Reviews by Fluffy_McFluff
Another Fantastic AdditionFluffy_McFluff | June 25, 2013 | Review of Borderlands 2: Tiny Tina’s Assault on Dragon Keep
Packed with humorous narrative provided by some of Pandora's most notable and lovable NPCs, loaded with many hours of extra content (by far - more than the previous Borderlands 2 DLC combined), and with hordes of new enemies to contend with (read: new enemies - not reskins)!
OutstandingFluffy_McFluff | June 22, 2013 | Review of Bastion [Playfire]
Bastions boasts a fantastic arsenal of weapons (each with a special "bonus" level of sorts for you to show off your skills with each of them), a beautiful, colorful, well-crafted series of lands to explore, a charming soundtrack, and an engaging story told via narration of one of the main NPCs. I have no regrets picking up this wonderful piece of artwork.
Almost as good as its predecessor - minor disappointmentFluffy_McFluff | June 19, 2013 | Review of Metro: Last Light
Just as the graphics in Metro: 2033 were great for its time (and they still hold up well today), Metro: Last Light is visually gorgeous. Just as in its predecessor M:LL has a wonderful story to tell, narrated by the main character - Artyom - in between missions, and dialogue provided by major NPCs and the numerous other inhabitants making a living in the post-apocalyptic world.
The environments make a powerful impact on the player through visuals, environmental effects, sounds, and the inhabitants of the areas that Artyom traverses through. Lost in a dark, dank, musty, damp series of hallways, being stalked by odd light-fearing spider-like creatures - you'll feel a sense of dread. Making your way past enemy prison camps, creeping past the cells of the poor, tortured, suffering souls - you feel sympathy for the prisoners, and disgust and loathing for what humanity has succumbed to in a post-apocalyptic world.
As is the curse with most recent games, a good many things are well-polished and heavily established - but something else gets lost in the process. M:LL has outstanding visuals, engaging environments, and a moving and meaningful story to tell, but ultimately, the game is a little short - I found myself wishing the experience was twice as long as it was.
Left its mark in video game historyFluffy_McFluff | June 17, 2013 | Review of Another World: 20th Anniversary Edition
Another World (aka "Out of This World") - first released back in 1991 for the Amiga and the Atari ST - was an outstanding adventure game with superb graphics, music, storyline and gameplay for its time.
While technology was limited back then, during the dawn of video gaming (generally speaking), OoTW did an outstanding job of telling a story through visuals, musical queues, and engagement with the environment, other characters and enemies. Example: being chased down by a big, black, hound-like alien is accompanied by intense music, and leave the player feeling somewhat horrified and helpless, lost in an alien landscape. Where to go? What to do? Who/What can I find to help me?
OoTW could be considered a rather frustrating pre-Oddworld type game. You learn something new - and how to progress in the game - by dying numerous times. Try something new every time, forge onwards, and meet a new challenge. Fortunately, there was (back then - and still is, today) a checkpoint system of sorts, so that should you die, there is a sizable chunk you would have to redo, but you wouldn't have to start the entire game over.
It is great that some older games like OoTW - which left a great impression on early gamers - are being given the opportunity to be remade, reworked to run on current systems, while still leaving as much of the original game in tact. Do not let the simple graphics throw you off; the world is beautifully crafted, the sounds create an eerie, awkward, chilling and/or thrilling atmosphere, and you can find you'll be enjoying your time - being lost in Another World.
Good Twist on Tower-DefenseFluffy_McFluff | June 17, 2013 | Review of Sanctum
Few developers have tried to give the player an actual, 'physical' place in the Tower Defense game world - from either a first- or third-person perspective - rather than just being some omniscient, all-seeing, all-controlling overlord. Fewer still have done a good job of pulling it off and still making a game that is well balanced and playable.
Sanctum leans a little heavier on the 'hard,' frustrating side of things, as most of the weaponry the player is given feel horribly underwhelming - but various constructable 'tower' objects can help give the player an edge. Apart from the standard minigun, flamethrower or slow-field generating towers that hinder and/or kill your enemies - which, of course, can be upgraded - there are Televator tower blocks, which add some mobility in the sizable maps.
Overall, Sanctum is a tough Tower-Defense strategy game. The visuals and environments are beautiful and well-crafted.
Outstanding SequelFluffy_McFluff | June 17, 2013 | Review of BioShock® 2
There are many things that go into making a great game, and I believe having a compelling, deep, engaging story can be one of the most important parts - if not THE most important part.
In the first game, the player witnesses the bizarre, horrifying genetic modifications made to Little Sisters and their protective Big Daddies. This time, the player sees the world of Bioshock through the eyes of a Big Daddy, himself - this perspective allows the player the opportunity to see things in a different manner. Instead of fully despising, being disgusted by, or sorry for, the Little Sisters, players perhaps sympathize with them, feel protective of them as they are attacked by ADAM-hungry Splicers.
Bioshock 2 took a little bit of a risky move by taking the player out of their 'comfort zone,' placing them in the shoes of a Big Daddy, and being able to witness a scenario from a different perspective - by giving the player a place in the world of Bioshock, and the ability to make decisions, to seek revenge or forgiveness. Players are given a story to both enjoy, and be a part of - to be horrified by, and to be a part of.
PhenomenalFluffy_McFluff | June 17, 2013 | Review of BioShock (NA) - not live
- The visuals are outstanding and hold up very well even in this day and age.
- The various stories of the game - the one main story that you are a part of, the history of Rapture itself, and just what exactly went wrong - are quite compelling, and create a setting that is different things at different times: creepy, amusing, bizarre, bogus, and horrifying.
- Game-play, controls and responsiveness are great. The numerous weapons, weapon upgrades, ammunition types, Plasmids ('magic' powers of a sort - genetically engineered modifications that you inject into yourself), and heck, even the environment itself adds to combat situations, giving you numerous ways to setup, ambush, attack and demolish your enemies.
Bethesda sure does like to play around with "prophecies"Fluffy_McFluff | June 15, 2013 | Review of The Elder Scrolls V: Skyrim Legendary Edition (NA)
With numerous side quests, factions to join (and their own quest lines), a main story, and a sizable number of dungeons to delve into and explore, the realm of Skyrim has a great deal to do, and you can easily spend a great many hours playing.
In TES III: Morrowind, Bethesda played around with the idea of prophecy fulfillment in its story. In TES IV: Oblivion, Bethesda explored the idea of divinity, a 'royal bloodline' and the consequences of losing a royal emperor. Skyrim follows in the footsteps of Morrowind, in that it plays with the idea of prophecies, but the main story seemed a little short and weak - hollow, something that was a little lacking and needed to be extended or built upon somehow.
The combat is pretty solid overall, and the dual-wielding/casting feature is great. I was rather disappointed by the final main-story end-boss; I can see that having a group of heroes together wailing on the boss was meant to seem epic - but it was the complete opposite, as the group that accompanies you ends up doing most of the work.
All in all, a great experience in the vast region of Skyrim.
One of Telltale's BestFluffy_McFluff | June 15, 2013 | Review of The Walking Dead
The visuals in The Walking Dead are presented in an attractive, stylized manner, but Telltale has proven - time and again - that there is more to a great game than fancy graphics and making (yet) another zombie shoot-em-up.
Telltale exceeds in storytelling, engaging the player, and making you care about the character your control, and those they interact with - you sympathize with their suffering and hardships, having seen what they have seen. You have the opportunity to see situations from different perspectives - understanding that someone who is pointing a gun at you may not be interested in harming you, they may just be frightened in a world gone completely to hell.
Enjoyable, outstanding conceptFluffy_McFluff | June 10, 2013 | Review of Reus
Being a fan of God-control type games (Black & White, Black & White: Creature Isle, Black & White 2 and others), I was attracted to Reus very quickly.
The number one thing I appreciate the most about Reus is the interesting twist on control/influence mechanics in the game. Unlike other games, where you have the ability to control/manipulate the population in addition to having Godly powers, Reus forces you into Godly-powers-only mode.
You can manipulate the world as you see fit, and see to it that your emerging tribes/villages thrive and flourish, but you cannot directly impact them - only changing the world to accommodate each tribes/villages desires, needs and wants.
Beautiful world, great soundrack, good story - lacking combatFluffy_McFluff | June 10, 2013 | Review of Remember Me
Remember Me is a decent Batman: Arkham Asylum/City clone in terms of its combat system - having a variety of enemies which each have different mechanics to recognize, obey and abilities to avoid. Likewise, different enemies have different take-me-down-first priorities.
What makes Remember Me unique is its customizable combo system. As much as I appreciate the developer's attempt at creating a unique and original spin on the combo system, the game's mechanics - in conjunction with the behavior of the combo system - it's really not of much fun, or use, in late-game.
You end up getting swarmed by enemies, and have to spend more time dodging than attacking. Thus, combos get broken prematurely, and you lose the opportunity to attack and gain the benefits of attacking - health regen from some hits, cooldown reduction from others, etc.
This makes late-game very frustrating. I get that late-game is meant to be difficult, but Remember Me doesn't do itself any favors by deliberately hampering your progression by limiting your ability to cope with limited ability-usage, numerous enemies, and large numbers of "special" enemies.
I see where they were trying to go with the combat, and I get the feeling that they really wanted it to be something great, something unique to each individual player, but didn't have enough time and/or resources to test the combat/encounters throughout the entire game to the fullest extent.
All-in-all: great concept, beautiful world with a great soundtrack, a decent story - but the combat is a little lacking.