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Ostatnie recenzje napisane przez użytkownika sweepinghouses

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Wyświetlanie 1-10 z 40 pozycji
Według 38 osób ta recenzja jest przydatna
101.5 godz. łącznie (87.6 godz. w momencie publikacji recenzji)
Overall: 7.75/10

Story:

The narrative of Yakuza 5 Remastered is a mixed bag of diversity, spectacle, and frustration, but above all else, it is a long game. At times, its length works against it, with pacing that feels painfully drawn out. This issue doesn’t just hurt the narrative but also bleeds into the gameplay, making both feel like a slog in places. While I appreciate the effort to craft a larger, more intricate story, it often tries to juggle too many plot threads and characters, leading to a finale that doesn’t tie up loose ends as well as it should.
The initial setup is incredibly intriguing, with each protagonist having their own compelling motivations and arcs. The individual stories are enjoyable, with plenty of moments that remind me why I love this series and, even better, the character swapping isn't nearly as jarring as it was it Y4. However, trying to bring everything together by the end creates a plot that feels messy and overwhelming. The problem isn’t the quality of the smaller pieces; it’s the glue holding them together. As soon as you step back to think about the big picture and how everything connects, the cracks really begin to show. The disjointedness makes it frustrating to follow along, even when individual chapters are fun and engaging.
Haruka’s idol arc is perhaps the most divisive part of the game, and while I didn’t outright hate it, I can’t deny it felt wildly out of place. Gameplay aside, her narrative arc just doesn’t fit the tone of Y5. While I understand that her story is essential to link everyone together, the entire idol storyline feels irrelevant to the broader narrative and drags the plot to a screeching halt right in the middle of the game. Worse still, Akiyama, who plays a significant role in her chapter, is severely underutilized. His character and business align so well with the traditional Yakuza themes, and giving him more screen time could have made the chapter—and the overall narrative—feel much more cohesive.
Then there’s the ending, which is the weakest part of the narrative by far. It feels written entirely for the sake of over-the-top action rather than plot coherence. While I enjoyed the multiple finale chapters and the sheer spectacle, it ultimately felt like style over substance. The storytelling takes a back seat to big moments, making the conclusion feel pretty shallow.
Despite all of these flaws, I still enjoyed Y5’s story far more than the other two PS3-era games (Y3 + Y4); The narrative may stumble under its own intent, but it’s still packed with memorable moments and character-driven drama that make it a worthwhile experience.

Gameplay:

When it comes to gameplay, Y5 stands tall as one of the most varied and content-packed entries in the series, offering an array of unique activities and combat systems for each of its five protagonists. That aspiration, however, can sometimes feel like a double-edged sword. While the game is bursting with gameplay variety, the utter volume and scope can lead to moments of uneven pacing and polish.
Kiryu, Saejima, and Akiyama's movesets are undoubtedly the best and most polished of the PS3 era, with all three feeling distinct, powerful, and refined. Combat is fluid and satisfying, especially with the advanced techniques unlocked through training. Kiryu’s balance of power and speed, Saejima’s raw strength, and Akiyama’s agility make every fight very engaging. Shinada's, however, felt like a step down to me personally. Even after completing his training and unlocking all his abilities, his moveset lacked the same level of finesse and fun.
Street fights, a staple of the series, are much improved here in terms of seamlessness. For the first time in this era, enemies have subtle identifiable markers, making it easier to spot and avoid encounters. However, the encounter rate is absolutely insane. Enemies literally spawn every few steps, forcing you to either fight endlessly or resort to a slow, casual stroll just to avoid them.
The overall variety of gameplay is something to admire, from taxi driving minigames to literal bear hunting, but the game’s
ambition occasionally overextends itself, much like its narrative. Some sections feel bloated or underdeveloped, and the focus on delivering so many different gameplay experiences sometimes causes the overall flow of the story to falter.

World:

The world design, much like the gameplay, stands out as one of the most ambitious aspects, and for the most part, it delivers an experience that feels grand and immersive. The inclusion of five cities is something I absolutely love; each location is clearly crafted with care, bursting with details that give them a distinct identity while still feeling like part of the same larger world. This variety makes the universe of the Yakuza series feel so much more expansive and rich compared to being locked into just one or two cities, even if those cities were beautifully designed in previous entries.
That said, no amount of attention to detail can completely alleviate the issue of traversal, which remains a recurring gripe for me. Much like in Y3 and Y4, all five cities in Y5 suffer from having too few save points and taxi fast-travel locations. While I appreciate the effort to encourage exploration, this limitation quickly becomes tiresome, especially when combined with the game’s frequent enemy encounters I mentioned earlier. Running back and forth across large areas without sufficient shortcuts makes getting from point A to point B feel like a chore at times.
Overall, the world design in Y5 is one of its most impressive achievements. The depth and care put into each city make this entry feel massive and immersive, helping to build a richer, more expansive Yakuza universe. The frustrations with traversal keep it from being a perfect experience, but despite these shortcomings, I can’t deny that exploring all five cities was one of my favorite aspects of the game.

Visuals:

The visuals are a testament to the series’ growth and refinement over its era, marking the pinnacle of what that generation could achieve. Right off the bat, the game makes it clear that it is visually the best of the PS3 era. The jump in graphical quality from Y4 to Y5 is much more pronounced than the improvement seen between Y3 and Y4. Everything, from environmental details to character models, feels more polished, which significantly enhances the immersion in each of the cities.
Per usual, Yakuza cinematics continue to be a high point. The series has always delivered stunning cutscenes with excellent camera work and facial animations, and Y5 is no exception. Whether it’s an intense dramatic moment or a quiet, reflective one, the visuals enhance the storytelling, drawing you deeper into the narrative.
However, one graphical design element that I really miss is the character profile flow chart from Y3. That game’s approach of visually mapping out the connections between characters made it so much easier to keep track of relationships and alliances within the story. Its absence here (and in Y4) is particularly felt in a narrative as sprawling and intricate as Y5’s. This game’s convoluted plot would have benefited immensely from a similar tool. Without it, understanding the web of connections can feel unnecessarily confusing, echoing the same issue that plagued Y4.

Music/Sound Design:

The music and sound design in Y5 strike a strong balance that enhances the overall experience. While the soundtrack isn’t one of my absolute favorites in the series, it’s undeniably above average, featuring some standout tracks that rank among my personal favorites from the mainline games. On top of that, the sound design itself feels like a noticeable improvement over Y4, with richer ambient effects and more dynamic audio that helps bring the game's world to life. Whether it’s in the heat of battle or during quieter, story-driven moments, the audio work elevates the immersion in positive, meaningful ways.
Opublikowana: 16 listopada.
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Według 29 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
83.0 godz. łącznie (32.0 godz. w momencie publikacji recenzji)
Overall: 7.25/10

Story:

Yakuza 4 Remastered is an action adventure beat 'em up game with a narrative that embraces the usual the high-stakes, over-the-top drama tones, but ultimately stumbles under its own weight a LOT. The premise is genuinely intriguing, especially for those who can set aside realism and simply enjoy the dramatic, soap opera-esque twists the series is known for. However, the story gets increasingly convoluted, especially by the end, where the sheer number of intersecting plotlines and twists feels more contrived than convincing. As much fun as it is to watch everything spiral out of control, the suspension of disbelief reaches its breaking point.
One standout feature is the multi-character structure, which adds layers and variety to the plot and new faces to the world of Kamurocho. This is an exciting change, adding fresh perspectives and backstories, but this structure proves overwhelming pretty early on, as the need to reinvest in each character’s story arc with every switch detracts from the coherence of the overall plot. Just when you’ve settled into the rhythm of one character’s tale, you’re forced into another’s, making for a jarring, somewhat exhausting experience as you scramble to keep up with each story’s exposition.
The character arcs themselves are pretty solid. None of the playable characters feel uninteresting by any means, but some certainly feel more fleshed out than others. For example, I felt Tanimura’s arc had plenty of potential, but the story doesn't fully explore it, leaving him feeling somewhat underdeveloped by the end of the game. In relation to this, while I didn’t mind Kiryu’s presence in the game by any means, his place in the story almost feels like fan service that overshadows the other characters, which detracts from the deeper novelty and life that any of them could have seen. Yes, he is what connects the other three character's narratives together, but I feel like his inclusion takes valuable screen time away from those who needed more character development.
Yasuko, on the other hand, falls flat as a character all around. Her role as Saejima's sister is limited to serving as a plot device for other characters’ development, with little personality or agency of her own. It’s a wasted opportunity, especially in a story that thrives on larger-than-life characters.
Then there’s the infamous “rubber bullets” twist—a jaw-dropping revelation in all the wrong ways. This plot device doesn’t just strain credulity; it practically snaps it in half. The game clearly shows us blood during Saejima’s “massacre,” only to later insist the bullets were non-lethal. This absurd twist is compounded by the scene where Arai shoots Munakata point-blank and doesn’t even confirm the kill or question the lack of blood. It’s insulting to the player’s intelligence, doubling down on a flimsy excuse that even the game’s visuals contradict. Additionally, in the finale, no one secures Munakata’s gun, which leads to another frustrating scene where logic is sacrificed for the sake of drama.
If you’re willing to just go with the flow, Y4 has an enjoyable, if absurd, crime drama at its core. But even with lowered expectations, the pacing issues caused by the abrupt character swaps might make for a bumpy ride.

Gameplay:

The gameplay of Y4 builds on the foundation of Y3, refining the combat system in several ways that make it feel much more engaging. Each of the four main characters comes with a unique combat style and set of heat actions, which gives the game a fresh feel with each new chapter. These varied movesets add diversity and depth, though some elements come with a few rough edges. For instance, while Kiryu, Akiyama, and Tanimura have distinct and enjoyable fighting styles, I found Saejima’s combat far too slow and stiff, even with upgrades. His heavy, sluggish style just didn't match the fluidity of the others, leaving it feeling like a chore rather than a highlight.
Speaking of the combat, one of Y4's strengths is how each character’s combat feels tailored to their personality, but the switching between characters comes with drawbacks. Just as with the story transitions, investing time in a character’s upgrades and moveset only to reset with a new character can feel jarring. Unlike previous games where you gradually refine only Kiryu's skills, here, you’re forced to start from scratch each time. Fortunately, Kiryu’s chapter stands out as it begins with many of his upgrades unlocked, making the shift to his familiar playstyle feel like a reward after all the character switches. In general though, combat improvements are noticeable across the board, especially with heat actions that are far more aggressive and impactful than those in Y3.
Additonally, the return of the “Revelations” mechanic is a nice touch, adding fun flavor to each character’s journey. However, seeing multiple characters share the same Revelations hurts the immersion a bit. Despite this minor drawback, one advantage of juggling four protagonists is how Y4 spaces out side content. It’s balanced well, providing breaks in the action without ever feeling like too much at once. I personally enjoyed side activities like Saejima’s Fight Maker, although the minigames overall aren’t the strongest in the series mainly due to their age.
Y4 also alters enemy behavior; while Y3 was known for foes that relentlessly block, this game introduces enemies who are equally aggressive with grabs. Thankfully though, these grapplers are easy to spot due to their arm positioning, which makes it easier to target them first, making group encounters more manageable.

World:

In Y4, Kamurocho returns almost identical to its layout in Y3, but with a few big improvements. The map now includes more taxi fast travel points, addressing a key issue from Y3 and making navigation more convenient. The biggest new addition, however, is the expansion into both rooftop and underground areas, which I found to be a cool and refreshing way to explore. These new layers add verticality and variety, offering new shortcuts and hidden areas to discover. While still familiar, these changes make Kamurocho feel more dynamic, enhancing the city’s immersive urban atmosphere.

Visuals:

The graphics also stay mostly consistent with Y3, maintaining the same PS3-era foundation. While this limits visual fidelity, minor improvements are subtly woven throughout, adding a touch of polish. Lighting is marginally enhanced, creating slightly richer contrasts in nighttime scenes, while character models and textures feel a bit smoother, especially on the main cast. These refinements aren’t drastic, but they make environments a bit more immersive and enjoyable to explore. Despite these tweaks though, the reality is that Y4 remains visually tied to its era.

Music/Sound Design:

The music and sound design in Y4 quickly cemented its place among my favorite OSTs from the mainline series. This soundtrack strikes a perfect balance between emotion, funk, and crunch, keeping you immersed in the story and gameplay with high-energy tracks and impactful, emotive pieces that set the tone for each intense encounter. The sound design, however, provides a solid, serviceable experience without introducing major innovations. Overall, the soundtrack elevates the experience, but the sound design feels more like a steady continuation than a step forward, which I can respect.

TL;DR:

Yakuza 4 Remastered is an action adventure beat 'em up game with a very over the top narrative that, despite having lots of emotion and flavor, sometime struggles with pacing and a general spaghetti plot. Despite this, I still think Y4 is a great entry to the series, and if you can accept the narrative for what it is, the general energy it brings, along with the side content, combat, and even soundtrack make this game well worth your time!
Opublikowana: 27 października.
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Według 28 osób ta recenzja jest przydatna
40.3 godz. łącznie (29.8 godz. w momencie publikacji recenzji)
Overall: 6.5/10

Story:

Yakuza 3 Remastered is an open world action beat 'em up game that presents a narrative that, for better or worse, stands as the game's strongest aspect. Coming into it, I knew it would be a slow burn based on the limited discussions I had heard/seen about Y3, but it ended up being even slower than I anticipated. The early chapters, set around the orphanage in Okinawa that Kiryu now runs, serve to highlight his development as a character and his current life goals, which I think is great at its core. However, the execution of these chapters feels dull and reminiscent of Shenmue, with its heavy focus on running around talking to people and solving mundane tasks. Even if you’re willing to meet the game on its own terms, the first few hours are spent handling trivial problems for the children, which just feels tedious and, quite frankly, unengaging.
It isn't until around Chapter 5 that the story starts to shake off its slow-paced exposition and becomes truly interesting with a deeper plot. Despite that, the overall plot has some issues. Kanda, one of the main antagonists who was made out to be completely ruthless and psychotic, felt incredibly underwhelming and lacked depth. Then there's Hamazaki, who just disappears off-screen halfway through the plot, which was jarring and ridiculous. In addition to this, While I was willing to suspend disbelief in the CIA's involvement for the sake of the story, Kazama having a twin brother in Joji Kazama was extremely over the top and clearly for shock value, which slightly took me out of the story.
On the other hand, The main antagonist is introduced as a captivating, morally grey character, but he feels underdeveloped given how little time the game dedicates to him. His character felt like wasted potential, especially since the setup was there for a very interesting redemption arc.
The emotional beats in the story also felt off at times. Rikiya’s death, for example, was completely pointless. In addition to this, while I liked Rikiya as a character, the fact that Kiryu was more emotional about his death than Kashiwagi’s really rubbed me the wrong way. Kashiwagi and Kiryu share such a deep history, but Kiryu barely reacts to seeing him gunned down right in front of him, which feels like a MASSIVE misstep in storytelling.
While I do think the base plot of Kiryu trying to save the orphanage can be very endearing, the narrative spirals too far into the fantastical without enough explanation or grounding in reality. It makes the plot harder to take seriously when examined more critically. There’s a solid story here, but it’s buried under slow pacing and erratic narrative choices that detract from its full potential.

Gameplay:

The gameplay struggles with pacing and balance, bogged down by AI that relentlessly blocks your attacks. The “Blockuza 3” meme is unfortunately an accurate depiction of the experience, as enemies block so frequently that fights often feel more like endurance tests than actual brawls. Combat in the early chapters is especially frustrating, with few opportunities to upgrade Kiryu’s abilities or experience meaningful battles. It isn’t until around Chapter 5 or so that combat becomes more frequent, but even then, it suffers from being slow and block-heavy. Even after unlocking advanced moves like Tiger Drop or the Komaki Parry, the combat doesn’t improve significantly, as the game seems to force a defensive playstyle, but enemies often just stand still, waiting for you to act. It’s not until the final chapters that combat becomes somewhat tolerable, but by that point, it feels like, "too little, too late."
Additionally, Heat actions, usually a hallmark in the Yakuza series, are disappointing here, being visually underwhelming and doing little damage to higher-health enemies like bosses, which adds to the combat feeling unrewarding when you need power the most.
Another frustration I had was the game's street fights, which is also usually a staple of the series, but they are poorly implemented here. Random enemies spawn too close and have no identification marker, so avoiding them becomes nearly impossible and on top of this, once engaged, these encounters drag on, with enemies continuing the trend by endlessly blocking, making fights take far too long. Worse yet, the rewards are lackluster, with the best drops being a Staminan XX or 20K yen—hardly worth the effort.
Lastly, the modded weapons feature felt largely pointless and the system felt tacked on with little reward for the effort of getting materials.

World:

Y3 brings Kamurocho back in all its urban glory, but the standout addition is Ryukyu. This tropical setting offers a refreshing contrast to Kamurocho’s neon-lit streets, with a cozy, beachside vibe that feels familiar yet distinct enough to stand on its own. Ryukyu’s relaxed atmosphere provides a nice change of pace, though the ambient noise is a major downside in my opinion. Instead of a lively downtown ambiance, it's incredibly loud and sounds like the continuous noise of a skateboard riding on the sidewalk, which quickly becomes very obnoxious.
Kamurocho’s pedestrian density impressively adds to the city’s vibrant, crowded feel, but the experience is hindered by noticeable pedestrian pop-in, even with 200% render scaling. The biggest flaw, however, is the limited number of taxi fast-travel points in both cities, but especially Kamurocho. With only three taxi's in each city and mission objectives rarely close to them, traversal becomes tedious as the game progresses. While completing side content makes exploring more enjoyable, the lack of convenient fast travel can be frustrating when you just want to move quickly between main objectives.

Visuals:

Y3 offers a visual experience that, while upgraded, is still firmly grounded in its PS3 origins. As a remaster of an inherently cinematic game, it retains much of the series' signature flair, but the limitations of the older hardware are clear. For those playing the series in chronological order, the graphical downgrade is immediately noticeable. Character models, such as Kiryu’s noticeably bulkier frame, may initially feel a bit jarring, however, the visuals settle in well, and the game manages to deliver a solid presentation considering its age. The environments still evoke the same immersive atmosphere you'd expect from the series, though they obviously lack the rich detail of later entries. Despite the dated graphics though, the emotional beats in the cutscenes are conveyed through expressive character animations and well-framed cinematics, keeping the narrative as engaging as ever. While it doesn't reach the graphical heights of the remakes, Y3 does a commendable job working within the limitations of its original design.

Music/Sound Design:

The music and sound design are significant features here, with the OST easily ranking in my top 5, if not top 3. The game's soundtrack enhances the emotional weight of key moments and keeps the intensity up during combat sequences. Although I hate the ambient sound of Ryukyu, the general sound design is satisfying or at the very least tolerable and the music greatly elevates the overall experience, making them some of the most memorable aspects of the game.

TL;DR:

I think Y3 Remastered is a very important narrative in regard to the series' lore and Kiryu's growth/character development, but I also think that the abundance of general gameplay flaws, both big and small, add up to make the overall experience way too irritating. While most of the cinematic moments had me intrigued and invested, the gameplay continued to bring the immersion and fun factor to a halt, and I just can't recommend a game with gameplay that is more frustrating than fun in the worst ways possible. I'd recommend watching a playthrough or a cutscene movie, personally...
Opublikowana: 19 października.
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Według 37 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
112.3 godz. łącznie (66.8 godz. w momencie publikacji recenzji)
Overall: 8.75/10

Story:

Yakuza Kiwami 2 is an open-world action beat 'em up with a narrative that expertly balances high-octane action, intricate plot twists, and reflective character moments. While it may not be the most emotionally charged story in the series, its sheer coolness factor sets it apart, blending crime drama, personal vendettas, and political intrigue in a way that keeps you hooked from start to finish.
The game follows Kiryu a year after Yakuza Kiwami 1 as he’s pulled back into the Tojo Clan's chaotic world to prevent a war with the Omi Alliance, setting up a power struggle with Ryuji Goda. Ryuji's presence is magnetic, acting as the perfect foil to Kiryu, with his ruthless ambition threatening to undo everything Kiryu has fought for. Additionally, their intense rivalry is heightened by a deeper conspiracy involving more than just rival clans.
The narrative excels at weaving multiple subplots without becoming overwhelming. Kiryu’s quest to maintain peace while grappling with his sense of honor is complemented by the intricate dynamics of the supporting cast. Though it doesn’t quite reach the emotional depth of other entries, it really leans into the grandeur of its set pieces, which is one reason why I consider it one of my favorite stories in the series. Where the narrative falters for me, however, is in its ending. Without spoiling anything, the conclusion feels underwhelming after such a strong buildup. The final moments don’t quite tie everything together as satisfyingly as they could, which left me feeling slightly unsatisfied and wanting more. Despite this, Kiwami 2 delivers a thrilling, complex narrative that remains one of the coolest—and one of my personal favorites—in the franchise.

Gameplay:

YK2 marks the debut of the Dragon Engine if you’re playing the series chronologically, and with this comes a mixture of impressive upgrades and inevitable growing pains. The engine brings a more immersive, visually enhanced world, but it also introduces some jank in terms of performance and fluidity, especially compared to its predecessors.
The combat, while streamlined with a single fighting style, actually remains enjoyable despite lacking the variety of style switching from Y0 and YK1. The moves feel weighty, and you can still unleash devastating heat moves and combos, with the extreme heat mechanics feeling particularly powerful and satisfying to pull off. However, the combat isn’t without its quirks—the most notable being the frustrating bounce back when enemies block, which can really disrupt the flow and rhythm of fights. On top of that, I absolutely hate the ragdoll physics; they completely shatter the immersion and make combat feel way more ridiculous than it should. These mechanics, at times, hinder the otherwise (mostly) fluid, fast-paced brawling experience.
On the flip side, the game offers a wealth of side activities that add substantial variety to the gameplay. The return of the Cabaret Club minigame offers a blend of management and social interactions that serves as a relaxing yet strategic break from the main story; Meanwhile, the Majima Construction minigame introduces a more action-oriented challenge, with its tower-defense-style mechanics giving you a different kind of strategic engagement. These minigames not only provide great distractions but also help round out YK2’s gameplay, making it feel as though there’s always something new to dive into.

World:

The world design of YK2 is a significantly positive feature, offering a deeply immersive experience by letting you explore not just one, but two iconic cities—Kamurocho and Sotenbori. As someone who has journeyed through these cities in Y0 and YK1, it’s incredibly rewarding to see both environments modernized and given a fresh coat of graphical polish. The updated textures, improved lighting, and attention to detail make each city feel more vibrant and alive, while still retaining the charm and familiarity from earlier games. The nostalgia is ever-present, but the visual upgrades make the world feel much more contemporary.
A significant leap forward from YK1 is the seamless integration of locations. Here, both of the cities' many buildings and interiors are no longer gated by load screens. The ability to walk straight into these places without interruption makes the cities feel like truly interconnected spaces, enhancing the sense of immersion. It’s a subtle but powerful change, reinforcing that Kiwami 2's world design is built for fluid exploration and doesn't pull you out of the experience as frequently as its predecessor.

Visuals:

The visuals take full advantage of the Dragon Engine, delivering a remake experience that is visually striking and a noticeable step up from YK1. While YK2 remains faithful to the original cinematics of Yakuza 2 just like YK1 did with Yakuza 1, it clearly benefits more from the remake treatment. The improved lighting, environmental details, and character models are all elevated by the Dragon Engine’s capabilities, giving the game a more polished and modern feel compared to YK1.
A significant visual element for me is the use of heat effects during combat. These effects not only look cool but also add a visceral layer of intensity to the action. The glowing heat auras and dynamic finishers, combined with the engine’s real-time physics, make each brawl feel impactful and visually satisfying. In addition, the modernization of both previously mentioned cities is another graphical highlight, with both brimming with life, enhanced by improved textures and atmospheric lighting. The Dragon Engine’s ability to handle more detailed and graphically impressive environments without the constant loading screens of earlier games makes exploration more captivating and seamless.

Music/Sound Design:

The music and sound design are generally solid, though for me, it doesn't quite reach the heights of some of the other games in the series. There are definitely a couple of standout boss themes that I really enjoyed, and the overall soundtrack maintains that signature RGG quality; However, it's a case of being good, not great—mainly because the bar for Yakuza soundtracks is already set so high. RGG consistently delivers impressive music, so even when it's just "good," it still feels a bit underwhelming compared to the series’ best moments.
One actual issue I personally had is with the general battle themes. Since the style-switching mechanic from Y0 and YK1 is absent, each city only has a single song when fighting random thugs, and it absolutely gets repetitive after a while. That said, Kamurocho’s battle theme is one I really liked, but hearing it over and over started to wear thin during extended play sessions. Basically, the music works well enough to fit the tone of the game, but it doesn’t hit as hard as some other Yakuza OSTs.

TL;DR:

YK2 offers an exciting blend of high-stakes narrative, solid gameplay, and a visually impressive world, though it has its ups and downs. The story, while not the most emotionally charged in the series, delivers an engaging mix of crime drama, personal conflicts, and political intrigue, with a standout antagonist in Ryuji Goda. However, the ending feels a bit underwhelming after such an intense buildup. On the gameplay side, the Dragon Engine introduces some jank, but the combat remains fun, especially with the cool extreme heat mechanics. The lack of style switching and the bounce-back when enemies block can disrupt the flow of combat, but the variety of side activities like the Cabaret Club and Majima Construction help keep things fresh. Lastly, the updated visuals and seamless exploration between Kamurocho and Sotenbori make the world feel more alive and immersive, though the soundtrack, while solid, doesn’t quite reach the highs of previous entries. All things considered and despite these minor shortcomings, Yakuza Kiwami 2 is an impressive, very fun experience that’s well worth your time!
Opublikowana: 12 października.
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Według 44 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
8.8 godz. łącznie
Overall: 8/10

Story:

Telltale’s Batman: The Enemy Within is another episodic narrative-driven interactive adventure game, but it delivers a more refined and emotionally resonant narrative compared to its predecessor. One of the standout positives is the exploration of Bruce Wayne’s duality. This time, the game forces Bruce to balance his role as Batman with a complex undercover operation, adding very interesting layers of tension and personal conflict. The narrative’s focus on Bruce’s moral struggles feels more intimate and well-executed, allowing you to truly engage with his character arc. Additionally, the evolution of John Doe into The Joker is a major highlight, giving you unprecedented control over your relationship with him. This player-driven transformation adds intriguing depth to both the characters and the overall narrative, creating what I feel is a more unpredictable and emotionally engaging story.
Another strength is how T.E.W. tightens its focus compared to the first game. The narrative zeroes in on key relationships, making each character integral to the story’s progression. This tighter storytelling helps the game feel more cohesive and purposeful and on top of this, this title also does a better job of making choices feel impactful, especially in shaping John Doe’s fate and influencing the finale.
On the downside, the narrative can occasionally feel predictable despite its stronger focus on character dynamics. Certain plot points, such as Amanda Waller’s manipulative tactics or Selina Kyle’s uncertain loyalty, can feel somewhat formulaic for those familiar with Batman lore. Lastly, while the game’s choices offer more weight than in the previous entry, Telltale's signature "illusion of choice" does metaphorically seep through the cracks in the foundation of the game since some minor, less important decisions still lead to similar outcomes, which may diminish the sense of true agency for some people. Basically, T.E.W. is a marked improvement over the first game, delivering a more personal, character-driven story, but it still grapples with occasional narrative predictability.

Gameplay:

The gameplay in T.E.W. builds upon the foundation set by its predecessor, introducing several refinements while retaining the core mechanics fans of Telltale games are familiar with. The action sequences, driven by Quick Time Events (QTE's), feel more polished and responsive, offering slightly more variety in combat scenarios. While the basic structure of these sequences remains similar, T.E.W. introduces more dynamic choreography, making each encounter feel fresh.
A notable improvement lies in the decision-making and dialogue system, which feels more impactful here. As mentioned earlier, choices carry heavier consequences, giving the you a stronger sense of agency, particularly in shaping the relationships between characters. The pacing between intense action and narrative-driven moments has also been fine-tuned, leading to a smoother experience.
However, while gadgets play a slightly larger role in gameplay, they still don't evolve much from the first game. In addition to this, the detective mechanics, while still present, haven't seen significant upgrades either, and the puzzles remain intuitive but don't offer much beyond what was established previously. Ultimately, T.E.W. refines the gameplay elements of its predecessor without drastically altering the formula, offering a more balanced and engaging experience, but leaving some areas ripe for further innovation.


World:

T.E.W. expands upon the first game’s world and level design by offering a broader variety of locations and a more immersive atmosphere. While the previous game focused on familiar Gotham environments like Wayne Manor, the Batcave, and crime-ridden streets, T.E.W. introduces diverse and dynamic settings such as Riddler’s puzzle-filled lair and Joker’s chaotic hideouts. These locations aren’t just backdrops; they reflect the personalities of the game’s major villains and enhance the storytelling. For instance, Riddler’s lair is filled with deadly traps that force you to engage with their surroundings in ways the first game didn’t. This adds depth to the environments, making them feel like an integral part of the experience rather than mere set pieces.
Furthermore, T.E.W. elevates Gotham itself, making the city feel like a living entity shaped by the events of the story. The game’s environments mirror the tension between Gotham’s criminal underworld and the Agency’s sterile, controlling influence, offering a more dynamic sense of place. Compared to the static and sometimes slightly repetitive locations in the first game, T.E.W. creates a richer, more atmospheric world, blending mood, interactivity, and storytelling into each environment.

Visuals:

Being released only a year after the previous title, it makes sense the direction taken in regard to visuals/art style. Rather than trying innovate too far out of its scope, T.E.W. builds on the art style established in Telltale's Batman, with the graphical improvements being more incremental and subtle than transformative. The enhancements lie in the finer details—character models are slightly sharper, facial animations more expressive, and lighting effects feel more refined, especially during key moments of tension. Additionally, the more grounded yet cel-shaded, comic book-inspired visuals remain intact, providing a distinct atmosphere that suits Gotham’s dark, gritty world.
Nevertheless, these improvements, while noticeable when side-by-side with the first title, aren’t likely to stand out dramatically to most players. Telltale focused on polishing what was already established, which keeps the visual continuity while making subtle enhancements that improve immersion.

Music/Sound Design:

When it comes to music and sound design, T.E.W. stays fairly consistent with the first game. The score remains serviceable, featuring a mix of brooding atmospheric tones and tense crescendos that fit the dark, crime-ridden world of Gotham. However, while the music enhances the mood during key moments, it never quite stands out as a memorable element. Like its predecessor, the soundtrack does just enough to underscore dramatic scenes and action sequences, but doesn’t elevate them to anything more impactful.
Similarly, the sound effects, from the swooshes of Batman’s cape to the punchy impacts of combat, are solid but not particularly noteworthy. Dialogue is well-acted and well-mixed, ensuring the performances shine, but the audio mix doesn’t carry much weight beyond this.
Compared to the original Telltale's Batman, there’s little noticeable improvement in sound design. It stays at a slightly above-average level, with no standout tracks or audio effects that linger once the credits roll, at least for me personally. It’s competent, if unremarkable, and feels more like a functional backdrop to the story rather than an immersive audio experience.

TL;DR:

T.E.W. offers a more refined, character-driven story compared to its predecessor, with an engaging exploration of Bruce Wayne's duality and a standout evolution of John Doe into The Joker, allowing for a player-driven narrative. The game tightens its focus on key relationships, enhancing the story's cohesion and making choices feel more impactful, though occasional predictability and Telltale's familiar "illusion of choice" still linger. Gameplay is refined, with smoother QTE's and more dynamic action, but detective mechanics and gadget use remain underdeveloped. The world is expanded with richer, more diverse settings, enhancing the game's atmosphere, while visuals and sound design build incrementally on the previous title without significant leaps. Despite its minor shortcomings, The Enemy Within is a marked improvement, delivering an engaging and well-crafted experience that fans of narrative-driven adventures should definitely check out!
Opublikowana: 28 września.
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Według 43 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
7.4 godz. łącznie
Overall: 7.75/10

Story:

Telltale’s Batman is an episodic narrative-driven interactive adventure game that delivers a fresh take on the Dark Knight’s narrative, focusing more on Bruce Wayne’s internal struggles and less on his alter ego's crime-fighting. The story does a very good job in its portrayal of moral dilemmas, using Telltale's signature choice-based system to give you control over key decisions that impact both Bruce’s relationships and his role as Batman. The reimagining of familiar characters, particularly Harvey Dent and Alfred, adds emotional depth, while lesser-known villains like Lady Arkham and a unique portrayal of the Joker offer a refreshing twist on Gotham's usual rogues. The story’s exploration of identity, trust, and legacy gives the game a mature, psychological edge that stands out from other Batman adaptations, offering a more personal and grounded twist on the typical Batman narrative.
However, the story’s pacing can be uneven. While the narrative is compelling, some of the dialogue-heavy moments slow the game down, and not all player choices feel impactful. Additionally, while I personally didn't mind, the heavy Bruce Wayne over Batman narrative may also disappoint anyone seeking more action-oriented storytelling. Despite these drawbacks, This Batman experience offers a gripping, character-driven narrative that balances familiar tropes with bold new twists, making it a worthwhile experience for both fans of narrative-focused games and the Batman mythos.

Gameplay:

The gameplay in this game sticks closely to the studio’s narrative-driven formula, offering a gameplay experience centered around choice-based dialogue, quick-time events (QTEs), and point-and-click exploration. One of its most identifiable features is the decision-making mechanic in dialogue, which forces you into morally ambiguous choices that can feel especially weighty when playing as Bruce Wayne. The combat, while mainly QTE-driven, is well-executed and makes you feel involved in Batman’s battles, though it may feel very simplified for those expecting more intricate controls or not familiar with Telltale's usual combat. The introduction of detective segments adds a welcome layer of interactivity, allowing you to explore crime scenes and connect clues, making you feel more like the World's Greatest Detective.
However, the detective mechanics and combat, though engaging and very true-to-form, feel somewhat shallow and could have benefited from deeper, more complex systems to fully embrace the potential of Batman’s character.

World:

The world and level design here effectively captures the dark, gritty atmosphere of Gotham City, with a comic-book-inspired art style that enhances the game’s noir aesthetic. Key locations like Wayne Manor, the Batcave, and crime-ridden streets are visually distinct, supporting the narrative’s tone. The game uses environmental storytelling to immerse you, especially in detective sequences where Batman must piece together clues in serviceably-crafted crime scenes. Nonetheless, the game’s level design is highly linear per the Telltale standard, offering little room for exploration or interaction beyond story progression. While this restricted design keeps the pacing tight and focused on narrative impact, it can feel limiting for people who expect more freedom in navigating Gotham's iconic locations. The lack of interactivity makes some environments feel static, sadly missing the potential to further immerse you in the world. Despite this, the design choices do complement the story-driven experience more than they subtract, keeping the focus on Batman's character and his dual life as Bruce Wayne.

Visuals:

Telltale's Batman maintains the studio's signature cel-shaded aesthetic, delivering a polished and visually appealing experience. The game’s environments and character models are well-rendered, and the overall presentation is clean and cohesive. Despite this, while it does retain the comic book-inspired look, the visual style feels more grounded and less stylized compared to Telltale’s previous titles like The Walking Dead and The Wolf Among Us. Those games embraced a more pronounced, exaggerated comic book vibe, which I personally found more fitting and immersive. In contrast, Telltale's Batman feels like it holds back, missing some of that bold artistic flair that made the others so memorable. Though it still looks very good, it doesn't quite capture the same essence of the classic Telltale graphic novel vibe, which is unfortunate due to Batman's comic roots.

Music/Sound Design:

The music and sound design effectively establish the dark, brooding tone of Gotham, though the soundtrack itself, while fitting, isn't as memorable as other Batman adaptations. It builds tension during action scenes but mostly stays in the background, never fully taking the spotlight. However, the sound effects add significant weight to the game, from the swish of Batman’s cape to the impactful sounds of combat, while the ambient noises of Gotham’s rooftops and alleys further enhance the city's atmosphere. The standout aspect is the voice acting, with strong performances from side characters and Bruce Wayne alike, captivatingly capturing his internal struggles and Batman’s imposing presence, making up for moments when the script is less nuanced. Ultimately, while the music may not leave a lasting impression, the overall sound design plays a crucial role in supporting the game’s gritty, cinematic feel.

TL;DR:

Telltale's Batman is an episodic story-driven interactive adventure game that delivers a fresh narrative experience, focusing on Bruce Wayne's internal struggles and moral dilemmas more than his crime-fighting alter ego. The story excels with its bold reimagining of familiar characters like Harvey Dent and Alfred, while effectively introducing lesser-known villains such as Lady Arkham. Despite small moments of what some may consider uneven pacing and a Bruce-heavy narrative that may leave action-focused fans wanting more, the story’s mature exploration of identity and trust is compelling. The gameplay sticks to Telltale’s usual formula of dialogue choices and QTEs, while also adding minor detective sequences. However, while they do the job they're supposed to and fit well enough, they could use more depth. The combat is simplified, yet engaging, and detective mechanics, while true to Batman’s role, could have benefited from more complexity. Visually, the game looks appealing and uses Telltale’s signature cel-shaded style to create a grounded, noir-inspired Gotham, though it lacks the boldness of the comic book flair seen in their earlier games. The sound design adds weight to the atmosphere, with excellent voice acting, and the music remains does a serviceable job, but it's not outstandingly memorable.
All-in-all, despite its limitations, this game offers a gripping, character-driven narrative that balances familiarity with fresh twists, making it a solid recommendation for Batman fans and narrative adventure enthusiasts alike!
Opublikowana: 25 września.
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Według 48 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
11.1 godz. łącznie (8.9 godz. w momencie publikacji recenzji)
Overall: 8/10

Story:

The Wolf Among Us is an episodic narrative-driven interactive adventure game that delivers a captivating story, blending gritty noir with a dark twist on classic fairy tales, and it's genuinely one of Telltale's best titles.
The setting—a hidden corner of New York inhabited by exiled fables—immediately pulls you into its moody, immersive world. As Bigby Wolf, the sheriff of Fabletown, you navigate a tense murder mystery that unravels at a perfect pace, revealing a larger conspiracy without sacrificing the rich character moments along the way. The reimagining of beloved fairy-tale characters is a highlight, as each one is presented with depth, moral ambiguity, and often tragic histories, making the story feel surprisingly human despite its fantastical backdrop. Characters like Bigby and Snow White are especially compelling, with Bigby’s constant struggle of juggling his desire for redemption while also doing what's necessary as sheriff adding weight to every choice you make.
However, while the story is gripping, it is not without its flaws. The illusion of choice—while effective—can sometimes feel limited. Certain decisions, though presented as significant, don't always impact the narrative in a meaningful way, which can leave you feeling like your agency is more superficial than real. Additionally, the game’s linear progression, while well-paced, might leave some people wanting more control over the direction of the plot. Despite these minor drawbacks, the narrative remains engaging, driven by sharp dialogue and a tension-filled atmosphere that captures the essence of noir storytelling. TWAU offers a richly woven tale that keeps you invested, even if it occasionally falls short in delivering the full weight of player-driven consequences.

Gameplay:

The gameplay here stays true to the tried-and-tested Telltale formula, for better or worse. If you've played any of their other games, you'll recognize the familiar mechanics: quick-time events, dialogue choices, and minimal physical interaction with the environment. This design keeps the focus on narrative and character development rather than complex mechanics, making it more favorable for people who prefer storytelling over action.
However, like many Telltale games, the illusion of choice looms large. While the game gives you the sense that your decisions shape the story, in reality, many key plot points remain unchanged regardless of what you do. Your choices may tweak the details, but they rarely have a significant impact on the overarching narrative. Ultimately, the gameplay serves its purpose as a vessel for an engaging noir mystery, but don’t expect too much depth from the mechanics. It's the narrative, not the gameplay, that takes center stage here.

World:

TWAU's world/level design crafts a visually striking setting through its neo-noir aesthetic, using moody lighting, dark shadows, and vibrant neon highlights to create a very atmospheric version of Fabletown that feels alive. The environments—whether it's the shadowy streets, rundown apartments, or seedy nightclubs—are intimate and richly detailed, perfectly capturing the darker, hidden lives of the fables. This attention to detail immerses you in a world that feels lived-in and dangerous, where every location enhances the noir narrative. However, the level design is highly linear, offering little opportunity for exploration beyond key story moments. While this keeps the focus on the narrative, it limits interaction with the environment, making it feel more like a beautifully crafted stage rather than a fully realized world. In addition, the investigative mechanics are simple, often reducing your engagement with the world to clicking on objects, which can feel restrictive for anyone looking for deeper interactivity. Despite this, the game’s meticulous world-building and art direction should (for the most part) succeed in drawing you into its atmospheric, tension-filled setting, helping make each location a powerful narrative tool in its own right.

Visuals:

Building off the previously mention art direction, it's one of this game's standout features. TWAU's bold, comic-book style, with its thick outlines and rich, neon colors, perfectly captures the menacing noir atmosphere of the Fables universe. This visual style doesn't just look good—it also ensures the game holds up remarkably well, even years after its release. While the technical aspects of the graphics may not push the limits, the distinctive art direction gives this game a timeless quality that many graphically superior games from the same era lack. In this way, the visuals serve as a perfect example of how strong art direction can outweigh purely technical considerations.

Music/Sound Design:

The music and sound design in TWAU also excel at setting the tone for its dark, noir-inspired world, with a synth-heavy score that perfectly complements the vibe of Fabletown that the other game elements build up to. The melancholic main theme and subtle background tracks effectively underscore emotional moments without overpowering the dialogue, creating a strong sense of immersion. The top tier voice acting also adds further weight to the narrative. Although, while the music enhances the mood, it occasionally lacks variety, with some tracks feeling slightly repetitive by the end of the game. Despite this, the overall sound design, including impactful sound effects, contributes to the game's tension and emotional depth, making it a key element of the experience.

TL;DR:

The Wolf Among Us is an episodic narrative-driven interactive adventure game with a captivating story, blending neo-noir with a dark reimagining of classic fairy tales. The narrative shines with its complex characters—especially Bigby Wolf—whose struggle for redemption is intertwined with a tense murder mystery that he has to solve. The plot unfolds at a perfect pace, though the "illusion of choice" can sometimes feel hollow, with many decisions failing to meaningfully impact the larger-scale outcomes. The familiar Telltale gameplay formula—dialogue choices and quick-time events—places storytelling at the forefront, but limits mechanical depth, making the gameplay more of a vehicle for the narrative rather than a dynamic experience. Visually, the game excels with its bold, comic-book style and atmospheric world design, capturing the essence of Fabletown. Though linear, the environments are immersive and serve the noir tone well. The synth-heavy soundtrack heightens the mood, though it can become slightly repetitive towards the very end. With all things considered, despite its few drawbacks, The Wolf Among Us remains an engaging, well-crafted experience, with enough tension and style to make me highly recommended it for any fans of narrative-driven games!
Opublikowana: 21 września.
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Według 33 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
28.2 godz. łącznie
Overall: 4/10

Pacify is a game that attempts to deliver a tense co-op horror experience but ultimately falls short due to its lackluster design and repetitive gameplay. The game has up to four co-op players, including you, working together to complete tasks while avoiding a relentless AI-controlled enemy, but this core mechanic quickly becomes more frustrating than frightening. To put it bluntly, none of the levels manage to offer an engaging or fun experience. Each environment feels uninspired, with objectives that grow tedious after just a few attempts on ANY of the missions.
The atmosphere, while initially eerie, loses its impact as the jump scares and enemy behavior become predictable and honestly just monotonous. The game’s simplistic design leaves little room for strategy, reducing the co-op experience to frantic running and random item collection. Furthermore, the AI enemy usually feels more unfair than challenging, often resulting in irritating and unsatisfying encounters.
Even at its low $5 price point, Pacify fails to justify its cost due to a complete and utter lack of meaningful content or compelling gameplay. Additionally, there are much better indie horror titles with MUCH better content around the same price point. This game may be fun to laugh at with your friends for half an hour, but for genuine horror fans seeking a deeper, more rewarding experience, this one is very hard to recommend...
Opublikowana: 21 września.
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Według 80 osób ta recenzja jest przydatna
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2
2
3
35.2 godz. łącznie
Overall: 6.5/10

Story:

Beyond: Two Souls is a narrative-driven interactive drama/adventure game that tells an ambitious, emotionally charged story, but its execution leaves much to be desired. At the heart of the narrative is Jodie Holmes, a young woman linked to a mysterious entity named Aiden. Ellen Page’s (at the time the game was made, now Elliot Page) performance as Jodie shines, giving her character a blend of vulnerability and resilience that resonates deeply. The relationship between Jodie and Aiden, filled with tension, tenderness, and complexity, adds an intriguing layer to the story. The game explores weighty themes like isolation, identity, and the search for belonging, presenting Jodie as someone yearning for a normal life while constantly pulled into supernatural events beyond her control. These emotional moments, especially those centered around Jodie’s personal struggles and relationships, give the narrative a strong emotional core.
However, the narrative’s non-linear structure significantly undermines its potential. While the game CAN be played chronologically, the fragmented story is clearly the way the narrative was meant to be experienced, but regardless of which story setup you've chosen, the game frequently jumps between key moments in Jodie's life without fully developing the cause-and-effect relationships that would make these shifts impactful. The intended fragmented storytelling further disrupts the emotional continuity, often diluting key moments that should carry more weight. Furthermore, while Jodie’s arc is compelling, it feels uneven due to the erratic pacing. High-stakes action sequences often overshadow the more intimate character-driven moments, and the final act drifts into fantastical territory, distancing itself from the grounded emotional beats of the earlier chapters. On top of this, all the endings feel unsatisfying or disconnected from the story's earlier emotional beats in one way or another. The supernatural elements, especially in the final act, are very over-the-top which detracts from the grounded, character-driven moments that initially defined the game.
Supporting characters, particularly Nathan, are also upsettingly underdeveloped, with their motivations feeling thin, especially in the latter half of the game. While this narrative offers an emotionally rich experience, its disjointed structure and uneven pacing prevent the narrative from fully delivering on its promise.

Gameplay:

The gameplay here offers a unique blend of narrative-driven mechanics and player control, but it falls short in several key areas. The ability to switch between Jodie and Aiden adds an interesting dynamic, allowing for puzzle-solving and limited combat assistance. However, this dual-character feature is often underutilized, and the gameplay can feel more like a series of guided events rather than a fully interactive experience. Quick-time events dominate much of the action, simplifying intense moments to basic button prompts, which can diminish the sense of tension or skill required. I'm not inherently against QTE's, but that is a lot of the gameplay in this title, even for a Quantic Dream game. Additionally, while controlling Aiden brings some variety, the supernatural abilities lack depth, and combat sequences rely heavily on directional inputs, which feel repetitive over time. Exploration is similarly restricted, with environments often guiding you through linear paths rather than offering true freedom. While B:2S succeeds in delivering a cinematic experience, the gameplay suffers from limited interactivity and over-simplified mechanics.

World:

The world and level design of B:2S showcases a diverse range of environments that visually complement the game’s narrative, from grounded, intimate spaces like Jodie’s childhood home to expansive settings like a desert or military base. While these environments are crafted with care and contribute to the atmosphere, the game’s heavily linear structure often limits exploration and interactivity as mentioned earlier, making many highly detailed areas feel more like backdrops for the story rather than immersive spaces to engage with. The smaller, more personal levels excel in environmental storytelling, with subtle details that make them feel authentic and lived-in. However, in larger, action-oriented sequences, the level design feels restrictive, offering little beyond the main path. Although visually striking and thematically aligned, the world design can sometimes feel underutilized, leaving you wanting more freedom to explore these intriguing settings.

Visuals:

Speaking of visuals, this game's graphics are a noticeable upgrade from the original console editions. The higher resolution, improved textures, and enhanced lighting make the experience far more immersive. Character models, particularly the facial animations, benefit from the increased graphical fidelity, offering more subtle expressions and emotional depth. Environments feel more lifelike, with better detail in the textures and sharper edges. The lighting system, especially in scenes with dynamic lighting, gives the game a more cinematic feel. In general, while the game still retains its cinematic focus, the improvements on PC bring it closer to a modern visual standard, making it the definitive version for those who appreciate upgraded aesthetics.

Music/Sound Design:

The music and sound design contribute significantly to the emotional depth and atmosphere of the game. The score is both cinematic and personal, underscoring the game's more intimate moments as well as its bigger action sequences. The music often mirrors Jodie’s emotional state, seamlessly transitioning between melancholic, tense, and uplifting tones. Despite how the soundtrack is effective in supporting the story however, it sometimes lacks memorability outside of key moments, but it does create a powerful backdrop to Jodie's journey.
In terms of sound design, B:2S excels at immersing you in its world. Environmental sounds are meticulously detailed, from the ambient noise in cityscapes to the eerie quiet of supernatural encounters. The voice acting, led by Ellen (now Elliot) Page and Willem Dafoe, is superb and is complemented by a strong sound mix that ensures dialogue is clear and impactful, even during intense scenes. In addition, The use of sound effects for Aiden is distinct and haunting, effectively setting the tone for his interactions with the world.

TL;DR:

Beyond: Two Souls offers an ambitious, emotionally charged narrative centered on Jodie Holmes, portrayed by Elliot Page, whose performance shines with vulnerability and resilience. The dynamic relationship between Jodie and Aiden, a supernatural entity, provides emotional depth. However, the non-linear storytelling disrupts the emotional flow and many of the supporting characters feel underdeveloped. Gameplay, while unique with the ability to switch between Jodie and Aiden during certain sequences, relies heavily on quick-time events and lacks meaningful interactivity, making it feel more like a guided experience. Visually, the game is stunning with enhanced textures, lighting, and character animations that immerse you in its cinematic world; However, its linear level design restricts exploration. The music and sound design effectively support the narrative, with a score that enhances both emotional and action-packed moments, though it can lack memorability.
Overall, Beyond: Two Souls offers a visually impressive and emotionally rich experience, but its fragmented narrative and limited gameplay hold it back. If you're a person who prioritizes story and atmosphere over interactivity, then this could certainly be up your alley, but if you're not a fan of Quantic Dream games in the first place, then this definitely won't be the one to change your mind...
Opublikowana: 21 września.
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Według 32 osób ta recenzja jest przydatna
16.2 godz. łącznie (15.6 godz. w momencie publikacji recenzji)
Overall: 5/10

Story:

Narcos: Rise of the Cartels is a tactical turn-based strategy game with a narrative that closely follows the events of the first season of the Netflix series, allowing you to experience the conflict from both the DEA’s perspective and the Medellín cartel’s side. However, while the game captures key plot points, it struggles to translate the complexity and emotional depth of the show’s characters into a compelling story. The game’s reliance on brief cutscenes and text summaries makes the narrative feel disjointed and abrupt, while the turn-based gameplay further disrupts its flow. Iconic characters like Escobar and DEA agents Murphy and Peña lack the nuance and development that made the series compelling, often serving more as game pieces than fully fleshed-out individuals. Despite the inclusion of voiceovers and recognizable moments from the show, the story ultimately feels like a surface-level recap, missing the tension, moral dilemmas, and character-driven drama that defined Narcos.

Gameplay:

The gameplay in this game attempts to blend turn-based strategy with the gritty, fast-paced action of its source material but ultimately falls short of delivering a satisfying tactical experience. The game’s core mechanics are simplistic and lack the strategic depth expected from the genre. Each mission offers limited freedom of movement and action, with you controlling only one unit per turn, which severely hampers not just the tactical planning but the overall gameplay, and makes encounters feel slow and repetitive. The small unit sizes and narrow maps further reduce the need for nuanced strategy, leading to a gameplay loop that can feel overly straightforward and underwhelming. The repetitive AI behavior is also a very significant lowlight as it rarely challenges the you or forces meaningful decision-making in the... STRATEGY GAME!!! While the game tries to inject action with its third-person shooting elements in its Kill Shot and Counteract features, they come off as clunky and break the flow of combat rather than enhancing it.
In addition to this, Both the DEA and cartel factions suffer from a lack of variety in character design, as each sides squads present the same types of basic classes, merely reskinned to fit their respective roles. This contributes even further to the repetitive feel of the gameplay, as there is little distinction between the strategies needed to tackle foes from either faction, diminishing the potential for unique tactical experiences on each side of the conflict. As a result of all this, the gameplay fails to capture both the strategic intensity of better turn-based games and the thrill/urgency of the Narcos narrative, leaving a mechanically bland experience that struggles to engage you beyond its early missions.

World:

The world and level design is serviceable but lacks the variety and creativity needed to elevate the experience. While the game attempts to recreate the atmospheric settings of the show, many of the maps feel small and uninspired, with limited opportunities for meaningful exploration or tactical positioning. Additionally, several maps are reused across different missions, which makes the game feel very dull and monotonous over time. This lack of diversity in environments diminishes the sense of progression, as you'll frequently revisit familiar locations with minimal changes. The confined layouts and restricted movement further limit strategic options, making the level design feel more like an afterthought rather than a core element of the gameplay. Although the game does capture the most basic essence of the Narcos world visually, the repetitive use of locations and simplistic level design undermine the immersion and general experience.

Visuals:

Speaking of the visuals, here they do very little to have a positive the overall experience either, with dated graphics that struggle to feel immersive or unique in any way. Character models are stiff and lack detail, often resembling generic, low-budget recreations of their TV counterparts, with awkward facial animations that fail to convey the tension or emotion of key moments. Environments feel generic and barren, with textures that lack depth and vibrancy. The lighting, too, is flat, which undercuts the atmosphere of the game’s most intense scenes. The game's visual design seems to focus more on functionality than immersiveness, and it doesn't even do that well, which results in a lack of polish that could have made the world of Narcos more engaging. While it manages to replicate the broad strokes of the show’s look, the lack of detail, weak animations, and bland environments make it clear very early on that the visuals fail at doing the Narcos series justice.

Music/Sound Design:

The music and sound design attempts to capture the tense atmosphere of the show, but ultimately falls short of making a lasting impact. The soundtrack features a mix of Latin-inspired tunes and dramatic orchestral pieces, echoing the style of the Netflix series. While the music occasionally helps set the mood for intense moments, it rarely stands out and can feel redundant over time, lacking the memorable punch of the original show’s score.
Sound design follows a similar pattern, with environmental sounds and combat effects doing their job but failing to immerse you fully. Gunfire and explosions feel somewhat muted, and character voiceovers are sparsely used, which results in many missions feeling eerily quiet. This lack of auditory richness leaves the game's overall soundscape feeling flat and jarring.

TL;DR:

Narcos: Rise of the Cartels is a turn-based strategy game that closely follows the events of the Netflix series' first season, allowing you to experience the conflict from both the DEA’s and Medellín cartel’s perspectives. While it captures some key plot points and includes recognizable characters, the game’s brief cutscenes, text summaries, and lack of character development lead to a disjointed and shallow narrative that fails to capture the depth of the show. The gameplay is equally underwhelming, with simplistic mechanics, limited tactical options, repetitive AI, and uninspired maps that strip away any real strategic depth. Despite some attempts at action through minor third-person shooting mechanics, the experience remains clunky and monotonous. The visuals do little to help, with dated graphics, stiff character models, and barren environments that fail to immerse you in the Narcos world. Similarly, while the music and sound design attempt to evoke the tension of the show, they are largely forgettable and lacking in impact. In the end, Narcos: Rise of the Cartels falls short on nearly all fronts, offering neither the narrative intensity nor the strategic depth fans of the series or genre would hope for, making it hard to recommend to anyone...
Opublikowana: 20 września.
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