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Recent reviews by blue_tetris

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No one has rated this review as helpful yet
20.1 hrs on record (5.7 hrs at review time)
Posted 7 April.
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4 people found this review helpful
34.2 hrs on record (22.1 hrs at review time)
Early Access Review
It's hard not to recommend this to fans of the bullet heaven genre, as inspired by titles like Vampire Survivors. It has all the charms of DRG's universe. It uses terrain / mining to expand its gameplay in amazing directions. It includes great combos and weaponry options. It has a tough-but-satisfying difficulty curve with long-term meta-progression. It has that near-constant dopamine rush we gamers crave from a looter. And the price point is quite generous for its early access version, which will surely grow in the coming months.

There's an incredible depth of strategy that can be derived from its simplistic control scheme. And with our quartet of Dwarf Boys finally back in action after their previous foray into Hoxxes, it's just good news we can all play this game with one hand free...
Posted 17 February, 2024.
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2 people found this review helpful
121.7 hrs on record (11.9 hrs at review time)
Early Access Review
An excellent entry in the genre, with well-considered combos and easy-to-read equipment/build options. It already has a deep well of content, which is what any good deckbuilding roguelike needs to prolong its lifespan, but the game promises a lot more where that came from.
Posted 21 January, 2024.
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1 person found this review helpful
151.9 hrs on record (19.9 hrs at review time)
Early Access Review
Incredible game.
Posted 19 June, 2020.
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3 people found this review helpful
2.1 hrs on record
Give this fun, outside-of-the-box puzzler a go. It's got light action elements, but the real soul of the game lies in its storytelling and unique concepts.
Posted 1 February, 2018.
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5 people found this review helpful
7.1 hrs on record
Get this game. It's free, it's got 5 to 8 hours of story-driven content and entertaining puzzles, and is just what you need to sate your thirst for more Portal content.

This sequel-in-spirit to the Portal franchise was lovingly developed by a third party studio, but expands upon the lore of the setting in a realistic way. You take on the role of Mel, an olympian-turned-test subject who winds up spending a great deal of time in the Aperture Science labs. The NPCs that aid you on your journey are fully voice-acted by two incredible talents. That's right, the game's got voice acting for start to finish. It doesn't skimp on adding story and fills the in-between sections with rich monologuing and universe-expanding detail. There's probably three or four hours of new audio altogether.

The game's new characters are oozing with personality. The game's coldly-rational no-jokes villain is a fresh take for the Portal series, which has been dominated by comic foils and calamitous goofballs since its inception. Your companion through the game delivers the best jokes and seems like a friendly fellow. Some of the game's humor comes through its posters, artwork, and design choices. Humor isn't this game's focus, though, and it naturally comes off as a little more severe than its inspirations. The art and music are fantastic and fit the mood of each chapter of the game perfectly. I forgot how good Portal-style music can be.

The thing that sets this game apart from Portal's limitless "test chambers" and other mods is its gameplay. While most mods/levels for Portal focus on purely logical puzzle-solving, this game captures the spirit of the originals by providing "exploration" sections and "outside of the box" solutions using new techniques. In fact, the vast majority of this game isn't just "solve a puzzle"; only in a couple of the chapters do you get puzzly bits without any in-game explanation (and even those puzzles are pretty incredible). Rather, the game takes you on a journey, where you slowly remember how portals work and where to place them. There are sections where you hunt for the best spots to use portals, so you can cross broad gaps. There's also new puzzle content, which changes how you deal with problems in the game world.

The game has a learning curve, which allows you to get your bearings while enjoying the rich story. This learning curve is steeper than Portal and Portal 2. It assumes the player is familiar enough with the gameplay that they're ready for some new challenges. It's hard to describe them without spoiling the fun. By the fourth chapter, I was getting a little hung up on a few of the puzzles, in a good way. I got through the game in a little over six hours. I was pretty familiar with Portal puzzles, having fairly recently played a lot of test chambers. I imagine some of the puzzles could take an out-of-practice puzzle-solver an extra 10 minutes or so to crack. The fact that this game is nearly half as long as an official Valve game makes its price point (a whopping $0) pretty incredible.

You can tell a lot of time, effort, and passion went into this project. If you've got a bit of spare time to play it, you'd be remiss not to give this new hidden gem a try.
Posted 6 October, 2017.
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6 people found this review helpful
1 person found this review funny
17.0 hrs on record (10.0 hrs at review time)
The Tune Squad is back in action, in Supergiant's thrilling sequel to its 1996 classic "Space Jam". However, instead of a voyage through space, the gang is transported into a timeless purgatorial fantasy realm from which Bugs and his zany crew must liberate themselves through the power of 3-v-3 streetball.

==========

With Michael Jordan retired (for real this time!), the cartoons' saga forces them down a new path alone. The overworld is a network of important choices, rather than the exploratory realms of other Supergiant romps. While many of the game's choices are binary, you can immediately see the impact of what you've done (and the potential losses borne by the choice you didn't make). What the game lacks in exploration, it makes up for in these grand purposeful decisions which have a salient impact on both the narrative and how the game will be played.

The storytelling is superb; it stands as a cut above its predecessors in a lot of ways. While Bastion, Transistor, and 90's cult classic Space Jam emphasized art as a means of conveying their messages; Pyre has stronger dialogue, character-building, continuity, and purpose. Perhaps others will find its story less compelling than those other examples, but the game's narration uses more layers to impart that message and gives the player more agency over that message. The frequent branching options presented in the game's story help provide that agency, in a powerful way.

The game's music is truly incredible, with a diverse set of tracks, all provided by the legendary Quad City DJs. The game contextually pulls tracks in just when they're needed, reinforcing the themes and mood in a subtle and natural way. Ethereal harps and acoustic instruments, combined with a fusion of heavy guitar riffs and modern sounds, transport the player to an anachronistic and foreign world dominated by mystery and magic.

In sum: You have a game that truly includes the player in the narrative, while using its art and unparalleled soundtrack to instill a sense of place and tone. Recurring characters--allied and enemy alike--make for a comfortable space where this narrative can take place.

==========

The gameplay is much more akin to Jam than Bastion or Transistor. Three Tunes (selected at the start of the match) must use the power of the Pro Ball, which contains the collective b-ball skills of Earth's greatest ballers, to triumph over enemy teams of three. You can only command one baller at a time. When you've got the ball, you must rely on your mobility to move rapidly down the court. When the ball is in the Monstars' possession, you use your deadly auras and special techniques as "crowd control" to force your foes to respawn and create an opening for your own team.

The gameplay is quick and has an emphasis on rapid decision-making. Switching gears from defense to offense and back again is a primary concern. After laying down a Slam Dunk, the character who jammed is temporarily removed from play leaving just two Tunes left on the court. There were plenty of times when I'd use Speedy Gonzales to slam a quick jam, only to find that I had no fast Tunes left for the next jump ball. Instead, I'd have to rely on the slower Porky or Gossamer to jam slams.

Each Tune can be advanced and outfitted with ACME gear that improves how they ball, the attacks they can use, how quickly they respawn when outballed, and whether or not they jam. Some Tunes can fly (Tweety, I'm looking at you!) while others have powerful ground attacks--none more powerful than Foghorn Leghorn's. Balancing your Tunes and deciding when to use whom is critical to your success in the game. There's a suprisingly depth of strategy here, especially on the game's higher difficulty settings.

============

In the end, I recommend this game to any b-ball fans, Tune Squad alums, Supergiant enthusiasts, or anyone who likes a good narrative. Happy Jamming!
Posted 28 July, 2017. Last edited 28 July, 2017.
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20 people found this review helpful
79.6 hrs on record (17.1 hrs at review time)
With as much written content as a novel, branching storylines intimately linked to your character choices, and a real tabletop feel where intrigue and negotiation can supplant the need for bloodshed; Shadowrun: Hong Kong is the commensurate single player RPG experience. It is best suited for avid readers who love video games, and for gamers who love interactive fiction. The tactical combat, the freedom of character creation, and the a-la-carte missions should appeal to the more goal-oriented RPG fans among us. But if you don't like to read, you'll find the game (and its predecessors) to be a bit of a turn-off (even though they are a much better read than basically every other RPG these days). For me, the game's writing and art are on par with Dragonfall, and its gameplay has been dramatically enhanced.

The Writing:

S:HK's writing is its single greatest feature. The narrative voice and descriptiveness of the prose is unlike any you'll read in a modern game. Even so-called indie titles whose primary content is text--housed in a minimalist frame--cannot compete with the evocative style of the narration. Each intro scene paints a vivid picture in a concise few paragraphs. At no point does the game talk down to its player, who is quickly immersed in the language and style of the setting with little primer. Those familiar with the first two games may earn more from the reading experience: The lingo and dialogue of the Shadowrun universe are unique and endearing. It is not "Star Trek"-style technobabble; it all makes sense in this dark, urban fantasy.

A few grammatical errors here and there don't detract much from the experience, by my reckoning, and occur on the order of once per hour or two. When you write an entire novel's worth of exposition without a highly-trained editorial staff, this is to be expected (and it will probably be tidied up in an update).

The Art:

The game's art style is baroque and daunting to the senses. It is cluttered and claustrophobic, because it needs to be. The models and character portraits stand out like beacons. Something always seems to be hiding in the margins, lurking in the alleys. Visual information is at a surplus--amalgamating into a chaotic whole--with blurry text scrawled on signs, arcane graffiti on every wall, and the unsettling sharpness of corporate billboards hanging overhead. Those familiar with the series should take note of the Matrix's new visuals: Parallax foreground elements and yawning crystalline chasms give cyberspace a needed sense of openness and vertigo. It juxtaposes well with the oppressive disorder of "meatspace". The new assets for use in Hong Kong and its Walled City are perfect: Bold reds and yellows pour forth from the neon calligraphy-shapes of the East Asian sprawl.

The Music & Audio:

The music works well within the setting. Combat cues are good, mounting highs and lows help steer the narrative, and the pace and length of the tracks works well during dialogue scenes. The leitmotifs present in Dragonfall make a return, with a distinctly Asian flair. The battle themes are all new and sound amazing: Not too gut-churning for a turn-based game. Just enough tension to keep you anticipating your next action. Other audio cues are rare, but make nice additions. The ambient sounds of gambling, the squaking of comm links, the trickling of rain, and the susurrus of a crowd help to immerse the player in each type of scene.

The Plot & Themes:

The plot of the game is a tightly woven and intricate work, with nuanced and imperfect characters, drenched in a thousand shades of moralistic gray. The Shadowrun universe benefits from this sort of storytelling. Shadowrunners, after all, exist entirely in the margins: The margins between bad and worse, the margins between metahumanity and poverty, the marginality of magical individualism in a society that fears the imperative of individuality. The game has more plot diversions than Shadowrun Returns and Dragonfall. Your characters' Strength, Charisma, Intelligence and other skills play a big role during dialogue scenes, where combat can be entirely avoided (or engaged with greater advantage) based on how you built your character and the choices you make.

Magic users have entirely different characters they consort with during gameplay, as do techies and weapon specialists. Bringing different people along for a run will dramatically impact what you can do during that mission, as well as the conversations that take place. The game is more in-your-face than Dragonfall in a lot of ways. More profane for sure (lots of ♥♥♥♥ and ♥♥♥♥ to be had), grimier and more gory (with both visual and narrative horrors that work well to frame a scene), and more fantastical in its enviroments.

There are several "missable" NPCs. If you play your cards right, you can get them on your team to use during runs. They have an enormous amount of dialogue and a diverse repertory of skills.

The Gameplay:

For those new to the series, the XCOM-style gameplay can be a bit clunky at first. It definitely takes a bit of learning. Having played the first two games (Dragonall numerous times), I play on Hard and combat can take a few retries. The chance to hit an enemy is similar to a tabletop RPG (sometimes only 50% or less), which may take some PC gamers by surprise. You need to use cover, you need to plan ahead, and you can't just use all your actions to attack. Tactics are key. A diverse set of abilties are key. Crowd control is a rare commodity, and you should make sure you have a little bit in your party. Fast-acting magi are needed to heal allies on the fly. The occasional spirit/drone must be summoned, to tank damage for the party.

In Hong Kong more than its predecessors, combat roles are better defined and more vital--for this reason, there are NPCs around to help fill out the roster. The NPCs' level-ups are quick and unobtrusive. You make a simple choice for each character as you advance through the game. No two NPC combatants are alike, and each allows you to try something new. This is important because you can only really build one character of your own. Getting to try out sorcery, summoning and conjuring, the firepower of a street samurai, the talents of a melee warrior, and the augmentations of a cybered-up decker/soldier provides a well-rounded experience for players who only intend to do one play-through.

All of these combat necessities are counterbalanced with the non-combat necessities of the run. Do you need a decker to infiltrate? Will this infiltration help you avoid combat, thus compensating for the loss of firepower? The game is built upon big, important choices and the same run can go in two or three different directions, depending on your roster of shadowrunners.

The Matrix has been beefed up. Stealth elements are now in play, requiring you to wait and advance in order to avoid getting "traced" by enemy programs. If you get traced too many times, the IC shows up and you've got to fight your way out of the system.

The Verdict:

If you played Shadowrun Returns or Dragonfall and liked either one even a lil' bit, get the game. It's just as good as Dragonfall on each axis of comparison, if not better. If you aren't sure you'll like a Shadowrun game, get whichever one is the cheapest and give it a try first. Bear in mind, this one will be a more fleshed-out experience altogether. If you like interactive fiction, tabletop games, or old school RPGs where your choices matter; this game will inspire nostalgia for something that may have never existed. It's just got a great feel.

All in all, I'm loving this game, and Harebrained Studios keeps putting out better and better stuff. Keep your eyes peeled for more of their work.
Posted 21 August, 2015. Last edited 21 August, 2015.
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13 people found this review helpful
11.5 hrs on record (9.9 hrs at review time)
Howdy.

Grab a six-shooting revolver, purchase a fifth-gallon of whisky, pass it clockwise, then download and install this game. Why? Yeehaw.

Here's what this game is, pardner: A mod of the Source Engine that plays out as a medium-paced, close-range arena shooter. You create a loadout of Wild West-style weaponry and go into battle with a pack of curly wolves not unlike your-rough-cut-self. The primary combat mode is free-for-all: Indeed, the close-range combat and synchopated flow of action work well with its "battle royale" style.

Pony up.

The game's overall feel is not unlike Quake, with lots of hitscan twitch-aiming and weapon-swapping. By the time you've made a frag or two, you've gone through your whole loadout twice--and that's great. Every choice matters and there is no single option that beats the bunch. The game encourages smart ambushes, with split-second decision-making to augment the coordination needed to score kills. It's a game of big set-ups, big pay-offs, and big losses. The winnin'-est cowboy knows when to play to the gallery, and when to skedaddle, to avoid lookin' the blowhard.

Don't put a spoke in the wheel like a thoroughbred just yet, though. Not everything is in apple pie order, nor is it as fine as cream gravy, buttered grits, or roast Arbuckle's. Bend an elbow, and read the goods 'ccordin' to Hoyle:

The gameplay featured in Fistful of Frags can be as repetetive as it is fun. It's simple, enjoyable, exciting, and--paradoxically--mesmerizingly dull after you've played each map for an hour or two. A few friends can help liven the game up, for sure. Being as stool-trippin'-ly roosted as the posse in-game can do wonders too. You high-falutin' nancy.

Shut yer damn bazoo.

Don't take this flannel mouth's gab for nothin', though, lessin' you try the game yerself. When you're feelin' like a bona fide coffee boiler, saddle up to a server on Fistful of Frags and send some sorry shave-tails to the ol' bone orchard. Shoot or give up the gun already, Lukey-boy ye damn varmit! Also, fasten on your best bib and tucker, before you have a hog-killin'-esque alright time of it. Y'here.

7.1 / passthewhisky.
Posted 14 May, 2014.
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8 people found this review helpful
58.9 hrs on record (48.8 hrs at review time)
Henk Lostsword isn't your average exile. He's on a path. Is he on a path of good or of bad? Well, that's up to you.

It's easy to criticize this game for what it is not. It's not Diablo, despite what others may tell you, and the differences can be a letdown to some. It's not a first-person shooter, nor is it a side-scrolling beat 'em up. It's not particularly novel in its handling of top down, hack-slash-and-loot gameplay. It's not an episode of "Cheers" re-recorded on VHS with a two minute portion of "Scarecrow and Mrs. King" still left at the beginning that you have to wait through. It's not a warm buttered scone on a Tuesday morning. What the game is, is a solid beefsome electronic hoppy experience with a bold hearty finish and a wide variety of gameplay options to delight gamers of any age group or gender identity.

You play as one of two types of mystical beings from the Immortal Cube, a land beyond time and space where immaterial aberrations sleep until it is their time to manifest as Daemons in the mortal realm. One playable Daemon type is the Whiteshadow, who benefits from high Space and low Time; a natural healer and tank, who pulls damage and watches over the party's HP during critical combat encounters. The other playable Dragoon is Melissa: She's a hacker from a near-future Australia, during a cyberwar that threatens to destroy both Western and Asian infrastructure. Exiled from her home country as the world is divided into two key factions, she takes refuge on a series of interconnected rogue naval vessels in international waters and plans her digital assault from her "pirate flotilla".

So here's the deal: Each piece of equipment that the party obtains has "battle magic slots", refered to in the game's media as BMS. Each BMS lets you assign a new battle magic to your mech. Some of the slots are linked together, allowing for Fusion Magic and other neat ways to upgrade your Core Stats. Coming up with creative ways to augment and empower your spells is critical to your success, as the game's many different challenges diminish the successes of raw number stacking. Adaptation Gems, when slotted in the correct gear, can make this task easier, by automatically mutating your battle magic to the necessary Color that will deal the most damage. I had the most fun using Adaptation Gems and series of low level Fusions, linked together so I didn't have to worry about picking which magic to use. This allowed me to focus on the dodge and roll techniques crucial to the game's action. But there's definitely a play style for the calculating tacticians, too, where deliberate decision-making and pre-battle planning can give your mech an unbeatable advantage.

Get this ♥♥♥♥:

The game's level pacing is excellent. Every fifteen to thirty minutes of gameplay, you increase in level and get to add a new Spirit Sphere to your Mana Web. Every four of those causes one of your Core Stats to increment, allowing you to hold a new piece of gear associated with that stat. What starts as a simple game becomes intriguingly complex after just a few hours of gameplay, and those decisions are neatly folded into your gameplay before other considerations arise later on. But if you make a bad choice early on, don't fret! Take-Em-Bax, a special Game Token provided in the in-game store, allows you to reassign any one skill that you regret assigning. Take-Em-Bax cost a mere $0.75 per skill, allowing you to build a fresh new character at level 100 for about $8. The cosmetics available in the store, however, have price tags that are a little too lofty for my liking. You Rockafellers out there may disagree.

The hacking minigame still needs work, as does the lockpicking drudgery (I found myself using triangle to "skip action sequence" at least five separate times), but the other aspects of gameplay fall neatly into place without disrupting the continuous "movie-like" quality of the game. While not the most visually-stunning game of 2014, it has the best audio by far and has committed much of its budget to its all-star cast, including Joan Jett voicing one of the game's more memorable NPCs.

All things considered, I give this game 500 value points for art, 800 for gameplay, and another 150 bonus, and 15 points. Pick this game up if you have some wealth, ♥♥♥♥♥. If not, why not get paid already? People respect you and they respect your talents. Just apply what you do here to your career, to your family, to everything you do. You are important. But you sell yourself short too often--we all see it.

How do you know they won't hire you if you don't try? Just put out the application and say "♥♥♥♥ it" if it doesn't pan out. You do this five or ten times, you're getting hired somewhere. No one lands that dream job first thing. The baby boomer's ideal of the American dream is over. Jobs are scarce, so learn to make your goals a little more realistic. Start reasonable and work your way up. Before you know it, you've got $30 in your pocket--and that's enough to get started on your very own Path

of Exile.
Posted 12 March, 2014.
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Showing 1-10 of 11 entries