Reviews by Maghook
Stick with Blood Money if you want a great Hitman experienceMaghook | Aug. 23, 2013 | Review of Hitman: Absolution
I have no idea how anyone could play this game and say, "Yeah, I'm having fun" because Hitman: Absolution is probably the least user-friendly, least stealth-based game in the entire franchise and it manages to completely betray the mechanics of its predecessors. Even the controls are super wonky, no matter if you play keyboard or joypad.
I'm playing on hard, the median difficulty, and I can't even beat the sixth level. Why? Because every single person who wears the same clothes as mine knows I'm suspicious when I enter their 50 metre detection radius. Why even have costumes if people can just see through them from down a hallway?
This isn't Hitman, instead it has turned into a Splinter Cell wannabe without the acrobatics and cool gizmos. Absolution would have been a great game if the developers took out the disguise detection system with its giant yellow arrows of omnipresence.
If you want to experience levels of high blood pressure you should buy this game.
Great art style brought down by poor mechanics.Maghook | July 10, 2013 | Review of They Bleed Pixels
For a game that prides itself on combining platforming with hack-and-slash elements with full controller support, They Bleed Pixels does an absolutely terrible job at focusing on consistent battle mechanics with responsive and intuitive controls. There is one attack button, where the type of attack changes based on the direction you are holding or how long you hold down the button.
This would be fine if the game didn't require such tight controls, akin to Super Meat Boy, and did not entice you to perform better due to the combo meter looming above your head. There is simply no way to precisely control your character's actions.
Have you ever experienced the dreaded "No way, I totally pressed that button at the right time! Why didn't it respond?" syndrome? They Bleed Pixels practically embodies that phenomenon, time and time again.
Great adventure, amazing art, wonky controlsMaghook | July 4, 2013 | Review of Psychonauts
It's obvious that the majority of the developer's budget went towards art and level design rather than gameplay. I'm cool with that, because the buttons still work at least... but the controls border on horrible and the gameplay is a bit tedious. It's your typical 3D platformer, similar to the Banjo-Kazooie era of platforming. Still, Psychonauts is a splendid game and deserves your money, if only to influence a sequel. Oh, do yourself a favour and use a controller.
Turn your brain off and enjoy one of the most grand adventuresMaghook | July 4, 2013 | Review of Just Cause 2
One of the best sandbox games to date, containing all of the action and silliness that the Grand Theft Auto series lacks, yet missing the depth and world involvement that Grand Theft Auto provides. While the world in Just Cause 2 is certainly full and lively, the NPCs hardly interact with one another unless you intervene, making it feel incredibly empty. Sometimes the military seems to have psychic powers and knows exactly where you are every second of the day, which can become quite frustrating. The AI is predictable and you'll manage to figure out what most enemies entail in a few hours.
Pick up the Black Market Aerial Pack DLC while you're at it, nothing beats a parachute and jetpack combination as a mode of transportation. It also comes with a multi-lock rocket launcher. Nothing like reigning hell from the skies.
Make sure you check out some of the mods at justcause2mods.com. Some of them are really great, especially the ones that remove the tedious black market cutscenes.
A great throwback to late '90s style point-and-clicksMaghook | July 4, 2013 | Review of Sam & Max: Season One
Great series, great humour... if you're into that kinda oddball, quirky stuff. The controls are a bit awkward at times, and I had to use a walkthrough to get past a few ridiculous puzzles, but I had loads of fun. Really loved the various characters in each episode. You don't need to be a fan of the comic or television series to appreciate them. Each episode takes roughly 2 hours to finish and they're all quite different from the last, especially Reality 2.0. Probably best to wait for a big sale to get the complete pack.
Turn your brain off and enjoy your immature youth once againMaghook | July 4, 2013 | Review of Duke Nukem Forever
I went into this game with extremely low expectations and was pleasantly surprised. This is a good game. It is not mindblowing, it is just another run-of-the-mill shooter, about as sophisticated as Call of Duty. There is hardly any story. It's all immature fart jokes and tits. You can pick up shit and throw it. This is what you should expect from a Duke Nukem game. The controls are tight, the level design is interesting but borders on tedious. The action is fast-paced but lacking. It won't take you long to finish. It's definitely not a memorable experience but it's not as bad as the gaming hivemind makes it out to be, it even got a couple laughs from me. If you want to truly enjoy this game, turn off your brain, pretend you're 12 years old again.
A pleasantly creepy atmosphere makes for an engaging experienceMaghook | July 4, 2013 | Review of Dark Fall: Lost Souls
A very creepy adventure, point-and-click game with an enchanting atmosphere. Not your typical kind of horror, more somber than anything you'd expect. Controls are a bit hard to work with and could be frustrating for people who are not familiar with its mechanics. Puzzles vary from mildly easy to requiring a walkthrough of sorts. Good game, great atmosphere, decent story.
A well-paced, satisfying journeyMaghook | July 4, 2013 | Review of Darksiders
It's easy to draw parallels between Darksiders and the The Legend of Zelda series, it would be no surprise if the developers at Vigil Games created Darksiders as an homage of sorts, especially to Ocarina of Time. Here you have a doppelganger to a basic run-of-the-mill puzzle platformer that we've come to expect from Nintendo: levels with an emphasis on the elements, particularly lava, water, earth, desert, dark, and light, where the only way to complete each level is through a set of challenging obstacles and various enemies, not to mention the cliché "third time's the charm" when it comes to boss fights.
Darksiders is a pretty solid game, it has its moments and it has its downfalls but its major defining element is its ability to deliver a well-paced experience with little tedium and monotony, as items that you collect along your journey are spread out enough to feel quite rewarding with an urge to instantly try out your new shiny device, sending you onto the next level only to stumble across another shiny device, ad infinitum. The enemies are also varied enough, and many are unique to their levels, which keeps things interesting.
There is a small amount of backtracking, which is heavily expanded on if you wish to collect every item in the game as there is a large incentive to do so. The levels are all well designed and can easily be returned to due to the prevention of the dreaded "point of no return" that many JRPG fans would be familiar with.
For me, the highlight of the game was the dialogue, simply because Mark Hamill is such a superb voice actor, as proven by his long standing career as the voice of The Joker. The sound design is pretty wicked and everything sounds as you would expect: ethereal and apocalyptic.
The only disadvantages to Darksiders are the myriad of technical issues I had, whether they be glitches with the game's mechanics or bugs preventing certain situations from progressing. One achievement failed to unlock when it was supposed to, and the game crashed no less than four times in one sitting. Twice, due to alt-tabbing and another two times simply because the game bugged out. There are very limited graphical options, sorely missing is a FoV slider as the default FoV is somewhat smothering and isn't suitable for PC standards.
Another personal parallel I can draw between this game and The Legend of Zelda is the drastic length of time it took to beat the campaign. I started playing Darksiders in September of 2011, finishing it in February of 2013. Similar to Ocarina of Time, where I decided to take a several year long break due to, you guessed it, the Water Temple.
Like lucid dreaming, quite the experienceMaghook | July 4, 2013 | Review of Dear Esther
After completing the main story, I gave Dear Esther some time to settle in my mind in order to determine whether or not I thought the experience was worth the price of entry. The fact that, days later, I am still thinking about the main themes of the game and revisiting the extremely surreal environments has convinced me enough to warrant this recommendation.
For me, Dear Esther is my perfect type of journey. I will not discuss the politics of whether Dear Esther should be considered a game, interactive media, or simply a "walking forward" simulator. No, Dear Esther deserves something more than such trivial bickering.
How I would describe Dear Esther would be akin to the process of imagination when reading a book, yet I am given the ability to go beyond the text. Where a pathway splits in two, I can choose which path to walk down rather than it be forced on me, left with a longing to know where the other may have taken me.
Everything about Dear Esther is perfect. From the sound design to the visuals; from the narration to the subtext; even the time it takes to complete the game is just spot on. Your first playthrough will probably last you just over an hour - one sitting - but that's all you need. There are multiple paths to take revealing certain aspects of the story and I plan on returning many more times in order to unravel the entire plot, but I wouldn't be lying if I said I just wanted to explore the island once more, it's quite a beautiful place.
There something quite cathartic about realising that you're not pressured in doing anything you don't want to, unlike with many traditional games. You could spend your entire time standing at the shoreline, listening to the waves crashing in the distance. You make your own goals and go wherever you feel most inclined. I was drawn towards a certain object in the distance and made that my goal.
The story resonated with me far more than most others do, more so than most novels or films. The sound design probably had a lot to do with that; the ambience of it all. I'm uncertain as to if the soundscapes are dynamic, but it all flowed so well if that is the case.
I'd hate to come off as some elitist but, since Dear Esther can be taken as quite pretentious and pseudo-intellectual (although it does well to hide the fact), it's probably best to avoid a game such as this if you're not prepared, or willing, to experience something more mature and with more depth than you're used to; the themes here are very serious and very real.
Unique adventure that doesn't overstay its welcomeMaghook | July 4, 2013 | Review of Tiny & Big: Grandpa's Leftovers
This game has a wonderful art style, a sort of blend between Psychonauts and Borderlands, and the amount of destruction you can cause is quite remarkable, especially for a small indie title. You can literally slice through chunks of mountain ridges and columns to create your own pathways, which is encouraged considering how many secrets there are to find. The music is also pretty cool. It's a big mish-mash of artists, similar to how Hotline Miami went about their soundtrack. You won't get much playtime out of this but if you enjoy puzzle platformers then you should consider grabbing Tiny and Big when it's on sale.