Bio
all scores contained within are based on an objective and factual rating system derived from Plato's Theory of Forms

2.5/5 and above = worth playing
Personal Ratings
1★
5★

Badges


GOTY '23

Participated in the 2023 Game of the Year Event

Pinged

Mentioned by another user

Gone Gold

Received 5+ likes on a review while featured on the front page

Famous

Gained 100+ followers

Treasured

Gained 750+ total review likes

2 Years of Service

Being part of the Backloggd community for 2 years

Trend Setter

Gained 50+ followers

Best Friends

Become mutual friends with at least 3 others

Donor

Liked 50+ reviews / lists

Adored

Gained 300+ total review likes

Gamer

Played 250+ games

Loved

Gained 100+ total review likes

Popular

Gained 15+ followers

Well Written

Gained 10+ likes on a single review

Liked

Gained 10+ total review likes

Noticed

Gained 3+ followers

N00b

Played 100+ games

Favorite Games

Arcane Dimensions
Arcane Dimensions
Quake: Underdark Overbright & Copper
Quake: Underdark Overbright & Copper
Quake
Quake
Quake: Coppertone Summer Jam
Quake: Coppertone Summer Jam
Quake: Coppertone Summer Jam 2
Quake: Coppertone Summer Jam 2

247

Total Games Played

000

Played in 2024

000

Games Backloggd


Recently Reviewed See More

In that primordial placeless origin, through the mist-veil of time, since man first airbrushed Merlin smoking a pipe on the side of a van, there, you can feel it in the noosphere, a moon-lit dream, The Dream, a call in the heart of the human soul. Some have seen some small part of this dream- The Legend of Zelda, The Elder Scrolls, Ultima, Dark Souls, Adventure, Dragon Quest, King's Field, Wizardry, among innumerable others, nameless here forevermore, all have failed to reach The Dream. Perhaps cruel circumstance chained them to Earthly bond, perhaps cowardice stayed their hand, perhaps they lacked the naivety and earnestness necessary to behold a waking dream. Whatever their individual situation, the results have always been, like Lion of Gripsholm Castle, a mutant, an aberration, at best a passing resemblance. Dragon's Dogma is The Dream, forged in the furnace of the heart, it is not visually plain- it is clean, it is not halfbaked- it is too goodly to exist totally in a world half-evil, it achieves the promise of videogames, and proves that creative endeavour above all else is the greatest goal humanity can strive for. it is the twinkle in the eye of Merlin smoking a pipe airbrushed on the side of a van.

Minstrel Song is an old skool rpg where you get into lots of fights with monsters to level up and learn techniques for your characters weapons as well as entirely new game mechanics, killing monsters is also the only way to advance the in game timer, the monsters will be replaced with stronger monsters at a rate faster than you will improve, on top that it will cause quests to time out, and new quests to become available, so actually you want to avoid combat as much as possible to keep the timer from moving forward and instead to focus on quests for character progression, only carefully incrementing it when you run out of things to do but monsters in the overworld spawn in huge numbers and are highly aggressive, so you can't totally avoid combat, but if you get into a fight you can just retreat to avoid advancing the timer, but retreating costs crucial resources so actually you need to run around like scooby doo with a trail of monsters chasing you while trying to progress quests, but the locations where you can find new quests are unmarked, and where you need to go to progress quests is unstated, so you need to run around the overworld getting chased by monsters like scooby doo so you can find quests to level up because there's no main quest, and you don't even know if you've done everything you can do before making the call to kill some monsters to advance the game clock, eventually you'll do this enough to get multiple quests that specifically tell you to go out and kill shitloads of monsters and they're really important so to do the most important quests you need to ignore everything you've learned about playing the game and potentially time out dozens of quests that you don't know how to do because they don't tell you where to go or what to do never mind the quests that you don't know about because they could be handed out by any of the dozens of NPCs who had nothing to say to you an hour ago, who are potentially in locations you haven't discovered because the only way to discover locations is either to talk to people or to recruit new party members, but you can only have a limited party size so to see if a new party member will give you a location (which they may not) you need to kick out an existing party member first if you are full, the removed party member will later reappear in potentially any one of the many pubs, one per city, scattered around the dozens of cities in the game, including ones you haven't discovered, after doing all that for a while the final boss shows up and you are probably not strong enough to kill him even with all that effort. This anti-lesson on game design could only be enjoyed by criminally deranged perverts.

3D shooters are a genre long and particularly afflicted with 'just so' game design; Half-Life popularized a reload mechanic where you tap a button and wait to have your gun refilled from a pool, and this became a defacto standard for no particular reason over not having reloading, or reloading that actually has gun magazine management, or dozens of other one off systems meant to represent a games ethos. Halo introduced a two-weapon system that, along side a nuanced weapon selection forced you to always accept a trade off, games without nuanced weapon selections copied it wholesale, usually resulting in defacto one weapon system because you really need to carry the M16 at all times to get anything done. Halo Infinite in turn has a sprint button with so little effect that you need a stopwatch to tell if it makes you faster- because Halo doesn't benefit from a sprint mechanic but Shooters Have Sprint. Helldivers is perhaps the only studio published 3D shooter in half a decade if not more where there is no 'just so' game design, from meat and potato mechanics like your gun's recoil being semi-deterministic to help you avoid the regular concern of friendly fire, and your gun being loaded from a small pool of disposable magazines, to fun details like running out of spawns but completing the mission objective still constituting a victory.