The first half of Cry of Fear delivers a top tier horror experience. Its claustrophobic environments create a sense of unease and the deliberately janky combat amplifies the tension. The light puzzles help it maintain a well-paced flow, preventing any sense of monotony.

But then, Chapter 4 hits and I go : https://www.youtube.com/watch?v=dsV7JoDPajU

It takes an unexpected turn into an uninspiring fetch quest with a more action-oriented approach. This slight shift in gameplay in increaseing enemy spawn rate in more open areas, doesn't quite align with the game's Silent Hill-esque combat. Moreover, the iconic Half-Life 1 jank become more unbearable during platforming and nightmare sections, making me a lot more grateful for Valve's inclusion of quicksaves in all their singleplayer games.

As for the story, it's alright. Although, like with some other indie horror games, I can't help but evoke the thought, 'this is just doing what Silent Hill 2 did way better.' But it's worth noting that Cry of Fear was developed by a group of college boys, not a team of AAA professionals. The game radiates a genuine sense of passion and commitment and the flaws don't overshadow the effort and dedication poured into creating it.

It has heart, a somewhat janky heart, but it is still in the right place.

There goes my hero. Watch him as he goes.

I just completed Kane and Lynch, and I must say it's one of the worst gaming experiences I've ever had. It plays like Hitman: Blood Money except strip away the stealth and the strategizing, leaving only the shooting aspect to be the sole focus, which makes it already doomed to be a disaster. But Kane and Lynch manages to outdo itself in its ability to make me miserable to the point of straight up crying during the final chapters.

One of the major issues is the abysmal accuracy of the guns, which I initially tolerated for the first few chapters. It's baffling to have such poor accuracy in a third-person shooter where you're supposed to be an experienced mercenary. Additionally, the game's cover system is outright schizophrenic. There were countless moments when I expected to take cover in a spot, only for Kane to refuse to snap into position. It's equally frustrating to watch my teammates repeatedly walk into a hail of bullets, forcing me to constantly revive them. However, if you happen to get revived more than twice, You'll overdose and die. An "realism" aspect that was really needed in a game where you genocide the fuzz and the population of Cuba.

If the intention behind Kane and Lynch design was to immerse players in a miserable and chaotic world, mirroring the psychology of its two protagonists, then they certainly succeeded. I found myself appalled rather than enthralled by the Inner psyches of Kane, the neglectful sociopath, and Lynch, the character who seems to revel in unpredictability for the sake of being 'le random xd.'

I've had enough, Goodnight.

Michael and Trevor if they were well written

This is pretty much based off my life except they didn't get the part where i take 5 mg of lithium and 100 mg of seroquel per day

there are actually many similarities between thalarctos maritimus and man

Prairie Kingdom has fallen

Billion cats must die.

Why does everyone in this game have glossy eyes?

this is like if half life 2 was a skateboarding game

I usually love platformer games about breaking combos but, MAN, this felt so weirdly dull and lacking of energy to me to the point of freaking me out.

where's the dank, Moe, the dank!?

I'm a Buddy girl in a Buddy world
Brad is joyful, It's painful
You can slice my eye, Give me joy anywhere
Mutation, Brad is an abomination

Come on, Buddy, let's get +JOYED
Ah, ah, ah, yeah
Come on, Buddy, let's get +JOYED
Ooh woah, ooh woah
Come on, Buddy, let's get +JOYED
Ah, ah, ah, yeah
Come on, Buddy, let's get +JOYED
Ooh woah, ooh woah