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Recent reviews by Kekyoin

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Showing 1-10 of 42 entries
1 person found this review helpful
17.1 hrs on record (3.3 hrs at review time)
A PREAMBLE: I played this game previously before it came on Steam to the tune of 100+ hours, having already completed the story on both "endings", on Master difficulty.

SIFU: the embodiment of Shuhari[en.wikipedia.org]

SHU / 守
You've already read Sifu's summary on this page so I won't be repeating it or how it plays. Sifu is much like an actual Sifu telling you to do better, without much coddling, if any at all. It is INFURIATING in its gameplay and too repetitive with its miniscule scope of contents, with your attacks blocked every other seconds alongside myriads of enemies and bosses that kills you over and over without respite. Makes you wonder why you purchased this game at all..

HA /  
Well.. that's what I would have said about the game on my first day of playing anyway.

Fun is subjective, and the kind of fun within Sifu is better described by myself as "satisfaction". I get catharsis when I pull off a counter at the right time, making micro-decisions that allows me to win an engagement, that could only be achieved through constant and constant grind of pure skill and defeats. Sifu is, true to it's Steam store page summary, realistic. If we're being nitpicky, one could claim that the Arcane-styled graphics isn't realism or that enemies being HP sponges isn't realistic when you're so comparatively fragile. But that's not where the realism is meant to lie. It lies in the game design and how it encapsulates the entire idea of martial arts. It is monotonous with its animations and basic defenses and attacks. Guess what else is monotonous? Martial arts and the practising of martial arts. Wax on, wax off, anyone?

There are strong arguments in favour of as well as against realism in video game debates. People play to blow off steam, and that realism isn't inherently fun. And that's true. Practising martial arts, for most people, wouldn't rank high on the fun activities chart. Dying over and over to a system that is immutable (you can't change your stats for the better for the most part and the enemies are always the same) isn't fun. So going by that, Sifu shouldn't exist as a video game. And yet.. Sifu exists as the antithesis of those statements. It gives you a different sense of fun, which would have been difficult before it came along.

It gives you "fun" when you eventually, subconsciously, figure out the attack patterns of your enemies and then pulling off the appropriate responses to it. You stop second-guessing yourself and feel proud at how you can now play at an expert level after a period of time getting good. It's like the earning of dopamine released in our brain: You can get an immediate release of the feel-good chemicals when you jerk off, or you can do some grueling exercises for a lengthier and lower releases of that same feel-good chemicals. One gives you immediate gratification, but the other has a longer lasting impact on your psyche.

This would only work if the game does actually give you fun at some point, and it does. This would not have worked if the "endpoint" was not fun. The only difference is here, is how and when do you get your fun and satisfaction. Sifu is not an argument for more video games to be made like this, but a special exception, proclaiming that it is possible to feel just as good playing it, as it is for other games. The "novelty" of it is in the delivery method of fun.

RI / 離
Sifu is personally, my GOTY and as such I've nominated it for that award on Steam. It is extremely uncompromising with its design and mechanics (on the original and Master difficulty) and does not attempt to cater to a wide crowd of audiences. That in of itself, its a feat worth commending, and I would consider it "art as a video game". I understand that because of said lack of compromises for the wider audiences, it will turn off a lot of people from playing this, and prevent it from being on the forefront of mainstream popularity with other contemporaries, like the Yakuza / Like A Dragon series or Genshin Impact. But does it need to be? It doesn't need to. It has found a special place in my heart and mind, and that's all it needed to do. And I am not alone in thinking this.

If you are someone who wants a 3rd-person melee combat game with an expansive amount of content, as well as constant fun ON THE WAY of mastering said games and a balance between zany fun and genuine difficulty, the Yakuza series is what you want to play. I'd recommend 0 if you've never played it before. (Link: https://test-steamproxy.haloskins.io/steamstore/app/638970/Yakuza_0/)

BUT if you are someone who understands that you'll be forgoing most of what I just mentioned in lieu for catharsis towards the "end" where you become a Sifu of the game in your own right, then it is very much a game for you as much as it is for me.

Posted 29 November, 2023.
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0.0 hrs on record
TLDR: The DLC of all time!

Joke header aside, I really LIKED The Kaito Files expansion. It's truly a labour of love that took real effort to bring to life because I can't fathom how they keep writing the narrative at such a HIGH level, CONSISTENTLY!

There were some plot points that I attempted to predict, with some right, and some wrong. And to me, the best part of predicting is being wrong because RGG surely surprised me with how they were writing the narrative for this one. There was one middling detail that I thought was going to be X (no spoilers here!) but it turned out to be Y instead, and that made it all so much better than if I was right instead. Some of the writing, when you boil it down at a higher level, seems familiar. If you're up to date with the main entries storyline, you'll a tiny little bit of Yakuza 0 in there, as well as Y1 / Kiwami 1 and 2 / K2. 6 as well, thanks to the final boss. They'd give Iwami a run for the most treacherous bastard to walk the Earth hahaha.

The characters weren't overly complex. Things were easily digestible, mentally. And I feel an above average of emotion (from anger to joy, etc..) towards most of the cast, which speaks to not just how well they're WRITTEN but also ACTED. Props to not just the script writers but also the voice actors!

As for the gameplay, it was certainly short, but:
1. I missed Yakuza 0 Kiryu gameplay and I'm elated to get some of that itch scratched. I knew Yakuza 0 movesets was possible in Dragon Engine!
2. Good ol' Kamurocho with a lot of recycled content. Honestly, it is a story expansion. Not an overhaul that is to be on the same scale as the new Gaiden game featuring Kiryu once again.

The pricing is certainly steep, don't get me wrong. I'm a budget conscious gamer so I tend to lean for sale prices when picking new things up like I did here, but after playing the story through in full, believe me when I say that this is damn NEARLY worth it at full price. Which means... if you're a Lost Judgment / Kaito fan, getting this on sale is a no-brainer!

Verdict / score? NINE OUT OF TEN! (9 / 10)
A very minor part of the narrative's writing has me questioning it just for a bit, but it makes way pretty quick for the pretty well-done ending for the story. I also wish for a bit more things to do with Kaito, but honestly.. this leaves me very sated as far as side stories goes. I'd say its up there with Gods & Kings and Brave New World DLCs for Civ V tier!
Posted 25 November, 2023.
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253.3 hrs on record (7.1 hrs at review time)
Judgment: Darker Than Dark

Judgment is an AJRPG - Action Japanese Role Playing Game (with adventure elements) that is set in the same universe of Ryu Ga Gotoku / Like A Dragon / Yakuza, but as a spinoff and is NOT part of the mainline series. It was first released in 2018 for consoles, and very recently in 2022 for PCs. It is developed by RGG studio, also responsible for all the other RGG games, and published by SEGA.

Graphics, Environment Design

Judgment is developed on an updated variant of Dragon Engine (same as Kiwami 2 and 6) and as such, looks absolutely phenomenal when compared to the previous engines used in older games pre-Kiwami 1. The absolutely stunning graphical and technical capability of the engine exacts a substantial toll on GFX cards, however the existence of FSR 1.0 and 2.0 for PC version means it is easier to run across a wider range of hardware, weak to strong.

Judgment's environment is primarily the one and beloved Kamurocho - a very well-done, true to life recreation of Kabukichou, with a few other select locations for purposes of progressing the story. While daytime isn't making an absolutely strong impact, nighttime Judgment's Kamurocho has a different...vibe to it that Yakuza 6 and Kiwami 2 and even LAD does not possess at all, driving home its uniqueness relative to the mainline entries.

Story, Character(isation too)

Judgment follows the tale of freelance detective Takayuki Yagami as he tries to uncover the truth behind a series of murders in Kamurocho that is deeply entrenched in a massive web of conspiracy that could shake the nation of Japan to its core. Without spoiling the story whatsoever, Judgment fulfils the interactive part of a detective thriller show as well as the protagonist self-insert in the form of Yagami, where players follow his story and footsteps; and it does so VERY WELL.

Even though it is only just one game that this review is talking, and that it is just a spinoff, RGG has managed to create a highly compelling cast of characters, not just Yagami, drawing from both camps supporting and fighting against the protagonist, in true RGG fashion.

General gameplay

Judgment's primary gameplay is the same as the Yakuza main entries - kicking and punching the ♥♥♥♥ out of people, with extreme style and violence. Specifically, it blends the critically well-received multiple style mechanics of Yakuza 0 / Kiwami 1 with the general gameplay / physics of the Dragon Engine. As a result, the protagonist Yagami can make use of two different styles, Crane and Tiger.

The addition of lethal enemy attacks that reduces max hp until rectified by a doctor or medical kit, as well as wall jump attacks and even mobile attacks around the enemy adds a lot of both novelty and fresh air to a potentially stale combat system. The usage of charged attacks (light and heavy) is reminiscent of older games (Kiwami 1 in recent memory) discourages button mashing same combos over and over.

The general difficulty is also higher as well, with HARD difficulty being potentially comparable to other game's LEGEND mode. This may shoo some away, for it may catch them by surprise unpleasantly, or woo some for the added challenge. Personally, although RGG games aren't known for being intentionally difficult on the same level as Dark Souls, I welcome this change. There is no shame for playing on easier difficulties either since this is the case.

Soundtrack

There is not a lot to say about the soundtrack of Judgment (same for other RGG games because I'm not well-versed with music theory unfortunately) other than that it is about on par for the course relative to RGG's main entries (in my personal opinion). Most tracks have a more gentle, chill sounds as opposed to the more wild, rocky vibes from Kiwami 2, for example. If I were to quantify the strength of an impression that it left on me, I would say its just about equals Kiwami 1 and 2 - I remember roughly the same amount of tracks across all three titles.

Can't take it for granted though so RGG deserves praises for putting out an excellent output with quality consistency equalling other RGG games.

Personal nitpicks and final verdict
I personally dislike that:

1. You CANNOT buy sodas and drinks from vending machines - you can in other Dragon Engine games.

2. There is no karaoke (minor nitpick because it is seemingly justified - the actor for Yagami is supposedly very costly to hire for SEGA)

3. The Keihin gang attacks are a bit annoying - or rather, it is an ineffective replacement for perpetual SP / exp combat farm.

4. The tailing missions are a bit one-note and not very dynamic. It would have been nicer if tailing missions allowed taking cover at almost any location rather than blue-marked spots and/or encouraged the usage of drones. AI taking a round path around a block seems like its emulating a real life person checking to see if they've been followed, but its just a time-sink in a video game. We ought to have a balance between realism and fun for games always.

All those things aside, virtually every other aspects of Judgment is very well done, and makes for a very compelling experience that leaves you wanting to power through it (at least in my case). If I were to rate this with game considering all pros and cons, as a RGG fan, then I'd say that Judgment is a STRONG 8/10.

I liked RGG studio enough that I bought it full price without discount. A 8/10 might be grounds for a full price buy for some, but for most people it might be wait-for-sale. You don't have to get it full price, so long as you experience it sooner or later. Sale or not, it doesn't particularly matter in my opinion.
Posted 16 September, 2022. Last edited 25 September, 2022.
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8 people found this review helpful
1 person found this review funny
117.8 hrs on record (88.7 hrs at review time)
A Janky Tugging Of The Heartstrings
Is what I would describe Yakuza 6 as. I ought to say "Jankier" and add "Slightly Hollow" but that would make the header title slightly too long. Yet those terms would also describe the game quite well. This came from having played Yakuza Kiwami 2 first as my first Dragon Engine game, which I will elaborate in a bit further below.

What is Yakuza 6? What is it about?
Yakuza 6 is a real time brawler beat-em-up action adventure, the 7th and last entry of the Kiryu saga in a long established game franchise. It is also the first game to use the new graphics engine dubbed "Dragon Engine" developed in house by RGG studio for the game. You play as Kazuma Kiryu as he tries to find out the truth regarding his adoptive daughter Haruka being involved in an accident which left her comatose, while looking after a baby that is seemingly hers at the same time.

Story
To put it in a way that won't spoil things for readers more than they already have been via the store page and/or other reviews, Yakuza 6's story ranks itself pretty high among all the Yakuza games I have played so far, on the basis of emotional impact. The story itself has quite a few instances of bait-n-switches, as well as some very subtle foreshadows which turns into shocking plot twists. As always, the plot is linear and as such you don't decide how the narrative ends. Even so, the linearity does NOT detract any complexity to the plot at all. In fact, there have been times when I've felt that the plot was getting too convoluted. But past that, when the emotional bit comes, it does so very hard. I did not cry playing the game, but I will be lying if I said I didn't feel very emotional and sad because of things that played out on screen.

Overall, after considering what others have said about the story, I can say that the writing has its ups and downs and not always consistent, but nothing like sky high to an out the window trip then back again. But the execution? Voice acting, the facial expressions, the general delivery of the scene is as superb as always. Maybe even more so because the Dragon Engine brings out more of everyone!

Graphics and Gameplay
Yakuza 6 is the first game that uses the Dragon Engine, and it leaves a pretty strong impression on first look. Kamurocho and Onomichi comes to life in an ever so vibrant manner that makes Yakuza 0 and Kiwami looks almost dull (though to be fair, Kiwami does kinda have that depressive tone especially at night time). Everything looks more detailed and photorealistic, enhanced by improved lighting effects and shadows.

This comes at a somewhat relatively steep cost of extra computing power required to run the game at 1080p 60fps on HIGH settings, and it has some kinks regarding anti-aliasing. But these are nitpicks that doesn't majorly detracts from the experience, if at all.

As for the GAMEPLAY, Yakuza 6 continues the well-established hand and leg throwing gameplay tradition of the previous games. In 6, Kiryu uses his legendary and iconic Dragon of Dojima style to thrashes his opponents in myriads of ways. And owing to the Dragon Engine, it looks so BRUTAL and IMPACTING. The sounds and visuals accentuates this such that it feels very satisfying to pull off certain maneuvers, though I will say that I have some mixed opinions about it considering the other games I have played. Outside of fighting, Yakuza 6 has a pretty good variety of side quests and minigames that can occupy quite a decent chunk of your time, though I say this as if it is a plus, but that it is in true Yakuza fashion. Not having enough of it, never mind not having it, would be doing the name of Yakuza a disservice. Some of these minigames include hunting fishes with megafauna boss battles, baseball manager 2016, hostess club talks and dates and being a simp for racy ladies (real model actors) in an online chatroom. Overall, it leaves for an experience that doesn't feel hollow at all, though it pales relative to its probably magnum opus predecessor, Yakuza 0.

PERSONAL OPINION ON GAMEPLAY BESIDES WHAT WAS SAID
Yakuza 6, being the first Dragon Engine game, has a few differences vs Kiwami 2 that I noted, many of it negative:

1. Kiryu's heat meter is inferior in 6. The straight bars in Kiwami 2 is a better and clearer representation of his heat gauge than 6's heat orbs
2. Kiryu's has substantially LESS combat tricks in 6 vs Kiwami 2. There is no counter throw (vs one learned from Kawauchi in Kiwami 2) and there is no 4 direction counter heat move, just to name 2. There are others that I haven't mentioned yet.
3. There is NO carrying weapons on yourself in 6. You can use the environment with the pots and signboards or enemy's weaponry, but there is no procuring weapon for yourself to carry. Gears are also LESS fleshed out, with only 2 slots and there being no set bonuses for wearing matching gears.
4. Opponents bodies despawns near-instantaneously after battle, often in front of you. Whether or not this is a con and detracts from the experience is up to you.
5. Kiryu can enter Extreme Heat Mode without requiring an entirely full heat gauge. This is the one aspect of 6's gameplay that I liked over Kiwami 2.
6. Menu items in restaurants are not marked for having been consumed already, unlike Kiwami 2. This means you have to revisit the awards section frequently to make sure you get every single item on a menu list. This is a bother for me personally.

Verdict
Overall, Yakuza 6 is a very great game. I personally loved that EVERY single dialogue interaction in the game is VOICED with NO dialogue boxes, meaning I can just kick back and just enjoy the conversation that follows. Though this was clearly an experiment that was potentially resource consuming and divisive so I can see why they went back to old ways in Kiwami 2 and 7. The game has its janks here and there and sometimes, it leaves quite a bit to be desired. But it is definitely NOT a game where you feel that you don't want to see it to the end. It is highly compelling, and very much worth its price tag. If you can get it on sale, even better. But please......if you haven't already noticed the number 6 in the title, please DO NOT PLAY THIS AS YOUR FIRST YAKUZA GAME!. Do so with Yakuza 0, and go on with Kiwami 1, 2, etc...

8/10

[EDIT CHANGELOG]
30 - 01 - 22: Proofread and grammar fixes, added a word
Posted 26 January, 2022. Last edited 29 January, 2022.
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1 person found this review helpful
405.9 hrs on record (303.6 hrs at review time)
Yakuza 0: A rollercoaster ride and funbag full of emotions
(TLDR at the end)

So what is Yakuza 0?
Yakuza 0 is a 3rd person beat-em-up game developed by Ryu Ga Gotoku studio (of SEGA) and published by SEGA. It is the 6th main entry in the long standing Yakuza franchise, and is the chronological prequel that is set before the events of the first game, Yakuza 1 and Yakuza Kiwami 1.

Story
The year is 1988. The height of Japan's prosperity, represented in game through the fictional-yet-very-much-modelled-of-real-life Kamurocho of Tokyo and Sotenbori of Osaka. Yakuza 0 follows the shoes of Kazuma Kiryu and Goro Majima as their fate slowly gets intertwined in a series of event that started with a debt collection gone wrong, and a seemingly worthless plot of land in the middle of Kamurocho.

Yakuza 0's plot is that of a linear type, where there is no multiple endings, with good reasons as that would canonically complicate things for other main entries taking place after events of Yakuza 0. Despite the linearity in a world where narrative freedom and multiple endings are embraced, Yakuza 0's plot is intricately woven with its complexities and small details that stands to make it more dramatic.

- The very, very good voice acting that is on par with cinematography grade acting
- The occasional plot twists that are truly unexpected sometimes (for me. However few are the times it was unexpected, it was truly impacting and surprising)
- The borderline over-the-top theatrics, and dramatic actions like deliberately missing gun shots by a millimetre.

By design, Yakuza 0...is not an experience capable of being replayed multiple times like Assassin's Creed Odyssey with regards to story. As I mentioned earlier, you as the player experiences both Kazuma's and Goro's journey as the game swaps between the 2 characters in between chapters (2 chapters per character before swap), instead of a system where you play a run once for Kazuma's story then a 2nd for Goro's. With that in mind, Yakuza 0 is an experience where you walk in and enjoy it best, once. While I won't spoil the story content any more than I have in this review, I found Yakuza 0's plot to be more engaging and truly captivates my attention, and even got me to feel certain feelings. That is an absolutely subjective opinion of mine, and one that I can vouch for owing to my enjoyment of the game.

Gameplay

Yakuza 0 is a 3rd person beat-em-up game, as I mentioned earlier. As Kiryu and Majima, you utilise 3 different fighting styles for each of them, all of them having a distinct shtick to it that allows the player to adapt to the fairly vast myriad of enemy types and situations.

At the very start, you notice that:
- The upgrade cost for skill trees are very expensive
- The gameplay initially is not much more than spamming LMB and RMB with some Q thrown in there

Perhaps it is a shortcoming where the weak initial impressions may put off people. But just like the story, everything balloons into a whole bigger world of activities, fighting moves to discover. Canonically, both Kazuma and Goro has a distinct fighting style, with them being a feature locked in Yakuza 0 under the guise of a side quest (yet majorly important). There is no stopping you from beating the game without the canonical styles, but the fact that you will be punished quite a bit in the battlefield and that you cannot get it through any other means leaves for some frustration. Some, because I would consider this to be a slightly bittersweet thing, more sweet and bitter.

I will temporarily end my review here for now as I struggle to think of good talking points about the game. It will be updated as I process the thoughts. But in the mean time, i can give my verdict.

TLDR; Yakuza 0 is absolutely worth it full price. If you happen to catch it on sale, that is the doings of the forces above telling you to buy it, although you shouldn't need a discount to convince you. Buy it, for yourself, for your friends, family and pets.
Posted 10 September, 2020. Last edited 10 September, 2020.
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1 person found this review helpful
284.3 hrs on record (3.5 hrs at review time)
Coming from Yakuza 0, Kiwami has ONE big plus over it so far: autosave feature.
Enough said, for now.
Posted 19 August, 2020.
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4 people found this review helpful
2 people found this review funny
1
261.8 hrs on record (42.3 hrs at review time)
This review is strictly concerning the state of the game in December 2019, with acknowledgements of the past history of the game's history and its developers.

No Man Sky is a 2016 Indie title that wants to square up as a AAA title - which with every passing day becomes more and more so the type if not already is. You spawn on a random planet, and depending on the difficulty, will need to set yourself up for a space faring adventure, with multiple primary missions acting as a campaign of sort. (There is a galactic core that is apparently the middle of this universe at over 700000 light years away for me, making the task daunting to say the least). The story is cryptic, you are nameless, and so is everything else until you want to document it. I would not play this game for the story (so far), but it gives a backbone and a foundation to build a narrative with.

Graphics are a pillar of the game that is quite focused on. It has a slight cartoonish look mixed with realistic looking textures, shadows and lightings, most of which are more apparently when you are in space and gawking at other ships and so on. The biggest selling point of the game supposedly when it was first released in 2016 is the 15-16 quintillion planets procedurally generated to explore:

- There are probably as many systems as that, they're not lying. I played Galaxy on fire 2 on my phone and even I found traversing those systems a bit tedious . The scale is M A S S I VE....
- But the variety is not. The game generates planets and assets from a pool of colour palettes, tones, flora and fauna. I found this to be a workable compromise, however a bit hesitant at exploring them all due to the fact that you wouldn't try to explore thousands of systems for the elements and artifacts when you would have encountered majority of it by the first 100 systems. Overall, NMS has a balance of scale and uniqueness, but that will not result in an endless cache of totally unique screenshots made by players. At some point, some systems looks too similar to others to take a photo of.

The gameplay ties in with the story in that its exploration based; you explore and exploit all means to facilitate your mega exploration journey. Which is where the grind comes in. You must mine minerals and kill animals to survive for an indefinite period on any given planet, buying your way to superior tools and ships to do the exact grinding at a faster pace..which seems boring to put it lightly. Some may want to settle down while others just want to do missions with others and shooting things. I am not far into the game but from what I can see within the first 42 hours of my gameplay there is yet to be signs of being to participate in massive space battles, let alone interlopers vs interlopers matches. This would have to be the weakest aspect of gameplay in my opinion; but otherwise it is more than servicable, if not a bit daunting. As of November 2019, Synthetic the update for the game has introduced many quality of life improvements including a portable refiner which I found to be quite indispensable, so take that as you will.

Regarding gameplay performances and bugs, it is not perfect but it would be what I consider to be well-polished enough for public releases. Delayed rendering of textures are somewhat common , but if you played GTAV before then this would be familiar to you and shouldn't pose a major issue, if at all. Performances are quite good; I get around 60 frames capped on a Ryzen 5 3600 and GTX 1050ti, with occasional drop when landing my starship or entering the atmosphere. The game wouldn't be kind to any CPUs that is anything but higher than four cores, so at least find some solace in that a GTX 1050ti will run the game at 1080p enhanced just fine. (there are 4 settings for each graphical options like textures and shadows, since i do not remember their names I will use placeholders - Low, Medium, High and V,high, with enhanced being Medium)

Overall verdict:
Combat addicts will find themselves short of change
Exploration has its limits - but by 42 hours I still feel im only scratching the surface, which is what a game of NMS calibre should AT LEAST be able to do.
Don't play for the story, scenics are ok, can take screenshots and listen to some music while pretending to be Peter Quill,
Updates are coming at a steady pace and improves upon the game a lot.
Worth it?

I think there may be some hesitancy given the past and its price tag BUT it is nothing that a couple of latest gameplay videos cannot dispel, and if you find it anywhere cheaper than the steam price OR its on sale, do give it a try. This review will be updated as I play more.
Posted 27 December, 2019.
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4 people found this review helpful
1,280.0 hrs on record (433.6 hrs at review time)
Ever since I got this game during the holiday, it was and still is the last thing I think about at night (aside from Hajime no Ippo) and the first thing I do in the morning. The amount of hours I have as of now, the hours accrued over the past 2 weeks as displayed as well as whether I'm in game or not reflects the statement I made; Its not that I like grinding as some might guess but rather that it is pretty damn fun, as expected of R* ever since I played RDR 1 years ago.

I can tell you now, if you need a time sinker then R*'s GTAV will not disappoint and fill that void quite well. Microtransaction and the possibly rampant modders can be overlooked thanks to various methods in and out-of-game that can be utilised for a better online experience. Just go search for the most popular guides on steam community and you'll see what I mean.

Not budget rigs friendly
Not very casual friendly
Very visceral graphics for an open world game, especially when you max it out
Bugs are very rare. Encountered less than the digits on my fingers through at least 300 hours i racked up, aside from modders.
Tons of content as expected of its file size (81GB)
You can customise your experience in GTA considerably

And the criminal starter pack is hardly worth it. Read the reviews for the DLC for more info.
Posted 15 January, 2019.
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1 person found this review helpful
2 people found this review funny
15.2 hrs on record (10.6 hrs at review time)
Since leaving Vietnam in 2011, I always wanted to come back to my country where I was born.

Although its not what I expected, this 24.99 USD trip ain't too bad.
Posted 30 September, 2018.
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No one has rated this review as helpful yet
311.8 hrs on record (38.1 hrs at review time)
To describe it simply, For Honor is like a 3D Street Fighter, but with swords and the medieval dusting on top.

Despite the usage of 2D fire sprites in-game, which is understandable yet personally frustrating, For Honor combines fairly pretty graphics (a hallmark achievement for AnvilNext 2.0) with a fairly expansive combat mechanics system.

I came into this game with the idea that its similar to Chivalry: Medieval warfare. I was grossly proven wrong, when it comes to combat. But nonetheless, I feel like For Honor might just be the ticket to get out of the helicopter ballerina spinning hell that is called "Reverse overhead" in Chiv.

The only issues that might face the game is reliability of getting a game, duel or normal battles, in Australia. That and the amount of grind required as For Honor features a near RPG-like system of adorning yourself with different sorts of stats adjusting gear, potentially making it a P2W game. That and the rate of earning Steel, which is reportedly (take this with a grain of salt) slower than earning Renown in R6 to buy operators, when adjusting earning rate and cost of heroes / operators.

But overall, I'd thank Ubisoft for this game, the free givaway is nice.
It's a good opportunity to people to try it out and see if they'll invest in it.
If you really got no competitive game to sink time into, the standard equivalent of R6 Standard edition will suffice.
If in doubt, nothing more than starter edition wouldn't hurt either.
Posted 27 August, 2018.
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