Neat foundation of bare-bones +100 hour game.

I consider this a very enjoyable game that is always fun to go back to. My main problem both with Dead Space 1 and 2 is fundamental flaw of how easy it is to break the game so early. This trivializes combat of the game and punishes creativity, which is even more bitter because most of the weapons in this game are very fun to use.

I remember showing this to my friend and after 5 minutes he immediately bought the game and finished it within a day. I'm usually not big fan of story-driven video games, but Killer7 is an one of the few exceptions. The whole game reeks with style and the writing itself is unparalleled. The gameplay itself is serviceable on-rail shooter, which doesn't get that much in the way of story. Still, it's an outstanding game that is worth checking out.

2018

The only thing this game got right was its cel-shaded artstyle and figuring out how to tell a story using the rouge-lite medium. Everything else is just awful. The whole game comes down to grinding purple gemstones, so you can unlock abilities that trivialize the game (extra lives, more damage, etc.). The idea of difficulty in this game is to make enemies have more health, be invincible for the first few hits (which takes the fun out of some weapons), deal more damage, etc. This makes the game even less fun to play. What makes it even worse is the awful balance of weapons, some of which are rarely fun, and the fact that boons have a bare minimum influence on the gameplay.

Unforgettable experience that still holds up to this day. This is the prime example of a carefully designed game in which each piece falls perfectly into its place. It's hard to believe how much content was cut a few weeks before the release date (and how much better the final product was).

I consider it a fun game, with parts where I enjoyed it more than DMC5. It's interesting to see a DMC game that finally leaves the roots of Resident Evil franchise to do something on its own.

This feels like Castlevania's "best of". It doesn't have many frustrating parts while keeping the core of the series. Considering this was the last linear game before the series went full igavania, I'm really happy about how this one turned out. I would recommend it to someone who wants to get into the series.

It's a great balance between survival and action horror to create something on its own. I loved how interactable the enviroment was and how game was encouraging you to use it in combat. My only gripes with it are ceratin parts of levels and technical issues, but besides that it's an amazing game.

I think this is one of the worst games ever made, mainly because it really isn't a video game but a movie. Really, watching a let's play on youtube is equivalent to playing it. But I still like it. The idea of knightly ethos and the existence of knights in Victorian England, along with steampunk aesthetics and the plague of werewolves, is amazing. The plot itself is also interesting, despite being a modified copy of the plot you can find in Deus Ex. Each character was opening up some themes (e.g., compassion, betrayal, freedom, etc.). I think that telling a valuable story is reserved for other types of media, like books and movies. The best stories in games are the ones created by the player.

I love how this game looks, and the soundtrack is excellent, but that's about it. You know how in games like Devil May Cry 1 or Vanquish getting around the levels pretty quickly is fun because it's part of the challenge? In Neon White, getting around the levels IS the challenge. I often got diamond medals on my first try, because shortcuts are often so easy that you can see them right after you get comfortable with game mechanics. I got so burned out after playing it for 10 hours that when I got an achievement for completing half of the levels, I felt turned off by this game. And after beating it, I've accumulated so much fatigue just to realize I'm not the target audience for the game. I'm not going to even mention the writing; I've skipped most of it.

Top-of-its-class first person shooter held by duct tape and cardboard

The campaign itself is alright, but besides some specific ideas, it's nothing special. The same thing can be said about multiplayer. Titanfall 2 has some cool ideas, but often fails to execute them properly. The losing team getting a fun goal at the end of the match is pretty fun, but it doesn't really add any depth to the game itself. If moving around the map isn't your cup of tea, then this game isn't for you. Titans themselves aren't nothing special either, the one who kites around better wins. If you appreciate your opponents being an actual threat, then you can pass on this. And I think that's what most people did. A lot of blame is put on EA that they released this game along with Battlefield 1 with zero marketing, but Titanfall stayed in the relevancy for a long time, getting enough time to earn an active player base, but I think a lot of people actually tried the game and dropped it, because of how boring the core gameplay is.

I think this dlc quite over-tuned the game against its favour. The void items are pretty overpowered, not only how they work itself, but also how often you can actually get them - you have 1/6 chance for Safer Spaces or Polylute compared to 1/30 chance for Tougher Times or Ukulele, which are practically worse items. Furthermore, the added classes are one of the most powerful in the game due to their high damage and easy item synergies. The enemies are also worth pointing out. Since the release of the dlc most of my deaths were due to the new effects like collapse, which have really high fucking chance to kill you if you accidentally have 5x stacks of these. Blind pests can be very annoying to fight with, and void jailers can end your run by just eliminating them. Despite how fun the new content itself is, as the time passed on I've started to wonder how the devs itself felt about the dlc, since they were burnt out after it so much, they felt no remorse selling the ip rights to new developers, which if you ask me is a good thing after all.

Salvages the entire arcade gameplay of the original to make it more similar to games that have already come out, adding a Resident Evil 4 coat on top of it, and calls it a day. It's unrewarding to the point that I've felt absolutely no desire to play it after I've beaten it, which is total opposite of my stance on the original Resident Evil 4.

2016

I love the aesthetics of this game, and the soundtrack manages to be pump blood into the veins and be compelling. As cool as the bosses design are and well the story itself is written, Furi's ideas for bosses revolve more around waiting for certain attacks and dodging attacks. Which in itself is very fun, and as much as I can lament about how Furi doesn't really excel at anything in the gameplay department, I had an astonishing time with this game and I can safely recommend it for people who want to get into more challenging games.