

The design for the game is wonderful, I like the colorful look where each area has a unique theme from others. The games nails it with the visual and audio feedback to the player and it's beyond charming. Yet, the game loses it when it comes to managing the isometric camera. There are plenty of times and fights where you need to pivot the camera fast and you can't. Even more so, the control scheme hinders you to from fully being able to move and rotate the camera in action, you're left with either one or the other but not both. This wouldn't be a harsh issue if not for the fact that buildings in the foreground will block your character and any projectiles that being fired. Mix this with the slightly awkward firing mechanics and you're left in a game that you love looking at and listening to but can't play without a serious handicap. I don't hate this game, I just wish there was better controls for moving the character, moving the camera, and fading out foreground objects so you're not stuck in blind spots.

Visually, Grim Dawn (GD) looks striking; almost like something out of the Dark Tower series. The story is engaging enough, a land ravaged by the conflict of two, horrific powers and humans stuck in the middle. Music doesn't strive to be anything more than atmospheric and forgettable. There is a moderate bit of exploratation and the core scavaging for loot is there as well. So overall not a bad game. The part of the game that really rubs me the wrong way is that it doesn't feel enough to be it's own game and relies on the core components of Titan's Quest (TQ) to run. Yes, GD does run on the TQ engine so it's a given that mechanics should be seen, but to a point. Nearly everything of TQ is left within the game, the creators cobble a few add-ons, changed textures, and then released the title. The gameplay feels like it doesn't have it's own legs, that it's just playing off TQ verbatim. If you're a strong fan of ARPG titles and don't mind playing something you've played before, then it's worth a purchase. Otherwise, I would encourage anyone else to do some thorough reviewing of the game before buying.

I'm quickly becoming enamored with this game. I love the old tileset look, the quick movement through gameplay and the fun exploration it presents. The tooltips and UI are a little rough to manage, and inventory management is a little obtuse, but even with those cons, the gameplay shines. I purchased this on a whim during a sale and do not regret it. Actually, I regret not giving this indie developer the full price of the game. That said, definitely following DLC releases and any other title releaseds from these folks. Worth the price of admission.

Shadow Warrior 2 (SW2) isn't looking to break new ground, but refine existing genres with their own interpretation. Taking the fast pace slice, dice, and shooting of their first game and blending it with the procedural generated mechanics spearheaded by Diablo, SW2 makes for an enjoyable, shooter for single and multiplayer experiences. The studio made a savy design decision in keeping with the original engine and just building off of it. While you can see some age in the visuals of the game, the art design and core mechanics overcompensate this, allowing you to dismiss it as frivilous (it is). The art design and set pieces are well done and exotic, allowing a range for a huge range of designs to keep a fresh look in the game. Also, using an older engine allows for you to ramp up the settings without sacrificing speed or smoothness. SW2 is a blast; while it's not cutting edge nor ground breaking, it provides a well design experience that is fast, fluid, and smooth that's well worth the money I put down for it. This is a title where I can get lots of replay and look forward to DLC content that will add upon an already solid experience.

Space related games have the most absurd standards placed upon them, this game is no exception to it either. This is a rather chill game, consisting of gathering mechanics used to maintain your equipment while you explore deeper into the galaxy. The story is not assertive in the manner of being right in your face or rigidly forcing you to follow it, but rather less conspicuous to the player leaving you to find it on your own. It's not a bad game, it's no more repetitive than any other game. I'm not sure where the expectations were for this game, I did not follow this during development, pinning my hopes and dreams for an end all be all game. It's fun, it's worth the money, but don't look at this as being a game you'll put thousands of hours into.