boogieman117
BACKER
Bio
Dad, husband, father, homeowner, IT Guy, EMT, gamer, ⚽️ fan. Wearer of many🧢’s.
Dad, husband, father, homeowner, IT Guy, EMT, gamer, ⚽️ fan. Wearer of many🧢’s.
Badges
GOTY '23
Participated in the 2023 Game of the Year Event
1 Years of Service
Being part of the Backloggd community for 1 year
Popular
Gained 15+ followers
Organized
Created a list folder with 5+ lists
Listed
Created 10+ public lists
On Schedule
Journaled games once a day for a week straight
GOTY '22
Participated in the 2022 Game of the Year Event
Busy Day
Journaled 5+ games in a single day
Best Friends
Become mutual friends with at least 3 others
Noticed
Gained 3+ followers
Elite Gamer
Played 500+ games
Gamer
Played 250+ games
N00b
Played 100+ games
665
Total Games Played
017
Played in 2024
089
Games Backloggd
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Recently Reviewed See More
"Hollow Knight" is the cutest, "git gud" 2D platformer I've ever played. The graphics are beautiful, with the backgrounds being the best eye candy I've seem since "Dead Cells". The progressive unlocking of areas and items were borderline impossible, with me wandering off into a new area more times than not - usually paying for that curiosity with death. Speaking of in-game death, the game is so punishing in the Souls-like, 'die here, go back and get loot' mechanic that I have counted at least 4 times where I uninstalled the game after losing 4-figure amounts of Geo, only to reinstall it the next day purely to satiate my curiosity with where the game goes next.
I found the game just short of too minimalistic for my liking; I wasn't hoping for an Ubisoft-like checkbox 'quest list', but I needed a bit more visual assistance than simply putting icons on a map. The story was as evasive as I had to be during boss fights; there if you're looking for it, but super easy to miss if you're pre-occupied with exploring or trying to get back to your dead body for loot recollection.
I think what bothered me by the end of the game the most was the internal 'grind' for upgrades; the amount of times I had to double-triple-quadurple back to places I've been (albeit, was more OP than the previous times) went from quaint and airy to 'where is the nearest fast travel point' and 'is this upgrade REALLY worth it?'
I'll summarize the review with this: This is the best Metroidvania that I've completed from beginning to end, but I was overcome with joy not for the stories ending (got the bad ending), but for the ending of the story.
I found the game just short of too minimalistic for my liking; I wasn't hoping for an Ubisoft-like checkbox 'quest list', but I needed a bit more visual assistance than simply putting icons on a map. The story was as evasive as I had to be during boss fights; there if you're looking for it, but super easy to miss if you're pre-occupied with exploring or trying to get back to your dead body for loot recollection.
I think what bothered me by the end of the game the most was the internal 'grind' for upgrades; the amount of times I had to double-triple-quadurple back to places I've been (albeit, was more OP than the previous times) went from quaint and airy to 'where is the nearest fast travel point' and 'is this upgrade REALLY worth it?'
I'll summarize the review with this: This is the best Metroidvania that I've completed from beginning to end, but I was overcome with joy not for the stories ending (got the bad ending), but for the ending of the story.
It’s not a core “The Walking Dead” game, but that doesn’t mean that the mechanics aren’t just as quick-time heavy, the graphics are as good, the decisions as compelling, and the story as heavy as anything from Clementine’s story. I feel just as impressed with “Michonne” as I do with the core series, only this felt more compressed and intense due to its smaller length. If you’re a fan of the core “The Walking Dead” games, definitely give this a chance.