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Average User Score: 8.0Dec 7, 2016Let me sum it up for everyone: May be PS5 will be a worthy host for this game.
Low frame rate and clunky movement are inevitable in thisLet me sum it up for everyone: May be PS5 will be a worthy host for this game.
Low frame rate and clunky movement are inevitable in this gen of consoles when you have a game that has this many moving particles/ polygons interacting in real time. Problem is, what Ueda has done is simply too innovative and detailed that it can't use any less resources. A design decision was made here that gives you a strikingly lively creature that made all the emotion possible.
"Lively" is actually an understatement. I've never played a game where every part of a character reacts to the environment/ random elements so perfectly, nor I've played a game where a main character moves so smoothly between EVERY SINGLE animation, while having an epic amount of them. There isn't any dominant Idle positions, and the loop point of the animation transitions are so often unrecognizable.
Mechanic-wise the solutions to the puzzles are just subtle enough which is great, and it is masterful in not giving you the expected (aka boring) outcome for a lot of events.… Expand
Average User Score: 8.0Jul 3, 2014This is simply a great game.
Difficult is just right. Your skills and gadgets are far from overpowered to make things boring. TheThis is simply a great game.
Difficult is just right. Your skills and gadgets are far from overpowered to make things boring. The combinations of different enemies and almost non-repeated environments also keep things quite fresh.
The blade mode is sooo good. I thought I would get numb to that within a few tries, but turned out it has so many other factors and additions (spam-cutting is often not the best scenario in terms of outcome) that keep it interesting, not to mention the raw psychological pleasure of grinding your enemies into pieces. Kill mode/ killing cut scenes are also creative and just plain cool.
Every boss fight is memorable. Not only did the dev think up so many different moves for each boss, but they just nailed the brief interactions between Raiden and each boss so precisely (with great lines and main character development) that evoked different emotions when fighting different boss. It tries to do the "you're not just battling, but battling with ideas" thing which is dangerous since it's beaten to death. But they still managed to pull off new and interesting ideas in the process, of which I think proudly upheld the great track record of the MGS series.
In addition, it contains a lot of Japanese elements (environments/ character persona/ humor) which sneak in as a pleasant break from the hack and slash.
Cons: Camera is sometimes bad, but not too much of a problem. The unnaturalness of blade mode lining is worse in comparison, on top of some spooky interactions between the character and terrain.… Expand
Average User Score: 8.5Mar 23, 2014I've played every TR except 1, and I've replayed Legend, Anniversary, and Underworld just to prep for it, that's how much I'm into TR.
AndI've played every TR except 1, and I've replayed Legend, Anniversary, and Underworld just to prep for it, that's how much I'm into TR.
And here's some unpolished thoughts:
Puzzle-wise it's lacking in scale and coherence--understandably because it's now in semi-open world format, which means open world travel > tomb/confined spaces > open world travel. And this actually hurts the immersion you get from tackling long series of great looking puzzles in a grand tomb/ place alone which defined TR. Interestingly, Assassin's Creed's large tombs had given that same kind of immersion to me.
Social aspect is strong, but i just don't know was it helping or hurting the game because solemn exploration and comrade-helping is somewhat contradictory in nature, and either needs a lot of time and content to be memorable. There were too many different characters, and the focus on each of them was scattered and short-lived (except Sam), not allowing any deep memorable connection to develop.
The extras (hidden stuff, journals, artifacts) again were overambitious in that they were all trying to cue the player towards various of lore/ side story that would be interesting, but were not quite resolved.
Enemy placement was unbelievable at times, like spawning from a cave entrance behind which you'll discover afterwards that it's a slide > jump > cling wall place
It's still a good game in that It has good graphics, focused back story, detailed character movements, fluid combat system, and a solid chunk of non-repeated scripted interactive scenes. But again everyone knows that focusing the game's development resources on these things takes it away from other things (in this case, actual playable puzzles and interactive time between characters).
To be fair, given the scope/ experimental stuff they did to the game, this TR could only be seen as a prequel (if there will be any sequel since SE thought they didn't sell enough)
From a player's perspective the game is totally worth it, but critically, it's an experimental TR that misplaced too much of its resources in things that did not define the franchise. The end product is another modern AAA title that doesn't stand out an awful lot.… Expand
Average User Score: 8.4Jan 14, 2013Alice: MR is a simple 3D platformer with great environmental design and story pace. Puzzle and combat difficulty wise it's certainly betweenAlice: MR is a simple 3D platformer with great environmental design and story pace. Puzzle and combat difficulty wise it's certainly between medium to low. But then I spent 15 hours on it (getting all the hidden stuff on my way) which means it has A LOT of content. The hidden elements reveals why Alice would have constructed such an environment that you're in, which is a very innovative approach.
It's that type of game which would burn some scenes into your mind and let you savor a bit of the psychology/ psychiatry world.… Expand
Average User Score: 7.1Dec 8, 2012This game is plain hard (I'm on normal). The enemy density is way too high, margin of error is very small. I'm fine with that and I don't needThis game is plain hard (I'm on normal). The enemy density is way too high, margin of error is very small. I'm fine with that and I don't need a quick save function if you don't give me like one check point every level, and force me to overhear conversations (and have nowhere to go until the guys split) over and over again.
This game gives you different choices to get to a goal, which is good. But when a certain route is already hard as hell, it's just causing the players to focus exclusively on that route, spending all their retries tackling the small open windows, making it the same as other linear experiences. You get two player behaviors out of that, 1) doing everything painstakingly slowly, like killing every person possible and hide their bodies away, and 2) sneak through with some luck, and get to the goal without experiencing anything about how the level looked, what was the scripted cool stuff, what was the special kills, etc. Both behaviors don't make a deep impression in players.
With the painful check point/ reload system, exploring alternative routes is like restarting a level. I'd rather spend another retry polishing my last move than to risk any more retries to do any new stuff.
I'm not kidding, but the most effective way to reach most goals in this game is to shoot everyone, and that's what I did when I just lost it. And of course the consequence is an extremely low score that you don't feel you've actually completed the level.
It's been very long since the last time I finishes a game just for the sake of finishing it.… Expand
Average User Score: 8.0Oct 20, 2012It is simply fun. Challenging yet doesn't hamper fluidity. In most cases you could choose to kill or evade without the use of any consumables,It is simply fun. Challenging yet doesn't hamper fluidity. In most cases you could choose to kill or evade without the use of any consumables, both in a variety of different ways. It's among the very few games that I would actually like to replay.… Expand
Average User Score: 8.3May 24, 2012Machinarium sucks you in its world and story. Your goal is clear in every scene, but not in Botanicula. You know you have to collect 5 keys,Machinarium sucks you in its world and story. Your goal is clear in every scene, but not in Botanicula. You know you have to collect 5 keys, save 3 kids, whatever, but you don't know how do those relate to your final goal. Music was a great part of it, but I'd like to see more variations on the same theme, or better yet, make other themes.
I would have given it a 7, but 9 bucks for 2.5 hours of gameplay just isn't good enough.… Expand