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Recent reviews by GeorgeRRMartinLutherBurgerKingJr

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Showing 1-10 of 17 entries
No one has rated this review as helpful yet
68.9 hrs on record (39.5 hrs at review time)
Great evolution of the Civ formula that solves the mid and late game problems of Civ 6 by refreshing gameplay and adding new objectives to pursue. The commander system makes for some fun positioning management in war, to better hoover XP and support your attacking units. It's also just a blast to roll up with a full Commander and drop out a spray of units to mass attack and then pack it up and be on to the next battle next turn.

The different era gameplay goes a long way in keeping a game interesting past the first 100 turns, and the crisis at the end of each era apply some much needed pressure to make you use your resources and not always cruise effortlessly to victory.

Mixing and matching your leader with different over time is really cool and I can't wait to try out more combos. The diplomacy currency is a really great addition, getting you to make real choices with your currency as you cannot do everything you might wanna do, you have to prioritize. There's a risk/reward to trade deals that can be interesting gambles, and you can benefit from deals you don't want, or to spite a leader you don't want to help.

Overall a great new civ game. I miss the cartoonier look for the civ leaders but the new map looks great and I dig the elevation and river changes to terrain gameplay.
Posted 9 February.
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59.0 hrs on record (56.5 hrs at review time)
An absolute joy recapturing the feeling of openeing a huge tub of mysterious old games from a garage sale for an old console, or your first time discovering emulators and ROMs back in the 90s having access to hundreds of games you never knew existed.

There are 50 games here that are all fantastic in their own ways, many taking familiar gameplay forms either retro and modern and adding a unique mechanical twist while streamlining the controls to work with only two buttons and directional input. The sense of cohesion by these fictional developers is absolutely top notch, a fictional history woven in hidden story and through game design and art visually. Just an incredible experience I cannot recommend enough.

Fantastic art and music, loveable characters you sometimes swear have been gaming icons for your whole life and somehow forgot. Mini & Max was my personal favourite of the batch, but any time I open the game I'm confronted with a screen of total bangers and can really never go wrong selecting any of them.

Also you can win cute stuff your pet pig and their cool house.
Posted 27 November, 2024.
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1 person found this review helpful
9.8 hrs on record (9.8 hrs at review time)
Fun blend of word games, riddles, and other word puzzles with a traditional RPG form. Combat is a really fun puzzle in and of itself, figuring out good combos, remembering the words, typing them in sequence under pressure. Good sense of humor throughout the game. Definitely recomend if you ever enjoyed Wordle or word games in general.
Posted 17 May, 2024.
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No one has rated this review as helpful yet
71.1 hrs on record (53.9 hrs at review time)
This is the best delivery game of all time.
Posted 18 February, 2024.
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1 person found this review helpful
50.9 hrs on record (4.7 hrs at review time)
Meganman's Battler Netweb is a great game I played on my old gameboy and as well as additionally my personal computer now too. It's a good game for playing and hearing. Get online in the game and in real life, double online. Now that's what I call Mega... or else.
Posted 14 April, 2023.
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No one has rated this review as helpful yet
190.4 hrs on record (41.4 hrs at review time)
Early Access Review
Quickly becoming my favourite game of the genre, I really enjoy the gameplay loop and flow of Sandrock. 60+ hours in, having completed all current story content and the max number of commissions per day -- I'd reccomend buying now if you're on the fence about this one. Think if you're not always rushing the commissions and quests like I am, you could get even more time out of this as-is.

Home-building and customization is really nice in this, adding multiple floors, decking the outside out in signs and lights and all the other lovely decoration options, can only assume even more stuff is coming through development.

Keeping your machines up and running and always churning out materials flows nicely, and it's always a cool feeling producing enough of everything to instantly complete the major story milestone constructions.

I play on the slowest time speed and it provides a comfortable amount of time to engage with a variety of the game's systems, so you never feel like you're just constantly repeating and grinding the same things. Wake up, commissions and chores in the morning, then time to mine & fight for resources, be social, handle story or character content, maybe squeeze in a dungeon, and swing by the saloon on the way home for some midnight gardening, animal raisin', and factory maintenance.
Posted 13 June, 2022. Last edited 16 September, 2022.
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1.8 hrs on record
Comprehensive 2 hour Dying Light 2 Review:

Balance of hiding/showing climbable terrain points 7/10: Points for just patches of of a yellow/gold colour establishing yellow as their climbing marker colour, but also less clearly marked points sometimes available. Definitely parts where somebody decided to go around painting up parkour paths according to some post-apocalyptic osha code, but others where using fabric or things in terrain to guide where to push w or space towards. Lose points for the ladders stapled to rocks in some places and some spots where yellow paint/markings don't make sense and aren't really needed.. Also weird when a knee high obstacle you could step over you instead, I guess lie on your belly so you can use your arms to hoist yourself over it?

Looking like what Fallout 4 was probably trying to look like 7/10: Points for looks and architecture and ruins/civilized blending. Lose points for humans not looking freaky or animating all inhumanly. Also didn't see anywhere that looked like a sentient 1950s themed Diner designed it.

Time before game forces you into the menus they intend to have you fiddling around with constantly: 3/10 One of the first things they have you do is grab some honey out of a wild beehive, uhh, just a couple pooh fistfulls I guess and then some chamomile. Then they hold your controls hostage until you craft whatever healing item you can with a wad of sleepytime tea and honey that isn't just tea. They also have you do long-presses to craft and pick up crafting ingredients in the world. I think they do that again with making you equip some loot (there's loot in this game like WoW somehow) and a skill from the skill tree (they put XP in this too). They also have a big map full of icons and want you to be picking out waypoints so they can put up a light for you to be drawn towards like a moth.

How much of the game do they really want you to look at 2/10: Almost immediately they tell you don't bother looking around, just click batvision button and they'll highlight glow and put nav pings on anything there is to interact with (and most of those are just a slow way of getting a small amount of random crafting junk). Then there are map markers and a compass always on screen to tell you where to go and they are accurately pathed enough to basically let you steer towards them without investigation of where or what you're going towards. So really if you're into looting you can just steer towards those and F them before pushing towards the bigger objective marker. There are also stealth segments where you just press your witcher sense and it shows you the path of sleeping zombies to walk through including which tables count as safe zones.

Parker [7/10]: Come a ways from Mirror's Edge and whatever Ubisoft does for getting around, hopped around some buildings and stuff felt pretty good. Ziplines weird though, they don't even try to think of someway for you to use it, they sort of try to just hide your hands from view while ziplining but you can still see that neither you or other people using them actually do anything besides kind of hold their hands up and an invisible something lets em slide down I guess.

Violence-Doing [7/10] : Better than I expected and also you can just skip it sometimes. Got better once they gave me a skill, doing mario jumps after a parry was neat and I didn't look at the skill tree but I'm guessing they parcelled away other good bits of combat away from where people will get to use it much. Kind of like a first person Arkham City deal, sorta snap to enemies, got your perfect block-counters to stagger and do moves off of. Zombies kind of less fun to fight but a lot of em you aren't meant to, why bother, just waste your weapon and time smashing em when you could just scurry past or hop over and away. Weapon durability is low and they seem determined to put stats on ♥♥♥♥. I didn't look at any loot I had besides switching weapons once something broke, but considering they were listing rarity and stuff I'm guessing eventually weapons be adding perks and stats or some crazy ♥♥♥♥. Thankfully didn't have to craft a weapon but that might just be because I didn't get there before window was up.

Eye-roll & Heavy Sighs [3 total] 1 eyeroll when Aiden (they force you into playing someone called Aiden with no recourse to fix it) picks up a note of something sad somebody was writing as they died and he goes "that's tragic" aloud. 1 sigh when they forced me to do crafting, another when they paused the game to force me to pick the first level up skill.

If I added my fractions right, this is a 6.3 game.
Posted 9 February, 2022.
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27.5 hrs on record
tl;dr buy and play this good game because it is good fun to play.

Another great chaser for Supraland and perfect "weekend game." Something you can beat in a weekend while it's all fresh in your mind and complete in a reasonable amount of time. And if you're an unreasonable completionist like I am sometimes, there's a long-weekend's worth of it. If you're not familiar with the Supraland formula by now, just play the demo and see for yourself if it buzzes your brain, you'll know quickly if you'll get a kick out of it. Six Inches Under refines the formula and you can tell they've got a better feel and process for how to make these.

Most surprising is third Supraland title I've played and while many of the mechanics and tools we get are the same, the continue to find ways to apply, twist, restrict, or use them in ways that are still unique challenges and puzzles. Sometimes you'll notice a similar type of puzzle but in a new form and method, like a certain momentum puzzle/trick from Supraland that has a more intuitive mechanic to it in this one, using different tools even.

Combat here is much improved, so much so, I kind of wish I had got to do it a little more, but the amount of it in this game was appropriate and more might be a distraction. There is one combat encounter especially I will not spoil, but oh man I really, really loved that one and getting to use some lateral thinking in a situation at first I thought was just going to be me kicking a little ass, but kicking ass is easy, using brain is harder :) There's also a special combat toy in this game that I regret finding so late in the game, it was available earlier technically but sometimes you see a suspicious thing and think to investigate but instead stay focused on your current task and make a note and come back. Sometimes that thing is chest of coins, onetimes it's a whole bonus game mechanic.

I think around 10 hours or so you will about be ready to discover or explore yourself into the final area, beat the boss-puzzles and boss and get the jaunty victory song you can always look forward to when beating the main story. This was one of the best ones yet, the footage during the song gives you peeks of a whole post-game area and some final challenges to hunt down or solve were hinted at. Reminded me of beating Banjo Kazooie as a kid and they showed you the ice key and big eggs and whatever, except here you can go find em for real. I think I beat the boss with less than 50% completion and I thought I had been really thorough overall, I knew some stuff I had missed or didn't have the tools for first time round, but I had nearly 50 chests left undiscovered when I beta the boss. I was surprised at how well they hid so much stuff from me, I thought I knew all their tricks but they still have new ones.

Story/writing/humour-wise I enjoyed it, I always like to ♥♥♥♥ over some rich ♥♥♥♥♥♥♥ and give money back to everyone else who has a life to live too. I was kind of horrified at myself when I burned down some people's homes... for no reason besides they were made of a material I know burns. Fortunately was able to help them rebuild later. My one complaint about this game's story is that even after I redistributed the wealth in cage-city, life did not seem to improve at all for those living outside of Cagetown, those already discriminated against by townsfolk, even if you give them a sweet pink shower. While the poor folks outside of Cagetown living conditions still being bad by the game's end is an unflinching perspective on the reality of class warfare and attempts at wealth redistribution... in the context of the game we are toys in a child's sandbox so I think maybe we could get away with a happy ending for the folks living by the candle and trash dump. Some nice lego houses, maybe a taller candle?

My play-time bloated from leaving it open when not playing, but save file is at 20 hours, I have every upgrade, every skull, every trophy, plus every secret area & chest... except one lol. I'd like to say I'll go back and track it down later this week, but I'm pretty sure I still never found one of the Waldos in Crash (and if there's waldo in this besides at beginning and end areas where not even hiding... congrats, I thought I looked everywhere but never saw one in the other levels, closest was red-prince is technically visible by the ceiling when he leaves a cutscene afterwards from a certain angle by the glass -- and he's not a waldo)
Posted 16 January, 2022.
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No one has rated this review as helpful yet
33.4 hrs on record (13.7 hrs at review time)
Fun videogame to play, judging from what I've played enjoyably so far.
Posted 17 September, 2021.
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19 people found this review helpful
8 people found this review funny
1.4 hrs on record
Early Access Review
Magnifies the problems of the first game, much earlier. Once again it's got an ass-backwards difficulty progression that makes the game super easy and trivial for the best players and increasingly challenging and punishing for worse players. This choice seems so fundamental to their game design that I doubt any length of Early Access will ever address it.
Posted 3 October, 2020.
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Showing 1-10 of 17 entries