randomly assembled, and I have no idea how the development team behind this game pulled that off, but I absolutely applaud them for it, because no matter how many times the game spits out a new layout of the same level for me to explore, everything just feels like it was intentionally placed right there, for me to find, instead of something that was just randomly assigned to a spot, which is a feeling that never gets old.
And lastly under gameplay, I want to mention how much i freaking love the weapons and the items that they give you to use throughout this game. I may fall in love with a certain weapons combo which makes me desperately not want to die so I don't lose my gear, but no matter what, if I have to start all over again, I just know I'm going to uncover a new combination of weapons that I fall in love with all over again. Every single item and weapon put into this game feels like it's useful for something, and even though I have preference types, I'm happy with whatever the game gives me for that run.
I should probably start talking about other things now, since I've already almost used up my max allotted characters.
The story is passable. I like the concept of a blobular spirit inhabiting an already deceased corpse, and every time you die, you just inhabit a new corpse, which makes the idea of rogue-like game with a continuous plot, and NPCs that you have recurring encounters with, feel more fluid and organic. If there is much of a story, I'm not sure what it is yet. All I know is that you begin in a prison cell on an island somewhere and you're trying to break out. But the writing itself is very often morbidly funny, so I've given it high marks.
Hands down the best pixel artwork I've seen in a game. Personally, I love pixel artwork, but I've never loved it more here.
I've had the soundtrack on loop for the past two days on YouTube whenever I'm not playing the game. The music in this game is absolutely gorgeous.
This is one of the most instantly satisfying action games I've ever played. I've said it a dozen times, and I'll say it again, it just feels amazing the minute you start playing it. It is insanely addictive, the artwork is incredible, and so is the music.… Expand
Average User Score: 7.3Aug 8, 2018It's free to play, so I don't regret checking it out, and I might even recommend you checking it out too, if you're into this sort of thing,It's free to play, so I don't regret checking it out, and I might even recommend you checking it out too, if you're into this sort of thing, but after a few hours, I don't think I'm ever going to open it back up again.
It's not particularly bad. The servers can be frustrating since it's still in its first week on the Switch, so sometimes I found myself waiting for up to five full minutes before I was successfully placed in a match (I got kicked out of matches quite frequently, and it definitely wasn't due to the wifi on my end, I guarantee it was the servers), but I'm sure that will all be worked out in no time. I simply found this game repetitive and boring, no matter what mode or map I was playing in. I tried several of the different heroes that are available without having to pay any real world money (and you do get access to quite a few for free), but I still felt the same way.
I like the visual design of the game, and the visual design of all the different heroes, I just really didn't like the gameplay itself, though I don't have much of a satisfying explanation for why I didn't like it. It's perfectly functional, and adequate, but I couldn't take more than a few matches at a time without getting painfully bored.… Expand
Average User Score: 8.0Aug 8, 2018Mario games have this way of legitimately making me smile. And by smile, I don’t mean a metaphorical smile, like his games simply make meMario games have this way of legitimately making me smile. And by smile, I don’t mean a metaphorical smile, like his games simply make me happy, I mean I actually find myself grinning like an idiot. Though I’m mainly referring to the main line Mario games like Odyssey and Galaxy, and most of the Paper Mario games. Their wholesomeness and charm never fail to make me feel like a child again.
Captain Toad is the first sideline Mario game to produce that same, childlike happy feeling in me. It’s infinitely satisfying to guide the adorable little pairing of Toad and Toadette through a series of perils to get to each and every star, and that happy dance they make when you do always have me a warm little happy feeling.
This game has great puzzle design, and I had tremendous fun discovering each and every new level, but I gave this an 8 because there isn't much replay value, the controls are awkward on the levels where you're running across platforms instead of solving puzzles, sometimes the camera feels awkward, and the narrative doesn't really give you anything. To extrapolate on that last point, I know Mario narratives are traditionally simple: Bowser kidnaps princess to marry her because Bowser wants to be king, or whatever reasons Nintendo happens to give him for that game, but at least there's usually just enough there to explain why you're running through the stages and collecting stuff, but Captain Toad doesn't even give you the bare minimum. There's a bird, the bird kidnaps Toadette and steals a star for reasons, and there are other stars, and you're collecting stars because you're a Treasure Tracker I guess judging by the title of the game, and you collect them arbitrarily on your way to save Toadette from the bird (spoiler?: and this reapeats itself in the second episode, where the bird kidnaps Toad, and you play as Toadette traveling to save Toad, and then there's a third episode where you alternate between Toad and Toadette trying to find each other after getting separated again). I mean, in previous games you're usually collecting stars to power something that will get you somewhere or allow you to go somewhere, and it's never the important part of the game, but it does at least motivate the action of the game and give you a reason to be exploring the brilliantly designed levels. This time around, you're just doing it for the sake of doing it. And that's not bad at all. I still had tremendous fun with this game. But I still do wish there was just a little more there.
Anyways, I loved Treasure Tracker, it's adorable, infinitely charming, and smartly designed.… Expand
Average User Score: 8.2Jul 28, 2018I’m playingthis for the first time, on the Switch
I feel the need to precede this by stating that I actually really really really likedI’m playingthis for the first time, on the Switch
I feel the need to precede this by stating that I actually really really really liked parts of Bayonetta, a lot. There are many parts of this game I’d rank at a solid 10 on their own. But, as a whole, I was just a little disappointed, because of some other annoying things that were hard for me to ignore.
For starters, the cut scenes were incredibly frequent and gratuitously long, especially those exasperatingly long action cut scenes that never seemed to end. And throughout the duration, I always found myself wishing that I was the one controlling the action. And there are multiple lengthy cut scenes in every single chapter. You can skip them, but then you’d miss the story, and it’s a shame that a lot of the story is padded between excessively long action scenes.
Secondly, in the same vein, many segments throughout this game are gratuitous. The developers just don’t seem to know when to quit. I really liked that there were a ton of levels that broke away from the basic core combat system, and extremely frequently you’ll be doing something different and exciting, but those initially exciting sequences overstay their welcome long before they’re over. The second worst offender is a level where you’ll be riding on a high speed motorcycle down the highway, and I’m not exaggerating when I say that level stretches on for longer than fifteen minutes. That’d be fine if they had you doing more interesting stuff during that level, but it’s a literal fifteen minutes of pushing forward continuously on the control stick, and jumping when they tell you to jump. It was fun at first, but it got old quickly and it never seemed to end. But the absolute worst is a level where you’re riding a missile to a tower across a large body of water Star Fox 64 style, only it’s not anywhere near as fun as that sounds. There is nothing interesting to do for longer than ten minutes, other than dodge some repetitive obstacles, and you just keep riding forward for what feels like an eternity. There are other levels that stretch on gratuitously, but those are the two absolute worst.
Third, the time spent between combat segments in each level of the game are weak, and they are much longer than they need to be.
And fourth, the story is very difficult to follow, and it’s all over the place. I like how crazy the story is, but it’s be nice if they made it a little more focused.
And fifth, there’s a lot of little things, like invisible walls everywhere and somewhat often it’s unclear what you’re supposed to be doing to progress, or sometimes the camera angles are frustrating, etc. Just minor design issues that hampered my enjoyment of the game.
That all being said, I really loved a lot of this game. When it’s good, it’s really bloody good. The bosses are spectacularly creative, the combat is fun, and you never know what’s coming next. I’ve heard Bayonetta 2 is a massive improvement, and that it improves upon the pacing and that it refined all of the things that were great about this game, so I’m eager to check it out soon.… Expand