UlverHausu’s profile

unreported Finished games are:

The Ezio trilogy (2 games left to finish)
And Call of Juarez (still looking for a cheap deal on Cartel)

Alpha Prime

4 hours of playtime, 0 of 0 achievements
Date: 2007 |★★☆☆☆| Genre: FPS

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Shooting blanks of pure testosterone

On the surface its a dumb corridor shooter, but deep down hides a mediocre concoction of modified Halo and F.E.A.R mechanics

The story takes place at a mining colony. There's an incredible demand for Hubbardium, whatever that is. Is it even a mineral? Out of utilization alone it seems more like a chemical, with many recreational uses as drug.
Most miners seem to drink it, like booze. Large amounts seem to drive humans insane.
This is not the case for Arnold Weiss, a top of his game, 50 year old man. That can drink Hubbardium beer without getting intoxicated.This bothers me more than it should, it's not like people smoke because of the thrill of getting cancer, but non-alcoholic beer? just drink something else man.
More importantly, he can take larger quantities entering Slow Mo state, without the inconvenience of losing his sanity.
This make him the perfect hero for any story but more importantly missions that involves finding the source of this specific drug, before the main bad guys/future junkies.
And yes, the men are right. There is a not so natural source that transforms rock into Hubbardium. They all call it the heart of Glomar, which makes them suspect in my book. How do you even know this?
ofcourse having a great adventure, uncovering the truth, is all reason enough for any common hero. Thankfully Arnold over here has a heart of gold. All he wants his to rescue his ex´s boyfriend in a way that proves himself the superior male. There is nothing more relatable than that.
That was all i could take, i ended up skipping through a lot of overexposure, redundant dialogue, and a few stereotypical characters.
The one exception was the italian guy, i was glued to the screen during those cutscenes.Give them a watch. The stereotype is a poor representation of Italian people, but you can tell its an italian. My theory is that they got an italian to play an American, in order to get these results

It's an awkward corridor shooter with poorly thought out ideas, poorly added to an unpolished experience, to the point where, unless your met with such a difficulty wall, you will likely forget to use them. However, it's still what makes it stand out. I was more interested in finding more uses for these mechanics, instead of looking at it as a corridor shooter, because at that its just bland and incopetent
Strictly as a shooter, most of the level design is claustrophobic. All you win from the corridor level design, is cover. The AI only lose from it, because unlike F.E.A.R these are total aimbots. So instead of both parties move around and flank, its mostly a case of cutting a corner and shooting first. Which also trivializes the slowmo, you can't really take anyone by surprise, you just try and kill enemies before they kill you.
it's like that for the entirety of the game, rather than fixing the AI, they just add health stations pretty much everywhere. In very few areas enemies are scripted in like crashing through a window or run back to their squad, no doubt because F.E.A.R did it. Though these are pratically events where the AI acts the same way every time. I have never seen them run away from grenades, i've seen them shoot doors when they cant unlock them, it's like the aimbot is always on. in terms of real combat tactics, they sort of can go into cover.
The other main mechanic is Hacking. And i find this to be the most interesting aspect of the game, even though it's not as useful as there are utilizations for it.
It's one of those things you forget to use due overall fast paced nature of the action, except for when it is crucial.
I appreciate they did not force the player to use the ability, except for a couple locked doors and forklifts, but damn, there's so many rooms that you can analyze, things to hack for instance robots.
The physics are the same both outside and inside the facilities, apparently the consensus was to make things floaty on the planet Alpha Prime, that in itself would not be a problem if it didn't make platforming so frustrating. Sliding and losing momentum when jumping near boxes and walls.

The flamethrower is absolute nonsense. I have gone through plenty of low budget FPS and ive never seen anything like this.
It's a random weapon with a short area damage, it doesn't like the environment on fire, it doesn't have a burn stat on enemies, it doesn't stagger, it just does a fixed amount of damage for as long as the enemy is in range. Its not the most underpowered weapon, but it sure puts you really close to an enemy that can still shoot at you.
The hammer is ridiculously fast, it could be a fun weapon to try out, if close range combat wasn't so deadly against aimbots
The sniper doesn't get much use, it could be worth it if either, damage was increased or the zoom animation wasnt as long as it is. It's a strange inclusion considering even the open areas don't have the long range combat to make it a necessity, You will find the pistol is incredibly accurate for the job at hand.
The Shotgun! the shotgun is rather good in this. Probably not that surprising if they were influenced by FEAR.

it's a mixed bag, the art style is not entirely awful, it's more the quality of the faces and some textures that don't look particularly great for 2007. While weapons and the interiors look much closer to average.
Increasing the FOV to 90 seems to bring a few graphical glitches. And as far as i know you can't change the weapon FOV, so it wont look pretty. Even though i didnt, i would advise keeping it closer to 80

Other issues:
Not only are the vast majority of cutscenes exposition and briefing, they are made in-game engine, on a weird top down angle. Most of them are barely animated
They had a model of a man cut in half, and he is pretty much everywhere
There is only one final boss and it's a cakewalk compared to the rest of the game, its almost like a victory lap, or several...you do a few laps across the room to take him down.

Neon Neon

Assassin's Creed

? hours of playtime, ? of ? achievements
Date: 2008 |★☆☆☆☆| Genre: Adventure

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this...this is why it took me so long to check Assassin Creed, there are boring and tedious games in this franchise but the original was bad beyond my expectations.
This complete overall almost killed 2 franchises at once as Ubisoft was still banking on Prince of Persia
2 games, that shared the same issues, of what essentially was prototype of the modern "game as a service" ubisoft model
Yet, the original Assassin Creed was the less polished of the two, while also being offering more content at a slower pace, which truly made it as bad as it was.

To the question "Which games force you to complete sidequest?" I raise you this. A game where the side quests are part of the main quest, which in itself is a gameplay loop
Altair is an Assassin, which are enemies to the Templars. Each of his quests work as follow
Get a contract, travel between near locations in israel, once there, the information hunt begins. You must climb viewpoints to have side quest be shown on the minimap, and you do those side quests to get information about your current target. Once that's done go to the local guild and devise a plan. There's a small cutscene after you kill your target, which makes Altair question the guilds decision, often ending with him returning back to Al Mualim in search of answers
you repeat this loop without major changes to the gameplay itself, other than another piece of equipment
which should have been there since the very beginning, anything would help making the game less monotonous. It's a new take on POP, but there's nothing particularly difficult to learn that would require learning skills bit by bit. Assassin Creed 2 does this to a much lesser degree

The control scheme is different, the main focus is to favor a more automated movement, that lets Altair grab, hug,jump nearby objects, like walls and poles, without require timed presses on the players part.
POP reboot kinda gets away with it. But Assassin Creed not only goes hard on its implementation, it has many crowded areas within the city walls, with interactable objects that can be climbed pretty much anywhere.
So, the game is janky, sometimes Altair snaps to nearby objects, The issue also comes from its control scheme
You will also get reused buttons for different actions, it took up to Brotherhood, to actually build a control layout for mouse and keyboard
Swift is your permanent drop down button, that on occasion works as a grab ledge when falling down...fair enough
As far as i know you can't even hold shift to quickly go down a ladder, but you can fall and grab it again mid fall, much like any wall as long as there is something to grab directly below
Space is a jump button, that gets more use combined with RMB (RUN), it turns to a faster run + grab and climb near objects automatically. this can lead to some unwanted movement on ground level where the character can snap on to objects if its close enough, though it works fine jumping from rooftop to rooftop
Swings, also don't require a timed button press, instead you hold jump button + direction and the game does it for you

Weird issues with gameplay decisions:
Having to lock on to enemies, for trivial things
It's the case with pickpocketing, that locks the camera for no reason, sometimes against walls.
This animation was removed from later titles of the Ezio´s trilogy, where you just press space in the middle of a crowd to steal, which i also dont like
same happens with the camera lock during combat, its janky to the point of not being able to put execution moves in frame, due to walls or objects blocking the camera. Also generally slow and clunky when you want to unlock and leave combat

One of the biggest issues with the original is trying to expand a game that doesn't have a lot of content.
its notorious for reusing the same type of obstacles. The most frustrating being the sick and poor, that attack you on sight and try to expose you during stealth missions. No joke, there are spots with 3 of the same women begging for money. This gets less annoying in the Ezio games, where they even switch the women for musicians, so the same models dont stand out as much
The original is exceptional worse, just by reusing the same voice line for each NPC type.
They are also more aggressive here than in later games, it's possible to fail a mission due to NPC interactions, especially when im so tired of them i just casually stab them in the back
I actually had to murder an NPC before starting a side quest. Because he would push me agaisnt some guards that where blocking the exit, during a stealth mission.

it's not Assassin Creed unless its poorly optimized.
It's not one of the more problematic games in this franchise, but it as a highly unstable frame rate
I didn't lock the frame rate out of pure laziness, what i got was really high 200 fps to sudden drops at around 60fps. Especially when jumping from ledges to haystacks. It feels stuttery, though that could be just from the cluncky gameplay

Crashday Redline Edition

4 hours of playtime, 14 of 36 achievements
Date: 2017 | ★★☆☆☆½| Genre: Racing

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Finished the main campaign,i had i quick look for extra content which is actually the main selling point of the project, but wasn't quite tempted to spend more time, due to not so enjoyable handling and physics
Perhaps in the near future i can give it a fair shot and review it accordingly, but even the workshop looks deserted for what it is
Going through the main campaign, it is exactly how i remember it. It just doesn't stand out these days when compared to BeamNG and Wreckfest, at least on the technical side of things
New edition or not, the biggest differences are to lighting, shadows, textures, the usual deal for "remastered" versions
The main advantage this holds over BeamNG is that, crashing simulator aside, it offers multiple gameplay modes for a series of party games
Wreckfest is a better game, with a good workshop. BeamNg is a serious simulation, that gives no help in the creation of different gameplay modes and it doesnt even offer multiplayer support, though an option does exist
But Crashday is european jank, unfortunately while not a bad game, its good for just a few hours.

Test Drive: Ferrari Racing Legends

28 hours of playtime, 0 of 0 achievements
Date: 2012 |★★☆☆☆| Genre: RACING

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This was painfully long, with barely any of the associated rewards. There's only so many vehicles and tracks, it's so prolonged that 90% of the levels rewards are blank.
I really don't recommend, it's the worst game from Slightly Mad. Authenticity is not more important than gameplay.
i highly advise modding your favorite Sim with your favorite vehicles than following this route
Ferrari Racing legends is a broken, unpolished, untested mess of a game. On the surface it shouldn't have been, if you know NFS: Shift, than you know the foundation to this game. which makes it more perplexing how it turned out. Im sure this product needed to be shipped immediately, i however dont understand how you cannot have a clear vision for this, just do Shift: Ferrari edition.
I was always amazed by this game, typically it's the italian manufacturers that ruin the game, by imposing limitations to how the car is presented. But culpability falls entirely on the developer, perhaps publisher.
Seriously, i don't dislike how Ferrari is presented here. The career mode is supposed to be a celebration of the brand. Almost like they allow you to experience their victories. You can easily tell because they often put dates on everything.
So, i guess a lot of tracks are missing, me being portuguese and not get Estoril is pretty sad, but again Ferrari wasn't successful every year, and if you are going to experience their work, might as well be their best work
That however already raises some questions over how to insert difficulty into the game

I would describe it, in a celebration, divided into 3 eras, with a very unconventional career mode and difficulty. The game isn't much of a racing game, but it's not a sim either, it does not want player to race actual pilots, but rather have the player do a test drive and complete 2 challenges for each track.

These are my main issues with the game

player is not allowed to drive a broken vehicle, therefore these are extremely tough to break, plus it doesnt have detailed damage models, as it doesnt need it. I've seen one of 2 results. The vehicle is severely damaged, you won't see or feel it, because you are immediately forced to retire. 2nd choice: have the pilot suffer damage that incapacitates him from fully controlling the vehicle.

2- Brand over the individual
I think a lot of us, would love to play against some of the ferrari pilots, through the years. But this game pays no homage to the skillful individuals that have driven said vehicles, in fact, its weird that they would drop dates yet ignoring the drivers themselves

3- Without route
no real flow or direction.It's not aiming towards anything.
It's not because it feels real, because the physics and driving mechanics are that close to Shift. Meaning, you could drive a 50s car and it would still drift around the corners, because well...NFS is an hybrid, and it worked for them at the time, but its not really the right gameplay for it.

4-unconventional difficulty
The AI is the same in any difficulty, you are never really competing against them, they are seen more as an obstacle. What you want is to avoid them while you are aiming towards a challenge. Therefore, missions that require you to be first, are easier than beating the clock, and even more so, for missions that require you to follow behind a group of agressive drivers without hitting them.So instead there's difficulty spikes, but you are never really learning the game.

5- The AI
For one, they take longer to accelerate to full speed, yet they will follow their path and brake near corners even if they are going on a lower speed.
You get pretty lucky on during the first era, while you are aiming for first.
you will soon find the AI is brain dead
There's a race during the first era, where you need to overtake one vehicle per lap. It doesn't take 20 sec for 6 of those vehicles to crash into each other. I had to come to a full stop and wait for them to get back on track. This happens every time you do that race, at least on hard, that's how it went.

6- bugs and glitches

on a certain angle, F1 cars can clip through the ground.
There is one race that is bugged, with F333SP, that ends before the first lap. You can circumvent this issue by reversing through the finish line,


Inner Darkness

43 min playtime, 0 of 0 achievements
Date: 2017 |★★☆☆☆| Genre: Puzzle platformer

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There ain't much i can say, other than its a really short puzzle platformer, with 2 mechanics. A dimensional shift, and physics based puzzles (mainly stacking boxes).
Other than having a very inappropriate ending, its...well, it's an extremely common genre, which for a full game would have been bland, but serviceable, for a concept however...idk, i get the point, but i think loner devs sometimes forget why people would purchase their game
Far from me, to tell anyone when they shouldn't receive some monetary incentive for the time they invest into learning a new hobby.
to put it simply, Curse of the Crescent Isle is far from a great game, it ain't amazingly polished, and it's more of a concept than anything else. but, at the very least, it was slightly different than doki doki panic, which aint the most common game around to begin with, and it did that while bringing some new ideas.

Extreme Drifters

0.2 hours of playtime, 0 of 0 achievements
Date: 2018 |☆☆☆☆☆½ | Genre: ?

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A new title to be added to the ever growing list of wasted game templates
whatever this is, it's a good foundation for a game. The art style is good and colorful, the handling is fine if a bit dull.
It seems to recognize the finish line, im sure it could use checkpoints.
It keeps track of drift points and There's coins, i don't like collecting coins in racing games, but their are there if you need them.

Yet like so many asset flips, the developer made no attempt to create a game with it.
It should come to no surprise, but i always find it impressive when a game releases and...there are no rules, or a purpose/goal, or if its even balanced or not

AI? :NO; Timer? :NO; Drift multiplyers? :NO; Checkpoints: NO; Penalty for crashing: NO; Nitro: NO; Handbrake: NO. All you do is drive around until you have enough points to cross the finish line. That's it. Would have been the an easy 100% if the game had achievements

Trials of the Blood Dragon

5 hours of playtime, 11 of 20 achievements
Date: 2016 |★★★☆☆½| Genre: Racing/Platformer

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An enjoyable spin off/sequel to Blood Dragon, using Redlinx Trials engine.
Its a weird one to discuss, its the least polished Trials game. If Blood Dragon made you question "Why?" Than Trials of the Blood Dragon, makes it clear that, however makes this, they are only interested in continue the story and style regardless what they are given.
Ubisoft´s low effort of appeasing with something that isnt at all cut out for the job, even though they have had 2 Far Cry spin offs already, with Primal and New Dawn, the latter is completely unremarkable.
This, just to say, Blood Dragon 2 would be a better game, and Trials of Blood Dragon was probably not a good idea.

The physics are alright for motorcycles, But that's clearly not what's in store. The ones who wondered why this wasn't a dlc shortly found out why.
They added other vehicles, on foot sections that are floaty as hell, there's gunplay and i advise using a controller, space sections, a small RC car that breaks the laws of physics and moves completely different from all the rest, space sections that i bet everyone hates.
overall it's more action oriented, generally you are going through the level in a faster pace, occasionally killing a few enemies.

Not a great game, but between you and me, it's totally worth it. There's content variety despite its short length, its creative, and completely bonkers. Seriously, one of the levels is a Boss Rush, how can anyone not have a soft spot for this.

Remember to look for the 5 keys to open the not so hidden safe. Theres some fun stuff in there.


Remothered: Tormented Fathers

6 hours of playtime, 7 of 10 achievements
Date: 2018 |★★★★☆| Genre: Horror

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it caters to my tastes, im not quite sure it would still hold up on its own. I think horror fans will appreciate it.
You can break down the title to REM MOTH MOTHER RED. And each one is present in game.
Italian made game influenced by western culture.
It checks boxes on:
Silence of the Lambs, as you might be able to tell from the obvious similarities between the main character and Jodie Foster.
Res 7, gameplay and set pieces. At least when it comes to open house location, stealth and hiding location. Consequently even a bit of Texas Chainsaw found its way in there
Lastly, Italian movies in general, particularly Giallo when it comes to storytelling.
Also, all this...
- Sexuality is a prominent theme
- Plot is intensionally broken down in favor mistery
- villains tipically strangely dressed, wielding less conventional weapons
- only women are victims
- Villain Troubled childhood and upbringing
- long plot exposition dump of big reveals and villains explaining their actions to the main character.
- The possibility of there being more than one murderer all along.
- Main character unknowingly gets near a corpse
- Regular person is investigating the case.
- pseudoscience
- Strange DREAMS or hallucinations.

Remothered wears its influences, in part it requires an acquired taste, for being less commercial horror than the majority of games. I wouldn't even say, the reveals would be worth for everyone. I think horror fans would appreciate it as a whole for what it is. Though, everyone would likely appreciate the small details and character backgrounds. The story is open ended, as this is only part one with only a few hours of gameplay. While, it also leaves some aspects open to interpretation, even if the identity of Madame Svenska is somewhat obvious, it means a lot to me, that it does its best a telling a story, instead of explaining a story.
Opening cutscene shows the mysterious Madame Svenska talking to a journalist. The topic, a strange illness. Not primarily a disease, but non conventional science, secret experiments, disregarding secondary effects or inhumane treatments.
Svenska remembers the story of Rosemary Reed, Who forces her way in Felton's house, by pretending to be investigating his strange decease and a drug called Phenoxyl. her objective is to confront Felton over the disappearance of his daughter Celeste.
Rosemary notices signs of mental illness. That however doesn't stop her from Trespassing, after she is ordered to leave.

Theres nothing particularly great nor bad about the gameplay itself.
You roam through a large open house in search of clues.
A few areas are initially closed and require searching for some items and find their usefulness, basically solving small puzzles. Items and puzzles are highlighted and hard to miss.
All the while hiding or running from a psychotic drugged up murderer.
The level design, save points, sound queues, do a good job at directing you towards progress, in some moments. So hopefully, you won't get lost too often.

Most of remothered is stealth and exploration.
Throw or set distractions as means of clearing the way from enemies. seems like enemies are often either spawned, or scripted to move towards your location once you complete an objective.
It's not particularly repetitive, this is a short game after all. For whatever reason, getting the enemies attention and running to a hiding spot seems a more attractive option than to simply throwing or placing a distraction to clear the way. It's even possible to hide behind large objects like tables or counter.
The later portions are more action oriented, with a few chases and qte events thrown in.

I felt more interest towards story and characters, i wouldn't mind sitting for 10 min watching a cutscene. which Is not to say the gameplay was bad, i thought it was quite alright. It works fine, AI wasn't unfair or buggy.
I mostly have smaller issues, that hopefully won't be repeated in the sequel.
The one that stood out the most was voice mixing. It's far more noticeable in game, than cutscenes.
it seems enemies are equally loud, if they stand right above on the upper floor. Creaking wood is fine, but voices should be lowered, as it is important to be aware of enemy location.

Save points are taken from Enemy Within, though that doesn't excuse it from introducing them properly to new players. I'm not making an assumption that different players would not be aware of this mechanic. I just find introducing a mechanic over text and following that up with a different save system to be unnecessary when, you have a save point right at the end of the floor corridor.

I'm also not a fan of quick time events, but if you do have to use them, refrain from using mouse buttons.
It's hard to keep your fingers from instantly clicking, when they are resting right above them. It doesn't help that the icon for RMB and LMB won't be clearly distinct from one another, like a controller button or a Key would be.
Made even worse by lowering the qte over to the bottom of the screen, which also delays that reaction, since its not where im looking at.

I get that they don't wanted to clutter the screen with button presses, as it takes from the atmosphere, than again...quick time events take away from the experience. They are cinematics, requiring the player to click a button doesnt make the set piece more intense.

Neon Neon Neon Neon

Dead Secret

1.5 hours of playtime, 5 of 5 achievements
Date: 2016 |★★★☆☆½ | Genre: Adventure

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Swery liked it and that's how little it takes for me to check something out. I will never say about american developers, the industry doesn't really have space for an individual voice, and honestly i cant even stand them when they take their frustration over to social media.
Anyway, this is a good point and click, and don't worry, it had very little in common with Swery´s work. Its goes towards the surreal and it does finish every chapter with a quick quiz that also works as a summary. Thats about it.
it's really well written, i've enjoyed looking for logs. It does help with the murder mystery aspect that you never speak directly to any of the possible killers, instead you read, documents and texts around the house.

this game was probably just 1 hour long, but i enjoyed most of it.
It's cool that you can actually die, but these moments and a trial and error hide and seek minigame
I think, the way they were presented, that the inventions are a bit underwhelming.
And the point and click controls and movement are slow and limited, which perhaps works better with VR, but thats something i have no interest whatsoever


Doughlings: Arcade

8 hours of playtime, 38 of 50 achievements
Date: 2018 | ★★☆☆☆| Genre: Arkanoid

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Its an arkanoid on a puzzle bobble board. Except heavy on power up usage.
levels are gonna have a few power-ups laying around the board, each one is a different character. Collect those, while you are still building up a meter.
Once its full, you can use your character´s ability, depending on which power up you are using, if you are using one at all. Essentially, rack up points to build meter, collect power up, use current character´s ability. Repeat the process.

The main objective is to collect the stars on the board, in puzzle bobble rules, these can fall along with other pieces when they are no longer connected. And you really need them to upgrade every ability

Was it worth it? Not really
the paddle sucks, i can't really find a good angle. If you hit the ball near the edge of a normal paddle, it typically, or at least those are the rules, the ball is sent in the same direction, its probably better not to think too hard about the angles right?just that there where specific rules that worked and we accepted them . here, the middle area has a larger vertical hitbox, and it always sends the ball back on the same exact angle. Because of the eyes, even if i hit dead center, it's not guaranteed it will have anything near a simetrical path.

Gravity Quest

1 hours of playtime, 5 of 5 achievements
Date: 2017 |★☆☆☆☆| Genre: Casual

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Don't know what to call it, The store description classifies it as a 3D Maze, though that's not very descriptive.
Its a 3D maze where both sides of the path exert gravitational pull, And it's very mild on the "maze" part.

I don't dislike the idea, i only dislike the game. I've seen it done better and even there similar concepts have been more interesting to play, like Escher's relativity in Echochrome for the PSP. People either got keys for free, or they are easily satisfied looping the same path from the opposite side. I won't deny there's something to the latter, that could be worth, had this been a proper game

So, the main issue, is the lack of mechanics and non existent thought process in leaving the maze. I haven't seen any other mechanic aside for gravity pads that turn you upside down. It was the easiest, most bland game i've played in quite a while. Not a puzzle, Not a walking sim, No narration. Just paths on a boxed area and a minimalist wallpaper.

Super Turbo Demon Busters!

13 hours playtime, 21 of 24 achievements
Date: 2017 |★★☆☆☆| Genre: Turn based combat

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STD Buster sounds like a derogatory term.
There is little to no reason to play this. This is a port of an android game called Dead Shells, however, as android games tend to fall into "games as service" modules. It means this is an older version of a game that as been updated several times since then. The current dead shells is now an endless game, very different from to the 125 very short levels presented here. So really, the only thing on offer here is the end game.

STD Busters is a very simplified rogue-lite with turn based combat, its almost like a clicker game. It ask little strategy and management from the player. The combat itself is not important, it's almost entirely dependent on preparation before entering the level and roaming the level itself. basically you choose and upgrade the characters you are most comfortable with, the ship inventory space to send it in search for items, then in the level, you mostly worry about selecting the 2 primary weapons, keep an eye on ammo, look for special health packs that delay the virus spread in your squad.
I don't know much about the original android version, but i can only assume that from the updates it got, one of them was for Balance.
seriously the squad is a joke, there's a clear superior character and there is a clear inferior one. Its not balanced, and levels aren't even made to force you different builds, it all plays out the same.
You can just upgrade D Scout, that one class is enough to beat the game, its easy mode. The sniper, is a terrible class, that makes zero sense, and has no unique mechanics you usually see from them in other games. What does it matter if you are a long range character if the damage output is the same?

Color Syndrome

6 hours of playtime, 2 of 12 achievements
Date: 2016 |★☆☆☆☆½ | Genre: Puzzle

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Color Syndrome, combines tetris with connect 4 and possibly Lumines. To a confused and mismatched result.
The board is huge, which makes it last for an insane long time. Ideally you would show the player whether or not he understands and is getting better at it. But here it hardly matters. Maybe old tetris is heavy on RNG, but any of the recent ones, you can survive an awfully long time on skill alone. Its overall a better feeling than making the board multiple times the original size.
The design is terrible, it's incredibly hard to combo or set blocks for a chain. I kept thinking of lumines and how brilliant it was, and so, much like the screen size, it also overly relies on abilities. Almost like it's there to cover an unsuccessful fusion of games.

Then there's the janky controls and the bugs. I played this 2016 game for the first time, and to me its not finished.
It feels like it happens at random, but most likely blocks won't rotate if there's one direction that wont fit. When you eliminate a bottom row Blocks can get stuck or be fused together in 2 different colors.
There's one cleaning block that can be controlled by the player, and boy does the game hate it. It has this mechanic to avoid exploiting the ability that sort of makes it disappear. Its when it doesnt work, and i move the block from one side to the other, that i can get wedged just below the bottom of the screen.

Curse of the Crescent Isle DX

4 hours of playtime, 10 of 19 achievements
Date: 2017 | ★★★☆☆| Genre: Puzzle-Platformer

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It's a puzzle platformer. It looks like Super Mario Bros. 2 or Doki Doki Panic, but the grab ability works exclusively on enemies to use them as a platform, throwable object, or to use their own ability. A fun small game and i could see a fully fledged version for the Switch. But as is, you are getting what you paid for, which in this case was 0.39€. Dont be surprised if you managed to pass an obstacle in a non intended way.

i apologize in advance for the lack of time, every game below instead leads to my steam review, with extra grammatical errors for good measure. Ive been using a Nimble writer on steam, it does spell check, i just cant be bothered to click the button. :P

Darkness Assault

5 hours of playtime, 15 of 15 achievements
Date: 2005 |★☆☆☆☆| Genre: None

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Steam Review


Longboard Stunts and Tricks

43 min playtime, 6 of 10 achievements
Date: 2018 |★☆☆☆☆| Genre: Racing

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Steam Review



6 hours of playtime, 0 of 0 achievements
Date: 2014 |★☆☆☆☆½ | Genre: Survival Horror

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Steam Review

Spaceship Looter

4 hours of playtime, 21 of 26 achievements
Date: 2017 | ★★☆☆☆½| Genre: Rogue-lite

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Steam Review

trying to keep up with game reports before i forget what the game was about


8 hours of playtime, 0 of 0 achievements
Date: 2005 |★★★★☆| Genre: FPS

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Back at it once more, this time on steam. Before, i actually had them in physical form, none of them are a complete version, i would collect near released dates, later, not even that long after, i would acquire different releases, thanks to "free games" from gaming magazines. That somehow included, FEAR COMBAT, which was free2play, as any other MP mode is, but this one came in a CD without the main game. it's the lamest thing that could be included in a magazine, i should look into it to know which magazine it was

Anyway, F.E.A.R is one of a kind. If i ever find the strength to check the entire collection, the one thing i want to make clear, is that both Monolith and the other studios that worked on it, had a terrible time to replicate it. the expansion packs where still made on the same engine, but once the sequels rolled in, FEAR started aiming towards the COD crowd
Perhaps the biggest hurdle, is that FEAR was a simple game. Coming off the original, it was easier for Timegate to address the lack of content on the expansion. But for Monolith next entry, they soon entered a point where there was nothing to add. They opted to remove from FEAR 2 rather than add, with a minimum attempt of modernizing the series. While FEAR 3 from Day One went towards a COD direction.

The original, due to time and budget constraints, does not have much to offer in terms of variety. Though, that worked favorably for Monolith, has instead they put emphasis on what distinguish them from other developers

FEAR is a game of opportunities. People associate Monolith with advanced AI. To me FEAR sits between non traditional AI and a carefully built map. A few other games use Goal-Oriented Action Planning architecture, its easily searched and a good read. However this is the one game in the franchise, where the AI can surprise the player
It is interesting to check the expansions and the subsequent sequels, in how level design can deconstruct what once felt like battling actual beginner level players.
So, i always felt not enough credit was given, to whom an monolith was creating the maps. because the lack luster environment and recycled sets and textures just sort of become a more noticeable issue.
But yeah, there is nothing like it. They make short decisions, they are aware of the map itself, and which objects are interactable to them. the most interesting factor about FEAR AI, is that very few battles feel like a typical game encounter, when an enemy flanks the player to shoot through a window, its not an heavily scripted event, it's a quick decision based on player position.they also show individual and squad based behaviour. In turn, it feels different every time you play the game. I don't remember the battle's, just actions made by the AI

The dialogue is also important on selling the magical AI. It gives the illusion of inteligence, aswell as serving a gameplay purpose, in giving the player useful information.For example, most of the time, enemies don't spawn-in during an encounter, they are already roaming the area looking for the player, if they hear sounds, they communicate with the rest of the squad
Dynamic lighting might contribute to the horror atmosphere, but it is most noticeable during combat and identifying enemy position through shadows. It is unfortunate, that immediately after this game, it would fall to its lowest form.
FEAR has a small arsenal of useful semi realistic weapons and some more overpowered for easier disposal of large armored baddies. I just want to point out that, the SMG is not only the weakest weapon due to its spread, it has very little reason to exist when the burst rifle has full auto. yet, the SMG is the early weapon for both expansions.

I find FEAR more interesting at hard difficulty, as it is, the easiest of the 3 campaigns. However, it's the only that doesn't over rely in its slowmo ability, so i would recommend medium to test the AI in a fast paced tactical shooter without the ability, because its totally doable here, yet not at all in the expansions.
if there is any criticism i can give. The lack of variety in sets, textures and objects. Lack of verticality, lack of enemy types.
i dont think its fair to add overconvuluted story to the mix, as Monolith often avoided doing that. F3AR being the first to have a "compelling" narrative. While FEAR doesn't really go to such lengths. Even with the expansions that are set during or right after the event of the first one. The main objective is obvious enough, and most you need to pay attention are the Replica Forces, and to know who Alma and Paxton are.
it's great, i'm of the opinion FEAR doesn't do much, but what it does it does extensively and does it exceptionally well


Extraction Point

4 hours of playtime, 0 of 0 achievements
Date: 2006 |★★★☆☆½| Genre: FPS

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I have a problem with extraction point. Even though it requires FEAR to run, it sets up its own folder with non widescreen settings. Even if i change to the correct resolution, the game reverts back to 4:3 every time i start it.

Ok, so this aint Monolith, Vivendi had outsourced the expansion packs over to Timegate.
Rather than trying to copy the original, TimeGate decided to address the most criticised aspects. They did a good job at that.
There's more content, more level variety and much more verticality to the maps
Overall, the game feels more scripted, most encounters are an event a challenge for the player. Enemies are inserted into a map designed specifically for them to interact with it in a certain way, a spectacularly predictable piece.
while the AI doesn't really shine on most of the new areas. The direction in taking FEAR to a more challenging match, filled with all kinds of destruction, was fairly successful, even if a bit game like
TimeGate seems to understand FEAR level design better than the F3AR team. They revert back to the series of corridors and interconnected rooms of the original, but often fall for linear corridors and open areas. They often ignore the little details, like shadows. They don't always let replicas roam an area
But thats mostly the chosen direction. They want those explosive moments, they want to use the large areas to ambush the player. And a new arsenal is offered to the player, not just for the changes they made in enemy equipment, but to the map itself. You get these throwable sentries that stick to walls and provide protection over non covered angles.
The one strange thing with the expansions, is the need to out stage the original arsenal, tipping the weapon scale to OP sci fi.


Perseus Mandate

7 hours of playtime, 0 of 0 achievements
Date: 2007 |★★☆☆☆½ | Genre: FPS

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The game is not entirely bad, undeniably weaker, it feels more like a random game on the FEAR engine with the same mechanics
PM introduces a new character. On Paper its always a good idea to experience the same game through a different character, however, they go through extreme lengths to justify keeping the gameplay as it was, instead of designing and adjusting difficulty for a fast paced tactical shooter. they also add unjustified interactions between your new character and both Alma and Paxton. If it was to keep everything the same, why even replace the main character?

PM also excels in bad maps, that often give no opportunities to the Replicas. An overabundance of long corridors and chokes. Other levels include open areas, with cheap cover. The new enemies work well within the level constraints. But often you are slaughtering through weak replicas. Taking a corner and finding 4 enemies just chilling in a corridors with 0 chances of surviving is a common occurrence.
the levels themselves add more down time, with long corridors and stretches that you must cross

As for enemies, the weaker and most common replicas are reduced to jobbers with slowmo trivializing fights. The bad level design also pushed the player into relying heavily on slowmo due to the latent risks of advancing without proper cover.
The new added enemy Nightcrawlers have the same ability, giving the player no viable options other than employing the same strategy
There's a lack of armored baddies, PM prefers to achieve their difficulty quota by pitting you against a few enemies of the same type.
The new paranormal enemy is the scarecrow, An interesting concept, for an enemy below ground that you can spot by a large black poodle on the ground, once the player unknowingly steps in,the enemy grabs the him and pushed him down. It worked, about 2 times, there's a few reasons why they dont work on PM, even as a jump scare, no matter how hard they tried.
For one, this game is far brighter than the rest, exposing most of the puddles. It's also relatively fast to just point straight down and shoot, they also tend to drop multiple on the same location.

Overall, its a mediocre expansion that just so happens to work on the FEAR engine. but they didn't put much care or thought into it. the skybox is horrible, they reuse some levels. I didn't use the new The grenade launcher all that much, but Nightcrawlers did, and that thing has an insane explosion radius,


Turbo Pug DX

4 hours of playtime, 19 of 27 achievements
Date: 2016 | ★☆☆☆☆| Genre: infinite runner

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They seem successful at re-releasing a game that was outdated months before it came out, i mean this is better than the previous Turbo Pug but its still crap.
Still a one button runner, Same hazards with more variations. Looks better, yet the obstacles still blend with the environment. The leaderboard doesn't work. It overheats CPU like no other.

Another batch of short games. Take in consideration the length may be shorter than the presented Steam times, as i often leave games open

Dont Tax Me Bro!

4 hours of playtime, 12 of 12 achievements
Date: 2017 |★★☆☆☆½| Genre: Infinite Runner

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At least it's not a one button infinite runner. You can actually run backwards if you want to grab an item or jump to other platforms. it's not really useful but it's there, sometimes its easier to avoid an enemy by jumping left over the cops and get some space. Has unique abilities, i say that but, one is helpful, one is strictly for achievement purposes and sprint is by far the worst ability for it increases difficulty for a few seconds with no reward.
There's very little variety in enemies, although each enemy acts entirely different. In case of dogs you can even jump on them like Mario for Digital animal cruelty.
Devs made only a few sections and then left RNG to takes care over item/scaffolding/enemy placement
It has bugs, like one achievement is almost impossible, or it would be if the game didn't become unstable the longer you run. In my case, i was lucky enough to get the same section loop forever. It did start stuttering, and eventually crash once i decided to get caught by the cops, in what was probably bad timing.
Repetitive overall. A shorter more difficult run would have been better. But instead devs divided the game in 2 maps for easy and an hard variation of the first map with changes to the objects and the enemies. The result is that neither part have a difficulty increase. It doesn't switch sections, or hazards.

The Piano

5 hours of playtime, 6 of 12 achievements
Date: 2018 |★★☆☆☆½| Genre: Stealth/psychological horror

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Its very clearly influenced by Deadly Premonition, to the point of including what wasn't intended by Sweary. It loses some degree of freedom in comparison to DP.
One of those games had enough resources that it could build its own town, or should i say, steal from David Lynch´s world.
It's the most noticeable difference between games like DP, Pathologic. The Piano, like many other, entirely follows a very linear path around the core idea.
Leaves little to explore and discover, little to build a world. All elements and mechanics introduced serves to push the story and its ideas, rather than developing them to game form.
In result, the game switched genres often, from stealth, to action QTE, to puzzles, to detective sequences where you search and pair clues.
And its works as one would expect: Some are generic, some are unique but poorly conveyed, Some lose value for how ridiculously linear the game is.
I don't know how much i could give away without spoilers. Basically, the player is accessing memories to remember who might have killed his brothers. There's a mechanic called The Silence, that opens, blocked paths and points of interest.
Death roams in the form of phantoms. Each one makes you use different mechanics. Our friend the raincoat killer is back in the form of The Darkness, and probably more obnoxious than ever. Out of the fact that some enemies don't always work as intended. The Darkness just pops out of nowhere, and forces you into a mashing LMB1 contest.
I wouldn't recommend it. And then you still need to take in considerations the glitches, and the poor optimization.



1 hours of playtime, 10 of 12 achievements
Date: 2018 |★★☆☆☆ | Genre: Racing

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It's a bad arcade racer. typically, tap brake to drift works by, first picking a direction, let go of the pedal, tap brake...hit the pedal.
Autocross Madness goes: gain speed, tap brake, Nitro...and the car will stick to the track. if you don't push nitro, it works like one of those indie drift games where the track is covered in butter. It's kinda funny that you have no control while drifting, yet using Nitro as you enter the corner will magically help you make the curve.
but that why the car doesn't fall easily from the comically tight track, because Nitro doesnt work the same on curves as it does on straights.
There's no AI or timer, the player makes his own difficulty, if you want nothing stops you from slamming the breaks instead

Kao the Kangaroo: Round 2

3 hours of playtime, 4 of 9 achievements
Date: 2003-2019 | ★★★☆☆| Genre: 3D Platformer

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Good port. No issues whatsoever, other than the game itself being decent at best. works with DS4, has configurable key bindings.
There's no issues related to playing a game on a higher resolution than first intended. it's better than emulation, so its more than enough for me
The game...hey, it's alright. Its like Rayman 2, with a few Crash running sections. The level design is alright. The controls are responsive, you can make accurate jumps, the combat is fine in most situations.
It doesn't have much of a personality, then again, its a 3 hours B-game for kids.
The game is on the easy side, and the boss encounters do more in terms of variety than an actual challenge
The mini games are asinine, thankfully you don't need to play them.


I am addicted to Prey and the dlc Mooncrash. But i did finished a few more short games, and finally went back to complete Mudrunner seeing as it got its last free dlc.

Dracula Resurrection

2 hours of playtime, 0 of 0 achievements
Date: Steam port 2014 |☆☆☆☆☆ | Genre: Adventure

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Anuman never ceases to amaze, If you bought this, i hope you have a soft spot for train wrecks. Im hard-pressed to find one Anuman(microids game) that didn't shit the bed at one point or another, but Dracula...holy crap. It rips and tears the original title to the mangled, unfinished state it is here.
The culprit? OK...enough suspense, the steam version (sheds tear)...(holds laughter)......the steam version, is from an android version. That in itself would be an issue, i mean it's advertised on steam store with screenshots that could belong to any other version: GOG, PS1, whatever...i know its false, for the visual downgrade and the borders this one had.
But if you think false advertisement is the issue, you are in for a world of hurt. And what sweetens the deal is that Microids, much like with Moto Racer collection, did sell non android ports.
As for the game, it's not even a faithful recreation as they took some liberties, oh boy did they!
I didn't know much about the game. However, i remember enough to know we are missing some vital cutscenes right at the start of our unfortunate misadventure. Im all about making bad games shorter, but that cut scene was crucial to plot.sure beats dropping the character on location and expect you to know what is going on.
Even then, that wasnt enough...clearly your phone wouldnt be able handle the original graphics from 1999, which is understandable, its the late 90, everyone was a pioneer, we just cant compare to the standards of 2014.
So, here's a crazy idea. why not remove any character animation for everything that isn't a cutscenes? list that under features "0 Frame animation". What? you never used street view on google maps? No, wait, theres less freedom, you really need to click on tiny little arrows on screen. which, it's not even a thing in the original game.
some other developer would likely add new paths, as the original already had few paths, often pointing the player towards walls, and then you need to turn the camera around, But this version, adds the nuisance of having to click on tiny arrows, also an unnecessary icon to be on the screen.
Some other things that also bothered me tend to fall on laziness. In the first area theres a bridge that falls, and they couldnt be bothered to change the frame after the cutscens for...idk, the one where the bridge isnt still standing!
AH...It sucks so much! The old microids characters are kinda gross, but it was decently animated for the time. and now better than this 2014 version...thats just sad.
Im also really sure they dont have the original sounds and music. This is seems to be stock. I shit you not, they used a Dramatic Stinger wrong.
As for gameplay, regardless how bad this is, you can tell the original wasn't anything special in regards to logic and pacing. it always looks weird to be able to grab a strange item before you trigger something that makes such item important. i clumsy ended in a cemetery at the beginning of my journey instead of entering the inn like a normal person, i decided to desecrate a tomb for a required item the character knew nothing about. And only then can i ask what that item did. Is my character a grave digger...so yeah, the original it's not Syberia levels of good, it was a decent game for the time.
But that wasn't enough,these guys where on a mission, They had to, no they owe it to the buyer to surpass expectations. that's is why, they had to rework the quest line.
So now the game has a failed state. They decided to lock a door at the castle until you bring an item back to a character, there's a tiny little oversight, the original game closes the way out if you have enough to proceed to the next area (library). I will follow that with my final criticism
If like me you screw up, you got to reset the chapter. Because this new version doesn't have save states, it has a load, in name only, its actually a chapter select

Neon Neon

MudRunner - American Wilds

44 hours of playtime, 62 of 62 achievements
Date: 2017 |★★★☆☆ ½| Genre: Sim

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Much like spintires it's a relaxing game, even if the main objective is always to deliver logs through muddy trails. Their "game"s are good. still, it's starting to get a bit shady. I bet the upcoming Mudrunner 2 is the same damn game with some minor changes.
That's my only issue with it, i bought the expansion, and it quickly run its course. If i want more free dlc i need to buy Mudrunner 2, the community will also likely move on to the next game´s workshop
As much as i want to support the team for making a good game, some of my issues with Mudrunner could be fixed with a patch, and the ones that could not, probably won't be addressed in the sequel
- the camera needs some work
-The hands movement is hyper sensitive, makes me panic in first person
-They could have given the option to have different objective. There's enough things to do in the game, its just that levels finish once you deliver the logs
-Looking at the speedometer, the vehicles were intentionally slowed down.likely to protect the players from crashing in the small but very dense map. There are at least fast vehicles on the workshop that are impossibly fast on manual...do that's enjoyable
-the editor is a bit outdated, the file format for vehicles and textures dont help. Basically i simply wanted to export the canyonero from simpsons hit and run, from the dsmax over to the editor. Things are a bit more complicated than i expected (mad respect to the steam community for giving tons of mods already) Imidiatly it tells, you need a plugin for dsmax because it just doesnt export in that format to begin with. wheels need to be separated and dsmax and the editor dont share the same axes. The textures need to be brought over in png format. And finally...i would have to write the damn template.
Good enough, i would recommend any of the 3 games. Bloody good time with friends. There's tons of vehicles on the workshop. Never been so relaxed after crashing and loosing my cargo.
Didnt have pictures of it, but at one point we had 4 people working together on the same map.

Neon Neon Neon Neon

Wolfenstein: The Old Blood

12 hours of playtime, 33 of 50 achievements
Date: 2015 |★★★★☆ | Genre: FPS

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Decided to go at it in chronological order and was only then told that it makes more sense to start with New Order, even but i wont listen because this was closer to remaking RTCW. I might be wrong to start here but, gameplay wise, it practically starts with an introduction chapter, it's unlikely anyone would find any issues starting here
It actually really slow, Prologue and Chapter 1 are way linear, tutorial like. It gets increasingly better, with the exception of the final boss.
It's surprisingly accessible. I really wouldn't recommend Normal (the difficulty i started), possibly easy for missing achievments. Hard is now the new Normal. You don't even need to complete the main story in Uber difficulty, just the final chapter, there isn't even much to do in the final chapter, other than a rather frustrating boss fight.
I enjoyed everything else. Particularly the stealth sections, easily identified by the presence of a Commander. These parts of the level are well constructed for run and gun. you can just quickly dispatch the commander enemy to stop the alarm. It's perhaps, a bit to easy in some areas. while the stealth option will likely take you a bit longer, but it's generally more fun.
The cover system is odd but functional. Climbing with LMB RMB is unnecessary
The perk system is a fantastic idea, it incentives the player to try different playstyles and weapons. The implementation, not as much, not only can it be exploited by reloading checkpoints, it hardly makes a difference on anything below Uber difficulty. Old Blood is too short for it to pay off.
I did all the Nightmare levels, it's pretty fun going back to 3D with the new weapons and mechanics. I don't quite understand the map choices and enemy placement. It doesn't have a difficult progression to it, however...its super enjoyable and a welcome change of pace. The secrets are still there too, and will show the prompt when facing them
I'm still missing some gold that i really don't care about. And challenges on death incarnate minimum, that i'm not sure i'm capable of doing.
Great game, that could be better with some tweaks, and a longer campaign would be better for a more extensive perk system.

Neon Neon

Reverse Crawl

4 hours of playtime, 9 of 18 achievements
Date: 2015 | ★★★☆☆| Genre: Turn Based / RPG

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Finished one run and that unlocked new game+ and endless mode. Which are likely a better challange than the main game. I just dont feel like going back
There doesn't seem to be any achievements for those, instead the remaining achievements are from different choices you can take in the main campaign
This is an older game from the same dev of Monster Slayer and it still shared some similarities other than the UI.
Monster Slayer added a card based and roguelike elements to increase the difficulty, By making death vital part of the progress. If both are relatively small games, only one will take you 2 hours to finish
Reverse crawl is complex enough, at least in mechanics. it offered a really large amount of team choices, even if those choices are mostly made through rock paper scissors strategy, consisting of exploiting enemy weaknesses.
Essentially it's a story driven game. player gets to Pick a quest, then goes on series of rounds against different groups of enemies on a small turn based grid. Instead of stacking numbers to a unit. Its done by rounds, until one side has no more units.
It's just a bit too easy, i understand you can't grind, but it's missing something. You can block and get critical damage from flanking. You can stop an enemy to advance towards long range units.
At the same time, the upgrade system doesn't make much of difference, its like every choice you make is a good choice for a well balanced team. Its missing something,

4 Short games


6 hours of playtime, 0 of 0 achievements
Date: 2007 |★★☆☆☆ ½| Genre: Cover Shooter

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It might be my 3rd run since it came out, have done so only because Every time i promise myself i will check K&L 2 i end up installing this one instead.
Since its gotten a PC release, ive never went back to the PS3 version. This was a badly optimized shooter, and it could also use K&M so yeah...pc is the way to go. Theres a few reason why this was a dud.The stiff controls with the DS3 was one of them, though that was something that lingered with the console among the earlier years
Most criticism went to the short campaign, heh...a longer campaign would slow down the pacing anyway. I would agree in regards to various missing scenes and jump cuts, main characters crash a van and you cant even see it while it happens. the non existing flashbacks,reduced to voices during loading screens or whenever you get knocked down. Thats so cheap, even for a low budget title.
overall that's the most noticeable issues with the franchise, and at the time it felt no one was expecting IO to make a C-entry title.
K&L is an outdated Squad Shooter, that's part of the charm, i wouldn't recommend unless you like budget games, and this one has major flaws. Not to mention its not what it looks like.
shooter or not, accuracy doesn't quite matter as much as positioning yourself and your squad. There's some trial and error for sure, its not entirely skill based, some maps you just have to try and see the results. Wouldn't be an issue if it all worked fine, but it doesn't.
For one, this weird random spread trashes most of the weaponry, i swear they didnt test them and there isnt that many to begin with. it only gets worse with the insane drop in accuracy and damage reduction.
The Snipers are hard to spot, hard to reach and unstoppable head shot machines. K&L is projectile based, but snipers are at an advantage not having to worry about random spread, reduced damage nonsense.
You would think by the title that Lynch is your only partner, but through the story you get other characters joining forces to take down The 7.And with that, Keeping an entire team alive is an infuriating task. They are great, they can provide cover, pin down targets, provide ammo, help you back up with the adrenalin shot mechanic. However the moment you move forward without constantly communicating and marking spots they all advance disregarding cover. Even if the size of the map is small, they find a way to get surrounded. If you think you don't need to shout orders you are in for a rude awakening in Havana. you wont loose because you died, you loose because your teammate died at the worst spot imaginable. And then another followed the mad lad and then another one.
Also armor is for real here. Enemies are bullet sponges without head-shots. I wish melee was more reliable. Its a really long animation and you do take damage during. And The cover system is a nightmare. I cant seem to discern when it snaps to cover and when it will never happen.
In terms of variety, it surprisingly doesn't like to repeat itself. Thankfullly because of its short lenght. Locations are varied, from building, corporations, underground, tunnel, deep jungle, getting yourself in the middle of a civil war. chapters bring something new. a Heist, vehicle sessions, team based tactical shooter, stealth, turret sections.
Not that i have any good memories of the shorter sections. Some are just so poorly done, Thankfully they appear once and leave.
There's not much to say in regards to story. Its a revenge plot, with a final goal of saving Kane's daughter. and many many bad decisions. I remember at the time, they put special importance to the characters and their dynamic.looking back now, even that seems like a force memory. GTA V does a much better job with Trevor.
basically, Kane is a traitor, he understands what he and the people that surround him represent, he will throw them under the bus the moment he doesnt need them. Lynch is schizophrenic, he is seen as a liability and wouldn't be finding much work as a criminal. Both Sociopaths would live their miserable lives alone, get them together and they will bring the worst out of each other. Obviously this game aged badly, but it isnt awfull or anything.

Neon Neon

Kane&Lynch 2: Dog Days

6 hours of playtime, 16 of 59 achievements
Date: 2010 |★☆☆☆☆ ½| Genre: Cover/Corridor Shooter

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The terrible K&L 2, i finally got to it. Yet far from ever completing it. I cant convice any of my friends and honestly i couldnt put a good argument, that would involve me lying about the game. It also seems i am having a good run of terrible game decisions, so why not top that with extreme difficulty. I mean, i was already pulling my hair out at Normal difficulty in the first one, this should be a cake walk right? Well, a few thing drove me to that decision:
- K&L 2 is short. Like, about 3 hours long. Im not really sure, i never understood if steam adds the offline time if you lose internet conection.
- There's tons of checkpoints, because even though it's in an open area, the levels are nothing more than a series of rooms.
So...Dog Days, is mostly about Lynch. Kane is here for no other reason that the dynamic between the 2 characters needs to always be the motive for the chaos. That doesn't mean K&L2 does it right, it in fact makes very little sense. We are supposed to believe Lynch overcame his psychotic attacks, however it didn't take long for Lynch to escalate the issue without Kane´s help. Kane himself would likely have better places to be than to work with Lynch,
Game play wise, it drops most of its mechanics. And all lot of Acid in the process, that would actually explain the lack of cohesion in all departments. The sad part is how much is sacrificed, in favor of the overall vibe and atmosphere. It legit will make you sick. All that, and it still manages to completely forget the culture it inserted itself into. No joke Shanghai as a location is a poor excuse for how tiny the maps are. Even with all the gun noise, it would be impossible for these streets and roads to be completely devoid of life.
What we are left with is a corridor cover shooter?. It is that, don't ask me how, but this generic formula manages to control, look, feel like nothing ive ever seen. That might just be a good thing, might as well remember something for being bad than not remembering at all.At least i remember being frustrated, that is something.
My experience was resumed by a lot of trial and error. Its room after room of finding cover and trying to find a time window to shot the enemy. Its like uncharted on the highest difficulty. Enemies kill you immediately so you spend most of the time behind cover. Except, Uncharted has a good foundation.
In Dog Days, i cant even see the enemies because of all the found footage filters and shaky cam effects. Shame on you IO, SHAME! you should have filmed it at 480p@30fps. It isn't an entirely idiotic idea, but i think they over done it. You are less disconnected to the violence, just by inserting a bit of realism to it. you still need to integrate the camera man to the story, otherwise its just a weird 3rd person camera following the player...ITS A GAME, ITS a camera you placed, that follows the player in 3rd person. Oopsie!
The gun play is terrible, it really doesn't give you many options. You better be sure you got the right gun, because you just ain't gonna survive leaving cover to grab a weapon. SMG have an Insane spread. Shotguns became a bit more useful here due to the size of some maps. Ideally you want something precise like rifles and pistols. No grenades, you can however grab and trow explosive barrels.
Speaking of cover, its not entire snap to cover. Some walls are just too short to fully protect the player, not to mention its almost impossible to get up and shoot under heavy fire. So...actually you can just get near the wall instead. You can even kinda shoot from the sides. Blind shooting is pretty accurate for enemies trying to flank
There's a few more aspects that bug me. One mission had stealth, i played it like a cover shooter, i cant for the life of me understand what this game calls stealth. In the final mission the player controls Kane, Once. He plays like Lynch. I see no other reason other than they wanted the same ending. It sucks that they removed the simple squad commands, because Kane does not die in this one. I kept looking back to see Kane being knocked out constantly and coming back up. He could have flanked. But well, its good enough that he draws all the attention, otherwise i cant leave cover. I don't even want to image how one would play in Extreme-Co-op . What would i do if my partner was dying? I cant move from cover to do Shit!

Neon Neon

Pac-man 256

17 hours of playtime, 10 of 10 achievements
Date: 2016 |★★★☆☆ ½ | Genre: Arcade

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Pac-man and 3 Sprockets is a good match, it did not let me down. These guys give new life to classic arcade games, with simple yet addicting spins to the old formulas. Exactly what Bandai was looking for.
I would recommend it, Its a safe bet as long as you can tolerate the mobile menus.
256 as you move upwards away from a constantly rising glitch, death is inevitable, but new mechanics and strategies will help you out achieve a better score. Ghost behaviour remains the same.
If you want to make points, i noticed multiplier, not restocking a dying power up, and eating the troublesome ghosts to be a overall better strategy without the 256 dots mechanic (the name of the game) :P
Coins is an entire different matter, you receive better rewards for completing missions, than you will ever get by eating coins.
it is just a shame that this game is entirely outsourced, i figured the PC version could use some Bandai help, should at least have online multiplayer, as well as a better way to deal with cheaters. This could have been one of my favorites.
Indie games and leader boards do not mix well on PC. You don't need to know anything about programming, to change a variable. Its more of a game issue than it is the player. Though i do look at them with disdain. I wont deny it...i stalked their profiles just to see them pretend they are gods at pac-man. - and a few douche bags ironically refered to as hackers...lol...i can use cheat engine too.
Why would you break the leaderboard!!! cheat offline!!!
Also i had to remove some people from my friendlist just to take that picture. Its cool though, they cheated XD



10 hours of playtime, 4 of 12 achievements
Date: 2016 | ★★☆☆☆| Genre: platformer

i must have come in with the wrong expectation, i struggled just to finish the game. The game is gorgeous, For what is worth, Owlboy lets you explore a large open world, with some secrets and side activity. You can waste coins on the store, for more health and rate of fire. The scenery is beautiful, characters and story have that strong 90s feel.
Its the gameplay...its not for me. It's not even hard or unfair, the checkpoint system is overly generous. but for whatever reason, its frustrating for me. I just cant get the feel for it
the flying ability removes good old platforming, and makes moving through screens more of a chore. I kept thinking of the game SHU, where you click once to use different character´s ability, but in owlboy, its your shooting ability. because other characters have guns
I also didn't like the puzzles? their fine, Except, if you did one, you will be repeating it a few times around that area. and its less fine each time.
also bosses that make you fight minions instead suck, but the majority are good. you don't actually fight Maelstrom either, thats a bit lame

I haven’t been here for so long, i really need to update my backlog. Some other time though. recently i’ve been playing on Origin…would you believe i cant find anything worth playing there?

Dead Space 3

50 hours of playtime, 50 of 53 achievements
Date: 2013 |★★★☆☆| Genre: Action

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The third installment is a flawed Dead Space game, not comparable to Dead Space 1/2. It being action oriented isnt a problem by itself.
2 players can incentive each other to try multiple playthroughs, as of before ive only played the regular difficulties from the old dead space games.
i've been overly critical for the past few years. This time, im giving it a fair look over all game modes. I wanted to do the DLC, but for that price? its completely out of question.
Should point out i have Mass effect and Dead Space 2 dlc, the second actually quite important, the Planet cracker. It appears, all local saves end up in the same folder. Even if Dead Space 2 was saved on another account.
It was a Normal playthrough and modes are the regular New game+, Classic, Pure Survival, Hardcore. Retro Mode kinda.
It has never been as true as it is now, that Dead Space picks lore over storytelling. You are certainly in for a treat, and an obvious reason why Visceral avoids writing dialogue. It all starts with the market killer and creator himself Isaac clearly over the imminent end of the world, instead taking his breakup pretty badly. He gets persuated, to reunite and help Ellie from the last person that wants him to reconcile with his ex. This man's name is Robert Norton, he is a very confused man, its hard to say what he believes in when it comes to save his life and Ellie. The only thing we know for sure is that he wants to end this love triangle has soon as possible, and that is called priorities. You soon meet the unitologist leader, Elton John, as any good unitologist they are back to refusing to understand reality. I would criticise these villains, if it weren't for the similarities with Scientology
Carver (player 2), a mercenary, joins you on your quest to understand this mysterious codex. Along the way he reveals to have conscious. Pretty standard, but the lore itself is has good as ever
Also, Ellie went through some BIG changes i should say, she has grown bigger...something else. Because here, probably due to higher number of characters and dialogue. She is relegated between some sort of scientist and a princess in need of rescue. Before, it was safe to say, people like Ellie didn't survive by chance. I'm not to concern over her fake relation with Norton, maybe she used him, who cares, she needed help saving the world, and he is a laughing stock of a man any way.
-Level design-
Repetitive, many areas are suspiciously similar. Not counting the ones that are 100% recycled for side missions. I joke that Ellie survives Tau Volantis by taking the magical elevator over to the shuttle.These ships are considerably older and closer to real life ships and submarines, which isn't a great look either.
-Engine Limitations-
Dead Space 3 uses the old visceral engine. On an amusing turn of events, its charming how Dead Space succeeds in looking good despite engine limitations. For one it can be enjoyed at 60fps on integrated graphics cards. And the result. Almost everything that's not the level itself being just 2D textures, is easily forgotten with lighting, particles and snow effects. Its a good looking game for 2013. The only issue is that it wasn't made for this game, it wasn't made for open areas, as those areas are just as tiny as anything else. i can't even hold that many bodies on screen, and so most of them will immediately vanish.
-1º play-through co op (medium)-
this is going to be a constant issue, so i might just address it now. Neither level design or cutscenes work strictly for one or two players. Same cutscenes are altered, but overall is hard to reconstruct cutscenes and scripted events for both cases. Its seems to be hinting that EA changed their course early in development.
immediately i started on the wrong foot. As save points were removed, and i didn't pay enough attention over the difference between checkpoint, a save, and an inventory save.It seems silly, but trust me, it's a rite of passage.
if that is completely new to the series, what isn't, is the incapability of communicating how to play the game to the player. There's a likelihood, if you are new to the series, that you will be playing it wrong until the game requires more from you. This time more noticeable than ever, because more factors in. Hordes are faster, which in culmination of your initial weapon, poor initial stasis power, the ridiculous amount of ammo, teach the player how to spray and prey.
Dead Space 3 still brings some intense encounters like surviving against 3 or more Regenerators. But more often than not is humorously over the top. Theres more than one type of similarly enemies, its the first i see 2 different enemies that take over a host body. One of them is almost purely scripted, the other does have a pretty cool grab. Why?
The new cover system is not a necessity. The roll however, saved me from many deaths, those high frames are the best. this time there's 2 weapons per character, with alternate fire. Works fine for co op and new weapons. Hopefully one of the players is well equipped.
Some side missions are co op only, you will miss some character development otherwise. Even though Carver will speak like a changed man regardless later in game.
I decided not to cheese my normal playthrough, though you can easily make OP weapons. The weapons themselves are adjusted to a fair difficulty, without going for DLC, but if you do want to have some fun, Visceral was sneaky enough to give you enough rations so you don't have to pay microtransactions.
This was not my ideal Dead Space 3.
- (Pure survival) (co op)-
Pure Survival is A OK. It removes items, well...99%. There's only resources.No upgrade chips, weapon parts, nothing...you want, you build
It still ain't my ideal Dead Space 3, because the ratio is wrong. It still gives you tons of scrap metal, meaning a never ending source of universal ammo.At Least it's closer to its survival horror roots. it will also help you upgrade stasis early and grab stasis coating. Let me tell you, Stasis coating is insane. But stasis is the way to play. to make it even easier, i also traded rations for MK weapon parts. The kind that sends necromorphs back to the moon.
-3º play through (classic)-
The solitary experience, best at showcasing the lack of effort.There might be small changes of the overall atmosphere, but it's hardly Dead Space classic.
The mechanic of smashing bodies for items returns, except bodies constantly disappear. There are circuits locked in co op only areas. Atleast they remembered to leave the loot outside the mission of grilly and bursinov. Classic forces pre built templates, weaker and much more awkward to use than Dead Space. So here, is where you use Dead Space 2 Planet Cracker. The bench itself is the same, they just blocked the create a weapon option. Only 2 weapons instead of 4.These things are nothing more than a reminder you are playing the wrong game. The best thing here, is the ability to pick everything with telekinesis, making grabbing dismembered limbs an hassle, but a clear win for me as i prefer to have more intractable objects
- (Hardcore)-
It deletes the save whenever you die, ive tried it twice, im afraid its asking too much for my skill level. absolutely garbage either way. I was going to use cheat engine for quick save and load, but out of frustration, i decided to just test the engine. Crashed it a few times, especially if you spawn even more enemies. Fell through the world. There isn't much to explore, since players need to hit a trigger to generate other parts of the level
Isnt a mode. Its fmv styled filter and frame cuts on enemies. looks like nothing i have ever seen. the playable character is the only model to have full animation, possibly to avoid an awkward game play experience for third person. this means, Isaac is also the only one not missing animation during cut scenes (made in-game engine). The closest i can compare it terms of animation are old PC games like Doom, Duke Nukem. With the exception of Retro mode not having any 2D sprites. Its likely that you couldn't any way due to physics and dismemberment.

Neon Neon

Need For Speed: Rivals

5 hours of playtime, 0 of 0 achievements
Date: 2013 |★★☆☆☆ ½| Genre: Racing

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Forget EA´s naming convention, this is Hot Pursuit 2
On paper this is a progression. Bring the arcade like game play to a open world map, share it with other players. The may or may not take a small part in your solitary experience, both as racers and cops. Seems like a no brainier. But it never really grabbed me. What went wrong?
There has been other NFS titles with a well design open world, the online service is just a novelty. There's no real community. Ghost, inexperience with the genre, let alone open world racing games, stopped them from reaching what could have been their best game. There is very little incentive to drive towards objectives. options are limited and more often than not the easiest way to progress is to do the races themselves, and since i can travel instead of driving, I would rather do that than the slower assignments that offer more opportunities to explore and interact with players, but take way longer. Its ok to interact with another player during a race, attacking them for no reason other that finishing an assignment . Even being followed by a frustrating cop. Mostly i ignored the few players i came across. In any case bots fill in for a large gap, so maybe i just didnt see its full potential. If there ever was one, this game was released in a very poor state.
Everyone already knows it was locked at 30fps, Because 60fps wasn't very stable at the time. These days it's almost 100% beatable at 60fps, if not for one or two bugged races. It's not flawless. Physics become a little messed up, don't be surprised if the car hits the pavement so hard it leaves the playable area and into the void below. Spikes also seem to drop faster. I would also advise installing it on an SSD. There's this weird bug where if the map does not generate in time, it wont load anymore, the car just gets stuck in place forever. Some games need to come with instructions just to be played. Also...there might be some connection issues, first day playing, and my entirely lobby was moved around about 4 times in a row.

A Way Out

9 hours of playtime, 14 of 14 achievements
Date: 2018 |★★☆☆☆ | Genre: Action, Adventure

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Second time playing, as long as there´s friends, there´s more opportunities to play this. Its worth it for a few hours of laughter. Im gonna be honest and this is just my opinion.
I dont understand the praise A Way Out gets...I get it a little. One aspect of this game should become the standard for co op narrative driven games. Both players have freedom within their respectively stories. Always visible to both players, both characters are integral to moving the plot foward. Its dynamic, does split screen if it has to, determines the space that each character deserves at certain plot point. It transitions nicely between two characters, keeping the flow of the action bits. essentially giving equal importance to both players, without having to play twice. See! i get it...but not really. i would never put it on a pedestal, To me, A Way Out is an unintentional comedy.
Too much of the dialogue is cheesy, some scenes are absolutely non nonsensical. Was i the only one nervously laughing when they took the rowing boat?
Game play, as you might expect isn't a fully fledged anything, the story exists first, the game play comes second. It is sort of an adventure game, with various action sequence that give the player limited control. Almost like a series of mini games.mini games come in large variety, both covering action games in general, and the bad action movies this is influenced by.the action comes in form of QTEs, stealth, driving, really really weak gun play... there's more. That's not to mention the actual mini games that are intractable items in the world of A Way Out. something that i wish would happen more often, why not play baseball, why cant we suspend disbelieve for a second, relax a bit with something out of character?
in-between those, its an adventure with a bit of intractable movie aspect, you choose a path that leads you to a different sequence, not at all changing the story, in that aspect its very linear,until the very end.

Crackdown 3

? hours of playtime, 595 of 1000 achievements
Date: 2019 | ★★☆☆☆| Genre: Third person action

This is a tough one, i didn't think Crackdown was all that bad, until taken in consideration how long it took to make, who made it, or how unremarkable it is, made me question why i wasted time on this, even if by that point i wasn't hating the game play. It is, a decent low budget game, the kinds PS2 would have to offer. Its not the kind of game you would advertise. I might not even want or need to describe the game, its not the kind of game that leaves a long lasting impression, it is in fact a Saint Row 4/ Agents of Mayhem clone, more so than it is Crackdown. If the later SR titles where influenced by games like Crackdown, now they are the ones doing so, in fact they steal from it.
Crackdown, offers an open map, a mostly indestructible one. With simple story progression. Ya got your multiple bosses around the map, each boss has a similar type of mission until you do enough of those missions to confront them. The more bosses you take down the easiest the final objective will be.
as for how the game works, i could try and describe it, but i don't understand why it is what it is. For example, this is a frantic shooter, explosions, high wanted levels, multiple enemies...Did you know the missions are very objective centered? Like, you could just book it, and blow up whatever it wants you to.
The gunplay is done with aim lock. weapons, exist, i just went for the clear best ones...let's just say, there are weapons with toxic element on a game where most enemies are robots, some humans are immune to them as well.
idk, whether someone design the map, or they just placed roads and building. Im struggling to think of an interesting area. The vehicles are incredibly floaty and other than for trials, they aren't very useful. Their not even faster than jumping around. Terry Crews is in it, he recorded for 5 entire minutes and left the studio, they mixed his voice lower to everything else so i wouldn't notice, they also thought i wanted to play with characters that aren't Terry Crews. I dont hate this game, i dont even think i understand it well enough for that.

4269 games (+3 not categorized yet)
81% never played
9% unfinished
7% beaten
2% completed
1% won't play