lance4dragons
2013
2011
2024
Some people are really just hating on peak just because it's made in RPGmaker. Sorry that this doesn't have a deep message, or an amazing art style; it's HEAT and surprisingly deep -- it's like DemonCrawl in that it forces combat onto you to ensure that you're engaging with the puzzle aspect of it, but without the complete overload of items that DemonCrawl has. Completed the main game, looking to complete Confuse (god damn the puzzles are hard) and ready to embark on the trek to an 100% with the relics in the basement.
2007
as a kid i would play the one special stage where the pictures are animated over and over again for some reason. i don't think i ever actually got very far in the game -- far enough that when i picked it up again to write this review, i didn't remember having to blow on the DS to get the leaves to move up -- but i'll be damned if it's not a simple, easy to understand and pick up game.
(sidenote: the devs composed like one original song for this game, and it's a banger)
(sidenote: the devs composed like one original song for this game, and it's a banger)
2011
2020
the game feels like crap to play sometimes and it heated up my computer for no discernible reason, but the character design is cute and the fact it's multiplayer bumps it up a half star
also this game is feature creeped to hell and back. no way in hell you're telling me people memorized the convoluted elemental system
also this game is feature creeped to hell and back. no way in hell you're telling me people memorized the convoluted elemental system
2024
Goddamn it, I think I'm in love with this game. The sound design, the music, the visuals, the complexity of figuring out which hands to build (anything except for full house and straights) is exhilarating. It's so fucking fun, and I'm not even close to unlocking everything yet.
90% of Gros Michel fans stop before getting the Cavendish
90% of Gros Michel fans stop before getting the Cavendish
2023
Probably the worst Luigi's Mansion, but there's still a ton of fun to be had. Hunting down boos, climbing the ScareScraper, fighting the bosses (well, actually, that one's not fun), it's all a great game which is knocked down a couple pegs by the fact that it's not even one mansion. Come on, Nintendo. It should be Luigi's "Mansions". 0/10
2022
Setting aside the fact that the devs seem to have put this game in a coma for some reason, this game was unique, but not fun. A ton of fun characters, but a long grind to get them. A lot of mechanics, but, in practice, none of the mechanics are well explained, along with the perk system that is so anti-everything-relating-to-fighting-games it's hilarious.
2014
Just because you have an unhealthy relationship with video games doesn't mean you have to take it out on this one. You complaining about someone sig-spamming is the equivalent of your 8 year old cousin complaining that your arthritis-ridden great-aunt won't stop using Down B on Kirby.
Anyway, I figured it was time to give a proper review to Brawlhalla, which is, ashamedly, the game I have the third highest amount of hours in on Steam. (Well, fourth, if you count tModLoader as a separate game from Terraria.) Let's start with a couple metrics:
1) Gameplay: Initially, the game feels floaty and slow, but one look at any kind of tournament game will easily rebut that argument. Most, if not all, of the problems with Brawlhalla are revealed to be non-issues upon pressing the dodge button. Seriously, the offensive capabilities of a dash are crazy, allowing for you to rush down opponents instead of slowly walking, allowing "gravity-cancelled" moves when used along with a grounded move in the air, chase dodging to recover back onto stage or to go even further off-stage, and dash-jumping, which, when combined with fast-falling, allows for great, fast, movement and quick aerials as approach options. While it's true that the new player experience is a bit chaotic given that free-for-all is the "recommended" gamemode, the movement always feels tight and responsive, to the point where, after playing this game for so long, other platform fighters just feel sluggish.
2) Graphics: This is the point where I can ding the most points from Brawlhalla, but it's really not that big of a deal. The game maintains a pretty consistent artstyle throughout its diverse cast of characters, having flashy signature attacks that are actually pretty well telegraphed and have some serious flair. I'd say a couple of the taunts are... above-average levels of toxic, but, hey, that's what taunts are for, what can you do?
3) P2W: I see a strangely high amount of people complaining about how P2W this game is, and, like... no? The Brawl of the Week gives a nice amount of gold (same as the daily missions), not to mention the amount of gold you get from the matches themselves. I could probably name 30 F2P games with more egregious monetization than this one, and I could definitely name at least 1 F2P fighting game with worse monetization (hint: it rhymes with "Cultiversus"). On top of that, I see people say that the "meta" picks change often and that it takes a lot of grinding to keep up with that. This is blatantly false; if the weapons in Brawlhalla were characters on Smash Ultimate's tier list, it wouldn't be from Steve to Little Mac, it'd be more like... R.O.B. to Mario. Not only that, but because of how the game is designed, the variance between the "potential" (however you want to measure that) of legends is miniscule compared to a game like Smash. (and, you know. fighters pass 2 costs money. and two of those characters happen to be number one and number two in this game. curious)
So, yeah, don't believe the... anti-hype? Hate train? It's really not as bad as any other platform fighter out there (oh, how the term "Smash Clone" has ruined any discussions about the genre) and I'd say that the fact that it's lasted this long and your favorite platform fighter probably averages 20 players 3 months after launch is a testament to how well designed, easy to pick up, and fun Brawlhalla is.
Anyway, I figured it was time to give a proper review to Brawlhalla, which is, ashamedly, the game I have the third highest amount of hours in on Steam. (Well, fourth, if you count tModLoader as a separate game from Terraria.) Let's start with a couple metrics:
1) Gameplay: Initially, the game feels floaty and slow, but one look at any kind of tournament game will easily rebut that argument. Most, if not all, of the problems with Brawlhalla are revealed to be non-issues upon pressing the dodge button. Seriously, the offensive capabilities of a dash are crazy, allowing for you to rush down opponents instead of slowly walking, allowing "gravity-cancelled" moves when used along with a grounded move in the air, chase dodging to recover back onto stage or to go even further off-stage, and dash-jumping, which, when combined with fast-falling, allows for great, fast, movement and quick aerials as approach options. While it's true that the new player experience is a bit chaotic given that free-for-all is the "recommended" gamemode, the movement always feels tight and responsive, to the point where, after playing this game for so long, other platform fighters just feel sluggish.
2) Graphics: This is the point where I can ding the most points from Brawlhalla, but it's really not that big of a deal. The game maintains a pretty consistent artstyle throughout its diverse cast of characters, having flashy signature attacks that are actually pretty well telegraphed and have some serious flair. I'd say a couple of the taunts are... above-average levels of toxic, but, hey, that's what taunts are for, what can you do?
3) P2W: I see a strangely high amount of people complaining about how P2W this game is, and, like... no? The Brawl of the Week gives a nice amount of gold (same as the daily missions), not to mention the amount of gold you get from the matches themselves. I could probably name 30 F2P games with more egregious monetization than this one, and I could definitely name at least 1 F2P fighting game with worse monetization (hint: it rhymes with "Cultiversus"). On top of that, I see people say that the "meta" picks change often and that it takes a lot of grinding to keep up with that. This is blatantly false; if the weapons in Brawlhalla were characters on Smash Ultimate's tier list, it wouldn't be from Steve to Little Mac, it'd be more like... R.O.B. to Mario. Not only that, but because of how the game is designed, the variance between the "potential" (however you want to measure that) of legends is miniscule compared to a game like Smash. (and, you know. fighters pass 2 costs money. and two of those characters happen to be number one and number two in this game. curious)
So, yeah, don't believe the... anti-hype? Hate train? It's really not as bad as any other platform fighter out there (oh, how the term "Smash Clone" has ruined any discussions about the genre) and I'd say that the fact that it's lasted this long and your favorite platform fighter probably averages 20 players 3 months after launch is a testament to how well designed, easy to pick up, and fun Brawlhalla is.
2023
Great tech demo and sign of things to come, but the balancing is kind of wack (there isn't really a point to doing anything with the stars other than manifesting extra bullets and getting peer level 2, other than the secret ending). Great idea, just needs a little time in the oven to be the best example of a shmup done in this way. Excited to see what the dev does next.