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MelShlemming 27.09.20 08:44 pm

What is your last passed game? v. 8

Spellbound! Genre - Schmap (Shoot'em up)
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FallenGhost 17.10.20

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pekabir 17.10.20

re-release of the mafia finished in parallel with the original

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Reverrius 19.10.20


Impressions
The release last year of the remake of Resident Evil 2, became a real holiday for fans of the series and connoisseurs of the genre survival horror. And more than deservedly, the project received the title of "Game of the Year" from the Golden Joystick Awards 2019. So when Capcom announced the Remake of Resident Evil 3, the game immediately became one of the most anticipated in 2020. But did she live up to those expectations?

The game's plot starts in the apartment of Jill Valentine, the main character of the first part of Resident Evil, who survived the so-called "incident in the mansion." She suffers nightmares, but the real horror awaits her ahead. After all, the new biological weapon Umbrella Corporation, a huge super mutant Nemesis, was sent to Raccoon City in order to find and destroy a dangerous witness.

What about the remake of the third part? Resident Evil 3 is a simplistic and action-oriented survival horror, in a perception reminiscent of a "major addition" to Resident Evil 2, rather than a full-fledged sequel. Locations have become more straightforward, there is no acute shortage of ammunition, there are almost no mysteries. In return, a more dynamic plot and an "evolving" nemesis. yes, and members of the U.B.C.S. special forces working for Umbrella Corporation. It is worth noting that in the original Resident Evil 3: Nemesis I did not play, but according to those reviews, which heard, in the remake cut some locations. The game became quite short (personally I passed it in just a couple of evenings).

Returning to the big "Nemesis" it is impossible not to say that he, despite all its showmanship and entertainment, is inferior to "Tirana" from the remake of Resident Evil 2 in horror aspect. Nemesis is a formidable opponent, but not at all frightening. Moreover, almost all meetings with him are directed. No tense "cat-and-mouse game" like with Tirana in the police station, there is no mention.

But the episode in which the player, playing for Carlos (a member of the U.B.C.S.), gets to the police station from the second part - I think a good decision. And in general Resident Evil 3, despite all the shortcomings, is cheerful and on one breath, and the plot events, anyway, are of great importance for the setting of the game. Therefore, if after the masterpiece Resident Evil 2, you really want "additives", the third part may well be suitable for this role.

7.5/10

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requiemmm 23.10.20

Dishonored. Boring, glitchy, but at least briefly. I was going to end the chaos. I honestly killed everything that moves, because the guards are freaks. What do you think of the dialogues in the Flooded quarter? At least one and a half hundred guards failed, then scored, began to play as fast, some optional missions closed on the peaceful version, the witch stabbed ... In short, suddenly the chaos falls to a minimum, the sword is red, but the boatman is proud to have worked for me, and Emily did not have to save at all, these jerks there just got drunk on the joys. Reminds you of that stalker bug when all the monsters became your friends if you soaked them a lot.
It could have been better. Much better, but... Gazebo.

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FallenGhost 23.10.20


Spoiler

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DemonXL1080 25.10.20

The Elder Scrolls V: Skyrim Special Edition

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WJKDKSSJKSJDSF 27.10.20

Tell the masterpieces of games

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Fobi 29.10.20

Star Wars: Knights of the Old Republic

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SlavaSonic 01.11.20

Assasin's creed: Black flag
Passed the main story. Everything you can. The game is just gorgeous fights at sea very spectacular. This is the case when you play and get pleasure from the passage. So did the addition of The Scream of Freedom. For platinum it remains to close the trophy for reaching the 55th level online.

Spoiler

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SlavaSonic 01.11.20

Tomb Raider: Anniversary
There was a localized version on the PC. It took a very long time, because in some places stuck. Sometimes it is not clear how to defeat the boss, or what to do next on the plot. In fact it is the first part with a huge amount of acrobatics. Which brings to the white knee. Even as I was playing the XBOx 360, I just don't know how to go on the keyboard.

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Reverrius 01.11.20


SpoilerNew project studio Amanita Design, creators of the series Samorost, Machinarium, etc. Plot Creaks tells about an unusual "underground" world, in which the main character gets through a secret passage, found behind the wall of his seemingly most ordinary room.

First of all, it is worth noting that Creaks is no longer a point-and-click game, but a two-dimensional puzzler with direct control. In search of an ancient book that can save the "underground" world from a giant monster, our hero will face many obstacles and puzzles. Puzzles themselves are usually built on interaction with "pareidoric monsters" (for example, bedside tables, which without light turn into aggressive dogs or globes, which in the dark become soaring jellyfish). The idea is original, except that the species of "monsters" are not enough and therefore they quickly "get fed up".

The main advantage of Creaks is, definitely, high-quality puzzles. They are logical and moderately diverse, then Amanita Design worked to cheers. But the setting and the levels themselves are disappointing, especially against the background of past studio projects. It's all about the same design of locations, permanent stairs, little attention to the few characters of the game and much less concentration of "quirky-pretentious" content per square game meter. Last year I scolded Pilgrims for being too standard, "medieval-fantasy" setting, but I have to admit that the world of Creaks, for all its originality, has come out weaker, simply because it is not properly disclosed.

About the good old Amanita Design remind only that the bizarre pictures that the hero finds in the world of the game. Some of which, by the way, contain optional mini-games.

So about the braz, Creaks leaves mixed impressions. Setting and locations are inferior to the previous projects of the studio, but good puzzles partially compensate for the disappointment of the game.

6.5/10

A
ArtyrKar 07.11.20

Detroit:Become Human

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FallenGhost 09.11.20



M
MelShlemming 09.11.20

Syyrah: The Warp Hunter (with sister against each other played)

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DemonXL1080 11.11.20

Assassin's Creed Origins...

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xDangerxZonex 12.11.20

Grand Theft Auto V

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Anderby 14.11.20

Nier: Automata on PS4. 100%.

The last, for the moment, part of the series Drakengard - a sequel to the spin-off Nier.
The script by Yoko Taro and the gameplay from Platinum Games together is just a bombshell. The game feels like a continuation of Nier, the world is full of references to the events of eight thousand years ago. The world is very elaborate, although again microscopic, all events take place on a piece of 10 sq km, despite this game is delayed for 80 hours, the world is full of secrets and there is always something to do. Monotonous and very basic gameplay of the original diluted by a bunch of elements, there is not just "light blow, heavy blow, eight spells." The game is played again with perspective. The plot is just gorgeous, but still it's anime, with baphos, "sudden" pianos and regular flips all turned upside down. In general, Automata raises about the same very slippery themes as the original. The game is re-built on the over-walking, the first ending is just laughter, the real story begins with the second passage.
The only DLC, 3C3C1D119440927, squeezes out of the gameplay every last drop. If the original campaign gives all the focus to the plot, the new arenas make you remember such platinum Games titles as Vanquish and Bayonetta. And then there's the snotty plot and a bunch of fan service axes.
Nier Automata is a game that should not have been. The original Nier was an average, unnoticed game (although in my opinion it is an absolute masterpiece). Square Enix not only continued the series, retaining the director, she gave it one of the best, among the existing, studios, and naturally received a masterpiece.
Spoiler

R
Reverrius 14.11.20


Impressions
When the Swedes from Frictional Games announced the sequel to Amnesia on March 6, it was a real gift for all fans of the cult horror. And after not meeting the expectations of Resident Evil 3, all the hopes of fans "tickle their nerves" and did fall on Amnesia: Rebirth. But were the developers able to revive the series?

The events of the new part take place 100 years after the events of Amnesia: The Dark Descent. 1937, a plane with a research archaeological team crashes in the Algerian desert. The main character of the game, Tasi Trianon, recovers in a crashed plane and discovers that lost memory, and the whole group disappeared somewhere. Gathering strength, she goes to the Algerian desert in search of other survivors, including her husband Salim, who was by her side at the time of the plane crash.

Alas, the first impressions of Amnesia: Rebirth are beaten by a strict sense of disappointment. The player is led through a similar and designer inexpressive cave, then thrown to wander in the darkness of "The Other Dimension" ("a simulator walking in the dark"?), and then returned to the Algerian desert, in which as nowhere visible all the technical flaws of the outdated engine HPL Engine 3. Fortunately, when you want to turn off the game from melancholy, it still leads the player to the first elaborate and atmospheric location - "Fortress in the Desert." Here begins "the same Amnesia": with an alarming sense of constant danger, well-chosen tasks and careful economy of matches/oil for the lamp. The latter, by the way, are spent very quickly, which causes sincere bewilderment limit on the number of matches transferred in the inventory. It only fits 10 matches! In addition, the developers are saddened by the refusal of indicators of physical and mental health (yes, they were removed by The Chinese Room in A Machine for Pigs), as well as from the usual "death" too - yes, the heroine as if "moved" a little back, but at the same time keeping all the actions committed by the player.

Here's in terms of the development of sting, Amnesia: Rebirth is definitely the main part of the series at the moment. After all, the player will not only visit the same "Other Dimension" from where Alexander Brenenburg came from, but also in the ancient tomb, which at one time was discovered by the archaeological expedition of Professor Herbert (part of which was the hero of the first part - Daniel). In general, the landscapes and locations of the "Other Dimension" (except for staggering through this dark world at the very beginning of the game), will definitely be remembered by the player, and closer to the final, the developers will throw a well-designed and difficult "moral choice" directly related to the events that took place in that dimension.

As for the horror, in addition to the elaborate "Fortress in the Desert", I personally remember a nest of ghouls with "sleeping" monsters around. But the second type of monsters, which faces Tasi - "Reaper" looks like a kind of dementor, despite its visual effect, does not scare. In general, in terms of atmosphere and overall suspense, the game is definitely inferior to the first part. And a number of other successful colleagues on the shop floor. But the riddles, as before - are organically woven into the setting of the game.

The main theme of Rebirth is motherhood, mother's love for her child. Then the developers tried to cause the player emotions and drama. By the way, in Rebirth, as in Amnesia: The Dark Descent, at the end we will be waiting for the choice that determines the end of the game. I can not speak for other finals, but the one that I chose (and which I think is the most logical), turned out to be very unsaid and precipitous.

So could Frictional Games revive the series? Unfortunately, no. Amnesia: Rebirth came out valuable in terms of sting development, and it definitely has a number of memorable moments, puzzles and locations, but gameplay with a series of simplifications and controversial "chips", technically outdated engines, miscalculations in horror-component and atmosphere, do not allow Amnesia to return to the pedestal of glory.

7/10

R
Reverrius 16.11.20


Impressions
The new chapter of the horror anthology The Dark Pictures from the studio Supermassive Games. The first part was dedicated to the ghost ship "Ourang Medan", now in front of us a ghost town called "Little Hope". Sources of inspiration include "Silent Hill" and "The Blair Witch."

The bus with a group of students and a teacher (only 5 people, not counting the driver) gets into an accident near the town of Little Hope. Staying near the bus makes no sense and the characters decide to go to the city for help. Little Hope's story is similar to the story of Salem, in which in the past also executed "witches", and after the closure of the factory in the 70s - the town is almost completely deserted. The Dark Pictures Anthology: Little Hope, as well as the studio's past projects, is a youth horror movie in the format of "interactive cinema". From the decisions and actions of the player depends on the end, as well as which of the characters to it will get alive. I myself have passed the game twice: in joint and single modes. It is worth noting that despite the good non-linearity in terms of survival/death of the characters, the general direction of the plot and a series of locations - quite defined by the writers of the game, and the system of relationships and not brought to mind (as in Man of Medan). As for the distinctive character traits (such as "bravery," "uncertainty", etc.), they now affect the finale of the game, which would be a plus if it were not executed in such a sharp and clumsy way (the developers seem to throw players in the face of "Wanted to influence the characters? Wanted?! Eat and choke!").

As for the main puzzle and the plot in general, then the developers have saved a certain twist in the finale, which is not easy to solve in the course of the game. This is not Man of Medan, where the prologue was already "all clear." Another nice moment is the variative "ghost" (I won't spoiler). By the way, the design of ghosts is made qualitatively, but the archetypes of the characters, except of course the curator, are again formulaic (however, as in most other "youth horrors"). And the town itself looks more collective way from other games/films, than a fully developed world with its unique atmosphere.

Supermassive Games took into account the criticism of zTE (which were too sharp and hardcore in Man of Medan) and now before the appearance of the right button on the screen, the player is shown a certain icon-warning. Despite the mediocre characters of the characters, the desire to "save them all" or at least those who are still alive - does not leave until the finale.

In single mode, the game takes place in one breath for 4-5 hours. However, I prefer the cooperative mode. Co-passing allows you to see a solid portion of the content, inaccessible in single mode. And delivers much stronger than the game alone!

The Dark Pictures Anthology: Little Hope, like the previous part, is not a project that aims to take a special place in the heart of the player, give him "food for the mind" or sponsor the construction of a brick factory in the backyard, no. Little Hope is a "couple of evenings" with which you can have a good time. No more, no less.

7/10

A
Anderby 02.12.20

Super Mario Sunshine as part of the Super Mario 3D All-Stars compilation on NS. 100%.

Super Mario Sunshine - the first game in the main series after Super Mario 64, was released after a long break in 6 years, for which Nintendo managed to release an update SM64 with the support of vibration, a cloud of spin-offs, start and cancel the development of SM64 2 and SM128, release the unsuccessful Disk Drive. Sunshine did not appear in public until August 2001.
SMS is very graphonist and technological, a real non-six-gene, one of the most beautiful games of the sixth generation - water, reflection, a huge number of details, especially in this port. It seems that Sunshine worked more than the rest - updated the ratio of the sides, and even remade a little tiel screen, but the pictograms of the buttons for some reason did not change. The gameplay immediately after the SM64 seems wildly unnatural, because of THE FLUDD. Where there used to be speed and dance is now dull precision with hovering in the air and futile attempts at the eye to determine the distance on the 2D screen (this is an indescribable feeling). But still the gameplay at the height, you get used to it. The SM64 had only one spoonful of deg, one dull moment -- collecting 100 coins. In Sunshine there are many more of them - ubiquitous glitches (oh how many times I fell through the floor in "classic" levels), truly bastard episodes (Sand Bird, Pachinko, Lilly Pad, Chuckster), blue coins (which are 30, and many of which without a guide is simply impossible to find) and the same collection of 100 ordinary coins. You go to the next level, do ten fascinating episodes and then you have to sadly look for these damn coins. Sunshine in the Super Mario series is unique in that it strictly adheres to one theme - a tropical island, and it's amazing how much it squeezes out of it.
Super Mario Sunshine is a barrel of honey, but there is enough wood in it. As if it were not done by Nintendo, there is no Nintendo standard of quality, the game as if not polished - the main backbone works, and very well, but there are elements that seem not to have been tested, and this sharp canvas only increases the frustration. Sunshine is my least favorite 3D lineup game. She's very ambitious, she's gorgeous, she's got a great background and style, but her imperfection is disgusting to me, like a beautiful face with a conspicuous ugliness.
Port has updated the ratio of sides, but in the game itself there are no fixes although it needs them.
Spoiler