49 Reviews liked by MANU_


This was an amazing open world game with zombies and a really good interesting story.
I have always enjoyed how difficult the game was in the beginning because of how resourceful you needed to be with your weapons and vehicles.
The story was amazing and felt really heart-felt and I very sad that this game didn't get the recognition it deserved when it first came out

So I can definitely see where a lot of the more negative reviews came from. The early hours aren't great and the whole game just lacks the polish most sony games seem to be known for, but once the story starts picking up it got really captivating. Fighting massive hordes was one of the coolest experiences ever and I only wish that there were more of them and that they were even bigger, but sadly we'll never get to see any of that since 2 isnt gonna get made. Sucks to be a fan of stuff sometimes

a really good zombie game , also using the motorcicle is a lot of fun

Played in one sitting. Surprisingly charming for how goofy the character models look. Pleasant lil baby game for when you want to feel like the world isn't ending.

Alba: The Last Campfire is a relaxing and enjoyable game that can be completed in one sitting. It's a great choice for players looking for a shorter, more casual gaming experience, or as a break between longer games that require days of playtime.

The art is fantastic, with a beautiful and colourful hand-drawn style that gives the game a unique and charming visual identity. While the game is designed for mobile, it works well on console and looks great on a larger screen.

The story is compact but meaningful, touching on themes of environmentalism, family, and capitalism. It's a thoughtful and thought-provoking tale that adds depth to the game's world and characters.

The gameplay is easy to pick up and enjoyable, with daily tasks that don't vary but don't grow stale thanks to the varied environments on the island. It's a nice and chilled adventure that's perfect for a relaxing weekend afternoon.

Overall, Alba: The Last Campfire is a great choice for players looking for a short and relaxing gaming experience with a beautiful art style and a meaningful story.

A good story with somewhat frustrating combat but killing robot dinos is fun enough even so.

didn't understand the hate for this game at release and still don't, it's an amazing game plagued by a bad launch imo.

One of the best games I've played. I played almost a year after it's release, and it was SO MUCH BETTER

Other than the obvious bugs this game encountered on release it has improved so much since then even despite its once broken state this game is one of the best I've ever played, the world is amazing and feels alive and lived in, the characters have so much charm and the overall ambience of Night City is one I'll never forget, the story is great Keanu Reeves, Cherami Leigh, Gavin Drea and the rest of the cast give brilliant preformences and bring so much emotion to their respective characters it's hard not to like them. In all honesty if you haven't tried this game or are scared to because of its bad rep you are sorely missing out.

MINOR SPOILERS

I was told over and over again that Cyberpunk didn't have anything to say, but after finally playing the game I have to respectfully disagree with that take.

Cyberpunk is one of the most politically heavy-handed and thematically cohesive games I've ever played! Night City depicts the logical endpoint of hypercapitalism, a world where businesses and corporations have successfully subsumed every aspect of American culture, creating a country where the bottom line supersedes any consideration for human life.

This game is CONSTANTLY touching on hot button issues like universal healthcare, police brutality, worker's rights, the dehumanization of sex workers, immigrant labor, political corruption, gun violence, poverty, and social inequality - constantly exploring how these issues would look if they were to go unfixed 50 years in the future.

Could you imagine a world where corporations are legally allowed to discriminate towards employees and even force them to undergo cosmetic surgery? Or where snuff films are a popular form of entertainment for a population that's become emotionally numb to constant gun violence? Maybe a world where a privatized police force drops any facade of protecting the peace and opts to brutalize anyone who gets in their way? Where sex workers frequently wipe their memories to avoid the psychological fallout of dealing with abusive clients?

This isn't the 'apolitical politics' of Far Cry where the game dunks its head in the sand and pretends its narrative has no ties to the real world.

This isn't the milquetoast commentary of Bioshock where the game vaguely gestures towards complex ideas while saying nothing of value.

And this sure as hell isn't the misanthropic satire of GTA, aimlessly shitting on anything and everything without a hint of humanity.

Instead, Cyberpunk is making pointed criticism towards Capitalists, abusive power structures, and the hollow promise of the American dream while still managing to show empathy to those suffering from this broken system.

This game sounds like it’s all doom and gloom, but it still finds time to tell deeply personal and intimate stories about the people of this world. Nearly every quest is about trying to find peace and comfort in the apocalypse, trying your hardest to do right by others when the system has beat any sense of happiness and love out of them.

One mission has you checking on a neighbor who has shut himself off from the world and refuses to talk to friends or family after witnessing the widespread corruption of the NCPD

Another mission has you comforting a death row inmate who wants nothing more than redemption and forgiveness for his actions and struggles to give back to a world that only wants him dead

Sometimes you're snuggling up to your best friend on a couch, babysitting a single mom's kids as she cooks dinner, helping an old friend come to terms with their fading legacy, convincing a soon-to-be father to stop his risky money making schemes or - my personal favorite - leaving messages on a friend's voicemail as you come to terms with their passing.

It's rare to see a game depicting such a dark and cynical world while maintaining a deeply emotional core. And it does it all with a concise script that drip feeds character development, world building, and plot without relying on fat exposition dumps - the writing in cyberpunk is snappy and lean, fitting an expansive rpg adventure in a 30 hour runtime without feeling rushed or underwritten. There’s a large cast of characters that get little screentime but immediately leave a lasting impression through their back stories, personal beliefs, and excellent performances. To top it all off, Night City is a beautifully realized world with an incredible attention to detail - everything you see has a history that steadily unfolds the more you slow down and pay attention to the environmental design, codex entries, and optional dialogue. Where are all the animals in the city? Why are buildings on the edge of town obscenely tall? What the hell is a braindance? Slowly piecing together answers to these questions was extremely satisfying and gave me the same feelings I had when discovering the RPG worlds from games like Mass Effect, SMT IV, and Fallout.

While I have a 1,000 great things to say about the narrative, the gameplay systems are consistently mid

Combat is a simple run 'n gun shooting gallery that's largely devoid of strategy - just walk into a room full of baddies and click their heads til they die. You can approach levels from multiple directions and use stealth/hacking abilities to spice things up, but each of the routes are functionally samey (and typically converge into 1 path anyways), stealth is incredibly slow, and hacking is nowhere as fun or efficient as just shooting people.

That being said, even though the combat is shallow and lacks the systemic depth of something like Deus ex or Prey, its fast pace and solid kinesthetics make it enjoyable in a ‘dumb fun’ kind of way. Personally, I would take cyberpunk's mindless run n gun nonsense over the flacid gunplay or janky melee of similar rpgs like Fallout or Vampire The Masquerade: Bloodlines. It also helps that combat is rather infrequent! If you stick to the questlines and ignore the dozens of random filler mercenary gigs (jesus there’s SOOO much filler), you'll find that combat is rarely the focal point. Most quests actively discourage conflict or have zero combat altogether, opting to focus on the narrative and world building instead.

There are other flaws like the game's insistence on hand-holdy setpieces that disregard player input, or a dull skill tree centered on tiny statistical buffs (+2% dps! Wow!), or the game’s need to signpost everything with gaudy quest markers - but they're easily forgivable compared to the game's AWFUL LOOT SYSTEM. This system is a poor man’s Diablo, centered on number bloat and raw vertical progression rather than meaningful trade offs or interesting synergies.

You find level 3 booty shorts only to replace them with level 4 booty shorts and then level 5 booty shorts - so on and so forth.

You find a level 6 handgun and feed it crafting materials until it's level 7, then 8, then 9, all the way up to the cap of 50.

Finding loot doesn’t open up new abilities or strategies or playstyles, you’re just inflating defense and attack stats in a linear fashion, making combat at level 50 nearly identical to combat at level 1. To make things worse, you’re absolutely DROWNING in loot with no way to filter rarity or instantly sell all.

This system is bad and does nothing but introduce tedious menuing and arbitrary difficulty spikes. Dying to an enemy who's 10 levels higher than me and kills me in 2 hits isn't fun or interesting or give me anything to learn from. Opening my inventory to sift through 100 similar pistols is boring, boring, boring. This might seem pretty tame to some people, especially since most AAA games have similar systems, but I think a system that actively detracts from a game without adding anything of value shouldn’t exist in the first place. This is cdprojektRED's 4th rpg and they STILL struggle to provide interesting itemization despite decades of crpgs providing examples of how to do it right.

I have problems with Cyberpunk and I wouldn’t blame anyone for hating the game (especially if you got scammed with the ps4/xbox one versions), but it has some of the best writing and world design I’ve ever seen in a videogame and stands with Yakuza, Disco Elysium, and Mother 3 as one of the few narrative games that left an emotional impact on me. Hopefully the game gets more attention once it’s fully patched cause I would hate for it to get forgotten.

Im one of the few people that got this game on day 1. And while yes it was a shit drop, I love this game. And when the dlc drops with all the revamps of everything, ill be replaying it.

Botanicula flourishes in imaginative creativity through humorously designed plant organisms that grow with the point-and-click adventure, although the simple quest for quelling the infestation of parasites prevents any replay value whatsoever.

WHAT I LIKED:
+ "So a Physalis, a mushroom, a poppy seed, a twig and a feather walk into a bar...". Much like Amanita Design's previous work, the strength of its environmental adventure is through its zany non-verbal characters, This includes the five protagonists, whom are trying to save the last seed of their home tree from parasitic creatures, and the plethora of fauna they encounter along the way. Each one entirely interactable, either granting the player a valuable item to be used later or simply just to provide some weird nonsensical humour. It supplies the point-and-click quest with an abundance of charm, character and charisma that differentiates itself from other similar titles.
+ A luscious tree brought to life. Amanita's art direction for Botanicula settles for the simplistic, embodying the type of style that was prevalent within browser games of the late noughties, but retains its aesthetic throughout. Considering it was created on Adobe Flash, the design work really shines through. Clear prompts are given as to which direction the botanical protagonists can travel in. Items are importance are highlighted for the player to collect. The wildlife, both in the background and foreground, match the environment that they reside in. Botanicula truly felt like an ecosystem of its own.
+ Hum-hum-hummm-hum. Much of the charm comes from the sound editing and score. With no verbal communication, the characters communicate through mumbles and whistles, which in turn generates a thought bubble for the player to visualise. Hearing a "Yee-hoo" will indicate a positive outcome, and these signals help enhance that required accessibility for younger players.

WHAT I DISLIKED:
- As mentioned, Botanicula plays well for the younger demographic. Adults and/or players who are familiar with point-and-click adventures will find this game far too easy. The puzzles and environmental obstacles on offer could easily be accomplished without a hesitation. Guiding a star through a maze whilst it's being chased by a worm? Simple. Racing ladybugs around a leaf? Done. The lack of challenges makes Botanicula a breeze to complete, with only the familiarisation of each level being the trickiest aspect (although a map is accessible...).
- Save the home tree again? Doubtful. Only a select few point-and-click adventures have replay value, unfortunately Botanicula has none. Once the botanical beings have banished the parasites for good, the game simply ends and can be played again from the start. No chapter select. Easter Eggs can be unlocked if the player interacts with a certain number of creatures, but the reward for doing such a task seems fruitless.

VERDICT:
6/10 botanical organisms

Very fun little game, at the same time that it is relaxing it still manages to create "tense" situations, so it never gets boring, good game!

A classic case of 'it's about the journey, not the destination'. Eerily serene, even with some tense moments and multitasking.