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therealminime

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Games played in 2016

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  • Things to remember:

    -the revelation of what variety of puzzles there were, aka listening to the tape on reflections (moon on lake) and then realizing the waterfront puzzles are solved via reflections!

    -what the fuck, there are full motion videos???

    -that weird as hell "waking from the game" easter egg video

    -the collaboration between the boyos to solve puzzles, and "have you seen this"

    -the first time, after 12 hours, you discovered the + environmental puzzles (the path at the castle)

    -the end game puzzles!

    -the intense, incredible satisfaction of beating a puzzle that has given you trouble

    -not being rewarded artificially, you reward yourself. the reward for solving a puzzle is more awesome puzzles

    -natural learning of puzzle logic and problem solving, coming and going from areas as you become smarter

    -the game design as a whole

    -30+ hours in a week

    Perfect?

    http://ludix.com/moriarty/psalm46.html

    Perfection through simplicity

    -enjoy something for what it is, don't look so closely at everything

    -best credits sequence

    -best boss fight

  • -Veteran was insufferable, the least fun I've had, most angry I've been

    -easy is maybe too easy

    -Defending the avenger mission

    -the awesome progression into super soldiers

    -way better tech trees, tons of customization

    -addicting as hell

    -30+ hours in a week

    -destructible cover is great, fire

    -too much jank, the framerate, little glitches

  • Very good story that is unlike game stories. Small, focus on complicated human emotions.

    -feeling like part of something bigger

    -running away from problems

    -mystery was fun and underwhelming in the right ways

    -trick with pictures was cool

  • The Following DLC

  • -the core mechanic is so creative and allows for so much insane badass action murder

    -the whacky as fuck meta story of playing the game in VR and killing yourself and the game telling others to buy it and the walking through the loading screen and all the weird other games and the chat and holy shit

  • -Seamlessness of the world, coming and going from DZ

    -the world itself, the insane density, clutter, and attention to detail

    -shooting feels really good, as does the movement (traversal stuff and cover transitions are great)

    -numbers matter, not just DPS but accuracy and ROF have huge meaning

    -weapons have good recoil, have to stay on top of it

    -fashion is great

    -separation of armor and fashion

    -side stuff is super mundane

    -story missions are all in very unique, custom levels, decently challenging

    -end game is very thin (at launch)

    -Dark Zone seems pointless, no good loot found, leveling up takes forever because you just get EXP from killing guys

  • -the most relaxing game I've played in a while

    -being able to progress at whatever speed I wanted to is nice

    -few times it gets boring while you wait for things to get grown

    -interacting with things (watering) can be frustrating since controls are weird and dude doesn't always do what you think he's going to

    -great music and charm (town music sounds like banjo spiral mountain)

  • -The intro was fucking flawless, 2 more hours of that please

    -combat didn't click at all

    -movement (the warp) was a bit wonky

    -camera wobble, judder, and 30fps made me feel bad

  • -show is not very good. It’s completely watchable though, like a higher budget web series

    -I like that the show provides insight into other happenings in the world, the hero isn’t there for them

    -Shawn Ashmore is a good protagonist

    -his outfit (jeans especially) get dirtier as the game progresses

    -gameplay is fun, shooting is somewhat challenging, time powers are fun to string together

    -movement is like witcher 3 OG, doesn’t bother me

    -visuals are profound, combat looks amazing, but the time stutter set pieces (boat and bridge) are the best looking things I have ever seen in video games without a question. A few times cutscenes look real. Said ‘holy shit’ our loud numerous times

    -decent, kind of messy time travel story. I was engaged enough with the visuals, characters, and story to want to keep playing

    -Lance Reddick character as a weird timeless human thing is super interesting

    -had to stop myself from just playing all night

    -did everything there was to do

    -not as quirky as other Remedy games, but has it's moments of weirdness

    -the ambition of the whole is hugely commendable

  • -exceedingly gorgeous, the colors, motion blur, framerate, and on screen action all combine to make it look constantly amazing

    -great mix of old and new, feels like an old game like Wolfenstein did while still being new in modern convenience game design

    -super fun shooting and fun platforming

    -first ratchet game, I love the format of planets that can be revisited and the sort of Metroidvania aspects of coming back with new gear to collect more stuff

    -weapon variety and upgrading is great

    -card pack stuff seemed scary for 2 seconds then it's not. I like know when things first appeared

    -I would play at least two more full, all new Ratchet games of this quality

    -nostalgic for it despite much time with RC games. I like what it represents and the time and place it reminds me of

    -story telling is bad, the cutscenes are fairly flat and the clips from the movie are weirdly thrown in there

    -ship flying sections SUCK

  • -best looking game ever, the foliage is especially astounding, as is image quality, and animations. Absolutely incredible

    -best playing game of the series

    -everything has weight, Drake's movement, climbing, shooting feels hefty

    -so many things learned from the last of us like reticule feedback, converstations with characters mid level

    -openness of some of the levels is wonderful

    -PACING is sublime. Way less combat, tons and tons of climbing and exploration. There are hours that go by with no shooting and instead you are exploring gorgeous environs and learning more about plot and characters

    -makes it so that when shooting starts, it is welcome and you are reading for some action. shootouts never last too long, no insane waves of enemies like 3

    -grappling hook is great for travesal and combat

    -piton is great for traversal and combat

    -stealth is welcome and fairly tricky, far cry influence is good

    -writing is the best out there combined with performances and visual tech to create the realest, most genuine people ever in games

    -Chapter 11 is perfect uncharted. Slow exploration with fun quips, moving into big setpiece puzzle with amazing bells and gears all collapsing at the end, which moves to a smaller, more involved puzzle then out into the market again for a shootout and then the jeep chase and convoy setpiece and escape with Sam then ending with a punishment basically of the Elena and Nate cutscene which hit HARD. I felt really awful for Elena

    -Nate is a bit of an asshole, he is bad at realising how good he's got some things

    -His humor makes sense now, it's clearly his defense mechanism

    -the whole game is mature in a way that the old games were never, but is still a fun and exciting adventure

    -wraps up really nicely with a heartwarming ending

    -no paranormal enemies!

    -boss fight was mechanically a bit frustrating but good presentation and writing

    -I like the big mountain as a visual landmark for the whole second half of the game, it's always visible and you're always getting closer.

    -also being able to spot Libertalia in the distance near the end

    -kind of cheesy and romanticized ending, but it fits the series perfectly

    -combat is more fun on easy

  • What an incredible surprise!

    -visuals and music are awesome, the shreddin' guitar is goofy and super appropriate

    -blazing fast movement speed

    -tactics are required, captures old DOOM gameplay flawlessly

    -map design, searching for secrets

    -Doomguy being entombed in a sarcophagus by demons because they are afraid of him, his stuff being dug up and worshipped - all very dumb and excellent

    -boss fights are fun! especially the final boss (the design is amazing too)

    -knows EXACTLY what it is and pulls it all off flawlessly

    -No ADS, no reloading, no sprint, no teammates, no exosuits, no jetpacks, no wallrunning, no collapsing action setpiece - so contrary to modern campaigns, yet works so well. Shows the strength of the original game

  • -Incredible variety and balance of a wide cast of characters

    -every character is fun once you spend time with them

    -something for everyone

  • Blood and Wine Expansion

    -superb main quest. I like how the first half is very slow and investigation heavy and then the second half is all a point of no return with tons of very cinematic action

    -much more cinematic presentation with their camera work and pacing

    -Regis is a superb character to have around for large parts of the story

    -good "oh shit" moments include when Regis and Detlaff show up while storming the castle and they go all vampire and fucking destroy everyone, seeing Beauclair under vampire seige, going to the fairytale land

    -a perfect sendoff to a massive journey. Base game just gave some art and said "Geralt and Yen lived happily ever after". This shows it. The fourth wall break of Geralt looking to the camera after they say he deserves a break is really nice. Could have been bad but it's very appropriate. Geralt, CDPR, and the audience area all ready for something new. Seeing Geralt and Yen actually live out their happy days in this warm, beautiful location is so nice. It's an immensely satisfying conclusion to a truly epic journey.

    -easily 40 hours spent with it

    -side quests are great, especially Warble of a Smitten Knight (found him drunk in the streets too)

    -points of interest are also very improved as many tie into the side quests and form a story of their own (as in witcher gear and the story of how the diagrams got scattered about forming togther as you discover them)

    -the hanse base stuff was unexpected (territory control sorta thing)

    -main story is grandiose in a way that the rest of the game isn't, but still character driven

    -funnier then the rest of the game (roach talking!) but not over doing it

    -wight quest is great

    -UI improvements are excellent

    -new gameplay stuff is great

    -CDPR's constant improving their game quality is amazing. There are a huge number of small improvments in B&W over the main game just a year prior

    Truly incredible "DLC"

    Best thing I can say is that after over 180 hours (a single playthrough!) I am not tired of it. I still desperately want more. I'd still play another 180 hours of new content if it existed.

  • -Puzzle design is much better, you learn from prior small moments.

    -visuals and sound design are flawless

    -some of the death and respawn stuff and the movement speed can be slightly annoying during the more complicated puzzles

    -creepy, very unsettling world

    -giant pulse wave bit was amazing

    -first time you mind control the weird humans was amazing

    -first time you encounter the evil water baby

    -lots and lots of little wonderful moments

    -Eraserhead of video games

    -evolution and manipulation of puzzle mechanics is superb, puzzles solved right before getting frustrated

    -the last 20 minutes as the human blob is fucking astounding. Flabbergasting, bizarre, perfection

    -stunning animations, especially the boy and the human blob

    -reminds me of pretty pretty

    -noticing new things on a second playthrough, such as the stretched woman right before the human blob, and other little world details

  • ACT 4

    A little underwhelming compared to 3 but still excellent and so completely different from everything else out there.

  • Gorgeous but very uninteresting. I felt nothing while playing it, which is the opposite of Journey. No mechanics whatsoever.

  • ADD THOUGHTS IN

  • REMASTER

  • -prologue is cool, nice to see different parts of the history

    -early couple levels are fine but pretty damn boring

    -gets better with more robo enemies

    -gets way better when Marcus shows up

    -I didn't think I cared for Marcus but when he showed up I was hyped

    -It is really funny and the game knows not to take itself too seriously

    -a nice reminder of how satisfying a simple game can be, gears is just cover and shooting and 4 is that 100% and it's kind of, just, nice. Not like Watch Dogs where there are a trillion mechanics, for example

    -definition of comfort food gaming

    -kind of boring but in a good way

    -whole final chapter is great, thegjsnt robots destroying everything was excellent catharsis.

    -end boss is dumb, game knows how to be dumb like the old games but even more so

    -Old Man Baird and ColeTrain are great

    -anticlimactic ending, but the story setup of the Queen symbol is super interesting even if I had to google it

    -would have liked a bit more robot and swarm combined action

  • -so much stuff to level up

    -every post match is "gun level up, Titan level up!!, new skin!, new attachment!, new this, new that. It's so satisfying

    -movement is absolutely sublime

    -Titans are really diverse

    -battery mechanic is great and a bit stressful

    -maps lack the personality of the first game and aren't as good across the board

    -first few levels of campaign are fine

    -then the factory level shows up and slowly through that level it gets crazier and crazier. The end platforming bit of the world on its side was amazing and sickening.

    -Game reminds me of Portal 2 in some ways, mainly the huge, preposterously large environments and the constant "new" thing

    -Effect and Cause is an incredible level in every way. Good dark mood at the start evolving into chaotic badassery. Press "middle mouse" to time travel is amazing.

    -some of the technical aspects are amazing. The flawless time travel. The platforming between ships near the end

    -every level having it's own "thing" unique to it

    -fastball throws!

  • -good use of space setting

    -set pieces kind of are just the settings of the missions, and the locales/vistas are all great

    -asteroid level is particularly awesome

    -fun weapons

    -Ethan

    -same character and crew throughout and they had voices and feelings

    -very apparent this year that each CoD borrows from the last

    -Blops 3 and IW feels like they are chasing AW's movement, set pieces, and star villain

  • -the peripherals are great, the writing for the AI is really funn

    -two guys just standing outside their house having a smoke bitching about early access games and I stood there thinking, "yeah preach it"

    -the police randomly driving through a fence and fighting

    -all the AI vs AI interactions you can force

    -doing horrible things to the AI

    -Nudle mission is great. It's a good environment, good satire, minimal enemies, stealth, and encourages you to not murder.

    -Marcus is a really nice, good hearted guy.

    -Marcus and Horatio are excellent together

    -many laugh out loud moments, some from. the writing, many from the goofy open world shenanigans.

    -UBISOFT IS SO FUCKING BAD AT DESIGNING FUN MISSIONS, this has applied to almost all of their games for like 3 years now

    -the Alcatraz mission made me almost uninstall the game, fucking so astoundingly terrible

    -meleeing one enemy from behind and having all of the other enemies instantly be alerted to you AND know your position sure is fun

  • -the clock work mansion, holy shit. Very Bioshock Infinite and Inception. Incredible design accomplishment.

    -story is super boring, 7 hours in I'm basically skipping main story stuff

    -dialogue and voice acting is kind of bad most of the time (like the first game)

    -feels like a Bioshock game a lot of the times, I just wish the writing and VO was Bioshock quality

    -level design is sublime, they have gradually gotten more interesting

    -almost all the levels have something unique, clockwork mansion, dust district with multiple ways to get into the locked door, some of them are huge like the Conservatory with numerous side objectives

    -emily's powers are all really cool

    -a crack in the slab is as impressive on a technical level as Titanfall 2's mission (even though Titanfall 2 does the time travel transition way faster), the puzzles were especially awesome

  • -the very long setup first few hours

    -paint it black massacre

    -the writing, documentary presentation, voice acting, facial capture, music choices, style, all are absolutely exceptional, some of the best around

    -kind of buggy in a fun, harmless way

    -i like their fake road signs as a driving path

  • -first thing you see is an ugly ass texture very close up

    -controls are backwards and illogical

    -constant, never ending reminders of the ass backwards controls

    -the kids movement feels like he is drunk and in a tar pit

    -the camera is sickeningly awful and feels broken sometimes (see Twitter video)

    -walking around trying to figure out where the fuck to go

    -waiting for dog to very VERY slowly walk through the environment

    -climbing it is so shit

    -it's ugly, even in a Pro

    -the loading screen button spamming to respawn