261 Reviews liked by Cubixx


Super chill game with an awesome soundtrack and also one of the prettiest games of the year
got some of the coolest puzzles I've ever seen, and I was actually able to figure them out!! crazy
I still looked up one thing but it was me being incredibly dumb not figuring out what basically became the core mechanic for the rest of the game lol
Definitely recommend this, just a really chill time, it's only around 5 hours and it's on gamepass

Stray

2022

Stray is a game where you assume the role of a cat. This is the entire promise of its outward appearance. You control a сute furball navigating in a world proportionally large for your light presence. You can press B to meow and Y to cuddle with other cats. You can take a nap in allotted by game designer places. The cat mannerisms are meticulously animated and instantly gifable for twitter. An instant crowd pleaser of a concept, as Twitch and Steam numbers immediately suggest.

One of the first big puzzles you solve involves power outlets. You have to scout a room to find 4 cube-shaped batteries. You have to grab them with a floating button prompt and bring them to a computer. You have to MANUALLY (with paws?) plug them in power sockets. Surely, you already see a problem.

Stray takes place in a society of robots mimicking the images and idiosyncrasies of humans. Robots wear clothes, robots eat food, robots live in a police state – not because they need to, that’s just what we tend to do. The greatest irony of Stray is how it’s no different from the robots it portrays. It’s caught up in appearances, stupefied by feline oddness – and completely misses the essence of dubious little being.

Do you want to be a small rascal bumbling the way through, guided only by the most primal of instincts? Wrong game! And it’s mind-boggling to me how attentively every unique keynote of the whole premise is impaired here to create the most nothing hodgepodge of a modern action-adventure. You are pulled through a cat-sized theme park with the main attractions made up of the lightest of puzzles, dullest stealth sections and unlosable chase sequences. Traversal, which must pop with cats’ preciseness and unlimited agility, suddenly turns into a chore, because you can’t have a cat failing a jump, right? Even the animal inaudibility which opens the door for interesting environmental storytelling and silent interactions is undercut by the introduction of a companion drone acting as a translation layer between the feline friend and basically everything else in the world.

There are absolutely glints of creativity and good vibes here, and I decently enjoyed exploring the little hub levels where the game matches its title the best by letting the cat go a little astray. These bright moments though are far and between in this hugely underwhelming affair. Rain World: Downpour can’t honestly come soon enough.

Stray

2022

It's ok.

I'm aware at this point that Stray has been dissected to hell and back, but I did want to get my thoughts out there in relation to a lot of the similar games that I've dubbed "Journey-likes" that I've also gone through somewhat recently. You know, those games where you travel from point A to B to C with tons of emphasis on atmospheric exploration and environmental storytelling with maybe some minor puzzles and other limited interactions involved. Keep in mind that this review may have minor spoilers in the form of me discussing gameplay and story design choices, but I'll try to make the discussion general enough as to not impact overall plot enjoyment.

While playing through the first hour and a half of Stray, I kept thinking back to this video by Matthewmatosis, in which he argues that an over-reliance upon context sensitivity in modern games both limits player control ("press X to initiate cutscene of action for every case") and player agency (that is, just walking around in an environment until a context-sensitive prompt tells you that something can be interacted with) and thus results in less interesting experiences. Granted, I'd like to think that I'm acclimated to Journey-likes at this point, and so came in not expecting too much difficult or deep interaction, and yet I still think that Stray goes too damn far in abusing context sensitivity as to significantly reduce meaningful engagement or difficulty.

The main gameplay loop consists as follows; as a cat, you walk around various environments, and simply perform the correct context sensitive interaction when you approach the relevant objects/individuals. There are plenty of walls and rugs to scratch that are marked by a triangle button prompt, plenty of NPCs to talk to that are marked with a square button prompt, and plenty of objects and ledges to jump to that prompt you to press the X button every time. The latter is easily the most problematic case here, because this turns navigation into what is more or less a task of walking forward until the context sensitive prompt tells you to press X to jump forward. There isn't even a risk of falling off ledges or jumping into the abyss; just keep moving forward until the prompt tells you to jump to the next object. Again, I understand that Journey-likes are generally not difficult at all, but this design decision oversimplifies gameplay to a baffling extent beyond other Journey-likes, and it could have been easily fixed if the game was just a regular 3D platformer; I know I'm not the only one who's brought this up either.

If the strict gameplay loop for the entire game was just what I experienced in the first hour and a half, I would most likely be even more disappointed than I am now. Fortunately, Stray eventually opens up to a few "hub" areas in its runtime where you can meander about to find scattered secrets and memories as well as chat up NPCs. However, it's not quite entirely removed from the Journey-like formula, as there are two caveats. Firstly, these hub areas are still governed by the rule of context-sensitive jumps, so exploration can almost feel automatic at times just walking around and mashing X to see where the cat will jump next. Secondly, while there are sidequests and main-story quests of fetching key items, talking to important NPCs, and solving some fairly basic visual recognition puzzles, there's really only one "solution" for every problem, resulting in what is ultimately a pretty linear approach for finishing the side quests and following the main story fetch quests in these hub areas. I admit here that I'm nitpicking, as this is probably the least significant case of railroading in Stray, but I do lament that there was a great opportunity here for more player creativity and that ultimately, it's just a well disguised case of sending the player down the preconceived path that kills a lot of the joy of discovery for me.

Let's quickly go over a few of the other more gameplay-heavy segments inbetween these hubs too. After the first robot city hub, there's a "puzzle" section where you have to outmanuever and trap these goo monsters (called the Zurk) to safely progress; while this section is not particularly difficult either, it's at least engaging in that successfully luring and shutting traps on the Zurk brings some degree of satisfaction since you can actually die (albeit still fairly unlikely). There are also multiple straight corridors where you just have to outrun the Zurk; again, there's not much difficulty once you realize that strictly holding down R2 and tilting the analog stick forward will allow you to avoid most of the Zurk, but it at least provides a nice rush thanks to the hurried and tense accompanying tracks and the scourge of Zurk just descending upon you.

As a counterpart to these running sections, Stray also features a more horror-game inspired survival section filled with dimly lit tight corridors, alien red pulsating webs, and sloshing sewer water infested with Zurk eggs. This is probably the most engaging section of the game, since you're provided with a zapper that can eliminate the Zurk, and since it overheats quite easily, you often have to kite and funnel Zurk to successfully dispatch them; it's a slight shame that you don't get to play with your toy for too long, but it most definitely does not outstay its welcome.

Near the end of the game are three forced stealth sections, one right after another. Nothing like a good ol fashioned "stay outside of the lit cone of sight" segment to slow the pace down a bit and get a bit more out of the price tag, right? Interestingly, most of the forced stealth is actually somewhat trivial, because there are really few lasting consequences to getting spotted by the drones. You can just run at max velocity through all of the stealth sections, dodging the bullets by maintaining your speed and rounding corners, and then just mash circle when you see the circle button prompt to dive into a cardboard box at the end of the segment and wait for the drones to deaggro and leave once they're gone. Which leaves me with this question: if it's this easy to cheese and disregard the forced stealth sections, then why were they implemented in the game in the first place?

I've mostly been lambasting the gameplay for the last few paragraphs, so I'll give the game props where it's due; I really do enjoy the ruined yet nostalgic backdrops of Stray. The ambient tunes that drop in and out as you explore the subterranean wastelands as well as the decaying posters and hastily scribbled graffiti on the concrete walls really help etch this feeling that while something great has definitely gone to pass, there still linger a few strays (no pun intended) that seek to find their own sources of hope in the sprawling underground. I do appreciate that the game really lets you take your time soaking in all the details here and there, with plenty of snug nooks where your cat can curl up while the camera slowly pans out to let you breathe in and forget about life for a while.

Ultimately, I find myself somewhat frustrated because as great of an idea as they have shown in the final product, I feel like they could have done so much more. I love the little moments like the cat walking on the keyboard to communicate with the AI or random jumbled notes being played as the cat walks across the piano keyboards, so why are these cute cat interactions with the environment so sparse? The interactions between your cat and your lil beep boop buddy are heartwarming and set up the mood perfectly, so why do the writers also insist on inserting so many side characters in an already short timespan that leave after an hour or so with not enough time to develop any strong lasting impressions? It's a ton of fun just mashing circle to hear meowing through the speaker while attracting Zurks, but why is that NPCs have no strong reactions to my cat's meow? There's a section near the end of the game where you have to communicate and cooperate with another big beep-boop without your robot buddy translating, and it's a fantastic subversion after getting used to just reading so many textboxes of translation from random NPCs, but this subversion is ultimately over within ten minutes or so, and I really feel like there was a fantastic squandered opportunity to force players to think outside of the box a bit more.

I won't dismiss the possibility that perhaps, I'm just a bit jaded after playing plenty of fairly structurally similar games over the last twelve months, with a few more potentially on the docket. That said, I can't help but lament that as fantastic as the concept is on paper, the way it plays out leaves a lot to be desired on my end. Even while considering the often hackneyed genre of Journey-likes, Stray feels too safe, too straightforward, and too scripted. As cute as it is jumping and scratching your way back to the surface, I feel like it could have been so much more compelling.

I was initially very negative of this game due to the poor decisions being made at tripwire at the time. I decided to turn a new leaf and tried playing it again especially with the announcement of the newest installation, Killing Floor 3 (in my humble opinion it does not look all that great at the moment). I realize I was very much wrong about my original opinion, the core experience is still the greatest this franchise has seen even if i do have a nostalgia boner for the original game. I simply wanted to see better treatment of this games future than what we got now. Throwing my bitterness aside, it is a great game. 2 Stars --> 4.5 stars

As a VR Game it is a fantastic game. I'm holding off giving 10/10 due to the amount of bugs at launch unfortunately. But as a story it is very linear and quite a nice length with various different environments and various different big explosives to spice things up from time to time and make you say: "Woah!"

Buddy was a fantastic addition and really well executed. The Melee addition was incredibly fun but unfortunately you rarely found those kinds of weapons and when you did they only lasted about 6-8 zombies, really wished they had a much longer durability! The visuals were a big step up with every zombie being different models and the environments were of course super great!

As a VR game it definitely deserves a 9/10 from me! Will definitely be playing again. (Played in Co-Op)

Incredible game. The card game is so fun, and the fact that it's just a piece of the crazy world this game offers is insane. Instant fan of Daniel for life.

A true masterpiece with plenty of twists and turn that keep you on your toes!

Every time I thought I completed the game, or thought I knew how it would end, the game completely surprised me. In short, the storytelling here is phenomenal. Everything from the cards, to the walls, to the FREAKING PIPES have a secret to uncover.

On top of the story, Inscryption is a masterclass in creating a compelling card game and deckbuilding experience. I usually find it rare that a single player card game can keep me intrigued for 15+ hours, but this one can. The borrowing of rogue lite elements and constant shifting of the theme really send everything to the next level. AND THERE ARE SO MANY DIFFERENT CARDS AND PLAYSTYLES!!!

Of course, this game isn't a perfect title. I think there are some areas that could be cut down and reduce the playtime of the game by a couple of hours. And I also believe that act 2 is a little hard to read, and can lose a little bit of what gives the game so much charm in the first place.

However, this has to be one of the all time must plays for fans of card games, deck builders, mystery solvers, and anyone else who wants to explore one of the most unique worlds I have ever seen.

it takes the anti-game energy that daniel mullins mastered in pony island and adds a wildly addictive gameplay loop. the core gameplay is just so much fun, and the way the story unfolds is a perfect example of how to use games as a storytelling medium.

I would like to thank the Game Awards for bestowing the Content Creator of the Year award to I, DestroyerOfMid

This game still sucks ass though, why did it win GOTY

A Fantastic game. Gameplay is great, music was alright. The way they give you more features in this game is fantastic. The characters are absolutely amazing. It could use a bit more work though. For example the movement feels very sluggish I wish there was a way to upgrade the speed. Lastly the story could be a bit better or have post game content cause after you beat the game there isn't really much to do unless you are a completionist. Other than that this game was great and pretty relaxing so give it a try!

Used to spend thousands of hours on this game as a kid. As I grew older, it slowly started getting more boring. It doesn't help that Mojang is too afraid to add any significant changes to the main game. I got tired of this game.

Quite simply a game I put aside for a while for what seems like to be no good reason after completing it.

I finally had the incentive to play Cyberpunk once 2.0 came out, where it was finally fully polished. Reworked missions, NPCs, Characters etc... It just made sense to finally give it a shot. And Cyberpunk 2077 is probably the first game in a while that made me not want to stop playing it from the first hour of gameplay in a while.

The graphics, gameplay, shooting, missions and best of all characters make for a memorable experience that I am glad I finally was able to experience. The character relation we hold with Panam is something only a few games can truly create the way Cyberpunk does, it's a relationship you WANT to complete side quests to be able to develop that special relationship further and make you put aside the main story missions for a while.

Overall the game's pacing, mixed in with the new phantom liberty was incredible. It's almost like it was two completely different games but they merged in with each other so well. And once again the characters were fantastic in that DLC too, if we can even call it a DLC with how good and big it was.

Overall the game took me about 24 hours to complete, and that includes the ending I redid about midway. It was taking a direction that was misleading to what the prompt and dialogues led me to believe which I hated to I quickly restarted and chose, what I believe (and the community) believes to be the best ending.

My only downside was the skill tree. Personally it didn't feel rewarding and honestly I forgot it even existed. The game is entirely beatable in an easy way if you only upgrade the basics and even then I didn't feel much of a difference in gameplay.

Overall Cyberpunk 2077 gets a 10/10 from me and joins a very small list of games I have as 10/10! I cannot wait to play the sequel in 20 years!

Not even close to the best mario platformer

If I disappear, it's probably because the Mario fandom slaughtered me after this review.

I'm in the small minority that didn't absolutely love this game though I did enjoy it. It's not my favorite Mario game though, the controls felt so wonky at times specially when motion controls and water levels were involved. I think I do really prefer 2D Mario at this point, though I'm hoping Odyssey or 3D World can change my mind. I did LOVE 3D Land on the 3DS, but that one controlled great.

The greatest superhero game ever made — there isn’t a second of this that I didn’t love. I hope Insomniac makes games like this forever.