I just wanna play videogames.
Yep, I’m not finishing Baba Is You anytime soon. I’ll take it slow. These words will age pretty badly when I’ll quote them next year or something.
Report 27: A bit puzzled (2/2)
This is yet another game from the devs of Rusty Lake series (there’s so many it’s getting ridiculous, i’ve played maybe half of them, and there’s a remake of older flash games coming to Steam, I think?), it’s a remake of the game that precedes Rusty Lake and Cube Escape, but honestly, I couldn’t give a damn about the chronology at this point, the plot is still gonna be confusing and vague.
It’s your - almost - typical room escape point’n’click, with heavy surrealism touches.
The puzzles are pretty good - not too hard, but tricky sometimes.
Not much to say about this. If you played any of the Rusty Lake games, this is pretty much the same stuff.
This is the third entry of the famous Sierra point’n’click series.
This part is probably the weakest in its’ plot department. You’re pretty much solving the conundrum of staying alive in the face of immediate danger in the first half, and just stumble upon your main task in the second half and decide to take your chance going against the bad guys of the game for whatever reason.
While the puzzles can sometimes be unintuitive as ever (how was I supposed to guess I can just take the ladder that is located in a non-visible part of the screen after climbing it?) and you can still die a lot, it’s far more forgiving and logical than Space Quest II. Or, perhaps, I learned my way with Sierra’s cruel game design already.
This one is also pretty short if you’re not getting stuck often, and it also has three full-fledged mini-games built in, so there are times even guides can’t help you. They’re not that hard though.
Overall, even if there’s almost no plot, it was actually pretty fun.
And now, it’s time for yet another non-puzzle games in my report.
This is a slow walksim about blind girl on the quest to find her missing cat friend.
Although you can see the ending from a mile away (even right at the beginning), it still comes off as some sort of a downer.
The gameplay is mostly walking around, uncovering your surroundings as you come near, somewhat like you do with fog of war in RTS games. The thing is… you walk… soooooooooo sloooooooooooooooow… You will need A LOT of patience, but thanks to me being in the right mood, I’ve somehow managed to finish it in one sitting. It was still pretty gruelling at times, especially when you realize you walked the wrong way and you have to go aaaaal the waaaaay baaaaaaack reaaaaaaaal sloooooooow. I mean, I get why it is that way, but it doesn’t change the fact that it’s kinda unbearably boring. At least the spirit of a little adventure that you can only experience as a child is there.
Overall, it’s alright, but don’t expect too much and go in with a lot of time on your hands.
It’s a mystery VN by KEMCO heavily based on Werewolf (or Mafia, if you prefer) party game. It was only recently officially translated to English.
Besides the great and engaging mind game plot, it features one of the most entertaining protagonists I’ve seen yet.
This game features a Scenario Chart and and Keys system, which allow you to remember things upon reaching Bad Ending and go back to try different things with routes unlocking, much like Uchikoshi’s stuff.
Its’ low budget really shows. It could’ve been so much better if it added just a couple dozens more backgrounds. This game really likes to use downright placeholders instead of actual backgrounds, like some classical black screen and, my personal favourite, black screen with a shiny circle in its’ center. I didn’t mind am as much as I may appear to here, but it would definitely improve the vn quite a bit.
What I do mind is how confusing and straight-up incomprehensible this vn gets in the final stretch. There’s just too much of a poorly explained concepts that make little to no sense. The werewolf game part and the final almost feel like two different novels.
After you complete the vn (~30h long), you unlock Revelation mode and some extra stories. Revelation mode delves deeper into characters’ motivations, providing extended thoughts for MC and thoughts of other characters/scenes you couldn’t see from MC perspective. This is a really interesting idea, but it’s not that comfortable to read sometimes on your second playthrough if you’re skipping previously read text, since most of the thoughts are direct reaction to the previous lines that are hard to put in context if you don’t read the entire thing.
Backlog progress status: my head still hurts
Report 26: A bit puzzled (1/2)
This is a short adventure game, puzzles being the main focus (who would’ve seen that one coming?)
I liked the artstyle and the plot, even though it ended so abruptly - I’m still thinking about whether it was a part of the joke or the sequel is going to be a direct continuation.
The puzzles were neat - not too hard, but still not easy.
Overall, I really liked that one and I’m looking forward to play the sequel.
It’s a first-person point’n’click puzzle game.
If I had to describe this game with one word, i’d say it is adorable. Over-the-top performances, hilariously cheesy FMV and all that stuff.
But the only downside is that there’s a limit to my patience, and this game tried my patience way too hard. It is unbearably slow, all the mid-puzzle voiceovers are unskippable, navigating your character through the mansion is a pain the ass - and don’t forget the actual puzzles, that are not easy at all at times, which is not a problem by itself, but it kinda makes things even worse when you’re annoyed by the game quite a bit already. Trust me, these 5 hours I spent on the game felt like ages, and the game couldn’t end quick enough for me.
It didn’t age very well and can be enjoyed as a relic of its’ time, rather than an actual playable game. I enjoyed some of the challenging puzzles, but the experience was really unpleasant overall. I haven’t (and most definitely won’t) played the remastered version that came out not so long ago, so I don’t know if it’s any better.
I should’ve reviewed Baba is You and Space Quest III here, but let’s be fair, I’m nowhere near beating them yet. So here’s…
It’s a walking sim with the focus on finding and collecting stuff.
The plot is just what you’d expect by the first ten minutes of the game. Somewhat sappy, not mindblowing, but not bad, actually.
What I absolutely hated is the collectibles part. If you want to complete the game 100%, you absolutely can’t do that without a guide, since you’ll be going through points of all return all the time. And I STILL managed to screw up and skip literally the last collectibles in the game - so while I was watching an emotionally climactic ending, all I could think about was “holy shit, did I really waste so much time to f it all up right at the end?”. The levels are pretty empty and big, and there’s no way I’m gonna play it again for the achievements, but it still grinds my gears.
Overall, it’s an okay game that would’ve been a much more calming and meditative experience if it gave player some slack, something like having the level select function with progress autosave.
This is a walking sim by the same dev who did “the static speaks my name”. It’s a bit more lighthearted than the previous game, but it’s still filled with very dark humor and disturbing imagery. It’s very short and conveniently designed to replay the specific parts (wasn’t so hard, huh, The First Tree?). The puzzles present are extremely simple and won’t take much of your time.
Overall, it’s a pretty good experience if you’re into weird and dark themes.
Backlog progress status: my head hurts
Report 25: I like (?) it hard
It’s gonna be a weird one, since I kinda liked it, hated it, and dropped it at the same time.
It’s a space shmup with a twist - you get to transport yourself into enemy ships and use their abilities. You get to do that quite often, since your ammo is limited and ships can usually take on or two hits before going down. I actually really liked it.
The part that I hated is that it’s annoyingly, frustratingly hard - as in, being hard for the wrong reasons. The levels are painfully long, and if you get to
the boss and die, it’s time to start the level all over again.
I got absolutely FILTERED by level 3 boss, and judging by the dev’s comments, it’s just going to be much worse later on. I really don’t want to struggle this much. I officially give up.
So, not a bad game at all. I just suck too much at it.
It’s a gorgeous looking metroidvania platformer.
It fell in the sweet spot between being not as easy as I thought it would be and not as hard as some people told me. While it was pretty hard at times, even frustrating, you get the gist of what you’re supposed to do pretty fast.
The plot is just as fairytale-ish as it needs to. Doesn’t blow your mind, but still tugs all the right heartstrings.
It’s really pleasant to play with Ori’s variety of fluidly combinated movements and attacks.
As I’ve already said, the art part of the game is great. The soundtrack is also beatiful.
Overall, it’s a really good game, even if it can be hard at times. Died 878 times. Dunno if it’s average or I was playing it really leisurely.
I am NOT going to do the no-death run, this is impossible for a mere mortal and you can’t persuade me it’s not.
And then I tried to do the NG+ in Rogue Legacy. “I actually really like this game, but it’s getting somewhat repetitive and it’s certainly gonna take a while”.
And then I tried to play Hatred. “I actually wanted to like this game, but it’s way clunkier and dull than I remember”.
And then I tried Infectonator 3. “Okay, I loved the flash games way back on Newgrounds, but the difficulty spikes in that one are just too much for me”.
So I switched to something easy instead.
Aah, just what I needed. Extremely simple, cutesy, short and filled with silly humor.
The only downsides is that the game softlocked on me quite a few times and deleted my save altogether one time.
I don’t want to sound dissapointed with the game (I’m really not), but it felt somewhat lackluster. It certainly won’t be able to justify its full price.
This is a game with a similar cute-silly-simple style, but its’ execution is way more polished and solid.
While being really simple overall, it can surely throw a couple of curveballs at you sometimes. Some of the achievements are pretty challenging and even made me give up on them.
Overall, a very fun experience.
Backlog progress status: hard to tell
Report 24: Big Boys Time VII: Killing spree
This is the third entry in the Hitman franchise and it feels like the most solid one out of the first three.
The gameplay is even more fleshed out now. Besides the new levels, half of the game consists of remade levels from Codename 47. Said levels’ design (except for Traditions of the Trade, which is pretty much the same in that game) was pretty awful for stealthing it, and Contracts did them a great favor by making them easier and adding new ways to finish it.
The plot is on the weaker side in this one (although you can say it barely exists), but the good gameplay balances things out nicely, like always.
Overall, it’s a pretty good (and fairly short) Hitman game.
Now this one is a truly refined experience with a whole variety of ways of completing the task at hand.
There are quite a few new mechanics in the game. The most obvious one is a notoriety effect, that should’ve ramped up the difficulty if you’re doing poorly, but since I was almost always going for Silent Assassin or at least Professional rating, I barely had any trouble with it, and even with I did, you can lower it for a pretty cheap (even if you go Rambo with all the guns upgrade), so that felt pretty pointless. Yet you can always constrict yourself to avoid using bribes, and that can spice things up. While we’re at it, witnesses mechanic, accidents mechanic and the newspaper statistic at the end of the level are pretty interesting and fresh, even if they don’t change much.
Pushing is a fun and very convenient way of disposing of your enemies, even if it doesn’t work as intended at times (47 can just go for the headbutt instead of pushing the victim if you position yourself way too close, I guess).
Human shield mechanic felt pretty pointless and I haven’t used it once since the tutorial level for obvious (doing things the stealth way) reasons. I guess it’s been introduced to help in the situations where you are cornered and there’s no other choice than to go gun blazing; or to use during your gun blazing-only walkthroughs.
Coin tossing seemed like a no-brainer function to me, but I was surprised to realize I never actually used it during my playthrough. I guess my old Hitman habits die hard (pun intended?).
While being nothing to write home about, the plot is decently made and has an incredibly satisfying ending.
Overall it’s a great game and a great Hitman entry to start with if Silent Assassin is too old for you and you want something less dark and gritty than Contracts.
This game felt like a Thief 3 moment for the franchise. The game was heavily casualised, and it’s a pretty drastic departure from the way series used to be played.
My biggest complaint would be how linear most of the levels have become. Instead of a big multilayered levels, you move through levels from one small area segment to another (which also reminded me of Thief 3). There are way too many forced stealth segments, some of which were really annoying if you’re going for no kills or no detection. Also, devs really went all-out with the crowdy levels in this one.
It mostly feels like a completely different game with some of the Hitman game design slapped on it for whatever reason. It is also the most (and unusualy so) plot-heavy game in the franchise, the plot in question being unbelievably corny, especially when it comes to bad guys. You’re gonna hate it if you try to take it seriously (which is almost impossible), and it can be somewhat fun if you treat it like some b-movie trash (which it kinda is).
Even if you’re able to distance yourself from comparing it to the previous games, it does hold up on its own, but not very well. It’s okay, but nothing exceptional.
While being extremely simplified, it uses 100%-completion-hunting to create a perception of being bloated.
A classic thing I hate: the Contracts mode is unplayable now because its’ servers were shut down, so I’m not able to do its’ achievements and even take a look what it was about.
In the end, that wasn’t as bad as I thought it was and suprisingly pleasant to play at times, but it’s still not that good for a Hitman game.
Backlog progress status: far from assassinated
Report 23: Grind is my game
It’s a pretty good rogue-lite that creates a perfect balance between feeding you its plot and gameplay. There’s quite a bit of lore in the game, but it never felt annoying nor got in the way of the game. All the dialogues are short enough so they won’t distract you from everything else.
All the characters are pretty distinct, although some of them are too OP or crappy compared to others.
It was somewhat easy and hard at the same time for me to find the exact moment I felt I was - sort of - done with the game. I’ve beaten the “true”(?) ending (which is one of the two “deus-ex-killswitch”-y endings in the game) and I’ve also beaten 30 waves of endless arena, but I’ve got quite a few game events still locked, and I’m way too far from completing it 100%. I might do some of the achievements later, but I don’t want to play it anymore for now.
That said, it’s a beatiful, interesting and short game that I can surely recommend.
Just like the previous games, it’s a resource management game with pixel-hunting elements. But good god is this one tedious. I don’t remember much about the previous parts, but the sheer fact that the third one took me as long as previous two combined to beat speaks for itself. The amount of grind you have to go through, being the whole point of the game in some sense, is somewhat annoying. The “dungeon” parts feel long as hell. Perhaps it’s a good (?) time to just stop.
I know it sounds funny, but if I wanted to describe Betrayer in just a few words, I’d say it’s an artsy Far Cry 3+. Pretty much all you’re doing is sneaking around, stealthily taking down enemies, visiting all points of interests marked on your map in advance and capturing the outposts.
The game gets old and boring fairly quickly though, and the black and white (with occasional red) design doesn’t do much except for making my eyes hurt, and all the stuff going on harder to see. Lost all the interest for the plot pretty fast.
I am NOT doing the grindy achievements - 200 stealthy kills (got 78) and 1000 kills overall (got 475) - at least, for now.
Overall, it was okay but a little too long for me.
This is a pretty simplistic and addictive game. Timing is the key when you switch between defending and attacking, learning enemies’ patterns and reacting quick enough. There’s really not much to say about this. The music and artwork are nice, it’s not too long and - most importantly, it’s fun. I might play it again some time later for the rest of achievements and it’s Endless Mode.
Backlog progress status: -99999999999
Report 22: Big Boys Time VI: 410,757,864,530 DEAD CLONES
Oof, another timesinker done and dusted.
It’s a Spike Chunsoft dungeon crawler with some really interesting death and “leveling-up” mechanics. Each time you die and each way you die makes your character stronger a bit, making failures a natural part of your progress. Collecting all the possible deaths for all the characters is the grindiest part of the game and easily takes as much time as it takes you to finish game (even with all the deaths you collected during your playthrough). Some of the deaths are really annoying and hard to get.
The real-time gameplay takes some time to get used to, but it’s really engaging once you get it.
The plot is pretty decent. Even though you shouldn’t hope for danganronpa-tier crazy twists, this Spike Chunsoft title once again shines with its’ characters. They’re really likeable and they also have some pretty good backstories.
The ending is somewhat cheesy and sappy - but good kind of cheesy and sappy.
Overall, it’s great. Check it out if you want to play something that is not a turn-based JRPG for a change.
Backlog progress status: NEW SHIGABANE!! Died after finally completing the game
“Yakuza 0. 13 hours in. Still on chapter 1. I’ll never finish this f—g game.” - petbastard, 2019
Report 21: Big Boys Time V: VS Kuze
Woah, now that was… a timesinker alright.
As I understand, this game is considered a pretty solid entry point for the Yakuza franchise. Even though there were a few moments that are clearly hinting at the previously developed games, I really enjoyed the story and the characters. Also really liked the fighting mechanics (even though I don’t exactly have anything else to compare them to yet).
It is chock full of content and minigames. I was terribly bad at some of them (disco, batting cage, shogi) though. MCs’ subplot minigames are kinda weird - Real Estate Royale is really profitable but mindnumbingly boring and mediocre, yet Cabaret Club Czar is pretty engaging but barely makes enough profit for the late game (although the rewards for beating bosses are pretty generous). Hated the Catfights minigame with a passion - at least the casino minigames aren’t lying to you about them being purely RNG-based. Loved karaoke, mahjong, racing, teleclub minigames.
Although it is very pleasant experience to complete things in Yakuza 0, it became so overwhelming I had to draw a line somewhere. Climax Battles were the straw that broke the camel’s back, the moment I realized: “okay, I’m getting annoyed and I’m not sure if I want to do this anymore”. I really didn’t want to soil the wonderful experience I had with the game any longer. I’ll probably finish the Hardcore mode and get another achievement or two later, but I’ll doubt I have it in me to beat the substories bosses and finish up the completion list. I actually kinda liked mahjong when I got used to it, but I’m not sure if I’m ready to dedicate myself to completing it. Still too dumb for shogi though :/
Despite all that, maybe someday I’ll complete it properly. But I’m not sure. As of right now, my completion list is at 91%, and I’m fine with that.
Overall, loved it. Want to do more. Later. Don’t wanna exhaust myself.
Backlog progress status: dame dame, dame yo, dame nano yo
It’s 2020 and I found myself a new job. Let’s hope I’ll still have time to clean up the mess that is my backlog.
Report 20: Warm-up
Okay, this one was considerably better than the first game. It still has a huge chunk of non-social-stealth levels, but they were infinitely more pleasant to play.
Someone told me that it was even harder than the first one, but I didn’t think so at all. I’d say it was much easier even. I’ve literally never used a guide even once.
I’ve beaten it pretty fast and never got stuck anywhere, so there’s no levels I particularly hated or loved. Okay, maybe the last two levels (St. Petersburg Revisited and Redemption At Gontranno) were pretty cool and Hidden Valley kinda sucked ass.
Overall, it was a pleasant surprise.
It’s a small japanese indie horror game. Its’ VHS filter gets old pretty quickly, and if the game runs pretty bad on your rig, the effects can be nauseating and downright headache-inducing.
The plot is just what you’d expect from a 30 minutes horror game, it’s fine, I guess. The whole gameplay is looking for things in point A to take to the things in point B. Once you’ve taken something, you must use it first before taking something else, which was somewhat confusing at the beginning.
Not a fan of LOUD NOISE JUMPSCARE OOH DID I SCARE YA?, which is basically what the whole bad ending here was. It is said there is a lot of more subtle horror here and there, but I failed to notice it behind the unpleasant graphic design and gameplay, on my second playthrough I just wanted to get it over with as soon as possible.
It’s… somewhat interesting, but the VHS filter was a huge dealbreaker for me, and I’m reminded yet again that I like just a handful of horror games, even if I’m attracted to horror themes all the time.
It was a decent puzzle game, maybe a bit on the easy side, but still. It kinda feels it’s too short for its own good and could do so much more with its’ puzzle gimmick. Looks pretty though.
I was really surprised when I found out it’s not a mobile port, since it felt like it. Actually, it would’ve been really good on mobile devices.
It’s an extremely simplistic puzzle game that’s really easy to grasp and not that challenging to finish. You can finish it in 1.5 hours or so. There’s not much to say about it, really.
Backlog progress status: h-ha-ha-ha
Welp, it’s the last report of this year and decade. I’ve beaten 77 games this year (3 of them aren’t recognized, 1 of them isn’t from my library, 1 on my 3DS, 1 isn’t on Steam).
Report 19: Getting serious
Wow, I really forgot how great the… second part of the first installment? was. It’s way more fun and exhilarating. Evem though the game can be boiled down to locking you up on arenas pretty much, it often spices things up by creating unique setups and forcing you to adapt quickly. This one just has more variety overall.
Second Encounter still has a buttload of MP-only achievements, but it does have more of a SP ones.
I’ve had fun replaying it.
It’s a full-fledged sequel for SS: Encounters, and it’s a weird one.
The tone has shifted dramatically, and it’s more comical than ever. In fact, I think it became way too cartoonish for my taste. And the humor… well, I know Serious Sam wasn’t exactly a pinnacle of comedy before, but god, were most of these jokes awful and childish. Even if it’s intentionally stupid, it was painfully unbearable at times.
But let’s talk about the good stuff. The levels were way more detailed and colourful. This game introduced turrets and driveable vehicles, which were pretty fun to use.
The best part of SS - shooting things - is as fun as ever - deceivengly easy at the beginning, but can throw a curveball or two from time to time, but it wasn’t nearly as hard as it could’ve been.
Overall, under the colourful surface, it’s still the same Serious Sam experience, even if it’s a bit easier than its’ predecessors.
Plot-wise it’s a prequel for the franchise, and I didn’t expect it to be as good as it turned out to be, honestly.
Game’s tone is almost an exact opposite of the previous one (thankfully). It looks more gritty and realistic, the humor has been toned down to the appropriate level. The weapons you use visibly maim your enemies, so the fighting feels way more impactful and close&personal than ever. That’s the reason I thought the game would cut the enemies numbers a bit, but whoo boy, was I wrong. Last levels threw hoards of enemies at me, as usual.
The DLC, Jewel of the Nile, is pretty fun too so far.
7/10, 5 hours of playtime, 20/22 achievements (90%)
Another restricted game, woo.
It’s a pretty good zelda-like… dungeon crawler, I guess you can call it that?
It has a good share of puzzles (either enter-the-code or sokoban). I’ve beaten most of the game without knowing how to restart sokoban puzzles, though, and seeing that the dev had to go out of his way to make a pinned topic explaining the tutorial bit that I’ve missed, I wasn’t the only one.
There’s a pretty big cast of enemies, some of them can be extremely annoying at times.
Navigating through dungeons got surprisingly hard on the third and forth levels, the backtracking and “where the hell am I supposed to go” moments are off the charts sometimes.
The bosses are not that distinctive, but still done pretty well. I’ve glitched out and became immortal for some reason during the final boss fight, but thank god I did - it would be a massive pain the ass if I kept dying on him.
Speaking of asspain, the last two achievements are for speedrunning the game in 90 minutes (my terrible sense of direction makes it impossible) and not dying a single time (being me makes it impossible), so I won’t be doing them now and I doubt I’ll do them ever.
Overall, a surprisingly solid and short game for a few hours.
Backlog progress status: seriously lacking
Welp, it’s been a while.
Report 18: Hodgepodge
It’s a new McMillen game, so I got it day one and I’m somewhat dissapointed with it. Forget the awful and bug-ridden launch, this puzzle game isn’t thought out that well.
My main issue with the game is that it relies on luck way too heavily. Of course, The Binding of Isaac also could surprise you with unbearably terrible run, but theoretically, you could manage with your skills alone even if the items the game gave you arent’ that good. On the other hand, Bum-bo is extremely linear and constrained, and there WILL be situations where you can’t do anything about your impending game over. And you have almost no free space for planning ahead.
The unlockables system is quite questionable - you can’t get to the final level on your first try and have to “beat” shorter runs that end prematurely on level one, two and three with specific characters first. It was somewhat annoying and felt like it was trying to build up the unlockable system with no footing to stand on, and also prolonging the game artificially. But the worst offender is the “jackpot” unlocks, which are randomly unlocked if you’re lucky. The chances of getting the unlock go down by 5% each time you win it, and I’ve still got two unlocks to do, so I’ve been wasting my time on pointless runs, just to get turned down by the game randomizer. That is REALLY annoying, and probably the worst gamedesign decision in the game.
The ending is pretty lazy for my taste, but it’s really not the plot that makes Edmund’s games good anyway.
But still, it was pretty fun to play at times, even if there’s not much variety there, although a bit easy when the game gods are kind to you. It’s replayability is nowhere near Isaac levels, but you can give it a try if you’re hungry for some usual Edmund stuff.
It’s a pretty generic platformer. It’s style is kinda bland. Plenty of bugs and jank. The most fearsome enemy in the game is the camera, sometimes it’s hard to force the needed angle in time. Some of its’ features feel like they haven’t been utilized properly. Could use some polishing.
I’ve unlocked an achievement about getting to the “Bonus Stages”, so I’ll take it I’ve beaten the main game and leave it at that, since I’m not having much fun with it anyway. The abovementioned bonus stage made me go “okay this is a pain the ass” and quit it after two minutes or so. There’s really not much to be said about the game, really
aka Петька и Василий Иванович Спасают Галактику: Перезагрузка
It’s a remaster of an old-school russian point’n’click, originally released in 1998. It’s a very nostalgic title for me, so it was a pretty comfy experience to play it again. It’s based on the real historical figures - Chapaev and Isaev (although it’s more like it’s based on the anecdotes with aforementioned characters), taking place during 1917 revolution events.
Honestly, I’m really surprised with all the foreign reviews and the fact this game found some form of success with the western public, it heavily depends on russian folklore, mentality, humour, and some references can fly over someone else’s head pretty easily; or their meaning may not be translated into english very well (I don’t know if that’s the case, since I’ve played the russian version for obvious reasons). Nonetheless, there are english subtitles. One of the reviews said the translation is functional, but is clearly inferior to the original and loses a lot of punch and context.
The artstyle and the animations are pretty pleasant to watch, the voice acting is really good most of the time.
Besides the other improvements, this remaster also introduced the controller support, hint system and simplified control mode. While the simplified mode does make the game easier to control, it also completely destroys one of it’s parts, by removing the direct usage of your inventory. What it means is that, for example, you click on the object in the game and besides the usual look/touch/use menu buttons, it shows you all the objects you can use on it to move the plot forward or to get a unique reaction. You no longer have to figure out that you have to use inventory object A on the game object B yourself, the game shows you the way itself. The same thing happened to combining the items in your inventory. Although it does make a game easier, it does its’ job a little too well and just feels like an odd decision to me.
Overall, it still was a great and fun game to beat again.
It’s an HD remaster of the first game in the Croteam’s cash cow franchise that is Serious Sam.
If you know about it, there’s not much to it. It’s an arena shooter that can get pretty hard on normal, gets really hard on hard, and downright impossible on the difficulties settings above that. Pretty iconic lineup of weapons that only gets bigger in the Second Encounter. Same with the enemies lineup. Kleers are annoying as ever.
If I remember correctly (it’s been a while since I played the originals), I liked the Second Encounter more for being more original. The First Encounter is pretty good at what it does, but it can certainly get repetitive.
I miss the times when games had secret levels you can easily miss. It’s nice to stumble upon those.
The lion’s share of achievements is multiplayer-related. Hate those and hated these too.
Overall, it’s Serious Sam with better graphics. You know the drill.
Backlog progress status: all over the place