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Recent reviews by ready2b

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92 people found this review helpful
5 people found this review funny
3
4.7 hrs on record
🎵He’s gonna take you back to the past, to play some sh***y games that suck a**🎵

If you’re on this store page, chances are you are familiar with the Angry Video Game Nerd (AVGN). For those of you who aren’t, I can provide a quick summary but it’s probably best if you check out his Youtube videos. In short, AVGN is a persona who dedicates his life to playing and describing how bad some video games are (typically older ones). As the name suggests, he is best known for his anger and very liberal use of profanity.

Angry Video Game Nerd I & II Deluxe (AVGND) is the embodiment of the AVGN series. Everything you’ve come to expect, such as his infamous potty mouth and extreme depictions of violence, alongside bucketloads of AVGN references, is incorporated in this pixelated adventure. Despite constantly being referred to as a “sh***y game” (by the Nerd himself), I quite enjoyed my playthrough.

Played with PlayStation 4 controller

✔️Positive:
[+] A “sh***y game” that isn’t a**.
AVGND is essentially a parody of terrible games that continuously criticises itself for also being a terrible game. Despite this, AVGND is actually a good blend of challenging and fun (at least on normal difficulty).

Since this is a play on terrible games, it only makes sense that the developers intentionally designed many segments to be unfair and/or trap the player. Funnily enough, this never pushed me to the point of frustration since the game is quite fair (I know this is contradictory but bear with me). Movement is reliable and familiar (feels like playing MegaMan), checkpoints are evenly spaced out, there is minimal RNG (except for boss fights), and respawns are infinite and quick. With a little patience you will know what to expect, allowing you to progress through the levels. Additionally, both games control in the same way, which makes for a smooth transition between AVGN I and II.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2342492644
Level design is surprisingly diverse. Each level (AVGN I) or zone (AVGN II) has a specific visual style, background music, gimmicks, and enemy types. For example, in AVGN I there is a level based on old erotic games - I don’t imagine I need to specify what the enemies are here. There is also a zone based on the TMNT NES game, complete with the awful electric seaweed and the impassible mini gap.
The game may be short, but there is never a dull moment.

Neutral:
[-] DELUXE!
Better graphics, map design, difficulty settings, etc - rest assured that everything stated on the store page is delivered. Since I have played AVGN I before, I could tell there were significant improvements in graphics and playability, which made the experience as a whole more enjoyable (AKA less rage-inducing). This deluxe version also comes with four additional levels (of which one is a boss fight) that can be accessed once you beat both I and II. Additionally, since all games (I, II and bonus) are built on the same game engine, the experience is quite streamlined. You can really feel that this is the definitive version of the AVGN games.

Nevertheless, the core game is still practically the same. Although I can only speak for AVGN I, I don’t imagine AVGN II has changed much either in this version. If you haven’t played either AVGN game, I would recommend picking up the deluxe version. If you’ve already played both, it doesn’t make much sense to buy this version since it is hardly different from the originals (unless you feel like financially supporting the Nerd).

[-] Limited replayability.
Assuming you don’t get stuck and die a lot, most levels/zones should not take more than 15 minutes to complete. Altogether, my casual playthrough of AVGN I, II & bonus levels (on normal difficulty) only took about 4 hours. More content is included in the form of hidden characters/secrets and four collectable video game cassettes per level but once you’ve collected them all, there isn’t much left to do. If you’re really hungry for more AVGN, you can always attempt to complete every level without dying or increase the base difficulty.

[-] #$@&%*!
Dialogue is caked with insults and profanity, turd references are plentiful and enemies explode into gory messes when they die. This is exactly what we have come to expect from the AVGN series and the developers definitely managed to capture it here.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2342492456
Honestly, I had completely forgotten how vulgar AVGN is. My teen self would have had the time of his life with this game but at this point in my life I don’t care for it much. Regardless, a very faithful representation of AVGN.

[-] Shooting has no cooldown.
Yep, that’s right, you can fire as quickly as you can button mash. This is especially broken if you have a controller with a turbo function - I imagine it would just look like a stream of white squares extending across the screen. Evading is still necessary but it feels cheap to cheese through boss fights mostly by mashing; generally speaking, they did not take more than 3 attempts to beat. Perhaps this was designed this way to make boss fights more viable at harder difficulties.

Negative:
[x] Hard to read dialogue.
There is limited time to read the dialogue as it proceeds automatically. This usually isn’t a problem but I find that the time allocated here is very short, forcing me to quickly gobble down the words on the screen. The writing isn’t Shakespearian but I would have liked to read it properly regardless. I’m not sure why the dialogue progression isn’t gated by the player’s input.
LET ME SAVOR THE PROFANITY PLEASE.

🏅Verdict:
★★★✬☆ Hide yo kids
Although it may seem that I have outgrown my appreciation for the vulgar, I actually quite enjoyed playing AVGND. Besides being a nice shot of nostalgia, this game is more fun than it is frustrating (at least on normal difficulty), especially when compared to AVGN I. Just bear in mind this deluxe version is essentially a remaster of the two previous games.
To simplify things, I made this flowchart to help you decide whether you should get this game or not:

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2346557698&fileuploadsuccess=1

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This key was generously provided by Reviewer Paradise.
Posted 2 January, 2021. Last edited 18 January, 2023.
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35 people found this review helpful
2.2 hrs on record
Simply put, Obsolete is a short minimalistic 2D platformer. It does a great job at evoking feelings of isolation but fails to deliver innovative or challenging gameplay. A decent game by a new developer.

Played with keyboard (not by choice)

✔️Positive:
[+] Convincing somber atmosphere.
The OST is what impressed me the most. It is a soft, yet ever-present tune that seems to just linger in the wind. Despite its simplicity, the music is strangely powerful and amplifies the effect of the monochrome artstyle. Put together, Obsolete successfully evokes an atmosphere of isolation.

The feeling of loneliness ties in well with the lore presented in the notes and monuments, which tell a story of a decaying civilization. This becomes evident as you come across abandoned buildings and deformed beings, who do not speak (whether they don’t want to or are unable to remains unanswered). Their silent stares do nothing to diminish the constant feeling of isolation. For a game that is so short, I was pleasantly surprised that this tone/emotion was captured so well.

Neutral:
[-] Only 40-60 minutes long.
In other words, quite short. There is some replayability in the form of a level select menu, well hidden secrets, and a deathless run achievement. Regardless, it is likely that the average play time will be under 2 hours. Given the low price, I would say this game is worth a try.

[-] There are some instances of typos and/or poor writing.
Some examples include the use of “then” instead of “them”, and this strangely constructed sentence: “Others very rare are not affected, why?”. Since the developer is French, I would presume that the French version is better written (I don’t speak it well enough to judge myself); however, the English version does not feel like it was written by a native speaker. This can probably be easily addressed in a future update.

[-] Default controls are bizarre.
Although the control scheme in the main menu states that movement is controlled using the arrow keys, it actually only works with WASD. In addition to WASD, the default buttons for interact and crouch are “E” and “R”, respectively. Since key remapping is unavailable, I am locked into playing with only my left hand. The game does not require the use of a mouse, so my right hand lies awkwardly while my left hand is left does all the work. I really hope key remapping and controller support will be introduced in future updates because this current setup is not very comfortable.

[-] Spikes blend in with the background.
As seen in the image below, the spikes can be very difficult to spot. Most of the time I accidentally ran into them since they are so well camouflaged. I imagine this can easily be fixed by giving the spikes a darker outline.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2329908119

Negative:
[x] Incredibly basic as far as platformers go.
Gameplay is by far the weakest component, as it is disappointedly straightforward from start to finish. You are offered only the bare minimum of controls, including: move, crouch (aka decay), jump and interact. Unfortunately, the gameplay does not manage to make up for the simplistic controls, given that it is also underdeveloped. None of the platforming or puzzling elements were particularly innovative and the final boss only has two attack patterns. This may be ideal for beginners but offers little to those with more experience.

As a side note, I am a little let down that the decay mechanic (crouch) was not further developed. Considering how central the theme of decay was, it would have made sense to incorporate that more in the gameplay, rather than only a crouch function. For example, an upgrade that allows the decayed form to climb up specific walls? Just a thought.
It wouldn’t make sense to add this to Obsolete now but I am hoping that leFarfleu’s future projects will be more elaborate.

🏅Verdict:
★★✬☆☆ Soft yes
Considering that this is the first game of a solo developer, Obsolete is decent. Where it fails as a platformer (there is nothing here that hasn’t already been done hundreds of times), it makes up for with atmosphere. While not executed to its fullest potential, the concept leFarfelu envisioned shows the makings of a growing developer. I hope to see more games in the future!

Since there are some issues (as mentioned above) that can be addressed in coming updates, I would have preferred to give this game a Neutral recommendation for the time being. However, due to the binary recommendation system, I ended up going with Recommended, in good faith that these will be fixed.

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This key was generously provided by Reviewer Paradise.
Posted 24 December, 2020. Last edited 18 January, 2023.
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92 people found this review helpful
12.3 hrs on record
Modern video games have a tendency to baby players by including multiple features that make it near impossible to get lost/fail. Supraland goes against this status quo and is an excellent sandbox game with a fantastic aesthetic, clever puzzles, tonnes of freedom to explore and great humor. So why do I not recommend it? The truth is that this game was simply too sandbox-y for my taste. While it was refreshing to be given so much freedom, I found that Supraland took it a step too far - I spent way too much time scratching my head and walking around aimlessly to claim that I enjoyed the experience. I understand why there is an abundance of positive reviews but in the end, this just wasn’t my kind of game.

Played with mouse and keyboard

✔️Positive:
[+] This game does a fantastic job at adhering to its central (and quite clever) theme: a sandbox game set in a literal sandbox.
It is incredibly appropriate that the landscapes are rustically built with scrap materials and everyday items, such as screwdrivers, erasers, and hammers since the world is supposed to be designed by a child. Naturally, these items are much larger in scale compared to your character, which serve as constant reminders that you are simply a character in a child’s playground. This fantasy was well built and the game never strayed from it.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2323860672
I found it extra funny that there is a religious following that believes everything is designed by a higher being and that they are contained by invisible walls. They have no idea how correct they are.

[+] The sandbox is your playground.
Once you have collected all the story-required items, every nook and cranny becomes accessible if you are eager enough to investigate. Want to scale that cliff? No problem, all you need is a little time and determination. There are countless hidden chests, secret areas, and fallen adventurers in the form of your favorite pop culture characters, which is ideal for completionists or anyone hungry for exploration.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2323862312
[+] Progression is gated by a series of clever puzzles.
These heavily rely on your platforming prowess and ability to think outside the box. On the top of my head, I cannot recall any puzzle that was repetitive or dull. However, this was also the biggest source of frustration during my playthrough (see below for additional details).

Neutral:
[-] Considering how large and convoluted the sandbox is, I am very grateful that there are plenty of fast travel posts.
These take the form of pipes (instant teleportation) or jump pads (fast movement with the added bonus of getting an aerial view). Unfortunately, there is often little indication to where you will end up if you jump into the pipes/jump pads. Most of the time you must either rely on memory or trial and error. Personally, I would have loved a fast travel option. Regardless, they are incredibly useful and ended up saving me a lot of time.

Negative:
[x] My main criticism of the game is that it is too sandbox-y, in the sense that you are given too much freedom and little to no guidance.
There is no compass, no objective tracker, and instructions/guidance are vague. I wouldn’t mind if this was the case for a fraction of the game, but it feels like the whole story is just a series of events that can only be solved through trial and error. As a result, it is incredibly easy to get lost or stuck. God forbid you ever take a break from this game because there are no features that will help you get back on your feet; you will just have to relearn everything.

The puzzles were especially frustrating since there is no gradual learning curve; you are expected to think of creative solutions with no prior indication that it is actually possible.
I was especially annoyed with the final boss. After much experimentation and frustration, it turned out that the crucial missing step involved allowing the boss to fart on me so that my character would be dyed green. Not only is this incredibly illogical (in my mind a fart is an area of effect attack that should kill me), there was also no prior event that would suggest this was possible.

Furthermore, there is no indication to which puzzles are optional or mandatory for progression. Consequently, I would spend a lot of time trying to resolve everything – sometimes these were impossible to solve given my current equipment, other times I would solve them and reach a dead end. The experience as a whole was extremely tiresome as it constantly felt like I was searching for needles in haystacks.

[x] It is also a shame that you are not given a map during the main story.
This would have saved me a lot of frustration and unnecessary backtracking. The layout of the land is difficult enough without having to memorize the map. You are gifted with a map once you have completed the game (probably when you need it the least) but it is only displayed in your house, rendering it useless for the most part.

[x] Not a big fan of the combat, due to the limited variety of enemy and weapon types.
There are perhaps ~4 different enemy types that you will regularly encounter. The only real progression in difficulty is the gradual increase in numbers charging at you at the same time. However, given how overpowered your weapons are (especially the combo attack of the red gun), combat quickly becomes a nuisance rather than an enjoyable feature. For reference, the combo attack one-shots most enemies, has a wide range, and can be spammed, so there is no real repercussion for missing and you can easily melt mobs of 5-10 enemies per shot. It feels like enemies are intended to fill out empty space and to serve as a source of income.

🏅Verdict:
★★★✬☆ Slightly not recommended
Despite not recommending Supraland, I want to reiterate that I think it is a great game as far as sandbox games go. Rest assured that I would not have played through the story if I found it dreadful - there were many puzzles and NPC interactions that I genuinely enjoyed. However, the vague instructions and unclear objectives were frustrating enough to tilt the scale towards “Not Recommended”. My experience would have likely been more positive with the simple addition of a portable map with an objective marker, but alas. In the end, it came down to some design choices that people will either love or hate. I’m sure many will love the freedom and creative problem solving Supraland offers. Whereas for me (and maybe others), there is slightly too much freedom.

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Posted 19 December, 2020. Last edited 18 January, 2023.
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2 people found this review funny
3
5.4 hrs on record
Katana ZERO is a highly immersive cyberpunk/neo-noir (I honestly don’t know the difference) cross between Ninja Gaiden and Hotline Miami. Albeit incomplete and short, this game oozes high quality production from start to finish; my only hope is that the continuation/future updates will manage to maintain this level of quality. I also want to mention that this genre of games usually doesn’t interest me, so this experience was a very pleasant surprise.
A big thank you to dworry for recommending this game!

Played with PlayStation 4 controller

✔️Positive:
[+] Attention to detail in combination with creative and intelligent design choices makes Katana ZERO an incredibly immersive experience:
  1. We need to talk about how extraordinary the dialogue is.
    Yes, the writing is good, but the way that dialogue was presented is what really blew me away. The developers used a myriad of animations to incorporate “voice acting” in the text boxes without the use of voices at all. By changing things such as the speed of text appearing, and animations and colour of certain words or phrases, you get a very strong indication of the tone of dialogue.

    https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2163734569
    Furthermore, you are offered dynamic dialogue options that change during the countdown. You can choose to take your time to select your most appropriate answer, or quickly and rudely interrupt whoever is speaking (emphasized by the shattering of the text box). Naturally, your answers/actions have an impact on the direct conversation and the course of the story. Katana ZERO may not be the first to incorporate these designs but they managed to execute it masterfully.

  2. Superb attention to detail.
    There are multiple examples of this but I will focus on the details that I found really added to the immersion:

    (a) Random entertaining NPC encounters that juxtapose the gore and other mature themes that run rampant throughout the game. You can also pet a cat.

    https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2163733927

    (b) Mundane actions such as burning your kill contract or drinking your tea at the end of a mission have to be triggered by the player. It may seem silly but the simple act of interacting with a tea cup actually transmitted through the screen and helped me relax after the high-intensity segments.

    (c) At the start of the action sequences, Zero (main character) takes a moment to put on earphones and turn on his music cassette, which in turn cues the in-game music. As an added bonus, the music is amazing.

[+] Easy to learn, hard to master type gameplay with the right amount of difficulty.
In short, you can move like a ninja and are equipped with the ability to slow down time, dodge roll, slash your sword and throw certain objects. The time-manipulation is certainly overpowered but is not indefinite (used up like stamina) and is counterbalanced by the fact that Zero has no health bar; every mistake is fatal and will cause you to reset the room. Each level requires a balance between good reflexes, wit, tactics and adaptability. Optional unlockable swords aside, you do not obtain any new abilities during the game but instead get better at managing your time-manipulation ability to deal with increasingly complex situations. While this is usually not my preferred type of game, the progressive difficulty made for a very enjoyable, yet challenging, experience.

Neutral:
[-] Compelling but incomplete story.
Katana ZERO does a great job at balancing high intensity encounters with appropriate down-time moments and still manages to organically merge in hints of the backstory. However, the story is currently incomplete and has left me with more questions than answers.

[-] Given all the buzzing and fizzing effects, this game is indubitably the worst nightmare for people with photosensitive epilepsy.
It’s clear that the developers are aware of this, since they included a warning directly upon launching the game and also the option to turn it off. Since I do not suffer from epilepsy, I chose to experience the game as intended by the developers but found that it was a little too buzz-y and fizz-y for my taste.

[-] Each room has a countdown timer to encourage a high pace but there were very few instances where I felt pressured to finish the level.
Perhaps the developers were too generous with the time given? This may not be the case for hard mode but I don’t know from personal experience.

Negative:
[x] Short.
My first blind playthrough took approximately ~3 hours, and then an additional ~2.5 hours to explore alternative paths and endings. Upon finishing the game, hard and speed run modes are made available but I am more interested in experiencing the rest of the story. As far as I know, the developers have promised more content, so (hopefully) there will be more to look forward to!

🏅Verdict:
★★★★☆ A fantastic start
Katana ZERO is currently an incomplete experience but shows a lot of potential. Despite thoroughly enjoying the game in its current state, I am slightly hesitant to recommend it at this moment. However, at the same time, the game shows enough promise to justify my faith that the rest of the game will be just as good (or even better?). The satisfying gameplay and immersive story form an excellent base to what might be an exceptional gaming experience. Let’s hope for the best!

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Posted 15 December, 2020. Last edited 18 January, 2023.
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480 people found this review helpful
5 people found this review funny
6
3
2
8
7
3
5
5
4
4
2
2
3
2
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50
13.9 hrs on record
Ori and the Will of the Wisps hit a home run and is a more than worthy sequel to the already fantastic Ori and the Blind Forest. This sublime experience combines the best of storytelling with delightful action-platforming to create my favorite gaming experience of 2020.

Played with PlayStation 4 controller

✔️Positive:
[+] Versatile movement in a beautiful metroidvania.
As you progress and obtain more abilities (even more than the first game), Ori gradually becomes more monkey-like in their movements, opening up the world for more exploration. The whole map essentially becomes a delightful playground with hidden nuggets/collectibles in every nook and cranny. Thanks to the responsive controls, the different mechanics can easily be combined with one another to result in fast, agile, and fluid movement - which happens to be the perfect accompaniment for the exciting escape sequences and the thrilling boss fights.

[+] Emotional and thrilling storytelling.
The incredible writing and direction, supported by the beautiful art and the divine OST makes the whole experience feel like a fairytale brought to life. I wouldn’t dare to deprive you from such a wonderful story by spoiling it here, so do yourself a favor and get the game. I will openly admit that I cried like a baby multiple times.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2169324939
[+] This sequel makes several notable improvements compared to the first game:
  1. Auto-save.
    Thank God they removed the manual save system introduced in the first game.

  2. New combat system!
    Ori no longer has only the auto-lock on spirit fire attack, which I personally didn’t care for. Instead you can unlock and upgrade multiple abilities (including melee and ranged attacks), which can be assigned to the X, Y, B (Square, Triangle and Circle for PlayStation) buttons at your leisure. Combat options were lacking in the original so really appreciate this customization upgrade. Personally, I couldn’t get enough of the giant hammer and Shock Smash upgrade.

    https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2177313275
  3. Addition of equipables!
    Similar to the charms in Hollow Knight, Ori can now equip Spirit Shards (equippable items that provide upgrades to you or your abilities). Again, I find that the customization options allow for a more self-tailored experience. I basically had two sets of Spirit Shards that suited my playstyle: one for exploration and one for combat.

    https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2177313407
  4. Improvements to the map and teleportation.
    The map immediately displays any warpstone and collectable you come across without requiring a map upgrade first (as was the case in the original). The map also makes it abundantly clear where the objective is, which areas you have and haven’t explored yet, and it even shows your latest movement in the form of a dotted line, making it incredibly difficult to get lost or disoriented. Furthermore, you can now teleport to any warpstone from any location, which greatly reduces the necessity for backtracking and helps to keep the pace of the game up.

  5. Addition of side quests is always a blessing.
    Several great side quests were included in this title but there was one in particular that I really enjoyed: “hand to hand”. It is essentially a trade sequence quest where you aid the next NPC by providing them with the item the previous NPC gave you. Helping the many creatures felt like I was contributing to the livelihood of the forest.

  6. Addition of a main hub.
    Important NPCs, such as vendors, relocate to the main hub in Wellspring Glades, after you meet them in the wild. Since the land is plagued by corruption and is tyrannized by the evil Shriek, NPCs will immigrate to this safe haven, inadvertently creating a diverse community. By offering resources, such as Gorlek ore and mysterious seeds, found during your journey to Grom (builder) and Tuley (gardener), you are also able to upgrade the main hub until it turns into a lively village. Investing in the community felt rewarding, and encouraged me to search for all the collectable items and help all NPCs.

[+] The game provides the necessary tools to unlock everything without relying on external help/guides.
If collecting everything is your cup of tea (it certainly is mine), then you will probably appreciate this point. There are map upgrades you can either buy or obtain which mark the location of all missing collectables, making them much easier to obtain. Furthermore, if you need to farm for more currency, Spirit Shards can be used to speed up the process; for example, by combining Consume (Enemies have 70% more Life and deal 70% more damage, but drop double currency) with Turmoil (Enemies respawn faster).

[+] Perhaps a minor detail but the game automatically pauses if your controller disconnects.
Kudos, Moon Studios.

Neutral:
[-] I enjoyed playing it so much that finishing it felt bitter-sweet.
As much as I loved the game, I felt sad knowing that it would be a while before another game would blow me away like this again. I’m sure most of us have at least one game that we wish we would wipe from our memories and replay again - Ori and the Will of the Wisps falls under this category. Can’t wait for the next installment!

🏅Verdict:
★★★★★ Marvellous
A practically-flawless sequel and a must-have if you enjoyed Ori and the Blind Forest. Highly recommended to everyone else.

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Posted 10 December, 2020. Last edited 18 January, 2023.
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222 people found this review helpful
7 people found this review funny
3
8
3
6
12.2 hrs on record (12.1 hrs at review time)
Due to the abundance of positive reviews, I couldn’t help but be drawn to Celeste. Avoiding all spoilers, I strapped myself in for what many describe as a sublime experience. Admittedly, I was a little let down in the beginning, as I had not yet understood the journey that awaited me. As I progressed and the story developed, I grew fonder of the game and ultimately felt pride in reaching the summit of Mount Celeste. The expression, “the journey is more important than the destination” fits this game to a T.
Just a fair warning for those interested in the game: Celeste is a precision platformer and is often unforgiving, so be prepared to fail a lot (818 deaths during my first run).

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2176221722
Played with PlayStation 4 controller

✔️Positive:
[+] Challenging is a very accurate description of the game.
Comparable to the likes of Super Meat Boy, Celeste is a 2D platformer that offers little room for mistakes - one hit kills you instantly and sends you back to the beginning of the screen. Thankfully, the respawn/reload times are very short, cushioning the player from the frustrations of frequent deaths.

Deaths are (nearly) inevitable but given that the controls are simple and responsive, I never had the impression that the game was unfair; just difficult. Furthermore, each level introduces new platforming mechanics that gradually become more demanding as the level progresses. These nuances to your controls/movement add novelty and imbues progression with a sense of mastery. Definitely another great example of a game that is “easy to learn but difficult to master”.

[+] Diverse levels paired with sublime soundtracks.
This one is fairly straightforward, so I won’t go into too much detail. Every level has a unique theme, setting, and fantastic paired soundtrack. Check out the trailer for a quick taste.

[+] The story is what sets Celeste apart from other games in this genre.
Yes, the gameplay is good but the story elevates this game to new heights (cause they climb a mountain, get it?). While the story touches on many themes, mental health and personal growth are the centrepiece. It is clear that Madeline (the main character) suffers from a range of negative emotions (fear, anger, anxiety and depression), so much so that her emotions physically manifest in the form of Badeline (great name, I agree).

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2176221194
The progression of their relationship is nothing short of inspiring. What starts out as an antagonistic relationship, ends up being one of partnership and encouragement. In scaling the mountain, Madeline shows incredible determination for self improvement. It is therefore immensely appropriate that the gameplay is challenging since the mountain is essentially a big metaphor for how frightening, discouraging, and challenging it can be to face your internal struggles. In fact, the journey was so touching that I felt encouraged to focus on my mental health.

[+] I especially loved the last level (Summit) as it combines the best of the story and gameplay.
In terms of gameplay, it serves as a challenging summary of your journey up the mountain by featuring the different platforming mechanics in a new setting. In terms of story, it marks the first big step to self improvement (physically represented by the summit) and the beginning of a great partnership between M(B)adeline. Overall just an excellent level.

[+] Completing the main story is only the tip of the iceberg.
The main game is not very long (~5 hours depending on your skill level) but is sufficiently challenging and long enough for plot development. The additional levels, however, are where things get really spicy. Hidden collectables in the form of crystal hearts and B-side cassettes unlock additional levels that are significantly harder than the main levels and were probably designed for precision platforming fanatics. I gave them an honest attempt but threw in the towel since I wasn’t enjoying myself. Regardless, it’s nice to have the option for harder levels, especially if you’re a masochist.

Neutral:
[-] Celeste is a precision platformer, plain and simple.
It is clear that experiencing the difficulty of the game firsthand is central to the story/message but I would imagine that even the core game might be too challenging for most casual gamers. Despite having a great story that is alluring to many, it seems that the gameplay is intended for a niche audience. If you are unprepared, this could result in a frustrating experience rather than an elevating one.

Negative:
[x] I experienced some technical difficulties concerning controller recognition:
[1]When starting the game, if my first input is with the keyboard, I wouldn’t be able to get my controller to work. The only solution I found was to reset the game.
[2]Using the keyboard at all while playing (alt+tab or shift+tab, for example) often disconnects the controller. It would often take 30 seconds upon returning to the game for the controller to be functional again.
Neither is a major cause for concern but a fix would be nice.

🏅Verdict:
★★★★✬ Excellent (if you enjoy precision platformers)
Celeste is a fantastic experience but (likely) only if you fall within the niche of gamers that enjoy precision platformers. Even I, who typically loves platformers, sometimes found my patience wavering at times (nothing a little break couldn’t fix). However, it is vital to clarify that Celeste isn’t just about the platforming - it is the fusion of challenging gameplay and brilliant storytelling that sets this game apart. Failing is required to fully immerse yourself in this heartwarming journey.

Although I adore this game, I would only recommend this game if you are willing and ready to suffer (definitely worth it though).

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Posted 8 December, 2020. Last edited 18 January, 2023.
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5
31.5 hrs on record
Similar to Crash Bandicoot, Spryo the dragon needs no introduction for those of us who grew up during the PlayStation 1 and 2 era. However, unlike Crash, I have never fully played the original Spyro trilogy, so rest assured that this review is not clouded by nostalgia. Nevertheless, I had a delightful time playing through Spyro Reignited Trilogy and applaud the developers for this incredibly well done remake.

Played with PlayStation 4 controller

✔️Positive:
[+] Simply a great 3D platformer.
Spyro does a great job at introducing distinct levels with varied and challenging objectives, all of which are rounded off by the responsive controls. I found that most levels are well designed in terms of progressive difficulty, checkpoint locations, and whirlwind spawns (allows you to quickly reach ledges you have already visited to avoid backtracking).

This trilogy also does an excellent job at integrating story by combining a charmingly diverse cast with fantastic voice acting. Put together, the gameplay and story form a fulfilling all-age-appropriate experience that is both fun and memorable.

Given that I grew up in the golden age of 3D platforming, I find it a pity that this genre is no longer popular. Discovering a prime example, such as Spyro, makes me happy!

[+] Three for the price of one!
The three games obviously share the same core mechanics but each game put has its own unique spin to it (Spyro 2 was my favorite). It took me approximately ~30 hours to 100% this trilogy but there is plenty of replay value given how fun the experience was (you also get 3 save slots to work with). Great value for the quality and quantity of content provided.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2157949633
[+] The guidebook is incredibly useful.
As you may know, Spyro follows the trend of many 3D platformers in the sense that the main objective is to collect something: petrified dragons in the first, orbs and artifacts in the second, and dragon eggs in the third. You can also choose to collect all gems (collectable currency) per level, if that floats your boat.

The guidebook provides an excellent summary of your progress, and makes it abundantly clear what you are still missing. There is also the added bonus that you can teleport to any level (you have already visited) at any time through the guidebook menu; progress is automatically saved no there is no need to worry about exiting levels. I am a big fan of this feature since it made it incredibly efficient for me to do my completionist thing.

[+] Sparx, the dragon (noice) fly is the best companion you could ask for for three reasons:
  1. Your health bar is represented by Sparx’s presence and colour. Unlike measly Spyro, who can only take one hit, Sparx will tank up to 3 hits for you before perishing. Sparx will always take a bullet for you.

  2. Sparx will happily collect gems in your near vicinity, like a magnet effect.

  3. In case you are ever searching for missing gems or collectables, Sparx will point you in the right direction! By pressing the R3 button (PS4 controller), Sparx will lunge forward, directing you towards the nearest collectable, so you will never have to search blindly. Again, great for completionists.
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2185178866
[+] The opportunity to bully Mr. Moneybags is the best ending anyone could have asked for.

Neutral:
[-] Spyro 3 introduces new playable characters with levels that are specifically designed for them.
While I appreciate the concept and creativity, I often found the levels tedious and sometimes unnecessarily drawn out. The Sparx levels were especially dull in my opinion (Sparx is still the best companion though!). Thankfully this only accounts for a small portion of the game and is somewhat optional.

Negative:
[x] The main downside is the infamous Achilles' heel of this genre: the camera.
This is good for the most part but there are more than a few noticeable exceptions. Segments that require alternative forms of movement, such as swimming, flying, skateboarding, or super charge (running at high speeds) often were less enjoyable because of the camera. It also doesn’t help that most of these segments are at high(er) speeds, making it harder to avoid mistakes. As a result, many of these segments become frustrating trial and error experiences.

[x] There are numerous autoscroll/pre-scripted segments, most of which are quite long and unforgiving.
It can be quite tedious to redo ~4 minute segments because of one mistake.

🏅Verdict:
★★★★☆ Vintage is cool
Spyro Reignited Trilogy is undoubtedly a great remake. Nostalgia-driven gamers can be some of the most critical people out there, so it really speaks volumes that the community is so pleased with the outcome. Who knew that combining great vintage gameplay with modern day performance/graphics would be a recipe for success? Camera issues aside, Spyro is an excellent 3D platformer that is suitable for all ages and all skill ranges.
NOTE: Nostalgia not required to enjoy this experience.

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Posted 5 December, 2020. Last edited 18 January, 2023.
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2
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2
6
34.7 hrs on record
Has the global pandemic got you feeling down, lonely, and lazy? Well, boy do I have the miracle cure for you. Introducing Forager, a game that is primarily based on foraging anything and everything you can get your hands on. This simple yet satisfying game is guaranteed* to help you forget your woes with its cutely designed “collect, craft, and expand” model. No longer must you be held down by the darkness that is reality. Instead, forage away in this colorful and magical community where you are in full control of everything. Give in to temptation and let the curse of addiction spread through your veins as you remain happily imprisoned within the world of endless resources, craftables, objectives, and other possibilities.

*this claim is not scientifically proven. ready2b is not liable for any back pain, addiction, actions or decisions taken as a result of this review. Proceed at your own risk.

Played with mouse and keyboard

✔️Positive:
The simple and intuitive gameplay, endlessly-spawning resources, and exponential expansion make for an incredibly satisfying and addictive experience. Given how intuitive the game is, a tutorial is not even needed; simple suggestions and hints are all you need to progress. You spawn on one island equipped with your trusty pickaxe and off you go.

Hours fly by and suddenly your little island has turned into your very own empire. You can now forage a larger array of substances, build new structures, craft more complex compounds, upgrade your tools, beautify your home, visit different biomes, fish, farm, fight monsters, take on dungeons, help NPCs, and the list goes on. Considering that resources, animals, and enemies spawn randomly and regularly (every 30 seconds or so), there is practically no downtime.

Similar to the likes of Minecraft or Stardew Valley, there is practically no end to what you can achieve in Forager, with only time and your imagination being the limiting factors. The simple, instant, continuous and never ending gratification this game provides makes it a dangerous but ideal pastime during the quarantine. Buy at your own risk.

In addition to the satisfying and expensive gameplay, there are some other notable features that I really enjoyed:
  • Hilariously quirky and wholesome NPC interactions. These really add to and fit with the chill/enjoyable tone of the game.

  • Intuitive/clear skill tree and crafting requirements. The game does a great job at providing sufficient information so I rarely had to consult the wiki page to understand things.

  • Easy inventory management and every item stacks infinitely. You will have countless items by the end game (millions of rocks for example) so it is really a blessing that items stack endlessly. Vaults can also be easily built to store items. As an added bonus, the vaults clearly show which items are stored in them (from the overworld) and act as extended inventories - which means that newly collected items go directly to the vaults and items don’t have to be withdrawn to be used in craft recipes.

  • Crafting made easy. As you can see here, the game makes it incredibly easy to craft multiple of the same item with just a few clicks of your mouse [craft infinite, craft all, craft half, or select number yourself]. I only wish there was a way to input a specific number using the keypad instead of clicking +1 numerous times.

Neutral:
  • In my experience (with mouse and keyboard) I noticed that it can sometimes be difficult to select the correct item you want to interact with. Since there is usually an abundance of stuff at all times, whether it be the structures you built, animals and enemies running around, trees, ore, flowers, etc, you are bound to come across situations where things seem to be stacked on top of each other, making it difficult to click on what you actually want to click on. Although annoying at times, based on how the game is designed I doubt this can be fully avoided. At worst, this will only cost you a few seconds of your time and require some mouse-moving finesse to resolve. Perhaps this issue can be avoided when playing with a controller?

  • There are some additional game modes: including speed run, single island challenge, and hard mode. I can’t say much about these since I didn’t try them myself but it is a nice addition if you’re into that. The addition of multiplayer is also announced and expected to come out soon - looking forward to that update!

Negative:
  • My main criticism of the game is that the pace plateaus towards the end game. Once you are close to unlocking all the items and upgrading all your tools/weapons, the excitement and allure of the game drops significantly. By this point, it is likely that your character will be overpowered, so it comes as no surprise that foraging and slaying enemies becomes mundane. Most notably, high-end materials take very long to craft (sometimes several minutes per unit). As a result, I spent most of my end game time idling just to allow my items to be crafted. As far as I can tell, the end game mainly consists of entering the void biome, to battle increasingly difficult waves of enemies, and customizing your world (AKA make it pretty), neither of which interested me much, so I stopped once I was satisfied with my progression. Clearly this is a matter of personal taste and I’m sure some players will spend hours making their worlds uniquely theirs.

  • It is also unfortunate that dying has little to no consequence. Most of the time, there is no punishment for dying - the game will simply reset to where you were seconds before you died (like a save-state). As far as I could tell, you don’t lose EXP, coin, or resources, just a few seconds of your time. The worst case scenario is dying in a dungeon or the void, causing you to respawn outside and lose your progress. This discovery came as a disappointment to me as it took away all the thrill of failure; health management no longer had any meaning in the overworld.

🏅Verdict:
★★★★☆ Simply addictive
Forager is the kind of game that you will struggle to put down. It is remarkable that this was all developed by one person. Excellent job, Mariano Cavallero![hopfrogsa.net] The expansive yet intuitive nature of the game provides you with near-endless entertainment and rewards you with constant low-effort productivity. WARNING this is a dangerously addictive combination. The only downside, in my opinion, is the slow endgame. There are more than enough features to allow players to customize their worlds endlessly but at a certain point I simply had enough. On the bright side, the rush of dopamine this game provides is exactly the kind of mindless morale boost that I (and maybe you) need to get through the pandemic. Get your feels-good vitamins and embrace your inner instant gratification monkey with Forager.

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Posted 30 November, 2020. Last edited 18 January, 2023.
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50 people found this review helpful
14.0 hrs on record
Yooka-Laylee and the Impossible Lair is the second installment featuring the impeccably named Chameleon-Bat duo (ukulele). This adventure-platformer fuses elements found in Donkey Kong Country, Yoshi’s island, and Paper Mario (among others) to create a fun combination of interactive 3D overworld and diverse 2D levels. Since this is the first Yooka-Laylee game I have played, I cannot say how this game compares to its predecessor but I can say that I enjoyed my playthrough.

Played with PlayStation 4 controller

✔️Positive:
  • This game features a concept that I haven’t seen often: you are allowed to attempt the final level/boss at any time. In short, you begin the game in the final level. Unfortunately the big bad boss (Capital B) manages to control and imprison your most valuable allies, the Beetalion (a battalion of bees that loyally guard Yooka-Laylee by tanking hits for them), by using his new hive mind technology. Since you no longer have access to the bees, it is fairly certain that you will fail your initial attempt to stop Capital B. To improve your chances, you are tasked with saving the Beetalion, so they can aid you in taking on Capital B and his Impossible Lair. Naturally the more bees you savethe more hits you can take in the Impossible Lair, improving your chances of success. Nevertheless, you can attempt the final level at any time, which I found to be very clever game design - a sort of open challenge “come at me, bro” type thing. If you really wish to do so, you can even attempt it without the Beetalion but that is near impossible (hence the name).
  • Although the levels (represented by books) themselves are probably the focus point of the game, I really enjoyed how fun and interactive the overworld is. Besides expanding the world and searching for levels, there are many secret areas, hidden treasures, and side-quests to keep you busy. What I enjoyed the most was figuring how to manipulate the overworld in a way that will affect levels. Basically every level has two forms: original and alternative. The original level is usually immediately available for play, whereas the alternative form of the level requires that you influence it from the overworld first. Flooding or freezing the level, for example, will unlock the alternative level which, in turn, results in a level that is flooded or frozen when you play it. Very cleverly designed!
  • In addition to the previous point, levels are also very diverse. At no point did I find that the game was getting repetitive. Each level has a clear theme and the developers weren’t afraid to experiment with different play styles: chase sequences, auto scrollers, swimming levels, precision platforming, etc, to keep things exciting. Admittedly, I didn’t love every level but I enjoyed most of them and do not recall feeling bored.
  • Tonics, collectible and unlockable features, allow the players to modify the game, both in appearance and difficulty. These tonics are purely optional and have no effect in the overworld but can be equipped at the beginning of levels to influence gameplay. Their effects range from purely cosmetic (i.e. giant head) to in-level difficulty management (i.e. more checkpoints). The only drawback or advantage of using these is the quill (currency) multiplier they provide. Tonics that make the levels harder usually increase the quill multiplier (i.e. + 0.5x) whereas tonics that make levels easier do the opposite (i.e. -0.2x). So every player is in full control of managing the perks and drawbacks of using these.

Neutral:
  • This is just a matter of personal taste but I found many of the voices incredibly annoying. The characters in this game have their own voices but talk in gibberish, which I usually don’t mind, like in Hollow Knight, but for some reason it really bothered me here. Yooka’s (chameleon) voice was the greatest offender in my book; I hate that he has to grunt every time he jumps.
  • It is somewhat unclear who the target audience for this game is. Based on the humor, themes and artstyle I initially thought this game was intended for younger audiences but based on the difficulty this might not be the case. Most of the platforming is fairly straightforward but there are some strange difficulty spikes here and there (without the influence of tonics) that feel out of place. It seems as though the developers were aware of these difficult segments since you are presented with the option to skip these after numerous failures. This feels like lazy design to me. I believe the difficulty should be designed in such a way that the target audience does not require a free pass to get through it.

Negative:
  • I have to admit that the damage system was quite frustrating. Essentially Yooka-Laylee can take up to 2 consecutive hits. The first hit will cause Laylee (bat) to detach and fly around frantically (similar to baby-Mario in Yoshi’s Island). If you don’t catch him in time, he will fly off permanently until you find a bell to resummon him. My problem is with Laylee’s random flying pattern. More often than not I died trying to retrieve him since it seemed like he was trying to escape me. While it is not a bad game mechanic per se, I definitely wouldn’t call it fun.
  • It is a shame that there is no progression in terms of movement and character ability. For a game that is 14+ hours long I would have hoped for more unlockable movement options, such as double jump, wall jump, and glide, but I guess this would not fit with the game’s main feature: the possibility of attempting the final level at any time. Regardless, I would have liked to see more development in this area.
  • Similarly, there was no story progression either. Everything is laid out within the first 20 minutes of gameplay and then off you go: save the bees and defeat Capital B. You meet new NPCs along the way but are irrelevant to the main story and mostly act as comic relief. It is a shame that the developers didn’t tie in more of the main story with the adventure.
  • There are a handful of segments that feel unfair or poorly designed. I died multiple times due to wonky enemy hitboxes, weirdly spaced jumps, and unfair enemy placement (especially in autoscroll segments). What irks me the most, however, is the bad camera. Many blind jumps could have easily been avoided if a feature to move the camera slightly up, down, left and right was included. This feature is commonly found in modern 2D platformers so it is severely disappointing that it was left out in this game.
  • You have to watch the same ~20 second cutscene every time you save a bee. A skip feature would have been really appreciated here.

🏅Verdict:
★★★✬☆ Mostly great
Despite the lack of innovation in the 2D movement department, the creative design choices featured in Yooka-Laylee and the Impossible Lair makes for a joyful 2D and 3D platforming experience. Generally speaking, the game is not mind blowing but the production quality is consistently high: levels are diverse, the overworld is super interactive, and the tonics provide great modifiers. I only wish that I could say that this game is suitable for everyone but unfortunately that is not true - there are some unusual difficulty spikes that will likely frustrate many. Thankfully the in-game features, such as tonics and skippable segments, should provide some relief (if you choose to use them). Otherwise it might be handy to have an “older brother” around to help you.

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Posted 24 November, 2020. Last edited 18 January, 2023.
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13.6 hrs on record
The Messenger is fun as a retro (both 8- 16-bit) 2D platformer but fails miserably as a metroidvania. The first half of the game, which is linear for the most part, is absolutely brilliant, whereas the second part, where you are forced to backtrack continuously, felt like a chore. It honestly seems as if the two halves of the game were designed by different people.
Thankfully, the ever-entertaining shopkeeper and great free DLC makes up for the miserable experience that is the second half of the game.

Played with PlayStation 4 controller

✔️Positive:
  • What makes the first half so good? Glad you asked:
    1. The progression of the first half feels great. The platforming is centered around the Cloudstep mechanic, where your jump resets if you hit something with your katana. As you get more familiar with the Cloudstep and acquire other abilities on the way, the game follows with increased difficulty. With some practice, the movement becomes second nature and extremely satisfying to execute. Level design and pace are also spot on.
    2. The shopkeeper is the highlight of the game. The shopkeeper essentially guides you on your journey, provides you with additional upgrades, and is just an excellent conversationalist. Sometimes quirky, sometimes motivational, the witty dialogue and stories really impressed me. Every visit to the shop felt like a mini-holiday from the game and was rarely unsatisfying. Perhaps it is just my impression but it felt like the developer really poured himself into creating the shopkeeper. *Don’t touch the cabinet!*
    3. Bosses who end up being entertaining NPCs. Although I appreciate the well balanced difficulty of the boss fights, what I really enjoyed were their personalities. Often the boss fights took place due to misunderstandings and the bosses are just nice dudes, so you end up with plenty of memorable encounters and inside jokes. Ogre brothers, you rock!
  • Sabotage (developers) released an excellent free DLC: Picnic Panic, that follows the tone of the first half of the game by providing more humorous encounters, entertaining dialogue, and most importantly, difficulty. Where the second half of the game lacks in difficulty (both for platforming and boss fights), the DLC more than provides. If it weren’t for this DLC, I likely would not have recommended this game.
  • DO THE THING

Neutral:
  • This is probably just a matter of taste but I was not a big fan of the soundtrack. I found the music either annoying or forgettable.

Negative:
  • The second part of the game, however, extends the game by another ~6 hours but feels rushed, poorly thought out, and quite frankly, boring:
    1. Now armed with the ability to warp, you are expected to backtrack to every map to search for hidden collectables and follow vague prophecies. The pace of the game suddenly slows down to a crawl. At this point you have already obtained all the abilities, which means that you have to walk through early-game levels in an end-game state. There is no real sense of difficulty or challenge, just a series of fetch quests.What’s worse is that the warps are few and often very inconveniently located, making the boring task of backtracking even longer. I contemplated stopping many times.
    2. Little to no dialogue with the shopkeeper. Given how much I enjoyed these interactions, not having any dialogue felt like a punch to the liver.
    3. Difficulty plateaued after the first half. None of the new areas or bosses really put you to the test, despite being the end-game. The fabled Demon King, for example, was a disappointing mess that could be killed by abusing invincibility frames. It’s only a shame that you have to play through this to get to the good DLC.
    4. The ending felt rushed and left me dissatisfied. After the chore of collecting all music notes, you are suddenly bombarded with backstory information that is completely irrelevant to the rest of the game, followed by yet another mediocre boss.

🏅Verdict:
★★★☆☆ Half great, half terrible
The Messenger had the makings of a great modern retro-feel platformer: tight controls, spot on humor, and the magnificent shopkeeper. Unfortunately, the disappointingly tedious second half drained most of my enthusiasm for the game. Without the DLC, which focuses on all the things that make The Messenger great, the game would have been a lost cause. The only real downside is that you need to finish the game in order to start the DLC. In the end, I chose to recommend this game because the enjoyable moments are more memorable than the disappointing ones. Buy at your own discretion.

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Posted 30 October, 2020. Last edited 18 January, 2023.
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