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Recent reviews by BinaryMessiah

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2 people found this review helpful
2.2 hrs on record
Have you ever regretted your final moments with someone? Most of us don't know when those final moments are, and when the time comes, it's too late. The story of Undying Flower takes things a bit further and asks, Would you ever forgive yourself for killing someone you love? That's the first question asked when starting the game. We are talking to a girl's head with two flowers on the sides. She asks us questions that we don't have answers to. In fact, we don't even know this person. Who are we even? Without spoiling the story, we are a scientist who is experimenting on this little girl. Or at least that's what it seems. I'll leave you with this: The story is pretty good, and the ending was great and satisfying. Most of these short indie games usually falter quite a bit on the story, but this one was well done. There are enough twists here that in the 2-3 hours, you will be hooked.

There's not too much gameplay here either, but that's par for the course for most indie adventure titles. While not quite visual novels, they feel more like interactive stories than games, and that's fine, but these are difficult games to get right. The story, setting, atmosphere, and characters need to hook you right away. While there are only two characters in the story, don't let this perturb you. This means the short story can laser focus on just these two characters. The girl and her grandpa. What unfolds gameplay-wise is walking around a room and interacting with highlighted objects. We zoom to the two faces. We can hear Her Story or His Story. They are really short. Just a few sentences to give you the context of this object. This really helps build this moment in these lives that we are witnessing. The writing is really well done and strays away from the abstract poetry that most indie adventures tend to lean towards. Each face will show different animations of emotion based on how you answer them, but the answers don't really change the story.

There are a few rooms with objects you interact with. This takes up around the first half of the game. The second half involves a puzzle in which you select mementos to create a memory based on the statement the girl is telling you. I found this too abstract and nigh impossible to get the combos right. Thankfully, after one minute the help kicks in, and if you get objects right, they will turn green. You're not just selecting the memories you went over but creating new ones with these, and then these get added to the pool of selections, making it a convoluted mess. Thankfully this section is short, but afterwards most of the gameplay is done, and the final 20-30 minutes are just narrative.

The visuals are great, with a lot of abstracting black and white with splashes of color. While the female scientist model doesn't look great, the rest of everything does. The art style is superb, with some amazing orchestral melodies and harmonies playing to tug at your heartstrings at the right moment. What helps is that this story is very relatable. Anyone as a teen can relate to what the girl is going through with her grandpa; we have all been there. We have also all beat ourselves up over something we blamed ourselves for that was out of our control. This can really hit home for those that have experienced anything similar to the story.

What's here is a short narrative piece with relatable subject matter. With fantastic music, great visuals, solid writing, and a laser focus on just two characters, we go through a roller coaster of human emotion. Don't come in expecting a ton of gameplay, and give the matching puzzle at the end some grace, and you might just wipe away some tears at the end.
Posted 6 July.
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9 people found this review helpful
28.9 hrs on record
I have been longing for a cozy Western RPG. I can sink into them for weeks at a time and get lost in their lore, characters, world, and story. Skyrim, Oblivion, Dragon Age, Fable. These are just a few series that have given me worlds to do this with, and these are harder to come by these days. Avowed looked promising, but after Obsidian's disappointing The Outer Worlds, I wasn't so sure about this one. It looked like it played like a more modernized Skyrim, but a brand-new world is something that's hard to get right. It was tried with Kingdoms of Amalur and failed miserably. The game world needs to feel interesting and nearly be a character in and of itself. For me, gameplay can normally come second to this because without something to be invested in, there's nothing worth playing.

Avowed has a very interesting idea. You are Godlike. You are born in Eora, the same universe set in the Pillars of Eternity series. Specifically, you are in The Living Lands. You assume the role of an Aedyran Envoy for the empire to trek across the land and negotiate ways to have them join the empire. You also need to find a way to stop the Dreamscourge. This is a disease that is turning people into mindless "zombies," for lack of a better term. You end up gathering four party members along the way while running around four large maps full of side quests, hidden treasures, and new Godlike powers to discover. The flow of the game plays out like most modern Western RPGs. You have a main quest, but if you see a landmark out in the distance, you can go there, and there might be a side quest. There are also bounty hunts for extra coin and better gear.

The combat system is similar to that in other first-person Western RPGs like Skyrim. You swing a sword or cast magic, hold down the attack button to do a powerful attack, and can block with a shield or larger weapon. What's different here is the abilities you can acquire by leveling up and using ability points to unlock them. These can be bound 1-6 or by using a wheel as well as binding your companions' abilities to order them to do things on the fly. The combat system has weight and can feel good in the beginning of the game, but it clearly has its flaws and gets old after quite some time. This is due to combat happening constantly and enemies being damage sponges. Skyrim and Oblivion worked because combat was over fairly quickly, and it wasn't too frequent unless you were in a small dungeon. Despite having varied ability upgrades like adding splash damage, poison, or having effects last longer, I never felt powerful enough in this game. The Godlike abilities even feel useless. Even with fully upgraded equipment, I always felt like every enemy was a sponge unless I fought enemies that were at a much lower level than me if I went back to early maps. It doesn't help that abilities use up essence, which runs out fast unless you have potions, which are expensive, and you can't craft them unless you are a Druid. Lame.

This is all due to the game using equipment levels instead of player levels, which I absolutely hate in RPGs. This means no matter how many abilities you have, no matter how much you've dumped into attribute points, you will never be able to do any damage until your equipment level meets or exceeds the enemies in the area. This means upgrading armor and weapons, and each level has three tiers. Higher tiers and legendary equipment require rare items. This means hunting these rare materials down either in shops or in drops from enemies or certain chests. This requires looking it up online and constantly halting story progress. You can craft weaker materials or rarer materials, but it's still a grind. I hate these multi-tiered systems that are there just to add to the grind. You can also use food items to cook food for temporary boosts in battle. Legendary equipment can only be upgraded with specific items too. There were many points that stopped my game because I didn't have enough money to buy a higher-tiered weapon to advance through the next area. I then had to do things like side quests, bounty hunts, and just sell random crap to grind for coins. The economy system is very much broken in this game, thus the many mods out there that balance it out more. Rewards are piddly scraps even for beating large bosses.

On top of that, the equipment system itself is frustrating. Items like rings and signets only offer minor stat boosts, and armor only reduces damage and determines your stamina fatigue rate for the most part. You can use the same piece of armor through an entire map as long as you upgrade it. There's not much fun in that. There are ranged weapons like flintlocks, bows, and rifles, but the reload time is very slow, and I found them useless unless you are specializing in those weapons. There are also elemental "grenades" that can be used to break barriers leading to hidden areas or damage enemies. Sure, it all works, but is this system fun and engaging? No. It felt like schoolwork trying to balance out my build.

A lot of the open areas have enemy groups, but they never respawn. Once they are dead, that is it for the game, so this requires you to go everywhere in the game and forces you to pretty much complete every quest, which is annoying. There are fast travel points scattered throughout, and the campsites are an isolated instance where you craft and upgrade. Exiting here allows you to change the time of day and whether to warp back to the last spot you were in or continue on. Side quests show up as blue exclamation marks on the map, and these are fairly uninteresting. They are just there for enemy fodder and don't add to the lore like Bethesda games do or even The Witcher. Some games use these to expand on lore, like discovering a folktale in games like The Witcher or having individual side quests help explain or tell the smaller details in the lore itself through the mission. These are also usually clearly crafted and feel much different from main missions, but here you are just running around killing everything and collecting something for someone, which leads to a boring dialogue session.


That leads to the overall world and wraps back around to the first question. Does this give me the warm, cozy Western RPG feeling from a game that I can't wait to get back to? No. I couldn't wait for this game to end, and it felt like it dragged out more and more as the game went on, mainly due to constantly having to upgrade my equipment, and getting the resources to do that was a long grind. I never looked forward to the next area, as every 50 feet was just another group of damage-sponge enemies. While there are plenty of enemy types, they are forgettable and fall under the same European RPG tropes, such as giant spiders, golems, generic enemies in armor, elementals, bears, etc. None of the enemies really stood out, nor did the bosses. Nothing in this game feels unique. Just copied and pasted from other games. Even with a more refined first-person combat system, the abilities don't add much, and you just never feel like you're getting the edge on enemies. Finding that really cool rare weapon behind a puzzle in the game doesn't give you an edge. It might just be a weaker unique weapon that you need to upgrade more, which requires grinding for more materials. Sometimes these are worth more in gold than in use. It's a crying shame that Avowed's unique story and premise went to waste on such an unbalanced and generic game.
Posted 2 June.
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2 people found this review helpful
1.2 hrs on record
Horror games that are good are really hard to come by these days. The online stores are stuffed to the gills with short indie horror titles, mostly from Asia, that don't really add much to what we've already seen. With the large amount of P.T. clones (Madison) and Asian urban legends (DreadOut, The Bridge Curse), none of it is of the same quality that everyone is trying to chase, such as the peak of horror games from the PS2 era (Silent Hill, Haunting Ground). Sadly, BrokenLore: Don't Watch is another one to chuck into the bin of trying but failing to execute any kind of staying power in the horror genre.

You play as Shunji, a NEET (in Japan known as not in education, employment, or training) or, anywhere else in the world, a loser. He is living off of his parents' income, and his lifestyle has clearly caught up with him. He's behind on rent, his rent-to-own TV is ready for repossession, and he's a complete slob. Looking around his apartment, you will see it's pretty stereotypical for this type of person. Shelves of manga, fast food containers everywhere, anime posters of girls in lingerie, anime shirts, and trash piled up at the door. Sadly, we don't really get to know Shinji or Junko, the only other character in the game. She contacts him via IM on his PC and warns him about not looking at a monster. Their mutual best friend is missing, and she wants him to contact this friend.

As you progress through the first 15 minutes of the game, you will slowly descend into the madness that is the Hayakuma. A monster that seems to come after deadbeats. These first moments of the game are full of progressing scares, and they are pretty cool. I don't want to get into too much detail to spoil anything, but this is probably the best part of the game, sadly. The first time you need to stab eyes on the wall is really neat, but once you leave the apartment and venture into the hallways, the game quickly becomes tedious. The worst part of the game is when it changes to a 32-bit game a la PlayStation, and you might find 6 TV cords to unplug to get back to your apartment. I found this kind of pointless and it doesn't add anything to the game. You need to follow the colored cables to the correct areas and avoid a monster while you're at it. If you get caught, you can get hit three times, and then you are reset back to the starting area of the large TV and must go back to find the plugs. It's a good way to warp back to the beginning after you've found the plugs through.

Honestly, the game should have stuck with just unfolding a story inside of the apartment. The first part of the game is done really well, and I could see it being even better if they just continued creating some creative, scary moments. I was hooked during these scenes, but once you leave the apartment, I wished I could go back. The voice acting is also really well done, and being in Japanese keeps it from feeling cringy. Overall, Don't Watch starts out really well but loses focus and momentum that it built up and leaves you with a character you can care less about.
Posted 20 May.
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No one has rated this review as helpful yet
9.4 hrs on record
No matter your Warhammer fandom, you've probably played or heard of one of the games. The games garnered a stellar reputation with the Dawn of War strategy games in the early 2000s for PC. These games established Relic's reputation and were regarded as some of the top Real-Time Strategy games of their era. Over two decades later, the franchise is now open to any developer willing to produce a game. One of the few genres the series has touched is action, let alone a third-person shooter. Despite receiving positive reviews, the first Space Marine struggled with its marketing strategy. Some saw it as a Gears of War clone, while the game also had issues with repetition and being somewhat forgettable. Sadly, not much has changed with the sequel.

The original game appears to have taught the developers very little. While it was a solid foundation, work on it feels like it was completely forgotten about. While you do continue the story of Titus, the Ultra Marine from the original game, his backstory isn't touched upon, and you must have extensive knowledge of the Space Marine faction to truly enjoy this game. The story lacks depth, providing minimal explanation of the events taking place. The game opens up with one of the few scripted scenes as you play as Titus, who is dropped down into a Tyranid-infested planet to deliver a megabomb. This is where the game's combat is introduced, and sadly, everything the game has to offer.

The combat in Space Marine 2 is really satisfying despite how incredibly repetitive and shallow it is. The animations are great. The weapons are punchy and all have a personality. I actually chose different weapons for different situations that arose. Melee combat is the most satisfying, with Titus using one of four different melee weapons that are unlocked as you progress through the campaign. These weapons include the combat knife, chainsword, power sword, and thunder hammer. Each has different feelings and speed as well as damage dealt. There really is only a three-hit combo with no light or heavy attacks. There is a parry system in which a blue flash appears on an enemy that is about to attack you. If it's a small enemy, Titus will grab them and instantly kill them. Larger enemies will just deal a lot of damage. When an enemy flashes red, you can perform an instant kill with a brutal attack. Sadly, the same animation repeats for each enemy, so it gets old pretty fast.

In terms of shooting, the camera placement bears a resemblance to Gears of War. However, the game lacks a cover system, a feature it could greatly benefit from, and the sheer number of enemies necessitates constant movement. When you deal enough damage, a red reticle may appear on the enemy, allowing you to press the fire button for an execution shot. The downside is that most weapons are ineffective at close range. There are no shotguns or any close-quarters weapons outside of the flamethrower. There are sniper rifles, which are useful in limited situations. You also have a secondary pistol, which I found nearly useless, as there is plenty of ammo everywhere for your main weapon. There are also throwables, such as regular grenades, sticky grenades, and a bomb that you can detonate at your command. The game really does not give you enough grenades despite their effectiveness in dispersing large crowds. As a result, the weapons don't feel well-balanced.

The more passive parts of combat include your Ultra ability, which grants you more damage, and you heal as you deal damage. This trait only lasts maybe ten seconds but takes forever to build back up. On two levels, you get to use jump packs, which grant you dash and double jump abilities, as well as being able to charge up a ground pound, which does some nice AOE damage. As you can see, most of the game is spent just aimlessly wailing on hordes of enemies or shooting them when they are far away enough to matter. It's a shame the gun balancing is so poor, as they feel excellent to use. Instead of throwing masses of enemies at you, I wish they spent more time making the enemies more unique and worthwhile, like in Gears of War, which would enhance the gameplay experience. You also only get two different enemy types. The first half of the game sees the same few Tyranid types, and then the final half is only Chaos enemies, which are essentially just Space Marines. There are some sub-bosses, but they don't provide much of a challenge, and there is only one for each enemy type. The Tyranid Carnifex and the Chaos Helbrutes. There are a couple of main boss fights, and they are the only real challenge in the game.

The entire game is fairly easy. I rarely died, and while the game itself is well paced, the level design is rather boring and uninspired. You will sprint down the same corridors and hallways just to press a button to open a big door to sprint down more hallways to shoot out in a large open area, which all look the same. Some indoor areas, particularly your main base, are detailed. Despite all of this effort, the actual layout of the levels is just boring. Back at base, you won't see much change either. You will receive some speeches from the chaplain; you can visit the armory, but there's nothing really here. You can't unlock new appearances, and you can only select your loadout based on weapons you have already unlocked. Additionally, the base involves running through hallways and using elevators to navigate between levels. This terminal also allows you to select your co-op missions.

The multiplayer itself won't last long for most people. Most of the fun in PvE comes from doing the co-op side missions. The PvP features a limited number of maps, each with a rudimentary layout that doesn't inspire much planning or strategy. With no cover system, players are just running around shooting and whacking at each other, which isn't very fun. I found myself playing multiplayer for a couple of hours and never had the desire to go back. Once you complete the campaign, there's also no reason to go back. I really only recommend buying this game on a steep sale.

As it stands, Space Marine 2 didn't learn much from what people critiqued the first game for. While the combat is crunchy, fluid, and violent, it's very shallow, leaving you with repetitive gameplay. The same two enemy factions have the same type of enemies, so the entire game just gets boring rapidly. While the weapons feel enjoyable to shoot, they're not well balanced, and the lack of a cover system makes strategizing your weapons almost meaningless. Despite the game's impressive visuals and meticulous attention to detail, the level design remains uninteresting. Despite the excellent voice acting, the story lacks depth, and unless you possess a deep understanding of the Space Marine faction, you won't derive much enjoyment from this game. That includes the passable multiplayer.
Posted 21 March.
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7 people found this review helpful
2 people found this review funny
3
13.6 hrs on record (1.5 hrs at review time)
Writing this temporary review to fend off the trolls. The game is well optimized. With RTX maxed out, DLSS, and Nukem's framegen mod I get 80-90 FPS most of the time when exploring at 3440x1440. 7700x/3080ti/48GB RAM DDR5. With FSR framegen I get 60FPS easily and it rarely dips below that. With RTX disabled the game is well above 100FPS.

Animations are fantastic, combat is the best in any AC game yet.
Posted 19 March. Last edited 19 March.
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1 person found this review helpful
1 person found this review funny
25.2 hrs on record (17.8 hrs at review time)
Here we are 30 years later, and the series has literally made a full circle. Mortal Kombat is my favorite video game series, and it was the first game I ever played as a toddler on the Sega Genesis back in 1992/93. While this game is technically a reboot, it's still a continuation of the overall timeline and a sequel to Mortal Kombat 11's story. You follow the cast of characters: Liu Kang and Kronika split time into multiple timelines. Liu Kang wanted to reset everything and create a timeline of peace, but somehow old enemies are returning, and he can't explain why. I don't want to spoil anything. Mortal Kombat still has the best story out of any fighting game to date, and this story is fantastic. There were a lot of twists and turns, and I was sad when it ended. The voice acting is fantastic, and many favorite characters return.

Clearly, Ed Boon and his team were reminiscing about the later 3D games, from Deadly Alliance to Armageddon, because there are a lot of references and characters returning from that era. Nitara, Ashrah, Darius, Shujinko, Sareena, and Havik are among those returning. These characters were one-offs who never made it into any other game, and it's quite shocking to see these seemingly nobodies make a huge comeback. The only caveat is that they aren't all playable. More on that later.

The story mode plays out the same as in MK9. You watch a cut scene, and it flows into a single fight. Not all characters are playable during the story, but you get rewards for every fight you win; more on the extra content later. I highly recommend completing the more advanced tutorials, followed by the challenges for learning specific characters. They have tweaked and refined the fight system to make it feel faster-paced and more reminiscent of the classic 2D Mortal Kombat games we all grew to love. Air combat has come back, and there is a higher emphasis on creating your own combos rather than relying on set combos already programmed into the game. There's a lot more freedom in the fighting system.

Of course, there are more advanced systems in play, such as cancellations, interrupts, combo breakers, and the usual throws and final blows. The same tri-segmented special meter is back, allowing you to enhance your moves almost exclusively, just like before. After removing the shackles of pre-programmed combos that have been around since Deadly Alliance, you feel more in control, and the game is so crunchy, punchy, and fluid. The game's animations and controls are incredibly smooth, enabling even the most advanced players to cancel and interrupt as they please.

Kameos is a new major gameplay feature. We had tag battles before in MK9, but these characters aren't playable. Kameos have replaced environmental interactions. You can no longer throw someone into the background or grab things. Your health bar now features a Kameo meter, which you can summon twice before it requires charging. You can combo in and out of Kameo summons, as well as hold down the button to use more advanced moves. Throws and fatal blows now bind Kameos. Most fatal blows only have one or two X-ray shots rather than the usual three. They still look cool and are one of the best features to ever make it into a fighting game.

Mortal Kombat 1 is the first MK game in a very long time that actually lacks content. Gone are the multiple modes for replay value or experimental ideas. We only get a new Konquest-style mode that has you moving along a grid on various maps. Each tile has something on it, from a reward to a fight, but gaining Koins (there is only a single currency now) is a serious grind and feels worse than MK11's grind. Customizing characters is awesome, and the outfits here are much more varied than MK11's numerous pallet swaps. You can even personalize your Kameo fighters. Sadly, the new Konquest mode is sluggish, mostly boring, and resets with each new season. Yeah, MK1 has seasons now. Yikes.

I sadly have to admit that this might be the beginning of the franchise's downfall. With a bigger emphasis on microtransactions (cosmetic only) and making the player grind into tedium for cosmetic items, the series is losing what made fans love it for so many years. The fight system itself is better than ever, with top-notch animations and a fantastic story mode, but this is short-lived. Online play increases replay value, but the costumes and unlocks are what MK fans love, and they're being turned into something to profit off of. Though stunning, the images don't quite erase the vinegary taste of greed.
Posted 9 July, 2024.
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4 people found this review helpful
5.0 hrs on record
World War I was a horrific time in the world. The creation of mustard gas and the deaths of 20 million people are just a couple of things that came from that war. You play Paul von Schmidt, a German man who returned from the war. Paul and his brother Johannes are raised by their father, who is a wartime cripple. Over the course of the game, you explore Paul’s mind and how he feels and represents the events of his childhood and the trauma from the war. Sadly, most of this is only pieced together by letters found throughout the game, as the cut scenes themselves explain little and just muddle the otherwise generic feeling of the story.

The game is broken up into two gameplay styles. An adventure/walking simulator-style mansion exploration where you solve puzzles. This part of the game is rather dull and uninteresting. Many other games do house explorations better (Layers of Fear, Gone Home, What Remains of Edith Finch) as the game slowly opens the house to you, but the key is to find objects to solve puzzles and find something that triggers a dive into Paul’s mind and thoughts. Each chapter (there are three) consists of one of his family members represented as a horrific monster. You can either choose to kill them or let them live to get different endings. Most of these “boss fights” require you to flip switches and run away for the most part, but they are rather intense, so I didn’t mind them.


The second part of the game is the trenches gameplay, in which the horror part sets in. You need to run around solving the occasional puzzle while also hiding from enemies. There is no combat in this game, so you have to sneak around and find your way through the dark in various environments. The creature designs are awesome, but this is probably the most exciting part of the game. It was intense sneaking past enemies, and thankfully there’s only one small section in each chapter, but the horror elements that are actually good can be counted on one hand. There are moments in which each main monster is introduced, and these scenes are fairly creepy, and outside of weird sound effects and haunting ambience, there’s not much else here. The game does portray the gruesome horrors of the war, with bodies spread everywhere, the barbaric medical practices, and the overall brutal nature of everything people endured during that time.


With the game being as linear as it is, there isn’t a lot of room for exploration outside of finding dog tags, and this only grants an achievement. There are a few extra gameplay items you can find, such as a pickaxe to break down walls, a dynamo flashlight, a gas mask, and wire cutters to cut down barbed wire, which is actually quite annoying. The barbed wire moves and is related to the story (I won’t spoil why), and you have to cut the non-moving wire or it will grab you, and that will trigger a quick-time event. This could have been done better. To be completely honest, all of these items don’t really add anything to the game. The gas mask is used a few times to get through corridors with some gas, and it lasts a few seconds. The flashlight is annoying to use, as it only lights up for a few seconds before needing to be charged again.

The game overall isn’t very exciting. The horror elements fall flat, and the walking simulator-style gameplay is void of almost any gameplay. The story itself is convoluted and difficult to figure out if you don’t read the papers spread throughout the game. The visuals are at least good, if not necessarily unique or interesting, because of the monster designs. There are nice lighting effects, but the character models are something to be desired. The mansion areas are also a chore to play through, and it just feels like mindless wandering through rooms to find objects.


Overall, Ad Infinitum doesn’t do anything particularly well or is interesting enough to not be forgettable. There are some good horror moments, but they aren’t anything special, and the game overall lacks a cohesive story or a way to tell it. There are many games out there that are similar and do a better job of everything listed.
Posted 3 July, 2024.
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No one has rated this review as helpful yet
37.1 hrs on record
Final Fantasy VII is one of the most influential video game and pop culture icons of all time. It was revolutionary in its day in storytelling, graphics, and scope. I never got around to playing the original PS1 game. When the game came out, I just wasn’t into JRPGs and would never have had the patience to finish the game or even remotely understand the story. I was 7 at the time. Fast forward nearly three decades, and out comes the remake. The Final Fantasy VII projects have been in the making for nearly two decades. I remember the Advent Children being released. I rented it and watched it with my parents, and I had no idea what was going on. There was a mobile game exclusive to Japan at the time, and Crisis Core had just been released. I also had no idea what was going on in that game. I couldn’t appreciate these FF7 projects as I hadn’t played the original title.


That has all changed. Square Enix did a great job bringing the game up to par with modern audiences and video game standards. Not only is the story well told and easy to follow, but it’s still complex and full of interesting and lovable characters. While this game is only what the first disc from the original offered, there are 30+ hours of content here to explore. While the game isn’t perfect, there is more to love than to hate, and I was surprised at how great this game was. I didn’t want to put it down. From the well-done English voice-acting (which was a shocker) to the well-paced and fast-moving story, the game never got stale (at least during the story moments).

The basic structure of this game is very linear. This is a dated design choice that transferred over, but some think this game has been in development since the tech demo for the PS3 reveal was shown in 2006. If that were the case, then this linear design would have been considered mostly modern at the time. There are large towns to explore, but these still have linear paths, and the story mode is a single path you follow, and there’s no way to branch off. This is both fine for a scripted story but also feels cramped in some aspects. Despite how large Midgar feels, with sweeping vistas and massive backdrops, you can explore very little of it. There’s a large sense of scale, but what you can explore just feels so claustrophobic in comparison. Many thought this would be an open-world game, but to follow the story the way Square Enix’s wants, that wouldn’t be possible, and I can see why they chose this path.

Exploring the game (and even the menu system) is similar to most modern Final Fantasy games. You run around towards a goal, fight bosses, run into enemies, do some mini-games, complete side quests, and try to get the best accessories, armor, and weapons in the game. This is all slowly introduced to you, but let’s start with the combat, as that’s the bulk of the game. Combat is not turn-based, but you can pause the action to give commands. The controls are intuitively designed to allow this to be done with minimal effort. You have regular attacks, a special attack, a block, and a dodge button. When enemies have red exclamations over their heads with the attack name, you know it can’t be blocked but must be dodged. Cloud’s alternate special attack is actually a stance called Punisher Mode, and while you block him, he will auto-parry incoming attacks. This comes in handy all the time.


You can issue commands, such as using ababilities. These are obtained by changing weapons. Materia can be equipped to give you commands that use MP. Things like magic, offense, defense, and even passive Materia can be slotted. Different weapons and equipment determine your slot count. It’s important that you learn this system well and balance your team. You can only have three active party members at a time, but you never change your party. It’s all based on the story. You will go through multiple chapters with a missing party member, but you can still upgrade and equip them all the time, even when they aren’t with you. Powering up weapons is also a must. Each weapon has strengths and weaknesses. Some focus on sheer power, some on magic, and some on defensive skills. You acquire SP through combat and can use it across all weapons. Each weapon gets the same pool of SP separately. If you have 90 SP, you can use that separately on each weapon, which is really nice. As you level up, you unlock new SP pools.

Combat is fast-paced, fun, and exciting. Each character can be controlled by the player in combat only. During exploration, you’re mostly stuck as Cloud or another character, as the story deems fit. Cloud is an all-rounder; Aerith mostly focuses on magic and distance combat; Tifa is a fast-paced melee fighter; and Barret uses a mid- to long-range gun, which is great for aerial enemies. He also has a ton of HP and defensive points. You can issue commands to other characters with the triggers that pause combat. You all have two AP gauges that fill up slowly over time or quicker as you do damage. These are needed to even use items in combat. These guides are the center of your strategy because, without them, you will die. You have limit breaks, which really can only be filled during longer battles (mostly bosses) and summons that deal massive damage, but the battle needs to be long enough to fill these guages.

Summons are mostly acquired optically through the VR training. You only get two during the story mode automatically. These are the keys to strategizing battles and winning as quickly as possible. I found the combat rarely frustrating. Only during long boss battles with multiple phases did I find it annoying that these cut-scenes were not skippable. You need to watch them all over again if you die. This didn’t become an issue until towards the end of the game. You can run away from battle by running away and fleeing, and thankfully enemies regenerate until you leave the entire area and come back. The boss battles are all unique and imaginative, and no one is the same. The smaller enemies are also unique and different, and they require you to learn their attacks and know what is weak against what type of attack. There is a lot more strategy in the combat system than a simple hack-and-slash setup.

While combat is the bulk of the game, you will spend a lot of time outside of combat. There are a few simple puzzles inside some dungeons, but the hub areas or towns you explore allow you to rest, buy items, materia, armor, and weapons, and that’s about it. The side quests and mini-games are some of the weakest parts of this game. While not every side- question is bad, Some offer challenging boss fights and good rewards; some just don’t offer much story-wise. I completed almost all of them anyway for more XP, SP, and the items they offered, but fetch quests are just not fun here. Not to mention, the mini-games are incredibly tedious and boring and not well thought out. There’s an okay darts mini-game. Beating the highest score and achievement. But there’s a box-breaking mini-game that requires you to run around breaking different-sized boxes. This was incredibly tedious and not fun. There are combat VR simulators that net you material. Most of which you can acquire elsewhere. Then there’s the optional summons, which can be incredibly difficult to acquire early on as you need to beat them, and you need three party members to even have a fair chance. There’s also a pretty stupid dancing rhythm mini-game. It’s just, overall, a bit lame.


Outside of the mostly optional and passable annoyances, the visuals are fantastic. Character models look amazing, the pre-rendered cutscenes are some of the best in the industry, and the story and overall character designs are some of the best you will ever come across. The story is deep and full of political intrigue, and I want to know more about this world, the characters, and see things move on. It’s sad that Square Enix takes so long to make sequels, but what are we going to do? With the fantastic combat
Posted 3 July, 2024.
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6 people found this review helpful
30.8 hrs on record
Back in the mid-2000s, there were many God of War clones, and that trend continues with the 2018 reboot. Banishers is essentially a God of War clone, almost to a T, barrowing many elements such as combat, exploration, storytelling, and the upgrade system. However, there’s a hint of “Eurojank” present that I just can’t shake. While the story, setting, and lore are interesting enough (the key word is “enough”), the game never excels to the heights of the game it’s trying to become.

You play Red Mac, Raith, and Antea Duarte. Lovers who are now separated by the plane of the dead. Banishers are people who go around removing hauntings from people, places, and objects, but they can also pass judgment and execute the living for doing wrong to those who previously lived. It’s an interesting concept, but sadly, the game never goes into more detail about it. How can these people just kill the living based on what the dead say? What are the laws and rules surrounding this? The game also doesn’t go into the background or history of the Banishers. This is something that God of War did well. We need a lot of backstory if we’re going to spend 25+ hours in a game like this. The entire game is just pretty “good,” but never memorable or amazing. It always just falls below that mark. While I found the world and atmosphere of New Eden fascinating, the way the story and world are unfolded to the player are boring, mundane, or just not interesting. Reading material is pointless and doesn’t add to anything.


Let’s just start with the combat. Heavy and light attacks make up the basis of combos, but you can switch to Antea in the ghost plane, who has more powerful attacks. Her bar isn’t HP, but an energy meter. Hit decrease this as well as using your attack powers. You can refill this bar by fighting as Red in the real world, but he doesn’t have any special attacks, and this really kept me from creating a strategy or learning how to beat enemies. Red just light and heavy attacks enemies (with a heavy charge attack), and the game tells you Red does more damage to ghosts and Antea does more damage to possessed bodies, but it never really seemed to be effective. You can parry attacks, which the game heavily relies on for more damage, and Red has a gun that you get about 1/4th through the game; it’s a one-shot rifle that requires a reload. This can sometimes do a lot of damage, but the enemies are so boring and uninteresting that there’s no distinguishable feature or stat to build strategies in your head. Ghosts are pretty easy, while anything else can damage sponges. I just couldn’t combo or create a meaningful pattern for defeating enemies, and it made combat one of the least enjoyable parts of the game. It also just feels slightly clunky and sluggish.

The upgrade system feels almost as useless. You get experience for Red and Antea by completing side quests (called hauntings), which grant you additional damage for certain attacks, but I never really got to unlock any new combos or powers. Antea’s three powers are found during the story, so the upgrade tree is just boring, and I never felt powerful enough and couldn’t even use skills to become more powerful. This also bleeds over into the equipment system. Red can equip rifles, blades, outfits, and potion bottles, which increase attributes, but no matter how high they were, I always felt just too weak to really get an edge over the enemies. Antea can equip various accessories to help her attributes, but nothing felt powerful or meaningful.


This leads to the exploration and hunting gameplay loop that’s identical to God of War, but without the enjoyment. Why do I want to hunt chests and haunted objects, fast travel back, and open new paths with new powers if all this equipment feels useless and haunting cases only give me a single esence for the skill tree when it also feels pointless? They are fun at first, and the haunting cases are like mini-murder mysteries you can solve, but they also play out the same way. Some lead to small boss fights, some are just item gathering quests, and they all add to the main story choice (I won’t spoil it) for the ending, but they are all optional. There is a lot of side content here, but I gave up about halfway through because I just didn’t feel any of the rewards were worth it.

With that said, the game looks pretty good for an Unreal Engine 4 game. There is a lot of detail in the environments; they are varied, and the atmosphere is thick and heavy, but everything just teeters on not quite being enough on every front. The ability to even upgrade equipment doesn’t help make you feel like you’re growing as a player or character. I felt just as weak from the beginning of the game to the end and wound up dying quite a bit. Some side content, like the void walking dungeons, is tedious and boring, and the only redeeming value is exploring the world and picking up all these items and chests. I just wish the rewards were better.


Overall, Banishers has a lot of interesting concepts going for it, and the voice acting is good (the facial animations are very dated). I wanted to know more about this world, but the game just doesn’t give it up. The side content is questionable, the combat is too clunky, and there’s no strategy or really good combo system implemented to make it stand out from the crowd. There aren’t really any puzzles, and the story is predictable towards the end, making you feel like your choices are almost meaningless. I feel like if DONTNOD had another go, they could get a lot more right. As it stands, this feels like a “Eurojank” God of War.
Posted 3 July, 2024.
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1 person found this review helpful
0.5 hrs on record
Surrealism in gaming is fascinating to me. It’s one thing to see a painting or photo, but to see it moving and interacting with it is a whole new scale. In my bottomless hunger for the surreal, dreamlike, and psychological in gaming, Isolomus fits a few of these categories. This claymation interactive art exhibit is not for those looking for a full-on game, puzzles, or even a story. There is a lot the player needs to interpret or just be square with not having an answer to. This is a game that can be completed 100% in less than an hour. My interpretation of the game is that it represents humans being slaves to our daily schedules and needs. I will leave it at that.


Each “cycle” of the game starts out the exact same, and there are two different endings. You just start clicking on objects on the screen. Squishing green men into blobs and then watching the “hub” of the day and night cycle as a man does a task you select. This can be eating, using a computer, looking out a window, brushing your teeth, etc. Each task is shown in full during the first cycle, and then you sleep. Once you sleep, you can choose two different doors. Once you start the next cycle, each activity is an interactive scene. I don’t want to spoil them too much, but you need to figure out how to advance the scene by interacting with their objects in a certain manner. Each scene has two different endings, and how you interact determines that ending.


The entire game barely represents anything human or discernible to the human eye. Strange shapes, sounds, and the eerie, dreamlike soundtrack playing in the background will keep you glued to the screen just to see what whacky thing comes next. The animations are uncanny, inhuman, and downright bizarre, but that’s what I love about this game, if you can even call it that. The gameplay here isn’t much, but you still need to be curious and find new ways to interact with the game, which I found a lot of fun.


There is no dialog in the game or even any written text. Just grunts, sounds, and ambient music. Sometimes this is just what the doctor ordered. You can vibe out and relax in a game like this that doesn’t require any skill to even interpret a story. This is a game that will stick with you. Maybe even more than a 50-hour-long AAA game. It’s so strange and surreal that you will need to talk about it with somebody just to make sense of it all. Isolomus may not get the players or attention it deserves, but for $1, what more can you ask for? You can’t buy anything for $1 anymore.
Posted 3 July, 2024.
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