Search for new games to share.
Syntax for writing comments.
Frequently asked questions.
Community rules and guidelines.
Its mostly a rant thread but ill start:
I recently started playing SAO:Fatal bullet. As expected, the gameplay is really nice and smooth, story in the beginning took a while to do but the gameplay is fun regardless. Then comes the first main quest, the boss is marked as level 11 and normally in any rpg game one would over level to make any fight easier which is exactly what i did(took around 20 minute to level from 1 to 16 and picking up useful guns early game).
What kinda makes it frustrating is that the first boss is not meant to be taken down with the Afasys(your partner) but along with the overpowered SAO universe characters. As a duo i only managed to take down 1/3 of his health as there are no healing sources(Yet if any) other than own team mates which is Afasys atm. Not exactly sure if its a feature thou i avoided using any other characters in the 4 team party soo i don't get power leveled by them potentially ruining the gameplay experience(at level 1 the weakest shown character is atleast level 18-20). Normally in rpg games if you do not use a character in a party their levels will stay the same which you can later just power level to use later. What i noticed is that Fatal bullet makes it soo any and all characters in your 'Friend list' also level up based on your level, by the time i got to level 16 everyone elses levels got over 28 to maximum of 33 which is double my level(their equipment is also adjusted to match their level).
Regardless, better equipment don't show up in store UNLESS you finish the main quests. And again, the first boss is meant to be tackled as a party(they literally make it a rant in the story about how every single character wants to party with the Protagonist as a hint). Soo i did exactly that, i brought LV23 Kureha(the main characters childhood friend) and LV28 Sinon along with Afasys which matches my level and the fight became from interesting to a boss unable to do anything due to being overwhelmed to the point non of the party members even got hit. Mind you this is while picking the lowest level + an average to match. Sinon single handedly takes down half his health on a single hit and im just sitting here dumb funded about how this is a "Feature" and it really puts off having team mates other than Afasys and Kureha if they are going to be that absurd.
Soo steamgifts users, Share some of your stories too.
Whitelist requirement: Level 4 and above, Decent ratio of sent/received(Purged my whitelist recently as i got back into steam gifts, planning to do whitelist/invite only giveaways soon)
Comment has been collapsed.
I will move this thread to Whitelist Recruitment, so it's better visible.
I dislike when only way game "progress" is by changing enemy color + multiply their health by 10. I really wanted to like FF XIII, but last boss was so uninteresting bullet sponge I gave up after 37h in-game.
Thank you, i was thinking of bumping it but this works too c:
Woah, I had the exact opposite feeling towards FF XIII - the last boss was a fast, frantic, exciting fight that was over in less than 5 minutes.
Now FF XII, that last boss was a tedious and boring 30 minutes - which was a repeating cycle of 4:30 just watching my characters auto-attack and 30 seconds frantically healing everyone as suddenly everyone was near dead for some inexplicable reason.
I had to have wrong skill set or smth. Bc I was trying to beat it few times, each attempt taking 15 - 25min of repeating the same actions over and over again. If I was not focusing on healing myself - I was dying in one boss attack. So for me last boss was like your last boss in FF XII :P
I've been beating earlier enemies with 1mln HP in 1-2min. And then 5 min later there is bullet sponge boss with "only" 3,5mln HP, that takes forever and I'm always dying when boss still has 1/4 of health. Nah.
Weird. I honestly don't remember what I did, I think I just went aggressive - tank / buff / debuff, then tank / dps / dps, and tank / dps / healing or tank / healing / healing after taking damage. I'd run that cycle - buff/debuff then DPS, and heal as needed. It was a fast, frantic, and exciting fight - and I was surprised that it was under 5 minutes because it felt a lot longer due to how tense and exciting it was constantly switching paradigms - I think my palms were sweaty.
I beat the boss on my first try too, and I didn't grind or anything prior so I don't know what I could have been doing different from you. I wore offensive gear, did offensive things, and generally tried to just kill as fast as possible.
I never really liked tanks in this game, so I was playing mostly without them. I know I was using the girl with staff sometimes, but never the dude. I don't even know if I upgraded tank tree much.
Oh, my mistake, I didn't mean to say tank, I just forgot what the roles were called. I think this is what I ran:
Buff/Debuff: Commando / Synergist / Saboteur
DPS: Commando / Ravager / Ravager
Light healing: Commando / Ravager / Medic
Heavy healing: Commando / Medic / Medic
Emergency healing: Sentinel / Medic / Medic
Full tank: Sentinel / Sentinel / Sentinel
I would start with the Synergist / Saboteur combo then switch to DPS, switching to light healing as needed or back to buff/debuff as they fell off. I'd try to stick to those three combinations - buff/debuff, DPS, and light healing. I'd swap to heavy healing or emergency healing as needed, and to full tank for devastating boss special abilities. I tried to always keep a Commando on the field to keep the chain gauge from decreasing, and to stay in the DPS role as much as possible to build up the chain gauge and stagger the enemy.
My team was Lightning, Vanille, and Fang.
I played as Lighting, healing guy and black guy with birb I think. Tried to use Fang and the other tank-guy, but it did not work for me as well.
Pathfinder Kingmaker - most things about this game I love like most RPGs.
BUT kingdom management for me is boring and at times my hero sits for a few months on his throne ordering his teammates to go fix some problems or take some opportunities and to level up some of them in their job as advisors. And the most funny thing is I can order someone to fix a problem but still have him in my team and be on the opposite side of the map but he still somehow managed to fix the problem that I send him to fix many many km away.
It is funny that after you finish the main quest in each act and see all the locations that you can you still have many many months of time but nowhere to go before the new chapter starts so my hero instead of doing what he loves - adventuring - he is siting on a throne telling people what to do and then picking some advisor to spend 14 days with him and level him up and game skips 14 days and he does it again - tell people what to do and level up another advisor. So far he did spend 6 months doing this and I have 2 months time left before next chapter starts...
Also the thing that these problems and opportunities give your kingdom more stats than any buildings you can build does not help as it looks like building is pointless most of the time.
Yeah, Kingdom management had some problems but you can mod most of them away :) If you gave up part way through playing due to annoyance with this game mechanic, it's worth installing some mods and giving it another go. I initially played it when it was still a buggy mess and still really enjoyed it (though I did have to pause around chapter 5 for them to fix a couple bugs that made the game literally unplayable haha).
The new Pathfinder game (the one in alpha) looks like they are replacing the kingdom management stuff with an army management style fighting (sort of like combat in the old Heroes of Might and Magic games). Should be interesting to see how that turns out.
I didn't give up. I'm still playing it and want to 100% it but I did a few restarts before I managed to find what type of hero I want to play the 1st time and made up my mind about other times.
I prefer to play and review games without mods so I will have to suffer through that kingdom management now on easy setting but in future on hard for some achievements for finishing the game on highest difficulty :P
Ah, that's fair. Although I assume that means you never play a Bethesda game ;-D Impossible to get those to run without mods lol. And yeah, the Pathfinder character creation had so much to pick from. I spent forever deciding too =)
I'd like to 100% Pathfinder but, like I said, I initially played when it was still a buggy mess and it removed even some of the achievements that I had earned (most notably, I remember getting that 100 random encounters achievement and then losing it a couple week later). Got to work up the motivation to re-earn those achievements as well as the ones I didn't ever get.
Muramasa Rebirth is my best example of good games with bad execution.
The gameplay is fluid, the graphics and music are fantastic and the enemies are very creative to say the least. I had high expectations for the game.
But the issue starts when you notice the game is a grind galore so that you can get all endings, and most endings don't make sense at all
Another example I have is River City Girls, which felt highly enjoyable, as it's the most fast-paced beat 'em up I've ever seem (and I love fast paced combats). Also has good graphics, an OST I found decent and has a good bit of exploration. But the story, both endings specifically, felt like the devs grew a really bad sense of humor by the end of the development or they simply didn't know how to end the game. Due to that, I almost can't recommend the game to my friends that ask for suggestions.
Grinding is only fun when the game gives you quests/objectives to do while grinding. Several jrpg games nowdays have an obligatory grinding session before the final boss as they apparently one shot the entire team with a mediocre skill
Is that really a tendency in JRPGs? If so, ouch
Oh, Muramasa Rebirth is a remaster from a Wii game, iirc, so not so recent.
And, now that I think of it, even though I didn't play many recent JRPGs, two of the few that I did play from beginning to end, Mary Skelter 2 and the Mary Skelter Nightmares remaster (both from 2019), had final bosses that, despite being manageable, would still hit like a truck. So maybe I already saw a bit of this tendency.
Mass Effect 2 - I love that you get to go around helping / recruiting / collecting team members, I really dislike how ME2 completely inverts the game universe of ME1 without any lead-up or plausible cause (SPOILER: the most terrible nemesis of ME1 suddenly gets labeled a "good guy", etc.), and your character gets railroaded into "Renegade" choices (i.e. you get 2 choices to pick from and both of them are Renegade choices - however, they label the "nicer-sounding" one as the Paragon choice while in reality playing out that interaction in a hyper-Renegade way compared to the option that's actually labeled 'Renegade'). I'm just really disappointed with how ME2 turned out, compared to the first game.
For me the worst thing was ammo in guns. In ME1 you had integrated cooling system so you had to never worry about ammo.
ME2 looks like they wanted guns to be worse than they were in ME1 and it makes no sense that they ditched what was working great in place of using ammo clips that they gave different name just to not call them ammo clips.
I did read somewhere that the lead writer who made the ME1 universe left ME2 at about the same time the higher-ups wanted him to do a skin-deep re-label of his leading villain organization into a "good" organization.
Agreed. I enjoyed the game a lot, but I thought it was a step down in lore and writing compared to the first one. Yeah guns, action, etc and also the spoiler you mentioned was shocking to me having spent the last game fighting these guys only to have them funding everything all of a sudden. ME2 just didn't have as many big reveals leading to a finale as ME1. I really liked learning about what was happening and piecing things together, while ME2 was more colouring in, and racing to a finale aboard a Death Star with Boss Fight(tm). No complaints about the actual suicide mission, though, and the characters are great but they were in service of a story less epic and deep than the first. ME3 kind of doubled down on the "prep for finale" plot too.
The only thing I was surprised about for ME1 was near the end when everything is in full swing and you have a choice to save the council ship or not. I didn't save them and got labelled a renegade and I was surprised. It wasn't any sort of revenge on my part, I just thought knowing what we know about the enemy, and we have one shot to stop everything, saving a random ship instead of pushing the attack was not a wise call.
The stupid part with the council is that it does not matter if you save them or not. If you save them they won't trust you in ME2 and won't believe in Reapers and if you don't they die and new council also don't trust you and don't believe in Reapers.
Yeah, the only difference it makes is whether the council ship is part of the "last battle" cutscene in ME3. It was really disappointing.
C'mon! It's better to have weapons that need you to look around for ammo clips, as you can just clip it in and continue to fight! Not like those pesky guns with cool down!
At the training mission of ME2 I was like "why the hell they forgot how good weapon with cool down system works??"
They did restore one or two guns with cool down mechanic in ME3, but only bc of the outcry of fans. Still in multiplayer it's listed as ultrarare, so it required a lot of grind to obtain.
Yeah. It felt like whole galaxy forgot how to make good guns. And well the things you picked up were not called ammo clips but they were the cooling part that you throw out every time you reload a gun as it overheats.
So instead of using a great weapon and fire it and wait a few seconds for it to cool down you now just throw out the cooling mechanism like it is a one time use and look for a new one but still your HUD treat that cooling mechanism as ammo clips in any other games.
Weapons in ME1 and armors felt more unique and you could test them and pick what you wanted the most and numbers in weapons and armors did matter while in ME2 weapons feel the same and I really didn't feel the difference when I was using some weapon of one category vs some other weapon from that same category. And getting rid of armors for your team in place for some upgrades that I don't even think matters was stupid.
I think ME1 was more of an RPG and that is why I liked it more and I still remember the ending and the feelings it gave me for the first time when I saw the tears building in eyes of my teammates. I don't even remember ME2 ending and I remember ME3 ending only because it was pick one of 3 colors.
Well, i just look at my old games and it is definitely The Flame in the Flood (it was free on HB)
The game has AWESOME soundtrack, gorgeous graphic style and actually fun gameplay. Problem is, it is way too much luck based for a survival game, and bit too repetitive.
Repetitive is self-explanatory, but let me tell you what do i mean with luck based. When you play a game, it is common sense to receive good rewards from hard place, right? But in this game it wasn't. You can find very good things from a very safe place, or just opposite. Pure luck. It may sound ok at first, but after a while there was no reason to risk yourself which makes the game even more repetitive.
I managed to finish the game and actually enjoyed as well (mostly thanks to the soundtrack) but i am not a survival fan (actually opposite). For those who expect survival, this game is probably disappointing.
I'd go with Dishonored : Death of The Outsider - the game had a great premise and potential, but the way they butchered the characters and the story (this is purely subjective of course) - I loved D1 and enjoyed D2, but D:DOTO was just not there for me - and I tried.
Honestly, story was never the strong point of the Dishonored series, (with the exception of D1 DLC), the narrative plays very little part in the games, it's basically just there to provide the main motivation for the characters. Thankfully the gameplay doesn't really need the story, it's simply so good. I liked all these games, but most of their stories and characters are very one dimensional.
Gameplay is the strong point, I agree. But for those of us that enjoy a coherent plot as well - DOTO was just not there. Not saying D1/2 were groundbreaking in that manner (they weren't), but the story was well paced and competent to say the least.
I don't remember D2 having a more complex plot than "kill the women who took my throne", but yeah, DotO was probably even worse, since the main motivation made zero sense. I still don't understand why we were supposed to kill the Outsider.
Yeah, D2 story was less interesting to me than D1, but it was still interesting to go through, and there were some fantastic levels related to the story. The motivations in DOTO are dubious to say the least, I understand they wanted to expand on the Outsider as a character, but that was not the way to go - Daud was also underused.
ooooh, ill rant
Loved the game, it plays like X-Com with 80' cold war setting
turn based tactics, stealth is optional because spy stuff. and a base to build the team and raise states
but the base part has this "INTEL" part to unlock stuff or progress the game. and its just you looking at documents and connecting keywords between them.
AND WHAT A WASTE, not much of a story there (some). repeated documents with redacted text or pointless images to waste your time in.
or you can have an agent do it and just sit and wait, while he could be training or on a mission.
also time progress in the game cant be faster so you really just wait and stare at the screen sometimes
still a good game, but this time wasted between missions really is a drag.
Lakeview Cabin Collection
Everything about this game I love. The pixel art, the atmosphere, the controls are great, the nostalgia throwback to old 80s horror movies. But the gameplay is too cryptic and chaotic. Like a puzzle game without clear instructions.
Your story kinda sounds like my experience with Final Fantasy VIII. Had played FFVII, and enjoyed it, but this was years after it had released, once it had finally come to PC. Outside of that, I hadn't really played any JRPGs, and was fresh off of hours and hours in Morrowind.
I kept expecting the fights at the start to get easier, where I'd easily overwhelm the opponents, like in most western RPGs where you quickly outlevel the early enemies, but in FF8 they level along with you, so it's always about the same difficulty. As a result, I definitely played the game "wrong", staying in the first school area for way way way too long, repeatedly going up against the same monsters. Most people I've talked to, even ardent Final Fantasy fans, don't know that the game timer changes color once it hits a certain limit. ...And that it changes color again when you hit that limit a second time. And another color after that...
It was a strange method of "game balance" that I'm still not a fan of. Otherwise though, FF8 was neat, but nowhere near as good as VII.
Also Jagged Alliance 2.
Love the game. Possibly the best turn-based strategy game I've ever played. Very open in what you can do, and how you interact with the world and characters.
But your first run is a waste. You will not anticipate all the little details of micro management (or is it macro management in this case?) that you need to do to avoid being overrun by the enemy forces. You need to capture mines, you need to recruit and allocate militias, you need to capture territory, you need to get better armor, you need to take out patrols, you need to get a vehicle, you need to recruit and manage multiple groups of your own mercenaries and level up their skills through training, and you need to do this all on a shoestring budget, and you need to do it all quickly, and -- in order to not lose the confidence of the local population -- you need to do it all well.
But at the start of the game, the only thing that feels actually important is taking your small band of mercs, and going sector by sector complacently killing the enemies, talking to some local rebels and maybe a drunk priest, and taking out anti-air missile installations. So if that's all you do, it's great fun, and then you die.
That said, the failing is probably a part of the game's charm. It gives you more freedom to experiment with different strategies and different mercs, and to explore different areas of the world, finding new treasures and bits of story. The game just doesn't give you a good heads-up at the beginning that all the time you're investing in your first character is likely going to be wasted.
P.S. Not looking to be whitelisted -- just read most of the topic title, and then your post, and wanted to share. :)
That sounds really weird and similar to the fatal bullet experience i had.
The difference would be that instead of enemy bosses, my allies are the ones leveling up the more i grind which makes the grinding process useless. I played few hours more after writing the initial post and my allies kept leveling up at the same rate i leveled up(the way stats are made is that every 10 levels you get more points to invest in stats, the strength gap increases the more i play and never gets smaller despite equipment)
Like by the time i reached the 3rd map initial unlock i was already good enough to wipeout the map bosses(different from dungeons bosses for main quests) before even unlocking their hunt quest. Mind you im below level 30 and said bosses are over level 50 but the game system literally makes my party members near immortal if their AI doesn't get stuck doing stupid stuff.
Can't be arsed to google it but i get the feeling that when im eligible to do online quests(minimum is level 150 i believe) they would still be doing the same power leveling + immortality as long as i use a full party.
I did findout that there is a 'recovery' method for myself if i decided to remove team mates or decided to heal myself but the recovery amount is too low for it to even be worth using(cooldown is also 75 second + its heal over time not instant)
I wasn't sure what you meant at first, but I think I have an idea.
Bloodstained: Ritual of the Night
The game begins great - a spiritual successor to Castlevania: Symphone of the Night, it wears its inspiration proudly on its sleeve. For the first half the game I had a blast navigating the castle, mostly breezing through the normal enemies, and getting held up by the challenging bosses that required several tries to beat (so many tries for the bloody boss, so many tries...).
Then, about half way through, the normal enemies jump in difficulty, and continue jumping in difficulty with each new section. By the time I got to the underground vocano, I was getting destroyed by the normal enemies. But on the flip side, the bosses became much easier, and I was able to beat each new boss on the first or second attempt.
Seeing as I was getting destroyed by regular enemies, I felt the need to improve my stats and equipment - which meant farming enemies for 4% drop rates to make recipes and upgrade shards. The game went from being delightful as I was exploring the castle, to a tedious grind as I was spending most of my time farming enemies for drops and running back and forth between NPC vendors trying to get all the ingredients together to make recipes to boost my stats so that I could get back to the fun part of exploring the castle.
It felt like every addition to Bloodstained over what was in Castlevania SotN - the crafting system, the NPC village, the dual upgrade paths for shards, the 3D rotating tower - just diminished the experience rather than improved it. I feel that the game would have been better had all those been removed and the game was balanced around not increasing your stats through crafting.
I remember the transition you write about. I was good enough to kill all enemies in 2 - 3 hits, and then I go down to the place you left in the spoiler - and I'm getting OHK by everything.
In the end I did not beat the game, as I could not force myself to repeat last boss anymore. And my XboX subscription run out. Maybe for the better. I watched last scene on yt. Thought of grinding even more for cooking ingredients and to upgrade shards was more than unappealing.
Yeah, exactly, suddenly I go down there and everything is killing me. And there are very few places down there to replenish magic, so you can't use magic to get past them.
And grinding for ingredients and shard upgrades is just the worst! The game was great fun for the first half, and then became a real drag.
Oh, just through of another example:
Final Fantasy VII
Despite all claims to the contrary, FF VII is a very linear game - to move the plot along you have to repeatedly go from point A to point B. I don't have any problem with that - I like linear games. I do have a problem with linear games that are vague about where you're supposed to go to advance the game and make advancing the game difficult.
At some point in FF VII I was told I had to go somewhere. I tried to find the place I was supposed to go, and I couldn't. I looked up where the place was on the map online, but the map is awful and navigating the overworld is a huge pain, and I still couldn't figure out how to get to where I needed to go to advance the game. I saw the spot on the map when I pulled up the full map, but I couldn't for the life of me figure out how to get to that particular glowing dot. I spent hours trying to get to the place before finally giving up and putting the game down. I never did find how to get to that place, never did beat the game.
I was loving FF VII, up until the linear game that was trying to pretend it wasn't linear made it impossible for me to go from point A to B, such that I had no way of continuing the game and was left caught in an endless loop of trying to figure out how to get to B.
Should be a nice spin-off, but rely too much on multiplayers
Override Mech City Brawl for me. I love the concept - a giant mecha fighting game - and it actually IS a lot if fun once you get used to the controls. My problem with it is there is basically nothing to do in it. The single player campaign was a blast - smash kaiju in your giant mecha! - but it was so laughably short that right as I was starting to get a feel for the game, it was over (seriously, the whole thing takes about 90 minutes complete). You can get some slightly different dialog if you replay it with a different character, but nothing changes story- or gameplay-wise. So they give a bazillion different robots to pick from, with no reason to play as them. No other solo modes. Nothing. Just multiplayer, which is dead.
It's obvious that the devs decided to chase the whole mp arena fighter e-sports bandwagon by dumping in a bunch of unlockable skins and paid DLC characters, rather than build out the solo game. Such a wasted opportunity. If they had put more effort into putting some actual substance in the game, this could have become one of my all-time favorites. Instead, Override will forever just feel like an early demo for an awesome game that never got released. There is a sequel on the way that promises a "robust career mode", so maybe there is hope?
For me, it's Cargo! The Quest for Gravity.
A little summary on what it's about:
You're an engineer that crashes into an island and you have to stop these robot tiki masks (who consider themselves gods) because they removed gravity causing everybody to die and also shot up all the buildings and landmarks from all over the world straight into the atmosphere. Your job as the main protagonist is to restore the world to its former glory with all it's buildings/landmarks (you can pull them from the atmosphere) and gravity. But how? Surely it costs a lot to save the world?
Yes, in fact the in-game currency is called FUN (even in the game it's all caps) and you get it by abusing the Buddies. The Buddies are these weirdos that frolic around waiting to be abused either by getting kicked around or getting strapped to a speeding vehicle while they produce FUN. When they get too excited they explode into colorful fireworks obviously. But what happens when you run out of Buddies to abuse? Well, that's easy - just throw some debris into the magical whirlpool and shortly after, a Buddy shoots out from a volcano in the distance and you can abuse them more to get more FUN to build more vehicles and save the world.
As much as I love weird games, this game was really confusing most of the time.
There are little to no instructions shown and the ones that are shown almost always add another layer of confusion because they're vague sometimes. Sometimes there's a little arrow pointing to where you have to go but it's just really wonky and leads to getting lost more often than not.
Building vehicles is really stressful because if you build from scratch, it won't work most of the time (unless you use a walkthrough or guide) because the physics is really wonky too. If you build from the blueprints you can pick up around the map, the vehicles aren't really optimized resulting in a slow or hard-to-control vehicle and the ones that are optimized, you have to meticulously search for while traveling in a big map with your slow, hard-to-control vehicle.
Finding new ways to get as much FUN from the Buddies as possible, exploring the big map on land, underwater, in the air, saving the Buddies from the various environmental hazard so that you can then use them to get more FUN, creating a tornado using a helicopter and all the other things you can do in this game are all really entertaining overall.
I just wish it was less vague in terms of stating what to do every step of the way, not just sometimes, and that building vehicles was more exciting instead of frustrating.
A lot of the frustrations I experience in games are either achievement related or bug related, neither of which is really what I think you mean. However, I did recently play a game which I think qualifies as poorly handled execution although the game itself was just decent: Res Evil Revelations.
Like a lot of games, RE: Rev breaks up the game with periodic boss fights. When I reached the first boss fight, having already collected all the optional weaponry available at that point, I was expecting a tough fight but wow it was just completely brutal. The boss himself had an instant kill attack, and you have to fend off waves of smaller (but still tough) enemies at the same time with pretty limited ammo. After dying and reloading several times, I eventually triumphed and moved on with the game.
Normally, I could appreciate winning a difficult fight after improving my gameplay and learning from my failures. Except that was the absolute hardest moment in the game. By a lot. Everything after that point--including the next 4 boss fights-- were all pretty simple. Never died again during the whole game or even came close to it. During the -- I think 3rd?-- boss fight, it was so simple that even though I entered the fight with one of my guns completely out of ammo and the other two quite low on ammo, I still beat him in approximately 30 seconds. The lopsided difficulty just spoiled the game a little; I still had fun, but never got another rush of achievement of a battle hard won.
The game has everything to be an amazing party game or just a great pvp funny game in general, but it still fails at that. Gameplay sometimes feels a little too unresponsive and there are some game breaking bugs that have been around for quite a while that don't get fixed (even after being acknowledged). Apart from that, online multiplayer feels wonky and weird af. I still love playing it with my couch-party games group tho.
It has good gunplay, good driving segments and good mini-games, but it has a threadbare plot even among games made by Id, and the game never feels greater than the sum of its parts.
I think I could say that about any digital board game made by Asmodee Digital. Occasionally, I play Carcassonne - it's a good game but it could be so much better if it had more polish.
Donkey Kong 64 is infamous for how it made you backtrack so much because each character could only pick up items of one color each. That meant you have to return to the same spot several times with different characters just to get all the items that are sitting there all the time. In every level. For the entire game.
The thing is, other than that it still largely has the charm and quality of an N64 era Rare game. It's just a shame and frustrating that they buried it under a dumb design decision that affects how fun it is unless you don't mind backtracking just for the sake of backtracking.
Don't shoot but I love the Mass Effect series and that includes Mass Effect: Andromeda. It's actually a pretty great game with an intersting plot and world. I like the open world genre and story rich games so this hit right up my alley. However...the execution was notoriously poor... With the glitches, game breaking errors, and black screens the execution of such a cool concept and series could not have been worse (not even if they tried, that dumpster fire had it all). Now that it's patched up nicely, I can play it fairly well and I like it, but the launch still leaves a bad taste in my mouth. On the brightside, the memes are great.