2023
At the final boss, the bar jumped up so impossibly high compared to the previous obstacles that I didn't feel like beating it, the game had completely run out of content juice at that point.
Burned out quite fast that one, but what Wildfrost lacks in long-term build complexity and run variety, it recompensates in upbeat music, immense creativity, and charm(s).
Burned out quite fast that one, but what Wildfrost lacks in long-term build complexity and run variety, it recompensates in upbeat music, immense creativity, and charm(s).
The entire experience was made in the image of a god game - Symphony of The Night.
Its strongest virtues and shortcomings are synonymous with those of a good JRPG:
On one hand, you have the creative, yet grotesque designs of the demons, the soundtrack, invoking this incredible feeling of energetic magnificence, and the gigantic map, sprawling with curious locations.
On the other hand though, most quests are of my favourite kind - the fetch kind, with no impact on the story whatsoever. That and the wonky balance / difficulty spikes being "fixed" by grinding for EXP and crafting materials (which is the opposite of fun) sour the taste of the game for me.
Its strongest virtues and shortcomings are synonymous with those of a good JRPG:
On one hand, you have the creative, yet grotesque designs of the demons, the soundtrack, invoking this incredible feeling of energetic magnificence, and the gigantic map, sprawling with curious locations.
On the other hand though, most quests are of my favourite kind - the fetch kind, with no impact on the story whatsoever. That and the wonky balance / difficulty spikes being "fixed" by grinding for EXP and crafting materials (which is the opposite of fun) sour the taste of the game for me.
2016
2021
2014
Puzzle games are all about problem-solving. You hit a new obstacle, get lost at first, go through an individually unique process, and then come up with the right solution for the problem. The real trick is to make me work on the actual dilemma in the background, using the earthbound trials as puzzle pieces, going out of bounds of those simple steps (which is true for the gameplay as well!), and building up to the bigger picture.
I simply adore the way The Talos Principle directed my attention to the grand philosophical theme of humanity and its nature, started an infernal, internal struggle within me, and later on, made me accept it instead of solving it. It might sound corny, but it's just what happened because of the excellently thought-out message.
I felt like I was opening my eyes for once, finally seeing the new possibilities, which is exactly what I'm looking for in such a game. It's a literal room to think that everyone needs.
I simply adore the way The Talos Principle directed my attention to the grand philosophical theme of humanity and its nature, started an infernal, internal struggle within me, and later on, made me accept it instead of solving it. It might sound corny, but it's just what happened because of the excellently thought-out message.
I felt like I was opening my eyes for once, finally seeing the new possibilities, which is exactly what I'm looking for in such a game. It's a literal room to think that everyone needs.
2017
2018
It's hella fun being a little stealing asshole goblin.
I just wish mine wouldn't spew out Marvel-esque quips and meta pop culture references as the monologue all the time. I did not care for Styx (quite the opposite actually), nor the story, or any characters since none were developed.
I also had no incentive to explore its environment, which in my eyes, is a cardinal crime in the genre of stealth games. It's extremely objective-based with annoying side challenge popups, often appearing on the screen, telling me how I should play the game. After a while, my inventory was packed with crafting ingredients, so I couldn't pick up most of the items. I was either skipping every building or going through every single one, looking for one of the twenty randomly placed tokens on every level. It's boring and feels robotic. Disappointing!
I just wish mine wouldn't spew out Marvel-esque quips and meta pop culture references as the monologue all the time. I did not care for Styx (quite the opposite actually), nor the story, or any characters since none were developed.
I also had no incentive to explore its environment, which in my eyes, is a cardinal crime in the genre of stealth games. It's extremely objective-based with annoying side challenge popups, often appearing on the screen, telling me how I should play the game. After a while, my inventory was packed with crafting ingredients, so I couldn't pick up most of the items. I was either skipping every building or going through every single one, looking for one of the twenty randomly placed tokens on every level. It's boring and feels robotic. Disappointing!
2019
The entire experience oozes with soothing atmosphere with its mind-bending infinite spaces and beautiful music. The vibes were on point. But for a game with such an interesting concept, the puzzles never get challenging, and after breezing through them, it's quickly over.
It's short, and a little too sweet.
It's short, and a little too sweet.