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  1. Sam Barlow's games are all kind of detectivey. Paradise Killer is great. Strange Horticulture is a good sort-of-detective game.
  2. The beginning is actually quite breezy compared to the rest of it. But yeah, the script becomes interminable later on.
  3. Ghostwire Tokyo I was enjoying it for the first few hours. It's an intriguing scenario and a great setting to poke around in. The combat is decent too. But other than that, there's not much to do except a lot of open-world busywork. The combat doesn't evolve, and missions send you criss-crossing over the same areas with little of consequence occurring along the way. It's boring, basically.
  4. I was hoping this would be shit but good, but the combat trailer doesn't make it look much fun. It gives me the impression it'll be slow and erratic to control, with no real flow. Edit: On a second viewing, it looks fucking awful. Hard to believe those are the bits they actually chose to show in a trailer.
  5. I assumed it was a Switch exclusive again, so that's a nice surprise. I was going to play it anyway, but may change platform now. I didn't finish the first one, but I was enjoying it as far as I got. The art style is really something.
  6. That's the way. There is no perfect completion, and it would detract from the story if there was.
  7. There's a difference between making things more difficult and more interesting.
  8. I tried to anticipate this by using qualifying terms like 'for the most part' and 'for the majority'. I don't doubt that it becomes important in endgame challenges or higher level play. But you can still pretty much ignore most of it on standard difficulty, which is far from ideal.
  9. With the skill tree, I unlocked something when it was first introduced, then pretty much forgot it existed for the next eight hours or so. By the time I remembered, I had enough points to unlock everything that my axe/bow levels allowed. I don't think that's a good thing. A skill tree should have exciting stuff in it that you look forward to unlocking. Ideally, it should involve choices that push the character towards potentially different styles of play, rather than just a mass of stuff to bulk out a move set. Really, the whole upgrade system (skills and weapons/armour) for the most part seems to exist purely to incentivise exploration. It's there mostly just because something needs to be there so you get a sense of achievement for looking around. For the great majority of the game, it's not intrinsic to the experience of combat and navigation.
  10. Good timing for the thread - I've been playing it this week and just finished it. Honestly, one reason I didn't get it before is that it looked offputtingly ugly, but once I started playing I grew to quite like the art style. Anyway, I enjoyed it. It's nice having these entire cases contained in just a few screens so it never feels overwhelming even when there are loads of clues to collect and connect. The solution screen format is very well done too on the whole, although there were definitely times it nudged me towards an answer that I wasn't going to get from the scene itself. I wouldn't say it had the brilliance of Obra Dinn, but it's neat and clever and fun. Well worth it if you're into investigation games.
  11. A big part of it is about technology and how it can both have an alienating and socialising effect on us. The sci-fi elements are central to that. It's also a heavily personal story inspired by life in the area itself along with extensive research into its history and geography.
  12. Yeah, very sad. I did my first review for WF (thanks, Ian) and contributed to most of the issues, and it was a great means of covering some indie games in particular. Hopefully it can transform into something good.
  13. After listing all these games I wanted to get through, I went and bought The Case of the Golden Idol and Strange Horticulture instead. I've started Golden Idol and would definitely recommend it to anyone who enjoys detective games, especially Obra Dinn. It's not actually text-heavy at all, but a series of frozen crime scenes (hence the comparisons to Obra Dinn) that you click around looking for clues. Very easy to get into.
  14. 20 minutes on a game of that sort is obviously nowhere near enough to form an impression for a professional review. What can you offer a reader based on 20 minutes play? You don't necessarily have to see the credits, but you have to play enough to understand how the game develops as it progresses. There is a danger with the biggest releases in particular that they get grabbed for review by the big franchise/genre fans. And it's difficult because those people may also have the greatest expertise on the subject, and be in the best position to consider a new game in light of what's come previously. But I think we're fortunate these days in that there's often a good range of reviews available online for any given game, and a number of reviewers (although still a minority) who do a good job of balancing their enthusiasm with a critical eye.
  15. @Benny Maybe stick the deadline in the thread title, to make sure no one misses it?
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