JamesBriggs123
2021
Very well made open world, collect things, do missions game.
Incredibly beautiful graphics throughout, was constantly stopping and going "woaah this is pretty".
Story is told well and every quest has this lovely emotional line running throughout and got me teary eyed in parts. The build up to unlocking ghost stance and how it weaves story and gameplay together is incredible.
Combat system has some great ideas that build into theme in the form of standoffs, duels and ghost stance and is mostly fine otherwise. However once you start getting into the second half of the game the amount of tools and overpowered abilities you get trivialises all combat and makes any enemy very easy to beat. In doing so this also trivialises stealth as why would a player stealth when you can just run in and insta kill 20 people much quicker. It also makes duels lack the proper tension and weight as if you go in with full resolve you can just instakill the opponent. Which is a shame as the duels are supposed to be the heights of action and suspense in the story.
Incredibly beautiful graphics throughout, was constantly stopping and going "woaah this is pretty".
Story is told well and every quest has this lovely emotional line running throughout and got me teary eyed in parts. The build up to unlocking ghost stance and how it weaves story and gameplay together is incredible.
Combat system has some great ideas that build into theme in the form of standoffs, duels and ghost stance and is mostly fine otherwise. However once you start getting into the second half of the game the amount of tools and overpowered abilities you get trivialises all combat and makes any enemy very easy to beat. In doing so this also trivialises stealth as why would a player stealth when you can just run in and insta kill 20 people much quicker. It also makes duels lack the proper tension and weight as if you go in with full resolve you can just instakill the opponent. Which is a shame as the duels are supposed to be the heights of action and suspense in the story.
2021
2019
2021
2013
2021
1996
2016
Basically a studio Ghibli film but a game. Just you and big mythical cat-dog-eagle helping each other through ruins and saving each other when things go wrong.
Trico feels incredibly well made, so realistic, an insane amount of work must've gone into her. Don't think anything could be changed to make her feel like a real animal any more. Sometimes even to the point of frustration where as they say, never work with animals, as quite often instructions are ignored or take a while to sink in. But that just adds to the feeling that it's a real animal.
Trico feels incredibly well made, so realistic, an insane amount of work must've gone into her. Don't think anything could be changed to make her feel like a real animal any more. Sometimes even to the point of frustration where as they say, never work with animals, as quite often instructions are ignored or take a while to sink in. But that just adds to the feeling that it's a real animal.
2021
A Journey-inspired puzzle platformer with collectathon elements. Not an insane amount of innovation here but is very well made, charming and enjoyable experience. Few of the puzzles are genuinely very good puzzles that I've not seen before, which is rare with puzzle games these days. It does everything it sets out to do very well.
2014
Not quote as good as ds3, can understand the points made against the world not feeling connected, lack of links and shortcuts within areas and between areas and first half of the game being all humanoid bosses. And while I understand and agree with some of those, it doesn't stop ds2 from being a fantastic experience.
The classic FromSoft formula and combat is still incredible (once you level ADP) and there's some ideas in there like how vendrick is built up and revealed, going into memories of the giants and the milfanito that are really fresh, unique and would love to see explored more.
Some areas are a little bland and none blew me away visually like some in later games but nearly all of them have so much character and environmental storytelling on par with later from soft titles. Use of light in areas like no man's warf is wonderful. Dragon eerie and shrine are incredible. Iron keep can fuck right off.
Really surprised me how good it was and basically on the same level as the other FromSoft titles after people be hating about it so much. That's random people on the internet for you I guess.
The classic FromSoft formula and combat is still incredible (once you level ADP) and there's some ideas in there like how vendrick is built up and revealed, going into memories of the giants and the milfanito that are really fresh, unique and would love to see explored more.
Some areas are a little bland and none blew me away visually like some in later games but nearly all of them have so much character and environmental storytelling on par with later from soft titles. Use of light in areas like no man's warf is wonderful. Dragon eerie and shrine are incredible. Iron keep can fuck right off.
Really surprised me how good it was and basically on the same level as the other FromSoft titles after people be hating about it so much. That's random people on the internet for you I guess.
2021
Honestly surprised how little I enjoyed this after people were raving about how unique and innovative it was to the rogue like genre. Honestly nothing in there that I haven't seen before. The main mechanic I assume they're talking about is that you build the "dungeon" that the character automatically runs through rather than the usual other way round. Trouble is that other games have done this better where the gameplay is still actually fun, rather than mindless. The narrative and world is cool, has really nice ideas there and the gloomy art style fits very nicely into that but honestly I spent all of the time playing waiting for the gameplay to get good. About as engaging as a cookie clicker game.
The best piece of design is there is the combos between the tiles creating new tiles and if they'd focused on that more than I'd have enjoyed the game as that would've been really fresh, but as it is, coming up with that mechanic and then only using it for a small amount of cards is a tragic waste of a good idea.
On the roguelike range between "Can beat the game first try" and " have to grind loads of runs to have a chance of beating the game" where the sweet spot is in the middle, Loop Hero is right at the grindy end, expecting you to do run after run of the same boring gameplay for a chance of getting the resource you need to upgrade your base.
The best piece of design is there is the combos between the tiles creating new tiles and if they'd focused on that more than I'd have enjoyed the game as that would've been really fresh, but as it is, coming up with that mechanic and then only using it for a small amount of cards is a tragic waste of a good idea.
On the roguelike range between "Can beat the game first try" and " have to grind loads of runs to have a chance of beating the game" where the sweet spot is in the middle, Loop Hero is right at the grindy end, expecting you to do run after run of the same boring gameplay for a chance of getting the resource you need to upgrade your base.