Reviews by Sarkames

88

I've played this for a few days now and i'm not disappointed.

Sarkames | May 24, 2013 | Review of Chivalry: Medieval Warfare

I initially played this a few months back during a Steam free weekend and I just wasn't in the mood for it, but during GMG's last sale I picked it up for a friend and I and we've played it almost every day since then.

The gameplay is more diverse than I thought, with a lot of technicalities that can't be ignored. A lot of strategy goes into equipment and if you're ill-suited for battle with a certain type of person you'll find your chances of winning a duel are very low.

For example, throwing knives/axes are great as a third weapon to pull out before engaging in close combat, but if you equip a projectile to throw whilst using a melee class, you're actually replacing your shield with it. So it's a sacrifice of protection for the ability to get a few safe attacks in that'll stagger your opponent. Not to say you can't parry with your sword, that's quite possible. The difference is a shield can be held up for as long as you hold down RMB and weapons and arrows will repeatedly hit it as long as you're holding it towards the direction they're coming from, whereas a weapon by itself can only parry and your timing must be superb or you'll be struck often and it's very possible to die in one hit if you're up against a powerful class, such as the knight.

To puts things into more of a class perspective:

"Archers" can use several ranged weapons (bow, crossbow, sling) and they come equipped with stationary and retrievable shields to place into the ground, but if you don't kill a rushing opponent before they get close you're forced to pull out either a short sword or a very small dagger, both of which'll be harmless against most opponents because of the reach and the best chance of survival is if a teammate helps you. Agility isn't as helpful as most would assume of an archer.

A "Man at Arms" is the most nimble of the classes, able to dodge in any direction at the cost of stamina and they have the option of basic melee weapons and a shield if you feel it's necessary. It's the most well-rounded of them all and probably best for beginners until they're familiar with the pace of fighting mechanics in this game.

A "Vanguard" is often used for it's long melee weapons (Spear, Halberd) and can keep any class at a distance with good enough timing and distant poking with the weapon of choice. They have less armour than a knight, but they're slightly faster and they can still take a good hit or two before falling in battle. From what I've seen, they're not as popular as the other classes, but one Vanguard in a group can make an impact as the range of their weapons makes them difficult to punish with attacks.

Lastly, the "Knight". The slowest of all the classes, but capable of taking multiple hits from the other three classes because of it's armour. It's possible to use a shield and long sword with a knight and because of the sheer power of the weapons a knight has at it's disposal, Man at Arms and Archers will often die in a single strike from a Knight, so they need to be fast and skillful to get around a knight. Incidentally, knights are my least favourite class because of their sluggish nature, but they're a fan favourite and they do a lot of damage on the battlefield when fighting against groups. Especially those who are not well-trained with blocking.

With the 4 classes explained briefly, but well enough, there's also an inclination to mention the other special strategies involved on the battlefield. Such as putting thought into which type of arrow tips to use, with your choices affecting either heavily-armoured opponents more or lesser-armoured opponents depending on your choice of arrow, which means you'll have to choose your targets wisely or suffer damage penalties. There's also the oil pot and another special third weapon. One of which burns an armoured opponent to the point of near-death and the other which affects the victim's vision or something. I'm not too sure about that one, nobody ever uses it and there was a brief moment in tutorial for that. However, speaking strictly of the oil pot, it's very wise to use, but one must remember that in choosing this they forfeit the possibility of using a shield or projectile, as they all share your third weapon slot.

Now that I've explained most crucial details of the game, time to explain some of the faults with the game. Perhaps not entirely faults and more of a sense of realism, but they're things that can be extremely frustrating and they tend to make me put into question why I play the game so often at times. For one, it can take multiple attempts to join a multiplayer game, as the game's a bit buggy in certain aspects and I've personally been kicked from servers before even joining them, with bizarre illegible text across the screen. Another would be the abundance of team-killing present in the game, which results in a few people being kicked and I've even personally done some damage to my own team on accident because of the nature of the game and the fact there's ALWAYS friendly fire on. Between flying arrows and swords being swung in all directions, teammates everywhere are losing heads and getting arrows to the back frequently by people with less consideration for others. Though it's hardly a matter of consideration and more so the timing you put into each attack.

That would be the flaws of the game, but I feel as though something else should be addressed because I wasn't aware of this before playing and it's quite the issue on the battlefield. Being that this is a team-oriented game and considering how mortal you are as a fighter, it's best to have a good team and to be familiar with what you're doing if you expect to survive at all. Now, obviously because of this game's ability to retain realism, for the most part, it doesn't take a genius to realise that getting swarmed by the enemy is likely to happen if your team falls in battle or you rush in carelessly, but the bad part is that because of how fragile you can be and the fact there's literally nothing you can do against more than 2-3 fighters because of the game's combat mechanics, you're almost definitely going to die unless you have a teammate saviour nearby. In other words, 9 times out of 10, when you run out looking for an opponent you're going to get double/triple-teamed by your opponents and survival is low. Most people are lucky to get away with a neutral kill/death ratio at the end of the game because of how harsh conditions can be and so if you tend to rage at games I highly recommend playing something less realistic.

I'd say that about wraps it up. The game is well-optimized for the most part and I can run it well enough on mid-settings and my computer's from circa 2007, if that helps anybody. Definitely a great game and it looks great on top of that. Oh, one more thing: The game has a sort of upgrade system with its weapons. For example, you start off with all slot 1 weapons unlocked and if you get a certain amount of kills for your weapon of choice you'll unlock the weapon that's in the second slot for only that weapon. I recently fulfilled the requirement of 25 kills with a certain sword and I then was rewarded with a sword that was slightly faster and had lower speed. It's always nice to have a goal to climb for. Oh, also, archers are considered scum on this game and most are ridiculed because nobody likes getting shot in the back with a crossbow while in the middle of a fight. Sore losers, I say. -88/100

90

Honest Review

Sarkames | May 24, 2013 | Review of Super Street Fighter 4: Arcade Edition

As someone who has played this for over 200 hours and fought many random enemies online AND has beaten the arcade with multiple characters, I feel like I can deliberate on the game's flaws and strengths and can be a bit harsh about it since it has gotten frustrating at times, but any game that can keep me coming back for over 200 hours is clearly doing something right.

For one, the formula hasn't changed much since the classic installments, which is arguably a good thing. The combat is smooth, the blocking is automatic, the characters are all unique and varied, and of course the CPU can read your mind on anything higher than the easy difficulties. Aside from the psychic ability of the CPUs, the single-player aspect of the game doesn't suffer from any flaws aside from perhaps a dull Arcade/Story mode. By that, I mean there's never a difference aside from unique cutscenes for each character and 1-2 special battles depending on what character you choose and if you fulfill the requirements. It starts off easy and you gradually fight tougher enemies until you get to the end and then you beat it and try to surpass your previous score, I guess.

That's not why I play this game, though. No.. I play this game to fight random opponents and test my mettle online and that's where over 150 of those hours were placed. There's no cheap juggling to finish the entire fight in one combo, there're no flawed mechanics that allow for virtually untouchable styles and there're no characters that are any stronger than the rest. It takes more than mashing a recycled combo over and over to win, but I will say I've seen a lot of that.

Between the special attacks to memorize, the unlocks through playing consistently and the feeling of accomplishment when playing online and having a good fight, this game was well-worth every penny I spent.

This game definitely requires a controller or arcade pad. You can customize the keys to your liking, but the keyboard users are at a distinct disadvantage regardless. This game also uses Windows Live, so if that's something that bothers you or you have a mediocre connection and are worried it'll affect online play, then I wouldn't bother picking it up. -90/100.

85

A good mix between hilarity and skill, as always.

Sarkames | May 21, 2013 | Review of Worms: Revolution

Ever since playing my first Worms game I've enjoyed the bizarre themes and the odd characters, and with each new installment I look forward to the newest weapons of destruction.

Definitely a game that can't be played with a serious attitude, for the most part. It's fun, crazy and hilarious if you're playing it with a friend and want to mess around and have a good time. This one is no different and between the crazy weapons, the customization options and the gametypes, it has kept me busy for many hours so far and across the entire series I've played for days.

The spawn-placement isn't always the fairest gameplay-wise, the game has a high learning curve in terms of weapon usage and the online multiplayer can occasionally be interrupted by periods of waiting if a lot of water physics are in motion for a certain turn.

All in all, this installment stays true to the original and offers 2D gameplay on a 3D plane, many weapons to get technical with and you're going to fly off cliffs often if your luck is anything like mine. The gameplay is smooth and there's definitely a fine line between skill and attempt, but a novice can chain-link explosions together and cause mass calamity if they play smart enough. -85/100.

80

Don't take this game seriously. That takes the fun out of it.

Sarkames | May 18, 2013 | Review of Ninja Blade

You have to know when to take a game seriously and this is one of those times that you don't. This game reminds me a lot of Ninja Gaiden, but unlike Ninja Gaiden I was actually having fun when I played this. Enough to finish the story. Speaking of which, the story is crazy and nonsensical.

There's quite a few options for ninja costume alternatives that you unlock through playing, there're fun QTE moments that involve logic-defying maneuvers, and the controls are fun and fluid.

Just like any hack n' slash game there're plenty of fighting options, such as different weapons and upgrades. There's also the ability to deflect projectiles with your weapons by just attacking with good-enough timing to make the two entities collide.

I truly had fun playing this and I was glad to see it for free on here so that I could enjoy it in lush PC visuals and play through it again and all of it's craziness.

Definitely need a controller for this and I recommend setting the QTE difficulty to something high because it won't be challenging otherwise and you may find it dull. -80/100

80

Another unfairly-overlooked game that I enjoyed a lot.

Sarkames | May 18, 2013 | Review of Dark Sector

I hadn't even heard of this game until a friend brought it over back in 2008 or so and showed me how to play and I immediately asked him if I could borrow it. Then I played through the entire story and even had an attempt at multiplayer and had a blast. The multplayer has always suffered from lack of traffic, so even on the Xbox that's not worth fussing about nowadays,

The game starts a bit slow and feels like a generic version of Resident Evil before the actual game begins, but the story is dark and creepy and the game immediately puts you into scenarios where you feel very mortal and have to struggle to survive. There're several tough enemies that you're forced to fight at certain intervals and they can definitely be tough if you don't know what you're doing.

It's difficult to explain most of the game's mechanics without spoiling a lot since there's a constant and very refreshing evolutionary mechanic that the game follows that keeps things less stale.

To put things into perspective, the game feels like an amalgamation between the more recent Batman games (Glaive = Batarang), Resident Evil titles with it's general over-the-shoulder style and similar to almost any game that has ridiculous bosses to fight against that aren't always obvious on how to defeat.

I enjoyed the game immensely and couldn't help but buy it on here to re-experience the game and play through the story again. Definitely worth the value I got it at.

85

Coming from somebody who played JSRF first..

Sarkames | May 18, 2013 | Review of Jet Set Radio

I never got a chance to play the Dreamcast version and I always wanted to after playing JSRF on the original Xbox, but since I played the second one first their were definitely some notable improvements (in my opinion) that weren't existent in the original.

Now, I've played this for about 3-4 hours in total on Steam and.. it's a lot harder than I thought it'd be. The controls are a bit iffy as one would assume from a classic game, but on top of that it's just Japanese-tier difficulty at times. For example, I played the optional tutorial all the way through and they start you off with simple things like.. how to jump, and how to speed up slightly when you first start moving, then 5 minutes later you're doing insane tricks off the wall and flying through the air to get enough momentum to perfectly string together a series of grinds just to get a trick multiplier that ends up being +50, which means you can't mess up and touch the ground once. Took me about 20 minutes to finish the tutorial and I came in thinking i'd have some leftover experience from JSRF, but the game made me look silly, lol. I even ragequit the last time I played this because the level I was playing was ridiculously challenging at one point. Let's just say it involves a really tiny string and the camera in this game isn't the friendliest for landing on those and I ran short on time.

ANYWAY, the occasional difficult moments aside, I've enjoyed every mission so far and I've even recorded gameplay for my friends and significant other to watch because I've always seen this series as the kind of game I wanted to show people so they'd either be freaked out by how bizarre it is or pick it up and play like I did.

To put things into perspective.. the game isn't meant to have a great story and the controls/camera haven't aged well, but between the choice of characters, the graffiti-editing mechanic, the somewhat odd soundtrack and the crazy characters and storyline, it's definitely a great game. If anything else, I get a great laugh out of some of the absurdity.

I highly recommend use of a controller and to not take the game seriously. -85/100