The puzzles became a bit samey, but loved the parts where you explore the world the puzzles are set in. A very creative take on the puzzle genre none the less.

Gave up after 20h. Could not get past the clunky dialogue and akward pacing. Seems like the cut scenes wasnt edited to macth the english translation. I liked the battle system, but the gameplay overall just felt outdated, and the exposition just seemed never-ending. Upgrade system and shop mechanic was also bad.

A magnificent horror game, although it gets a bit too action oriented towards the end.

The puzzle side of the game was fun, the rest not so much. The story was uinteresting, the dialogue was poorly written and the voice acting painful to listen to. Credit to the devs for trying something new though.

Nah, the combo of hack&slash with uninteresting plattforming/ledging(?) got old pretty quick. And since the story also was run of the mill, this is a kind of game that's playable, but not worth playing.

A game I wanted to love, but no. They nailed the rock cliches and have done a great job with the characters, and the "chemistry" between them is perfect. The downside is average gameplay, repetitive sidequests and to little to engage in overall. The fighting with Eddie is fun, but controlling the headbangers not so much. More adventure and less RTS, thanks. I think that would've made a better game. Then they could have focused on the main crew, and how cool would it be if they had let Eddie be able to summon the Metal Gods (ozzy, lemmy) FF-style to wreak havoc on the enemy?

More of an art experience than a game, but worth the time if you're looking for something unusual and unsettling. The atmosphere and concept is pretty unreal and otherwordly, but in a good way. The puzzles are fairly simple, but there is a timing to some of them that can be annoying.

Very addictive gameplay and a fun world to explore. The power up system is made in a manner so you can adjust the challenge without changing the difficulty and you can choose for yourself what and when you want to take advantage of them. It's not hard in any way, so it's also a good game for relaxing with.

Visually very appealing and looks like a children's game, but it's definitely not. The platforming can be brutally hard in certain places and it's more frustrating than fun. I never got comfortable with the "floaty" controls of Ori, which made some of the pin point precision timing on jumps incredible hard. The game is also quite hard on the mechanical side of the controller, since Ori has a lot of moves, which sometimes needs to be chained together very rapidly in order to progress. I wanted to love this game, but when the credits rolled I was just glad to be finished with it.

Pretty much a perfect platformer in every way, and a huge step up from the first one. If you haven't played any of the Ori-games I would urge you to play this one, and skip the Blind Forest.

This is probably more of a mental note than a review. This game is shelved per 25th of april, mostly due to slow gameplay, tedious fights and the game mechanics in general. More specifically:
Slow backtracking, wish the Crow could run
The upgrades mostly feels insignificant, f.ex on base level strength some enemies takes three hits with the sword and two with the hammer, which is the same number of hits they need even tough strength is upgraded to 4 of 5.
After the fight with the frog king the world opens up a bit more, but absolutely all exploring is meet with more bosses and more waves of fights and upgrades enemies.
- Secret area for upgrading the bow -> bossfight. same applies for both bomb and grappling hook
- new area to explore in the overgrown ruins -> fight these waves of enemies
- you think the ordinary Knight was a pain in the ass? Meet Poison Knight!!!
- New area in the Sailor area: fight these waves of enemies first
So yeah, that's some of the things that put and end to my journey into this game, for now.

The lore and story, and the execution of it is among the most intriguing I've come across. It's a bit more on the nose, than say Hollow Knight, but it's a real feat delivering cosmic horror in this fashion.

Gameplay wise I'd recommend you get a controller with a turbo function on it, because the fighting is button mashing and a numbers game. I may not be the most skilled player, but sometimes there's so much going on I can't even see my character, so be aware if you're more on the casual side.

I think you do this game a disservice thinking of it as a Metroidvania-roguelite. Of course these elements are there as building blocks, but they use them to make Sundered bring something new to the table.

Backtracking can be a chore as there's no fast travel spots, and the amounts of enemy encounters could've been toned down, just a notch. Otherwise a very enjoyable game.

Every positive thing you've heard about this game is probably true. It's fun, addictive and hard as hell. I'll never be one of those who can do a no hit-run on 5BC, but that shouldn't discourage you from trying this game. Especially since they've included custom and assist mode, which let's you experience the whole game and tailor the difficulty precisely to your level.
The DLC's are also higly recommended.

Given the gameplay loop I don't think Dead Cells is a game you "finish" on a set date, because it's very easy to make another run if you have some minutes to spare.

The setting and world building of Oddworld is so uniqe that I couldn't resist revisiting it through this "new and tasty" version of the game. But I probably should've left my fond memories of playing this on the PS1 alone, even though I can't get me to dislike this remake.

I think the world of Abe has come more alive here and the actually playing is more aligned with the cutscenes, and just for that this is worth revisiting, or experience if you haven't played the original version. It truly come off as a world that exist in it's own and you just happen to be able to be a part of it. Everything happens between the characters, from Abe's perspective and a lot of developers could learn a thing or two from this game on how to deliver context, story and dialogue without having to rely on "exposition talking".

What I had forgotten was how clunky Abe is to control, and that I downright hated the parts where you control Elum. After finishing those sequenses it didn't feel rewarding in a mastering kind of way, but more just lucky with the timing of the jumps. And I can't help but feel some of the puzzles are way harder because the enemies can now spot you from positions where they earlier was off-screen.

I don't regret playing this remake, but it would've benefitted from making Abe, and especially Elum, easier to control, maintained more of the originals "grittiness", make the visual cues on the maps more obvious and have a least one more directory later in the first stage.

Having played SteamWorld Dig 2 before this one, and enjoyed it a fair bit, it feels like a simpler and more stripped down version of the same game. The digging has a soothing feel to it, but I bored quicker here compared to the sequel.

It's not a bad game by any means as they have taken everything from this one and improved and expanded it in SWD2. If you haven't played any of the games and just want the best go straight to the second one. If you want the full lore, you should start with this one.