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VR mode for this game was great. I think the difference in budget between an RE game and a regular vr zombie game is vast primarily in the difference in the art and horror. like most vr zombie games are a little bit cartoony probably due to budget, while RE is super high budget and just translates down better, making the game much scarier. Although I don't really see why people think it is so good, it was good for an RE game, and that is a pretty high bar, but it didn't seem like anything to special compared to the other RE games I have played
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Love the story in this, kind of wish I had main lined it more, the side content in this one was a little bit lacking with the main mini game being kind of mid and really time consuming to complete. This also suffered from what I felt was the major downside of 7, playing the game requires you to overcome a really high bar a bit too close to the end that makes you overpowered for the finale which is a little bit lame, seemed more avoidable in this one though since the mini game was not worth completing. The way the story mixes with 7 is pretty cool too, wish it came out closer to the launch of 7 rather than 8 though.
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Loved this game, unfortunately I think I overhyped it because of how much I love the VR game and playroom. It didn't quite live up to my hype but it was still really solid, would love to see them iterate on this some more and get a few more astro bot games at a faster pace. The "hard" symbol levels are good, but in general can't find the flow of a mario game's rainbow levels, so its a bit disappointing, also too much strictness on the way the jump/glide functions is annoying, also all the projectile enemies that shoot in an arc are borderline broken, the way that it just looks like something should completely whiff only to hit you cause his hitbox is way bigger than he is is a bit annoying. But with some refinement in mechanics and difficulty scaling I think they could make one of the best 3d platformers ever, in line with a good 3d mario, but I don't think they are quite there yet. Also all of the trigger mechanics were interesting but didn't feel like they flowed well and also usually were either over-used or under-used, and not many of them were like great outside of the first level they are in also they are like weirdly strict and bad in a lot of cases imo.
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Really great game, telling a relatable story for most immigrants I think, it isn't super deep and doesn't feel like it addresses a lot of things that it brings up, but it isn't that type of game. If it was a longer story that was about addressing social issues I would be harder on it, but feels like it has a lot of heart and is trying to tell a short and interesting story and its better for it to stick with what they set out to make. The recipe puzzles were great too. idk how I'm supposed to feel about some parts of it though, since I am still in some of those stages of life.
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Pretty great podcast game, the gameplay could definitely be a little cleaner, just the way that things interact sometimes is odd, had a few fish clip into walls and not be able to get them out. I wish the management part of the game had more too it, like they gradually kept rolling more and more into it, but it felt like they kept adding more busy work instead of anything that contributed to the actual game. The story was pretty fun overall, I think it could have been a little better about pacing though, in the middle it gets kind of stretched out and makes progress feel pretty slow. The combat and minigames were pretty cool, and it was cool how many little minigames they added and didn't overuse, very yakuza-esque in that way.
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the aesthetic and game modes are super fun in this, and the microtransactions/battle passes don't feel super up in your face, since they are just cosmetics its pretty easy to ignore.
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slightly tighter and more interesting experience. the horror vibes were better too and it wasn't nearly as annoying to try to figure out as the exit 8
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Fun little experience, wish there was a little more to it, and the platforming felt a bit janky, if that was cleaned up a bit it would be a much better overall game to play. The vibes and writing a really fun though.
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I wish some of the anomalies were a bit more noticeable, but overall very cool vibe also could have done without the camera shake by default
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Valhalla was a pretty fun story rougelike thing, nothing too interesting gameplay wise though, so it was just more of the combat from the base game. The story stuff was interesting, but seemed like something they made for people who played the pre-2018 gow games.
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beat this on the second run, but the vibes are very cool. Too easy if you just know statistics though lol.
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Final mix does not add as much as I thought it did, but that is fine, a little annoying that they changed a lot of the enemy colors to make them look worse. Game still holds up decently well, but was a lot shorter than I remember it being, the grind for the final stuff was still annoying though, and the combat and movement feels about as stiff as I remember it being. The PC port is awful though, there is very frequent crashing, and with a game that requires manual saves that is very annoying, probably lost like 3-5 hours from the like 15ish crashes that happened during my time playing it.
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just "pools" on steam. Cool viby experience, glad I played it, probably should have done it at night I think that would have added to the vibe a bit. not sure why all of these first person vibey games want to bob the camera so much it always makes me sick.
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This game is so much better when you use the assist settings, its just way to punishing normally, and all the dlc adds so much interesting stuff that I want to play and explore, but without the assist settings there is no way i would have played any of it, its just not fun the way you just reach an unavoidable situation and get destroyed. The visual chaos is also a lot to deal with, I really wish they ley you have 3 weapon slots, because it really feels like you have to have a shield and that takes up a whole slot, so you just get a ranged, spell, or melee weapon to go with it which is a bit of a bummer. Also it takes way too long to unlock things, they should just give you more weapons and stuff at a quicker rate, it just feels like they are holding back all of the fun for way too long. I also feel like the ability slots are a waste of space none of them feel useful enough for me to remember to use them.
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I don't think this game really does anything for me, I won a run, and didn't really feel anything, seems like all the fun stuff is pretty locked away. too many games doing this lately, like I get it for a 20-100hr rpg or whatever, I know what I am getting myself into there, but with a short run based game, idk that I care to engage with it enough to actually get to the fun stuff.
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this is a really cool little experience, the bulk of it was a little bit lame, and I didn't like it initially, but the way they twist it in the last third was really great and it is all so short that it is more than made up with that. I did find the blinking mechanic to be a little janky, but it worked fine overall, and served as an interesting way to tell a story. However the lack of movement, and intractability was a little disappointing, and being forced to stand in the same spot for so long and not being able to move, and having it just black out the whole screen if you move at all was very annoying, I wish they had let you explore the environment a bit more and not forced the perspective they way they did, it made the whole thing a little awkward.
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The game is really cool overall, but feels like the level design is not well thought out, you get rewarded for going fast but also rewarded for exploring the level, basically forces you to play levels multiple times to get everything, but your only real reward from that seems to be cosmetics. The gameplay itself is pretty fun, but the levels felt like they were at odds with how the game is designed
