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Sure. The first Dragon's Dogma was a special game because of the impeccable way it bridged the gap between genres that couldn't be more different: old-school Western CRPGs and modern spectacle-focused stylish action games. It presented a harsh and unforgiving world that forced you to traverse it with caution and fear, learn its strange contours, and have a shitload of fun doing it because you're playing an action game from the guy who made DMC redefine the genre a second time. The hostility of its design principles gave texture to the world and forced you to be thoughtful in navigating it and pacing yourself.
DD2 promises to shear away the problems that the first game had, with much more articulately defined and interesting classes and an overall clearer vision for its game design. On paper, the game even presents more friction: fast travel is harder, punishments for damage even more strict, the world is reactive, with bridges being destroyed and landscapes terrain effecting the stability under your feet. The classes are all a straight upgrade, each articulating a distinctive and fun role to play as.
All of this collapses, however, because the game is just so goddamn easy. The most fun I had in this game was on the path to the first large city when I wandered into a cave full of Saurians and was outmatched and outgunned the entire time, sprinting between over-leveled bosses and desperately coordinating my pawns to take on the threats we could manage. I got a lot of great items, explored a neat area, it was fun. Once I had decent equipment (like two hours into the game), the pretense of challenge vanishes. Every enemy I encountered in the open world was a trivialized time waste, most areas had no rewarding equipment (the game showers you with money that will allow you to get any decent item before you encounter it in the world), and the places there are to explore are just. Not interesting. I'm tired of Capcom's recent propensity towards utterly grey and dim visuals, and the game's thin storytelling and endless barrage of small ruins and caves along very samey forested trailways are dull to look at and explore. and the enemy variety, jesus christ. Dragon's Dogma 2 is a game that becomes less engaging the more you engage with it, and its lack of challenge renders it into yet another open world checkbox game, just one a bit more annoying to navigate.
DD2 rests head and shoulders above average Sony or Ubisoft slop by virtue of being actually fun to play, but it ultimately falls prey to the same failures every Itsuno game since the original has: failing to create an engaging game around its wonderful collection of toys to play with.

This was something out of left field for me - a capital G great piece of interactive fiction. It's a relatable story about being an outsider, and thought-provoking without being inaccessible. The characters are sympathetic and the narrative is realistic without any dullness: the events that transpire within the story happen every day, and knowing the right course of action is often difficult. The protagonist is Qiuyi Zhao, a student whose apathy and indecisiveness colors the narration. It would be easy for such a character to become tiring after a long amount of play, but the writing keeps her interesting by injecting comedy (sometimes dark) and drama at crucial intervals.

Written over the course of five years, Chen's story contains a high level of detail and choice, with many decisions feeling impactful and grounded. Even as my first playthrough hurtled toward a somber conclusion, I didn't feel cheated. I played the cards I was dealt and handled the circumstances to the best of my abilities, even if they weren't much.

When I finished reading the credits I was met with an achievements screen, displaying possible outcomes and scenarios that I hadn't seen - a solid method of encouraging repeat playthroughs. And so, I reloaded the page and tried again.

Pageant isn't a dating sim, but calling it a CYOA gamebook feels weird too. I would almost call it a survival story - well, as much as you can call a confused student stumbling through classes and extracurriculars a survival story. No matter how you slice it, Autumn Chen's work here is damn engaging. Highly recommended.

Control is a game I should love. I’ve always been a huge fan of Remedy’s games, starting with Max Payne all these years ago. In my book, Alan Wake is an absolute masterpiece and even though Quantum Break wasn’t really my cup of tea, I still respect the hell out of Remedy for pushing the boundaries of the medium with this game. When I saw trailers and screenshots for Control, I was hyped. This seemed to be exactly my kind of game, being heavily inspired by Twin Peaks, SCP, and X-Files. All this with a Kafkaesque twist that shines through the game’s brutalist world and narrative.

Having finished Control now, I am happy to say that the game pretty much fully convinced me with its writing in all aspects. Control has some of the most delightful characters, Remedy has ever created. Dr. Darling, Emily Pope, and Ahti in particular were among the most interesting, charming and just quirky NPCs I’ve ever come across in a Remedy game, or any game for that matter. The dialogue (or monologue) writing in general is really strong. I felt like each character had a weird and fascinating personality and backstory of their own and I loved coming back to each one of them and indulge in conversation. The same goes for the plot and worldbuilding, another strong suit of Remedy if you ask me. The Oldest House is a fantastic setting for a game, especially one with such a strong focus on mystery and the obscure. This house is a shifting place where time and space are distorted. One minute you walk down a regular office hallway and in the next you’re standing in the middle of a huge quarry that extends into the sky. It shouldn’t and wouldn’t make sense in any other video game, but in Control, the weirdness and absurdity of it all is the very allure of the game. Each section that you visit during your time in the Oldest House is enriched by deep and evocative lore that is presented by audio logs, video tapes, letters or just very intricate environmental storytelling. I loved exploring this place and reading up on the strange events and items that you learn more about as you progress through the story.

Exploration and traversal in Control is fun, not only because the writing keeps you wanting to learn more about this place but also because movement itself is a treat. Running, dashing, and levitating through the various departments of the building never got me bored. Same goes for using telekinesis to smash objects into enemies. That shit never gets old. However, speaking of gameplay, this is where we have to address a wide range of issues I had with the game.

For one, the game just feels so drawn out in places. Fighting wave after wave of enemies, that don’t come in a large variety, can become quite tedious. I felt that even though I used different weapons (or weapon mods) and abilities, most enemies were quite bullet-spongy. You do have a large variety of ways to deal with enemies, which is cool, but sometimes I felt like the game just actively discouraged me from playing the way I enjoyed the most. For instance, I loved using telekinesis to pick up items and just fling them right into the enemies’ faces. But then the game decides that some enemies just dash out of the way. I cannot express how frustrating it felt to pick up three items with telekinesis, which takes a bit of time, aim those items at an enemy and release them only to see that enemy perform a sneaky little step to the side and evade my attack entirely. In the later stages of the game, and especially in the DLC sections, this shit happens all.the.time. and it sucks major balls.
Unfortunately, I cannot say anything more positive in regards to the game’s boss fights. I don’t think that Remedy has ever been particularly good with designing fun bosses but this game definitely takes the cake in terms of frustration and tedium. Now, this is naturally a very subjective assessment but for me, all bosses in Control felt super random. Typically, a fight would go something like this: I enter the boss room, shoot and telekinize my way around the arena and the boss kills me with like two attacks that felt like they came out of nowhere. I try again, this time I am a little more careful, run around, dash around, use my shield ability, take cover and manage to decrease the boss’ health by half. Now, the boss decides to summon some additional enemies, some on the ground and others in the sky. Not only do I have to watch out for the boss’ attacks that kill me in one or two hits, I also have to keep an eye out for grenades flying at me or monsters that come at me kamikaze-style and explode on hit dealing massive damage. Sometimes I got lucky and defeated the boss anyway but mostly I had to rely on a semi-cheese strategy. I would find some spot of relative safety and try to stay out of sight, only occasionally attacking the boss and reducing its health bit by bit. I’m sorry but this was not fun and it never felt rewarding when I succeeded. Again, I felt like the game didn’t need those boss fights. They gave me the impression that their sole purpose was to artificially stretch the game length by making them as frustrating and unfair as possible requiring the player to try again and again. The placement of control points, this game’s checkpoints where you respawn when you die, reinforced that feeling. Having to run to where I died for 2 minutes may be an interesting mechanic in a Souls game, but it’s not in this one.

Stretching the length of the game seems to have been the design philosophy in most side-missions as well. The core game consists of 10 missions that guide you through the Oldest House and are very much focused on progressing the plot and giving depth to the characters. Those missions were good, some even great with the occasional awful boss fight in between. So far so good. However, there is a ton of optional stuff you can do in this game and it all sucks. Again, I’m very sorry to say it so bluntly but it just sucks. Boring ass fetch quests, enemy wave kill quests, confusing cleaning (Yes cleaning!) missions that have you run around like an idiot looking for that last mold bubble on the wall, it’s all so very dull and lifeless. Why is this in this game? It doesn’t need any of this. Honestly, I don’t get why the devs didn’t simply focus on designing a tight 9-10 hours experience instead of bloating the playtime to hit that 20 hour mark for some reason. Now, of course you can ignore most of the side stuff but the rewards you get for completing side missions are really valuable. And I’m sorry but just because something is optional, it doesn’t get a free pass to be absolute dog shit in my book.

It should be clear by now that I have my fair share of criticisms towards Control. I didn’t like most side missions, I hated all of the boss fights and I felt like the entire experience was somewhat bloated. I would still recommend getting this game, especially if you’re a fan of Remedy’s previous work and have a fondness for games with strange and mystical worlds and a strong focus on storytelling and character writing. I played this in preparation to Alan Wake 2 and I don’t regret it. If you ignore most of the optional content and focus on the core game, you will probably have a good time in the Oldest House. For me though, I can’t help but feel a little disappointed by some of the design decisions that Remedy made here. It’s a fun ride, but a sometimes frustrating one.

WHEN WE LAST LEFT OFF ON THE PUTT-PUTT DOES THINGS SAGA…

We saw our great hero gather up many items so that he could join a parade, because that is a thing that people generally do in order to feel happiness in their lives, and not only was that parade QUITE the spectacle to see, but it also let Putt-Putt make plenty of new friends along the way, including his new trusted companion, Pep. But, things weren’t all so great in the world of Putt-Putt, because shortly after that, Putt-Putt and Pep were both BRUTALLY MURDERED! They were shot out into space by Crazy McScienceCar whose name I am too lazy to bother looking up, and they were sent to the moon to live out the rest of their lives, but it’s ok, because they managed to find a way back home, so they can live out the rest of their lives on a planet that has oxygen instead, even though cars don’t need oxygen to live, but IT WAS ALL FOR THE DOG! And now, as we approach the next chapter in the epic Putt-Putt Does Things Saga, we will find Putt-Putt taking on his greatest challenge yet…. SAVING AN ENTIRE ZOO…………………. yeah, it’s Putt-Putt Saves the Zoo.

Gonna be real with y’all, it has been a LONG time since I played this game, so I barely remembered anything about it. I do know there was a zoo, there were animals and cars in said zoo, and there was indeed a saving of said zoo, but aside from that, I don’t remember much else about this game. So, after one quick YouTube video later, I then realized that “Oh yeah, this was actually pretty good, wasn’t it?”, and you know what, I think I would have to agree with myself from 10 seconds in the past, as this is yet another solid entry in the Putt-Putt Does Things saga. It may not be as exciting as going to the moon, and it may not do…. anything different from other games to make it stand out, but it still manages to be a very solid adventure game for kids, and it may just be the best game in the series we have had so far.

The story is, once again, spelled out in the title, where Putt-Putt and Pep take a trip to the Cartown Zoo, which is about to have it’s big, grand opening for all of the people, but unfortunately, things aren’t going so hot, as six baby animals have gotten out of their habitats and are now lost somewhere in the zoo, so logically, it is up to this random kid and his dog to go exploring the zoo, find all of the baby animals, and make sure they are able to open in time, which is a decent enough set up, and it does make you wanna save the baby animals, cause you don’t wanna see them sad, afraid, or possibly dead! That would be tragic. The graphics are pretty great, getting rid of the hideous art style of the previous two games in favor of a new fancy hand-drawn animated style, and it works a hell of a lot better here, making the characters look much more appealing and alive rather then the soulless husks they were before, the music is… kinda whatever, just being full of a bunch of tracks that I just could not give a shit about, but I can’t possibly forget the greatest song in video game history, so it at least has that going for it, and the gameplay/control is……… well, if you don’t know at this point, then you have, like, four reviews that you gotta go catch up on, so get to that.

The game is a point ‘n click adventure game, where you take control of Putt-Putt once more, go through the many different standout locations in this zoo, as well as one or two areas outside of the zoo, interact with the many different cars, animals, and random things that you will find throughout the zoo to either learn about the place, help them out with their issues, or to get a new item to help you proceed forward, click on every single thing that you see to either get a new item or collectible, or just to see whatever whacky shit that this zoo has going on inside of it, and also play a couple of minigames on the side as well, just in case you are too bored of the EXCITING adventures to be found in the main game. It is definitely a Humongous game alright, and while this is definitely one of the best ones they have put out so far in terms of presentation, it is permanently trapped in a gameplay loop that may work out for them now, but will probably end up killing them fast.

Once again, we are back to boring car land with boring car people, which almost managed to make me fall asleep, but what helped keep me from doing that is, once again, the visuals. This is, without a doubt, the best looking and sounding Humongous game that we have played so far, as while the animations are still pretty limited, and the movement can be janky at times, everything is really colorful, the designs on all of the characters are very fun and charming, and the environments you travel through are very colorful and detailed. Plenty of effort was put into all of this, making it perfect for any younger players checking the game out, and the gameplay is still solid enough as well. There are plenty of things you can interact with, plenty of places to go, plenty of naturally goofy animations to witness, and even some instances of puzzle solving and quick-reaction times are put into here, making you finally use that brain of yours that you haven’t let be active for the past however many years.

But of course, this is still a Humongous game that we are talking about here, meaning that in terms of gameplay, what you have seen before is exactly what you get here. Ya run around, ya poke things with your mouse, ya watch the funny cartoon do things, and ya wonder how the hell this zoo is gonna be able to stay afloat with such horrible safety regulations on display. If you have played one Humongous point ‘n click adventure game, you have played them all, and this one is no exception, with it being able to appeal to the younger crowd that it was made for, but for literally everyone else, you aren’t gonna be getting any new experiences here. But hey, just like with most of those other Humongous games, the charm and appeal of these games are usually what elevates them in the first place, and this one definitely does that, so I see it as a memorable title regardless of all that.

Overall, despite the ever-occurring lack of change that has become common in these games, Putt-Putt Saves the Zoo is still yet another decent entry in this franchise, one that manages to take the series to new heights with its art and animation, keeps the main gameplay focus just as fun and charming as ever, and has plenty of personality all throughout. I would recommend it to those who were big fans of the previous two games, as well as those who have children who you wanna get into games in some way, because right alongside all of the other Humongous games, this would be a great place to start, and a memorable time for them all around. But anyways, NEXT TIME ON PUTT-PUTT DOES STUFF… Putt-Putt and Pep are going to go on their most dangerous, horrifying, and deadly adventure yet…… TRAVELING THROUGH TI- wait, that is actually all of those things……. huh. Well done, Humongous.

Game #620

The idea of making a sequel to Chrono Trigger seems like a fool's errand, but surprisingly enough, the direction of Chrono Cross as a sequel is magnificent. They could have bitten off Trigger and made a budget-heavy, digestible sequel, but they didn’t. When sequels are made, creators can look back and improve upon their past mistakes. So looking at Trigger, what is there to change? There’s nothing inherently wrong with it, so how can it be improved in a sequel? This is why I respect the vision of Chrono Cross so much as a game and especially as a sequel. It doesn’t do the same thing better, but it rethinks the genre entirely.

Cross introduces so many quality-of-life gaming mechanics that have gone widely unused in the genre outside of its release period, and that is a shame. Gaming has instead leaned into battering you with where you need to be next with a marker indicating where to go, ensuring you’ll never be questioning what to do next. That’s the difference with Chrono Cross. Modern gaming is the equivalent of that one teacher in elementary school who was a little too nice and gave you the answers on your test when they shouldn’t have. Chrono Cross is instead like a well-trained tutor that gives you the tools you need to succeed but doesn’t flat-out give you the answers and makes you figure it out on your own. 

One of the features added that signifies this game's new direction is the ability to run away from boss battles with a 100 percent success rate. If you’re not equipped with magic suited for the fight, used the wrong spell, were about to die, or just didn’t like the way the fight played out, you’re welcome to run away from any fight you want with no penalty. Most games will let you retry a fight after death with no repercussions now, but you’ve got to remember, this was 1999! It doesn’t want you to lose hours of progress from something you couldn’t see coming and instead gives you all the attempts you need to figure out how to beat bosses. 

The gimmick of Chrono Cross's combat is equipable moves. They act as an item of sorts, and you can find them in dungeons or in shops. You need to balance out buffs, consumables, attack magic, and the like in the limited slots available. What makes this weird, though, is that once you use one of these moves, you’re not able to use it again for the duration of the battle, so what you have equipped always matters. That also means that all your magic will be recharged for the next battle. I love this, to put it bluntly. There’s no anxiety about saving all your MP for a boss battle; instead, you’re just expected to have fun and use what you have without repercussion. 

It just makes Cross have this easy-going and well-balanced experience. You’re not required to constantly re-equip yourself in towns or stop at inns. You just kind of, well, play the game. I’m making the game sound like it's way too easy, but no. It has a great difficulty curve, which I’ve come to expect from Square. The way it maintains the difficulty throughout the game, though, is through its fixed leveling. After defeating bosses in the story, sometimes you’ll unlock growth levels. These basically allow you to level up your stats from completing battles up until a certain point and lock off stat gains until you get more growth levels. In other words, Chrono Cross found a plausible solution to creating a grind-free RPG, and it works great. FF8 tried to get rid of grinding too, but it was flawed in its fundamentals by implying that you draw a surplus of moves from enemies, which is a different facet of grinding. It also punished the player for grinding by having dynamic leveling that made enemies harder as you leveled up, which is quite evil for the blind player. It feels like they took into account the flaws of FF8 and reworked them to be less obtuse and more user-friendly.

One of my favorite parts of Cross is its Suikoden-esque gameplay. Cross is, I guess, in the niche sub-genre of character-collecting RPGs. There’s 45 playable characters to get in the game, and instead of heading back to the castle to swap out party members in Suikoden, you can just swap them out whenever you want on the overworld. It was surprising to find a QOL I wanted in Suikoden lying in Chrono Cross this entire time. Obviously, not all these characters are good; many get much more screen time than others. Many stick out, though, my favorite being Karsh, as I loved his character arc. My favorite part about them is all of their connecting backgrounds. Instead of our traditional band of 7 or so party members, Cross focuses on building the world on a broader scale with a large number of characters to choose from, with many being interconnected in some way or another. 

Square’s golden era was during the PS1, and Chrono Cross is a finite example of that. It showcases Square’s innovation and their ability to be effectively experimental, but unfortunately, it didn’t have the impact it rightfully deserved. Much of Cross's game design went unnoticed in the grand scheme of things, as it has many features that I think could have become the norm for RPGs but just didn’t catch on as well as something like FF7. I’ll close by saying that Chrono Cross is one of the best sequels of all time and should serve as an example of what makes a great one. It takes place in a brand new setting and has completely reformed gameplay. Everything is different, almost unrecognizable at first, but the way it intertwines itself into the series is superb.

So we back in the mine.. YEAA YEAAA OO YEAAAH here go Sonik!! After arduous training, he has decided to start his chilli hot dog addiction 😨 fucked up his life at 12 years old. The game is a huge Sonic reference.... on the gear. Sonic I am not gonna sugarcoat here, u got me fuh'd up in the crib. 10 days in the joint made you a fucking pussy! Aside from small hiccups like going through platform, which you'd be excused for thinking it's a Sonic spin'off tradition, the cultural impact of Sonic GG (i played on Master System, eMuLaTeD obv, but the name is too cold sir 🥶) is that Yuzo Koshiro's company worked on the ports by sheer force of will. Whose force and whose will, I do not know.

Now here's what's gonna happen. You gonna say "I woke up, I found questionable level design, that's all I know". Do I need to state the obvious? I was not here. We goin undercover 🤯🤯 ohno, my credible cover! My ass is expectin today, so I don't take "um we made a mostly straight unilayered path with mischievous enemy placement 🤓" as the answer I'm craving for. It squashes your hope. Losing your entire wealth at the single touch of man? Now that is scary. Can't believe my grandparents are about to pass withour having experienced this. It's stomach-opening as they say. Chat, fill his belly with rings. He shan't starve again. Otherwise, the game's speed is...absolutely whelming. Now, it's like Sonic 1 genezis, so I find the defendant not guilty of this specific charge. Hold your hoes, trial not over.

Mr. Sonic GG, as the judge, jury and executioner, it pains me to admit... your visible world map bussin yo. There's nothing more I love in the morning that sip on my own of milk and cereal with the cereal before the milk before the Sonic before schooool and i have INTENSE diarrhea as I have consumed the boss fights!! A testament to my critical thinking, the constant one-shotting as me in intense bloodlust. The solution usually presents itself after a few tries lead to an unconventional method. Glory be to the CEO of sex, I suppose. World's smallest roller coaster... btw the rollercoaster loop things that Sonic used to be using are not there. So much the Master System can do I guess. But I disgress. I have a firm belief the boss fights are the same as Sonic 1, but it sure doesn't seem like it. The chase scene isn't here for instance, and it was that game's worst offender, after me.

Sonic GG has multiple of these offenders, as you've perhaps gathered at the present. El agua exploracíon takes the cake and shoves it down my throat. One of the slowest they've ever been, some are saying. Ancient truly had a fickle mind about Sonic's essence. Their good work and intentions undermined by so many circumstances. They do have peculiarities, first one being the pinball-like bonus arena. Now, I don't really remember how it triggered, but no matter, we're in this bithc!! Fairly simple stuff. The chaos emeralds... I don't know if there is a Mandela effect or something else at play, but for the life of me I couldn't tell you there were any. Google is my only witness on this. Glad Sonic GG exists, though! All life matters. But maybe not underwater, catch my drift. Hold on I should use this pun for a certain racing game's review..

this review will be better in the future but for now...

how come this game had this one random ass human that was as unimportant as a grain of sand to be the one that has influenced an ending that was dark?

parents dying in a car crash, with this mike dude spiraling to a coma, with her sister wondering if she'll make it alive? i mean he opens his eyes and happy thoughts with joey and mari dolls ending it all which is good. but why..?

thankfully they changed it later to the same dude falling off of a tree, accidentally killing himself in the eyes of the girl. shit was HORRIFIED. at least the parents are alive!!!!

Art was very cute, a lot of references I couldn't catch but I liked the ones that I did a lot. The health bar and character icons were a bit intrusive, which caused me to struggle for the first, like, 5 songs, and the only good way to fix that is by removing the HUD in its entirety which kinda stunk.

Good mod, though. Always cool to see such huge mods like this flourish.

I came back to it as did most people when the full version released and there was nothing new that gripped me to play more.

I do have a couple positives, I think the music is really good and each stage has some decent tracks. The variety in characters is quite cool and I am interested to see which ones they will add in the future. I found the combat to be pretty fluid but quite slow and actually quite enjoyable.

Unfortunately there was a lot of things I didn't care for. I really dont like the fighter rotation and I think that a few base characters should be left permanently unlocked for new players to try. There are far too many currencies to keep track of, so much so that I didn't bother at all. Im pretty sure you don't get any XP/Currency at all when playing custom games which is essential if you want to play with more than two people. I may be wrong on that part as I genuinely didn't play the game long enough to notice otherwise.

The devs had a pretty tough break here which is a shame, there is the foundations of a good game here but a lot of work is needed to get it to there. I will probably keep up to date with the game plus any new character additions and I'm not fully against going back to it but I wouldn't in a hurry.

Nano Assault EX is a good game, just not one I'm fully capable of enjoying. Its a rather standard twin-stick shooter/Bullet hell hybrid that at has decent levels, gameplay and graphics, but there are a few fatal flaws that hold it back:

-You can't skip cut-scenes, even when returning to a level after dying. You will die a lot.

-Projectiles are way too small to see, especially on the 3DS screen.

-The 3DS nub is an AWFUL way to aim.

-Enemies are capable of spawning directly on top of you and killing you instantly.

-Though the graphics are unique, they are very repetitive and make the game feel quite bland over time.

If these few flaws were eliminated this would easily become a 4/5 game. As it is however it can still be an alright time and is best in short play sessions.

Got some news for the brothers that made this one, your Plutonia experiment was anything but a success. It was the most diabolical dookie filled experience I ever had the displeasure to play. Even on the easiest difficulty and playing with a friend on Co-op was not a nice time. Literally gave me a headache and just threw enemies in the most dirtiest places to make a “more challenging” type of experience. The levels were kind of meh, but some can actually be beaten pretty quickly which is a blessing in its own right. Why make this and Evilution 32 levels of pure misery. I still love Doom alot though even after being torn apart by these two monstrosities of WADs. No Really!!

This is a surprisingly good port of Street Fighter IV to the 3DS, however there is also surprisingly little to talk about here. It is essentially just Street Fighter IV but on the 3DS. The main issue people tend to have with this game is the fact that your only controller happens to be a Nintendo 3DS, but after playing the mobile version of this game I'm grateful to even have a joystick at all, and it honestly doesn't feel that bad. My inputs were pretty consistent and even most combos were pretty easy to pull off. The only thing that I found slightly annoying was inputting super/ultra moves, but the ability to do special moves by tapping the touch screen completely fixes that, even if it is a little busted on characters like Gief. There is also new headache inducing 3D mode that I would never recommend playing, but otherwise this is a pretty solid port.

Unbelievable how disappointing this was, I will hand it to them though some of the level designs were pretty unique and actually stuck, but with how bad the WAD is as a whole can’t save this putrid filth. Every level just feels boring and is such a slog to go through. Constantly wandering around trying to go through these labyrinths can easily kill the most insatiable itch of wanting to play some Doom. Don’t waste your time with this unless you wanna give it a go yourself, trust me it won’t be a pleasant experience!

After the onslaught of the the Final Doom beatdown I decided to throw this one into the mix because I have heard this one wasn’t too great and wanted to make the unholy trifecta of Doom experiences.

Probably was the best one I played not that it had much competition the past few days lol. Its real short and basically just doing Doom 3 things with killing the classic demons and picking up and scanning PDA’s with a little bit of story thrown into the mix. The double barrel shotgun was my favorite thing throughout this next to Hell of course and I am glad you got to be there for a good little bit of time this go round. Gave me shitty flashbacks of my Diablo 4 run but I digress…

For something that was made by the team way later when the BFG edition came out it seems like there really was no passion in it. Just mindless basic Doom 3 stuff. Wish they would of done more with it, but all around it was pretty okayish.