We need more titles allowing for more open ended chatting options. There are already a lot of games that claim to have AI but then don't implement ChatGPT or advanced AI chatbots. Cryptmaster has fun word game elements for fishing and combat and eating bugs until the riddles and chests which are often too cryptic and the items only affect the score so it's best to just move on instead of focus too hard on trying to guess. The cooldowns and solid color levels just make the gameplay more reminiscent of Legend of Grimrock and turns the game into too much necromancy for people (raising a dead game without considering these undead flaws). The rats are the funniest characters in the game. Fink was a good character along with others.
With the help of modern PC engine upgrades, it is still the best game of all time. The maps are made by a lovable genius, who is only bettered by those that helped make the engine in a home-made Texas American game company. It suffers from lack of good physics combat with actual projectiles and melee combat swings, which Hexen and Heretic did not deliver. However, the maps and mods inherent to good old wholesome traditional server architecture from id software like Doom still has a few good melee combat weapons with physics like in Doom Infinite. I just wish they'd let him swing his right fist with primary left click. Doom 1 is the best in my opinion, though short and good. Doom 2 amplifies things up a notch, with scarier demons. Doom 1 is therefore the "Pure" game in my opinion. You can only get more pure by going to Wolfenstein 3D, or Commander Keen, which I think is where they got their master color keycard game design from. Minecraft amazed the world with its block building approach, but Doom still holds onto something Minecraft couldn't even do, which is the master map designs, as well as action packed shooting. This is my go-to for the Best Game of All Time.
Right away, I can tell this game isn't for awesome normies who might not know what a cringe stargay, is. To top it off, Stargate Resistance was a bad third person shooter that should have just been ported over to a Doom or Quake mod. Quake Wars: Enemy Territory even has reference to the stroggs (mutants aligned with the forces of hell from doom) using a stargate to earth on one of its maps. They could easily use such engine tech to create a better game, but they deserve to struggle in the agonies of the blizzard-game-clone swamp they created I guess, due to focusing on stories like the sidequests in World of Warcraft, rather than on the awesome ending in which Baal is literally removed from his host and crushed by being stepped on! Such a classic ending to the TV series, which did begin with the first episode of a woman exposing self full frontally, I guess because it is sci-fi, and the McGuyver actor just wasn't masculine enough to tell the producer not to do that Idk. He has a good personality but he was too lightweight protagonist compared to the doom or quake guy sadly.
It's good. The drawbacks mellow it out though. It's like when you enjoy something that has drawbacks that you can ignore, except the drawbacks here nullify that, and it concludes to an average game, but still good. Things you can love is the shooting, but you'll have to put skill points into upgrades and collect all the experience stars in the levels if you want your guns to actually work. There is probably too much walking, and the rockets just don't feel like they should, they feel like you need to be really accurate probably. You work your way up to a pretty nice amount of skill points by the end, like 80+, but then you don't really use it for a final level, instead there is a boss fight that is really drawn out, to put your last and final build to the test against the bad guy. It kind of works out, but kind of disappoints a little as well. There are moments when you can really tell they wanted to get the physics of the FPS into the 2D game when you see the pixel sparks from the lightning gun, or the flamethrower's flames burning on the ground, and how cool the railgun feels to fire through enemies in combination with the rocket launcher, which can feel a little like quake in your imaginations, but the game just doesn't quite deliver you on that point. It's its own little adventure, and worth buying for the cheap price we got it as. Some major complaints are things like requiring Galaxy because it was likely programmed with Social Multiplayer API in mind, like Steamworks. It therefore suffers from lack of drop-in drop-out coop traditional server and client architecture, of its parent FPS games and relatives (Doom/Quake/Wolfenstein).
The real is what people realize after the game is fully said and done. This game is fun and addictive, highly replayable, and has pretty good autoshooting physics that are fast. However, the problem is that there is no way to build your deck how you want it to work, even with the Banishes and Weapon Rerolls (20 and 10). I have a screen with getting to threat level 40 and never seeing the +1 to ultimates green card, and that can be what an entire run can be like, to give someone an idea. You'll be without much needed cares some runs, other runs you will have them but waste it and die because you blinked while trying to get the double cards trick going. What the game did for me however is make a much softer spot for Arcadium 3 Space Odyssey because it's much more balanced and limited to a balanced deck of cards that actually is controllable by the player by limiting their upgrades. Void Scrappers' point may be about the challenge of playing it that way, but I only like that when you can choose that in a game to try out for a challenge. I also like when games just give you what you want. PERISH is also a pretty good game, but I saw this one on free game demo sites and still liked it. In conclusion, it's fun, but ultimately the drawbacks make it not a good thing to recommend for the card system, but the sound effects and arcadey autoshooting and crazy stuff in it that people love about games having broken stuff in it is what makes it a niche obsession.
Quake 2: Enchanted under a sorcerer's spell to make it more like a Console game. Immediately, Quake 2 Computer Gamers will notice the huge User Interface built for a TV screen, or handicapped people that do not sit at a Home Office or a computer gamer battlestation. Does it end there? They took out the connect command and even claim that the command is "deprecated, please use our new kexmultiplayer command" which uses a new console multiplayer lobby instead of just auto-connecting you to the server you typed in. It keeps going, with there being changes to the game's original levels and lighting. There is new areas but veterans will be highly pinched when finding invisible walls, or changes to the textures of the lights, or even the colors. The enemies and the controls and movement are also all changed, making it feel more like a bethesda title for the Xbox than good old Quake 2. Although the improvements to the Berserker enemy makes him slightly better, he also has been given annoying MMO hero shooter jump attacks instead of just giving him the better melee attacks. It's definitely a hurtful display especially since the Berserker tends to just spend too much time trying to look cool using his blue particle effects often too far away from you ( I would recommend keeping out Hero Shooter mechanics out of an old 90s FPS to not offend GameSpy era PC gamers ). Although the old mouse-look can feel dated playing old Quake 2, the new one is definitely even more broken and feels like you're playing on the N64, they even sped up weapon swapping and broke the grenade throw that we used to have to be more like Quake 3 Arena. The Super Shotgun now just kills stuff from far away, and things that are close get pushed way easier than before. The new expansion content seems to throwback to Doom Eternal. I guess to those who dislike the content, they can still find it valuable for playing on a Source Port that can differentiate between the changes so that people can pick and choose.
Do I Overall Recommend This Game: Yes. Do I recommend this game's platforming? No. Do I recommend this game's exploration: Yes. If anyone remembers the OLD Mega Man games, then they also remember how bad the platforming was, and how the developers would stick last millisecond jumps in places or you would fall. Every time one falls in this game, the level has to reload. There are a few instances where they had put Invisible platforms you can only see with a special light, and secret doors, tempting people with insane jumps. I just didn't like this kinda platforming mechanics, and I thought it took precedence over everything else. The overall game is challenging, fun, and even the devil in the game of placing secret buttons sometimes opens fun secret doors which is okay. I didn't see too many mean ones. Upping enemy monster difficulty makes things more group focused and can be too much of a chore by yourself. The secret eye door codes were way too much of a chore, but a good attempt otherwise to find a way to give people lots of useful items if they had made it less ridiculous: you need the codes written down (some ppl use in-game web browser guides), you need the black hole event which comes only one time of day (the ridiculous part), and you need to find the eye doors in the game. Could have settled for without the black hole event, basically. Multiplayer desyncing is severe at the space vacuums with radiation. It can knock a connected coop partner back like 5-10 seconds in what they see as happening in non-real-time. Basically the host and the client no longer see in real-time (live). Outside of that, when a host hits an enemy, the enemy becomes "owned" by him, or whoever hits that enemy NPC, and now most of the time melee hits won't even register, which means that the coop partner risks taking damage, and yet, can't leech any energy for his guns, because all damage is being ignored for some reason. Multiplayer Recommended? No. But still you know you want to.