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Ulasan terkini oleh ClawedJester

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Tercatat 55.7 jam
Review After 100% Completion - Including Valhalla DLC

Recommendation: Strongly Recommended, Must Play!

What I Liked (Pros):
+ Kratos’ internal battle over how to raise Atreus is the heart of the game, protecting him while letting him grow into his own person, trying to prevent him from repeating the same mistakes, all while carrying the weight of his own past. That struggle hit hard as a parent.
+ The character development is phenomenal. Kratos is no longer just the rage-fueled god of destruction from the original games, he’s a deeply layered man grappling with guilt, regret, and the hope of redemption. His journey from feared warrior to someone worthy of worship, as depicted in the final mural, is one of the most powerful arcs I’ve seen in gaming.
+ Atreus’ growth as a character is matched by Sunny Suljic’s performance. His voice acting has come a long way since the first game, more confident, expressive, and emotionally grounded. You can feel the maturity in his delivery.
+ Combat is top-tier and a clear evolution from the first game. Verticality adds new layers, ledge plunges, and terrain-based movement make fights more dynamic. The flow is smoother, and switching between weapons mid-combo feels natural and strategic.
+ Buildcrafting is deep and rewarding. Armour sets, and relics let you tailor your playstyle. Buffs like Permafrost, Immolation, and Maelstrom empower Kratos, while debuffs like Frostburn and Stun punish enemies. Realm Shift builds are especially satisfying, triggering slow-motion windows through perfect dodges or weapon combos.
+ The Draupnir Spear is a perfect addition, fast, precise, and great for both combat and puzzles.
+ Boss fights are cinematic and intense, Thor, Odin, Heimdall, Gná, Nidhogg, and Garm all deliver.
+ Freya’s arc from vengeance to forgiveness is beautifully handled. Her relationship with Kratos evolves from bitter hatred to mutual understanding, culminating in one of the most emotionally charged scenes in the game.
+ Traversal banter is better than ever. The conversations between Kratos, Atreus, Mimir, and Freya during boat rides or realm travel are rich with lore and emotion. What’s especially well done is how Kratos will pause the conversation mid-combat, then pick it up right where it left off, ensuring you never miss a story beat.
+ Valhalla’s ending was perfect.

What I Didn’t Like (Cons):
- Atreus’ solo missions slow the pacing.
- The Ironwood section with Angrboda, collecting fruit, painting, riding the yak, felt like a detour that didn’t go anywhere. Her role doesn’t pay off until the very end, and even then it’s minimal. The fight with Gryla, though, was a standout, like a twisted Jack and the Beanstalk showdown.
- Combat as Atreus lacks the impact and depth of Kratos. His rage mechanics, transforming into a wolf or bear , are visually awesome and emotionally charged, especially when tied to his struggle with identity and control. But they still don’t carry the same weight or versatility as Kratos’ arsenal.

Wishlist – Things I’d Love to See Added:
  • Expanded Atreus gameplay with deeper mechanics and gear.
  • More spear-based trials or challenges.
  • Post-game epilogue showing Kratos rebuilding or mentoring others.

Achievements:
There are no missable achievements in God of War Ragnarök, and most are pretty straightforward. You can clean up everything after finishing the story, and difficulty doesn’t affect trophies.
The more challenging ones include:
  • Grave Mistake – Defeat all Berserkers and Battle King Hrólf.
  • The True Queen – Defeat Gná, the Valkyrie Queen.
The grindier ones are mostly collection-based:
  • Collector – Obtain all Relics and Sword Hilts.
  • Full Belly – Collect all Apples of Idunn and Horns of Blood Mead.
Valhalla DLC adds a roguelike mode with its own set of achievements.
  • Fighting Týr can be challenging depending on your build, but the whole thing takes less than 10 full runs.
  • Most trophies come naturally through progression, and you can do everything on the easiest difficulty.
There’s no New Game Plus requirement or need to 100% each area like in the first game, but I did anyway because I enjoyed it that much.

Memorable Quotes:
  • “We must be better, for our children.”
  • “I do not need you to be the god you think you should be. I need you to be the god you are.”
  • “I do not fear my death. I fear that my son will follow my path.”
  • “The burden is mine. I can carry it.”
  • “Death can have me… when it earns me.”
  • “Loki…will go. Atreus…Atreus will remain.”
  • "Return my son, or you may meet the god I once was"
  • "To love fully is to grieve deeply."
  • "Fate only binds you if you let it. Do what is necessary, not because it is written."
  • “There have not been many in my life I would call friend…you were among them”
  • "It is difficult to find forgiveness when you are not worthy of it"
  • “I had good counsel.. Brother.” Kratos finally acknowledging Mimir as brother, after Mimir says it to Kratos many times over both games.
  • "Hmmm"

Final Thoughts:
God of War Ragnarök is more than myth and muscle, it’s a story about being a parent, about letting go, and about trying to do better even when you’re still haunted by your own mistakes. As a father, I saw myself in Kratos: the fear of letting go, the guilt of past choices, and the hope that our kids will be better than we were. Watching him wrestle with how much to protect versus how much to trust Atreus was one of the most relatable arcs I’ve seen in any game. That’s the reason this made it into my top ten games of all time.

Kratos is a man in hiding, not just from the world, but from himself. From the things he’s done, from the man he was, and from the man he fears he still might be. If God of War (2018) was a story about Kratos and his son coming together, made possible because Kratos dared to believe that the man he was today could be a good father to Atreus, then Ragnarök is about letting go. It’s about Kratos having enough faith in Atreus’ goodness and wisdom to trust that he can choose his own fate. And ultimately, it’s about Kratos forgiving himself.

And then there’s Brok and Sindri. Their dynamic was the emotional heartbeat of the game, funny, tender, and deeply loyal. Brok’s death hit like a hammer, not just because he stayed dead, but because of what it did to Sindri. His grief was raw and unrelenting, and his refusal to forgive Kratos or Atreus was one of the most painful truths of the game. Sindri says: “I gave you everything. My skills, my friendship, my home, my secrets, my treasures...and you just kept taking. And now what have I got? Not even my family. You want sorry? This is what sorry looks like.” It’s a line that lingers. Sindri, once warm and meticulous, becomes cold and broken. He doesn’t return to who he was, and maybe he never will. That choice to leave his arc unresolved is one of the boldest things the game does.

The boss fights are unforgettable, the combat is satisfying, and the emotional payoff is huge. Even with a few pacing issues and some underdeveloped side characters, this game delivers where it matters most.
The Valhalla DLC elevated everything. Seeing Kratos battle his regrets, confront his past as the Ghost of Sparta, and ultimately choose to be a better god was the perfect conclusion. Tyr’s guidance, Mimir’s transformation into Helios, and the final throne scene, where Kratos accepts that he is not defined by his past actions, but by the choices he makes today, was deeply resonant.

Cannot recommend enough!
Diposting pada 18 Agustus. Terakhir diedit pada 18 Agustus.
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Tercatat 63.4 jam
Review After 100% Completion

Recommendation: Strongly Recommended, Must Play!

What I Liked (Pros):

+ The atmosphere and world-building are phenomenal, strange, haunting, and deeply immersive.
+ The story is weird in all the best ways. I love weird, and this game had me hooked from the start.
+ The universe is packed with unique concepts and terminology, initially overwhelming, but incredibly rewarding if you pay attention.
+ Cutscenes are cinematic in every sense, camera work, pacing, and direction feels like a film.
+ The journey matters more than the destination. Pathing, terrain, and how you choose to traverse the world is the real gameplay.
+ The community system is genius. You don’t see other players, but their structures, bridges, zip lines, generators, genuinely help you and create a sense of empathy.
+ Building something that helps someone else, without ever meeting them, is one of the most wholesome multiplayer experiences I’ve had.
+ The like system reinforces that kindness, giving and receiving likes feels meaningful.
+ BTs are creepy, tense, and sometimes terrifying, especially when trying to make perfect deliveries.
+ The character development between Sam and BB is beautiful.

What I Didn’t Like (Cons):
- Too many cutscenes for minor actions, interacting with terminals, entering/exiting vehicles, or entering/exiting safe houses, thankfully skippable.
- You often have to rest in your private room just to trigger emails or progress conversations.
- Lots of hologram dialogue and phone calls, necessary for the narrative, but could’ve been trimmed.
- Traversal on foot starts clunky, though it becomes a fun mini-game over time.
- Truck handling is frustrating, especially uphill, where inputs sometimes don’t register or the vehicle behaves erratically.
- Some settlements and individuals take far too long to max out, the Veteran Porter, First Prepper, Collector, and Cosplayer were especially slow.
- The end credit roll twice and are way too long and unskippable.

Wishlist – Things I’d Love to See Added:
  • More dynamic weather, wind, and storms that change traversal.
  • Wildlife, animal BTs or ambient creatures to make the world feel more alive.
  • Voiced emails and interviews, would make lore more engaging.
  • More vehicles and better handling, especially for off-road traversal.
  • More NPC porters, rescue missions, supply requests, or dynamic events.

Achievements:
Death Stranding is refreshingly forgiving when it comes to achievements, there are no missables. Even the memory chips, which are the collectables, are abundant and often found naturally just by scanning as you traverse. If you're methodical and scan often (which you will, thanks to terrain hazards), you’ll scoop up most without even trying.

The grindier achievements revolve around maxing out connection levels with every settlement and individual. It’s time-consuming, but not punishing, especially once you’ve unlocked efficient delivery methods and optimised your routes. Building roads and farming likes also contribute here, and thankfully, all of it remains accessible post-story.

Some achievements require playing on Hard difficulty to earn Legend of Legends ranks in premium deliveries. Fortunately, you can replay specific missions to meet those conditions, so there's no pressure to nail it on the first go.
Story-related achievements unlock automatically as you progress, and others are tied to specific actions, like changing footwear, delivering a set number of items, or discovering certain locations. These can be completed at any time, even after the credits roll.

Memorable Quotes:
  • “When I found out I was going to be a father, I was so scared. I had to be there for you and your mother, no matter what. I couldn't just go off and get myself killed anymore.
    But I had it wrong. Being a father didn't make me scared, it made me brave.
    Don't make the same mistake. Be yourself. Be free.”
  • “Keep on keeping on.”
  • “I'm fragile... but not that fragile.”

Final Thoughts:
Death Stranding is divisive, sure. People call it a walking simulator, but honestly? That statement screams “tell me you haven’t played it without telling me you haven’t played it.” You’re without a vehicle for the first couple hours, then it becomes almost truck simulator, but it’s so much more nuanced than that. It’s about the journey, the terrain, the choices you make, and the invisible connections you form with others. The final showdown with Higgs is cinematic chaos in the best way, easily one of the most memorable boss sequences in modern gaming.

The story is one of my favourites of all time, weird, emotional, and deeply cinematic. The bond between Sam and BB genuinely brought tears to my eyes when the credits rolled. When Sam nicknamed BB “Lou” (short for Louise) and broke her out of the containment pod so she could grow up like a normal child? That moment absolutely wrecked me. As a parent, it hit hard, tears and chills. One of the most powerful endings I’ve ever experienced.

There’s no other game like this. It’s lonely, yet full of connection. Quiet, yet emotionally loud. In a world overflowing with sequels, remakes, remasters and adaptations, Death Stranding dares to be something entirely new, a fresh IP that isn’t tethered to a book, a movie, or an existing franchise. Kojima crafted a world that’s strange, beautiful, and deeply human, and whether you vibe with it or not, you can’t deny the sheer passion and soul he pours into every detail. I cannot wait to play the sequel when it comes to PC. Kojima built something truly special here and proves once again why he’s the absolute GOAT.
Diposting pada 12 Agustus. Terakhir diedit pada 13 Agustus.
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Tercatat 23.8 jam
Review After 100% Completion - Including The Virtuous Cycle DLC

Recommendation: Mixed

What I Liked (Pros):
+ The shell mechanic is genuinely unique, playing shell-less for my first run created a tense, rewarding no-hit dynamic that felt fresh for a Souls-like.
+ Weapons are satisfying to use, especially the katana-cross axe hybrid. I liked that some could swap forms mid-combat, adding tactical depth.
+ Lore collectables and cryptic dialogue hit that classic Souls tone well.
+ Enemy designs that were memorable, Nocteserper, Wraiths, Faceless Cleric, Sublime Sester & Slave of Scorn.
+ Mini-bosses like Hadern are a highlight, fighting him multiple times to unlock each weapon felt like a rite of passage.
+ Sester Genessa is a standout NPC, her voice, presence, and cryptic lines give the game its strongest sense of atmosphere.
+ Crucix, The Twiceborn is one of the most bizarre and memorable bosses I’ve seen, a red-skinned gladiator with a smaller version of himself bursting from his chest. Super weird, and I loved it.
+ The alternate ending where you sit and have a drink with Baghead while watching everything pass by is hilarious and oddly wholesome.
+ Played this because of the sequel’s announcement, the trailer looked amazing and got me genuinely hyped.

What I Didn’t Like (Cons):
- Hit registration is rough. Dodging sometimes just doesn’t work, and I’d glitch back into an enemy’s swing and die, felt bad.
- Out of all the Souls-likes I’ve played, something about this one just felt off, movement, responsiveness, and combat flow just felt like it didn't work half the time.
- Very few weapons overall, and no ranged options or magic at all. It feels like entire systems are missing.
- Environments are bland and repetitive. Rarely any memorable set pieces or skyboxes.
- The roguelike mode is painfully slow to progress early on, needs better boosts after failed clears.
- Most bosses are forgettable. Only Crucix and the final boss left an impression.
- Once you put on a shell, the game becomes much easier, almost trivial, undermines the tension and challenge.
- Played this hoping for more, and I really hope the sequel fixes a lot of what’s lacking here.

Wishlist – Things I’d Love to See Added:
  • More weapons, with ranged and magic options.
  • Improved hit detection and dodge reliability, combat needs to feel tight and responsive.
  • More memorable environments.
  • Boss variety, more unique mechanics and visual flair.
  • Faster progression in roguelike mode, early runs drag too much.
  • Expanded lore delivery, more NPCs, item descriptions, and world-building.

Achievements:
There are missable achievements, especially if you're not meticulous in the Seat of Infinity area. Several etchings, inscriptions, and unique items like the mango and Glimpse of Disdain can be permanently lost if you defeat Crucix too early. Even character-specific interactions with Corvid and certain shell-based conditions can lock you out of achievements like The Nihilist or Face Off if you're not careful.

That said, the real brutality lies in Life is Suffering and Forever Alone. These are essentially no-hit shell-less runs in Obsidian Dark form, where any damage, no matter how minor, is fatal. I tackled this challenge on my first playthrough, and it was actually super fun. After finishing the game that way, you can go back and collect all the shells without needing multiple playthroughs. But honestly, once you've endured that gauntlet, equipping a shell makes the game feel sluggish and almost trivial.

The grindier side of things includes Sugar Baby, which demands a hefty currency spend at the shop, cue the enemy farming, and The Virtuous Cycle roguelike mode. That one starts painfully slow until you unlock better perks. I get that’s the genre’s DNA, but early progression could’ve used a bit more punch.

Memorable Quotes:
  • "I've kept your flesh safe, Foundling."

Final Thoughts:
I jumped into Mortal Shell after seeing the reveal for Mortal Shell 2, which looked amazing and had me genuinely excited. I wanted to experience the first game in preparation, but after playing it, there’s a long list of things I hope they improve or just straight up add in the sequel. More weapons, ranged options, magic systems, weird enemy types, unique bosses, and more shells. Just… more.

Mortal Shell has some cool ideas, especially the shell system and the shell-less challenge run, but it’s held back by clunky combat, missing mechanics, and bland environments. The enemy design has flashes of brilliance, and a few bosses and NPCs are genuinely memorable, but the overall experience feels under cooked. It’s not terrible, and Souls fans might find something to enjoy, but it’s far from great.

That said, the saving grace for me, and the reason this review leans positive, is the no-shell Obsidian run. It transforms the game into a tense, high-stakes challenge where every dodge matters and every encounter feels earned. Overcoming it was genuinely rewarding and elevated the entire experience. If the sequel builds on that kind of intensity and adds the depth this one lacked, I’ll be there.
Diposting pada 12 Agustus. Terakhir diedit pada 17 Agustus.
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Tercatat 1.2 jam
Review After 100% Completion

Recommendation: Recommended

What I Liked (Pros):
+ Relaxing and wholesome gameplay loop, cleaning up oil spills and ocean waste is surprisingly satisfying.
+ Upgrading your boat feels rewarding, especially when you start clearing larger messes with ease.
+ The pixel art is charming, and the water gradually turning from murky to crystal-clear is genuinely gratifying.
+ Ran perfectly on Steam Deck, great for short, cosy sessions.
+ Rescuing animals and returning lost items added a nice touch.
+ Played it with my daughter, she loved saving the animals and choosing which boat upgrades to go for.

What I Didn’t Like (Cons):
- The game is short, about an hour to complete everything.
- Some tasks get repetitive toward the end, especially when revisiting areas.
- Once fully upgraded, there’s not much incentive to return.
- Would love more variety in boat tools or cleaning mechanics.

Wishlist – Things I’d Love to See Added:
  • A larger map or multiple regions, give me more oceans to clean!
  • Seasonal or dynamic weather effects, rain, fog, or storms could change how you approach clean-up.
  • More boat customisation, paint jobs, flags, and cosmetic upgrades would be fun.
  • A photo mode, capturing the before-and-after of a cleaned zone would be super satisfying.
  • Optional time trials or challenge modes, clean specific areas under pressure for bonus rewards.

Achievements:
Nothing here is missable, difficult, or grindy. Just take your time and make sure each area is fully cleaned before moving on. I did have a couple moments where a tiny spill or a single bottle was tucked behind a rock or pushed up against the shore, so it’s worth double-checking the edges. You’ll also save all the animals along the way, put out a campfire, and finish things off by sinking the final boss. It’s all pretty straightforward and fits nicely with the relaxed pace of the game.

Final Thoughts:
Spilled! is a cosy, heartfelt game that turns environmental clean-up into something genuinely enjoyable. It’s short, yes, but packed with charm and purpose. Playing through it with my daughter made it even more special, she was completely invested in rescuing every animal and picking out the boat upgrades like it was a big decision. The game’s wholesome tone and positive message about caring for the environment really landed with both of us. If you’re into relaxing games with a message and a bit of progression, this one’s worth your time. I’d happily play a sequel with more zones and deeper mechanics.
Diposting pada 12 Agustus.
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Tercatat 15.0 jam
Review After 100% Completion

Recommendation: Strongly Recommended, Must Play!

What I Liked (Pros):
+ Portal 2 builds on everything that made the first game great, bigger puzzles, better pacing, and more personality.
+ The portal gun remains one of the most satisfying tools in gaming, and the addition of gel mechanics (white Conversion Gel, blue Repulsion Gel, orange Propulsion Gel) adds a whole new layer of creativity. Bouncing, speeding, and painting surfaces to create new paths felt like solving puzzles with kinetic energy.
+ The new cast, Wheatley, Cave Johnson, and returning GLaDOS, are brilliantly written. Their personalities clash and complement each other in hilarious, chaotic ways.
+ The story is surprisingly emotional and absurd in equal measure. Turning GLaDOS into a potato was both hilarious and weirdly humbling.
+ The final portal shot to the moon? Absolutely wild. I didn’t see it coming, and it was the perfect way to end the journey.
+ Learning about Aperture Science’s history, GLaDOS’ origin, and the fate of other test subjects added real depth. The lore is surprisingly rich and rewarding.
+ Co-op mode is a full campaign with its own story and mechanics. Atlas and P-body are charming, and solving puzzles with a friend feels genuinely collaborative.

What I Didn’t Like (Cons):
- A few late-game puzzles rely heavily on timing and precision, which can be frustrating.
- No built-in matchmaking for co-op. Finding someone who’s never played before for the Professor Portal achievement meant joining a Discord server and digging through LFG channels, doable, but increasingly difficult as the game ages.
- Would’ve loved more single-player chambers or a post-game challenge mode, similar to the first game with the least portals, least steps and time trials would have been nice.

Wishlist – Things I’d Love to See Added:
  • A proper level select for co-op, replaying specific chambers without restarting the whole course would be a huge quality-of-life improvement.
  • Expanded gel mechanics, community mods have shown how much potential there is with things like Adhesion Gel and paint guns.
  • More lore terminals, let me dig deeper into Aperture’s twisted history through optional logs or audio diaries.
Achievements:
Most achievements unlock naturally, but a few required extra effort and creativity, the below two are probably the hardest to unlock now:
  • Friends List With Benefits – Hug three different people on your friends list in co-op.
  • Professor Portal – Complete the Calibration Course online with a friend who hasn’t played before.

Both are tricky, but the community is still active and helpful. I joined the Portal Community Discord and used the LFG channel to find players, surprisingly wholesome.

Memorable Quotes:
"Oh good. My slow clap processor made it into this thing. So we have that."
"When life gives you lemons, don't make lemonade. Make life take the lemons back!"
"This is the part where he kills us." – "Hello! This is the part where I kill you!"

Final Thoughts:
Portal 2 is a bigger, better version of Portal 1 in every way. The puzzles are smarter, the writing is sharper, and the world of Aperture Science is more fleshed out than ever. Learning about GLaDOS’ origin and the company’s bizarre experiments made the journey feel more meaningful. The gel mechanics added a whole new dimension to puzzle-solving, and the ending moon portal and all was one of the coolest moments ever. Whether solo or with a friend, Portal 2 is still one of the most inventive and satisfying puzzle games out there. We need a Portal 3.

Cannot recommend enough.
Diposting pada 20 Juli. Terakhir diedit pada 20 Juli.
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Tercatat 9.8 jam
Review After 100% Completion

Recommendation: Strongly Recommended

What I Liked (Pros):
+ Clever puzzle design that still feels fresh even years later.
+ Portal gun mechanic is genius, simple concept with limitless creativity.
+ GLaDOS is iconic. Sarcastic, unsettling, and full of brilliant one-liners.
+ Constant sense of momentum, every room teaches something new.
+ Ending sticks with you, funny, eerie, and satisfying all at once.

What I Didn’t Like (Cons):
- A few late-stage puzzles are a bit fiddly with timing.
- Would’ve loved a few more chambers before the credits roll.
- Can feel a bit janky or clunky at times, especially when chaining portals.
- Single player only.

Wishlist – Things I’d Love to See Added:
  • Add the ability to play through each level in co-op or add additional co-op levels.
  • More core mechanics.
Achievements:
No missables and no grind. Most achievements will unlock naturally just by progressing through the test chambers, flinging yourself through blue and orange ovals, breaking surveillance cameras, or dragging radios to secret spots. That said, one challenge stood out above the rest.
  • Aperture Science – Earn gold medals on all challenge maps. This one’s a real test of brainpower and patience. The least-portal and least-step runs in particular are maddeningly strict, you’ll be endlessly cycling through floor portals, pixel-perfect timing every movement, all to avoid a single misstep. It’s weirdly hypnotic once it clicks, like solving a puzzle with body memory alone.
Everything else is a breeze in comparison, making this a surprisingly clean and satisfying 100%, as long as you’re willing to go full GLaDOS mode in those challenge chambers.

Memorable Quotes:
"The cake is a lie."
"We are pleased that you made it through the final challenge where we pretended we were going to murder you."
"Remember when the platform was sliding into the fire pit and I said 'Goodbye' and you were like 'No way' and then I was all 'We pretended we were going to murder you'? That was great."

Final Thoughts:
Portal is one of those games that sticks with you. A smart puzzle game unlike anything else when it dropped. Even years later, replaying it feels like revisiting a classic puzzle box you never quite mastered. The music deserves its own shoutout, the end song... absolute banger. “Still Alive” is ridiculously catchy and hilarious, wrapping everything up with exactly the kind of dry humour the game nails throughout. We need a Portal 3.
Diposting pada 13 Juli. Terakhir diedit pada 16 Juli.
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Tercatat 94.4 jam
Review After 100% Completion

Recommendation: Strongly Recommended

What I Liked (Pros):
+ Ironeye, Executor & Wylder
+ New areas are layered, dense, and rewarding to explore.
+ Boss designs are some of the best yet.
+ Huge build flexibility, heaps of gear and relic combos.
+ Played mostly in 3s with a couple of mates, planning each run as we dropped in.
+ After unlocking the Evergaol damage increase relic, it became how many Evergaols can we hit before the night closes in. Clear meta but fun to chase.
+ Loved seeing old Dark Souls bosses reimagined in Elden Ring’s format.
+ No cash shop as with every Fromsoft game but being a multiplayer title, wasn't sure how they were going to approach it, but everything unlocks through playing, even skins. Honestly it's just refreshing these days in a multiplayer game.

What I Didn’t Like (Cons):
- Relic system needs work, some kind of reroll system. Two perfect perks for one character, then the third is for a completely different character is just frustrating.
- Further sorting/filter options for relics, feels super limited.
- No boss practice mode, getting steamrolled after grinding for 40 minutes doesn’t feel great.
- Navigating multi-layered zones can be confusing early on.
- Enemy density spikes in a few spots lead to some messy encounters.
- That one Evergaol that spawns a roaming boss right next to it needs to be moved.
- NBA castle trolls and ball bearing hunter need tuning a little.
- The randomisation of gear from chests and upgrades from clearing areas/bosses can feel frustrating when they are for completely different characters, making some runs cooked from the start.
- No easy way of restarting a run, should be an option to vote to restart.
- No in game voice or text chat makes queuing with randoms frustrating, as you cannot communicate or plan runs effectively. Just ping and hope for the best,
- No built in duos queue, mods only.
- Still no widescreen support for a FromSoft PC game in 2025.

Wishlist – Things I’d Love to See Added:
  • Reroll or refine system for relics.
  • Better relic sorting.
  • Boss practice mode, arena to practice against real bosses, similar to the training area for weapons.
  • Mode without battle royale shrinking ring, so you can clear the map and work at your own pace.
  • Randomised boss rush mode could be nice.
  • More Everdark bosses.
Achievements:
Nothing missable, and not overly difficult overall. Most achievements come from clearing bosses, beating the final boss with every character, and taking down three different Day 3 bosses in a single run. That said, RNG absolutely plays a role here, some unlocks are tucked behind unpredictable encounter chains.
  • Shifting Earth – Easily the most volatile set. If you miss the associated events early, your chance of seeing them again is slim without the right currency and timing.
  • Old Gaol – Tied to a randomised side path mid-run. You’ll need to spot it, have the necessary items, and survive a boss loop that can derail an otherwise clean clear.
  • A Champion's Path – Defeated the Nightlord with all characters.
  • Nightlord Slayer – Defeated 3 different Nightlords in a row.
  • Mid-Run encounters – Some encounters only appear if you trigger specific conditions early, makes achievement planning feel like detective work.
Aside from those, everything else comes naturally, assuming you rotate characters and commit to a few full clears. Ready for the next one whenever you are.

Memorable Quotes:
"May your aim be true, and cut through the darkness."
"These condemned valiantly faced down the night. But ultimately failed and surrendered to the darkness. They are in fact us, worse still they multiply through their marriage to the night, spreading from one world to the next."
"I am an artist. From the distant Land of Reeds, washed up on the shore, inspired by what I saw. But the piece is incomplete. Something is missing."

Final Thoughts:
I wasn’t sure about Nightreign going into it. A FromSoft game that’s part multiplayer, part roguelike, part battle royale, with a shrinking ring? Felt like a massive departure. But weirdly… it works.
Yes, there’s asset reuse from Elden Ring and Dark Souls, and it does feel like an asset flip on the surface. But the number of new encounters, zones, and boss designs makes up for it, and some of these fights are ones you wouldn’t see in Elden Ring unless you combed every inch of the map. Also, no microtransactions. No premium skin bundles. You unlock stuff by playing. That alone puts it above most multiplayer games these days. Played most of it in co-op, figured out strats, stacked Evergaols, got clapped, came back again. And I’m still not done, Excited for the DLC later this year.

Strongly recommended.
Diposting pada 13 Juli. Terakhir diedit pada 16 Juli.
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Tercatat 6.0 jam
Review After 100% Completion

Recommendation: Recommended

What I Liked (Pros):
+ Ran well on the Steam Deck.
+ Being a chaotic little cat never gets old.
+ Collecting silly hats became a mini obsession.
+ Climbing stuff, stealing snacks, annoying humans = pure joy.
+ City is colourful and fun to explore.
+ Played it with my daughter, she was completely hooked from start to finish.
+ Light puzzles and platforming.
+ Fast travel system via the raccoon was a nice touch.
+ Jester hat, easy W.
+ Choosing your cat’s name at the end when you made it back home was super wholesome, my daughter loved it.

What I Didn’t Like (Cons):
- Some tasks got a bit repetitive toward the end.
- Platforming could be a bit fiddly here and there.
- Once everything’s done, not a lot left to return for.

Wishlist – Things I’d Love to See Added:
  • A new area or even a proper sequel with fresh locations.
  • More mischief options, let me mess with stuff in different ways
  • A mini-map or custom waypoints, getting back to specific spots was sometimes confusing.
Achievements:
Super easy, nothing missable and no real difficulty spikes. Almost every achievement pops just by wandering around and being the curious menace the game wants you to be. It’s one of the most relaxed completion lists I’ve ever gone after—no time limits, no combat, no pressure.
  • Litter Picker – Recycle 100 items. Mostly easy, just a bit of a grind near the end.
  • Local Celebrity – Get photographed 20 times. NPCs need to stop and react, so it’s partly down to positioning and timing.
  • Rub-A-Dub-Dub! – Put 4 rubber ducks in the pond.
  • Capped Crusader – Collect all the hats.
  • Snack Snatcher – Steal food 50 times. One of the most entertaining grinds you’ll ever do.
The achievement list feels perfectly aligned with the spirit of the game. It’s playful, low-stress, and surprisingly wholesome to complete, especially with a co-pilot choosing hats along the way.

Memorable Quotes:
"Meow"

Final Thoughts:
This game is short, funny, and easy to love. Playing through it with my daughter made it even better. She picked the hats, decided who to mess with, and laughed every time something tipped over that wasn’t supposed to. It was just a good time from start to finish. If you like chill games where you can be a lovable menace, this one’s for you.
Diposting pada 13 Juli. Terakhir diedit pada 16 Juli.
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Tercatat 32.9 jam
Review After 100% Completion - Including Echoes of the Eye DLC

Recommendation: Strongly Recommended, Must Play!

What I Liked (Pros):
+ A completely unique experience that rewards curiosity, experimentation, and lateral thinking.
+The feeling of being a lone explorer in a mysterious galaxy, with no hand-holding, just your wits, your ship, and the stars.
+ Exploration genuinely feels meaningful. Every piece of information, every clue, leads somewhere. No filler.
+ The ship's log is genius. It organically helps you track discoveries and steer your next journey without ever feeling like a checklist.
+ Echoes Legend of Zelda throughout the game, including references/easter eggs, puzzle-solving, cryptic world design, secrets hidden in plain sight. It gave me the same sense of wonder I had playing Majora’s Mask for the first time.
+ The soundtrack… haunting, beautiful, and perfectly tailored to each moment. You’ll want to sit by a campfire just to soak it in.

+ Echoes of the Eye DLC fits seamlessly with the base game, expands the lore, offers its own tone and pacing, and adds some of the most intense, haunting/horror sequences in the entire game.
+ The satisfaction of piecing it all together yourself makes every discovery feel earned.

What I Didn’t Like (Cons):
- You can only really play this game once, especially after finding all the logs.
- Some mechanics take trial and error to fully grasp, expect a few frustrating early flights/deaths.
- The start of the DLC can be very cryptic if you don’t stumble into the right thing early. Stick with it.
These are more quirks of design than actual flaws, intentional limitations that serve the mystery.

Wishlist – Things I’d Love to See Added:
  • Optional hint toggles for players who want a tiny nudge without looking anything up.
  • Post-game “free roam” to revisit your favourite places, maybe with new environmental changes without the time loop reset.
  • Option for co-op play would be nice to see.
  • More from this universe. I’d love a spiritual successor in the same vein.
Achievements:
There are no truly missable achievements in Outer Wilds, which means you’re free to explore without the nagging fear of locking yourself out of anything. It’s one of the few games where the achievement list encourages experimentation and rewards curiosity over checklist precision. Most unlock naturally just by following a thread of intrigue, poking at the edges of the solar system, or trying something clever with your newfound knowledge.
Outer Wilds takes a different approach: many achievements are tied to what you do after the story ends, when you're no longer chasing progress, but testing the boundaries of what’s possible. Some of the toughest to unlock were:
  • Beginner's Luck – Reach the Eye of the Universe in one loop.
  • Archaeologist – Complete the ship log.
  • Hotshot – Manually fly to the Sun Station.
Echoes of the Eye DLC
  • Around the World in 90 Seconds – Raft around the Stranger in under 90 seconds.
  • Ghosts in the Machine – Reach all 3 Forbidden Archives in a single loop without getting caught.
  • Tubular! – Ride the face of the wave for at least 15 seconds on a raft.
It’s one of the most rewarding lists I’ve tackled, not because it’s difficult, but because it feels completely in tune with the soul of the game. Each unlock is a story, not just a stat.

Memorable Quotes:
"The pain of your absence is sharp and haunting, and I would give anything not to know it; anything but never knowing you at all (which would be worse)."
"Science compels us to explode the sun."
"We may not have much in common, you and I. Still, I consider you as a friend."

Final Thoughts:
Outer Wilds is unlike anything I’ve played before it blends the exploration and puzzle-solving elements of Zelda with the time loop mechanics of Majora's Mask and the open-world exploration of No Man's Sky. It's like a campfire story told in the dark. The less you know going in, the better. Go in like a detective trying to solve the mystery of this strange and ancient galaxy. Read every note you find. Trust the breadcrumbs. And above all, don’t look anything up. Let yourself get lost and marvel at the fact that the game trusts you to put the pieces together. It’s a rare game that rewards you for just paying attention. No traditional levelling, no hand holding, no quest markers. Just curiosity and consequence. Echoes of the Eye, the DLC, is a brilliant companion piece, more sombre, more atmospheric, and with a vibe all its own.

Outer Wilds reminded me that discovery means more when its earned and when you uncover it yourself. I went in not knowing much, just that the community was deliberately quiet about the experience, no spoilers, no context, just universal praise. I didn’t even really know what the game was about, and honestly, that’s the best way to approach it. After playing it through, I completely understand why it's held in such high regard. It’s one of the most innovative games I’ve played, it’s easily secured a place among my all-time favourites.

Cannot recommend enough.
Diposting pada 26 Juni. Terakhir diedit pada 16 Juli.
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Tercatat 48.0 jam
Review After 100% Completion

Recommendation: Strongly Recommended, must play!

What I Liked (Pros):
+ Turn-based combat that actually keeps you actively engaged, timed inputs that make every attack feel satisfying, Sekiro-style parrying, and free-aim shooting to hit weak spots.
+ Incredible enemy design and dark themes reminiscent of FromSoftware’s best work.
+ Eye watering soundtrack, probably the best music in any game I’ve played. Every track elevates the gameplay, especially in boss fights and emotional cutscenes.
+ Story is absolutely incredible, way beyond what I expected. The mystery surrounding The Paintress and Gomage was surreal at first, but it all ties together beautifully. The twists and reveals keep the journey compelling and haunting.
+ Characters are genuinely likeable, with natural conversations and real emotional depth. They talk over each other, react like actual humans, and their expressions in cutscenes are next-level.
+ Stunning cinematic camera angles during combat, adding a dramatic flair to every fight.
+ Overworld exploration is fun, with optional bosses, mini-games on Gestral Beach, and tower climbing. There’s just as much optional content as main story quests.
+ Ridiculous build crafting potential, tonnes of weapons, Picto & Lumina.

What I Didn’t Like (Cons):
- Managing Pictos & Lumina gets messy once you start collecting loads of them.
- The lack of a search or more filter options makes finding specific Pictos & Lumina a headache.
- Some navigation issues, getting lost without a mini-map or compass happens more often than it should.
- Would have loved an overworld fast travel system to cut down on repeat backtracking.
These are mostly quality-of-life improvements rather than major issues.

Wishlist – Things I’d Love to See Added:
  • Mini-map or Compass – Some form of navigation aid would make world traversal smoother.
  • Picto/Lumina Search & Filter Options – Sorting by non-mastered Picto/Lumina and being able to search them would be a huge quality-of-life improvement.
  • Loadouts for Builds – Swapping weapons, Pictos & Lumina seamlessly instead of manually adjusting everything.
  • Overworld Fast Travel – Traversing areas more efficiently, especially when revisiting old locations.
Achievements:
Expedition 33 offers a refreshingly approachable achievement list. Most unlock by simply engaging with the story, exploring thoroughly, and keeping a watchful eye for unique interactions. While there are a few potentially missable ones, none feel punishing, and NG+ gives you a safety net if something slips by. Some of the toughest to unlock were:
  • Connoisseur – Find all 33 music records.
  • Follow The Trail – Find all of the journals from prior expeditions.
  • Survivor – Reach level 99. Surprisingly chill. If you're fighting most enemies along the way, you’ll be near 90 by the final chapter. Topping off took around 20 minutes with light grinding.
  • Aiding the Enemy – Finish all of the Nevron quests. Finish all tasks without killing them.
  • Feet Collection – Acquire all of Monoco’s skills.
Overall, a pretty smooth 100%, with no frustrating challenges or absurd difficulty spikes.

Memorable Quotes:
"For those who come after."
"GET OUT OF MY WAY!"
"When One Falls. We. Continue."
"I've Had Enough Condolences."
"Tomorrow Comes."
"Life Keeps Forcing Cruel Choices."
"Mon Ami."
"WEEWHOO."
"Time for a swim."

So many unforgettable lines, this game truly knows how to hit hard emotionally.

Final Thoughts:
Going into Clair Obscur: Expedition 33, I wasn’t sure it would be for me, I’ve never been big on turn-based games outside of Pokémon, Baldur’s Gate, Divinity: Original Sin 2, and Heroes of Might and Magic. But the game grabbed me instantly. Wild to think this game was made by such a small team and how they all got together makes it even more of a miracle.

The combat mechanics kept me engaged instead of zoning out when it wasn’t my turn. The Sekiro-style parrying, timed attacks, and free-aim shooting made every encounter dynamic. For anyone hesitant about turn-based games, this is the one that might change your mind.

Beyond gameplay, the dark themes, haunting story, and eye watering musical score make this one of the most emotionally affecting games I’ve ever played. The writing, character interactions, and cinematic presentation are genuinely remarkable.

Now, I just want more games like this. It’s really made me rethink what I enjoy about gaming and every turn-based game I’ve ever disregarded. If Sandfall Interactive ever make another title in this genre or other, I’ll be there for it.

Absolutely my Game of the Year for 2025, and it has easily secured a spot in my top ten favourite games of all time. I don’t think I’ll ever emotionally recover from this game.

Cannot recommend enough.
Diposting pada 30 Mei. Terakhir diedit pada 12 Agustus.
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