Okay, I had my eye on this game for a while since I've been getting into horror lately. I started out expecting an average teenage slasher thing but it was so fucking insane to be thrown into some weird ass supernatural creature hunt by gypsy-hating creepy rednecks. Choices, writing and not having a proper epilogue really sucks though

Road 96 is a piturbation that romanticizes third world country problems from a Western perspective. Everything feels like a children's fairy tale when you listen to the worthless stories of caricatured characters who are affected by an order in which people suffer more and more each day, while walking on the roads full of so-called "terrible" country conditions. In order not to stereotype their work even more, an American-like atmosphere was created by avoiding Middle Eastern country aesthetic but it only made it clear that these writers were very foreign to reality. This game is nothing more than a cheaply formulated interactive Netflix project with Hollywood-like action sequences, characters who always act optimistically, an unnecessary traumatized serial killer plot, thieves who were created for comedic relief but emptying the game's entire message and illusions of impactful choice. The intersections of each character's stories feel as disconnected and inappropriate as can be. While there is a revolution down at the gate, an irrelevant family reunion with poorly written dialogue creates a huge disconnect between two situations. It is a really brazen work that fetishizes the suffering of people and hopeless society with many sentences such as "I went through difficult roads but what I went through changed me and this is a good thing.". It's also extra frustrating that game tries to transition into a heart-wrenching experience thanks to the cheap act of revolution in finale, as it reveals that this studio is pontificating in a fantasy world where they thought everything could be solved by riots. I didn't look at who made the game on purpose and when I saw French names in the credits everything fell into place.

Fuck French people

Aside from being a passionate love letter to cinema, The Wreck couldn't used the power of storytelling in video game medium well enough, despite its highly creative narrative ideas. They work well on paper, so you can't help but think that maybe they should've stay on paper as a novel. But game's sensitive and striking dialogues manage to carry its heartbreaking story about domestic traumas along with grief. And entire gameplay is just a loop and it ties that loop so perfectly to final of the game that it's hard not to be amazed.

What a downgrade this game is after two great games. Everything starts to fall apart minute by minute after making the perfect introduction with its striking opening. Nothing major happens for the rest of the campaign except the ten minutes where the gas is released into Gotham. Because all the main missions consist of beating waves of thugs or fighting a squadron of drones. Arkham Knight is all about this cycle. There is not a single boss fights in this game. THERE IS NOT A SINGLE BOSS FIGHTS IN THIS GAME. Instead of dedicated boss fights, we get on the Batmobile and fight with 60 drones. Like what the actual fuck? While Jason is standing with the sniper, I beat some thugs and grapple under him. Ne oluyoruz amına koyayım? Arkham Knight chasing us with a digging vehicle from ending of the Incredibles and I'm baiting him into bombs. C'est quoi ce bordel? There are no other boss fights in main story. Asylum had an unique Scarecrow boss (in my opinion the best Arkham boss) level. Croc had a thrilling level that didn't allow to slightest error. City had a very good Ra’s fight. Mr. Freeze was one of the best boss fights in video game history. Deathstroke fight in Origins is still talked about by lots of people. There is no excuse for Knight's disappointment in boss fights. There is nothing in this game that I can call creative except intro and Joker’s final. Mad Hatter was just going to be interesting but it just turned into beat the damn thugs level.

Biggest reason for this disaster is the absence of Paul Dini. Number of people who can write a Batman story as good as Dini can be counted on the fingers of one hand. We're left with such an empty game because Rocksteady writers couldn't write it the way Dini integrated his villains into story. For example, they put Two-Face and Penguin on crappy side missions and destroyed their significance. Both of them are caught with ordinary missions and thrown into custody. Therefore, they increased Batmobile combats as much as possible. Instead of fighting in the Batmobile all the time, they could add variety with the Batfamily, which they use in wrong places. I believe not even calling the man who wrote Asylum and City for third game is just killing the project from start. So, Hush and Azrael have been horribly wasted and their storylines starting in City have been axed.

The exact moment we meet Arkham Knight, it’s very obvious who is behind the mask. On top of that, the lack of emotional intensity while he revealed his identity hurt game’s narrative. Batman is a tough character but he lost Talia, Joker, Jason and Barbara; and slowly started to turn into a clown prince in a short period of time. A breaking point was needed for characterization to progress, but that point never came. I loved the concept of Joker in Batman's head and waited for the point I expected to come out of here, but sadly it didn’t.

Also it’s a completely personal complaint, but I hated mechanization of costumes. I played my whole game with New 52 suits. Idea of Batman walking around in heavy armor really bothers me.

Arkham Knight makes all the mistakes that an "epic conclusion" shouldn't make. It takes all the elements that make the story epic and replaces it with things that make it banal. Therefore, it cannot go beyond being an empty job that looks pretty. It recklessly spends the legacy created by it’s predecessors. That's why Arkham Knight writes its name as one of the worst sequels for me. In a final note: THE PERSON THAT CAME UP WITH THE IDEA OF COLLECTING ALL TROPHYS IN ORDER TO FIGHT RIDDLER, YOU ARE THE SATAN HIMSELF.

https://www.youtube.com/watch?v=oL3sXFeB8YQ

Finally a game inspired by Earthbound, not copying it. But still I'm tired of psychological coming-of-age indie games with cute art style trend. Then again, A Space for the Unbound always managed to hit the right notes and blew my mind away. It makes an excellent presentation to its mysterious story, keeping the player lost between reality and fantasy just like watching a Makoto Shinkai film. Final chapter in particular has been an emotional rollercoaster at full speed. ASFTU was definitely worth my two year wait.

https://www.youtube.com/watch?v=fDblciIdBo0

If I spent 11 hours of my 12 hour playtime in a detective game just searching for more complex evidence, that's more than enough to make Paradise Killer great. I didn't care enough game's very childish approach to fanaticism, anti-capitalism, god complex, no-discrimination, class conflict themes with it's extreme characters. What immersed me in Paradise Killer was the soundtrack and masterfully constructed mystery. Because I was able to solve the case thanks to a hole that I randomly encountered while going to endgame trial. Otherwise, I would go to trial without being sure of anything. Paradise Killer is a game that made it's flush royale in the final with its manipulative, unexpected and clever moves like a pro poker player.

https://www.youtube.com/watch?v=1AGkgzVZMGk

I actually finished the game a few weeks ago, but I took a while to write a review so I wouldn't be fooled by the intense emotions I felt in final scene. Every criticism I made for the first game has been corrected with drastic changes in this game. My biggest problem with Innocent was that it was a narrative disaster. It was an emotional story told without a slightest emotion. This time, Requiem presents its story very strongly. While the increase in dialogue between two siblings greatly contributes to empathy, the memories called "souvenirs" are strikingly beautiful. Also, playing this game without the french dub is a crime. Chemistry between Hugo and Amicia is 50x better than the english version. Theme of the story unexpectedly changes in last chapter, which creates some problems. And this ceases the development of Amicia blooming as a traumatic protagonist. Simply, they executed the essence of TLOU2 but much more amateurish. Still, encounter with Basilius and the following chase sequence was one of the best levels I had seen in AAA games in a long time. Puzzles are still bad but gameplay is much more fun, much more dynamic and much more diverse. And music is just a masterpiece.

https://www.youtube.com/watch?v=bqa-P5Gw5s0

As if it wasn't enough that I encountered a lot of bugs in the first two hours, I can't progress in the game because of a bug in the second chapter. Please, I'm begging you to finish your games and then release it.

Immortality made me read the explanation of a work for the first time in my life. Because I constantly interpreted the game as a critique of the art world and a work that underlying causes of a mentally unstable actress's illness. Again, in the game, the destructive effects of being an artist on a sick person were emphasized. I considered people in the subverted footage as the alter egos of the main actors. Exactly because of these thoughts, I could not get the story and subtexts in my head. When I thought I had made some sense of something, there was a much bigger gap elsewhere. At least that's what I thought about the story. Turns out Immortality is just a divine supernatural story that doesn't dwell on any of the themes I mentioned. What a pity.

"This game series adapts to the choices you make. The story is tailored by how you play."

The biggest lie of Telltale's games is this opening sentence. The choices made in any Telltale game so far have not changed the story. We couldn't prevent Lee from being bitten or save Ethan from Ramsey. There was really only one game where the choices had a huge impact and that was Wolf Among Us. Because in fact, thing that the choices affect in Telltale games is not story. It's the moral stance. The whole game tells how Bigby's moral scales are perceived through eyes of other characters. Or Lee's principles and teachings shape the personality of an 8 year old girl. This first season is lacking this core element, a failed and more importantly uninspired Batman media trying to be a terrible copy of Court of Owls. The toughest choice for a character like Batman who has turned his ethics into a "code" shouldn't be impaling a criminal to construction bar or not. Meaningful choices such as constantly supporting our mentally unstable friend and not burning his face should not be resulted as meaningless by transforming the character into Two-Face. A huge disappointment and an even bigger waste of time.

A very cool story concept wasted with a very weak narrative. It even lacks empathy which is the essential element for an emotional story. All the characters are like a blank sheet of paper with nothing written on it. There is no emotional interaction between the two main characters in a survival story focused on two siblings. Chapter 13, where we explore Amicia's subconscious, shows how shallow the character is. The old lady we spoke for like 2-3 minutes is presented as a very important role model to Amicia in that chapter. As for other issues, the gameplay is very monotonous but surprisingly not boring. The graphics and atmosphere are well-done. Music is the best part of the game because soundtrack of A Plague Tale is in top 10 video game music I've ever listened to.

It's a half-hour cute mini-game compilation. And it's obvious that game has a very limited budget, but if it had blended this wonderful art style with actually good mini-games and great narrative, it would be an incredible Pixar game.

Virtuaverse is a monument for disappointment and mediocrity. It's one of the worst cyberpunk stories I've ever seen. It's gameplay is just ridiculously tedious and slow. If you skip a single damned item that required to progress in the story, you are forced to do very looooooong backtracking. I have less than 1 hour to finish the game but I won't watch 5 hours Youtube videos to find one item because there is nothing I expect from this game anymore. Nice artstyle, bad game.

If we remove low frame rate, goddamn Kai levels, irritating "pets", 1 second parries, cringe dialogues, crappy boss fights, irritating voice actings except Serkis & Nariko, poorly written villains, awful quick time events, annoying disc puzzles and horrible story; it might be good.

Cool aesthetics and music tho

Fabled Lands is a game that I added to my wishlist because it looked amazing and I couldn't resist the cheap price. As an RPG fan, it's a pity that the great potential of this game is wasted due to major issues. I hope these problems will be fixed before leaving early access.

Combat is simply incredibly unexiciting, easy and boring. I only died 4 or 5 times in 12 hours because of combat. If I had 2 more health potions with me at those fights, I probably would never died. The enemies are just practice dummies, our character is bland, the combat mechanics are bad, so everything is highly unenjoyable. I never felt like I was fighting in a fantasy universe, but rather in a bar fight. Skills are meh and there is no skill tree. We learn skills by buying scrolls or books from the market. Unfortunately, the gameplay part of the game is disastrous.

There is no purpose or story in the game. We just go from city to city and work like an errand boy. Our character does not have any personality, all the existing choices are meaningless. In addition, even though you have done everything in a place the question mark still appears, making the game even more tiring. It's annoying to keep rolling the dice for the same things every time. It would be much more enjoyable if these were random events on the road instead of being fixed events in a location. Because although the chance of dying in combat is low, the chance of dying in these events is very high. Therefore, you will either save abuse or always start with zero items.

My last problem with the game is that there is no companion or side character. Wherever you go in the open world, there is no one you can communicate with. All NPCs are talking about giving a task and thanking you when the task is over. This was another reason for the emptiness I felt while playing the game. There's a huge sense of purposelessness in Fabled Lands, and it completely undermines the overall enjoyment of the game.