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?
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, 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
Also short legend on my scale:
⭐️⭐⭐⭐⭐ - game I really enjoyed. For either really good story or humor. It can has flaws, but they are minimal in comparison to fun I had with it
⭐️⭐⭐⭐☆ - 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
April 2020 update
- good co-op implementation
- clunky controls and awful camera movement with mouse
- annoying QTEs
- unlocking weapons is really grindy
Good enough co-op game to play with someone. But otherwise is skippable, as story is shallow, controls clunky, and game not scary. 4 stars are here for co-op implementation.
Story: Someone infects city with virus that turns people into zombies. Such innovative... oh wait. Whole story is about "stopping crazy person from turning whole world into zombie land". Boring.
Gameplay: We walk around, shot zombies in the head, do some QTEs, pickup junk. Only thing worth mentioning is that game really feels like previous gen port, so controls with keyboard and mouse are really clunky. But using controller makes you miss a lot when shooting. So there is no "proper" way to play it. Co-op works really well though, which was surprising for such an old game. No connection problems, exchanging items in inventory works perfectly, and it doesn't feel like one player is "main" and second is just walking turret. When playing in SP 2nd player role is taken by bot that works well enough. Checkpoints are frequent enough to not feel penalized for dying. Game is linear, and there is chapter selection in the menu with option to see which collectibles were missed.
Graphic, music, bugs: Graphic is dated, and it's obvious it's previous gen game. I didn't see any big bugs, just some QTEs that feels "unfair". Plus bad mouse acceleration that can't be turned off.
- highly customizable UI and difficulty options
- well designed levels
- both stealth and kill approach are rewarding
- no minimap
- it's hard to browse abilities to pick, as they are put on long list that is not sortable
- textures are ugly up close
- delusion of choices
- gear upgrades do not give much of an advantage, and majority feel useless to begin with
I didn't even play Dishonored 2 yet (which is this game predecessor), and it already feels like AC - the same reused mechanic with different setting to justify releasing the same game again. Plus this time it's not possible to 100% game in a peaceful way. Not all tasks have peaceful solution, so sometimes we are forced to kill certain NPC.
Story: Game takes place after Dishonored 2. And as game title indicates - it's about death of the Outsider. Plot is straightforward and without big revelations. And have yes / no choice at the end. So plot is not game strong point.
Gameplay: Gameplay is the same as in Dishonored 1, only that we have different set of powers. Teleport (that works in a bit annoying way, as we need to click double to move), seeing enemies / objects through walls, and camouflage. New skills (quiet run, higher jumps, no dogs alerts etc.) are acquired by finding bone amulets. It is possible to craft them as well, but game does not give notification about it. So I missed it completely. We collect junk (just like in Prey...) that gets converted into coins. Gear upgrades are bought in black market shops, but it all boils down to bigger stack of single use items. Nothing interesting really.
We can pick up contracts on each mission that acts like side objectives. But they are really simple - like "kill dog and burn it's body" or "find this person and drop them inside this crate". More of making game feels longer than it is in reality, than some well-designed side quests. Some of the contracts can't be completed in a peaceful way, and we need to kill someone. So it's not possible to get "complete all contracts" achievement for people that'd want to play only in no-kill way.
Tbh game was made by the same developer as Prey, and it feels like it shares a lot with it. Similar to how Assassin's Creed games share basic mechanics. So may be that they re-used assets and ideas heavily between different games. For example interface customization is nearly identical in both. Same as collecting junk in environment to get materials. Only that Prey felt fresh. And Dishonored feels like re-used game with some Prey perks. How long can you use blink to move between ceiling lights inside or balconies outside, to go behind enemy to kill enemy, before you get bored? I didn't see many environmental ways to kill enemies to make it more interesting. And ability to camouflage as enemy to go and kill another is not really interesting.
There are only 3 small levels, with 4 buildings that can be entered. That may explain why they did not add minimap - to try masking how tiny world is. It is possible to enter buildings in at least 3 different ways, and there are some hidden passages inside to move around. So they are well designed to give some replayability. But still - are really tiny.
Graphic, music, bugs: Textures are fine from afar, and blurry up-close. I didn't encounter any bugs.
- battles are really fluid and cinematic after we learn how to play
- lore is interesting
- no indication in which chapter we're missing collectibles
- enemies can interrupt our combos, but we can't do the same to them
- maps are tiny
- camera work during encounters can be annoying, especially in the last boss fight
- there is always not enough healing items, and there is no way to effectively regenerate health
It's obvious game was made by Japanese people where there is some weird sexual notion every 5 minutes. Bayonetta is solid hack & slash (or spectacle fighter as a sub-genre of slasher), that has some weird camera work and tight timing of attacking / avoiding enemies. It's good, but surely not for everyone.
Story: Bayonetta travels to recover lost memories, and understand why hordes of angels decided to attack her. It's hack & slash, so there is not much more to it. Just a background to kill hordes of enemies. There is no deep plot or big revelation.
Gameplay: TPP slasher like DMC or Darksiders. We get bonuses for making long and complicated combos, not getting hit, killing enemies in certain way etc. There are few alternative weapons, techniques, and accessories to unlock. Game is grindy, and it's not possible to unlock everything during one gameplay. Chapters are made from corridor levels, there is no open-map approach to traveling.
We have standard weak / heavy attacks that can be combined into combos, extra attacks, torture attacks (that looks like taken from bondage / BDSM community). Each unlocked weapon has some distinctive traits, and for example ski-boots allow us to move around faster and freeze enemies in combos.
It is possible to replay level but we don't get information where are missed collectibles. Camera can work wonky during boss encounters. I believe game is hard to play with K+M, as it was sometimes annoying to play with controller, for which it was designed.
Graphic, music, bugs: Music is nice, but feels bit repetitive. Graphic is fine but shows it's age. And I didn't encounter any bugs.
Started to play Age of Wonders 3 now, and from what I saw D: DotO I may skip Dishonored 2 for now.. I don’t want to re-play “the same” game again, in a short span of time.
I should have time this month to make post about my PC. I bought it in January, so like 3,5 month ago. And still did not have time to do any benchmarks.
Metro in London starts to get crowded again, even when they didn’t officially lift any restrictions. I hope it will not lead to another wave of sickness…
March 2020 update
- really nice atmosphere
- ability to play game in a few distinct ways (DOOM-like, stealth, "magic")
- easy to navigate, big and detailed maps
- survival mode where it's possible to turn on weapon degradation, oxygen limits and statuses like breaks - for masochists :P
- normal save mechanic, no checkpoint system
- double loading screens - loading game ends, and clicking continue leads to another loading screen
- enemies respawn, which is annoying at the beginning of the game
- suit is upgraded with modules that are found in-game, it's possible to find the same module two times, and it's entry will be doubled on the selection list
- flashlight can get bugged and will not work in current campaign save (happened to me, so I did not have it for half of the game)
- some achievements are bugged, and get unlocked early or not at all
- it's not possible to sort in-game notes (that contain needed information), they are listed in order in which they were found
- no indication which food or bodies you already "collected", or which books are "read"
- NG+ does not give free skill points to use; instead you start new campaign with character from previous one
- turrets are useless, as even weakest typhoon can kill them with ease. Only thing they can kill are mimics
- ending looks more like start of the next planned game, than moment which ties up current events
- buggy physic of objects we can carry
Solid FPS / stealth game (depending on the playstyle). Plot was IMO lacking, and some gameplay mechanics could be done better.
Story: We need to fight with alien threat! That's... all. We learn about past and current events from books, e-mails, audiologs and from talking to the characters. But there is not much story apart from that. NPCs are generic and not really interesting. I found it more enjoyable to learn various facts about typhoon than NPCs. Ending wants to be a "big cliffhanger", but I only thought "Ugh I hope I did not see the ending scene, it was so boring".
Gameplay: First person game where we can focus on stealth play, DOOM-like gameplay or using powers to take out enemies. But even on easy some enemies require few shots from shotgun on point-blank range to be killed, and ammo is scarce. So I think only possible approach on hard or nightmare difficulty is stealth, which makes game turn into Alien: Isolation.
Apart from the generic weapons (pistol, shotgun, wrench, stun gun) we can use particle (laser?) gun, gloo gun (makes foam blobs that put out fire or allow to climb on walls), dart gun (hitting switches from the distance).
Collected junk can be changed in recycling stations into RAW materials - later used to create ammo, weapons, health packs etc. It is also possible to throw recycling grenade and convert items in blast radius into RAW materials. It is selective though, so you will transform old turret into metal, but bin that stands next to the turret will remain on place. Feels off. IMO would be better to have "safe areas" where you can use this grenade to not cause dangerous damage, than arbitrary dev rules what can and can't be transformed. Blueprints are needed to create items, but they are abundant. Some can be found 3 times.
Inventory and map are easy to navigate and use. But all notes found in game are stored under "notes" tab, without ability to sort them in any way. Which makes it hard to find info you need fast.
2 or 3 missions are timed but otherwise map is open and it's possible to free roam for hours. But none of the quests I had to do were particularly interesting. Majority of side quests are just fetch objectives. There are some choices to be made, but mostly as context actions. So it's not Mass Effect type, where actions are clearly marked and have predictable consequences. Still it leads to rather (IMO) uninteresting cliffhanger ending.
There are few enemy types but (at least on easy) there is not much difference in approach how to eliminate them.
Graphic, music, bugs: Textures are detailed and whole screen just overflows with small environmental details. Music is really atmospheric and was making me jump a bit in more tense moments at the beginning. Game is generally bugless, apart from physic. It is possible to pick objects and move them around, but not to rotate them. So if you pick up chair on wrong angle it will be never possible to put it back standing. Feels like downgrade, as there are games that allow players to pick up, rotate and put object in any way they want.
- interesting detective gameplay mechanic
- good voice acting
- choices do impact story more than in TWD
- nice graphic
- stiff animations, especially hands
- inability to skip dialogues (it unlock only after you beat the whole chapter)
- unskippable "previous in chapter" sequences just like in The Walking Dead
- annoying notification you can't pick more of an item as inventory is full
Good detective game, but it shows it didn't have big budget like AAA games.
Story: Our character arrives on the island and needs to find their lost mother. Game heavily relies on occult and historical events of XVIII century (Bonaparte, Washington, Spanish aristocrat etc). So if someone is really bad in history and don't remember basics about French revolution or beginning of USA - they may find whole story to be rather bland.
Gameplay: TTP detective game. We can collect clues from the environment and books, talk with characters to get needed information, solve environmental / logical puzzles.
We are required to chose character class - diplomat, occultist, detective. Each specializes in different skills, and it cost less points to level up skills that are specific to the class. For example if we start with detective then all skills associated with this class have 1st level, while we need to unlock non-class-specific skills by investing points. Having specific skills is necessary to chose certain dialogue options. If we talk with scientist and have science skill unlocked, then we will be able to ask about science-related topics. That's why it's good to invest enough points into skills to at least unlock them. Leveling up skill further lowers endurance needed to use it. If topic requires 5 endurance points to use - we will need to spend 5 points on 1st level, 2 points on 2nd level, and it's free to use if we have skill on level 3.
Talking to characters is biggest part of the game. Dialogue options are divided between general topics (that does not give detailed information, or will lead to failure in confrontations) and specific topics (tied to unlocking character skills). On top of that each character has their weaknesses and immunities. If we chose specific topic that is an NPC weakness - we will not use endurance points. Choosing specific topic for which NPC is immune makes us exhausted - which means that skills cost more endurance points to use. Finding NPC immunities and weaknesses is a big part of the game, and we can do it via talking, or being noisy and read information left in their rooms (books, letters etc.).
We can carry up to 5 honey jars, golden elixir, thorns, carmelite water. Honey restores 2 endurance points, elixir removes negative effects (like being exhausted), thorns temporarily show character immunities and weaknesses, and water makes next use of any skill free. Amber is not consumable, but finding 4 permanently rise our endurance by 1. Those items are found by free roaming the map, but sadly picking up mechanic is annoying. If you already have 5 of certain item game should not allow to pick more and display "Inventory full" next to the item. Instead of allowing it to be "picked" and showing later huge message "max items number, item not picked".
It's obviously not possible to max out all skills, so we need to decide on which we want to focus. Skills are also used as a help in solving puzzles, but it's not necessary step. We can grab piece of paper and re-calculate dates by hand for example. Many puzzles rely on reading or finding connections in the bible, so you may avoid this game if you're allergic to catholic religion.
Choices look more impactful than those from TWD series. If we help character and prevent them from dying - they will not die anyway 5 min later, attacked by zombies. But instead try to confront us at the very end of the game. I didn't do 2nd gameplay yet to see how many choices like that are in the game, but this one makes it more than whole TED series anyway :eyes:
Graphic, music, bugs: Graphic is detailed, music fits to the game. I didn't approach any visible bugs, but overall animation quality is moderate. While whole body animation is ok - face and hand animations are lacking. Especially hands, as most of the time they act as stiff planks. Not hand that has fingers that can move.
- works well on mobile
- easy and full of cat jokes - so may be good for kids
- thankfully no paid loot boxes
- jokes about "oh no, another fetch quest" gets old fast
- shallow plot
- gear is unlocked via RNG chests, and all animations surrounding it are way too long
It was nice distraction while going to work. I would not pay to get it though (it was free on Android).
Story: Our sister is kidnapped and we need to get stronger to rescue her. End.
Gameplay: I played on mobile, so it is surely different on PC. But in general map is open and we free roam it to go into dungeons, attack enemies (still happens on the map, no battle transition), pick up quests from notice board. But whole game is one big fetch quest really.
Experience is earned by killing enemies and character auto-levels up. No skill points to unlock abilities. Magic spells are leveled up via spending in-game gold, and gear is leveled up by unlocking loot chests. Which is stupid waste of time, especially with too long animations, and inability to buy x chests to unlock them at once.
There is some variety in enemies design, but everything boils down to "attack, run away, wait for enemy attack sequence to end, run to attack again" sequence.
Graphic, music, bugs: Graphic is "cute and simple". I played with sound off, so can't say anything about music. And game is bugless.
I wasn’t really testing my new PC due to lack of time, but realized that my FPS is between 60 - 70 which was bit disappointing. And then I read article on AMD chill feature and I realized I turned it on at the very beginning. As I played in slower games (Prey, The Council, Borderlands 2) GPU was always working in “slow mode”. Which is nice, as it’s not even hitting 50C required for fans to start spinning. And there is no need to undervolt GPU, as core frequency is fluid.
Summer Sale is in 2 months, so looks like I will again not have time to beat all games I bought during Winter Sale :hehe: The chase is real.
Thankfully everything is going back to normal here, TP and pasta in shops now. Still, they predict peak of cases to be in May / June, so worst time is still ahead of us.
February 2020 update
- good for short sessions
- it did get me bit teary
- bit on the short end, so character stories are really short
Solid walking simulator that's a bit on the slow end, with not much interaction or puzzles. So if you don't like really slow games with "just" uncovering people backstory it's not for you.
Story: We arrive at our childhood home and learn short stories about other family members. Finch family had "curse" on them - in each generation all but one family member dies. This one member has kids to continue bloodline etc.
Gameplay: It's walking simulator, what do you expect?? You walk around, look on walls, read some old newspapers. Sequences where you learn about family members story allow to jump or play simple mini-game. Each finished story unlocks character portrait on family genealogy tree. That's mostly all.
There were moments when I did not want to progress, as it required me to do something I did not want to do. I do not write it in a "bad sense". Quite the contrary. Game made me invested enough into the story, to care about some of the characters. While at the same time I played Pillars of Eternity for nearly 60h and did not care about any of the characters.
There is a chapter selection after we beat the game, if we missed some achievement or want to re-play story.
Graphic, music, bugs: Graphic is fine, but nothing extraordinary. Same for the music. And game is bugless.
- graphic is really nice
- good optimization for Unity game
- created world is interesting
- quite a lot of interactions triggered by skills / abilities (like intimidation or diplomacy in talk, or specific athletic prompts in the terrain)
- character AI is lacking, they get stuck in corridors and can't find their way to enemies
- inventory system is messy and does not remember our filters
- no mini-map
- whole interface lacks a lot of customization
- not possible to sort journal by location
- possible to sell objects needed to complete side objectives...
- characters do not instantly auto-target new enemy after previous is defeated
- companions are easy to miss, as there are no float markers and they look like generic NPCs
- companion quests are bland and uninteresting
I tried to start this game few times, but was fed up after an hour or so. Finally fact that it was only game that could run on my laptop, at 10 FPS, persuaded me to really give it a chance :hehe:
If you like old style RPG where most of things are done manually this game is for you. Otherwise leave it be. If I'd play vanilla version after release I'd drop it mid-way with 2/5 rating, as game didn't even have something so basic as character respec or inventory sorting on release.
Story: Our caravan is attacked on way to the city, and we end up in storm that "enables" us to see people soul / essence. Which pushes us into quest to save the world. Not amazing description, but game makes up for it with interesting backstory for the world, gods etc. On the other hand companion quests are bland, and in one case it literally boils down to going to one location to talk with NPC. So there is no complex interaction with companions, like in BW games for example.
Gameplay: Isometric RPG which is quite similar to Dragon Age. Only that companions are dumb. And will get stuck on a way to the target. Or not cast any useful spells even when we try to configure (very basic) AI. So it's not "pick characters and order them to attack" game-style. We need to constantly micromanage who characters need to attack, when use healing abilities, move ranged characters away from attackers etc. Character may be left with 10% endurance, and they will not use ability that will recover this endurance... It may be something old-RPG fans will love, but it was just annoying for me.
Character pages are full of data, but don't list something as basic as "which weapon is best for this character". Inventory is a mess that is sorted by name. Not by category or rarity. So even if you try to sort armors by type you will have "Heavy, Light, Medium" order, which is totally unintuitive. It's even worse when it comes to sorting weapons. Sword, magic, shields, pistols are all over the place, instead of being nicely grouped together.
There are no markers on the map or in the walk mode, so you don't know if there is new quest. You'd need to click every NPC over and over again to double check if they have new quest, or if you did not miss them before. Which is especially bad for companions. I literally missed 2 essential characters (and combat on easy difficulty was really hard), as I thought they are general peasants without much interaction. Like if they could not add markers that are turned off by default, to not angry hard-core-fans. I did try to look for a way to turn on markers with mods, but only encouraged angry players that wrote "general location in quest description is too much, I want Baldur's Gate with no hints at all!", and that even this bare bone help should be removed.
There is optional "rebuild your stronghold" quest. But it's nothing like upgrading Normandy in ME2. More like "castle where you can sleep will look nicer" thing.
Characters have health and endurance. Endurance regenerates after the battle, while health does not. We need to eat food or rest in a camp to regain it. And frankly I don't understand whole idea behind it. Character will faint in a fight when endurance drops to 0. And it happens way before health can even reach 50%. Normally endurance is used to cast spells / use weapons and health is health. And here endurance is like health, and health is I-don't-know-what-for. Only thing that matters when you send character with 0 health to battle (yes, it's possible, as endurance regenerates) is that it will permanently die if it's hit by something. And we need to re-load save to restore companion. Otherwise their companion quest fails and they are no longer accessible.
Graphic, music, bugs: Graphic is nice. But zoom out could be bit bigger. Music is fine. Game is in general bugless. But I don't know if companion AI is badly made, or it's buggy. You may send 4 fighters to attack a boss. 3 characters will take position in front and attack. 4th will stand behind them, trying to "go to" target that is "taken" from this side. They will not move around to attack from side or back. You need to click them and move them manually. If caster summons creature it will stand next to them, without attacking anything - again you need to micromanage it etc.
- interesting, more complex puzzles than in previous game
- we have some backstory now
- it's not possible to run, which makes moving on longer distances annoying
I liked it. It is not masterpiece on a level of Portal 2 or Talos Principle, but it is solid and enjoyable.
Story: We wake up inside QUBE and are given a task to yet again destroy it! But this time we have some backstory to it, so it's closer to Portal than original QUBE.
Gameplay: Our suit allows us to change color of the white surfaces (just like portals in Portal can be put on white areas). Green power makes a cube that can be moved around. Orange makes block that can be pulled out / in to the wall. And blue makes field that act like a "bounce platform". Game also features sprays that make cube slide around, fire, buttons that control fans etc. So there is quite a lot of variety in what we can do.
Learning curve is fine, there is no need to think for a long time to understand how to use new item or power. Which is important, as game does not give any hints what you should do.
Puzzles are nicely designed. I found them a bit on the easy-normal end. And I consider Talos Principle to be on the normal-hard end. But I think it may be because I played a lot of puzzle games in the past. First time I learned about momentum in Portal 1 I was like "woahhhhhh". Now I enter a room for first time and I'm like "oh yeah, momentum again". Things were nicer when we were kids :sadness:
Graphic, music, bugs: Graphic is fine. Music rather ambient. Game is bugless.
I moved few games from won’t-play to beaten with “played enough to count beaten” tag. It irked me the wrong way to have them in won’t-play category, when I spend 37h in FF XII and could not beat last boss.
I went home for some time, and I managed to fit my flight between “huge storms that prevents people to travel” and “coronavirus is spreading and that prevents people to travel”.
Also not only SSD and RAM prices started to go up because of the new console production, but also because coronavirus halted production of many components in China… So I did right thing by ordering PC at the beginning of February.
(Did you know that in USA 80% of active drug ingredients comes from aboard, mostly China and India? Without China export, USA would not be able to make any antibiotics or blood pressure drugs.)
Borderlands 2 (Q3 2012) ⭐️⭐⭐☆☆Looter shooter
55 hours playtime (base game), 37 of 75 achievements (49%)
Beaten 6 months after activation
- rewarding gameplay
- big semi-open world maps
- weapons that allow to play in the style you want
- good multiplayer implementation
- specific humor that will not appeal to everyone (does not to me)
- particle and other graphic options can't be turned off in the menu
- inventory and menus are not designed for K+M
- crapton on DLCs that are added to /all games page on Steam
- really bad driving mechanic
- enemies AI can get stuck
- random invisible walls
Good looter-shooter from the time when games were not packed with loot boxes and microtransactions. So gameplay is not "optimized" to be grindy to the point of "Ugh I will pay money to skip this grind". Humor may discourage from playing though. It's like being in the room with someone unfunny throwing "jokes" every 10 min. You either endure it or walk away and slam the doors.
Story: We need to stop Jack from opening the vault and killing everyone. Big "part" of the story is game humor, but I'm not a fan. In the end, for me, story of this game is on the level of average FPS game. Enough to justify killing others, but nothing good.
Gameplay: We kill enemies, get tons of junk weapons (with hopes for something good), do fetch quests. So nothing much. Game was clearly designed for consoles. There is simple experience system, but it takes ages to level up. Mostly because doing all the side quests will make you over leveled for the main quest, and all enemies will give whopping 1 exp per kill). Maps are big, but rather empty and filled with invisible walls. There is no fall damage which makes exploration faster. Weapons are divided into groups (shotguns, SMGs, ARs, snipers etc) and are further modified by the company that made them (explosive damage, shooting speed, accuracy etc.) So it's easy to find your preferred weapon and look for it in the drops. There is basic trading between players, but it's clunky due to console menus. Driving mechanics is the worst I ever saw in a computer game (you drive in direction you point mouse at, not where you press directional keys).
Graphic, music, bugs: Game did not date well. But fact graphic is so simple is an advantage here - it looks better than "realistic" Skyrim for example. Music is forgettable. And apart from invisible walls (and collision problems associated with it) and some weird ragdoll game is bugless.
I’m playing B2 DLCs now, so completion rate will go up
I finally moved past entry part of Pillars of Eternity, and I’m more than 50% into the story. Looks like I will finally beat this SG win :D
I also bough PC week ago, but still did not have time to tweak stuff. I will write separate update about it.
Little Nightmares (Q2 2017) ⭐️⭐⭐☆☆Platformer Puzzle Gamepad
8,7 hours playtime, 8 of 22 achievements (36%)
Beaten 1,5 month after activation
- no jumpscares
- nice atmosphere
- checkpoints are too scarce
- perspective makes it sometimes hard to time jumps
- controls are sometimes wonky
- some enemies have wonky animations
- random crashes due to engine error
Play if you want to have light platformer / puzzle combination and nothing else of this genre in library. Otherwise there are way better games to play, so this one is skippable.
Story: Our character wakes up in a room and need to leave the Maw. Along the way we discoover what Maw is and what it does. There are no dialogues or text to read or listen, so story is learned from what's happening on the screen. But in the end it's nothing deep or innovative. I was disappointed in how shallow it turned out to be.
Gameplay: Game is a mix of light platformer, puzzle and a bit of creepy atmosphere. But it's neither platformer, puzzler nor horror. Many compare this game to Limbo and Inside. But while Limbo had nice puzzles, that focused a lot on trial and error; and story in Inside was not entirely predictable - LN does neither have unpredictable story nor innovative puzzles.
Instead we get puzzle with really basic design, platformer with control and perspective problems, story that is average, and stealth that's barebone (hide under table to not be visible - that's all).
There are few chasing sequences that are frustrating due to controls and checkpoints that are too far apart. If I already beat chase sequence and died shortly after due to badly timed jump - I should restart after chase sequence. Not before it.
There are two types of collectibles, but they do not unlock anything. And as you need to restart whole level to grab them (not possible to pick checkpoints inside the level) - it feels like a waste of time to start level anew to find collectible we missed.
Graphic, music, bugs: Music is really nice, but there are graphical problems with character models and animations are sometimes wonky. Controls are sometimes wonky, which should not be a case in a platformer game. And game was randomly crashing for me to the desktop.
Wolfeinstein: The Old Blood (Q2 2015)⭐️⭐⭐⭐☆FPS
13,3 hours playtime, 33 of 50 achievements (66%)
Beaten 12 months after activation
- game is really nice as a fast paced shooter
- new approach to climbing on rocks - would be nice to see it in Tomb Raider series
- stealth does not feel like viable approach
- maps are quite small
Not for fans of stealth approach (even when stealth is an option), but good if you want short and fast FPS.
Story: We need to stop nasizsts :D Story is predictable but still enjoyable. We can read optional diares and letters to learn bit more about characters background, or listen enemy talks that comment our previous actions.
Gameplay: Stealth is possible, but game was certainly no designed to be played slowly. We get passive bonuses for using weapon in certain way (killing x enemies with gattling gun will allow us to carry it in our inventory, killing x enemies with last bullet in the magazine unlocks faster reload etc.). Like in other games in the series we can use double weapons, find collectibles (that do not unlock anything). Enemy AI seems a bit lacking, as they can get stuck behind the cover.
I found climbing mechanic interesting. Instead of approaching wall, pressing E and then pressing W to climb we need to interact with wall, and then alternately click left / right mouse button to climb. Releasing button makes our character take the pipe out from the wall, pressing the button bury pipe in the wall. If we hold both buttons both pipes will be in the wall, if we lose rhythm and release both buttons - we fall down. I think this kind of mechanic could be used in Tomb Raider series.
Graphic, music, bugs: Game is bugless, but graphic feels a bit dated. Especially rocks or some foliage looks like taken from Skyrim. But character and weapons models are of higher quality. Music is fine.
End of the year 2019 stats
- Beaten 19 games:
- 1 GOG game
- 1 Origin game
- 17 Steam games
- Favorite game beaten in 2018: A Way Out
- Worst game beaten in 2018: Witcher Adventure Game
- Longest game beaten: Heroes of Hammerwatch - 35h
- Shortest game beaten: NightSky - 3h
- In 2018 I’ve beat 43 games - 24 more than in 2019
- lack of time
- laptop with i3 370M + AMD 5490 did not help, as it’s hard to find anything that is playable on it. All more demanding games (like A Way Out or Wolfenstein) were beaten when I was back home for a few days
- games bought before Steam Winter sale 2018 count as added in December 2018
- games bought from start of Winter Sale 2018 to the end of January 2019 count as January 2019 additions
I do buy games during winter sale to beat them next year, so it makes most sense.
Green columns are for games beaten on Steam, blue for games beaten on Origin / GOG.
I also made graph that shows my progress from the time I started to write down my percentages (finally it has it’s use!).
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). 48 were removed at the end of June, following with some more in next 2 months. It was also time when I really sorted my library and moved a lot from unfinished to won’t play.
Browsing through my updates made me realize I started to semi-seriously think about getting proper PC 6 months ago. I think for my New Year resolution I will pick “stop to overthinkg, as it takes you weeks to buy anything” :hehe:
But I have (more or less) parts already picked:
CPU: AMD Ryzen R5 3600
MOBO: MSI B450 Pro Carbon AC
RAM: Corsair Vengeance LPX 2x8GB 3000Mhz
SSD: Crucial MX500 250 GB
HDD: WD Blue 1 TB
PSU: Corsair TXM Gold 550 W
Case: Phanteks 350X
Monitor: AOC 24G2U
MOBO: I need board that supports flashing from USB (to upgrade BIOS for new Ryzen) + have on board WiFi (and Bluetooth). Buying cheaper MOBO + PCI-E WiFi/Bluetooth card will cost the same as buying more expensive board with WiFi. I heard they may finally release B550 MOBOs soon(?) but don't think I want to wait even longer just for having R5 3600 BIOS support out of the box.
RAM: I read that those works nicely with 3rd gen Ryzen, and there should not be a problem to OC them to 3200 Mhz.
GPU: That's only thing I lack. I don't want to pay extra for RTX when it's not used in more than few games. I do not render so I don't need CUDA cores.
RX 5500XT performance / price is not great, as they want to push RX 580 and 590 from stores. RX 5600XT will be released on 21st Jan with MSRP of 270$ (so custom boards will be more expensive most probably), and 5700 is overkill for my needs. Sadly Ryzen 3600 does not have integrated graphic, so I can't buy whole set up and wait for GPU. Grrr.
SSD: I need SSD only for OS. Having loading time in game of 15s instead of 30s will not make any difference for me. I know I could have 1TB SSD in the price of 240GB SSD + 1TB HDD, but SSD drives dies randomly without any warning. And I sometimes forget to do regular backup, so it's better to keep all my data on HDD.
I thought about M2 drive, but they overhear a lot. It may be upgrade possibility when SSD price will drop further, and they will start to use some normal cooling on those. MOBO I chose has "M2 shield" technology, but it only makes them hotter :hehe:
PSU: I wanted to go with Seasonic Focus Plus Gold 550W, but it's not available here. So Corsair is my 2nd pick.
Case: I want small case (so not bigger than 460 x 460mm) with simple design and good dust filters. I thought about Meshify C, but it's 20 pounds more expensive in it's most basic version. And version with tempered glass is 40 pounds more. I prefer to add money to GPU than PC case.
Monitor: I sit close to the screen so 24 inch 1080p will be perfect. Plus it will make GPU more "future-proof". It is IPS screen with FreeSync and 144Hz, has VESA mount and speakers (I don't have separate ones and normally use headphones, but I can't have them on when I want to clean and listen to radio :D). I was eyeing it since I started to look into PC monitors, and decided it's perfect match immediately after it was released and first tests were up.
I have Dell P2414H back home which is also IPS panel. Do not see any ghosting there, so this should be fine as well.
Winter Sale 2019 update
1.Games I get as gifts.
2. Games I bought myself.
Turned out that it was Bethesda that had best discounts on my wishlist. So I ended with 2 stealth games, 1 FPS + The Council.
I will start to write when game was released and when I wishlisted it, to see how big delay I have between game release and buying it. Here we have 1,5 - 2,5 year after putting game on wishlist. Which I think is fine. Though could be shorter as price is pretty much locked after game hits -75% for first time.
I will also start to write in my updates how long have pass from when I add game to my library, to when I beat it.
Looks in horror on Pillars of Eternity
I will post my sale stats this weekend (I hope). I beat really small number of games this year, so I will focus on adding to my library games I want to play. Not because “it looks interesting” like I was before. I don’t have time to play medicore games anymore :D
Also Happy New Year! :D
- good couch co-op implementation
- levels are short, so it's good game for "when you have bit of time"
- some backgrounds make it hard to see where our character is
- enemies are repeatable
- not reliable combo combinations
Story: Enemies stole princesses and we go on the quest to save them.
Gameplay: Action sidescroller. Playable characters use various blunt / sharp weapons and magic to kill enemies. Each map ends with small or big boss. We can "equip" a pet that gives us passive or active abilities. Experience is not shared among players and granted in weird way - you get one experience point for each hit you make, not for damage dealt. So game promotes spamming light attacks to grind experience. Leveling up gives us ability to invest points into strength, health and magic. We can find burred weapons or get them from enemy drops. But they all feel the same when using, no bigger change in gameplay between using default sword and lightsaber.
Graphic, music, bugs: Game is bugless, music is fine. Graphic did not age, but some backgrounds make it hard to localize our character when there are bunch of enemies around.
- levels are short so it's easy to start game for a few minutes when we have time
- game is not really challenging or require you to think outside of the box
Story: No story.
Gameplay: We control the ball and need to use physics (momentum, moving platforms etc) to beat the level. Each level compose of 3 sub-sections with checkpoint at the beginning of each level. But as levels are short - game is not punishing for dying. We can make ball more sticky to the surface, accelerate it or reverse gravity. But not all abilities are available on all levels.
Graphic, music, bugs: Game is bugless, music is ambient. Graphic is quite barebone but fits into overall game atmosphere.
I don’t know why, but I can’t see stats of games which I played via family sharing. Previously I could peak into achievements by editing link to achievements page. And now I get “There was a problem” message.
I will start to add release date of the game (and edit previous posts when I have time) to see in how “old” games I play in general. Here I have game that is 7 and 8 y/o. It will also make it easier to compare if game is in similar quality to other games released the same time. Like Wolfenstein: The Old Blood is from 2015 and Skyrim from 2011. And on ultra details some textures look like straightly taken from Skyrim, especially environment / rock textures.
Godus (2015) ⭐️⭐☆☆☆Platformer Gamepad
3 hours playtime, No achievements
- simple but pleasant to the eye visuals
- forever in-early-access
- quite straight conversion from the mobile
- followers AI
Story: No story. It is God game where we simply need to expand our territory further. To give our followers more space to live and conquer hostile tribes.
We can shape sand and grass to make it flat for building spots. It is not possible to show where buildings should be localized, so space is often wasted on few small buildings instead of less big ones. Also if we want to destroy part of the village to change layout, our followers will immediately start to build tiny huts everywhere. Which makes any kind of planning a futile effort.
We gather faith with time (need to be collected manually from the houses) to shape higher localized places, create special buildings (such as villages or trees), use abilities (like telling follower to go somewhere or destroy buildings).
We progress in game by unlocking new buildings / abilities. They are locked behind reaching certain population. When we unlock card with building / ability, we need to put stickers on it to activate it. And we gain stickers by finding treasure chests on the map, playing in really repetitive minigame or buying sticker packs.
Game has in-game currency (gems) that allow us unlock abilities faster, or speed up building construction. But as developers removed ability to buy gems via money (like it was in mobile version) we need to find them in the chests as well... Good they removed daily log-in bonus for starting the game :hehe:
Graphic, music, bugs: Bugs are limited to dumb followers that can get stuck on flat area, without ability to move. Music is fine, not invasive. Graphic is simple, but fitting to overall game atmosphere.
Reprisal Universe (2014) ⭐️⭐⭐☆☆Action
2 hours playtime, No achievements
- campaign is divided into small maps, which makes it good for short playing sessions
- good learning curve
- really simple and repetitive
- camera movement is not intuitive
Story: We were banished and left forgotten by our evil twins. Now we awoken, need to restore our power and defeat other gods. So nothing extraordinary, but enough to justify learning something new on each map, as it stimulates our growth in power.
I played for 2,5h which allowed me to beat 13 out of 30 maps in main campaign. Which gives ~13 min for beating one map.
Each scenario (so far) was the same: we land on a map with some nation(s) and need to defeat them + pick up one new power. We can shape the land; tell our followers to go to a way point, make new settlements or attack. Faith is auto-generated by followers, and we can use it immediately.
Settlements periodically spawn knights. Depending which order we have turned on they will either make more settlements or go to conquer enemy cities. When we have enough flat land (and settlement order on) knights will make new settlement. Settlement size increases linearly and immediately with available space, so if they build on spacious spot it will spawn biggest possible castle immediately.
Which boils down each map to the same scenario: flatten the land to make space for new settlements, get boost of fath income, switch to attack order and wait for other nations to be annihilated. With abundance of faith later on (no need to shape the ground anymore) we can throw thunderstorms and fires on enemies to destroy their castles and lower number of their knights.
Camera is isometric, but has not ability to move up / down / right / left. Only diagonally. Which is confusing.
Graphic, music, bugs: No noticeable bugs. Graphics and music is really barebone.
- it's sometimes easy to get stuck before entrance, as it's not possible to side step
Story: No story.
We need to escape the prison. We can craft items, trade with other prisoners and do quests for them, steal items from guards or prisoners. Each day has regime we need to follow - eat, work, shower, exercise etc.
We climb on tables etc by walking towards it. Which does not work good with too sensitive controls, and I was getting stuck on "walk towards x.. ugh don't climb on it, just walk to it..".
I think there may be few ways to escape the prison in each scenario. But game made me bored before I was able to finish first one. That's why I don't have much to write about it. Only that this game is not for me.
Graphic, music, bugs: Simple pixel graphic, barebone music. If we want to enter a room we may get stuck on the wall next to the door, as game does not draw us in door / corridor. We need to be positioned exactly in front of narrow space to walk past it. Which really surprised me, never before saw game with isometric view, where I could not keep pressing direction key and adjust position to walk through. So I consider this one to be a bug.
Not really what did I beat this month update, as I didn’t beat any game. More of I tried those games and did not like them one.
Now I play NightSky and it’s fine puzzle/physic game. So will be part of November update.
My overall progress did not change, as I play games with Family Share. So they do not count towards my profile progress.
I can always make progress with removing games from account :blobevil:
- mostly violence-free
- cheats for which you don't need to pay!
- no microtransactions whatsoever
- switching powers takes a bit too long
- trying to collect all hourglass pieces on every level gets repetitive fast
- feels like character always do "half of the step" after I stop to use directional key, so controls do not feel crispy
- camera which often knows better where I want to look
Story: Hourglass time-pieces get sucked out from the spaceship, and without them our character is unable to fly further. So they are stuck on the planet, collecting lost time pieces. Plot is not amazing, but good enough to make kids entertainment. Not adults though, as it's shallow and villain is too obvious.
Game levels are unlocked in certain order, there is no real free roam mode. We start levels from our space ship, and they are boiled down to "find hourglass on this level". Some levels (like Mafia Town from 1st act) will be replayed like 5 times. While levels from Movie Battle are somewhat unique, but at the same time really small.
On levels we can collect yarn, coins, tokens and gifts. Yarn gives ability to unlock new hats and abilities. Coins are used to pay for badges that modify gameplay a bit (coin magnet, grasping hook, treasures radar etc). Tokens are used on ship slot machine to unlock new outfit colors, hat designs and music. Sadly there are less tokens than available prizes, so it's not possible to unlock everything. Gifts unlock relic pieces, and if you already have all the relic parts - they will give tokens instead. Relics do not do anything useful apart from unlocking 1 - 2 extra hourglass pieces in certain act.
Character can jump, wall jump, dash and attack enemies with an umbrella. Some parts of the levels need certain hat to be accessible (like dweller hat which gives ability to enter into spirit world for a few seconds). There are clear holes in the gameplay, as developers started to work on some feature, then dropped it, and did not remove idea from the shipped game. E.g. there is ability to change weapon, but there are no other weapons in the game. Some levels were unbeatable due to low FPS on my laptop. Thankfully devs implemented normal console with cheat codes, so you can use fly to get on otherwise inaccessible platform. EA or Ubishit would throw them into in-game shop under "time savers", and ask you to shell out cash for them.
Graphic, music, bugs: I did not encourage any bugs, apart from wonky camera work near to the walls. Graphic is fine, same as the music. Nothing to go back in the future though.
- interesting gameplay where you combine elements to make spells
- buggy multiplayer mode
- plot is of less than average quality
- controls are confusing
Story: Our to-be-herose need to save the world from evil demon. Game has a lot of references I didn't get, and humor I did not found funny.
Gameplay: This game has friendly fire, so it's easy to kill other players... which I did a lot :hehe:. It's isometric action game where you move around with one mouse button, attack with equipped weapon with other and use keyboard to make spell combinations. No jumping, hiking, dialogues or choices to be made. There are 8 elements, each is assigned to different key. Pressing key for water + cold will produce ice, shield + stone will spawn ring of boulders etc. It is interesting, but I was constantly ending with bad key strokes that were messing up spells I wanted to create.
Graphic, music, bugs: Graphic and music are fine. But this is multiplayer-oriented game - and it's online mode is implemented very badly. It is not possible to move from one completed level to another. When next level loads game will freeze for hosting player, kick out joining player, and then crash for both.
HoH: Pyramid of Prophecy ⭐️⭐⭐⭐☆Co-op Rogue-lite Gamepad
6 hours playtime, 8 of 23 achievements (35%)
- new gameplay mechanics and permanent buffs
- enemies are not re-used from the base game
- curse traps are annoying in small corridors
Story: I don't remember this DLC to have any story - so N/A.
Gameplay: The same as in base game with small additions. Curses can be "paid" for items or get from the enemies. They increase possibility enemy will land critical hit on our character. Fights on the arena (wave horde mode) gives some points that can be spent for permanent bonuses. On top of that devs implemented statues that can be built, and give permanent boost. They are really expensive and act as infinite ore-sink for endgame players that like to grind in their games forever. So not for me.
Graphic, music, bugs: Same as in the base game.
I saw photo in some medical article about simultaneous lung and liver transplant. And was like BP handle, stitch scissors, Spencer-Wells artery forceps, Lane toothed dissecting forceps… my new job has deteriorating effect on my brain :sweatsmile:
But it should give me ability to buy standalone PC soonish. So it’s not all bad. People are also friendly and cheerful, so it does not feel like hassle to go there.
Also only 2 more months till Christmas, time when I will be free to post All I want for Christmas and Last Christmas everywhere. Oh the joy.
- more complex than previous games
- no point of no-return, so all endings can be seen in one playthrough
- ending is too "complicated", and adding ME3-color type elements feels unnecessary
- feels like series starts to be more of "walking simulator" than puzzle it used to be
- game is unplayable at low (10) FPS. While we can walk around, it's not possible to have any precise object manipulation with the mouse
Story: We're teleported onto some island and need to solve puzzles localized there to survive. It is continuation of the story from previous game, but there is more background thanks to the letters we find inside the rooms. Still game has open ending, so don't expect to get any clear explanation what's happening around.
Gameplay: Similar to The Room Two. But here we can move freely between rooms with the puzzles, while TR2 consisted from rooms with puzzle, and portal leading into the next puzzle. So it has more open design. Which is a like nice evolution, but I felt there was a bit too much back / forward walking which only wasted time.
We still open boxes, redirect light to solve puzzles, look for keys in hidden compartments. There is a bit of an extra environmental element though, like puzzle with sun clock and planet models.
Graphic, music, bugs: Graphic is fine, but game feels too resource-heavy for what it offers. Music feels a bit re-used from previous games. And apart from game being unplayable at low frame rate I did not encourage any bugs.
- simple platformer without gore
- camera sometimes get stuck at weird angle
- enemies are bit repetitive, and some attacks are hard to dodge
- hub area is really small, but can still be confusing...
Story: Hunter is kidnapping animals. And we're sent on the quest to free them, defeat him and his subordinates. Muahaha!. So nothing overly complicated, but it is also game for kids. So it fits.
Gameplay: Kao can jump, attack with gloves and jump-slam. Some sections require use of gliding, others are timed. So it's quite similar to Croc: Legend of the Gobbos. I think studio did copy this game a bit :D We don't need to collect keys or coins to end level though, it's enough to reach the exit. Levels are simple and of ok-quality. Could be more complicated for my liking, but it's kid's game. So I will not complain here.
Graphic, music, bugs: It's PS2 era game, so graphic and 3D objects are really simple. Psychonauts was released the same year as this game, and graphic there is more complex. Music is really basic, and voice acting is average.
- well designed levels
- interesting gameplay
- problems with starting and closing the game(does not start on 1st try / stays in the task manager after it's closed)
- control problems with mouse and keyboard
Story: We join a summer camp which trains cadets for Psychonauts. Soldiers that are able to enter mind of someone else to "fix" their mental problems, steal secrets etc. After first night someone stole brains of other students, and we start quest to bring them back. And to save our girlfriend! Script is well written, even when it does not have any plottwists or surprises.
Gameplay: Platformer that is preferably played with the gamepad, as K+M controls are wonky (I remember having a lot of problems while playing non-Steam version on K+M years ago).
During gameplay we unlock abilities which allow us to progress the plot. Levitation, pyromancy, shooting, confusion grenades etc. This is not metroidvania though, so there are no additional areas on levels, that can be unlocked with new abilities.
We collect figments and PSI cards, which upgrade our psychonaut rank. Every xth rank upgrades certain ability - longer lasting invisibility, ricochet psybeam etc. It does not feel like something really important, as abilities do not give visible advantage. So collection part of the game is really optional.
Game hub is small, but still has fast travel points. Levels are closed, there is not much in the terms of free roam. Dialogs with other characters are quite basic.
Graphic, music, bugs: This is PS 2 game... so graphic is simple. But thanks to that game worked at stable 45 FPS, so yay!. Music is bit repetitive, but voice acting is good. I did not experience any in-game bugs, only problems with game opening / closing.
- really nice destruction model
- ability to both destroy and rebuild objects
- good shooting mechanic (just turn off auto aim >_>)
- enemies are bit of a bullet sponges
Story: DLC focus on events that happened before main game campaign. So destruction of terraformer on Mars. It is short (like 2h), but does not feel rushed.
Gameplay: Just like in the main game. We have a few weapons to chose from to shot + hammer to break stuff. Destruction model (in this 2011 game!!) is light years ahead from anything new you can buy right now. You can break every single wall, fence, floor, vehicle you can find. And it stays destroyed unless you rebuild it. Game is corridor shooter, so there is not much of an exploration. But it also means we don't need to go long way to gather resources, and exp is given for killing enemies. I beat main game exactly 6 year ago, and most of the fun came from destroying stuff :D
Graphic, music, bugs: Graphic is ok for that old game. Voice over is fine, and I did not experience any noticeable bugs.Also I bought this DLC year ago. So beating it was postponed for way too long.
Psychonauts worked at comfy 30 FPS. Rest of the games from this batched worked in 10 - 15 FPS range… when you get used to playing in FHD at 60 FPS you forget how slow games can run on weak PC configurations :hehe:
I tried to play Little Nightmares but it is unplayable with it’s low FPS. A Hat in Time works better, as I have 15 - 19 FPS most of the time (all graphic options turned off xD). Only occasionally, with more particle effects on the screen, I get drops to 5 - 8 FPS.