Hoardz of gamez Mskotor’s profile
I try to get rid of my hoard of unplayed games. It's not much, but still it's some kind of backlog, right?

2016 | Oct | Nov | Dec | |||||||||
2017 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
2018 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
2019 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
2020 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
2021 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
2022 | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec |
Other | Driving | Sale | NES | Sale | FF XIII | Sale | Sale | Sale | Sale | Sale | Sale |
⭐️⭐⭐⭐☆ - game I enjoyed, but has it's visible flaws that can make gameplay annoying. Or games with solid gameplay and good story, but without **this something** that would make me really enjoy it
⭐️⭐⭐☆☆ - starting point. Neither good or bad. Average story with average gameplay
⭐️⭐☆☆☆ - when game has average story, so I could beat it to see plot but it didn't make me want learn more about characters or universe. Plus gameplay is so bad it make whole experience terribly annoying and irritating
⭐️☆☆☆☆ - only one type of games will get lowest note. Games that are unplayable or barely playable due to devs laziness. And their story is not interesting enough to push me into spending hours on the internet, finding a way to make it work. If game would be playable, but I wouldn't enjoy plot or it'd have bad game mechanics it'd get 2 stars
October | Princess Isabella: The Rise of an Heir, Fairy Tale Mysteries: The Puppet Thief, The Beginner's Guide, Ether One, Her Story, Ori and the Blind Forest: Definitive Edition, Fallout 4 |
November | Regency Solitaire, Chroma Squad, Broken Age, The Incredible Adventures of Van Helsing: Final Cut |
December | Mad Max, Undertale, Paladins, Sakura Beach 2, Qbeh-1: The Atlas Cube |
January | Crime Secrets: Crimson Lily, Enigmatis 3: The Shadow of Karkhala, The Secret Order 4: Beyond Time, Anna's Quest, Plantera, Oxenfree, Far Cry 3, HuniePop, TRISTOY |
February | ABZU, Contrast, The Turing Test, Victor Vran, ENSLAVED: Odyssey to the West |
March + April | DARK, Mushroom 11, Evoland 2, Event[0], The Journey Down: Chapter Two, Castle of Illusion, Tales of Zestiria |
May | Aragami, Gods Will Be Watching, Unravel, Orwell, Beholder, Pony Island |
June | The Emerald Maiden: Symphony of Dreams, Tibetan Quest: Beyond the World's End, Melissa K. and the Heart of Gold, The Room Two, The Swapper, Jotun, SteamWorld Heist, Castlevania: Lords of Shadow 2 |
July | Adam Wolfe, Toby: The Secret Mine, Hollow Knight, Sniper Elite 3, RAGE, Alone With You, The Legend of Heroes: Trails in the Sky |
August | Tales from the Borderlands, Hatoful Boyfriend: Holiday Star, Sherlock Holmes: The Devil's Daughter, Risen 3 - Titan Lords |
September | Witcher 3 GOTY |
October | INSIDE, TitanFall 2, Mirror's Edge: Catalyst, The Technomancer, Saints Row: Gat out of Hell, Shadowrun: Hong Kong |
November | Mass Effect: Andromeda |
December | Life is Strange: Before the Storm, Milkmaid of the Milky Way, Secret World Legends, Deadpool, Seasons after Fall |
January | Valley, Dark Messiah of Might & Magic, Sword Coast Legends |
February | Tacoma, Quantum Break, Dex, OwlBoy, The Whispered World Special Edition |
March | The Walking Dead: Season Two, Edna & Harvey: Harvey's New Eyes, Edna & Harvey: The Breakout |
April | EARTHLOCK, Styx: Master of Shadows, Rise of the Triad |
May | Alpha Protocol, Lara Croft GO, Deus Ex: Mankind Divided |
June | Finding Paradise, AER Memories of Old, Dreamfall Chapters, Stories: The Path of Destinies, RUINER, Lara Croft and the Temple of Osiris |
July | The Sexy Brutale, Renegade Ops, Dying Light, Final Fantasy XIII |
August | Firewatch, Dungeon Siege III, Vampire: The Masquerade - Bloodlines, A New Beginning - Final Cut |
September | Rise of the Tomb Raider: 20 Year Celebration, Warhammer 40,000: Space Marine, DOOM |
October | Assassin’s Creed IV: Black Flag, Figment |
November | Ghost of a Tale, Pillars of the Earth, Fe, Path of Exile, Rakuen |
December | RIME, Wuppo, Orwell - Ignorance is strength |
January | Hellblade: Senua's Sacrifice, GRIS, Outland, Zombie Army Trilogy |
February | Valiant Hearts: The Great War |
March | A Way Out |
April | Angels with Scaly Wings |
May | Ticket to Ride, Witcher Adventure Game |
June | Nothing |
July | Heroes of Hammerwatch |
August | The Room Three, Kao the Kangaroo: Round 2, Psychonauts, Red Faction: Path to War DLC |
September | A Hat in Time, Magicka, HoH: Pyramid of Prophecy |
October | The Escapits, Reprisal Universe, Godus |
November | Nightsky, Castle Crashers |
December | Little Nightmares, Wolfeinstein: The Old Blood |
January | Borderlands 2 |
February | What Remains of Edith Finch, Pillars of Eternity, Q.U.B.E. 2 |
March | Prey, The Council, Cat Quest |
April | Resident Evil 5, Dishonored: Death of the Outsider, Bayonetta |
May | Age of Wonders III, The Evil Within |
June | Lord of the Rings: War in the North, Ori and the Will of the Wisps, A Plague Tale: Innocence, Evil Genius |
July | Dead Cells, The Outer Worlds, Wolfenstein: Youngblood, Warhammer: Vermintide 2 |
August | Children of Morta, Darksiders III, Halo: Master Chief Collection |
September | Bloodstained: Ritual of the Night, The Division |
October | Heat Signature, Strange Brigade |
November | Dishonored 2 |
December | Degrees of Separation |
January | Vikings - Wolves of Midgard, Disco Elysium |
February | Wolfenstein II: The New Colossus, Resident Evil 6, Super Hot: Mind Control Delete, Shadow Warrior 2 |
March | Trine 4: The Nightmare Prince, Night in the Woods, GTA V |
April | Remnant: From the Ashes |
May | Borderlands: The Pre-Sequel, Metal Gear Solid V: The Phantom Pain |
June | Star Wars: Jedi Fallen Order, Guacamelee 2 |
July | Spiritfarer |
August | Control, FrostPunk, The Journey Down: Chapter 3, The Surge, Hypnospace Outlaw |
September | Tell Me Why, Rocketbirds: Hardboiled Chicken [Co-op], Void Bastards |
October | Rage 2, Unravel Two |
November | The Elder Scrolls Online, Jurassic World Evolution |
December | Call Of Juarez: Gunslinger, Elex, We Were Here, Far: Lone Sails, Warhammer: Chaosbane |
January | Trine 4: Melody Of Mystery, Steamworld Dig 2, We Were Here Too, Death's Door |
February | Heavy Rain |
March | Vampyr, Mutant Year Zero: Road To Eden |
April | Generation Zero, Shadow Of The Tomb Raider: Definitive Edition |
May | Sniper Elite 4 |
June | |
July | |
August | |
September | |
October | |
November | |
December |
June 2022 Update
Next update (works only on profile page)

- Nice and interesting setting
- Story with plot that is not obvious from the beginning
- Varied and interesting companions
- Easy to read and detailed map
- Really nice voice acting
- Simple puzzle that are nicely combined with level exploration
- God bless fast mode where we run faster and combat is speed up. I may not complete this game otherwise
- There is no right or wrong way to play the game, we can obtain our goals both by being calm diplomat and asshole brute
The bad
- Combat is boring, our characters have problem with path finding
- Enemies are dumb
- Only one companion uses heavy armor and 80% gear drops are for heavy equipment
- Experience gain doesn't make sense. Game by default gives two weapon experience to a mage or illusion proficiency to tanks??
- Some basic things (like that you can stop companion from getting experience in the wrong category) aren't explained properly
- Dialogue options with unused choices are grayed out. I'm not going throught someone's dialogues again, as some minor reputation check option became active
- Travel animation is not used to load levels in the background
- Not possible to stop game after character creation, as game doesn't save when character is made. There is long prologue afterwards, and quitting would remove both choices made in the prologues and creator
- There is stupid mechanic where we need to rest before we can use some abilities. We can rest with camp kits and they are abundant - so it's possible to be always rested (and have abilities ready to use) but it's just waste of time. It feels like artificial blockade to add "more complexity to combat" where it's not needed
Conclusion:
I like the setting and plot but don't like game mechanics. At first combat was so boring I set it to easy to speed it up. Later on when we get more abilities (so it stopped to look like a cookie clicker) I bumped it to medium so enemies stopped to die immediately. There is no need for strategy during combat. Just click on an enemy to kill, and our characters will do the rest. I do in general dislike this combat type but at least in Dragon Age we could use detailed AI settings to program companions to fight in a specific way. Here everyone just go on auto pilot.
Story:
We do manage to fulfill the edict condition of capturing the citadel, which breaks the edict. Now our job is to understand why Hegemon armies are fighting and who's responsible for the troubles. We must gather evidence against the traitor and show them to Tunon - judge who makes sure that Hegemon law is followed on all the conquered land. Reason why armies fight is kind of predictable but nonetheless it's interesting to look for leads, learn some backstory of the land and decide with which fraction we should align - one of the two armies, or maybe the rebels.
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Not tracked on Epic |
📊 Performance | No issues | 💾 Save system | I've been saving every couple minutes for 40h and did not run out of manual saves slots. So plentiful. There is also auto save on the level start, at objective completion etc. |
🦚 Game customization options | Basic sound options, average graphical options. Ability how active pause works and how fast text is displayed. In general quite basic. |
🌍 Map | Overworld map is nice and detailed. I don't understand why they have clock though as pretty much nothing (apart from short section in 1st chapter) is time sensitive. Levels are small but detailed. Not many things to do on them apart from killing few enemies and looting some boxes. There are random encounters while traveling on the overworld, which are sometimes more interesting than event on the destination point. Travel animations are too long on the overworld map, and I don't know why they did not use this time to load those small levels in the background. Instead there is lengthy animation of flag moving across overworld, and then loading screen to load the level. |
🎮 Controls | It's isometric cRPG, so mouse + numerical keys during combat. Not possible to control characters more directly. Only thing characters can do is run around and do contextual actions in scripted locations or fight. |
📇 Inventory | It's well organized into categories and we never have too many items to be overwhelmed. But also we pretty much always get duplicates of what we already have from drops, or items we don't need. Game also doesn't remember sorting option that we have chosen previously. There are many consumable items that would be only used on hard or really hard difficulty. Only item I used few times was small healing potion. And there are piles of buff / debuff / restore items. Quest objects are not sorted in any meaningful way, e.g. by type and then acquisition time which makes it hard to browse them. Gear comparison window between used / new items is easy to use. |
🏹 Weapons | Really basic. We basically change into higher quality of the same weapon when we find something better. Because game is isometric and camera is quite high-up there is no much difference between them. They all look like sticks that are swing around. It's possible to upgrade weapons but it uses a lot of resources. One character is tied to their armor, which is quite under leveled at the end of the game. Unless we spend piles of resources to upgrade it. There are legendary weapons but high level general gear is often better than them. |
🕵️♀️ Abilities | Each character has 2 - 3 class-specific ability trees, except for main hero that can pick from any tree. Like tanking vs dps or bows vs daggers. In 40h I received enough ability points to max out one tree per character. Which would be nice if offensive abilities would not feel so pointless. It doesn't feel like they do much more damage in comparison to the basic attack. It's mostly that game doesn't look so boring visually when companions can use few custom attacks. Only exception is leveling up the mage healing tree, so he restores more health. Being able to heal someone 20% and 50% of total HP makes the difference. |
🤖 Companion and enemy AI | Companions will cast / use whatever abilities are not on the cool down. There is no AI tuning to decide when to use which ability. They also have problem with path finding e.g. if healer is in front of a tank in narrow passage - it will not move to let tank to front, and instead keep getting hit. No. Stupid grandma will stand and attack enemies with the staff, while tank is running back and forth trying to find a way to reach enemies. It requires manual intervention each single time to move them. Enemies have it easier as they are pretty much always in the open space, so they don't get stuck. But only thing enemies can do is approach us and keep spamming their attacks. They literally feel like brain dead meal worms. They will not try to flank us, target someone else than tank or run for help. |
🥊 Combat | If I could I would auto-skip whole combat. It's unpolished and uninteresting. We don't even have visible action queue. By default characters will do one action and go back to auto attacking. It's not possible to make queue without holding SHIFT key (which is only explained during tips on the loading screen). They also don't indicate which attack is next in their queue. At least with fast mode enabled encounters take only short while. While in combat we obviously see this annoying window that lists how much damage each character done. But unless we'd slow down the game text runs there so fast there is no way to follow it. It would be easier to just have floating numbers above characters head as a damage indication. Because our characters are brain dead ranged characters will not try to move away from melee attackers, same goes for the enemies. |
Technicalities:
Music - ⭐️⭐⭐ - Voice acting is spot on. Music is also nice
Bugs - ⭐️⭐⭐ - I didn't really encounter any

Conclusion:
I grabbed this one on Epic to see gameplay of Total War games. And I see it's not for me. I like the overworld aspect of it but would prefer it to be more in HOMM V way, where there are short skirmishes per fraction. Instead of having huge map with 20 enemies that takes hours to complete. I also didn't really like the real life combat, and it is the main selling point of this series. I don't say it's a bad game, only that not for me.
Side note
Woooo. GPU prices are finally down. Thankfully my 2.5 year GPU is still strong but I will no longer sweat it may break and I’d need to pay horrendous money for replacement. Wonder if crypto will crash any more, miners are already selling their piles of “rarely used” cards on the market.
NFTs already crash. Developers threw themselves on this junk, smelling easy cash as lootboxes have more and more scrutiny. And it ended before it started. People invested millions in something that doesn’t have any value, and can be stolen with a phishing link. I like how Seth Green lost his NFTs and then threatened new owner with legal action. Like if idea of non-government asset or coin is good but the moment it’s “stolen” you run to police so they recover it. Problem is NFTs are shown as new IT miracle, and no one really explains what they are. Not many would invest in them if they would be explained they don’t own image or whatever is connected to token. That all they invest in is digital receipt that says they bought it.
I also hope all this metaverse junk will die as well, especially served by facebook & co. Can’t wait for new scandal where movement data from VR was used by meta to propose people new diets or exercise equipment via in-built ads. And idea of having metaverse as 2nd life is bizzare. Nothing like going home after 10h of work to go to another work to pretend on the internet you’re someone else.
I used icons from this page, to show gaming platform in my post:
https://icons8.com/icons
May 2022 Update
Next update (works only on profile page)

- Fully playable in co-op without problems
- Voice acting is nice
The bad
- Had a bug where mission cut scenes did not play visual, just the sound
- Game is open-map and not really made for stealth approach
- Stealth is in general stiff and uninteresting. Character is too sticky to walls, can't move between covers, there are bare-bone alternative routes to our goal
- All weapons in the same category (snipers, ARs etc.) feel the same
- Animations are stiff and dialogues feel like they were written by a middle schooler - lazy and out of place
- If Co-Op partner disconnects game stops to track their progress in the mission, like they started from the middle or end
- Quite a lot of inventory items (land mines, string mines, flares, med kits) that feel useless as there is no reason to use them
- Piles of junk collectibles in order to fill otherwise empty maps
- Enemies are marked on the map before we mark them with a binoculars, making it look like we have 6th sense
Conclusion:
I think I enjoyed more earlier Sniper Games. Crawling throught rubble, looking out for snipers and kill them with nice head shot and images of bones being crushed. This game is more like FPS where we run from place to place and clear bundles of enemies to progress. Masking sounds are rare and we can have only up to 20 silent bullets (few more can be found on dead snipers). So it's not really possible to try and beat game without alerting enemies.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Some are really grindy as they require collecting all the collectibles (already owned aren't marked on the map), and maxing out all weapons (which means thousands of kills in specific way). |
📊 Performance | No issues | 💾 Save system | One automatic check point. It is often enough to not feel punishing and game don't have decisions where we'd need to change selected option. |
🦚 Game customization options | Basic |
🌍 Map | Map is detailed and easy to navigate. There is also handy mini map. One problem I had was that enemies are marked on the map automatically. Kind of beats the feeling of discovering enemies and planning ahead. |
🎮 Controls | We can walk on pre-defined paths. It's not possible to jump, so small obstacles are not possible to move past (gives Pokemon feel). We can walk, crouch and crawl. Rally basic stuff. There are no QTEs or melee combat system. |
📇 Inventory | Radial item selector acts as the "inventory" during the mission. We can chose weapons before the mission from few options. Some items can be unlocked with medals awarded for beating the missions but they are useless. Why spend medals to unlock land mine as a starting item, when they can be found everywhere on the level - both in containers and on fallen enemies. |
🏹 Weapons | Base game has only 4 snipers, handguns, ARs etc. So selection is quite limited and they all feel the same to use. Only exception is Welrod as it's the only silenced hand gun. There are many more weapons sold as DLCs but they also feel copy-pasted. There is no sense of progression between guns. There is always tradeoff, if you pick weapon with more damage you will trade accuracy and magazine size for it. |
🕵️♀️ Abilities | No abilities. Killing grants EXP and each 5th level unlocks passive bonus to pick from. But bonuses don't change much in the gameplay. E.g. being able to hold breath tiny bit longer, or getting less fall damage. |
🤖 Companion and enemy AI | Enemies are dumb. If someone is killed it's enough to wait a bit for them to forget about it. They don't stay in alarmed sate. When they hear shot they act like we have magnet in ass, and immediately go to our position. They will not try flank us, ask for back up. They only hide behind near obstacle and run around a bit. |
🥊 Combat | It's boring. It is satisfying to kill some enemies by shooting specific body part, but as all weapons feel the same and enemies are stupid it doesn't feel like we're going anywhere. Or progress. It's as easy to play first level than the last one. It's really flat in this regard. It's possible to destroy tanks and trucks by shooting through visors. But angle may be at nearly 90 degrees and as long as we see few red pixels (that mark weak point) we will score head-shot. It would make more sense to have narrow angle in front of the visor that can kill operator inside the tank. |
Technicalities:
Music - ⭐️⭐☆ - Voice acting is nice. But music is meh, weapon sounds are bit flat
Bugs - ⭐️⭐☆ - Why does it keep hanging on the initial animation and then I have black screen and can walk around the map but don't see where I'm going? Game need to be alt-tab in order to work normally
April 2022 Update
Next update (works only on profile page)

- nice combat
- steady progression
- game is from 2019 and still receives free updates above simple patches
- death is not punishing, we teleport to nearest save point without losing gear or items
The bad
- problem with textures that clip through objects. Unless grass can grow through concrete and branches clip through the walls
- assets are re-used way too much
- bad inventory sorting makes it hard to find relevant ammo or mods for weapon
- game keeps crashing in random moments
- enemies have really basic AI
Conclusion:
It is not a great game but it's also not terribly bad. I did enjoy my time with it. Developers did bring bigger gameplay overhaul mid-playthrought (better inventory sorting, weapon selection menu etc), and they keep upgrading game. I do like that Sweden from 80's was nicely re-created there but at the same time world is made from few assets that are copy-pasted over and over again. Houses, bunkers, locations all look the same and have the same layout. It's like those "randomly generated caves" in Skyrim where visiting one makes you know all of them.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most are unlocked naturally but couple require gathering piles of collectibles |
📊 Performance | Keeps crashing in random moments. Can't alt-tab without risking crash. Can't fast travel without risking crash. Ugh. | 💾 Save system | There is only one automatic save. |
🌍 Map | Quite big and detailed. It is easy to read but I'd like it to mark found collectibles. Or mark which settlements were already visited as not all are automatically marked on the map, especially the small ones. |
🎮 Controls | Default weapon selection system was awful. But with recent update they moved into a selection wheel which is way better. We can run (stamina is really low though), jump, walk. It's not possible to swim so water bodies need to be circled around. No dodging in combat, no platforming sequences. |
📇 Inventory | Awful. There are basic categories like weapons or ammo obviously, but why not organize items in some logical way? Like SMG / Assault rifle / shotgun / pistol / rocket ammo? Instead there is long list of ammo in random order. Ammo description is so long it doesn't fit into the text box. It's scrolling back and forth like on news info bar, and we need to wait for it to move past to see what ammo type we're looking at. There are ammo pictures but they are so small and differ only a bit in color... why can't it just be "AR 5,56mm armor piercing" or "SMG 9mm normal". Same with weapon mods that are grouped by rarity, not type. Just allow to filter by type quickly. E.g. all scopes look nearly identical but some are for sniper rifles, other for assault rifles or for pistols. Not possible to say just from looking which we need and which could be recycled. After we add modification to weapon it's possible to move it into the store box by accident as they are not removed from the view. Any other game "adds" mod to a weapon so it always stays with it. Weight limit of backpack and storage box is quite low. It's not possible to recycle only one item. We can recycle only bundles of items, so if we want to recover electrolyte from battery we need to waste space for 4 (which is 4kg) while looking for 5th battery of the same size. It's not possible to dismantle and make better aid kits so we just use whatever we found. There is simple crafting system but it requires so many blueprints I was never able to do anything useful. |
🏹 Weapons | Quite basic. Melee weapons are useless as they don't deal much damage and robots can easily kill us heads on. Hand pistols are also useless. Best weapon would be assault rifle due to their high rate of fire and accuracy. I wanted to play with sniper rifle but it takes forever to kill anything more than basic robots with it. Shotguns require us to come quite close which is dangerous. And missile launchers don't do as much damage as expected and rockets weights a lot. Each weapon type have 2 or 3 variants (like AK-74, 5.56 or one more AR) but they all feel samey and weapon choice depends a lot which ammo type is available. Some items can be used in combat as distraction (fireworks, flares) or decoys to lure enemies into mines (radios, boomboxes etc.) but they aren't really effective and choosing them mid-combat is cumbersome. |
🕵️♀️ Abilities | Pretty much everything is passive. More health, stamina, explosion or gas resistance, more accuracy etc. But unlocking those don't feel like much improvement. Only active ability is being able to see enemy stats after upgrading binoculars, and I never used it to assess enemy power. It's easy enough to do by looking on enemy color scheme. Orange, green, black, radioactive from weakest to strongest. |
🤖 Companion and enemy AI | There are no companions unless we play with other players. Enemies are dumb. They will run around us and then stand in spot "taking aim" which gives us time to kill them. They don't try to look for cover or avoid getting shot at. Only way they are challenging in combat is that we have little health and they do a lot of damage. Especially toxic or radioactive damage that we don't have easy way to resist. Even with gas mask and perk to raise gas resistance ending in toxic cloud will kill us in few seconds. And there are robots that love to shell us with toxic artillery strikes... Some big enemies are put inside narrow corridors or inside caves which makes them unable to move around and attack. They are literally like sitting ducks there. |
🥊 Combat | It's all right but not amazing. Enemies are dumb so it's easy to exploit their patterns to kill them. Some enemies are so bullet-spongy we may use thousands of bullets and not bring them down. And the most we can find on a fallen enemy or in boxes are few bullets per one. So it takes a lot of looting to find enough ammo to go into combat. It's possible to use EMP on robots but it deactivates them for 2 - 3s only. Which makes it utterly useless. Each robot have weak spots where we deal more damage with normal bullets. Rest of the robot should be shot with armor piercing rounds. Hitting weak spot gives some blue sparkles but sometimes even when there was clear hit in weak spot there is no reaction. |
Technicalities:
Music - ⭐️⭐☆ - Forgetful. No voice acting apart from one short DLC
Bugs - ⭐️⭐☆ - Nothing game breaking but game can crash for no reason sometimes

Shadow Of The Tomb Raider: Definitive Edition (Q3 2018) ⭐️⭐⭐⭐☆

30 hours | 67 of 99 (68.0%)
- Good graphic and voice acting
- Tons of customization options
- Easy to navigate map with good markers
- Manual save function with few slots which is not given in cross-console game
The bad
- Metroidvania elements cut a lot in comparison to previous game
- Less open to the point it feels like a corridor
- Enemies detect us immediately during sneaking and are dumb in general
- Combat is cut a lot and all enemies are per-scripped to show once in specific spots
- Abilities feel useless
- No sense of progression, items that were previously part of plot (bow with rope or fire, shotgun, zip winch) are just bought in shop
- Open map areas are big but only thing to do there are piles of collectibles
- Tombs are entirely focused on parkour and puzzle parts are really basic
- Some dialogues are so cheesy or out of place
- Animations can be stiff and not always fit to what Lara is doing, e.g. sarcophagus cover will move before Lara position herself to start to open it
Conclusion:
I read that they moved away from combat in this game, as people were complaining there was too much of it. I did like it thought, as it felt like encounters naturally progress the game. Like beating mini boss was unlocking shotgun that could be later used to unlock passages. Here we start with all necessary gear, and all extras are simply bought in shop... Lame. For me game felt like being full of nothing, just running back and forth between quest markers that are mostly fetch quests. There are more tombs here but they are quite simple and focus on parkour, not logic. Only once in the puzzle with sun I had to think for longer. Otherwise puzzles are degraded into 2 levers and some cart on the level.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most are easy to get but some are tedious and grindy collectible gathering. |
📊 Performance | No issues | 💾 Save system | Checkpoints and 8 manual saves. Game never pushes too much for dying. |
🦚 Game customization options | Really nice. Detailed settings for graphic, music, difficulty - it's possible to chose different difficulty for combat, exploration and puzzles. With exploration set to hard there are no visible clues (pain marks) for the climb path. With puzzles on easy next object to interact with is highlighted in different color, on normal they are just highlighted and on hard they are not highlighter at all. |
🌍 Map | Nice and detailed but quite empty if we don't want to grab collectibles. Locations are also quite small and corridor like in plot moments. No ability to set own markers, only to highlight already visible markers. Map controls were kind of wonky with K+M. Can't easily move around the map as map markers work like magnet for scrolling. So instead of being able to look freely around map jumps between markers if there are few of them in proximity. |
🎮 Controls | I found it kind of wonky trying to run around and shot fast by stopping and aiming. It also sometimes feel like game was not responsive enough and I died because I stepped on wrong part of a ledge while jumping. We can run, jump, dodge. No crouching unless in stealth combat. It's also not possible to jump on anything we want, object that aren't designed to be interacted with act as invisible wall. Even when it's some small boulder. |
📇 Inventory | Basically no inventory. It's possible to select weapons or clothes from small selection at camps. |
🏹 Weapons | Bow, hand gun, AR and shotgun. Bow is slow and not really efficient in fights at hard difficulty. Most useful is AT or shotgun as it can quickly remove enemy helmet and score a head shot or kill via general damage. Guns are bought in shop, not unlocked through progression. Same as bows. There is no feel of progression between lame basic bow and fancy sport upgraded one. We have basic one (and few fancy ones if we bought DLCs) and then unlock some random bows via quest completions. They don't feel like an upgrade though, they just juggle stats - if one has more damage will have lower accuracy etc. So meh. I was excited finding materials and being able to make better bows before. Now it's just "whatever". |
🕵️♀️ Abilities | A lot of useless abilities. Exploration perks are unlocked via buying stuff in shop, so abilities focus on junk like being able to shot animal hears, doing stealth kills (that alert enemies anyway...), making flash round or being able to use focus or endurance herbs. It doesn't feel consistent as on easy most of abilities will not give anything (combat is easy and environmental clues are visible anyway while using focus), and on hard it kind of by definition removes those helps to make gameplay more challenging. But it's possible to enable them by spending experience points... Only reason I was spending ability points was to grab achievement for completing the skill tree, not that I needed any of them. Some abilities are unlocked by completing the tombs but they are also meh. |
🤖 Companion and enemy AI | Enemies are dumb. They will not try to flank us. Just walk straight on us and use cover if available. Throw grenade if we stay in one spot for few seconds. They behave like we have magnet in ass, facing our direction and always looking in area where we are. They also have sixth sense and know when enemy is silently killed. It's good if we can kill 1 or 2 enemies with stealth, as immediately after game turns into shooter. It's also really hard to get lost of enemies and go back to stealth mode. Unless not being able to play in stealth way is because of high difficulty, but then it's bad game design. |
🥊 Combat | Basic shooting. We can hit barrels to kill enemies and kill them with firearms. Enemies are not far enough from each other to take them out silently with bow, and they tend to walk away from their previous patrol route if we try to hide in nearby bush to silently take them down. This is hardly game that can be played stealthy. It is mostly a gun blaze experience. Which would not be bad if enemies wouldn't be so dumb. |
Technicalities:
Music - ⭐️⭐☆ - Forgetful. Voice acting is nice but actual dialogues are lame
Bugs - ⭐️⭐⭐ - Didn't encourage any
Side note
It looks like COVID is gone in London, as everyone act as normal. No masks in closed spaces or in public transport.
Now everyone prepares for the queen jubilee which means pubs and restaurants gather reservations, half of central London will be closed due to terrorist risk and people will either go away from London or stay indoors and wait for it to pass. Unless you’re one of the people that want to go out to stand in crowd like sardines in a can. Risking getting COVID or tramped over. But we’re getting new underground line that will cut transport time from West to East London a lot so yay.
I’ve beat SotTR mostly to beat it. It is solid game but I didn’t like it all that much. And now I feel like not playing games much this or next month. So disappointed it’s no longer badass Lara with a bow scoring head shots that I so liked from 2013 reboot and then RotTR. Let’s hope next game in a series will be good, especially with this recent Crystal Dynamic acquisition.
March 2022 Update
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- nice detailed graphic
- fluid controls
- good voice acting
- interesting characters
The bad
- no fast travel. I know map is small but having to go around through visited areas each time we need to reach other side is really repetitive
- enemies level up with player so it never feels like we make progress
- really cheesy ending
- some plot elements are just like "ugh"
- loading screens are wayyy too long for how simple the game is. Especially when it needs to re-load part of the game where we just died 2s ago, so it was already in the memory
- some of the dialogues have loading screen! It's like they needed to program dialogues as a separate mini game...
- pressing skip / continue button during dialogue doesn't skip only text visible on the screen, but next lines as well if they are one sentence. And it's not always easy to see if part of dialogue visible on screen ends with dot or comma
Conclusion:
Game looked way better at the beginning. And then went down to repetitive running back and forth between quests locaded on opposite parts of the city and sick people that need to be cured... Would I play it again? Maybe if we could fast travel between hideouts. Otherwise it feels like game just drags forever with little actual gameplay. Side quests can be of course ignored but they are only tangible way to get some experience, when you don't want to kill innocent NPCs.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Epic doesn't register |
📊 Performance | Game was crashing due to lack of VRAM on loading screens. It also doesn't have many graphical options to change. Lowering details to medium solved the issue. Must be problem with memory management as game on ultra, FHD and all effects high used around 2GB of VRAM. So no idea where game was taking this 4GB overhead to crash >_> | 💾 Save system | One automatic save without ability to change reload. Which is kind of meh as options we chose are not always what I would expect from the short description during dialogue. |
🌍 Map | Really simple but detailed and easy to navigate. Fact map is flat does help here. Only annoying thing is that there are unmarked gates blocking our path all the time. I know they are there to add a bit of metroidvania to the game (they block areas forcing us to visit places in specific order in this otherwise semi-open map) but still annoying. |
🎮 Controls | Nice and fluid. But it's mostly walking simulator, it would be an achievement to mess up controls in game of this type. |
📇 Inventory | It is messy. There are no sorting options and all clues, books and notes are just dumped there in order of discovery. It's also not possible to sort weapons by type. Although there are not many of them, like 4 - 5 types each in whole game. |
🏹 Weapons | Either two handled weapon or main hand + side arm combo. They do differ visually but main difference is if it focuses on damage, blood steal or staggering enemies. There are two types of guns but ammo is scarce so I was using those only for bosses. All of the weapons basically feel the same. Not much variety. Weapons start at 1st level and can be upgraded with crafting materials up to 4th level. Materials are found in chests, on dead enemies and small amount can be bought in shops. Leveling up weapons do give visible advantage in combat, in contrast to leveling up abilities. |
🕵️♀️ Abilities | There are three ways to get experience to evolve. Killing enemies, which gives pitiful amount, do fetch quests which gives moderate amount, and killing non-enemy NPC. NPCs are localized in safe zones, and we can talk to them. Chatting unlocks hints about their character, and the more hints we have the more experience is NPC worth. If our mesmerize level is equal or higher to the one from NPC - we can lead them to secluded place and kill to get pile of experience. So it basically treats NPCs as pigs to be harvested. But doing so will drop zone overall health level, and if it drops to critical level NPCs will disappear and area will be populated with enemies. Our mesmerize ability levels up with story progression. Problem is enemies are always higher level than us so meh. I didn't kill anyone. Experience is used to unlock combat abilities (close-range claw / long-range spear / middle-range shadow attack), passives (more health, stamina, blood capacity etc.) and ultimate ability (which may be ok for general enemies but still deals pitiful amount of damage to bosses). Abilities are tiered and it cost between 600 - 1000 exp to unlock low tiers and up to 2 - 4k per high tiers. And as guideline - killing enemy gives 5 - 10 exp, completing quest gives few hundred and harvesting an NPC gives 2 - 4k. So if anyone wants to max out abilities they are forced to kill NPC. But it will also make enemies stronger and diminish all "investment". Game says that there are some ability combos to use but I did not see any. Both claw and spear deals small amount of damage (plus many enemies are resistant to blood abilities) so I went with high health / stamina / blood shield + single handed sword build. Active attack abilities also uses blood to work, which forces us to keep stunning enemies and feeding on them. Or having melee weapon with blood steal. We can't jump or run. Only walk and blink (which is used in fight as dodge and in small number of places to move vertically on scripted spots). Seeing that combat yields pitiful amount of experience and makes moving between locations a hassle - the best use for blink is to just skip whole districts when we need to move across the map. It's not possible to outrun the enemies or sneak around them but they can't keep up with us blinking across. It requires investing a lot in stamina though. To level up we need to rest. Resting also passes time and moves us to next night. Problem is - when next night comes NPCs in districts get sick all over again, and we need to again run around and heal them. Like if we couldn't leave some healing items at district "boss" and let them take care of it. |
🤖 Enemy AI | They are decent. But all they have to do is not bump into few objects around them when trying to get to us. Not many enemy types and their moves are limited to 2 - 3 per enemy type so not much variety. They also don't interact with each other in any way. They will just circle around us, trying to score a hit. |
🥊 Combat | It's not great, really bare bone dodge + hit. Easy enemies can be locked in a hit-stun if we have stamina but it requires only one button mash. Stronger enemies are just immune to it (not a matter of timing or weapon strength) so we need to attack them 1 or 2 times and dodge away. It all makes it really repetitive and thankfully it's possible to avoid all but boss fights later on by blinking away. Still surprisingly this walking sim from walking sim devs has better combat than ELEX... speaks how little they care about combat at PB. Vampyr has fluid animations, dodge that feels responsive and enemies that don't move like they have stick up their ass. |
Technicalities:
Music - ⭐️⭐☆ - Voice acting is good. But music is forgettable. Environmental sounds are also really basic
Bugs - ⭐️☆☆ - Some graphic memory problem where game that uses 2GB of VRAM for textures have spikes that makes it crash on system with 6GB of VRAM

Mutant Year Zero: Road To Eden (Q4 2018) ⭐️⭐⭐⭐☆

15 hours | 0 of 54 (0.0%)
- nice detailed graphic
- good tactical combat
- sneaking elements that are nicely woven into otherwise turn based combat
- ability to save anytime, including during combat
The bad
- plot is predictable and simple
- there are not many abilities and some look straight out useless
- weapons are really basic
Conclusion:
This game received a lot of praise and I do think it is solid. But I would not say it is extraordinary. I did play on normal as I did not like the idea of losing squad mates - they can die if they loose all health points and we don't manage to revive them mid-combat. On higher difficulty enemies simply have more health and hit harder which is lazy.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Epic doesn't register |
📊 Performance | No problems. | 💾 Save system | 50 save anytime slots. |
🌍 Map | There is only over-world map that is also used as fast travel. But location maps are so small and simple they don't require minimap. Simply go back and forth from left to right and you will visit whole location in few minutes. There are no hidden areas or secret passes. |
🎮 Controls | It's isometric game where characters are controlled with mouse and few keyboard shortcuts. It would be really hard to mess up this kind of controls. Obstacles are easily visible and character movement is easy to plan. I did find it confusing thought to move vertically on the map. Even main hero triumph ability - going mid-air to snipe enemies from above is useless because of it. There are no good and easy to spot places to use it. |
📇 Inventory | Extremely basic. We can chose from few items in each category - helmet, body armor, 1st and 2nd weapon + up to 3 throwable weapons. There are no sorting options which makes it messy in the throwables category. Inventory is also based on big icons in small menus so not much is visible at the same time. |
🏹 Weapons | Each character starts with default weapon that can be later upgraded to something better. Plus we can find one futuristic handgun, heavy weapon and sniper rifle with highest damage and crit chance. Weapons can be upgraded to higher tier to deal more damage with weapon parts (which are quite scarce on the battlefield). There is not much variety. We basically equip each character with one silent weapon and one heavy punch gun from small selection. Also there are not enough weapons to equip all 5 playable characters with good weapons. And not enough weapon parts to upgrade weapons for more than 3 most used heroes. |
🕵️♀️ Abilities | Skill tree is really simple and there is no respec option. Unlocking ability is not enough to use it, it needs to be equipped in one of the available slots - one for combat active + one mobility active ability, and one for passive ability. We can also decide to upgrade character health. Because of this there is no point to try and unlock everything as we won't be able to use it anyway due to slot limit. Game heavily focus on use of critical hits, otherwise combats drags forever. Because of this passive ability focus on adding general crit chance, combat active ability focus on adding crit chance to attack, and mobility ability focus on stunning enemy (and we try to kill them with crit attacks when they lay on the ground). It really does feel like game rails players to playing in one proper way or they will have bad time. |
🤖 Enemy AI | It's enough but enemies aren't smart. They will go behind cover and shot at us. They don't try to circle us around to catch us off-guard (unless they were already behind us when we started combat... but this doesn't count). They will try to kill target that is closest even when it's huge tank pig with tons of health and armor. Psy commanders will try to subdue characters wearing anti-subdue helmets etc. Not the smartest bunch. Enemies don't respawn. |
🥊 Combat | It does feel like enemies get a lot of levels and health all the time. It does feel bit cheap that the moment we manage to level up and progress forward we just see the same enemies with 2x more health. As written in the weapons part above - game really focuses on critical chance and trying to play it other way would make combat dragging. Especially that we have 3 characters under our control, and there are often multiple enemies present with more health that we have. Game rails us into focusing on one enemy at a time and hoping to kill it in 1 - 2 turns with critical hits. Both we and enemies have armor and if armor rating is equal or higher than damage taken it will be nullified. Otherwise we will deal damage minus armor rating. Second part of the combat are stealth sections where we walk slowly on the map trying to find single targets that can be killed without alarming everyone in the location. Each enemy has awareness area and if we kill someone outside of everyone's awareness rating before they can alarm comrades we get bit easier fight later on. If we don't manage to kill singled out enemy with silent weapons (that deal less damage) in one turn they will raise alarm and enemies from half of the map will be on us. Which is bad. Here is where active mobility abilities come into play. If we can't kill someone in stealth mode in one turn we need to stun them and finish them off on the ground. It is satisfying to slowly clear camps from enemies that patrol the perimeter, but it does get repetitive. There are bots that can heal enemies (ofc we can't have one!) so eliminating those is always first priority. Otherwise enemies will just keep being resurrected. We need to use (really rarely found!) med kits on our characters, which restores only few hit points Not a percentage of total character health. So if we have downed character and use med kit on it - we can be sure they will be down again if the same enemy hits it again. I think med kits are more of "resurrect this hero and move it away from the fire so it doesn't permanently die" items. On hard difficulty health regenerates only half-way after combat (on normal it's full health). Outside of combat med kits regenerate whole health. Useful for hard difficulty. |
Technicalities:
Music - ⭐️⭐⭐ - Mostly background noises. Voice acting is good but there is no character animation as they talk.
Bugs - ⭐️⭐⭐ - Didn't encourage any
Side note
I play now Shadow of the Tomb Raider on Epic and damn, hope it’s only issue with this version. Game keeps crashing randomly without any kind of error. Turning off web browser and email client does help. But game should not crash because it’s not only app running. It would also not run in DX12 mode, even when my card supports it.
First Spring (very late Christmas) party after me. I had no idea what to expect as this kind of event is not happening in Poland. But it was all right. Kind of fancy dinner with more cutlery I ever saw at the same time on the table, and then some light chatting and some dancing. Sadly it aligned with start of Ramadan so not all people from work could join us at the dinner.
Recent release of the Elden Ring made me think about accessibility. So from next update I will separate section for accessibility and general tuning up game. Some game (like Vampyr) has bare bone (even sad) configuration options as they are console ports and we don’t need to be able to adjust graphic setting on PC. And then there are games like Shadow of the Tomb Raider with tons of graphic options (helps to find good mix of visuals and performance) and you can fine-tune how game works in exploration, combat and puzzle sequences. You feel it’s too easy to have all parkour areas marked with white paint (which is nowadays standard in games) - turn it off. Think puzzles where interactive elements are highlighted are too easy - turn it off. You think combat is too hard? Drop it a notch. I was kind of annoyed for hand-holding in previous games puzzles and parkour sequences so I set them to hard. Which means there are no helpers. Does fact someone can go on easy in combat, puzzles and exploration make my game worse? Well no.
Accessibility is not only about dropping enemies damage or giving player enormous amount of attack power. Give map to players that gets lost easily in games (and IRL as well…) which is turned off by default for “proper experience”. Give players with mobility problems parry window that is 1s longer. Include colorblind option in puzzle games.
February 2022 Update
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Heavy Rain (Q2 2010) ⭐️⭐⭐☆☆

11h hours | 31 of 56 (55.0%)
- good voice acting
- nice graphic
- game uses gamepad gyroscope for controls
The bad
- QTEs fest that is so absorbing it's hard to follow what is happening on the screen
- stiff animations and facial expressions
- shallow plot
- impossible to skip cut scenes and credits
- stiff walking controls
- bad camera work
- main character seems just pitiful and I couldn't really connect with him
Conclusion:
Fix camera work and controls and it could be really nice game. Instead I could not focus on the plot but felt like I constantly need to fight with the gameplay. It feels like game that may be better to watch on you tube than play, as that way you will be able to see what is happening. Instead of focusing on image to see where another annoying QTE will pop up. I did drop difficulty to easy and if that are "easy" QTEs then I'm out. I didn't know what kind of games Quantic Dreams are making. And now I think I may have bad time with Beyond: Two Souls >_> Overall I am disappointed in this one, and I had to drag myself to beat it.
Story:
Gameplay:
💸 Microtranzactions | None, game is way too old to have them. | 🏆 Achievements | Requires to beat game twice and memorize long boring QTE sequences for 100% |
📊 Performance | No issues | 💾 Save system | Automatic saves in random spots. Not possible to change decisions with game reloading. |
🎮 Controls | Stiff and bad. We walk one way, camera decides to shift view and instead of walking up we walk down. Because pressing "W" was pointing up before and with camera shift it points down. Perfect. Characters are responsive like wood log and it takes them a while before they change walk direction, even when they walk slowly. There is never fixed bug where game expects controller sticks to move so far it's already "outside" of the stick range to move in any direction. It requires manual edit of controller dead zones in software. |
Technicalities:
Music - ⭐️⭐☆ - Voice acting is really good. But environmental sounds are average
Bugs - ⭐️⭐☆ - I sadly did not experience "shouting Shaun" bug. But game that has controller as base controls should not have problem with dead zone range
Side note
I’ve beaten Mutant: Year Zero but it was this week. So it will count for March update. Story may not be amazing but combat and voice acting is really good.
Started Vampyr and looks promising. I like to walk around and uncover people secrets. Didn’t know anything about this game and thought it’s some killing simulator. Looks better than that.
I saw first reviews of Elex II and oh boy. The same thing as in previous game. I wonder if they want to keep using the same stiff animations and combat for next 10 years. I know they are good at world building, fractions, monster design and challenge pacing but don’t think it’s enough when other parts of the game drags it down. Graphic can be upgraded with community patches, core game mechanics can’t.
Hope that you’re all save, especially if you’re from Ukraine or know someone who’s there. Thankfully I don’t have family there but there are some online friends that live there. We already have nearly 1mln immigrants in Poland… and they don’t have where to go back as Russia is mowing their houses, schools and work places to the ground. It will take them ages to rebuild infrastructure there.
January 2022 Update
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Trine 4: Melody Of Mystery (Q4 2020) ⭐️⭐⭐⭐⭐

6 hours | No achievements
- closer to fairy tale atmosphere than the base game
- combat is less annoying
- DLC is nearly half size of the base game
The bad
- puzzles are still really easy
- there is still no use for this rubber bouncy ball?
Conclusion:
It was nice to go back to "proper" Trine game. I really do hope they will keep 2D fairy tale style in their next game. Not this confusing half-baked 2.5D from Trine 3.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | No achievements! And I wanted to hunt for those bottles for 100% :sadness: |
📊 Performance | No issues | 💾 Save system | Game saves on map transition and we're never punished for "dying" |
🌍 Map | It's again kind of awkward to invite player to game. It's not possible to make lobby and invite from the over-world map, it needs to be done in-game, which means they miss on the cut scenes... |
🎮 Controls | Fluid and responsive. No complains. Only weird quirk is that wizard conjures objects not where we move mouse but above his head. It was the same in the base game so not really a fault of DLC. |
🏹 Weapons | Same as in the base game. Wizard is quite useless in combat. Thief can shot normal, fire or ice arrows. And knight have sword + shield that can be upgraded with electricity later on. |
🕵️♀️ Abilities | Same as in base game and in the series. Wizard makes boxes or planks to help solve puzzles, thief shot arrows to activate buttons, and knight can reflect bullets, glide on shield or stomp to give velocity to other objects. Only thing that is annoying is that thief "dash" is in fact roll that leaves trace of toxic spikes. They don't deal much damage and it makes dash useless to navigate the map. In this area fat knight is more agile than slim thief :hehe: |
🤖 Companion and enemy AI | Enemies are quite dumb but it was never combat focused game. No bosses. |
🥊 Combat | Combat is easier than in the base game which is a good thing. Combat area is clearly visible and enemies have somewhat predictable movie set. Only problem is that when there are a lot of enemies it's easy to lose track where our character is due to all the smoke and particle effects. |
Technicalities:
Music - ⭐️⭐⭐ - voice acting is good, background music adds a lot of the fairy tale feeling
Bugs - ⭐️⭐⭐ - didn't encourage any (that would not be beneficial to the player and make you laugh how weirdly puzzle was solved ;D)

- Fluid controls
- Mining is required to upgrade gear but it never feels grindy
The bad
- At the beginning it's hard to navigate underground if we make tunnels in wrong spots by mistake
- Plot is kind of meh
Conclusion:
I did enjoy it. I played previous game so long ago though that I did not understand many of the references to the previous game. But it's nice mix of action, light platforming and mining / resource collection. Not hard or stressful.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | |
📊 Performance | No issues | 💾 Save system | No save system. When we die we return to the city and lose some of our resources. There are not checkpoints on the maps. |
🌍 Map | No minimap. Menu map is nice and detailed, easy to navigate. |
🎮 Controls | Just like in Trine 4. Nice and fluid. I did have some problem with wall jumping but mostly because I was used to different control scheme. So way wall jump works in this game feels bit counterproductive. But there are special moves that make it easier to move around. I never bothered to try and learn them, like ability to do higher jump up by carefully positioning ourselves under a platform and use grapple hook. |
📇 Inventory | No real inventory. We have few slots where we keep resources that are mined. They file up quite fast so we need to upgrade slots in the base. |
🏹 Weapons | Main weapon is a pick axe. Plus water gun that is normally used to demolish tiles far away from us. Game is not really combat focused so weapons are more like retrofitted mining equipment that can deal some damage. |
🕵️♀️ Abilities | At the beginning we can jump and wall jump. There are upgrade stations scattered around the map where we can unlock new weapons that allow to destroy new tile type, use jet pack, sticky bombs etc. There is simple upgrade tree where we buy upgrades directly. Things like health, armor, more mineral slots, faster digging or more water capacity. |
🤖 Companion and enemy AI | No companions. And enemies are quite dumb. They have limited number of moves and mostly depend on fact that we're not a combat robot. So we're quite squeamish. But it's not combat game like Hollow Knight. So it is well balanced. Enemies could not have any more fancy moves when game is not focused on combat at all. |
🥊 Combat | It's really straightforward. Water that powers up water gun is too scarce to use it often. Main weapon is a pix axe used normally for mining. Combat basically boils down to approaching enemies and hitting them with axe before they can reiterate. There is one enemy type that can teleport around the map and this one requires to be chased. But otherwise it's literally wait for enemy to be turned around and hit it when it can't see us. |
Technicalities:
Music - ⭐️⭐☆ - there is no voice acting. And sounds are really basic
Bugs - ⭐️⭐⭐ - I didn't encourage any

We Were Here Too (Q1 2018) ⭐️⭐⭐⭐☆

3,8 hours | 20 of 20 (100.0%)
- There is good progress in puzzle complexity and graphic between 1st and 2nd game in the series
The bad
- Some puzzles can randomly bug out and we don't know if we're missing something or room just bugged
Conclusion:
I didn't know "Escape Room" category exist in games. But it may quickly get to be my favorite genre if I find more good quality games. This game is not bad. But it's also not great. I did enjoy it thought and I am surprised how much they improved game concept in just a year between game release. I do have We Were Here Together and I will surely play it when I have some time. Game can be bit confusing so not best for kids. But adults that like to play together could surely try it.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Easy but require to beat game twice. Once as observer and once as explorer. |
📊 Performance | No issues | 💾 Save system | Automatic save at the start of each room. Game is never really punishing for failing and dying. |
🎮 Controls | They are better than in the first game. Feel more fluid and responsive. We can walk around, jump and interact with objects. |
🤖 Companion and enemy AI | Companion AI depends on who you play with. So choose wisely :blobevil: |
Technicalities:
Music - ⭐️⭐☆ - basic environmental sounds. Voice acting is all right
Bugs - ⭐️⭐☆ - There are some random bugs where it's not possible to interact with object or completing sequence doesn't trigger progress into next part of the puzzle. Restarting game solves the issue

Death'S Door (Q3 2021) ⭐️⭐⭐☆☆

12 hours | 13 of 24 (54.0%)
- Interesting setting
- Plot that is not obvious from the start
- Nice visual style
The bad
- Metroidvania game without map. I wasted so much time running in circles...
- True ending hidden behind grind
- Weapons don't feel that different especially between swords and hammer
- Enemies keep re-spawning and it doesn't feel like we kill them much faster with progress we make
Conclusion:
I'm kind of disappointed in this one. Lack of map made it confusing. Combat is really basic. And not much in terms of puzzles. Story was also forgettable.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Quite grindy as they require finding all collectibles in game where it's not marked on a map where we're missing something. |
📊 Performance | No issues | 💾 Save system | One autosave near the door leading to hub location. They aren't often so sometimes it's required to re-do longer part of the map few times if there is problematic point where we die. |
🌍 Map | No map. Or minimap. This is stupid. I had to use maps online to be able to progress. Anyone with bad orientation will struggle in this game. |
🎮 Controls | Responsive and fluid. Game is isometric and we can run around and climb. Not possible to jump. I found using bow (or magic / missiles) in general bit awkward with controller (have to press one button to aim and second to fire) and didn't use it much. |
📇 Inventory | No inventory. Only thing we can change are the weapons but there is only 5 of them. Nothing is customizable. |
🏹 Weapons | Kind of disappointing. We have 5 melee weapons (basic sword, daggers, hammer, bigger sword and fancy sword) + arrows, fire ball and bomb. Ranged weapons have low shot count (which is recharged when we attack enemies with a melee). And melee weapons don't really differ much. Sure, daggers will attack faster than hammer but it takes the same amount of hits to break a box with dagger or hammer (always two). Hammer attack animation is so slow we won't be able to hit enemy more than once in the enemy vulnerability window. While we can attack them 2 - 3 times with daggers and still have time to dodge. I just went with daggers as it's easier to dodge with them. |
🕵️♀️ Abilities | No real abilities. We can use collected souls to buy multipliers to boost dodge speed or attack power but boosts are not big. So it doesn't feel like it's worth to grind for an update. As it's metroidvania parts of the map are locked behind unlockable ability - hook shot, flame arrows, bomb etc. Progression has good pace but as maps are small there aren't many places where they can branch and we'd need to use new ability. |
🤖 Companion and enemy AI | Enemies are dumb. They will come to us in straight line and attack. They also feel copy pasted. No interesting attacks or move sequences. Bosses are somewhat better but there are only 4 of them in the game. No companions. |
🥊 Combat | Under-deliver? Simple "wait for enemy to end attack, run towards, hit once or twice, repeat". No combos or special abilities that matter. I kind of expected combat with more tactical approach. Parrying enemy attacks to make opening, mix attacks to have combos or something. But it's simple button press with dodging. Plus dodge window is tiny. |
Technicalities:
Music - ⭐️⭐☆ - There is no voice over. And music is kind of basic
Bugs - ⭐️⭐⭐ - Didn't encourage anything worth mentioning
Side note
Heavy Rain was first game from Quantic I played, and now I regret I grabbed Beyond: Two Souls on the last sale. Didn’t really like this QTE simulator… let’s hope that Beyond will have less stiff controls and better facial animations, as it’s a newer game.
I had problems to play in co-op games since I moved. I thought it’s problem with Wi-Fi connection between my MOBO and router, or some software on my PC. But nope, it’s actually either shitty Virgin Mobile broadband router or connection in general. I get random 2 - 3s timeouts when I keep console pinging any IP. I don’t really see it when using the internet but it’s impossible to play online. Tethering internet when I play online from my phone solves the issue…
Also because there was some wind in UK (didn’t really notice where I worked or at home) they cancelled all trains in London. Everything. Both long distance and local trains were down. I mean sure, suspend them when wind was strongest between 11am and 2pm. But cancelling everything, when metro works normally? Like if they can’t cancel connections if there is something wrong on specific track after the storm. Especially that they run normal connections in the morning and there was no info that trains may be cancelled in the afternoon. So much problem to go back home yesterday…
Amazing UK and cancelled trains when there are leaves on the track in all it’s glory!
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End of the year 2021 stats
- Beaten 27 games:
- 1 through XboX Game Pass
- 1 on Rockstar platform
- 2 on GOG
- 2 on Origin
- 5 on Epic
- 16 on Steam
- Favorite game beaten in 2020: Disco Elysium
- Worst game beaten in 2020: The Surge
- Longest game beaten: Elex - 70h
- Shortest game beaten: We Were Here - 1,8h
- In 2021 I’ve beaten 28 games - 1 less than in 2020

Graph includes games added to Steam account from Winter Sale 2020 till start Winter Sale 2021. Games added at the end of the year are beaten through the next year so IMO it makes most sense. Games from various subscriptions or free are not counted as “added to backlog” as they need to be beaten in certain time or they are no longer accessible. So no backlog with them.

I also made graph that shows my progress from the time I started to write down my percentages
Great purge is a time when I removed, in a span of 3 months, 59 games from my account (I was close to 500, so it was more than 10% of my library). It was also time when I really sorted my library and moved a lot from unfinished to won’t play.
My stats didn’t change much, as I was playing games at the same pace as adding them. Most of the months my “unplayed” category was at 0% because I had only 1 or 2 games there and BLAEO was rounding it down. I was taking away 1% from beaten games to “add” it to unplayed, so it’s more accurate.
Sadly my most played game was not so great. I tried to make sure I don’t have any average games in my library for 2022. And if I’m not sure of the game quality it has only couple hours of gameplay. I was also better at trying game and leaving it unbeaten. It was kind of easier as those games were mainly on other platforms so I don’t feel like it matters much. Especially with Epic and it’s lack of achievements or any other way to easily check how much game was played.
December 2021 Update
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Call Of Juarez: Gunslinger (Q2 2013) ⭐️⭐⭐⭐☆

5,5 hours | 16 of 26 (62.0%)
- Original way to tell the story
- Three distinct gameplay styles
- Well designed levels
- Combat is fluid and even QTE sequences feel nice and engaging
- Bits of lore that show how it was to live in Wild West
- Easy to get exp to gain abilities from all 3 skill trees so it doesn't feel like development is limited to one playstyle per gameplay
The bad
- Enemies are bit brainless but it is a corridor shooter
- Rarely it feels like some of the shots were not registered
Conclusion:
After playing Elex for so long with such stiff combat I really enjoyed this one. It doesn't try to be everything. Instead game focus on nicely designed levels with enemies in pre-defined spots, and joy of getting headshots with rifle or running amok, killing enemies at short range with a shotgun.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | I'd say they are quite grindy |
📊 Performance | No issues | 💾 Save system | Automatic checkpoints at the start of map and then some mid-way. |
🎮 Controls | Nice and responsive. We can walk and jump, but it's used only to move from one gunfight area to another. |
📇 Inventory | No inventory. We can hold one short and one long gun and change them mid-level in chests found around the map. |
🏹 Weapons | Choice is quite limited. Two types of revolver, rifle and shotgun. Plus dynamite that works like grenades. Each weapon set is connected to specific ability tree, and if we upgrade tree enough we unlock better versions of the basic gun with better starts and more fancy color. |
🕵️♀️ Abilities | Main ability is focus which is gained for head-shooting enemies. Pressing Q slows down time and highlights enemies in red so it's easier to kill them. Some ability upgrades unlock automatic headshot lock in this mode, headshot after we avoid enemy bullet or extend focus time. All in all upgrades makes game more movie like with bullet time / May Payne / matrix like feel. |
🤖 Companion and enemy AI | Well this is basically corridor shooter. So enemy AI is really basic. They will stay around where they spawned and shot us from behind cover. Rarely moving to another cover. |
🥊 Combat | Maps are linear and there is always one right way to go forward. Most of the time it's street with wooden buildings on the side and some junk around to hide. Areas look re-used. But combat is good. Enemies may be stupid but there is a lot of them. So we need to move around to not get killed and pick easier targets. Right before death game gives us chance to avoid incoming bullet. We need to look in which direction it flies and lean in opposite direction. Which ads nice cinematic feel. Bosses fights are big annoying as they are just simple bullet sponges. |
Technicalities:
Music - ⭐️⭐☆ - Wild West tunes. Pretty standard. Voice acting is all right
Bugs - ⭐️⭐⭐ - Didn't encourage any

- RPG with a challenge*
- *challenge means that for 15h all you do is run away from enemies, as even rat will kill you in 2 hits
- **but I also played on hard so it made everything... harder :sob:
- economy where game does not shower with gold
- really nice rain effect
- detailed and easy to read map
- fast travel that saves up a lot of time
- save anywhere, anytime! Even in the middle of fight - usually bad idea
The bad
- random crashes to desktop
- I mean it's still Gothic underneath...
- animations are stiff and Gothic-like
- not possible to both have weapon ready and pick something from the ground
- like always ranged weapons are on disadvantage, especially at the start of the game
- enemies and companion AI can have problems with combat and path finding
- crafting system is not really intuitive
- constant ammo shortages (I was using energy weapons)
- if enemy is higher level then barely any damage will be done (skull system)
- bad face animations
- quite low draw distance
- stiff controls
- trying to quickly shoot / heal / use abilities mid-fight ends up in animations getting stuck and player being defenseless for a second or two
- I do feel like there are better games where I could sink my time...
Conclusion:
This game has so many problems and feels so archaic... but I still like it! It does feel like Gothic, and I like Gothic. Below layer of archaic gameplay lies nice RPG with choices, quests that don't feel that much go-fetch like, and interesting world.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Some are bound to beating games as specific fraction so can be time consuming to get |
📊 Performance | No issues | 💾 Save system | Perfect. Save anywhere anytime. Multiple save slots. 10/10 |
🌍 Map | Nice and detailed. I would like though in a game like that to have custom markers on it, to follow areas where enemies are too hard to beat or with chests etc. |
🎮 Controls | One of the worst aspect of this game. Some animations look like they are taken from Gothic 2. Controls are stiff. Combat is stiff. Looks like game have problem with key registration if we try to do something mid-animation. If you want fluid combat and it's important aspect of game you may not like this game. You're pressing jump button when close to edge - if you're too far game will not make you "bump" from it. There will be this weird and unnatural animation like you're "magnetically drawn" closer to the edge, so that game can play the one climb up animation it has. Cringe. Rolling animation is cringe. Sneaking is straight from Gothic 2. Only good thing is jet pack which makes it way easier to traverse terrain and avoid death from fall damage. |
📇 Inventory | Items are categorized and grouped together by type nicely. So not much problem with item management. No way to mark junk to sell it later in bulk to sellers though. |
🏹 Weapons | Swords, axes, plasma and energy rifles, shields, grenade launchers, fire throwers. There is quite a lot of them and gunplay feels diversified. Weapons use is heavily dependent on stats, so if you decide to go into melee combat it will be impossible to use ranged weapons. Plus I played with overhaul mod so I'm not sure how weapons work in vanilla game. Only thing is that due to how difficulty is structured it makes it feel like base weapons are useless as it takes forever to kill anything. |
🕵️♀️ Abilities | Most of abilities are combat related. Damage, health, stamina or defense boosts. Magic use. General abilities unlock crafting specific equipment, weapons, ammo or potions trading discounts and some junk like revealing teleport positions or not being attacked by weak animals. Mana (for berserkers) and PSI (for clerics) doesn't regenerate. So we need to use elixirs or sleep to replenish it. It makes magic / force not a main combat focus. I played as cleric and most class abilities felt useless. Making clone? Why when there is companion acting as distraction. Teleportation from the combat? You can just run away. Suggestion that's supposed to persuade people? Used it exactly once in the whole game, as there are no specific dialogue options. Only useful ability was ranged weapon damage boost. |
🤖 Companion and enemy AI | Both companions and enemies are dumb. They will just go in straight line to attack you. God forbid if enemy has the same distance to you and your companion. It will get stuck in a cycle of "Let's attack this one! Oh no, this one is now closer, let's attack them instead!" Which looks like enemy (and sometimes our companion...) stands in place and switch who they face really fast. My companion once couldn't decide if they should follow me or attack ogre under us, so she just started to flicker. Guess because model tried to look both at ogre underneath and me who was above. I think it's their first game with companions, so not surprised AI is so primitive. But I am surprised that enemies don't have problem to find path upstairs if I was roaming house to find loot. |
🥊 Combat | It is improved in comparison to Risen 2 / 3 but it's still stiff. It does focus a lot on melee but don't expect Batman, Assassin's Creed or anything really in terms of responsiveness. There is stamina bar that is used with each attack. We can either do light or heavy attack and if we manage to chain few attacks it's possible to do special attack. It's not possible to cancel attack mid-animation, dodging is slow and not responsible so it's better to run away than trying to do it. We need to stand still or walk around to replenish stamina (blocking doesn't replenish it). If we try to attack without stamina we will die most probably (especially at lower levels) as enemy will use it immediately to attack us. Enemies deal ridiculous amount of damage with ranged attacks so trying to keep distance is a suicide. And majority of enemies can shot something. Acid, blood, rocks, energy. My combat was basically "avoid combat it till late game", and then when I maxed out weapon with all passive buffs I was going through enemies like through butter. But it was not really enjoyable. Too little too late. |
Technicalities:
Music - ⭐️⭐☆ - Music is all right. Weapon sounds are average, same as voice acting
Bugs - ⭐️⭐☆ - Game kept randomly crashing to desktop. Thankfully game saves each 5 min so not much progress was lost. But still

- Well implemented co-op
- Free
- Nicely done puzzles
The bad
- Game microphone is on by default
- Sometimes hard to interact with objects
Conclusion:
This game is super short and there is not much to write about it. It's nice co-op game and fact that it's free on Steam makes it a no-brainer to try it.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Easy to get |
📊 Performance | No issues | 💾 Save system | Checkpoints after each part of the puzzle rooms |
🎮 Controls | We can walk around and interact with object. Controls can be bit stiff but nothing that makes it hard to play. |
Technicalities:
Music - ⭐️⭐☆ - environmental sounds and not much narration
Bugs - ⭐️⭐☆ - some textures that are overlapping or not aligned properly

- nice game to relax
The bad
- bare bone puzzles
- not much backstory
Conclusion:
It is extremely basic game. We put fuel into steam engine to push our ride further, collect more fuel to have some in reserve and sometimes use sail to move fuel-free. Plus solve few extremely simple puzzles. Our ride looks like wooden whale with two big wheels on the sides. We press one button to add fuel to engine, another button to release steam, 3rd to release brake. That's all control we have over the game. Sometimes we need to use water hose or torch to fix something that get broken. There is some back story about moving through sea to a better land, but it's basic and not really interesting. I am bit disappointed about it. I thought there will be more to this game. But it would be really nice game to play with a kid that doesn't understand complex mechanics.

Warhammer: Chaosbane (Q2 2019) ⭐️⭐⭐☆☆

15 hours | 35 of 43 (81.0%)
- Good online integration
- Stable loot drop and visible progression
- Various enemies
- Good in-game free cosmetic system
The bad
- Game is too easy even on highest difficulty in the main campaign, no idea why they want to sell XP boosters for it
- Mission markers randomly disappear which forces player to restart the game
Conclusion:
Nice co-op game that has easy mechanics and good gameplay. Story is average, combat is good. Sadly it has some weird bugs where it's not possible to interact with quest NPCs or where map objectives do not update. Which forces game restart.
Story:
Gameplay:
💸 Microtranzactions | Paid cosmetics and XP boosters | 🏆 Achievements | Some require beating game multiple times with different characters |
📊 Performance | No issues | 💾 Save system | I think there is checkpoint at the start of each map. But game was so easy I never died to check it |
🌍 Map | Mini map is detailed and easy to navigate |
🎮 Controls | No issues. Responsive and easy to learn. Game is isometric, and as standard we walk with mouse and attack with mouse buttons or numerical keys |
📇 Inventory | Extremely basic. There are tabs in it but I never used them. Just check if something better than my current equipment dropped and forget. All weapons are donated to the guild person in exchange for guild level (gives some passive boosts). Plus donated equipment unlocks corresponding cosmetic. Pick specific cosmetic look that will overwrite how gear in use looks. So it's possible to walk in nicely looking gear set even when each part we actually use is from different set. Which is really nice. |
🏹 Weapons | Our class determines what weapon we can use. Weapons are more like cosmetic item, as attacks doesn't depend on the weapon. Only thing that is boosted by weapons is attack strength. It's abilities that determine how game is played. |
🕵️♀️ Abilities | Various class specific abilities, some feel bit OP. For me normal arrows, AoD attacks, summoning creatures or setting traps. Game can be very well played without using abilities at all. They just make it bit faster to kill hordes of enemies. |
🤖 Companion and enemy AI | Enemies are brainless. Melee enemies charge into melee combat and ranged enemies try to run a bit away before they attack. Bosses are not much better. Summons (dryads for me) also show really basic AI. Eg. enemies were on the screen, close to me. But dryads won't move as their detection area was extremely low. I basically had to be next to an enemy for them to start attack. |
🥊 Combat | Played on highest possible difficulty in the base game and enemies were dying like flies. At some point I basically stopped to use special abilities as it was just sad... Game is meant for multiplayer so it shouldn't' be due to the fact I played with someone. So not really fulfilling or interesting aspect of the game. But it is nice visually with special effects and fluid animations. |
Technicalities:
Music - ⭐️⭐☆ - Really basic. Voice acting is good though
Bugs - ⭐️⭐☆ - Nothing game breaking but error where you need to keep restart game to reset quest markets is annoying
Side note
This post is too long to submit it with 2021 stats like I did in previous years. It also means that I could create it 4 days ago, as I was waiting only for time to do thesummary. Oh well.
1,5h commute one way is too much 😅 But I can grab laptop and watch movie. Last stretch of the road is 30min on not so crowded train, so I will catch up my movie backlog bit by bit. I just need to focus to not miss my station.
Most of the games I play now are from 2017 - 2018. So 3 - 4 years old. I don’t want to play games for NFT so if it gets popular I will have enough stuff to play till 2030 or so by just playing older titles 🤠
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Winter Sale 2021 update
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1. Games I get as gifts.
-
Death's Door
Released: 08-2021
HLTB: 11 h -
Nine Parchments
Released: 12-2017
HLTB: 9 h -
Planescape: Torment: Enhanced Edition
Released: 12-1999
HLTB: 42 h
2. Steam additions
-
Beyond: Two Souls
Released: 10-2013
HLTB: 12 h -
Generation Zero
Released: 03-2019
HLTB: 47 h -
Heavy Rain
Released: 02-2010
HLTB: 12 h -
Serious Sam's Bogus Detour
Released: 06-2017
HLTB: 10 h -
Sniper Elite 4 Deluxe Edition
Released: 02-2017
HLTB: 17 h -
We Were Here Too
Released: 02-2018
HLTB: 3 h -
XCOM 2 Collection
Released: 20-2016
HLTB: 46 h -
FAR: Lone Sails
Released: 05-2018
Time: 4 h -
Trine 4: Melody of Mystery
Released: 10-2020
Time: 6 h
2. Epic additions
-
Second Extinction
Released: 10-2020
HLTB: 5 h -
Mutant Year Zero: Road to Eden
Released: 12-2018
HLTB: 17 h -
Vampyr
Released: 06-2018
HLTB: 29 h -
Shadow of the Tomb Raider: Definitive Edition
Released: 08-2018
HLTB: 22 h
I didn’t realize that Heavy Rain and Beyond Two Souls are that old games. But now I think they were PS3 exclusives. Found them in a bundle. Now to just wait for Horizon Zero Dawn and other exclusives to drop in price on Steam 😉
I have two first Tomb Raider games on Steam but 3rd one was free on Epyc. Why pay when you can have something for free. Only thing is that game doesn’t have achievements I think. Plus not to mention that SE didn’t drop price of the base game and give choice if you want to pay for DLCs, they just changed base game into GOTY and again charge release price for it. Same reason why I still did not pick up DOOM Eternal with -75% but still base price, 2 years after release.
I was quite close to beating my backlog but now I’m again far away 🙃 Oh well. At least I have some nice games to play. Will surely be enough till next sale time, if not longer.
Happy New Year :D
November 2021 Update
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- other players aren't really distracting
- works well, no network issues
- good voice acting
- easy to mod
The bad
- game is way too easy
- there is not much player interaction
- not possible to follow group members quest progress
- attack / defense stats that goes into thousands and don't mean much
- gear upgrades are negligible
- no minimap
Conclusion:
I did want to continue playing but difficulty was so low it was taking away all fun. Both mobs, mini bosses and bosses were dying in few seconds without dealing much damage to me. Like trying to have fun while "running away" from crawling toddlers. Game feels like way too easy Skyrim that is full of fetch quests.
Technicalities:
Music - ⭐️⭐☆ - basic environmental sounds but good voice acting
Bugs - ⭐️⭐⭐ - didn't encounter any

Jurassic World Evolution (Q2 2018) ⭐️⭐⭐⭐☆

1h hour | 0 of 73 (0.0%)
- nice graphic
- detailed dinosaurs
The bad
- feels like upgraded clone of game that I played 20 years ago
Conclusion:
I did enjoy Jurassic World 20 years ago as it was something new and interesting. This felt just like re-make of something I already played. Plus I was never big fan of management / building games like that. I do think game is good but not for me. I believe that my cousin kid who is crazy about dinosaur would love it.
Technicalities:
Music - ⭐️⭐☆ - standard Jurassic World soundtrack
Bugs - ⭐️⭐☆ - didn't see any
Side note
Diary entry :D
Changing job went rather smoothly. I know they will struggle without me on the shift but I can’t sacrifice chance for something better to make people at my previous job happy. I work in R&D in Vaccines, private company. So will be quite different from working in public sector.
On Sun one lady get positive COVID lateral flow test, and they told everyone to stay at home just to be save and do PCR test. “You will just work from home” they said, even when I have literally nothing to do. No fussing about me having to take unpaid time off as I don’t have any annual leave now.
I also grabbed Dell Inspiron 5415 (8 / 512 GB) on Black Friday deals. Will use it on travels to watch some movies and on commute to read stuff. Right now my commute is 1,5h one way, so I will need to relocate as well because of new job. Plus having to wake up past 6am to be at work at 9am is hard after working evening shift for 2 years…
From gaming I’m 45h into Elex and I’m able to kill most enemies without getting killed in 2s \o/ I really shouldn’t start game on hard, Piranha Games are hard enough on their own as is.
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521 | games |
1% | never played |
1% | unfinished |
60% | beaten |
26% | completed |
12% | won't play |