Alexa play Three Days Grace - I Hate Everything About You

[Mfs don't ever put tiers to enemies back again]

Legends never die but colossi do.

SM 2018, after a long streak of absolute-shit Spider-Man games, was a treat for all of us players. It revitalized the superhero genre in a similar fashion to Arkham City. I do appreciate the Metroidvania approach with a closed world in superhero games, but when it's about Spider-Man, you can't go wrong with a modern open world. Suit abilities, gadgets, and the skill tree were finely adjusted. Both very well-known and somewhat underdog characters (like Martin Li's Mr. Negative) were introduced smoothly in an intriguing story that also captured Parker's persona far better than previous attempts. My biggest complaint would be the side activities, and despite the strong cinematic presentation, bosses were lacking in terms of gameplay variety.

Played it a few times back to back both on PC and PS. Platinumed it. I like the tension of 7 better but Village often feels like a reimagined version of 4. RE4 being its muse is understandable and the balance between exploration and action is well adjusted in Village. The maps (especially the Castle) were a blast to have while puzzles are being not dumb enough (luckily). What is far more interesting is the fact Ethan Winters is a better characterized than the most of the OG cast.

Had tons of fun while running for the plat. It was the ultimate dodge ball game. Wish it stayed around longer.

I like Ubisoft when they do passion projects. Riders Republic is clearly one. It's the glorified Steep. Incredibly satisfying to bike, ski, glide. All extreme sports are nailed spot on. Also had a good multiplayer experience. Not problem free but its deeds are definitely greater than the sins

I can't vouch for the side missions in this one. Their lack of presentation (if you call two npcs staring each other a presentation) led me to a boredom that I tried hard to delay. Up to that point though, swordplay was brutal and brilliant. Its open world aspects were not quite choking as it also included quick grab for the materials. Its wayfinding (via the wind) was an interesting asset to the game though I don't remember it as special. The story and the ending was servicable.

Misunderstood gem.

(A game all is about the costumes and a fucking sleepyass hub world but the costumes rarely differ and if they do you probably would want to abuse a selection of them to break the levels. Yuji fucking Naka... This game will be forever remembered by Dunkey's video.)

Belanı sikeyim çılgın Sharky. Oyunun yarısı lootbox açmak. En son oyun içi sayaç da buglandı platlayamadım içimde ukde kaldı.

Imagine bringing Esposito to discard him effortless. His role was alright, with or without him the game was going to be a hell to play through. The ending was unsatisfying. Compared to FC5, story progression was smoother yet still fucked up. If it didn't have strong fundamentals it'd be a total wreckage. FC6 has the most generic ideas ever. Only fun bits of the game were the special operations. Ngl, I liked running those stuff.

A subpar experience, was pretty overbearing too. Once you get to early-unlock some shells/items you can tank your way through. There's nothing in that I could potentially associate with fun but for the sake of completion I did it anyway. The ideas might be something to take a notice on but their implementation were plain. Lack of tracks (which always sought after not only in souls-like but in any good action-rpg game) and poorly designed levels killed it for me. The progression and backtracking was frustrating at best. I get the team was small and this supposed to be modest work. Considering those, you can give it a shot but I wouldn't say you'd lose much if you didn't.

Ugh... I wouldn't have played it if it was not for PSN Plus. It was a rough one but still playable. I thought it could hook me cuz Sumo Digital was involved but they couldn't get the task done. DnD Dark Alliance was the same and probably now, Gang of Sherwood will be the same. These games, unfortunately, lack polishment and often left uninspired and even worse, unbalanced. Being highly dependent on cooperative work if people would leave your work you'll be left with nothing. Promote it as hard as you want to, it won't be long lasting. The fundamentals of the game is weak and that's all there is to it.

I always liked the mainline Dirt games. Skipping the very first Colin Mcrae game, the 2nd was a blast. 3 was a treat. 4 was a rally... But it helped me to get introduced into that scene. All dirt games somehow worked. 5 was the weakest link for me but going back to the arcade roots was probably a necessary step. It had cool game modes had similar aspects to ONRUSH (which is another game I liked around those times) but it was nothing special.

After god awful Flatout 3 and 4 (and while not being as awful, Dirt:Showdown, Gas Guzzlers, Carmageddon and so on and so forth), Bugbear's Wreckeft acts like a pain reliever. It's a fine tuned destruction.

It came and went away silently within a year or so. Had a shit optimization. I had enough patience to plat it on PS5 knowing that it'd eventually die and at some point it'd be unobtainable.

The traversal was cool. Characters were shifty and that actually elevated gunplay quite a lot. I liked the vampire classes and the perks that you could obtain during the game. As well as the city's artistic design. Despite all these, it was going to die and everybody knew. Can't elaborate further than that. It's hard to survive in a bloodhunt where there are already bunch of great battle royales already. Bunch of good ideas went to the grave.