The important thing is to just embrace the approach that speaks most naturally to you, I think. There are drawbacks and benefits to every approach: Rog's style might be light on facts, but the emotional and subjective aspects of playing a game are just as important as analyses of the framerate, gameplay modes, etc. Particularly since he acknowledges and accounts for his own biases going in. He's also quite funny, which is its own virtue.
Foxy's approach has the benefit of often deep-diving into the design of these games. I gained a great deal of actual knowledge about how Jade Cocoon 2 operates, for example, just from reading her post on it. I also like the background information she incorporated into the Crash Bandicoot remastered review, since it gave me some grounding historical context for the product itself.
I expect people, myself included, will change things up and try different approaches if it seems fun or suits certain types of games better (my next two "reviews" will actually be radically different than usual, because I don't see a lot of point in going at them with my usual style). But I also expect they'll do what works out for them. And, @RogerRoger@Foxy-Goddess-Scotchy you're both fabulous at doing what you've done, and continue to do. The only thing that matters is that you continue to authentically pour yourselves into your posts.
Currently Playing: Resident Evil Village: Gold Edition
@RogerRoger Brilliant review dude. I would say "thank you for playing this jank so I don't have to" but I've already played it in split screen on the 360, which was an interesting experience to say the least! 😂
Anyhoo, I have to agree with @Ralizah how great all the different styles of reviews we get here are. I like writing in the more emotive, descriptive style, focusing on elements that give me an emotional response. @Foxy-Goddess-Scotchy's Crash review was excellent, too and very informative.
ZombiU on Wii U.
It is a survival horror game. Originally it was a Wii U exclusive, but disappointing sales figures meant that it was eventually ported to PC, Xbox One and PS4 as Zombi.
The game involves playing as a random survivor of the zombie apocalypse in the centre of London. You'll be guided by a mysterious character known as The Prepper, who'll watch you from the CCTV cameras as he'll offer guidance on survival. The story is fairly basic, mainly involving gathering supplies and investigating what's going on (instead of doing the obvious thing and trying to escape a densely populated city overrun with zombies).
The gameplay is first person, and involves exploring various areas while killing or evading any zombies in your way. There's plenty of back and forth between the different areas, but shortcuts and fast travel points can be unlocked to prevent the traversal from becoming tedious. The cricket bat is the primary weapon in this game, but there's a variety of weapons that can be used if you have enough ammo, such as pistols, shotguns, and crossbows. There's health packs and ammo to be found, but they are usually in short supply. The slow and careful approach is generally best in this game, taking your time to advance and gradually taking out zombies one at a time.
There are some cool London landmarks that will be visited during the course of the game, but mostly the game takes place in dark and gloomy streets, buildings and underground passageways. The flashlight will help you to see in the dark areas, but even that's risky. Zombies will be attracted by the light, so it's harder to stay hidden with the flashlight on.
There's a sort of permadeath in this, as if your character dies, then you'll start back at the safehouse again with a brand new random character, armed with only a cricket bat and a pistol with 6 bullets. It's likely the previous character will now be wandering around as a zombie near where they died, if you can defeat them then you can reclaim your items. Annoyingly, your past characters don't always show up (especially if you die multiple times), so you could lose any items they had. If any weapons are lost by this, then the weapons will generally respawn somewhere in the world, and your computer in the hideout can help find them. The permadeath system isn't as bad as it sounds, as unlocked shortcuts and fast travel can make it much quicker to get back to your previous location. Also, zombies don't usually respawn in areas that are directly related to your current objective, making it easier to get back to where you last died and continue with the story.
The real stars of the show though are the title characters, the zombies (or should that be zombis?). The zombies in this game look like actual people who have turned in zombies. They'll be wearing either standard civilian clothing or other uniform. Zombies move at a fairly slow pace, but they're still frightening and a deadly threat to the player character. The zombies in this game have a secret weapon that's common in zombie movies, but is rarely seen in other zombie games, and that is their bite. Zombies will do the standard swinging arms around thing and other attacks to reduce your health, but they'll also bite the player character if they get the opportunity to. If they bite you, then you've lost. Your character will turn into a zombie, and you'll start off in the safehouse again with a brand new character. Later on in the game, you'll get a syringe that'll offer some protection against the bite, but even then zombies will still be deadly.
Combat is alright, but can quickly get repetitive. There's a few different types of zombies to battle, but most of the enemies feel very similar. There's plenty of weapon types, but scarce ammo means that a lot of the combat will involve repeatedly hitting the zombies on the head with a cricket bat. Zombies don't work as a group, so often it'll be easy to lure zombies towards you one by one (they're attracted by your flashlight), and take them down individually. Battling a single zombie with your cricket bat is easy enough, it's only with multiple enemies attacking at once when things get tense. One annoying thing is explosive zombies, who have a canister on their back that explodes when hit. In the game's dark and gloomy environments, there's been a few times where I've swung the cricket bat at them, only realising that they're explosive zombies when it's too late. Losing in those situations feels cheap and frustrating. Occasionally zombies can seem to come out of nowhere when you're making progress on your current objective, while that is frightening but also feels a bit cheap.
Gameplay makes extensive use of the Wii U touchpad. If you've found and hacked the CCTV control panel in the current area, then its map will be shown on the touchpad. The touchpad also has a scanner mode, which let's the player use the gyroscopic controls to look around and analyse nearby objects or creatures. The gamepad is also used for inventory management, and allowing you to quickly switch between equipped items and weapons. It's also used for some tedious tasks, such as tapping on the screen a few times to remove a barricade from the door.
The gamepad also has a radar, which shows a red blip for any moving nearby creatures. That's very useful for detecting nearby zombies, but it's not foolproof. The red blip could just be a harmless bird or rat moving, and the radar won't detect any stationary zombies. So while it's helpful, there's still a lot of tension because you can't be sure of what the radar is showing or not showing.
The game carries on while you're looking at the gamepad, so it can be easy to miss a zombie moving towards you on the big screen while you're looking down and browsing your items. This does a good job at adding tension, as your character is exposed while the player is looking down and using the gamepad features.
There are some social elements to this game. Messages can be left on the walls (consisting of a few symbols from a selection of symbols), which can be used to warn other players of zombies and tell them of any useful items. Messages can be marked as "Don't Trust" if they're misleading, which helps reduce the potential for misuse. Other player characters who have died and turned into zombies will occasionally appear in your game, and you can kill those zombies and take whatever items they had. Similarly your dead characters can occasionally appear as zombies in other player's games, and a message will pop in the corner of the screen when another player kills your zombie.
One other issue with this game is the loading times (I'm playing the disk version if that makes a difference). They're long enough and frequent enough to be annoying. It's especially noticeable when you're try to open a door to another area, where you'll have to wait around for a while before it opens.
So overall, it's a decent enough survival horror game. It has a good amount of tension due to the zombies, dark environments, permadeath, and from having to occasionally look down at the Wii U gamepad while looking away from the main screen. However, the combat can get repetitive, and a lot of the dark and gloomy locations can be dull.
I liked how disempowered the player was. Combat was slow and clunky, but, considering you're playing as ordinary citizens, it makes sense that you'd not be a killing machine. They also added tension to situations where I'd not even really feel threatened in other games.
IMO, the GamePad integration really made this game. It's what tied the experience together, which is probably why it was so poorly received on other platforms.
I never finished my copy, though. Thanks for reviewing this. I might return to it soon and see if I can finish it.
Currently Playing: Resident Evil Village: Gold Edition
Two months after starting it and nearly 50 hours of gametime later, I’ve finally completed Valkyria Chronicles 4
🔚 I realize this is a long post and probably not of interest to most people, so I did a one paragraph summary at the bottom which you can jump to if you don’t want to get into the details of this niche title and are just curious about the big picture.
Small Disclaimer
{Also, although I played the entire story mode and all the Skirmishes, I didn’t do most of the Squad Stories — only opening up about 7 of the 14 total. They take some effort to unlock and I don’t know if I will go back to do the remainder. And I have not dabbled in post game content which is pretty fleshed out with some extra content.}
Intro
I’m going to find Valkyria Chronicles 4 a hard game to review because there aren’t other similar games that I can easily compare it too. It’s a pretty unique game and unlike any other games I usually play. I guess it’s categorized as a strategy game (actually ranked #1 on Push Square’s “Best Strategy Games on PS4”) and the fact is that I don’t play strategy games. So I really don’t know how Valkyria Chronicles compares to others in that genre but I get the feeling that it’s not really a typical strategy game either. Nevertheless, it’s all semantics I guess — I may not be able to break down it’s virtues as a typical strategy game, but I can certainly tell you what I liked and what I didn’t. I just won’t be able to say, “this such-and-such mechanic is not as good as game X’s version...”
Gameplay
Speaking of its gameplay, if you’ve played the first game, then you’ll be right at home with this one. So we do have that comparison to the predecessor game (I’m ignoring the PSP exclusive VC2 and the Japan exclusive VC3 for purposes of comparisons). Outside of a few additions like the new grenadier class and an all new cast of characters, the game looks, feels, and plays just like the original.
And that’s a good thing. The first game had a charm to it that this entry has definitely built upon and it really is an overall improvement over the already excellent original game.
The gameplay is indeed very strategy oriented — each battle is a large chess match of sorts as you move and position your troops around on the battle field, each class has its own limitations and advantages and so it requires tactical breakdown of the landscape, the enemy positioning, and the kind of troops on the field between you and your objective. However, added to the turn-based strategy, there is also an aspect of role playing, relationship building, equipment management, and a very heavy emphasis on story. A huge chunk of the experience is sitting through story sections of static images with voice acted text windows, a la a visual novel.
I guess all I’ll say is that the core gameplay is an additive mixture of different elements. And it’s fairly simple and easy to pick up, but each battle has an endless amount of variations you could take towards it. The last third of the game got a little challenging, with one mission in particular making me quite frustrated. But as a whole the game is not difficult. I was able to “A” rank all the missions I played.
And I never got sick of the gameplay parts. Each battle introduces varied terrain, new enemy types, and occasionally slightly different objectives. I do wish they had more variation in the end objectives, rather than “Get from point A to point B”, as the few missions where you have to do different things like send a message or find a hidden spot were too few.
Also, there is a mechanic in the game where squad member have others in the group that they like and so if you deploy them together they get a little boost in performance, but I found this not very helpful. And I want to use the characters I like, so I would prefer a system where relationships build over time and leaves it open to form your own likes amongst squad members. Just a thought. ...Maybe in Valkyria Chronicles 5.
Story
The game is fun, but there are times when it dragged for me during the story telling segments between battles. Nevertheless, if you stick with it, the story is actually better than expected and had a nice build up of tension, conflict, and moral dilemma. Despite it having plenty of fun juvenile goofy moments, the narrative does have some subtle depth and worthwhile messaging.
Unfortunately the dialogue has too much filler content with meaningless conversation, while the narrative will also make drastic jumps to conclusions without explanation or logic.
The topic and themes are an interesting mix, and a fine line to walk for the writers. On the one hand they are tackling a fantasy style retelling of WWII and its atrocities. Some of the subject matter is pretty heavy. Then on the other hand it’s a animated, funny, light-hearted coming of age tale about a bunch of childhood friends. I’ll also give the story some leeway because it’s a Japanese game and as such does a few things like this that Japanese writers do. Heck, even the now topical Kojima, the most Westernized of Japanese game developers, has a penchant for mixing into his games a bunch of silly out of place moments that have little to do with the plot. The Yakuza games come to mind also - where as fantastic and tragic as the core narrative is, there is a lot of stereotypical frivolous fodder scattered throughout to detract from the heavy drama and to add comedy relief. Persona does this too.
So as a Western gamer, you’ve got to be expecting a little of that Japanese fluff into the narrative. But the writers did well to keep one foot planted in each side of serious and playful, but for me the story just meanders a little too much. It is enjoyable to get to know all the different squad members, but the main characters drone on about nothing entirely too often and we run into some anime tropes and humor. The localization is quite well done though, most of the jokes translate over well, even if there is a few that just miss the mark.
Again, even though it overstays it’s welcome and meanders a bit too much in the delivery, the tale of Squad E and the Second Europa War was an interesting one. I was invested in the plight of the characters and the world and was satisfied with the climactic points and conclusion.
Voice Acting
The voice acting was on point for the most part. The main characters emote well and deliver lines with passion. There were a few misses on occasion, especially amongst the side characters and I thought Raz was a wee-bit annoying with his over exuberance.
I was impressed with the diversity among the cast, as there were regional American, British, French, and Asian style characters with accompanying voice accents.
>> [small side note] I’ve always wondered how a foreign accent translates into the Japanese language voice acting. For example, when done in Japanese, is there a distinction between how a character is voiced who is British vs one who is American? How does a French accent sound in Japanese? Or, for example, the character Stanley has a heavy American Southern drawl in the game like he’s from Texas or Georgia which fits his character personality and how do they convey that nuance in Japanese? Anyways.... I digress.
The voice acting is mostly good and at times exceptional. ...Except for the dogs Fenrir and Rags, whose growls are clearly voiced by a human actor. That was a little cringe-inducing, to be honest.
Graphics and Art
A word about the graphical presentation. With the anime-ish roots of the game the visuals are not particularly advanced or ground breaking. I played the first Valkyria Chronicles on PS3 which looked fantastic and I’m not sure how much better the remastered version looks on PS4, but VC4 looks pretty much like the first game graphically. The animation is relatively basic and limited, the vast majority of story scenes are isolated picture frames of the characters faces only as they talk back and forth with a handful of stock gestures. It’s a stylistic choice I suppose that is more in line with the storybook presentation, but it is graphically simplistic by today’s standards. There are full motion cutscenes also at the most important story points, and these are quite lovely, I just wish there were more of them or, better yet, that the whole story was full cutscenes rather than the text box depiction.
Despite not pushing the PS4’s graphical abilities, the art design is quite beautiful and I love the painted appearance of the game, the wonderful use of the color palette, and the interesting variation in each of the character designs. It’s lovely to look at. The storybook presentation is also nice to navigate and it works thematically.
Quick Summary
Valkyria Chronicles 4 is a fun and addictive game, mostly for its unique take on strategy gameplay. Although the visuals and core concept have not strayed very far from the first game, it improves upon it in nearly every way. The story might drag a little and be off-putting at times due to its lack of cohesiveness and penchant for hit and miss humor, in the end it tells a pretty potent tale of love, loss, war and morality. Definitely recommended for fans of almost any genre, even for those who don’t usually like strategy games or visual novels.
I’ll go with roughly a 7.5 out of 10.
@Foxy-Goddess-Scotchy Thanks! And it’s interesting to hear the example of P4 Arena. I suppose Japan has regional accents, some of which are the stereotyped as prim and proper (British equivalent), simple and rural (Southern US), or blue collar hard working (Mid Western), etc ... so I guess it translates well.
But yes, I would recommend giving one of them a try. Probably the original Valkyria Chronicles Remastered first, although the story of VC4 does not depend upon having played VC. But you can pick up VC Remastered for pretty cheap and despite VC4 being a better overall game, it’s not that huge of a jump. Honestly I don’t remember much about the story of the first game other than the setting and the cute romantic side story. I recall it being pretty decent though.
“We cannot solve our problems with the same thinking we used when we created them.”
@Th3solution Glad you enjoyed VC4. Still one of my favorite games this gen. Its improvements from VC1 are subtle, but had a big impact on my enjoyment of the game.
You're right that the game hardly looks different from the PS3 original, which is a testament, I think, to how well the watercolor-esque art style holds up.
Unsure how foreign accents are localized in Japan, if at all, but I do know that people with kansai dialects in anime/games are often localized with strong Southern drawls (that is, Americans with southern accents; often texan accents, in particular). They're not really the same thing at all, but it's the easiest way to localize a situation where a character from another part of the country speaks in a noticeably different way.
Now you get to play the post-game, where you're basically a necromancer who can revive the people who died during the course of the game; even Minerva's slain girlfriend Cristel, which is highly disturbing, when you think about how much that traumatized Minerva. Of course, the game doesn't address the fact that you're basically having your living soldiers live and fight alongside resurrected zombies. Except for Raz, which the game won't allow you to revive, lol.
Not only are there other main story squad stories you're missing, there are also post-game squad stories, more story cutscenes, a harder version of the final boss fight, a raised level cap, an unlockable True Ending, etc.
And then you get the DLC!
I'm slightly annoyed that people who bought the game at launch don't get cheaper access to the DLC now that the complete edition is out, though. At least, not on Switch. I think Steam purchasers got upgraded to the complete edition for free.
Currently Playing: Resident Evil Village: Gold Edition
@Ralizah Ah yeah, it was a good time. I think it’s a great mishmash of game genres and I just love the combat.
The part I struggled with was the mission where you have to take on the Vulcan and Crymaria at the same time. And the AI was so much more aggressive and nearly impossible to take down, even from the high vantage point. I think it was Ch. 14.
Yeah, I am tempted to do the post game and extra squad stories. And now that you mention, I’d like to see Minerva reunited with Cristel and play through their story
In a way I’m already craving more of the game, but in a way, I feel the need to move to the next game. Fortunately this game is not twitch muscle memory dependent and can be picked back up after a break and easily back in the groove. I just loaded my clear save and looked over the post game menu and the Cenotaph but I didn’t really get into or understand how to approach it. Talking about it makes me want to try it eventually. We’ll see.
The game certainly did not skimp on content. There is a load to do here.
How many hours did you devote to the game, including doing all the post game?
“We cannot solve our problems with the same thinking we used when we created them.”
@Th3solution VC4 still has a number of issues. The physics in the real time movement sections are wonky, to say the least (I always get a kick out of trying to run my tank into characters). The boss battles... well... they suck. Sort of like with Fire Emblem games and side-scrolling brawlers, the well-tuned gameplay kind of breaks down into unfairness or tedium when you're faced by one or two really overpowered units. Some chapters still do this annoying thing where something happens partway through that COMPLETELY changes the calculus of the battle, and can often lead to you losing through no fault of your own, just because you didn't prepare for the scenario changing completely. The story... isn't bad, but it's tropey. Same goes for a lot of the characters. The game's treatment of sexual harassment is... not great. Worst of all, though, is that you can still basically scout rush huge chunks of the game, for the most part.
Despite all that, I still love the game to bits. There's really nothing else quite like it.
There's easily 100+ hours of gameplay in VC4. Probably more if you want to max out characters levels. Not including the DLC, of course.
I think, on my next playthrough, I'll do a 100% run with Japanese audio + all DLC.
@Ralizah Yeah, like we’ve said on these forums before — some games are greater than a sum of their parts. Most of us have favorites that can be dissected and critiqued harshly on a granular level, but when you take the experience as a whole, they just resonate as fantastic experiences.
An example for me is MGS5. I can’t argue that the game has its faults. But I just loved it besides all that.
I feel like VC4 is a great game, but I personally wouldn’t put it over Detroit Become Human or Red Dead Redemption 2 for GOTY 2018. But for you it clicked and transcended above all its little weaknesses to be your favorite. And that’s okay. I can’t argue with that.
“We cannot solve our problems with the same thinking we used when we created them.”
@Th3solution Detroit was extremely decent. Glad I played it. Not sure when I'll get to RDR2, though. I'm swamped in games right now, and after March my 2020 is pretty much booked.
Any idea what you're playing next?
Currently Playing: Resident Evil Village: Gold Edition
@Ralizah My last two games to complete have been Concrete Genie and VC4, both extremely unique and peerless games; then I started The Last Guardian, another very artistic game with a novel and distinctive style. After a couple hours of it I decided I want to take a break from the unorthodox and spend time in something familiar. I do enjoy games that trailblaze or are creative and different, but I kind of just feel like something conventional now, so I started Assassin’s Creed Origins, a game and a series I’ve been meaning to get into for a while. It doesn’t hurt that I was reviewing my 2019 gaming goals and one of them was to try out one of the new AC games. After playing the first 6 games in the AC series, it definitely grew a little stale and I haven’t spent time in an AC game in several years. Origins has been a ‘reinvention’ of the series supposedly so I needed to give it another chance.
Well, my first impressions after a few hours are mixed. My preconceived ideas of the experience are pretty accurate; the game is very familiar to what is popular now in the post-Witcher 3, Skyrim, Fallout, Dragon Age era of Western RPGs — that is, a large open world action stealth title with copious map markers, side quests, exploration, and character progression. A time sink to waste dozens of hours running around in and advancing a story at a snail’s pace whilst killing progressively harder baddies with progressively better equipment and skills.
In fact, in the opening hours I feel like I’m just playing a re-skinned version of The Witcher 3. I’m not sure how I’ll do with this. The reason I stalled on W3 was because it overwhelmed me with its sheer volume and for some reason I just couldn’t get into any momentum. AC Origins does have the benefit of having come out a few years later, so it has an extra coat of polish and quality of life improvements that might make things more palatable.
I’m extremely early, but I really like the falcon or eagle or whatever that bird is. I forget its name ... Senu or Samu or some-such. Anyways, that’s a great way to quickly explore and prep an area to visit or infiltrate. It’s a borrowed version of the buddies from MGS5, akin to what D-dog and Quiet can do for you in that game, although so far a little less useful since it doesn’t attack (at least not yet).
The game is graphically and technically solid so far. Even the map is beautiful. I think it helps the immersion that the game looks so good, so we’ll see.
As opposed to The Witcher 3, I have a history with the gaming universe of Assassin’s Creed so I feel I might be able to stick with this since I ‘get’ this world better, narratively. Still, one of my early complaints about the game is how it drops you into the world so quickly without any exposition. The training is pretty streamlined and the foundation for who the characters and enemies are is lacking. So far the big antagonist I’m supposed to be trying to kill is just some priest guy who this random NPC friend of the protagonist basically says, “He’s a really bad guy, trust me. He needs to die.” and that’s about the extent of it. I don’t feel any animosity toward the bad guys, its just a little paint-by-numbers so far. I understand the desire to get players into the meat of gameplay quickly, but I really don’t feel attached to Bayek at all and the first town seems a little like a demo that exists in a vacuum. I’m sure it will crystallize at some point and I’ll care about what’s going on in the world, but I just hope it happens in the next 2-3 hours or I’m going to have trouble continuing. I guess I’m a guy that just needs a solid enticing story to compliment the gameplay.
Being a history buff, I feel like this might help me stick with the game too, although ancient Egypt is not one of my strong suits.
It’s a long response to your question, but I’d been meaning to drop an early impression post about ACO anyways 😅. If anyone has any encouragement or advice about ACO, then I’m all ears.
Thought I would try my hand at a quick review on my lunch break:
For this, I'll pick Afterparty which I played on XB1 (but is available cross platform).
Afterparty is the follow up game from Night School Studio's, the creators of Oxenfree, a mauch lauded and very enjoyable narrative game from 2016. I was excited by Afterparty because of Oxenfree, which told a very interesting horror/sci fi thriller within a branching narrative that offered wildly different stories depending on the choices you made.
Afterparty loosely follows this template, in that the game is another narrative story with limited user interaction. The plot focuses on Milo and Lola, two lifelong best friends with social issues who find themselves dead and sent to Hell. There they find that Hell is largely made up of bars and heavy drinking and set about trying to challenge Satan to a drinking competition in a loophole that would allow them to return to their lives on earth.
I won't say more because this is a heavy narrative game. From a gameplay stance, the game is very basic. You control the characters and mainly navigate them around very linear worlds where you only real interactive is dialog choices and occasionally drinking. There is a drinking mechanic which means that depending on the type of drink, you can get different dialog options if you chug the drink during conversations and interactions.
If you don't like narrative games with minimal gameplay, obviously the game won't be for you. If you do like narrative games, I wish I could say that this was up there with the best but I'm afraid I had a few issues with the game.
Firstly, there are some points to the game that are just stellar. The voice cast is diverse and fantastic throughout. There are some interesting characters and some story mechanics that are very funny - including the concept of a personal demon that is created just for your personal torment that provides both laughs and drama. The dialog is very good and does an excellent job of conveying the characters. The soundtrack by Oxenfree alum scntfc is great, pulling on demonic elements with a beaty rythmn that has some great background tracks. The art design is also really nice and Hell has an interesting look.
On the bad side, at time of playing, there were some serious performance problems. Regular stuttering, items and NPC's popping in and out and some delays with speech or so on. For a not graphically sophisticated title, this is disappointing and I am not normally someone who minds a few slowdowns but it was very very noticeable for me.
Worst though, I am not sure how the branching narrative worked. I wasn't sure that my choices had really mattered in the same way they seemed to - I have only done one playthrough so not sure but from what I could, these make minor changes to the story and not massive divergent branches depending on what I did. From a story point of view, it felt a little predictable in places once you go the rhythm.
Overall, I liked the game but, for a title I was very much looking forward to, it was not as good as I had hoped. At approx 4-5 hours long, you aren't looking at a huge time investment. I enjoyed it for the characters, voice acting, music and world - all of which are very very good. However, technical issues marred it and I think the branching narrative was possibly too limited to make it a classic of the genre. 7/10.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@RogerRoger Hmm good question (and thanks for reading). I may well give it another go through as I know that there is at least one variation from a brief google but it is just a little too long for me to give it that quick play through. I am more likely to play Oxenfree again because I have spoken to a few friends who finished that game and all of us had different paths.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@Th3solution I was talking about that with a colleague yesterday - I just struggle to do be a jerk in these games. Something about wanting to be a good person maybe!
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@RogerRoger Same here - I've already googled a bit of Afterparty after reading your message. I think if it comes to Switch and is on sale I may give it another go.
For Life Is Strange, I'd still play that the same as those were the answers I identified with and for me, that is part of the fun of the game. The answers should resonate with how you want to play.
@Foxy-Goddess-Scotchy I would recommend it if you like narrative games and realistically, a couple of evenings would see it through but equally I could see this being popular with let's players. Oh and thanks for the kind words!
As for my next review... well I am not sure. I may do AC: Odyssey or God Of War: Ascension on PS3 because I have nearly run through that... because there is one thing any forum needs and that is an amateur review of a 7 year old game on a previous gen system.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@Rudy_Manchego Thanks for the review of Afterparty, I loved Oxenfree so will give that a go at some point. Usually I would wait until it comes down in price, but I felt a bit guilty after how much I enjoyed Oxenfree so I pony'd up for extra content. So I don't mind pay a bit extra than I normally would to support the devs.
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
@RogerRoger That’s a wonderful retrospection of Abzu. I’m so glad (and relieved, since I had talked it up a little) that you enjoyed it and were able to connect with the game. Your summary is right on point with what the game is intended to be, I think. Very well-written approach to giving your thoughts and impressions, yet shrouding the experience in mystery for those who’ve yet to play it. Awesome!
“We cannot solve our problems with the same thinking we used when we created them.”
@Foxy-Goddess-Scotchy Oh great! Nice write up on Legacy of Kain too! We got two quality reviews back-to-back!
I think you nailed it there about the game probably suffering mostly from its era of development. It’s one of a few games I’d be curious to see a remake of. Good job!
“We cannot solve our problems with the same thinking we used when we created them.”
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Topic: User Impressions/Reviews Thread
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