Average User Score: 8.8May 10, 2015You've spent weeks finally getting a Kerbel to the "mun." He's out of fuel and it's your fault. -And your contract sure didn't tell you toYou've spent weeks finally getting a Kerbel to the "mun." He's out of fuel and it's your fault. -And your contract sure didn't tell you to strand a Kerbel on the mun - it demanded you orbit the mun, and you're running out of time. You don't have any new parts to work with, and what you thought was your best - that beautiful 8-stage setup, a masterpiece of drag-conscious design - wasn't good enough. It sucked, and until you correct your mistake, you suck. It was pretty and elegant - easy to understand (and it sure was expensive!) - so I guess you're like the Apple of rocket design without the benefits of using UNIX... congratulations, go man the Genius Bar.
You don't click "recover kerbel and spacecraft." Nope - he effectively represents 100,000 units of currency frozen because you didn't plan well enough. Your budget's tighter than before you screwed up, but you need to build a spacecraft which can collect the kerbel, orbit the mun, and then return to not-Earth without burning up or crashing too hard. Right? Not necessarily, and probably not. KSP challenges you to think long and hard about the most efficient solutions to problems, no matter how ugly they appear. -And nobody's going to fault you for starting career mode from scratch at that point... so long as you learned enough to not repeat your mistakes, which is easier said than done.… Expand
Average User Score: 8.3Dec 13, 2014I didn't find it to be terribly engaging. It plays a good bit like the XCOM reboot (and I'll mention I thoroughly enjoyed the XCOM reboot),I didn't find it to be terribly engaging. It plays a good bit like the XCOM reboot (and I'll mention I thoroughly enjoyed the XCOM reboot), but without any of the base-building mechanics or quick gameplay, instead favoring a focus on individual character development, so maybe a bit more like Jagged Alliance or Wasteland. I had trouble understanding the point of the upgrade system over something which happens automatically by soldier experience -- the way they do it is to have all units of the same type upgrade at once, but all units' points go into one pool of experience you can use to upgrade units. The upgrade names, by the way, are about as unimaginative as you can... well... imagine (upgrade 1, upgrade 2, upgrade 3). It's still tedious like customization, but doesn't really "feel" like customization because the changes are either very broad or applied to the tank.
Voice-acting and situations feel both generic and inorganic. The story as a whole didn't stick with me... I'm pretty sure I'm already confusing it with Ys. The art-style is interesting and it's a refreshing exploration of the time period reimagined in a partial fantasy setting, but it has trouble overcoming its graphics being fairly simple images with a fill and a few filters applied. The UI in the game is awful, a good few steps backward from current-gen titles -- you're constantly digging through menus, confirming commands, and pointlessly re-selecting people.
The combat style is interesting, though the difficulty curve is ridiculous -- it starts out incredibly difficult while you're underequipped and then, for the rest of the game, suddenly becomes easy once you unlock the HQ. Enemy NPCs can shoot at you while you run in first-person (with a very unique fatigue system), while your units can also shoot back when the enemy moves (however, the enemy AI is much more efficient at moving and doesn't get stuck on walls or not know which objects they can climb over).
Overall, I was disappointed and quit mid-way through. There's obviously a target audience which'll love this game, but I'm not in it.… Expand
Average User Score: 8.0Feb 10, 2014Excellent roguelike, but maybe the devs should have been a bit more conscious of how similar the game is to Binding of Isaac. It lacked theExcellent roguelike, but maybe the devs should have been a bit more conscious of how similar the game is to Binding of Isaac. It lacked the quirky fun I expect in current-gen roguelikes, I had trouble figuring out what many items were supposed to look like ("here's a light tan blob that looks like a cookie mostly consumed by ants -- it's some monster tooth which increases your attack power," "ummm... okay"), and the items didn't have the flair I was expecting, instead largely just changing numbers around a bit instead of necessitating a shift in playing style like Binding of Isaac items could. I initially ignored the game just by its name -- I thought it was some phone game port. It came across with the attitude of a more straight-forward arcade game out of the nineties, though gameplay is very fun for all the same reasons Binding of Isaac is. I very much appreciate the bite-size chunks you get from gameplay (where a round could last between 5 minutes and 30+ minutes) which lets me play as long as I want without worrying I'll have to continually interrupt gameplay to take care of other things. It's a very well-executed combination of twitch, luck, and skill which feels satisfying whether you reach the end on a play-through or not. Definitely recommend if you're new to the genre or have enjoyed similar titles.… Expand
Average User Score: 8.6Oct 8, 2013So much unreal hype in these reviews. I was glad to have read them before playing, as I was braced for how bad it must be. I was first struckSo much unreal hype in these reviews. I was glad to have read them before playing, as I was braced for how bad it must be. I was first struck by how dated the Unreal engine is. They did very well with what they had, but you can only dress up fake 3D with low-res 200x graphics so much. For a while, I thought my PC either turned into a Wii, or I was playing a World of Warcraft mod. The story's tone is flat-out bipolar, rapidly switching from suicide to whimsical hang-gliding within the span of a few minutes. The characters are shallow, cliche, and poorly set-up, like the character designers spent all their time in the office playing ping pong, with NPCs' most memorable interaction with the player being the direction they point. Most puzzles are offensively obvious, while the few others rely on moon logic. The main character is simply unlikable (along with almost every other NPC you "interact" with), a bother to society and a burden on anyone unfortunate enough to interact with him. He has absurd fears which slow the game down, much to the users' frustration. "Bosses" all seem ripped from other games, whether an invisible monster drawing an eye-roll, or the stupid lug who indirectly kills himself by running into walls. The controls are ridiculously confusing and frustrating without a gamepad, trying to move multiple characters at once it clearly wasn't ported properly.
Then, just before the end of the game, 505 suddenly reveals it was all intentional. Every frustration I felt, all the shortcomings I thought the game had, suddenly make sense as storytelling mechanics. My defenses were down as I realized what an idiot I am, and then they go right for the heart with the most powerful emotional experience I've ever had in gaming. Absolutely unforgettable.… Expand
Average User Score: 6.8Oct 4, 2013Rise of Venice is a very standard ship trading simulator, which has copied everything from previous games in the sub-genre. It does thisRise of Venice is a very standard ship trading simulator, which has copied everything from previous games in the sub-genre. It does this well... I experienced only one bug, though it was a critical bug which ruined my campaign play (there was a mission where the goal spawn never spawned). Otherwise, it's well-polished. With RoV, the sub-genre's been given a fresh coat of paint (though... identical games didn't come out more than a couple years ago, so this isn't particularly needed). It suffers the same problem as similar games, where there's quickly nothing interesting to do once you've figured out the trade mechanics. You cart product from an area which produces the product (or where you produce the product) to somewhere where they don't produce it, and take the profit.... over and over. I frankly think EVE Online has effectively rendered this subgenre obsolete or it would, if it weren't subscription-based. You can cart goods around and arb all you want in EVE, and it's plenty more deep and interesting when the buyers and sellers are real people, instead of waiting for consistent, predictable goods consumption having trading being just a small part of a much more grand picture helps a lot in maintaining engagement, too. Ship combat in RoV is quite clunky, and for whatever reason, I consistently had trouble getting the ship I was controlling to board enemy ships when I was right up alongside the enemy vessel, so I eventually just stopped manual ship combat and switched to automatic battles. This also isn't uncommon for the subgenre. Overall, I'd say it's shockingly unambitious, very forgettable, and merely a facelift for people who may not have already played almost-identical games. I mean it's not a "bad" game it's just a knock-off of something I've already played. If you have played almost-identical games, well... Why pay to play what amounts to practically the same game twice?… Expand
Average User Score: 4.1Oct 4, 2013Hey look another CA Total War game, with all the same caveats poor computational optimization, lack of unit diversity, only masochists playHey look another CA Total War game, with all the same caveats poor computational optimization, lack of unit diversity, only masochists play naval combat manually, AI turn times which progress about as fast as a legless donkey, useless combat AI which stands around while you slaughter them (it's been such a long-running problem, I'm starting to think CA believes AI you massacre effortlessly is a selling-point because the player's supposed to feel like a bad*ss, instead of cheated), a boring and unengaging "metagame" (campaign map play), and sadistic camera settings which don't let you really grasp everything going on without breaking flow to move the camera and see all the different engagements while the game's paused (seriously there's no excuse for this. If I wanted "realism," or whatever it is they're going for, I'd just keep the camera zoomed in). Modders rush in to fix the many deficiencies of the game, and do a fair job with it but I'm not going to take mods into account when vanilla gameplay is so awful, I uninstalled the game after less than 5 hours of play. In defense of CA itself, however check out Extra Credits Extra History, which CA's marketing division funded. I imagine it's the most fantastic history lesson on the Punic Wars ever given.… Expand
Average User Score: 7.9Oct 4, 2013Card Hunter is a CCG with items instead of a standard deck of individually-selected cards. Items function as "coupled card packs" where eachCard Hunter is a CCG with items instead of a standard deck of individually-selected cards. Items function as "coupled card packs" where each item slot is an opportunity for putting new cards in a character's deck, keeping in mind that you can only equip one item (or "coupled card pack") there. You control three characters with their own decks, of which the cards have very standard CCG effects. Battles work in a standard CCG way, where you lay one card per turn, then the other person lays a card. At the end of battles you loot new equipment (rather, in a roundabout way, new "coupled card packs"). The p2w aspect is definitely there, but the pay part isn't too horribly in-your-face after the hand-holding initial section of the single-player campaign (though they definitely sell it), and the singleplayer campaign can be easily played through without needing to buy anything (at least as far as I went before quitting). This is pretty much the game if you've played a CCG, you've pretty much played this. I didn't find anything particularly exciting about it, and it didn't hold my attention. I've never had much interest in CCG, so I'll beg pardon for the negative rating, but this game did nothing to turn me into a fan of the genre, as someone who very much enjoys other subgenres of strategy games.… Expand
Average User Score: 7.9Jun 29, 2013Expect to win the game about as frequently as in vanilla Nethack. RL offers a challenging, fun, casual (hardcore-casual, though!) experience.Expect to win the game about as frequently as in vanilla Nethack. RL offers a challenging, fun, casual (hardcore-casual, though!) experience. You can pick the game up, head off and die a few times, then set it down and go do something else the dying actually serves the game very well to break the overall game up into bite-size chunks.
In RL, you're effectively grinding the game to get gear, stats, and abilities for the "over-game" which is the point in which you actually have a shot in Hell of getting through to the final area. There are a few glitches here and there, usually which'll kill you by, for example, having a character apparently undecided if he's on or off a ledge, so he can't jump but dying is fun.
RL adds quite a bit of fun easter egg type content throughout the castles to ensure things are always fresh, and that you always want to explore. The best part about this content is that it's very rare. You can die 50 times and never see more than a small handful of the "fun" rooms, so the freshness of these unique rooms doesn't wear off quickly like if you were seeing repeats so often, they become "normal."
I would say, if you like games similar to Binding of Isaac or Nethack, you'll appreciate the intentional imbalance in this game.… Expand
Average User Score: 8.6Jun 28, 2013TOG gives you a whole new set of rules, mechanics, and scenarios with which to create a fantastic, immersive narrative while in aTOG gives you a whole new set of rules, mechanics, and scenarios with which to create a fantastic, immersive narrative while in a sandbox-style game. If you liked the previous major DLC expansions, this one's a must-have (by far my favorite), probably adding the most content of any DLC yet-released. Religions, pagan religions, and even vassals are now all dramatically more fleshed-out, with CK2 now being a large handful of games' content all in one. Paradox also started adding many more context hints in this game, explaining certain effects which are temporary (for example previously, there were many actions which'd affect an NPC's opinion for x years, but the game never hinted at that now it gives specific durations for actions which affect opinion).
I agree TOG does introduce a lot of questionable balance choices, though... In TOG's start date, there are a good few nations able to totally dominate the map within a couple decades, no matter which difficulty level you're playing at. Playing Norse effectively voids out the entire casus belli system (particularly if setting ambition to claim a kingdom) as you can declare wars against just about anyone for large pieces of territory for rapid, dramatic expansion.
Rebellions have been revamped as well, and now are more along the lines of what's in Victoria II (though this mechanic still isn't nearly as complex as in V2). I'm not sure it really adds any benefit to the game other than flavor and some more chaos, which keeps the game from feeling stale. Some rebellions will require even large states to hire mercenaries and call in allies to defeat, which increases the risk of expanding exponentially faster than you assimilate newly-conquered lands.
AI seems significantly improved, as NPCs seem more prone to aggressive expansion, quickly gobbling up tens of smaller states in a handful of years, than working up to defeating the larger ones which might not be historical so much, but is more balanced considering this is what players do. The Independent States tab in the ledger shrinks pretty quickly with time, and I don't think that's a bad thing at all.
The DLC introduced a few new bugs, but mostly only text-related, and I haven't yet experienced a crash playing TOG for ~30 hours. For instance, sometimes choices in dialogue options won't show effects or who's affected, only icons, and there seem to be many more instances where a character's name is replaced with something like "text_consort_titlename."
I'll also state support for how Paradox does DLC content, with fluffy stuff (new portraits and song packs) being sold for a buck or two, but with all the core changes being included in the main DLC. It lets me choose which content I want and don't want based on which nations/regions fit my usual playstyle. There's no invasive DRM, and the prices are very reasonable, so I'm a huge fan of Paradox's respect in general toward customers.… Expand
Average User Score: 7.4Jun 27, 2013Minecraft has inspired many good even great games from the indie community, certainly including Terraria (which was actually a game).Minecraft has inspired many good even great games from the indie community, certainly including Terraria (which was actually a game). However, if we're going to judge this as a creative toy rather than a game, well there are many far-superior games which come with extremely powerful world-editors, unit-editors, etc. So why are you guys building a replica of the Enterprise instead of a great new WC3 or SC2 custom map, or new animations, characters, or UIs? Maybe you want to create flying dragons for Skyrim, or just new music? There're a ton of moddable games out there people want to play in, but not necessarily create for, and it's generally pretty simple to mod games, even when script editors are involved. Particularly for Blizz games (and I haven't touched SC2 modding due to Activision/Blizz rules, on top of their DRM), the modding tools are powerful enough to allow you to create whatever kind of game you want, faster, simpler, prettier, and just more fun than possible to do in modding MC. For music, use something like Fruitloops why limit yourself to the extremely simple, and unwieldy tools in Minecraft? To that extent, I just don't get it and as a game alone, Minecraft just doesn't have much content. If I thought there were going to be massive monthly updates like we see in games like Don't Starve, I'd stick around but Minecraft's just too barren this late in. It was all hype, and it showed a ton of promise (mostly because it was actually being developed), and then.... it pretty much stayed the same.
It's difficult to really score this, though. Objectively, especially. I mean even though the base game is more-or-less unsupported at this point, the modders are still going full-steam and dramatically increasing the usability, flexibility, and enjoy-ability of the game. It's just a bad game (which was very promising) without good tools to help the modders out. So... I give the base-game alone 2/10, but 4/10 considering the current mods.… Expand