The combat is bad, there are many times where you can get lost while traveling through the levels, the story feels like it had a lot of cuts, leaving major loose ends unresolved even by the end, and what the story itself is trying to tell nothing to write home about.

And yet, when everything works—when you're jumping through these perfectly clean rooftops while avoiding gunfire and admiring the color palette of the city—there's no game quite like it. Since this game released there may be better alternatives in regards to the parkour, maybe with all the problems I listed at the beginning solved, but there's no game that feels so liberating to play, yet so soothing to just stop and contemplate the world around you, while listening to the OST that fits the atmosphere perfectly.
There's only one series that can make me feel what i felt playing Mirror's Edge, which is... Mirror's Edge. Just for the experience it's already worth playing, because there's nothing quite like it.

Short little game with amazing presentation and style. Gameplay-wise, the best moments happen when you feel unstoppable, such as when you find a very small room packed with enemies that are annihilated in the blink of an eye by the sheer force of the ape. Sadly, the focus is instead on the challenge of overcoming all the obstacles that the enemies throw at you throughout the level. To succeed, you have to play more carefully, waiting around corners until enemies get closer so you can kill them, and such. However, playing like that is just lame. The music and aesthetic urge you to keep running and killing, but the level design, which is randomized in some levels, demands cautious gameplay. In the end, it makes for an experience that was very close to realizing its true potential, but because of the level design and the limited toolset of the ape (grabbing and pushing enemies, you can also grab the limbs of dead enemies to throw them, though this slows you down too much to be worthwhile, and that's it, that's all the ape can do), and the inherent weakness of the ape itself (dying in just 3 gunshots, making charging in not viable a lot of the time), it falls short of reaching it.

The game features a hard mode, so if the first run focused on feeling unstoppable and the hard mode concentrated on the challenge of enemies, it would be a truly outstanding game. Still, it's very short, it's creative in its scenarios for every level, and just for the presentation alone, it's worth playing.

A touching story with terrible writing. I think as one gets older, the story will hit harder, and i think some years from now i will replay this. I also dread the thought of when that time comes, as the protagonists can't stop making the most Reddit chonkers fedora m'lady comments every 30 seconds. The writing has aged terribly, and maybe talking like that 10 years ago was just a bit quirky, but then again, if i can't stand the writing now, how will i feel about this game replaying it 10 years from now?

Although the mystery initially had the potential to be much bigger than it ended up being, which is a shame and may deter those who came for that aspect, it's important to remember that this is a Telltale game, and the emphasis they seek is not on the mystery, but on how these fabled characters coexist with the real world in the best way they can, showing how in the power struggle of Fabletown, you're either guilty or a victim of abuse of power.

For The Walking Dead (2012), it feels appropriate to see the cities abandoned except for some zombies roaming the streets, but in this game, Fabletown is purportedly the home to many folklore tales from around the world. However, you barely meet enough people to fill a single floor of the apartment complex, and you can see inside the elevator that the building has like 20 floors of space. This is a limitation that lies either in the engine or the format Telltale uses to tell their stories, which, as I said, can work perfectly depending on the game, but not on this one.

Additionally, the writing is not perfect. Some characters come off as very stupid, and I don't think they are supposed to evoke this sentiment, but they just can't help acting very dumb sometimes. There's another character who is trying so hard to be cool, intimidating and edgy that it feels like it was written by a 12-year-old.

Overall, although it has some flaws, it is still enjoyable from beginning to end, and doesn't overstay its welcome.

Positives:
-Gunplay feels good
-Penthouse level is fun
Negatives:
-The rest

I pirated the game and when i saw the intro to the game i instantly uninstalled and bought it on Steam.
The core gameplay is extremely simple, but a lot of enemies attack you in diagonal angles, and your cross doesn't cover them well, so you have to consider how you position yourself on the screen to face the enemy. This decision was key to not make the game too easy, which would also make it less scary.
You can feel the passion of the devs on every aspect of the game, and it's incredible how much it can spook you with such a minimalistic approach.
The "I'm here, John" segment has to be one of my favorite moments in a horror game.

I don't like card games, and while this isn't you conventional card game, it's still overall a card game. Maybe at some point it stops being a card game, but i didn't get there, so for me it's just a card game.
Will try again at some point in the future.

I thought this series would be an excuse to destroy some planes while barely having a story, but it's much more than that. Even in a game where you just shoot air or ground targets with your plane, it keeps coming up with new ways to make it interesting, while also making full use of the setpieces that the story presents. There's a lot of emphasis in the story and a lot of work in the way it's presented, and while it kind of falls flat at some points, overall there's more positives than negatives to it.
Really surprised how enjoyable this was.

Waiting to see if the final chapter can give a good wrap up to the story, but holy fuck this was so good. Good pacing, high stakes, deeper characters than you would initially think. All it needs to be a 10/10 is to have a satisfying ending. Please have a good ending. For the love of God please stick the landing so i can freely recommend this game that has stuck with me months after i finished it. Play it.

2008

At the start combat was very tedious for me, but with time i noticed that the game is easy and don't have to worry too much about minmaxing damage, so autoing a lot of fights made me appreciate the rest of the game a lot more. Overall an interesting game, and even more considering how original it is for a 2008 game. Quite cryptic, but i still enjoyed the story, even if i have some doubts about the meaning of some events in the game.

Really curious to see the experience of people that have played this but haven't watched the anime, because i probably wouldn't be able to endure the first half of this shit without knowing that eventually it gets very interesting in the second half. So interesting in fact that i'm tempted in playing all of it.

Fun gimmick, but more could have been done with it.

Memorizing every enemy position so you don't get killed off screen can be very frustrating, but the base gameplay of the first game, plus some neat ideas like the way it tells its story, the duck twins or the pacifist writer makes it worth playing, just be ready for some bullshit.

I love killing people so much.

Some levels were very fun, like the one that gives you a 60 second time limit to beat it, or the one that the target fills the whole building with bombs and traps. Other levels made me want to do what the reaper does when you restart.

I also feel that the middle section of the game is like 10 times harder than everything before and after, it's like almost all of the interesting levels were on the second half of the game, and the first half was just a constant increase of spamming at you more and tankier enemies.

I thought this would scratch that itch that left Hotline Miami, but overall i am dissapointed.