Game completed twice, new game+ at ultra hard, 100% achievements unlocked. I've read some reviews here and I can't understand why a female protagonist would be a problem. Aloy fits really well in the sneaky nature of the game (try higher difficulty settings, you'll find out it's not about run & gun) and the climbing parts are clearly NOT the core of the gameplay. So what's the gameplay core like? It's about spotting a machine. Stalking it. Choosing the right weapon and the right type of ammunition. It's about setting traps, wires and the likes before the fight. And then lighting the fuse. Never two figths have been the same for me, and having played the game twice you can guess how many enemies I have taken down. There's so many different ways to approach a situation, this game never gets old. My new game+ experience was just as fresh as the first one, I traveled the map and it felt like a completely different environment since I decided to go places in a different order. I found myself wondering if I even visited that place at all in the first run. Yeah, the plot may have a small hole or two, but I deeply enjoyed and appreciated the texts and audio "left behind", I think they add a lot to the game, especially the notes for psychologysts felt realistic given the situation. Overall it's really hard not to recommend this game, it's simply addictive to go around, hunt machines and scavenge for the best coils, to make your weapons even deadlier. Weapon variety is assured by a well diversified arsenal, and weapons can be customized with aforementioned coils. And of course the best coils drop from the most dangerous machines. Don't you too feel the thrill of the hunt? I do, and mine is still not satisfied. As soon as forbidden west is available I'll hop on my charger and ready my bow. New machines to challenge, new lands to conquer, a whole new hunt to enjoy. The thrill never ends.
At a first glance Metal Fatigue looks bland: I mean, the units you can build are basically the same except from some cosmetic features; even the building are similar if not straight the same! So what's the catch with this game? Metal Fatigue has two key elements that make it unique: the three layered map and the combots. As far as my memory goes, no other game allows you to sneak underground, surface and backstab your enemy, or launch bombers from the orbit to carpet bomb factories on the surface. Or again launch tectonic warheads to cripple underground activities or orbital bombs to strip your enemy of those valuable solar panels. It's not just three separate maps, gameplay flows from one layer to the other seamlessly. When it comes to combots, it's not just the 4 parts combination (legs - torso - left arm - right arm), it's the weapons you choose to counter your enemy: every combot part does (or protects from) energy or kinetic damage and chosing the right parts does make a difference in a combot fight. You manage to destroy your opponent? Bring a hovercraft to take the remaining parts at your base, research them and use them against your foe! Or eject one of your combot's arms to equip that severed enemy arm. You can also use nemesis vehicles to stun enemy combots to deal damage undisturbed, or fire a neutron bomb at them to kill the crew and claim the combot as yours by sending one of your crews to pilot it. There's more: pilot crews can be leveled before the game starts from level 1 (trainee) to 5 (ace): the more the experìence, the more the damage! Level 4 and 5 crews can be identified by cosmetic details (pauldrons for Rimtech, a banner for MilAgro and three horns for Neuropa). So what's gonna be? A rotary blade / sniper with camouflage torso from Neuropa? A dual laser sword Rimtech with hand-to-hand damage upgrade legs? Or a fearsome howitzer torso gattling / hammer from MilAgro? This game provides surprisingly deep gameplay, don't miss it!
Game completed at normal difficulty, 97% The cons Map, backtracking and area teleports The first hours feel a little dull: Ori cannot reach many areas as the movement options are limited. This is intended, as the game would like you to backtrack previously explored areas with newly acquired skills to get that energy globe or that skill boost. I would be ok with backtracking, but sometimes a single power up is strategically placed just for me to re-run the whole level to get it. The warp system, while allowing to travel great distances, fails to clearly tell the player where he's going to be teleported. Reaching a particular zone or level is more of a trial and error chore, as the map doesn't clearly show the names of the various areas. Skills Some areas feature destructibles parts. In the early part of the game, it's suggested you lure enemies into crashing them. Later on, you find similar looking walls and no enemies around. It's hard to understand that you need a specific skill you'll acquire later. Again, Ori can stomp on buttons to press them and open secret areas, but such buttons often blend with the environment and again, it takes a while to undestand how to spot them. The last two skills felt lackluster: early in the game, Ori learns how to climb walls by using the jump button. Close to the end, Ori learns how to climb and cling to walls. It's sort of an upgrade of the previous skill and it doens't make sense to have them as separate skills. Same goes with the "bash" skill and the charged jump: they serve the same purpose and they should not be separate skills. The pros The cons being said, the overall flow of the game is absolutely enjoyable, also thanks to the clever level design (especially the boss "fights"). The team said art is inspired by the good old Rayman, and it shows. That by itself is worth the journey: very few area are not worthy of a careful look. Some are plain jaw dropping. Animations and music are solid. Overall 9/10, recommended.