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9 Personen fanden diese Rezension hilfreich
2 Personen fanden diese Rezension lustig
0.9 Std. insgesamt
Target Audience: Those Really Desperate For a Survivors Experience

Summary:

With the sheer amount of Survivors games and the different styles available, you'd think that one based on a train would get a recommendation at the low price. But honestly, what the game ended up doing was just frustrating me with its converted interface from the mobile port, to the point where it felt like I was fighting the game to actually play it. The on rail tracks gameplay does have some interesting elements in how you choose your upgrades, but not meaningful enough choices to really make repeated sessions any more signifcantly different from run to run. After 20 minutes, I felt like the game had shown me a good majority of what it was able to do. I also felt that when it came to the choices I had, they felt....not that significant in the big picture.

It doesn't help that visually, it isn't anything great to look at. Maybe this works more on a mobile device at the resolution there, but the Sepia tones and feedback just made me want to stop looking at it very quickly. Look, I don't want to beat up a game that's this cheap: this game is functional in certain aspects and may give the rush that people are looking for. But it's in a genre that's exploded with a lot of different takes and ideas: and most of them work better then Choo Choo Survivor. It doesn't even really play well into its themes to be honest.

Just a Pass.

Stream Footage: : https://youtu.be/_pOokTjrTgY

Lists:
Positives:
  • The different weapon combinations could be interesting in a vaccum.
  • Functional in performance.

Negatives:
  • Gameplay gets repetitive way too quickly in all the wrong ways.
  • Decisions don't really feel that significant in the big picture. Strategy feels insignifcant as opposed to just getting any upgrade for weapons.
  • Controls feel like they were secondary for this platform, and don't feel natural.
  • Lacks oompf in presentation, and rewarding feeling visually with color scheme and presentation.
  • Just doesn't have enough compared to others in the survivors genre.


If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 8. August 2023.
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5 Personen fanden diese Rezension hilfreich
25.0 Std. insgesamt (25.0 Std. zum Zeitpunkt der Rezension)
Target Audience: Punch-Out Fans.

Summary:

Vanillabeast Retro Knock-Out will feel like the days of sitting in front of your NES and repeatedly pushing yourself against a challenge that's doable, but will take time. It's a game that follows strict patterns and will not be for some: but for those looking for a challenge, its' going to be a game that's right up your alley. Mix in some themes and some annoyances and you've got a game that's going to be either a love or hate for a majority of people out there.

The game's solid fighting mechanics and focusing on pattern recognition and learning does really shine in some of the best fights of the game, and I do appreciate that every opponent that I faced really did feel significantly different. The game is bathed in references left and right and while I didn't get all of them, I did appreciate most of them, and some of the more re-used music loops are really catchy for fighting. I actually would have liked to see more focus on an integration of story and gameplay: I actually think the segments where these cross over more were extremely effective.

You will have annoyances though. Those who have played older punch outs will find slight differences that will feel like you need to know what's coming: whether it be the very short time on tells or the lack of “staggering” of opponents leading into their combinations when you punch at the wrong time. The game also has some annoyances when it comes to the little things: like not being able to skip the guy talking about the chicken, or some particular songs that play that makes you want to throw your headphones at certain points of the game.

You'll get frustrated while playing the game, but the game is not going to apologize for that, and you have to understand that. This isn't a game that's designed for newcomers or people wanting a step down: it wants to push you. And if you want that: then it's the perfect game for you.

Review Video: : https://www.youtube.com/watch?v=4PwuLM-4mV8

  • Solid fighting system that focuses on pattern recognition that is doable but comes with experience.
  • Good variety of fighters and styles that will make a good amount of the fights feel unique.
  • Good Humor when it hits. Nice series of references.
  • Good challenge overall.
  • Story elements when directly connected to gameplay work well.
  • Core music is great, and you're able to listen to it without getting sick of it.

Negatives:
  • Game at times can feel like you need prior knowledge to make it longer in the fight: slight differences in timing and staggering can lead to frustration.
  • There are elements that will annoy you and get under your skin, especially when you have to see them/listen to them over and over again (The Chicken Joke is a prime example)
  • There are small hiccups with certain animations/things that look janky at times.
  • Some humor swings and wildly misses, unless you “get” it.
Verfasst am 28. Juli 2023. Zuletzt bearbeitet am 23. Dezember 2023.
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8 Personen fanden diese Rezension hilfreich
1.9 Std. insgesamt (1.6 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Target Audience: Those who want a game with potential come to life

Summary:

I admit, Zombie Soup disappointed me despite me thinking that there's potential for the game in the long term. I always want to see a smaller studio and game succeed, but I'm just baffled by some of the decisions and elements that came into the game. The game feels like a weird 90s kids horror with seemingly weird (badly translated?) writing at times, but it gets the mood across. The controls and base gameplay when it comes to firing is reasonable, and there are flashes of a game that could be interesting in very particular circumstances that the game tests you without being frustrating.

But that's few and far between right now. The cramp nature of the level design in the early going feels like a game not designed with the particular control/speed in mind, and there's just many moments where you wonder if the AI is going to even bother with you. The hotel nature in the early going leads to chokepoints that are easily exploitable, and you really don't feel any pressure at all. There's a boss fight early on where I literally didn't have him attack for 3/4ths of the fight, because my speed and circle strafing just confused it enough to just....not attack. Then the “second” phase hits, and all of a sudden the fight is fun, and I'm sitting here going “WHERE WAS THAT THE FIRST PART OF THE FIGHT”. There feels like hidden potential here if designed the right way.

But then you hit one of the boss fights toward the end of the hotel, and I'm sitting there wondering who flipped the script, and all the problems come pouring out. Attacks that take up a huge chunk of the screen, with barely any feedback that it did damage from a sound design and visual perspective. Then comes an attack when the boss is towards its death that I literally still don't know how to avoid, and it exposes a huge problem with the game giving you the in-combat information to really succeed in the end.

Like, if the game is massaged heavily and takes a lot of feedback, there is potential for a good top down shooter here. But with it having so many stumbles out the gate, I'm not sure if I'd want to put in the effort to really help it along the way with so many other good ones out there. It's a pass for me, but something to look at if it develops over time.



Stream Footage: : https://youtu.be/Kv3LZ9Yovcs

Lists:
Positives:
  • Vibe is off in a good way, has a weird 90s kids horror presentation with bad acting and shenigans.
  • Control Set and base movement and firing feel good.
  • Flashes of the games potential in certain fights.

Negatives:
  • Frustrating lack of feedback in key moments and combat lead to wondering how the hell you can get through a section, and if the fight is even winnable. That is complemented with...
  • Early difficulty is laughable at times, providing no challenge what so ever, then running into a brick wall. The progression is way, way far off.
  • Cramped early game doesn't take advantage of controls, and your speed basically dealing with every enemy just fine seems like it was the reason for that crampness. It just doesn't feel right.
  • Enemy AI in a game like this should be somewhat exploitable and dumb....but not this much. It's laughable that the basic enemies sometimes won't even get to you halfway before dying, or even bother with you even if you're standing right next to them.
  • Feels like a game that had an engine put together, and the potential put forward in it, but the design team had no idea how to really use that to the best of their abilities.
  • Really weird presentation chioices in color scheme make it hard to focus at times, and then coupled with a mismatch of aesthetics that feel like custom assets were all made, but no one could really setttle on one particular style.


If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 8. Juni 2023.
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14 Personen fanden diese Rezension hilfreich
8.8 Std. insgesamt
Target Audience: FPS fans with a knack for in-universe designs (with flaws)

Summary:

The case of Slayers X is an interesting one. When it comes to the corridor shooter genre, it's a good but not remarkable entry in it. Sure, it's fun to play and frag all the enemies, and finding secrets and trying weird ♥♥♥♥ is also something that you can enjoy for a bunch of hours. Exploring maps and finding secrets or new little activities to do keeps you engaged, and 90s kids will especially appreciate the music and all the little easter eggs present. But in the modern day landscape of the boomer shooter genre, Slayers X has a hard time standing out. It just doesn't have the draw of the higher tier ones (Dusk, Fashion Police Squad, etc), as it just doesn't have that one thing it really excels at to distinguish it.

And yet, when it ties into the world of Hypnospace Outlaw, and taken in context there, it's exactly what it needs to be. It is the time of game that is literally designed to be made by a 13 year old kid as a project he made using an in-game FPS. It shows with some of the over the top story and gross out humor, but it also starts to explain some of what could be considered flaws: like the ridculous frustration spike towards the end of the game, or the focus on explosions for the finale. In that context, almost every decision here makes sense, even if for a general audience it may be a “worse” game at times because of it.

Understanding that connection will give the most out of Hypnospace Outlaw in the big picture, and if you can do that, you will appreciate every detail and have a blast of a time. It's still worth playing even if you don't, but for many it won't be a “rush out and get” title. It's also on Xbox Game Pass as well, so it's the perfect place to try it if you have questions.



Video Review: https://youtu.be/xrTPUaicsqw

Lists:
Positives:
  • Perfectly fits into a world as it takes on the design of a game “created by an edgy 13 year old kid”.
  • Movement/Gunplay feels great, and takes you back into the era of boomer shooters.
  • Like the Glass Shotgun and the idea of using ammo of what you destroy of windows.
  • Secret hunters and off the beat path finders will enjoy the little touches here and there. Rewards exploration.
  • Good difficulty without being too harsh with the enemy numbers for the most part.
  • Sound design really does well in most of the weapon sounds and in-world noises.

Negatives:
  • Without the game design caveat, doesn't stand out vastly against the array of boomer shooters out there.
  • Some parts of the game get frustrating, especially the penultimate level with its platforming, almost designed to make you tear your hair out. While it's part of the design, it's also something that I can't say that I really enjoyed in the end.
  • Draw distance and lightning at times could use a bit of a touch up.
  • Wanted one or two more weapons that were more over the top/unique.


If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 1. Juni 2023.
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18 Personen fanden diese Rezension hilfreich
43.9 Std. insgesamt
Target Audience: Experienced Strategy Players

Summary:

Ash of Gods: The Way will be one of those games that I'm predicting will be very polarizing thanks to the way it is designed. Don't get me wrong, there's no question that there's a strong core strategy element at the heart of the game, with a reasonable balance in the card-based battling that can lead to some wonderful moments of triumph. For veterans of the genre, you'll appreciate the challenge of both the in match strategy element of dealing with your opponents and your draws, but the deck building and preparation means more then ever in this variation of the genre.

The game is beautiful in its UI design with simplicity yet an elegance, and the character portraits do a great job in characterization, yet look interesting to look at throughout the game. The story is not anything to write home about, but is good. The choices you make actually affecting the story, even with simple side plots, can be effective, and I did appreciate the game actually acknowledging failures when they happened from the story side of things.

But a lot like war, Ash of Gods: The Way can be unforgiving at some crucial moments that may turn a player away in frustration. The ever changing rules, even during the battle, means that you're never really getting into a groove of understanding certain key elements at times, and that can lead to some harsh re-lessons at key points. It doesn't help when the game surprises you with a rule change DURING a fight, which a majority of the time causes you to replay to deal with the knowledge at hand. While there are difficult settings, I don't think new players to the genre are going to have a good time with the game.

But overall, I enjoyed the game, and would recommend for strategy players who want something a tiny bit different, but challenging from a mental capacity. It's still worth playing for others, but some may want to wait for a sale in the bigger picture.


Review Video: https://youtu.be/rOwMizpgVOo

Lists:
Positives:
  • Core card game element keeps things simple but still has complexity for reasonable strategy: and can feel like some of the best chess matches you've played.
  • The ever changing rules from fight to fight emphasizes deck building and using your knowledge about the upcoming fight effectively: and does that well.
  • Balance of cards designed make even what seems the weakest cards usable: the team went with less is more in the big picture, and It works.
  • UI is smartly designed, giving all the information you need without being overly flashy or complicated in it.
  • Strong character designs that give you the gist of the character in just a glance, but also give you a level of detail you'll appreciate.
  • Story is good, but the choices you make actually seemingly having an effect in gameplay and story does really sell the choices in the long run.
  • Do like a good amount of characters, with Raylo and Quianna coming to mind.

Negatives:
  • Rule changes in battle, even when you see them coming, will most likely frustrate as many of them aren't easily dealt with until you know they are coming: causing you to retry.
  • Not the best game for newbies in the genre, while there are some tools to help, you'll never get settled to feel comfortable with things, you're already changing the rules in the next fight.
  • Main voice performance from Finn wore on me significantly: could be just me, but his voice started to feel like nails on a chalkboard.
  • Animations will start to feel repetitive over time in the combat area with little to no variation in them.
Verfasst am 27. April 2023.
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10 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
17.7 Std. insgesamt
Target Audience: Dark Souls Fans

Summary:

I know what you're thinking based on that Target Audience: “lol another bad comparison to Dark Souls because the game is probably difficult.” Well yes, the game is difficult, but the Dark Souls and Bloodborne comparisons go a lot deeper then a lot of comparisons that get thrown around now a days, and Hunt the Night mostly succeeds in what it set out to do, despite some hiccups along the way.

The slower yet methodical combat that focuses on getting in and out is great, with a dodge that seems overpowered at first, until your realize that the level design has cleverly constrained you in a lot of cases. Each melee weapon has a good strength that makes it flexible to take down all type of good enemy variety, but specialized enough to really succeed in certain situations. The game has moments that really shine, like epic boss fights where you get through by the skin of your teeth; or sub-stories that pull on heartstrings and really reward those who pay attention. The atmosphere is dark and gritty without taking you out of it for the action, and really pushes you to see what's around the corner.

Granted, the main plot is done alright and is what you've seen before, but a lack of punch in the main story especially with the connection of the main character does make the story slightly suffer. A lot of my complaints end up being small things that add up over time: like a lack of invincibility frames upon entering a room/spawning that could mean you're taking damage before you are even able to react. The game is also a game that for sure isn't for those new to the genre: it's a dark souls game without really any friendly elements for newer players, and some players will get really frustrated with certain sections lengths without save points or lack of tools to navigate in traditional senses.

The thing is, the combat and strong set piece elements with some of the side stories are worth the price of admission here, as the game was enjoyable throughout my hours even when the game was frustrating me. Definitely worth a buy for any dark souls fan, or anyone who likes deliberate combat.


Video Review: https://youtu.be/JzTQPeiuDAM

Lists:
Positives:
  • Strong slow but methodical combat system that rewards precision and punishes recklessness in the right ways.
  • Several side stories intrigue you about the world and really capture the essence of Lovecraft/Dark Fantasy.
  • Good mixture of main weapons and guns that reward mastering them while allowing for specialized combat when you need to pull the right weapon out for a challenge.
  • Quality of ranges of weapons and strengths really feel playtested in terms of back and forth.
  • Presentation is functional yet still great to look at: never getting in the way of combat/gameplay, but still being lovely to look at.
  • Atmosphere is dark and sets the mood right, getting you with a scare or two while still maintaining a menacing tone.

Negatives:
  • The gameplay has annoyances with things like lack of invincibility upon entering a room/spawn that can lead to hair pulling moments. They add up over time.
  • Game's main story stumbles at times doesn't hit as strongly as the sub-stories especially with its connection to Vesper.
  • Landmarks/Map Design can make it hard to navigate and can get lost in layered paths.


If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 13. April 2023.
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1 Person fand diese Rezension hilfreich
3.5 Std. insgesamt (2.0 Std. zum Zeitpunkt der Rezension)
Target Audience: Those wanting a good decision making element with a little action

Summary:

It would be very easy for people to go “oh it's just Dome Keeper but a different direction”, and to be frank, does that really matter? The question is if the game is fun on its own, worth the cost, and whether it's right for you. I myself haven't played Dome Keeper (I just picked it up though), but what I've played so far here is a good roguelite game that makes you feel the progress and improvements from to run, balancing the management of the different paths you can go down each run while getting better overall. It's a game with repetition: but that's the point: improve and perfect, and adapt to the new items you may have come across or the weapon that you have found. Each run got better for me in the first few hours, and for the price of admission, it's hard to argue against the 5 dollars.

Granted, it's a question how long that can hold up, but with a good amount of upgrades both permanent and run-based, that seems to be at least a bit. The presentation is good, the movement of the spider-mech and the pulled back camera angle to get a perspective of the world you haven't seen does establish a lot in getting immersed into the world.

Really, a lot of my early complaints has to do with a lack of movement options on the spider mech, but that's immediately solved by the upgrades.

Look, there's a solid game I see here for a cheap price. I can't not recommend it.


Stream Footage: https://youtu.be/8ndit2EWj0k

Lists:
Positives:
  • Solid gameplay loop that seemingly got the progression right from run to run.
  • Enough options to change up in the early going to have familiar gameplay but force you to adjust a little bit.
  • Combat with the limited speed/angle/etc does well to create tension and force you to adapt.
  • Presentation sets the stage of the world well and love things like the movement animation on the spider.
  • Like some of the things you come across in terms of the world to add to this mysterious wall.
Negatives:
  • There's a concern about overall repetition, and while I think it's somewhat warranted, but it's not a killer.
  • Really, want to see some “crazy” upgrades, but might not have run into them yet.
  • Wish the story part was played not at the game start but after you hit the start of a save file.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 6. April 2023.
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8 Personen fanden diese Rezension hilfreich
67.5 Std. insgesamt
Target Audience: Players who are hard to frustrate and want a 80s theme in board game mechanics

Summary:

Rough Justice 84 has the theming and has the strategy elements that really work well for the first 10-15 hours. There's a good mixture of luck, skill, and strategy that make your decisions worth while, all in a theme that captures the 80s aesthetic. The music sets the mood rather nicely, and the mixture of mini-games are smartly implemented for the most part. The story starts off strong in a detective and mystery sense, and I was going to be ready to sing the praises of the game from the rooftops with its strong start. The character portraits are great and I do like the tributes to 80s pop culutre icons like Ellen Ripley and Bill from Bill and Ted. I could do without the Big Chungus referernce, because well, that sorta took me out of the role playing aspect of the game.

Then, the game falls off a cliff. The game runs out of tricks to keep things interesting: and it starts to really drag. You're doing the same things over and over again, where you're not being challenged, and the strategy element goes out the window with sheer numbers games. For example, there's a bank in the game, and I have no idea why, I don't know any situation where I was hurting for cash. It doesn't help that the story goes for tropes that are familiar, but don't feel right for the era exactly. There's one particular reveal that left a sour taste in my mouth: just because it felt out of right field and like it could have been done a lot better with a change in the group implementing it.

The thing is, it's hard to know how exactly the mid-late game would drag out for you because of the numerous bugs I ran across. Missions not being selectable, quests being missing, agents literally leaving after I hired them. But the biggest one was progressions ones. I'm not talking decisions like not using an auto-save feature (but why isn't in there), but having a character level up, leave, hire them again, and that progress on that agent being gone. That killed the flow of the game immensely and had me questioning everything, and that's something you really start to notice when you've been playing for the hours I had.

Look, right now, it's hard for me to recommend outside dedicated strategy/board game players who want a chunk of a game to bite into. It could get a lot better with the right patches (some of them have happened), but it's kind of game I'd wait for a sale on.


Video Review: https://youtu.be/epbf3zZKKxA

Lists:
Positives:
  • First 10-15 hours does a fantastic job of balancing luck and skill with strategy elements and makes your decisions matter.
  • A good selection of mini-games to test specific skill-sets (memory, rule adhearing, etc).
  • Role play aspect is nice, could see this really excelling at a tabletop session if it were adapted to IRL board game.
  • Clever elements that allow multiple skill levels to succeed with figuring out patterns.
  • Good Theming across the board from characters to presentation to music.
Negatives:
  • Bugs. Bugs. Bugs. Bugs that halted progress and dragged out the game in bad ways.
  • After 10-15 hour mark, game drags into the same old thing without anything new, and it starts to wear on your quickly.
  • In that aspect though, the game feels both rushed in the story at the end, but also really weirdly balanced for how to complete it (I don't think I even got a character halfway to the max level).
  • Particular reveal at mid story took the wind out of the story especially for the theming of the era.
  • Some voices REALLY don't match the model in question (Bill from Bill and Ted in particular).

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 5. April 2023.
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19 Personen fanden diese Rezension hilfreich
2.3 Std. insgesamt
Target Audience: Those with a lot of Frustration Tolerance and want something a little different in Action

Summary:

Gripper is one of those games that feel like it's on a very shaky foundation. Don't get me wrong, when the tunnel like sections and open arena combat are working the way you want them to, it can be fun and a challenge. But the shaky foundation doesn't like a lot of variation in gameplay: and almost expect you to go one way and one way only. The thing is, if you do go outside the bounds of what the game wants you to do, even for a moment: then all hell breaks loose.

Like, I'm not talking about not listening to the game's very oddly written story or the instructions given to you. I'm talking about going left versus right against a hazard in the tunnel sections: and running into a hazard that has appeared so quickly in front of you, you have no chance to dodge it. Or a boss fight where the bosses leading shots are so accurate that you are wondering if the game is literally predicting every movement with the limited turning radius at times. These things start to add up quickly: as it starts to feed into a frustration that you will not only be able to shake, but will continue until you just say “nope, no more for tonight”.

But what's worse for me is the overcoming of that frustration doesn't even feel rewarded. It doesn't feel like you've grown despite the fact that you've learned how to get further in each section: it's just that you have information now and can dodge/deal with things even before they happen. You're just glad that the enemy boss is not throwing the same line after dealing with it for 10 minutes of them just mentally exhausting you over and over again.

Look, under the surface here there could have been a game that did well to bring bike combat and the tunnel racing to the forefront: but all I have found is a game that felt like it was tested by the people who programmed it: and not anyone outside the knowledge group. Which means that it's very much knowledge is power: and well, have fun trying to get it.

Stream Footage: https://youtu.be/keEMYoNHPg8

Lists:
Positives:
  • A nice idea with the combination of tunnel riding gameplay with combat arena biking.
  • Some concepts about the themes are nicely used, even if a little bit too in your face about it.
  • Rewards those who are resilient.
  • Some cool designs with the Guardians.
Negatives:
  • Frustration. Both sections do not really reward skills but knowledge of what's to come: which leads to a lot of times where you get a hit and you're like “OH COME ON”.
  • Game has too many times where it drops a hazard/issue in front of you and you do not have the time to react, even if you're the fastest hands and mind in the west.
  • Very unforgiving for players with lower skill floors/ceilings. No checkpoints, and not a lot of ways to fix things if you go down bad paths.
  • Feels like the game was designed to be 2-3 times longer then it is, and things were cut left and right.
  • Controls on movement are consistent, but still feel like it's constraining in the wrong ways.
  • Writing is confusing at times and feels like half of the plot was cut out. Missing lead-up for information makes it feel like the player is skipping forward and backward randomly.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 30. März 2023.
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9 Personen fanden diese Rezension hilfreich
4.5 Std. insgesamt (2.9 Std. zum Zeitpunkt der Rezension)
Target Audience: Players who want a contained yet strong experience

Summary:

Look, I get it. Games for many are hard to drop a bunch of money on for some players out there if you don't get a lot of hours out of it. It's a valid criteria, but I always have to point out that quality of those hours are important. We've seen games that have stretched out their content so far that the slightest of pressure will cause it to snap. Well, 9 Years of Shadow is the opposite of that, and quite frankly, was fantastic for the time that I've played so far.

Obviously, you're probably here for the visuals and presentation, which are absolutely gorgeous. The game shows a variety of environmental designs along with fun characters that let's you appreciate the small details on each of them, without getting lost in the big picture of functional gameplay. I love the weaving of elements into each character and how you can tell who they are just by looking at them. In addition, the game emphasizes key moments well with beautifully constructed screens: like those that you get when getting a new armor. The music may be a slight step down compared to the overall visuals, but that's like saying the great fries are a step down from the big juicy burger next to it: it does more to complement the visuals more then anything.

The gameplay is up my alley to: a focus on basic positioning and simple attack/defense strategies in metroidvanias. The element system does enough to change encounter, and the movement options that are introduced (especially the water siren form) really feel fantastic and just wants to make you move around. There's ok enemy variety but great boss encounters, and the game hits the level of pushing you into situations that will get you tense, but not to the point of frustration. Exploration is easy yet can get you confused at times, but you'll want to keep exploring this world as much as possible.

Look, the biggest knock against this game right now is the length based on other reviews, but the impression it leaves from a gameplay perspective does a lot to justify it's cost. If that's important to you, then keep an eye out for it in the future at least, but for others, this is a great example of a polished indie game that you'll be thinking for days to come, and just want to see what the world has to unveil next.


Stream Footage: https://youtu.be/CGaVJnFMt6w

Lists:
Positives:
  • Some of the strongest art direction and visual flair that I've seen to date: very powerful yet functional in designs from all aspects (character, level, hell even UI).
  • Seriously, the UI in particular is a prime example of how to make it functional WITHOUT making it boring.
  • Environmental and level design has good variety and emphasizes combat and movement options in good ways.
  • Hug Mechanic feels just right in rewarding smart gameplay decisions, but still leaving room to get into trouble.
  • Boss battles are great skill checks that have tension yet still make you feel like any attempt could easily be the one.
Negatives:
  • If length is important to you, this will be a negative in terms of overall hours to completition.
  • Honestly, a lot of what I could bring up are super, super nitpicks. The game's too solid all around.
  • Would love to see some options in accessibility/other areas (I do wonder how colorblind players would deal with the element system).

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Verfasst am 28. März 2023.
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