The Wolf Among Us Screenshots

I really enjoyed The Wolf Among Us the first time I played through it; the whole thing is basically a murder mystery that takes place in New York where a bunch of fairytale characters have found refuge, and the weirdness of it all is just crazy enough that it works. The second time I played through the game, however, I began to notice that the game’s vaunted “choices” were little more than illusions belying far less reactivity than advertised. The third time I played through the game, I was forced to realize that while one or two things are able to play out slightly differently, this is a linear game almost completely devoid of actual gameplay beyond QTEs and “choose one response out of four and watch as you get the same answer every time,” and that’s simply not the kind of game I can give a positive review to regardless of how much I enjoyed it the first time around. Read more →

The Room Review

When I started to take this reviewing thing a bit more seriously, I worked out a way of fleshing out my reviews so that they’re more in-depth than the 700-word writeups that I was putting out when I first started: phone notes. Basically, I jot down short notes on my phone whenever something strikes me about a game, good or bad, and I inevitably end up with a long list of things to talk about that I would have completely forgotten about otherwise. There’s only one game that this hasn’t worked with thus far, and that’s The Room, an Android/iOS/PC game so mind-numbingly mediocre that I’ve put off giving it a review since I played through it in May. I’m going to do something I’ve never done before right now and link you to my actual notes for The Room (with the profanity and personal information pixellated) so that you have a TL;DR version of this review: my actual review notes Read more →

Memoria Review

Memoria is a game I went in expecting to hate. I had picked it up before actually playing through Chains of Satinav, which it acts as a sequel of sorts to (despite the story being kind of stand-alone), and it only made sense that my overwhelming hatred toward Chains would carry over. It did at first, too—the beginning of the game saw a lot of playing as Geron, the mopey playable character from the last game, and much of the early game even reuses art from Chains. Fortunately, Geron’s importance in the story began to wane midway through the game, replaced with the much more interesting story of Sadja, a princess from 450 years prior who went on a journey and disappeared. Had it not been for this, playing through Memoria would have been an overwhelmingly negative experience. The strange friendship of Sadja and her magical talking staff, however, was enough to make all of the bad design decisions worth fighting through. Read more →

Memoria Screenshots

Check out my review here: Memoria review

Chains of Satinav, which Memoria is the sequel to, was one of the most disappointing, rage-inducing games I’ve ever had the misfortune of playing. In fact, I hated it so thoroughly that I was mad for an entire week after playing it, so we’re talking about a special kind of loathing that’s nearly beyond my ability to describe in words. Memoria accomplishes the impossible, however, by creating a story using many of the same characters that’s not only competently written, but genuinely intriguing and clever (at times, at least). I’d be lying if I said that this game doesn’t have some deity-sized plot holes and a few unbelievably stupid moments of convenience that come out of nowhere, but there’s something special about new character Sadja’s friendship with her magical talking staff that makes both the story deficiencies and Geron’s presence bearable.

The game also introduces a bunch of problems of its own and exacerbates some that were already present in Chains, most notably when it comes to puzzle logic (or the lack thereof). Many of these problems are so severe that I was originally going to write up a negative review. However, I always take a little time after playing through a game to let the dust/frustration/emotions settle, and once all of that was out of the way, I couldn’t deny that I enjoyed the game as a whole despite its flaws. Read more →

Sacred 3 Review

I knew what Sacred 3 was going to be like because I bothered to look into it. However, those who complain the loudest about the game’s departure from the hack-and-slash, open-world approach of its earlier numbered iterations are the ones who preordered or otherwise bought the game based on the name alone. If you blindly buy something without doing any research, you deserve to be bitten by it. That’s not to say that Sacred 3 is the most wonderful game ever made—not only was one of its few characters locked day-one DLC (unacceptable), but it can be a bit on the short and repetitive side. That said, I enjoyed my time with it and would definitely consider it a better overall game than Sacred 2. Read more →

Sacred 3 Screenshots

Check out my review here: Sacred 3 review

It may be trendy to hate on Sacred 3, but I’ve always had a strong dislike of jumping on the bandwagon. A few internet personalities who play soft with big franchises saw an opportunity to be brutal so that they can be viewed as objective in the grand scheme of things, however, and this game was suddenly marked for life. What’s unfair about that is that Sacred has never been a franchise about creating memorable people or places, so changing the formula honestly doesn’t matter anywhere near as much as it would in other games. After all, there are other comparable hack and slash franchises fans can fall back on to satisfy their stream-of-loot needs. Sacred 3 may not be the best game ever made, but it’s definitely an enjoyable little brawler set in the Sacred universe that does more to create memorable characters than all of the previous titles combined. Read more →

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