9 reviews liked by waffly


12 years on from the strange, incomplete original, DD2 is more of the same, uneasily sitting between the uncompromising Souls series & more conventional narrative ARPGs. At times evoking a desolate offline MMO, DD2 is at its best when out in the wilds, the sun setting at your back & two or more beasts landing on the path ahead, all Arising out of dynamic systems.

The main questline unfortunately does not play to these strengths, with much of Act I confined to the capital & some really dull writing. Fortunately, writing does not maketh a game, and side-quests that take you out into the unreasonably huge map are much more interesting, and really need to be sought out in the crowds and corners of the world. Keeping track of these with the bizarre quest tracker is uneven and obtuse: you’re either reading the landscape and tracing clues or just beating your head against a wall figuring out what the game requires of you.

Dragon’s Dogma 2 is singular, not quite fully realised, a beautifully rendered physics-heavy oddity. The art direction is profoundly generic, but so deceptively understated it at times resembles a Ray Harryhausen film, full of weight, movement and character. DD2 makes you feel like you have friends, albeit stupid friends, who'd throw themselves off a cliff for a view of yonder.

Mad fun gameplay and exploration. The mad long load times kinda hurt the pace tho

I loved the combat and the movement. The story was such a slog though. The pacing (especially with miles and martin Li) was so bad. And having venom and kraven as both being main villains is such wasted potential because both of them are so powerful, and deserving of their own game... kraven just felt under utilized. I think this game just does great set up for a future game

Struggled to put together my thoughts on this. Escalates from mediocre to engaging somewhere about ten hours in, followed immediately by an overwhelming sense of emptiness. All of Bethesda's quirks are here in the worst ways: dead mannequin npcs, clumsy systems that don’t quite cohere, a terrible main quest that drifts across the flimsy surface of alien artifact sci-fi stories.

But something worse about this one is the lack of texture. There are very few freaks, minor discoveries off the beaten path, companions that make you feel something (Nick <3). Everyone is so nice, the politics completely empty. Cities are so strange and dead, with sound design attempting to evoke the density of Night City but lacking any real scale - the abstraction of a fantasy setting no longer here to distract you from asking: why is this just one square block?

This must’ve been a monumental effort to produce, but why dedicate seven years to creating a pale echo of The Expanse, Mass Effect & Firefly? There are hints of another game in here - one with meaningful travel and fewer, more fleshed out worlds - that was abandoned prior to shifting to this smooth, soulless, bloated final form.

Thief is methodically mapping space from the shadows. Thief is exploring an architecture of absurd, arcane labyrinths. Thief is rotoscoped & roughly layered 90s FMVs scored with industrial beats.

The Black Parade, a fan campaign mod for the now 25 year old Thief: The Dark Project, brings Thief into the present as an act of alternate-history building. Within the tight restrictions of the Dark Engine, this imagines what Thief could be given decades of further contemplation, or in this case, seven years of development led by famed modder Skacky.

The Black Parade echoes iconic levels: here is a mansion, or a sprawling, vertical city, a rain-swept church, a plague stricken derelict district. But everything is now denser, more honeycombed, more varied. At times you’ll be lost, but they’ve paid special attention to every room’s volume, materials, light and colour, so that your mental map is as rich as your potential targets.

Thief separates itself from other Im-Sims by refusing to be an everything-game (Deus-Ex). You are a thief. You can’t fight for shit. You can jump from carpet to carpet and knock someone out if you’re good, but you can’t do much about two guards on your tail. Thief is narrowly designed to do one thing. The Black Parade knows this and is as close to Thief 3 (5?) that we’ll ever get.

GTA V is a stunning game on many levels with a huge city to explore and a compelling (if a bit messy) story, but there’s a shockingly low amount of worthwhile content in the campaign besides the main story missions, and Rockstar’s insistence on sticking with PS2-era mission design is way more embarrassing than people give it credit for. In fact GTA V’s campaign is packed with underwhelming missions. Whoever at Rockstar thought that stevedore mission was a good idea should’ve been tarred and feathered.

The only reason to play GTA V today is GTA Online, a multiplayer mode so successful that Rockstar decided they could go another decade without making another GTA game.

Love pretty much everything here except for whatever the hell they did to the ui

Remastered to remove the grime,
That makes me really want to rhyme.
Tis a crime to steal a dime,
But worth your time if spent on 'Metroid Prime'.

Ever wonder to yourself,
As you look upon your shelf,
Why do I exist? What do I do with all my wealth?
If you are one to squee,
And don't want 3D Odyssey,
Miyamoto would agree, give big Mario your money.