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Ostatnie recenzje napisane przez użytkownika sweepinghouses

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Wyświetlanie 21-30 z 52 pozycji
Według 80 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
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 2024.
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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 2024.
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Według 24 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
0.0 godz. łącznie
This is a DLC that adds various collectible photos, notes, and drawings from the perspective of children during WW1. It mainly serves to bring awareness to the War Child charity, which is an amazing cause that aims to provide safety, shelter and education for ALL children affected/uprooted by war. Certainly a noble cause worth looking into whether you choose to play this game or not!
Opublikowana: 20 września 2024.
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Według 30 osób ta recenzja jest przydatna
11.1 godz. łącznie (5.4 godz. w momencie publikacji recenzji)
Overall: 6.5/10

Story:

11-11: Memories Retold is a casual narrative adventure game that offers a deeply emotional story that weaves together personal tales set against the backdrop of World War I. The game follows two protagonists—Harry, a Canadian photographer, and Kurt, a German engineer—who, despite being on opposing sides, share a journey that highlights the tragic and humanizing aspects of war. One of the most striking aspects of the narrative is how it avoids glorifying conflict, instead focusing on the characters’ personal struggles, motivations, and relationships. Harry is initially drawn to the war in pursuit of adventure and a sense of purpose, but soon faces the harsh realities of what he witnesses and documents. Meanwhile, Kurt joins the war effort to find his missing son, driven by a father’s love rather than any sense of patriotism. As the story progresses, both characters face moral dilemmas that challenge their initial views on the war. The narrative’s structure, with its alternating perspectives, allows you to experience the complexities of the war from both sides, offering a nuanced portrayal of how everyday people are swept up in the greater forces of history. The watercolor-like art style enhances the dreamlike, reflective tone of the story, making each scene feel like a memory being... retold (I know, I'm hilarious) which is fitting for a game that emphasizes the lasting impacts of war on individuals.
What truly makes the story resonate is its focus on humanity, forgiveness, and the futility of conflict, themes that are further strengthened by the game's quiet, contemplative moments between the grander events of the war. The narrative avoids simple heroics and instead dives into the emotional toll of loss and the yearning for redemption, which aims to leave you with a lasting, melancholic reflection on the true cost of war.
However, despite how much I enjoyed the narrative, it is absolutely worth noting that for better or for worse, this is a rather short game, which brings the price into question. You can finish 11-11 in anywhere from 4.5-6 hours for one playthrough, and while there are multiple endings, you don't really have to replay the entire game to see them due to the chapter select feature . As cool as I think this game is, I really can't say it's worth the regular $30 simply due to its length alone.

Gameplay:

In regard to the previously mention "better or for worse," this was foreshadowing the gameplay. The gameplay is one of the most underwhelming aspects, falling short of what one might expect from a game with such a compelling narrative and art direction. The mechanics are simplistic, often revolving around basic exploration and object interaction, which leaves you feeling more like an observer than an active participant in the story. Puzzles are disappointingly straightforward, offering little in terms of challenge or intellectual engagement. This lack of difficulty results in gameplay that feels stagnant, as the actions rarely lead to a sense of accomplishment beyond advancing the plot.
In addition, the alternating perspectives between the two protagonists is an interesting narrative tool, but it fails to significantly impact the gameplay itself as both characters largely play the same way other than Harry's camera, which is a missed opportunity to differentiate their experiences mechanically. The slow pacing of the game, combined with repetitive tasks, contributes to a feeling of monotony, which can make the overall experience feel more like an interactive movie than a fully-fledged game. As a player who values a rich narrative, 11-11 still holds lots of appeal, but if you're seeking more engaging or dynamic gameplay, then this is absolutely not up your alley and will probably fall into the 'walking sim' genre due to its lack of depth and interactivity.

World:

The world and level design create an emotionally resonant, visually stunning experience that feels like walking through a living painting. The hand-painted/watercolor art style captures the harshness of war and the beauty of untouched landscapes, creating a powerful contrast between the desolate battlefronts and peaceful civilian areas. Each setting—whether the grim, narrow trenches or serene forests—feels carefully crafted to evoke both the brutality of war and moments of human tenderness. While the game’s linear paths can feel restrictive, each level design each is unique and open enough to encourage minor exploration and feel genuine without losing scope. Environments are rich with symbolism, mirroring the internal struggles of the characters and enhancing the narrative’s emotional depth. The attention to detail in objects like photographs and personal items adds a human layer to the design, making the world not just a backdrop but a key part of the storytelling.

Visuals:

The visuals of 11-11 are honestly hit or miss. Either you're going to love them or absolutely hate them, but there's no doubt it's one of the most defining and memorable features, taking a bold artistic approach with a painterly, impressionistic style that sets it apart from traditional war games. The graphics feel like a moving painting, with brushstroke textures and soft, fluid edges that give the world an almost ethereal quality. This style perfectly complements the emotional narrative, with warm, golden tones used for reflective, peaceful moments and cooler, darker colors for the grim realities of World War I. The environments, from desolate battlefields to serene countryside scenes, are meticulously crafted, with stunning attention to detail in lighting and shadow, adding depth and immersion. While the impressionistic style can sometimes obscure finer details during fast-paced scenes, it adds a universal, timeless feel to the characters and world which overall makes it not just a backdrop, but an integral part of the storytelling.

Music/Sound Design:

The music and sound design are among the most powerful aspects, creating an immersive and emotionally resonant experience. The orchestral score is hauntingly beautiful, using strings and piano to subtly underscore the game's themes of war, loss, and hope. The music never overpowers the narrative but instead complements it, swelling at key moments to heighten the emotional weight of the characters' struggles. The sound design is equally impressive, with ambient noises like distant gunfire, footsteps in the snow, and the hum of wartime environments creating a deeply authentic sense of place. This meticulous attention to detail immerses you deeply in the world, making both quiet, reflective scenes and tense, dramatic moments more impactful. Together, the music and sound design form a crucial part of the game's emotional narrative, enhancing your connection to the characters and their story, and leaving a lasting impression long after the game is over.

TL;DR:

11-11: Memories Retold offers a deeply emotional and visually stunning experience, with a story that focuses on the human side of World War I through its two protagonists—Harry and Kurt. The game's narrative excels at highlighting the personal cost of war, complemented by its unique watercolor art style, which makes each scene feel especially unique. However, while the narrative is engaging, the gameplay falls short, offering basic exploration and repetitive tasks that make it feel more like an interactive movie than a fully-fledged game. The visuals are bold and impressionistic, though this style might not appeal to everyone, and the hand-painted aesthetic can obscure details during fast-paced moments. The sound design and music are standout features, adding emotional depth to both quiet and intense scenes. All-in-all, given its short 4.5-6 hour length and slightly limited replay value, I recommend 11-11, but it is best experienced on sale rather than at full price.
Opublikowana: 20 września 2024. Ostatnio edytowane: 20 września 2024.
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Według 23 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
0.0 godz. łącznie
This DLC may technically be a reskin of Red's initial outfit, but it's a fresh look and a stylish enough change to feel distinct. The design brings a cool, rugged leather edge to the Red, and for those who love customizing their look and swapping between outfits, it's a nice addition. The sword and torch skin are also one of the better looking skins for the weapons too, in my opinion. Plus, purchases like this not only adds variety to the game but also helps support the creativity and innovation of indie devs, so it's really a win-win. Definitely pick this DLC up if you plan on playing Banishers: Ghosts of New Eden!
Opublikowana: 15 września 2024.
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Według 29 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
19.9 godz. łącznie
Overall: 6.5/10

Fallout Shelter is mobile base building survival game that made its way to PC and brings a mix of vault management and casual strategy gameplay. One of its primary advantages is its free-to-play model, which allows you to dive straight into the game without upfront costs. Microtransactions certainly exist, but they are not mandatory for progression, making the game accessible to a very wide audience. The vault-building aspect is engaging for the most part, as you expand and manage various resources like food, water, and energy. Additionally, the ability to construct and upgrade different rooms in the vault adds depth and personalization to the experience, giving you control over your vault's growth​.
Although the entire game is non-canon, the quest system is another feature that enhances the game, which allows you to send your dwellers on missions outside the vault. These quests provide a refreshing break from regular vault management, offering combat encounters, new settings/locations, and the chance to earn special rewards. I also appreciate the game's simple yet polished graphics and the familiar Fallout charm, from the cartoonish animations to the atmospheric sound effects​.
However, Fallout Shelter isn’t without its flaws. A common criticism, and for good reason, is the game's repetitive nature. While the initial phases of building and expanding a vault are fun, the game lacks depth and becomes monotonous over time and especially so once you've unlocked the ability to craft all rooms. Compared to other management sims in the same relative scope, Fallout Shelter can feel shallow in terms of strategic options. Additionally, the game continues to run when you're are offline just as most management games do, leading to frustrating moments where resources deplete, raiders attack, or dwellers die if left unattended​, but these are more so early game issues.
Another downside is the game's progression pace, especially without purchasing in-game currency. Although microtransactions are optional, advancing to the higher levels of crafting and management can feel slow, which is most likely designed as such to push players toward spending money on lunchbox care packages to speed things up. On top of that, the PC version does not support cross-platform saves so if you're someone who invested time in the mobile version, you cannot transfer your progress, forcing you to start over, which can be a major letdown.
In summary, Fallout Shelter offers a charming, free, and accessible experience for fans of the Fallout franchise. While its free-to-play model and quest system provide plenty of entertainment, the game's lack of depth, reliance on constant attention, and slow progression may leave a lot of potential players very dissatisfied. All-in-all, it's a free Fallout game that is, at the very least, good for a couple hours if you're casual gamer looking for a light management game, but it falls short of being a deep, strategic experience.
Opublikowana: 15 września 2024.
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Według 35 osób ta recenzja jest przydatna
41.2 godz. łącznie
Overall: 7/10

Story:

Vampyr is an Open-World RPG with a narrative that blends moral dilemmas and character-driven drama, set against the evocative backdrop of 1918 London during the Spanish flu epidemic. As Dr. Jonathan Reid, a newly turned vampire, the story’s central tension lies in you balancing his role as a healer with his new bloodthirsty instincts, making each choice feel significant. The atmosphere is rich and immersive, with the plague-ravaged city reflecting the despair Reid faces internally. The game excels in its portrayal of these moral quandaries, as every life taken or spared has tangible consequences, adding weight to your decisions. Reid’s personal journey is compelling, with his struggle for identity and humanity providing a strong emotional core. Key characters offer tense and memorable moments, and many side characters have their own respective depth through side quests, helping them feel like real individuals. The side quests enhance the world, offering moral dilemmas tied to these characters; However, repetitive fetch mechanics weaken some of their impact, though the choice of whether to feed on NPCs adds weight to each interaction.
In addition, the narrative absolutely has some cheesy/cliche moments and the pacing can be uneven at time, with some chapters bogged down by mundane tasks that disrupt the story’s momentum. Lastly, the multiple endings offer some closure for Reid’s arc but remain frustratingly ambiguous, leaving the broader story unresolved for many sub-plots in the world.

Gameplay:

The gameplay here revolves heavily around dialogue and exploration, blending role-playing elements with a story-driven experience. Much of your time is spent conversing with various NPCs, uncovering their stories, and making impactful decisions. The dialogue system is well-integrated, offering you moral dilemmas that influence the world and those around you. However, the sheer volume of conversations can sometimes slow down the pacing, especially if you're looking for action more than narrative exposition. The dialogue-heavy structure will probably work well for anyone invested in the narrative, but there's certainly a lot. On top of this, the game’s district system, which ties the health and survival of NPCs to your decisions, adds an interesting layer of strategy and gives weight to your actions, though the feature feels underutilized generally.
When it comes to combat, Vampyr hits its strides once you unlock a wider variety of abilities. There’s a real sense of power as you evolve your vampiric skills, allowing for more strategic and enjoyable encounters. That said, the combat starts off very basic, and even at its peak, it lacks polish. The fights can feel repetitive, and the animations sometimes come off as stiff, reinforcing the game's AA nature. Despite this, when the combat clicks, it delivers moments of fun, especially during tougher encounters where managing your abilities, stamina, and health becomes crucial.

World:

This game presents a meticulously crafted vision of 1918 London during the Spanish flu pandemic, blending historical authenticity with a dark, gothic atmosphere. The oppressive feel of the city, due to foggy streets, dimly lit alleys, and crumbling buildings, creates a strong sense of dread and mystery. The semi-open world design allows for exploration, but it opts for a more focused environment that fits the narrative’s intimate, personal tone, and this leads to certain areas being locked until you progress far enough in the narrative. The world design is commendable for its attention to detail, from the dilapidated hospital where Dr. Reid works to the eerie streets plagued by both disease and supernatural threats.
However, while the world is atmospheric, it can be repetitive and empty. Despite the immersive setting, the lack of varied landmarks and the absence of dynamic NPC behaviors make London feel slightly lifeless over time, especially when traversing from safe zone to safe zone. In addition, while the map is not particularly large, the lack of fast travel options can make backtracking tedious, especially when traversing from one side of the map to the other for main or side objectives alike.

Visuals:

Vampyr does a very good job in creating a visually striking and atmospheric experience, with its gothic aesthetic and superb use of lighting and shadows being notable features. The brooding environments are steeped in a moody atmosphere that amplify the game's themes. The color palette, dominated by deep blacks, grays, and blood reds, perfectly add to the game’s morbid tone, giving every scene a palpable sense of dread. During cutscenes, most character models are detailed, with expressive facial animations that add emotional weight to the narrative; However, When exploring the world and talking to merchants or general NPCs for side quests, there's a clear lack of the same level of polish, occasionally feeling stiff in both appearance and movement.
Another positive is how vampiric abilities, such as the shadow leap or heightened senses, are rendered with satisfying supernatural effects that provide unearthly and captivating visual flair without detracting from the game's grim realism, with the addition of the blood effects being visceral and impactful, all adding to the dark nature of the combat and the visual presentation at the same time.

Music/Sound Design:

One of this game's most remarkable achievements is its exceptional music. The soundtrack blends haunting melodies with tense, atmospheric compositions, perfectly capturing the oppressive mood of plague-ridden London. The music fluctuates between moments of somber reflection and heart-pounding tension, matching Reid's emotional journey as a doctor-turned-vampire. The heavy use of string instruments, particularly the cello, adds to the sense of melancholy and dread, making the world feel truly alive. The score is not only beautiful but deeply immersive, drawing you into the grim world and heightening the emotional weight of key scenes.
Complementing the superb music is excellent sound design. The ambient sounds of rain, distant conversations, and the creaking of old wooden floors help establish the game’s atmosphere further. The subtle use of sound in the game's quieter moments, like the echo of your footsteps in an empty alley or the muffled cries of the city’s sick, adds layers of tension and unease. The sound effects during combat, particularly the visceral sounds of blood being drained or enemies’ guttural screams, reinforce the brutal and violent nature of the vampire experience. Voice acting is another strong point, with Reid, and other major characters delivering emotional performances that resonate. However, occasional stiff or repetitive NPC dialogue such as introductions can detract slightly from the overall immersion.

TL;DR:

Vampyr is an open-world RPG that immerses players in the morally complex world of 1918 London during the Spanish flu epidemic. As Dr. Jonathan Reid, a newly turned vampire, you face gripping moral dilemmas as you balance your oath as a healer with your vampiric instincts, with every choice having real consequences. The story is emotionally compelling, though it occasionally stumbles with pacing and cliché moments. While the gameplay leans heavily on dialogue and exploration, the combat, although enjoyable once your abilities grow, can feel repetitive and lacks polish. The gothic atmosphere is enhanced by haunting visuals, with superb lighting and shadow work creating a moody, immersive environment, even if NPC models lack polish outside key scenes. The game’s exceptional music, one of its standout features, paired with immersive sound design, elevates the entire experience. All-in-All, despite flaws in pacing, combat, and world traversal, Vampyr offers a captivating journey through a plague-ridden city filled with moral challenges, making it worth playing for those who enjoy deep narrative exploration!
Opublikowana: 15 września 2024.
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Według 39 osób ta recenzja jest przydatna
Według 3 osób ta recenzja jest zabawna
94.1 godz. łącznie
Overall: 6.75/10

Story:

Yakuza Kiwami takes you through an emotional journey in Kamurocho, where betrayal, loyalty, and redemption define Kazuma Kiryu’s path as a former Yakuza drawn back into the underworld after taking the fall for a crime he didn’t commit. However, the game struggles to stand on its own in a modern gaming space. It’s hard to ignore how much Yakuza 0 laid the foundation for everything that makes Kiwami impactful. The characters, plot, and world feel more fleshed out, but only because Y0 did all the groundwork. As a remake of the original Yakuza, Kiwami refines its storytelling, blending the game’s intense drama with the light-hearted absurdity of its many side stories, which helps break up the more serious tone of the main plot. The emotional core of the story, Kiryu’s bond with a young girl named Haruka, grounds the otherwise gritty tale in heart and purpose. Alongside this, Goro Majima, Kiryu’s eccentric and unpredictable rival, adds chaos and levity with the “Majima Everywhere” system.
Yet, despite Kiwami’s strengths, its pacing feels off, with slower sections and "okay" side content that can occasionally pull you out of the main narrative’s urgency. While Kiryu, Nishiki, and Haruka are well-developed, some secondary characters feel shallow, and certain plot twists fall back on familiar yakuza tropes like loyalty tests and sudden betrayals. This is partly due to the game’s commitment to recreating the 2005 Yakuza, which sometimes leans too heavily on nostalgia. Long-time fans might appreciate it, but as a newcomer, I feel like some narrative elements lack the complexity of modern storytelling. It feels like Kiwami is trying too hard to remind you it’s a remake rather than standing confidently as its own experience.

Gameplay:

When it comes to gameplay, Kiwami takes a big step back compared to Y0. The combat remains faithful to its PS2 origins while featuring the same fighting styles from Y0—Brawler, Rush, Beast, and Dragon of Dojima—but it lacks the fluidity and polish of its predecessor. Combat can feel rigid and outdated, with frustrating difficulty spikes in the form of boss fights that drag on way too long. These bosses, apparently fueled by pettiness, decide to make matters worse, by going, "Hmm... I think I'm going heal myself now and undo half the damage you just did, brb" multiple times throughout fights and do in fact heal themselves, undoing all your hard-earned damage. Imagine punching a guy in the face for 20 minutes, only for him to say, “You know what? I’m just going to manifest my well-being real quick. Good luck.” That’s Kiwami’s boss fights. What could have been challenging, adrenaline-pumping moments turn into tedious slogs. And if this only happened once, it might be forgivable, but Kiwami insists on repeating this throughout the game.
Regular enemies are pushovers, but mini-bosses and actual bosses take the combat from mildly frustrating to downright miserable. Enemies can break your combos mid-animation while you’re stuck waiting out their uninterruptible attacks, forcing you into either spamming dodge or just tanking hits. The fighting styles offer variety, sure, but they lack impact, leaving combat feeling limp and unsatisfying. It’s especially jarring when you’ve just come off of Y0, where combat felt fluid, fun, and, most importantly, fair. Kiwami’s decision to remain too faithful to its 2005 roots leaves the experience feeling dated, and honestly, it’s a chore to get through the main story when the combat feels this sluggish.
Speaking of chores, let’s talk about the “Majima Everywhere” system. This feature has Majima randomly popping up throughout Kamurocho to challenge Kiryu, often when you least expect it. While it’s an entertaining way to upgrade Kiryu’s Dragon style, it can get annoying when Majima decides to jump in during an already chaotic street fight. You’ll be beating up some low-level thugs, and suddenly oh, here comes Majima with a baseball bat, AGAIN, adding a layer of unpredictability that sometimes just feels like a distraction. It’s a fun concept, but in practice, it overstays its welcome.
Despite the issues with combat, Kiwami excels in its exploration of Kamurocho. The city is vibrant and filled with activities like karaoke, gambling, and arcade games. The quirky substories provide much-needed relief from the main plot’s intensity, and they’re often where the game’s humor shines brightest. Still, it’s hard not to notice that Kiwami’s decision to stick so closely to the original undermines what could have been a more modern, streamlined gameplay experience, especially considering how well Y0 modernized the series formula.

World:

Kiwami’s world offers a familiar and vibrant recreation of Kamurocho, but it pales in comparison to the world-building in Y0. While Kiwami stays faithful to its PS2 roots, it doesn’t innovate enough to match the depth and variety that made Y0’s world so engaging. In Y0, both districts were bustling with life, packed with mini-games, substories, and hidden gems that made exploration rewarding. The 1980's setting added a sense of vibrancy and excess that matched the game’s tone perfectly. In contrast, Kiwami feels smaller in scale and less dynamic. While Kamurocho still has its fair share of secrets and side activities, the absence of a second city and the lack of new locations make the world feel more static.
It’s hard to avoid comparing Kiwami to Y0 while playing, and unfortunately, Kiwami’s world design just doesn’t hold up. Although it retains the gritty, urban essence that the series is known for, it misses opportunities to evolve. The city feels overly familiar, and the lack of innovation in world design results in a less exciting space to explore. While longtime fans will likely enjoy returning to Kamurocho, newcomers might find it lacking in the same level of interactivity that made Y0’s environments so memorable.

Visuals:

Graphically, Yakuza Kiwami is just as impressive as Y0, using the same visual assets and engine. The detailed character models, immersive environments, and vibrant cityscapes make Kamurocho look rich and visually striking, even in the "modern era" of 2005. The visuals are a big upgrade from the original PS2 release, but the cutscenes feel jarringly abrupt. Compared to Y0’s polished, cinematic direction, Kiwami stays almost too faithful to the original, keeping not just the graphical style but also the rougher cuts. Some scenes begin or end so suddenly it feels like they were sliced mid-action, which can be very distracting. Watching scenes side by side with the original PS2 Yakuza, the main difference is graphical fidelity. While textures and character models look great, the awkward pacing remains, making it feel more like a direct copy than a refined remake.

Music/Sound Design:

The music and sound design strike a balance between nostalgic and modern. The soundtrack mixes rock, jazz, and traditional Japanese melodies, heightening tension in boss fights and emotional scenes, with some tracks completely redone. However, certain background tracks get repetitive, especially during side activities, which can pull you out of the immersion. The voice acting is stellar, but some sound effects, like footsteps or combat impacts, feel dated compared to modern standards.

TL;DR:

Yakuza Kiwami is a solid remake, staying true to its roots while updating visuals, music, and the overall experience. However, it struggles to stand on its own, especially following the originality and depth of Y0, which set a new standard. While Kiwami refines the story and characters, it feels overshadowed by Y0’s fresh take on Kamurocho and its more engaging combat. Ultimately, Kiwami is a good remake, but it's hard to escape the shadow of its prequel. That said, I still recommend it—just know that it's not the series' best entry point anymore, but rather a continuation of what Y0 started...
Opublikowana: 14 września 2024.
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Według 34 osób ta recenzja jest przydatna
Według 4 osób ta recenzja jest zabawna
23.6 godz. łącznie
Overall: 5.25/10

Story:

Terminator: Resistance is a SciFi FPS Role Playing game that offers a narrative that tries to tap into the intense, post-apocalyptic atmosphere of a world ravaged by machines, but it often feels like a missed opportunity. As someone who has never seen any of the Terminator films (I know, I know, throw your tomatoes) this entire experience fails to resonate in any meaningful way, and clearly just exists to stand as a fan service.
You play as Jacob Rivers, a resistance soldier, thrown into the ongoing war against Skynet, a rogue AI system bent on exterminating humanity. The setup sounds intriguing, but the execution falters in both pacing and emotional weight.
The game's attempt to present an epic tale of survival and rebellion feels hollow, with underdeveloped characters and a predictable plot. You meet various resistance fighters along the way, but their motivations and personalities never feel compelling. Dialogue options are present, yet the choices seem to have little impact on the story's outcome and the emotional points, such as sacrifice and camaraderie, fall flat due to stiff writing and weak character development.
For a game about a war for humanity's survival, the stakes never feel particularly high. There's a sense of inevitability to the story, as the plot hits familiar beats without any real tension or surprises. The narrative moves forward, but there's rarely a sense of urgency or genuine threat. Even the Skynet forces, while iconic in concept, feel more like generic enemies than a terrifying, omnipresent force and while there are moments that hint at a deeper lore, it doesn’t feel accessible to someone who hasn't seen the films.
Overall, the narrative of Terminator: Resistance is functional but uninspired, making it hard to stay invested. It has the potential to be more, but it’s weighed down by predictable plot points, flat characters, and its presentation.

Gameplay:

The gameplay of Terminator: Resistance also tragically feels uninspired and dated, offering a standard first-person shooter experience that never attempts to break new ground. Combat is at the core, but it quickly becomes repetitive due to predictable enemy AI and lackluster gunplay, which lacks the weight and feedback necessary to make firefights feel impactful. Weapons range from basic firearms to plasma rifles, but the overall shooting mechanics are generic, with encounters blending together in a monotonous cycle of point-and-shoot gameplay. Exploration is similarly uninspired, consisting of linear levels and small, bland open areas where you're tasked with uninteresting objectives like finding supplies or hacking terminals. The stealth system, while present, is clunky and unreliable, making sneaking past enemies more of a frustrating ordeal than a viable strategy, often leading you back into the same repetitive combat encounters. Crafting and skill progression add a thin layer of RPG elements, but they feel tacked on, with upgrades and items providing minimal impact on gameplay. In general, the gameplay doesn’t offer anything beyond the basics, and while it’s functional, it lacks the depth, excitement, and polish that could have made it more engaging or memorable.

World:

The world design here falls well short of delivering the immersive, post-apocalyptic atmosphere it aims for, with environments that feel bland and lifeless. Set in a future ravaged by Skynet, the game presents a series of dull, gray urban ruins and sterile industrial areas that lack visual diversity or depth. The world just feels static, with little to no environmental storytelling or interaction to bring it to life. Human resistance outposts, while present, are sparsely populated and fail to contribute to the sense of a living, breathing world under constant threat. Open-world segments offer limited exploration, constrained by invisible walls and repetitive design, which diminishes the sense of scale and danger expected in a future overrun by machines. Even key locations like Skynet facilities lack the ominous, imposing atmosphere they should convey, coming across as generic backdrops for mundane firefights.

Visuals:

The visuals in Terminator: Resistance are yet another area where the game’s painfully AA nature is apparent. The game tries hard to immerse you, but the lower-budget production seeps through the cracks. Environments are bland and repetitive, with textures that often feel flat and lacking in detail. Character models are stiff and lifeless, especially during cutscenes, where awkward animations and unnatural facial expressions break any sense of immersion. Lighting is serviceable but doesn’t do enough to enhance the atmosphere, and there’s a noticeable lack of variety in both enemy designs and environments, which makes the world feel monotonous. That said, there are some minor positives—the machines themselves are well-designed and manage to capture the iconic look of the Terminator franchise, especially in darker, more intense firefights where the glow of red eyes cutting through the smoke adds some visual flair. Additionally, the occasional flashes of decent environmental design in post-apocalyptic landscapes hint at what could have been a more immersive world. Unfortunately, these moments are few and far between, making the overall visual presentation feel underwhelming.

Music/Sound Design:

The music and sound design are easily among the game’s stronger aspects, even for players who haven’t seen the Terminator films. The soundtrack enhances the game’s dark, post-apocalyptic atmosphere with its synth-heavy, mechanical soundscapes effectively enough, helping drawing you into the desolate world. The pulsating beats and eerie electronic tones create an acceptable sense of tension and unease, especially during combat encounters, where the music heightens the stakes and adds intensity. The sound effects are equally strong, with the distinct metallic clanks of Skynet’s machines, the whirring of robotic footsteps, and the sharp, futuristic hum of plasma rifles making the world feel more captivating. Environmental sounds, like distant explosions and the ambient hum of desolate landscapes, further contribute to the game’s oppressive atmosphere. However, while the music effectively captures the bleak tone of the world, it can become repetitive during extended play sessions, with certain tracks looping too often. Additionally, the sound mixing isn't always balanced, as some dialogue can occasionally be overpowered by background noises or music, particularly in cutscenes, making key narrative moments somewhat awkward.
While the voice acting lacks polish and emotional weight, which affects the storytelling, the overall sound design still does a decent job of bringing the game’s world to life where the visuals and world design fail to do so, marking it as one of the more polished elements of this otherwise unremarkable title.

TL;DR:

Terminator: Resistance is a Sci-Fi FPS RPG that tries to capture the intensity of a world destroyed by machines but ultimately feels like fan service without real substance. The story, centered around resistance soldier Jacob Rivers, is predictable, with underdeveloped characters and a lack of emotional depth. Gameplay is uninspired and repetitive, with basic shooting mechanics, bland environments, and a clunky stealth system. The world feels static and lacks immersion, and while the visuals are mostly unimpressive, the sound design, especially the music and effects, stands out as one of the few highlights. All in all, I'm sure this game has lots of flavor for longtime fans of the film series, but to the causal gamer, this is just another tasteless AA first person shooter with a unique coat of paint. I absolutely DO NOT recommend this title, even on sale...
Opublikowana: 13 września 2024.
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Według 70 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
106.4 godz. łącznie (96.0 godz. w momencie publikacji recenzji)
Overall: 9/10

Story:

Yakuza 0 is an Open World Action Beat 'Em Up that serves as a prequel to the entire mainline series and combines a gripping, character-driven narrative with a consistently energetic 1980's setting, immersing you in a tale of loyalty, ambition, and personal growth for both Kazuma Kiryu and Goro Majima. Kiryu, framed for a murder he didn’t commit, must face powerful antagonists—lieutenants who continually challenge him, each with significance and influence that shape his development. These recurring confrontations serve not only as intense battles but as markers of Kiryu’s growth from a low-level yakuza into someone hardened by betrayal and determined to clear his name. Meanwhile, Majima’s story explores his darker, more tragic side, showing his journey from a disgraced ex-yakuza to the eccentric figure everyone knows from later games. The narrative deftly weaves these arcs together, maintaining a balance between emotional storytelling and absurd side content.
The story is not just one of my favorites in the Yakuza series, but in all of gaming. It is tight and engaging, with almost no filler content, allowing focus to stay on the main plot, which features thoughtful writing and meaningful plot twists that are grounded and impactful. The game also excels at creating deep connections between characters, with realistic portrayals of trauma and nuanced relationships, further positively contributing to a heartfelt story and a powerful arc.

Gameplay:

Y0 delivers a robust and varied gameplay experience that masterfully blends intense combat, progression systems, and engaging side activities, all within the vibrant, bustling settings of Kamurocho and Sotenbori. The core of the gameplay revolves around its fluid and satisfying brawler-style combat, where both protagonists have access to three distinct fighting styles each, allowing you to adapt to different combat scenarios on the fly. Kiryu’s traditional Brawler style is perfectly contrasted by both the hard-hitting Beast style and the swift Rush style, while with Majima’s Thug style does the same with his unorthodox Slugger and Breaker techniques. This variety of fighting styles keep fights engaging, while Heat Actions reward strategic play with visually spectacular, high-damage attacks. However, while the combat is responsive and weighty, the frequent street fights can become repetitive over time, though boss battles provide memorable, challenging encounters that require tactical use of the game’s mechanics.
Beyond combat, the cities are teeming with activities that offer a perfect balance between action and leisure. From running a real estate empire and managing a cabaret club to partaking in mini-games like karaoke, darts, and bowling, the game keeps you immersed with a wide array of side content. Substories are some of the best in the whole series here and further enrich the world with quirky, humorous, and occasionally poignant stories, making exploration feel rewarding beyond the main plot. Character progression is tied to the in-game economy, where you use money earned from fights and side ventures to upgrade your abilities; This system encourages participation in the game's various activities but can feel grind-heavy later on when trying to fully max out upgrades.

World:

This game is a masterclass in creating a vibrant world that captures the essence of late '80s Japan. The world design is more than just a setting; it’s a character in its own right, offering depth and immersion that elevates the game into a standout feature, making it one of my favorite period piece games. Set in the bustling districts of Kamurocho and Sotenbori, the game presents these areas with such meticulous detail that they feel alive and authentic. Kamurocho is full of life; Its neon-lit streets, dense with people and activity, reflect the chaotic energy of the era. The attention to detail is impressive, from the cluttered back alleys to the busy main avenues, making every corner of Kamurocho worth exploring. Similarly, Sotenbori captures the city’s lively and colorful atmosphere. The intricate layout of the district offers a perfect snapshot of the 1980's nightlife.
In addition, the world design extends beyond mere aesthetics. Both districts are rich with side activities, sub-stories, and more that enhance the immersion. The game successfully blends its historical setting with engaging gameplay elements, making the world of Y0 not just a backdrop but an integral part of the experience.
However, I do have minor gripes about the world design. One of the more frustrating aspects is the restriction of saving the game solely at phone booths, which are sparse across the maps. Additionally, the limited number of taxis can sometimes make traveling between distant locations a chore, and if you settle on running to your destination, the absence of a waypoint feature on the map can make navigating the cityscapes feel more cumbersome than needed.


Visuals:

Y0’s visuals expertly amplifies the immersion of 1980's Japan by capturing the neon-soaked and vibrant cityscapes with gritty, atmospheric detail. Both of the districts of feel alive and unique with meticulously crafted environments, from the glowing billboards to rain-slicked streets. Character models are impressively detailed, with expressive faces and fluid animations, especially during intense combat.
However, The game's visuals shine brightest through the cinematic value displayed in its cutscenes, where dramatic camera angles, realistic lighting, and nuanced facial expressions create a film-like quality that elevates the storytelling and makes each key moment feel like a crucial piece of the larger story.

Music/Sound Design:

Despite being a prequel, Y0 continues the trend noticeable in all Yakuza titles, of phenomenal music and sound design, which perfectly complement the game's narrative and setting, immersing you further in the vibrant world previously mentioned. The soundtrack blends genres like rock, electronic, and synthwave to create unforgettable battle themes that amplify the intensity of combat, while ambient tracks capture the retro flair of Tokyo and Osaka. Every sound, from the buzzing city streets to the visceral crunch of punches in a fight, feels meticulously crafted to enhance immersion. The voice acting is equally powerful, delivering raw emotion and extensive depth to the characters, further elevating the experience. Whether you're battling enemies or relaxing in a karaoke bar, Y0's audio creates an atmosphere that is rich, engaging, and unforgettable.

TL;DR:

Yakuza 0 is a masterful open-world action game that serves as a prequel to the series, blending a phenomenal, character-driven narrative with intense, varied gameplay, and a meticulously crafted 1980's setting. The exploration of Kazuma Kiryu and Goro Majima's personal growth and struggles within the criminal underworld are told through powerful writing and memorable character arcs that are emotionally grounded, and serve as an amazing story. The combat system is engaging, offering multiple fighting styles for each protagonist, with brutal Heat Actions and tactical depth, though street fights can feel repetitive. Beyond combat, the game shines with its vast array of side activities—from running businesses to karaoke and darts—offering rich, quirky subplots that keep the world feeling alive. Set in two detailed districts, Y0 captures the essence of late '80's Japan with neon-lit streets, lively atmospheres, and authentic details that immerse you in the culture and nightlife of the era. Visually, Y0 excels with expressive character models and cinematic cutscenes that enhance storytelling and are complemented by the equally impressive music and sound design, which blends multiple genres to elevate battles and narrative moments, while excellent voice acting adds emotional depth. All in All, This is one of my favorite games of all time and I seriously can't recommend it enough!
Opublikowana: 13 września 2024.
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