This game is average at best on its own. The amount of entertainment I would say one could siphon from this game is entirely dependent on the interesting or comical interactions you experience with friends or randoms.

Because this game does not officially support Proximity Chat natively, random matches are a bit soulless.

Even if the developers were to add more maps or tasks, I feel that the overall content and/or replayability would remain extremely limited due to its mechanical limitations.

A wonderfully narrated story that requires multiple playthroughs in order to see the whole story.

[Don't worry, each playthrough isn't too terribly long and each is different enough to make it feel fresh.]

It is a Hack 'n Slash game with a bit of Bullet Hell in some sections, but by no means are the game's combat mechanics intricate.

Right off the back, I have to admit that this game could have been good; it had a lot of potential. However, it dropped nearly every ball tossed at it resulting in an extremely disappointing and unsatisfying playthrough.

Before I continue my review, note that I am not considering the abundance of bugs and glitches littering the game, as it would be unfair to rate the game by judging something that was never intended to be in the base game.

COMBAT:

• Player v. NPC (Balancing)

An issue I took up with Cyberpunk was the balancing between the player's character and the enemy NPCs. You always felt disadvantaged or underpowered in combat scenarios unless you used stealth or high headshot crit weapons. The enemies were bullet sponges--similar to those found in The Division series or Skyrim at Legendary Difficulty--making fights more of a chore than a fun interaction.

Very early on in the game, I found myself avoiding fights just so that I don't have to deal with the awful Time-To-Kill.

• Weapons

From my experience, nearly all weapons were useless except for a few iconic/legendary blueprints. On average, what made a weapon good were either its status effects or crit-multiplier. These were the two surefire ways to deal enough damage to enemies so that you don't feel like you're playing True Vault Hunter Mode.

Another gripe about weapons (or loot in general) was that iconic weapons, which could be unlocked by discovering blueprints, could occasionally be missed if you have no idea what to look for. Minibosses (or any character which is supposed to carry unique loot) do not have ANY distinct features from their normal common enemy counterpart. No special name, no healthbar, no fancy getup that makes them stand out. Nothing. So when you kill these folks and they drop some once-per-playthrough item, you might miss it, due to you never noticing that a normal looking NPC dropped a extremely rare, unrecoverable item.

STORY:

• Choices

Don't get this game thinking that you're going to be experiencing some complex, intertwining story. Choices are akin to Fallout 4 choices: you have options which lead to the same point. There isn't much deviation from the set path in the game.

• Side Quests

Cyberpunk does not come close to the effort put into the side quests of Skyrim and Fallout by Bethesda. For the most part, side quests in Cyberpunk are bounties; quick and simple kill or fetch quests. There's a lot of them, and it gets old real fast. Compare that to a game like skyrim; sure it has its own kill and fetch quests, but the game has so many random side quests you can stumble upon which lead to their own interesting, self-contained story!

GAMEPLAY:

• Inventory

God awful.

There are so many things that can be picked up and dismantled or swapped out that inventory management and spring cleaning become a routine chore every hour and a half or so.

The sorting system is bad and does not do a good job at organizing your pockets. Navigating the inventory is also frustrating. I thought that the default Skyrim inventory was annoying, but now I see it as perfect compared to Cyberpunks inventory menu.

• Dialogue

The biggest issue I have with the dialogue are the speech checks. Speech checks are tied to attributes--ok that makes sense, no issue--except that the issue is that the attributes basically cluster**cks of different stats shoved into one skillset, topped off with a semi-useless speech check requirement.

It wouldn't be too much of an issue if not for the fact that Attribute Points are not very common when leveling up.

I could write much more, but I'm getting tired trying to think about this game. Overall, Cyberpunk is like the story of Icurus flying too close to the sun with its wax wings, only to have the wings melt and Cyberpunk to crash down into obscurity, and Skyrim or Fallout being the sun.

Minecraft excels at having unlimited replayability thanks to its focus on a more casual, exploration, and creative type of gameplay, but I believe that is also its greatest downside.

Vanilla Minecraft has combat, but lacks any sort of meaningful progression, and what little you have of upgrades to your weaponry can only be tested on a finite amount of NPCs.

While it simplifies the creative aspect, Minecraft lacks content, which makes it more difficult for some to continue playing the game depending on what the player is looking to get out from the game.

Thankfully, Minecraft has mods, which I would claim is what keeps Minecraft alive to this day. New mods which touch every base of gameplay (Creativity, Combat, Story) are posted daily, assuring that there is always something new to experience within the Minecraft world.

TLDR; The game is better with friends and modifications or plugins.

What can I say? I love Animal Crossing. I've played all of them since the Nintendo Gamecube and it's one of my favorite series, which means that I am very aware (and tired) of all the reoccurring issues that somehow manage to show up with every installment of the series.

I'm talking about issues dating all the way back to the Gamecube. For example, online features and online play. There's no difference in how people connect and interact with each other from Population Growing to New Horizons. It is primitive, and it is embarrassing that Nintendo still neglects to update Animal Crossing's multiplayer features.

Aside from preexisting issues, there are preexisting requests for features that still have not been implemented in the game. It's 2021, and you're telling me that Animal Crossing still doesn't have:

• Easy World Customization
• Unlimited Storage for Clothing
• Permanent consumable items (coffee/bubbles/poppers)
• Interactable Furniture
• Cooking
• DIAGONAL FURNITURE
• SQUEEZING BETWEEN FURNITURE
• AAAAAAAAAAAAHHHHHHHH
• etc.

And don't get me started on the lame changes to previous features or just wack implementations of new features, such as:

• Requiring ONLINE MEMBERSHIP in order to upload/download CUSTOM PATTERNS?

It's a goddamn QR code Nintendo, stingy ass...

There's so many things wrong with this game, most of them being things wrong with the game since the Gamecube. But on a positive note, there's also a few things right with this game.

For one, Nintendo obviously tried to move the series in the right direction by adding some half-assed form of world customizability (I doubt they did it due to feedback knowing Nintendo, but alas they did something).

All in all, I love Animal Crossing, and I love New Horizons, therefore I happily give the game 2.5/5 stars.

Such a beautiful and stunning game with an enjoyable story and gameplay ruined by grimy Gatcha...

Pros:
• GUYS only (no girls YUCK)

Cons:
• you fall sometimes

I had fun playing Subspace Emissary.

Pros:
• Hentai

Cons:
• Hand cramps
• Cost of lotion

Nothing wrong with it, just not my type of game.

I won't rate since I didn't give a fair playthrough of the game

I'm using tilt controls!

A revolutionary point in the sidescrolling Mario series.

A game without flaws. Completely underrated. Incredibly intuitive controls. Memorable characters. An unforgettable OST (kudos to the composer). Very emotional.

Please share this game with friends and family!

The game does without a predefined cast of playable characters in favor of giving the player complete control over the customizability of their party. From vocations to appearance, players can make their team unique and fit any team composition.

Allowing custom characters has its pros and cons.

Cons:

Your characters lack any personality, therefore the connection between members of your party and their interactions with the story seems rather generic or simply nonexistent.

This, however, does not stop you from imagining a personality for your characters in order to immerse them in the story.

Pros:

You have complete control over how your party performs. Skills transfer between vocations, allowing you to mix and match with a plethora of abilities while in combat.

--

The story focuses more on the interactions and personalities of the NPCs rather than the player's characters, and Dragon Quest 9 does an excellent job at portraying an interesting story with intriguing characters, even if you are not playing as them.

One negative thing I must bring up is the DLC content which added new dungeons, bosses, and items. Because it was tied to the old Nintendo Online services, it is unlikely that you will be able to download the additional content. Through code hacks, I was able to get the DLC apparel items, but I was never able to unlock the new grottos added.

Otherwise, the game is great and should definitely be given a shot.

The Wii version is considerably easier thanks to its point 'n shoot controls. Going back to play RE4 with the original jittery laser pointer just feels uncomfortable.

This game is one of the few games I enjoyed playing multiple times, which I don't usually like to do with games.