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  1. I think P.A.M.E.L.A. is a really great game, despite being objectivly bad.
  2. I played Just Cause 3 for about two hours now and think I've seen everything ther is to see. This game feels like you start with cheatcodes on. Very boring.
  3. I just found it on myabandonware, too: https://www.myabandonware.com/game/biosys-f2f
  4. I really loved this game when it came out. It's dumb and the graphics weren't good back in the day either. But the splatter effects, the gun choices and the action in general were really satisfying.
  5. Archangel... I still have the box right here. I thought it was absolutely silly as a kid and stopped playing at the part in Berlin. At that point you get guns and the gunplay is horrible. You can't hit enemies that are too close, because the bullets appear behind them then. Other than that I only remeber that it was a very tedious but not very difficult game with horrible voiceacting and a bland story. Arx Fatalis is on GOG too and runs fine. It's a decent game with some flaws. The magic system is a bit of a pain as it only works when you are very accurate with drawing the runes. It's also very linear, but it doesn't tell you that! You are absolutely able to do quests in the wrong order and end up at a dead end after multiple hours of playing. This doesn't mean you have to restart the game, though - but you may be forced to walk all the way back almost to the start and later back again.
  6. I completed it. I tried to get everything out of it because I just refused to believe there was nothing behind it at all. I felt a bit cheated. They give you half a novel of backstory to read before playing and then you don't even get a decent ending - no matter which ending you choose. As for exploration: Maybe if the map would have been a quater of the size it was in the game, I would have been less disappointed. Because after playing through that amount, I realized that there was no real reward for exploration. I still went everywhere, just to see nothing. I think this game can be summed up with one word: basic. Basic AI, basic map, basic enemies, basic story. The gunplay and general combat (if you don't count the very basic squad mechanics) , as well es the sound design (if you don't count the very basic music) however are really good. They lured me in and kept me going. I would have loved that in a more fleshed out game. I've read other people's reviews saying that in the end it felt as if they had missed part of the game. That's spot on, I think.
  7. Meh. It works, the gameplay is challenging and the worldbuilding is interesting. The problem is that the pacing is horrible and the graphics are so generic and uninteresting. The same goes for the fighting system in general. I might give it another try one day.
  8. I didn't get through the tutorials as they bored me to tears. That never happened to me before.
  9. This game can be summed up in one word: Dull. There's just no point to it. You know the story isn't going to get anywhere from the beginning - it's a Lovecraft game and they tend to be one trick ponies. The gameplay tries to trick you into believing that you're actually doing something, with simple puzzles and RPG-elements. But they are all window dressings, facades only.
  10. Still not out yet, is it? I know that feeling, I preordered the first Stalker back then.
  11. The ten hours felt extremely long to me, since there's content for about four.
  12. I played the game again after more than twenty years and finally completed it. It has a nice, short ending cinematic. It really made me wonder whether there are different endings nobody has discovered yet. I'm sure it was planned, but never implemented. It holds up better than I thought, just like most Myst-clones do. The controls are very simple, everything is smooth, no cluckyness like in most action games of the 90s. It took me a bit longer to complete as I thought because there are actually many different solutions to the technical problems and I chose the ones that take longer. Furthermore there's just so much stuff to do that is completely useless. There's for example a huge amount of survival equipment you'll probably never need. Come to think, I don't know how I managed to die that much in the game as a kid. It's very lenient with food and water intake, the liquids can also be completely satisfied by food with high water content. In this playthrough I only died when trying to die. Though, of course, you can easily die from spider bites, malaria or poisonings if you don't manage to reach the medical lab early in the game. Sadly, the scene when you are shot was as buggy in this version as in the one I had as a kid. I couldn't read the obituary of that either. That's a shame, since it was one of the main reasons why I wanted to play this game again: To see all the different obituaries and the one you get after being murdered by Devlin's lackeys is totally different from the ones you get when you get yourself killed. One that note: Is it possible that Sam Devlin is supposed to be Steve Bannon? People from the original Biosphere 2 project worked on the game and Biosphere 2 was aquired by Bannon after it had failed so miserably. All in all, it would be a great game for a remake as it allready ticks many boxes of a modern survival game. Just add crafting and base building and you are good to go. The technosphere management could also be expanded, as it is easily one of the best parts of the game - keeping everything running, look after the health of the plants, managing the different water and air tanks... And there are allready unkillable enemies that - kind of - pursue you. Of course, nobody is mad enough to do something like this. But hey, one can dream - and a biosphere management game really would be the game of my dreams.
  13. I can't agree. The first Ori was a deep and beautiful challange but Hollow Knight is defenitely on another level in style, gameplay and mood. The creators of Ori obviously thought so too and lifted every possible gameplay element from Hollow Knight they could get away with. Sadly this made the game worse, it didn't feel original anymore.
  14. Yes, this is a major point. Most games with a moral system give you a choice whether you want to play the game seriously (play as a good guy) or just mess everything up (bad guy). The old Fallout games and Fallout New Vegas tried to mix it up by putting most of the factions in some grey areas - but the player choices are nevertheless rated good or evil and do feel that way. I can imagine that Bioshock was planned that way, but also why the publisher didn't allow it.
  15. There are many good things to say about this game. From the technical standpoint, it‘s very well made, the graphics are fine, there are almost no bugs and everything works as it should. That‘s quite a lot for a modern game. Still, I was angry at this game most of the time while playing it. While the game is generally sound, it‘s troubled by many design choices, mainly not knowing where to stop. Less content would have done the game a serious favour. First, there‘s the music. Like much in the game, it‘s very Myst-like, but lacking the more dramatic tones of that series. It amounts to a monotonous plinking all the time, everywhere. The game would have gained a lot by more silence and more ambient noise instead of this constant barrage of muzak. Then there‘s the story. The idea is good in general, but the execution fails on several levels. The developers didn‘t feel confident enough to design moving character models, which is fair enough with a small team. Telling parts of the story through narrated letters is a good workaround. Telling other part through a talking, flying green orb is not. It made me feel the creators‘ inability or lack of time, while just a disembodied voice might not have. It doesn‘t help that this character is meant to gain your sympathy, but feels very hostile. It tends to appear out of the blue and starts nagging at you. At some points later in the game, it‘s also responsible for some very slow and tedious scripted sequences, combined with making you do some minor menial fetch quests. The worst part is when the game stops for a ten minute story monologue presented said glowing blob with a cave wall power point presentation. You are told all the background of the game in one overly long sequence instead of hints along your journey. And in the end you don‘t even get to see what happens at all. You just have to take the characters‘ words for it. At least there‘s an ending where you are given the satisfaction of seeing the green orb sulking and muttering. It also takes the puzzle island idea from Myst – but you never leave that island. Besides some rusty tunnels and a brief underwater section you are always in the same environment. Well made, but boring after some time. There are a few good puzzles in this game. I just got the feeling that they are almost all at the beginning and then decline in quality. After three quaters it starts throwing pipe puzzles at you and requires you to play a game of Mastermind. This is also where the game starts to become just a long narrow tube of puzzle after puzzle. There‘s nothing in between anymore, every piece of tunnel is just another puzzle, no environment, nothing. It would have done the game good to cut out most of the weaker riddles for some exploration – since ther are many very weak puzzles. As I wrote, you get Mastermind at one point, along with other well know riddles. On the other hand, most of them are way to tedious. Many require an ungodly amount of running around just to check what you are doing. Some aren‘t even riddles, but just list of easy to mess up chores. Brewing potions was the worst offender here, in my opinion. Many others are repeated in different difficulties, something I could have completely done without. Sometimes you get what feels like tutorial puzzles. A general theme of the puzzles is, that the solutions often seem to be a bit too long to be fun. If you have to dechipher runes to enter into a doorway, you don‘t have to enter four or five, you have to enter eight or ten. This is especially infuriating in cases where you allready have the solution, but the game wants you to repeat the same process several times. It seems like the developers had a serious case of horror vacui with their puzzles. The game feels like the they wanted to cram every kind of puzzle, short of crosswords and sudoku, into it. (They even inserted a joke about that, I‘m not going to spoil.) It feels like the they wanted to keep the player in the game as long as possible. But this really harms the experience in my opinion. In the end, I went from room to room hoping I wouldn‘t find another easy to sovle but time consuming and click-heavy puzzle. Quality over quantity would have been the solution - and the developers show that they can do the quality.
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