I tried to write an objective review, but it just turned into mindless gushing instead. Raimodula is simply my kind of game — the very definition of a hidden gem. The modular levels, with boss fights that change depending on how early they come up, are genius. The customization is meaningful. It rewards consistency and finding secrets. The controls are so tight they embarrass better-known games. Co-op. In a world where UFO 50 gets so much love (rightly so) and ancient arcade ports are being sold at exorbitant prices, I need to believe there’s still a market for dense, drop-dead gorgeous pixel-art run-and-guns with responsive controls.
You know those MGS/Platinum bosses that you can't beat until your learned their patterns and brushed up your mechanics a little? Furi is basically about twelve of those back to back. Not as difficult as some reviewers make it out to be, at least on the normal difficulty, but you might want to skip this one if dying ten times or so to overcome a hurdle equals "torture" to you. Alternatively, even if it does, it might be a fun way to build an average attention span. Give it some thought.
It's a long JRPG where the same optional NPC sometimes has three different dialogues over the course of the same chapter, often with actual replies from the party. The gameplay doesn't get in the way of the story and is paced sufficiently well as not to feel like a deliberate attempt to overextend the game -something many others in the genre do.
A very slightly refurbished re-release of the old and forgotten PC port. Works out of the box on Win10 (probably courtesy of the GOG team) and that's about it - same assets, resolution options, etc. Konami and the dead horse. The game itself is great if you enjoy the particular blend of things MGS came to be known for. The characters, gimmicks and novelties intertwine with the stealth gameplay in a way that is endearing even to somebody who feels no nostalgia towards it. Making at least one Thief fanboy seethe enough to give it a 1* review is a nice bonus.
Coming from a PoE/Diablo II background, Grim Dawn is a treat that can be played off-line, unlike the former, and is a MUCH smoother experience in 2019 than the latter. Some personal highlights: - Lots of customization. Any two classes per character (each with active and passive skills), a constellation system (passives and “trigger on x” skills) and items that also grant (sometimes unique) abilities. - Many quality of life features: Minimap, huge inventory, detailed stat breakdown, quest tracker, no identify or town portal scrolls and even the ability to change your equipment’s appearance so your character doesn’t look like a patchwork doll - wide variety of visually distinct pieces of gear too. - Content packed – 37 hours to finish the non-expansion content (2 HC deaths). - Genuinely grotesque setting\bosses. The history and characters so far didn’t do much for me but at least they aren’t intrusive and sell the premise of the setting well. I also found the font on the written notes to be a tad small. Overall, very enjoyable.
Final Update is out, the last most recent review is pure drivel so here's a newsflash: Game is great and so are Yacht Club Games' ethics. This has nothing to do with nostalgia. I - Not only are the controls perfectly adequate, I found them to be equally comfortable on either the keyboard or on the X360 controller. My girlfriend and two brothers didn't have a problem either. II - Great art and packed with content. If that isn't immediately clear, Treasure Trove is 4 campaigns + a showdown mode. III - NOWHERE near as "frustrating" as many staples of the genre. Every level has multiple checkpoints, death only incurs a monetary penalty which can be REDEEMED on your next life by doing better and you have access to multiple E-Tank-like health packs. IV - The platforming itself is also much more forgiving than many games of the 8 and 32bit era. Bottomless pits are probably the harshest obstacle you will find and they aren't even that prevalent. V - Continued support at no additional cost for years - not a single dime spent on DLC. If you don't like Shovel Knight, you probably don't like platformers. If you are so bitter you can't recognize its merits, you probably don't like video games.
The kind of game that makes it difficult to play anything else when you're done with it. It's painfully obvious that ZA/UM understands the sub-genre and what makes it enjoyable better than any other studio working today. For me to list any pet peeve I may have would detract from the fact that, as of 2019, there is no substitute to Disco Elysium as far as padding-free adventure-RPG hybrids go.