Giantmushroom
2009
2008
2020
Huntdown is a solid, albeit imperfect, run and gun. It's challenging, but usually not to the point of frustration like with the Contra games. The bosses were all fairly varied but relied too heavily on reinforcements. It felt like Dark Souls 2 where nearly every boss throws in a bunch of annoying trash mobs to inflate the challenge. They also felt overly spongey.
I would have liked to see more variety with the standard enemies/mooks. Human, human in armor, and human in a vehicle don't make for the most diverse combat encounters. Also, the "invisible wall" that prevents you from jumping over vans feels cheap. At least add some sort of visual indicator/barricade. Speaking of cheap, why does the cover only work for certain projectiles while others (like some of the van projectiles) magically pass through it?
The lack of online co-op is a letdown. This prevents me from hypothetically playing with people. The friendly fire seems like a terrible design decision and would probably prevent me from enjoying co-op gameplay anyway, though.
The abrupt difficulty spike in the last quarter has dissuaded me from continuing. I'm tired of having to spend four minutes whittling down the boss's massive health pool just to get to the second half/phase.
I would have liked to see more variety with the standard enemies/mooks. Human, human in armor, and human in a vehicle don't make for the most diverse combat encounters. Also, the "invisible wall" that prevents you from jumping over vans feels cheap. At least add some sort of visual indicator/barricade. Speaking of cheap, why does the cover only work for certain projectiles while others (like some of the van projectiles) magically pass through it?
The lack of online co-op is a letdown. This prevents me from hypothetically playing with people. The friendly fire seems like a terrible design decision and would probably prevent me from enjoying co-op gameplay anyway, though.
The abrupt difficulty spike in the last quarter has dissuaded me from continuing. I'm tired of having to spend four minutes whittling down the boss's massive health pool just to get to the second half/phase.
2019
2022
I don't understand the hype. It's just a shallow diving minigame paired with a shallow food service minigame (no pun intended...) Gets repetitive quickly. They keep piling on mechanics, but that ends up feeling like bloat and doesn't enrich the core gameplay. The characters all have bland dialogue and act like rude teenagers. At best, this feels like something that would have been moderately impressive as a smartphone game ten years ago.
The Game Awards controversy shows how awful mainstream gaming coverage still is. Since Dave the Diver isn't an indie game, maybe MintRocket should have done some actual optimization. There's no support for high refresh rates and loading screens are frequent. 16GB of RAM is recommended according to the system requirements. Wtf?
The Game Awards controversy shows how awful mainstream gaming coverage still is. Since Dave the Diver isn't an indie game, maybe MintRocket should have done some actual optimization. There's no support for high refresh rates and loading screens are frequent. 16GB of RAM is recommended according to the system requirements. Wtf?
2009
As overrated as the anime. The protagonist is unlikeable and all of the supporting characters are annoying, one-note anime tropes. It's tonally inconsistent and has poor pacing. The humor is unfunny and a lot of it is just sexual harassment. The strong point is the sci-fi storytelling, but even that feels pretty underbaked.
They should add support for resolutions higher than 1080p and integrate the third-party fixes if they're going to charge this much. Spike Chunsoft's pricing is absurd.
They should add support for resolutions higher than 1080p and integrate the third-party fixes if they're going to charge this much. Spike Chunsoft's pricing is absurd.
2017
1994
2020
Way too grindy. There are a ridiculous number of upgrades and none of them feel meaningful. It feels like I'm in some. sort of Skinner box experiment every time I play this.
The inflation mechanic is the dumbest thing ever. Who thought this was a good idea? Every upgrade punishes you with even more grind. It's a treadmill that keeps getting faster every time you start to make real progress and hurts what's already a pretty mediocre experience.
The inflation mechanic is the dumbest thing ever. Who thought this was a good idea? Every upgrade punishes you with even more grind. It's a treadmill that keeps getting faster every time you start to make real progress and hurts what's already a pretty mediocre experience.
2013
2019
I didn't find the randomly-generated story and characters to be compelling.
The presentation is lackluster at best. The bland and samey-looking characters, flat environments, and stilted animations (that movement hop looks like something straight out of a 2004 Flash game) make Wildermyth feel cheap. I think it would've been better to go with a different art style if there were budget concerns.
I encountered a screen flickering issue when playing with an uncapped framerate, which is disappointing. I should be able to play at 165hz without the risk of a seizure.
The tactical gameplay appears to have a lot of depth at first glance, but I didn't play for long because of the aforementioned problems.
The presentation is lackluster at best. The bland and samey-looking characters, flat environments, and stilted animations (that movement hop looks like something straight out of a 2004 Flash game) make Wildermyth feel cheap. I think it would've been better to go with a different art style if there were budget concerns.
I encountered a screen flickering issue when playing with an uncapped framerate, which is disappointing. I should be able to play at 165hz without the risk of a seizure.
The tactical gameplay appears to have a lot of depth at first glance, but I didn't play for long because of the aforementioned problems.