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6.3 ώρες συνολικά
Amazing character creator. The rest is just weak old game on life support with heavy monetization and issues not solved since launch.
Αναρτήθηκε 17 Μαρτίου. Τελευταία επεξεργασία 17 Μαρτίου.
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0.5 ώρες συνολικά
BRAINPIPE: A Plunge to Unhumanity – Fun with a Trippy Twist

BRAINPIPE: A Plunge to Unhumanity is one of those games that’s hard to describe without sounding like you’ve fallen into a 1970s psychedelic experiment. It's weird, minimalist, and drenched in trippy visuals. It’s not going to keep you entertained for hours on end, but it’s a fun little distraction with a distinctly acid-dipped vibe.

Gameplay

The premise is dead simple: you’re essentially flying through a tube (the titular “brainpipe”), avoiding obstacles and collecting glyphs as you go. Think of it like an endless runner, except instead of running, you’re gliding through a neon, pulsating, mind-melting environment. The controls are straightforward—just move your mouse to steer through the tunnel. It’s easy to pick up but deceptively challenging as the pace ramps up.

There’s a hypnotic quality to the gameplay. It’s all about reflexes and focus, and as the obstacles get crazier, the challenge becomes more intense. It's almost meditative if you can get into the zone, but when you crash into something, you’re snapped out of it pretty quickly.

Visuals and Atmosphere

The visuals are the main attraction here. The game is a kaleidoscope of colors and patterns, with every level bringing a new set of bizarre, alien-like designs. It’s not high-tech or flashy, but it nails the surreal vibe. The whole thing feels like a fever dream or an abstract art piece brought to life.

The sound design matches the visuals perfectly. Ambient, otherworldly music hums in the background, creating a disorienting but oddly relaxing atmosphere. Combined with the visuals, it feels like the game is actively trying to mess with your brain—in a good way.

Story (or Lack of It)

Don’t expect any deep narrative here. There’s no plot, no characters, and no lore to uncover. The game’s focus is purely on the experience. The title and overall aesthetic hint at some deeper theme about human evolution or madness, but it’s more of a flavor than a story. If you like your games with a side of existential mystery, you’ll appreciate it, but it’s by no means the main draw.

What Makes It Fun?

The charm of BRAINPIPE lies in its simplicity. It doesn’t try to be more than it is—a short, trippy arcade experience. It’s perfect for when you want to kill 20 minutes and don’t feel like committing to something more complex.

But that’s also the downside. Once you’ve played a few runs, you’ve seen most of what the game has to offer. It’s not going to hold your attention for long, but it’s a great pick-up-and-play option when you’re in the mood for something different.

Final Thoughts

BRAINPIPE: A Plunge to Unhumanity isn’t a must-play, but it’s definitely a memorable experience. The combination of simple mechanics, trippy visuals, and eerie sound design makes it stand out from the crowd of indie arcade games. Just don’t expect it to last you more than a few sessions—it’s more of a quick hit than a long-term investment.

If you’re in the mood for a short, surreal, acid-flavored journey, give it a go. It’s fun, weird, and won’t take up too much of your time. Just don’t be surprised if you finish a session wondering what the hell you just played.
Αναρτήθηκε 17 Μαρτίου. Τελευταία επεξεργασία 24 Νοεμβρίου.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
0.2 ώρες συνολικά
Coil: Art or Game? You Decide

If you’re expecting a traditional game when you boot up Coil, let me stop you right there—it’s not one. It’s more of a digital art experiment disguised as an interactive experience. I wouldn’t call it a game in any meaningful sense. If anything, it feels like something designed to provoke discussion (or confusion) rather than entertain.

Gameplay: If You Can Call It That

There are no tutorials, no instructions, and no clear objectives. The entire “game” revolves around figuring out what to do by trial and error. The controls vary wildly between scenes, and you’re left guessing what each interaction is supposed to accomplish. It’s frustrating, to say the least, and not in a challenging way—more in a “What am I even doing here?” kind of way.

I noticed that the game tried to launch Internet Explorer at one point, which immediately felt invasive and unnecessary. This left a bad taste in my mouth. No game should mess with your system like that without warning.

Story and Themes

There’s an attempt at storytelling, but it’s cryptic and abstract. You’re not given much context, and what little narrative exists is buried under layers of metaphor and surreal visuals. Some might call it “deep” or “artistic,” but honestly, it felt pretentious to me. If there’s a meaningful message here, it’s so buried under obscurity that it failed to resonate.

Graphics and Sound

Visually, it’s simple—more like something you’d see in an early Flash project than a polished game. The art style has its moments, but it’s nothing groundbreaking. The music and sound effects are ambient and sparse, aiming to create a mood rather than drive the experience.

Creators and Legacy

I know the game has some “famous creators” attached to it, but I don’t care. Their pedigree doesn’t make Coil any more enjoyable. If anything, it feels like their names are being used to justify the project’s existence rather than the other way around.

Final Thoughts

As a game, Coil is a hard no for me. It’s more of an interactive art piece that wants to challenge your expectations but ends up feeling like it’s trying too hard to be profound. If you’re into experimental projects or digital art, you might find some value here. For everyone else, there’s nothing to see.

If you’re looking for something fun, engaging, or even remotely game-like, skip this one. It’s not worth the time or the hassle.
Αναρτήθηκε 17 Μαρτίου. Τελευταία επεξεργασία 24 Νοεμβρίου.
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3 άτομα βρήκαν αυτήν την κριτική χρήσιμη
31.2 ώρες συνολικά
A Dive into AtlanticA Online: A Relic of the Past

Recently, I decided to explore Steam’s offerings for free-to-play (F2P) games. With a library of over 15,000 F2P titles, I’ve been sifting through them—a task that’s part discovery, part endurance test. Some games hold my attention for hours, while others barely make it to the 10-minute mark. Amid the flood of low-effort shovelware and MMO titles that have devolved into F2P, pay-to-win (P2W) shadows of their former selves, I stumbled upon AtlanticA Online.

This game stood out for one reason: it still has some genuinely interesting ideas. At its core, it offers a tactical combat system where you build a team of mercenaries from a large roster. Each mercenary comes with unique traits, and you can tailor your lineup to suit your playstyle. On top of that, the game features extensive customization, including crafting, professions, and specialized gear. The world itself is expansive, though it’s admittedly showing its age. On the plus side, the dated graphics ensure that the game can run on almost any machine, even an old toaster.

The Installation Saga

Here’s where things started to unravel. I installed the game through Steam, choosing AtlanticA Europe. On launching, I was greeted by a patcher suggesting I download the client directly from their website due to the "large size of the patch." This immediately rubbed me the wrong way. I use Steam for convenience, not to juggle extra launchers—I already have too many as it is. Ignoring the advice, I let the patch download via Steam’s client.

After patching, I adjusted the settings for the best experience: highest graphics quality, 60 FPS, and my monitor’s native resolution. Unfortunately, I had to scale back to 1080p. Why? The UI scaling is atrocious, making everything so tiny at higher resolutions that it feels like a test of your eyesight. This lack of support for modern displays is an immediate red flag.

The Gameplay Grind

I created a Blademaster character and dove in. Right away, the game provides a catch-up mechanic—gear and boosts to help you level quickly. In just a few hours, I was already near level 50. This might sound impressive, but the process is painfully repetitive:

Kill X number of monsters.
Collect X items from said monsters.
Repeat.

This isn’t just grinding—it’s grinding at its most uninspired. There’s no engaging story to pull you through the slog, unlike MMOs such as World of Warcraft that weave compelling narratives into their progression systems. After the first few hours, the monotony became unbearable.

What’s Worth Noting?

Housing System: One unique feature is the game’s extensive housing system. You can customize your home, and even visit other players’ houses without needing their permission. It’s a neat addition, though it feels more like a side attraction than a core mechanic.

Tactical Combat: The turn-based, squad-oriented combat is where the game shines—at least in theory. The ability to mix and match mercenaries and experiment with builds is fun for a while.

A Ghost Town

The population is the game’s biggest downfall. The moment you log in, you’re greeted by bots spamming gold-selling services in chat. After blocking the spam, I noticed something else: almost all communication in the global chat was in Cyrillic. The game’s player base has dwindled to almost nothing, with just 95 active players when I checked.

An MMO lives or dies by its community, and AtlanticA Online feels practically dead. Without a solid player base, even the best mechanics fall flat.

Final Verdict

AtlanticA Online might have been a decent MMO in its heyday, but those days are long gone. Between the poor UI scaling, tedious gameplay, and a near-nonexistent population, it’s hard to recommend this game to anyone but the most nostalgic fans.

If you’re looking for an MMO to sink time into, there are far better options out there. For everyone else, this game is a relic—interesting to poke at for historical reasons, but ultimately not worth your time.
Αναρτήθηκε 2 Μαρτίου. Τελευταία επεξεργασία 23 Νοεμβρίου.
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0.5 ώρες συνολικά
Vanguards Review

If I had to sum it up, Vanguards is a simple and straightforward three-player MOBA with no frills but enough charm to be enjoyable for short gaming sessions. It doesn’t try to compete with big names like League of Legends or Dota 2, but that’s not the point here. It’s a lightweight experience that focuses on small-scale, cooperative battles with tight gameplay mechanics.

Gameplay

The premise is simple: you and two other players team up to control three distinct characters, each with their own abilities and roles. The core loop revolves around working as a team to defeat enemies, secure objectives, and ultimately dominate the match.

The controls are easy to pick up, even if you’re not a MOBA veteran. The game strips away a lot of the complexity you’d find in larger MOBAs—no sprawling item trees, no hour-long matches. It’s more about quick, tactical teamwork and skill usage. If you mess up, you’re back in the action quickly, which keeps it fun and low-stress.

Characters

The roster isn’t massive, but each character feels distinct, with enough variety in playstyles to keep things interesting. You’ve got your standard archetypes like tanks, damage dealers, and support characters, so there’s something for everyone depending on how you like to play. The abilities are straightforward but effective, meaning you don’t need to spend hours mastering combos or meta strategies.

That said, it wouldn’t hurt to have a bit more variety in the characters or their abilities. After a while, you might feel like you’ve seen it all, especially if you stick with the same teammates.

Maps and Locale

The maps are small, compact, and designed to keep the action moving. There’s no wandering around looking for something to do—objectives and enemies are always close by, so you’re constantly in the thick of it. The design leans heavily on simplicity, which works for the game’s pick-up-and-play vibe.

The visuals are colorful and clean, with a cartoony style that doesn’t take itself too seriously. It’s nothing groundbreaking, but it’s functional and keeps the focus on gameplay. The environments are detailed enough to give each map its own personality without being overwhelming.

Teamwork Is Key

Unlike larger MOBAs, where you might feel like a lone wolf, Vanguards really emphasizes teamwork. With only three players per team, every action you take matters. Communication and coordination are critical, and if you’re not on the same page as your teammates, you’ll struggle.

This makes the game great for playing with friends but a bit hit-or-miss with random players. If you end up with teammates who don’t cooperate, it can get frustrating fast.

Strengths

Quick Matches: Games don’t drag on forever, making this perfect for quick sessions.
Easy to Learn: The simplified mechanics make it approachable, even if you’re not into MOBAs.
Team-Focused: With only three players, teamwork feels more personal and rewarding.
Fun Art Style: The visuals are lighthearted and keep the game from feeling too intense.

Weaknesses

Limited Content: The character roster and maps could use more variety to keep things fresh over the long term.
Dependent on Teammates: Random players can make or break your experience.
Simplistic: While that’s part of the charm, it also means it might not hold your attention for extended periods.

Final Thoughts

Vanguards isn’t aiming to reinvent the wheel, and that’s fine. It’s a fun, casual MOBA experience that strips away the complexities of bigger titles in favor of something more accessible and cooperative. The focus on three-player teams makes it stand out, and while it could use more content, it’s a solid choice for short gaming sessions with friends.

If you’re looking for something lightweight and team-oriented, give it a shot. Just don’t expect deep meta or endless replayability.
Αναρτήθηκε 25 Φεβρουαρίου. Τελευταία επεξεργασία 23 Νοεμβρίου.
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1.2 ώρες συνολικά
Win Big Or Die: A Student Project with Honest Effort

Let’s start by setting expectations: Win Big Or Die is a student project, not a polished commercial title. It’s important to review it with that perspective in mind. Given its scope and origins, the game demonstrates an admirable effort to create a simple, functional PvE arena shooter that focuses on responsive controls and straightforward gameplay.

Gameplay: Simple and Accessible

The premise is as basic as it gets—you’re dropped into an arena to face waves of enemies in a PvE environment. The goal is to survive as long as you can while racking up a high score. There’s no story or progression system to speak of; the focus is squarely on the action.

The controls are surprisingly tight and responsive. Movement feels smooth, and aiming and shooting work as expected without any awkward delays. For a game at this development level, getting the controls right is a big win, and it makes the game enjoyable despite its simplicity.

Visuals and Presentation

As expected from a student project, the graphics are functional but not flashy. The game uses basic assets, but they’re assembled in a way that avoids feeling haphazard. The visuals are clean and do their job of keeping the player focused on the action without unnecessary distractions.

There’s no attempt at flashy effects or detailed world-building, but given the limited scope, the minimalist design works fine.

Challenge and Replayability

The difficulty ramps up as more enemies spawn, pushing you to improve your reflexes and movement. However, the lack of variety in enemies, mechanics, or upgrades means the gameplay loop can get repetitive after a while. It’s the kind of game you might pick up for short bursts rather than extended sessions.

The simplicity also means it’s easy to jump in and play, making it approachable even for casual players.

Strengths as a Student Project

What sets Win Big Or Die apart from many small-scale indie or student projects is that it feels like a complete, functional experience. Many games of this kind fall into the trap of being overly ambitious and never quite finishing. This game, on the other hand, knows its limits and delivers what it promises—a basic PvE shooter with solid mechanics.

It’s a good example of focused development. Rather than trying to do too much, the creators concentrated on getting the core gameplay to work well, and it shows.

Room for Improvement

That said, there are some areas where the game could grow:

Adding variety in enemies or mechanics to break up the repetition.
Introducing a basic progression system, like power-ups or upgrades, to give players a sense of growth.
Enhancing the visuals with small touches to make the arena more dynamic or engaging.

Final Thoughts

For a student project, Win Big Or Die is a commendable effort. It’s far from groundbreaking, but it’s functional, playable, and honest about what it is. The game focuses on delivering a straightforward PvE experience with responsive controls, and it succeeds in that regard.

While it’s not something you’ll sink hours into, it’s a solid showcase of game design fundamentals and a step in the right direction for aspiring developers. If you approach it with the right expectations, it’s worth checking out for a quick session.

Verdict: A functional, no-frills PvE arena shooter. Simple, responsive, and a good showcase of student creativity.
Αναρτήθηκε 25 Φεβρουαρίου. Τελευταία επεξεργασία 23 Νοεμβρίου.
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17.5 ώρες συνολικά
Witan: Barely a Game

Calling Witan a “game” feels generous. It’s more like a collection of half-baked ideas cobbled together into something that technically functions but utterly fails to entertain. This is less of a playable experience and more of a frustrating exercise in patience and lowered expectations.

Controls: A Mess Before You Even Begin

The first thing you’ll notice is the bizarre control scheme. Before you do anything, you’ll want to remap the keys to something functional—WASD for movement, Shift for run, and Ctrl for actions. The default layout is bafflingly bad, and without fixing it, you’ll struggle even more than necessary.

Then there’s the ESC key. Hitting it doesn’t pause the game or open a menu—it instantly kicks you back to the main menu, counting as a “death.” This design choice isn’t just unintuitive; it’s outright hostile. It’s as if the developers wanted to see how quickly they could make players quit out of frustration.

Gameplay: What Gameplay?

You start in a city with no weapons, no real objectives, and barely any explanation of what you’re supposed to do. Most NPCs will attack you on sight, and since you’re completely unarmed and hilariously weak, your only option is to run. Fighting is pointless because even if you survive the first encounter, reinforcements will show up and swarm you.

Exploring buildings offers little relief. Sure, you can talk to NPCs and shop with your starting 10 coins, but these interactions feel shallow and disconnected from any meaningful progression. The items, including spells, don’t seem to have much impact, leaving you to wonder why you’re even bothering.

Outside the city, there’s nothing worth seeing. The game world is barren, with no engaging activities or rewarding discoveries. It’s as if the developers built a map and forgot to populate it with anything interesting.

World and Atmosphere: Lifeless and Pointless

The city itself looks generic, and switching between first- and third-person views doesn’t improve things. The NPCs aren’t characters; they’re just obstacles programmed to attack on sight. There’s no sense of immersion or depth—just a series of disconnected actions that don’t add up to anything resembling fun.

Even the indoors environments, which should offer some respite, feel empty and dull. Conversations with NPCs are bland and forgettable, and the shopping system is little more than an afterthought.

What’s the Point?

Frankly, there isn’t one. Witan lacks the basic elements of a game—there’s no compelling narrative, no clear goals, and no satisfying mechanics. It’s hard to tell if this was an ambitious project that ran out of resources or a lazy attempt to push out something barely functional.

The “gameplay” boils down to running away from hostile NPCs, aimlessly wandering through empty spaces, and occasionally buying items that don’t seem to matter. It’s not fun, it’s not challenging, and it’s not worth your time.

Final Thoughts

Witan is less a game and more a lesson in frustration. It feels unfinished, unpolished, and uninspired. If you’re looking for a medieval-themed experience, literally anything else would be a better use of your time.

Verdict: Don’t bother. There’s nothing here worth playing.
Αναρτήθηκε 25 Φεβρουαρίου. Τελευταία επεξεργασία 23 Νοεμβρίου.
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757.9 ώρες συνολικά
World of Tanks Blitz Review: A Frustrating Dive into Mobile Tank Warfare

Overview

World of Tanks Blitz is a mobile-friendly spinoff of the popular World of Tanks series. It’s designed for quick battles and streamlined gameplay compared to its PC and console siblings. The core premise is simple: take control of one of many historical or fictional tanks, join a team of seven players, and battle it out in short, action-packed matches. However, despite its potential for casual tank warfare fun, significant issues undermine the experience.

Gameplay

At its heart, World of Tanks Blitz revolves around team-based battles in various environments, from open fields to urban ruins. The game features over 400 tanks from various nations, spanning light, medium, heavy, and tank destroyer classes. Each tank type caters to a different playstyle, whether you prefer fast-paced flanking maneuvers, long-range sniping, or brute-force assaults.

Matches are fast, typically lasting 5–7 minutes, making it easy to play on the go. Controls are simple and optimized for touch screens, with virtual joysticks for movement and aiming. The tech tree progression system encourages experimentation, letting you unlock and upgrade new tanks as you gain experience.

Frustrations

AFK Players
One of the most glaring issues in Blitz is the prevalence of AFK (away from keyboard) players. Far too often, you’ll start a match and immediately notice one or two teammates not moving. This problem persists even in rated matches, which are supposed to be more competitive and rewarding. The lack of an automated system to detect and penalize AFK behavior is baffling. A simple solution, like kicking inactive players after 10 seconds and temporarily blocking them from joining new matches, could drastically improve the experience.

The current reporting system feels ineffective, adding to the frustration. Why limit the number of reports a player can make? It's especially infuriating when inactive players appear in ranked matches, where their lack of participation has a far greater impact.

Matchmaking
Matchmaking is another major weak point. In non-rated matches, team compositions often feel entirely unbalanced. One side might consist of players in top-tier tanks from established clans, while the other is filled with random players piloting poorly equipped or under-leveled vehicles. These mismatches lead to one-sided stomp matches that leave little room for individual skill to shine.

Player Behavior
The game also struggles with reckless or inexperienced players. You’ll frequently see teammates charging headfirst into the enemy, only to get destroyed within seconds. These “30-second warriors” can ruin the flow of a match, even for more skilled players who try to carry the team.

Economy and Monetization

Like many free-to-play games, Blitz relies heavily on in-game purchases. Premium tanks, boosters, and gold are pushed heavily, and while it’s possible to enjoy the game as a free player, the grind for higher-tier tanks is real. Monetization seems to prioritize keeping as many players as possible, even if it means tolerating AFK or disruptive behavior. This approach sacrifices long-term enjoyment for short-term profits.

Graphics and Performance

On the positive side, World of Tanks Blitz runs smoothly on most devices, and its graphics are impressive for a mobile game. Tanks are well-detailed, and the environments, while not overly complex, provide enough variety to keep things interesting. Explosions, tank damage, and weather effects add to the immersion, though these visuals don’t make up for the game’s deeper issues.

Final Thoughts

While World of Tanks Blitz has the potential to be a fun and engaging mobile strategy game, the lack of proper AFK detection, flawed matchmaking, and rampant reckless play severely hinder the experience. If you’re looking for a competitive tank game, you might want to look elsewhere—or be prepared for a lot of frustration.

Verdict: Unless the developers address the core issues, World of Tanks Blitz is a hard game to recommend. For those willing to put up with its flaws, there’s a decent game hidden beneath the mess, but most players will find the frustrations outweigh the fun.
Αναρτήθηκε 3 Σεπτεμβρίου 2023. Τελευταία επεξεργασία 23 Νοεμβρίου.
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0.5 ώρες συνολικά
Spelljammer: Pirates of Realmspace is a unique blend of Dungeons & Dragons role-playing mechanics with a sci-fi twist, set in the fascinating Spelljammer universe. Released in 1992, it’s a game that aimed to capture the magic of spacefaring adventures in the D&D setting, allowing players to pilot spelljamming ships across the stars. While it has its rough edges, it’s a nostalgic and ambitious game that holds a special place for fans of the Gold Box series.

Gameplay

The game combines space exploration, ship-to-ship combat, and traditional D&D-style role-playing. You start by assembling a party of adventurers—classic D&D fare—and choosing a ship to command. Each ship type has its own stats, influencing combat effectiveness, speed, and durability. From there, you’re free to explore the vastness of the Spelljammer universe.

The RPG elements are lighter compared to other Gold Box titles. Characters don’t level up in the traditional sense, but you can improve their skills and equipment. The focus here shifts to the broader experience of managing your ship, exploring different worlds, and engaging in combat.

Ship Management and Combat

A major highlight is piloting your spelljamming ship. You’ll need to manage your crew, repair your vessel, and ensure you have enough supplies for your journey. Ship-to-ship combat is tactical and plays out in real-time, which adds tension. Maneuvering your ship, timing attacks, and balancing offense with defense can be satisfying, though the controls can feel clunky by today’s standards.

Exploration and Quests

Exploration is at the heart of the game. The Spelljammer universe is full of unique planets and locations to visit, each with its own lore, NPCs, and quests. While not as deep or complex as the larger Gold Box games, the quests here lean more into the adventure side of D&D, with straightforward objectives like transporting goods, battling pirates, or uncovering hidden treasures.

Story and Characters

The game’s story unfolds as you explore, with encounters and missions gradually pulling you into a larger narrative. It’s a classic tale of intrigue, danger, and heroism set against the backdrop of the stars. While it’s not as heavily focused on dialogue or character development as other RPGs, it does enough to make you feel like you’re part of a grand, spacefaring adventure.

Graphics and Sound

Visually, Pirates of Realmspace is a mixed bag. The planetary backdrops and ship designs have charm but lack the polish of later Gold Box games like Dark Queen of Krynn. That said, the art style captures the whimsical nature of the Spelljammer setting.

The music is a standout, enhancing the atmosphere with memorable themes. The original soundtrack complements the adventure well, but the HQ remake available on YouTube is a fantastic upgrade, breathing new life into the game’s auditory experience:

https://www.youtube.com/watch?v=tULtOmhO-Qc&list=PLe4GPzW9S9fOUdWXvWhKEVPBz2qoq2WAK
Technical Aspects

The interface and controls can be cumbersome, especially for new players. The ship management menus and combat systems aren’t as intuitive as they could be, and there are occasional bugs. However, fans who persevere will find a rewarding experience beneath the rough exterior.

Final Thoughts

Spelljammer: Pirates of Realmspace is a love letter to a unique corner of the D&D universe. While it lacks the depth and polish of its contemporaries, its charm lies in its ambition and the novelty of space exploration in a fantasy setting. For fans of the Gold Box series or D&D, it’s a fascinating experience worth revisiting, especially with the HQ soundtrack adding to the immersion. It may not dethrone classics like Pool of Radiance, but it’s a delightful detour for those looking to expand their adventures into the stars.

Recommended for retro RPG enthusiasts and fans of D&D’s Spelljammer setting!
Αναρτήθηκε 28 Μαρτίου 2023. Τελευταία επεξεργασία 23 Νοεμβρίου.
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0.3 ώρες συνολικά
Aperture Desk Job is a short, free-to-play experience set in the Portal universe, designed to showcase the capabilities of the Steam Deck. While it’s not a traditional game, it’s more of an interactive tech demo, it still brings the charm, humor, and polish you’d expect from Valve. If you’re familiar with the Portal series, this will feel like a welcome (albeit brief) return to Aperture Science’s bizarre world.

Gameplay

You play as a new employee at Aperture Science, tasked with manning an office desk. Things, as expected in the Portal universe, don’t stay simple for long. The gameplay is straightforward but serves as a clever introduction to the Steam Deck’s controls. It involves interacting with a variety of desk gadgets and navigating through a series of tasks and challenges that escalate in typical Aperture Science chaos.

The game is clearly designed with the Steam Deck in mind, using its controls, including the gyroscope, touchpads, and buttons. It’s Valve’s way of letting you explore the hardware while having some fun in the process. However, if you don’t have a Steam Deck, the game is still playable on a PC with a controller, but some elements might not translate as smoothly.

Characters

The standout here is the quirky personality of Aperture Science brought to life by an amusing narrator/companion character. Valve’s signature humor shines, with absurd dialogue and unpredictable twists. The character interactions are fun and lighthearted, keeping you engaged during the short runtime.

Locale and Atmosphere

The setting is classic Aperture Science—clean, industrial, and slightly falling apart. It feels like a trip back to Portal’s labs, with all the high-tech-but-dysfunctional vibes. The art direction is polished, and there’s a lot of attention to detail despite the game’s brief duration. Fans of Portal will enjoy spotting small nods and Easter eggs scattered throughout.

Story

The story is minimal but aligns with Aperture Science’s tradition of dark humor and absurdity. It’s more of a setup for the chaos you’ll experience rather than a deep narrative. Without giving anything away, it delivers a short, satisfying slice of the Portal universe that leaves you wanting more.

Final Thoughts

While Aperture Desk Job is not a full-fledged game, it’s a fantastic way to spend 30 minutes, especially if you’re trying out a Steam Deck. It’s lighthearted, polished, and has that Valve magic that makes it worth your time. Even if you’re playing on PC, it’s a fun, free little diversion, especially for fans of Portal.

If you have a Steam Deck, though, it really shines as a clever and entertaining introduction to what the device can do. Definitely worth a download!
Αναρτήθηκε 25 Νοεμβρίου 2022. Τελευταία επεξεργασία 23 Νοεμβρίου.
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