Tarpstone
BACKER
2017
I respect the attempt at a different approach to track design with random generation (especially since Codemasters has been guilty of recycling tracks from game to game), but once you've played a decent amount you'll have seen all of the rally segments...and stitching them together in a different order doesn't really bring the soul back. I'd much rather have 10-20 well crafted, complete tracks vs. 50 shorter segments mixed and matched. It almost felt as if they were trying to split the difference and please arcade + sim racers with a single game; as such this DiRT came off a little hollow compared to the more cohesive arcade offerings of 2 and 3, or the pure sim of DiRT Rally.
FFXV was different in some great ways. The "four guys on a road trip" dynamic was something I never knew I wanted; as a result, even though it's not the strongest narrative in the series, you still find yourself getting attached to the party. Having now played XVI, the combat here feels a little lacking for those looking for action (to be clear, I prefer pure ATB or turn-based). Luckily we were still graced with another incredible soundtrack - have spent many work hours since release listening to Hammerhead on repeat.
2016
2015
2016
2016
2016
2016
Long live StreetPass, but this is one of my least favorite Mii Plaza games overall...each round of passes only gets you a few seconds of gameplay, and getting a bad color distribution is a little too punishing (can be totally ineffective sometimes against later bosses). Still inching my way toward all gold medals, 7 years later...
2016
2015
2015
2015