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A 1 persona le pareció útil esta reseña
1 persona encontró divertida esta reseña
44.3 h registradas (33.0 h cuando escribió la reseña)
People want you to think that this is a horror game. Or that it's an Aliens game. Those people are what I like to call "wrong".

I'll start by saying this: Alien: Isolation is my game of the year 2014. You can tell, because of this effortpost. Other survival games give you freedom to build, try to be more Minecraft than Minecraft, make it clear that there is no goal but survival. Here, there is a goal: Escape the station. Alive. Destroy the Alien.

It's not easy. Everything from other humans desperate to remain safe in their own little claims in the mall to the poor quality control of SEEGSON's engineering teams will fight you. And then there will be the occasional bowel-gripping terror of encountering the monster itself. It learns. It will stop fleeing from you when you try to minimize fuel expenditure on your flamethrower, then it will start to recognize when you don't even have enough propane to keep the pilot light up. And at every turn, it will learn you're delicious.

You have tools, of course. IEDs, medkits, cobbled from whatever you can salvage. Do you let the alien eat that group so you can scavenge them for precious resources? Do you waste fuel scaring it off, or can you rig up a Molotov?

I met a dead man in an apartment. He had gotten raucous drunk while I waited for him to put his whiskey down so I could get the last precious ounces of ethanol, and once more have fire to drive the creature off. It heard his blubbering from the hallway and killed him. From the vents, I heard no more of it, and upon leaving thanked the dead man for the gift of flammables - He had been hoarding a tank of propane as well, and had a revolver with two rounds left in it.

Another time I had to beat a crew of bystanders to death with my maintenance jack. I thought I was so clever... Until I needed to pass through the area again and they were not there to distract the alien.

Lastly, the environment is AUTHENTIC. The Creative Assembly nailed the feel and look of Alien. Make no mistake - This is no action-packed romp. You will have guns, you will have tools. You will feel like a God sometimes, dispensing justice with your hull fastener with compromised safeties.

But your weapons are not your salvation. They are a means to get to the next save point.

Remember to HOLD E, and not just tap it.
Publicada el 23 de noviembre de 2014.
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A 3 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
11.5 h registradas (9.3 h cuando escribió la reseña)
Unlike Tumblr, when Adam Jensen feels oppressed by cishumans, he shoots them or beats them unconscious. It's a strategy that I can unironically get behind.

Adam Jensen: Making The World A More Tolerant Place, One Staunch Beating At A Time.
Publicada el 29 de mayo de 2014.
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A 1 persona le pareció útil esta reseña
0.3 h registradas
Doesn't.
Publicada el 29 de mayo de 2014.
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A 1 persona le pareció útil esta reseña
1 persona encontró divertida esta reseña
27.7 h registradas (23.3 h cuando escribió la reseña)
I will personally steal the ridiculous autonomously-murderous gems of anyone who thinks that this game is bad.
Publicada el 29 de mayo de 2014.
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A 4 personas les pareció útil esta reseña
3 personas encontraron divertida esta reseña
129.3 h registradas (129.3 h cuando escribió la reseña)
At this point, Gearbox's tendency to think of me as a wallet with an inconveniently grumpy organism attached to it is just offensive.

Also I'm tired of Claptrap.
Publicada el 29 de mayo de 2014.
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Nadie ha calificado esta reseña como útil todavía
1 persona encontró divertida esta reseña
47.8 h registradas (31.1 h cuando escribió la reseña)
It's LIKE Saints Row 3, but literal. And with knives.
Publicada el 29 de mayo de 2014.
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A 1 persona le pareció útil esta reseña
1 persona encontró divertida esta reseña
12.6 h registradas (11.8 h cuando escribió la reseña)
I'm having difficulty putting into words how good Transistor is. It combines sublime visuals with what is easily the best sound direction I've ever heard, and a combat system that is so flexible Reed Richards is envious. It rewards you for trying new things, has a bunch of content lurking just outside the straight-and-narrow path through it, and carries enough emotional and psychological punch to make you want to recurse through it repeatedly.
Publicada el 29 de mayo de 2014.
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A 1 persona le pareció útil esta reseña
2 personas encontraron divertida esta reseña
32.1 h registradas (19.9 h cuando escribió la reseña)
I remember the '80s. I remember the weird, disjointed remains of the CCCP as a collapsing threat, and the last vestiges of the terror of nuclear war. I remember thinking that corporations were going to soon be able to own people, and I remember those last, fleeting touches of a dead future.

Far Cry 3: Blood Dragon is more than just a parody. More than simply a mockery of an age, a tribute to ten mad years when we were trying to leave the past behind with lasers and robots. It is possibly the most cathartic experience I have ever had playing a video game. It's simple, yes. It's linear, yes. It has all the flaws and laudable elements of the initial release of Far Cry 3.

When most games want to build up to a climactic fight, they present you with a challenge. I see now that this is the wrong attitude. There should be no challenge. No huge game-topping boss battle where you struggle hard to apply everything you've learned and done throughout the game.

You should be an invincible sociopath with unlimited ammo. You should mow down waves of those who stand before you, cackling madly at their ineffectuality. You should play the end of most games like you play all of this one.

I was at the right age in the '80s to imagine myself as someone not unlike Sergeant Rex Power Colt. I found that the experience did not disappoint.
Publicada el 3 de junio de 2013.
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A 1 persona le pareció útil esta reseña
1 persona encontró divertida esta reseña
7.3 h registradas (6.9 h cuando escribió la reseña)
If Portal's sense of humor was directed at its environment instead of its narrative.

If Obsidian's developers turned their minds towards puzzles instead of point-and-click.

Your steps bend space, space bends time, time bends you. The walls expand and contract and rearrange. Your memory is irrelevant, your skills and powers of logic are tested. Your ability to learn from your mistakes is emphasized. Consistency was left behind ages ago.

Take the Manipulator. Take the boxes.


Find the right way down through the maze, to the food, then find the exit. Push the exit button. If the food tastes awful, don't eat it, go back and try another way.

They want the same thing that you do, really, they want a path, just like you. You are in a maze in a maze, but which one counts? Your maze, their maze, my maze. Or are the mazes all the same, defined by the limits of their paths?

Existence is simple: find the food, push the button, hit the treadmill.

But sometimes it gets much harder. Sometimes the food makes you sick, or you can hear nearby feet racing you, urging you on. Sometimes the button only gets you landed right back in the beginning of the maze again, and the food won't satisfy.

There is only one path and that is the path that you take, but you can take more than one path.

Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.
Publicada el 3 de febrero de 2013.
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Nadie ha calificado esta reseña como útil todavía
7.1 h registradas (5.7 h cuando escribió la reseña)
I Care About Quadrilaterals And You Should Too.
Publicada el 6 de enero de 2013.
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