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Recent reviews by StrifeRobber

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Showing 1-10 of 18 entries
1 person found this review helpful
6.4 hrs on record
Umurangi Generation is a declaration of dismay against the government and corporations that have failed to save the world. Consequently, it burns brightly and there's nothing we can do but watch. This is the central premise of Umurangi Generation, one of the few games that spoke loudest to the COVID Generation.

Umurangi Generation is a first person photography game. You play the role of a photographer, who documents the chaotic end of New Zealand. Beautiful landscapes are replaced with dystopian cities, ruins, and a red sky. These are the subjects of your photos, a world gone to hell because of government failure. Anger and frustration flow through many of the game's levels.

I feel that Umurangi and I share the same anger against government incompetence. In 2020, the world shut down as COVID ruined everything. I saw neighbors die, businesses shut down, and the corrupt thrive. The country suffered as we watched our geriatric government leadership conduct the most useless nightly “talk shows”. All talk, no game. Millions infected, and thousands dead in the nation. It was the most powerless I have ever felt and I wasn't alone. Perhaps you feel the same, reader?

It's okay, the world can't kill us yet. However, I can't say the same for Umurangi’s end times.

It's very easy to see that Origame Digital experienced the same revolting feelings we all did. All the revulsion and anger against the status quo that keeps us down. Besides, the game was released in the middle of the chaos in 2020. What resulted is a generational piece of art that expresses the same powerlessness we felt then and now. Umurangi speaks to the times.

The game evokes this punk-rock aesthetic in this near future setting. There’s a fury seeping through its tone, but there’s also a chill hangout vibe that flows against it. Yes, the end of the world is here and we can’t do anything but take pictures and hangout with the crew. These are the last days of a chaotic world.

However, I will not speak of what ails the setting of Umurangi Generation, doing so would only ruin half the fun. What is obvious from the beginning is there’s something that dooms the world and there is nothing you can do but watch.

As the game continues, the player slowly takes the role of a historian of sorts, documenting a crisis in progress. In light of this, Umurangi tasks you with taking photos of… Cats, birds, candles, graffiti, and much more. The subjects of your photos feel normal, which adds to the initially chill vibes. However, this ordinary set up eventually contributes to an entirely different tone, a feeling of desperation to hold onto normalcy. It’s a relatable feeling because we did that during the pandemic and even today.

The gameplay is very good and simple to pick up. As mentioned earlier, the game tasks you with capturing photos of several things such as cats or cars. There’s a ten minute timer, but it feels inconsequential. There is nothing stopping you from taking your time, exploring the level, and getting the best shots possible.

Umurangi Generation doesn’t make use of cutscenes or dialogue to tell a story. Instead, it uses environmental storytelling to great effect. The game invites the player to assemble its story, creating an engaging narrative experience that forces its players to seek out pieces of story. Throughout the levels, you’ll come across newspapers, graffiti, television sets, and posters that each detail the maddening situation that afflicts the world. As a result, the narrative never feels disruptive and the player is always in the middle of things. It's an immersive way to tell this story and the most fitting way to do so.

The OST by the magnificent ThorHighHeels should be praised. Not only does this man make banger video essays, but he’s also creating banger music as well. The music of Umurangi Generation is nothing short of fantastic, always expressing this “Sophistifuture” tone (as he would say) that really adds to the atmosphere. The music always feels nostalgic, relaxing, and also disruptive in some tracks due to the presence of robotic sounding voices. It all fits perfectly with the game.

The game also shows a unique Maori perspective that I would love to see more in video games. Diversity is the spice of life after all. While I can’t speak much to its Maori identity as I’m not one myself, I can definitely say its expression of identity and culture adds so much humanity and creativity to the game.

Umurangi Generation is a protest in the guise of a video game. It’s never shy about its disruptive and frustrated attitude. There's a lot of righteous anger that the story directs straight at its in-game governments as they continue to fumble important work. Thanks to its solid gameplay loop, great environmental storytelling, and a fantastic soundtrack, Umurangi Generation is able to lift a mirror that lets us see the madness.

9/10.
Posted May 30.
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1 person found this review funny
7.1 hrs on record
Her Story was the first game that made me bust out a Pen and Paper. At least the first time in a long time. I rarely play detective games, and barely use the ever reliable pen-and-paper method to solve these games. However, everything changed with "Her Story", a game so effortlessly designed to capture player engagement from the beginning as the word “MURDER” is typed on the computer's search bar. I knew from that moment that this was going to be a long night.

The game provides one primary gameplay system to solve its mystery. It is the L.O.G.I.C. system, which allows the player to search and sort clips in the database with keywords found in the interviews. These words could be “MURDER” or “KILLER.” A successful search will grant the player up to only five clips to watch, each revealing a layer to her story. However, the “five-clip only” limitation severely restricts the player from all the clips in a search. Hence, if there are 61 clips with the keyword “MURDER”, you can only see the first five clips in a search. You’ll have the rest of the clips using another keyword, resulting in a slow unraveling that is addictive to the most curious. This system never immediately gives away the whole mystery by giving away the most crucial clips from the beginning, that would only ruin the fun.

Her Story is a puzzle with 271 pieces and it's up to you to put it all together. In Her Story, you are tasked to solve the years-old murder of Simon Smith through the use of a database consisting of 271 clips. These hundreds of clips are fragments of seven interviews, all of them begging to be given a place in this grand puzzle. The story is shrouded in immense mystery, but as you continue to watch clip after clip, a clearer picture of the narrative will reveal itself. It is a tremendously rewarding experience.

The hunt for the truth is addictive. Over the course of the game, I had written down hundreds of possible word prompts as I scoured every interview for any important keyword. Or at the very least, any keyword that would lead me to the truth. I had even created a mostly accurate timeline of events, and written every discrepancy possible. By the end of it, I had several pages of notes to refer back to. Absolutely fantastic stuff.

The video clips themselves feel authentic and eerie to watch. Sam Barlow was able to successfully recreate tape recordings from the 90s, giving every clip a grainy and ancient feeling that truly evokes what it attempts to recreate. The clips give the game a slight horror movie feel, as if you were uncovering mysterious tapes from a bygone era. It is literally found footage, but used within the strengths of a video game.

The writing of the story is incredible, making use of a non-linear structure that could only work in the video game medium. The dialogue feels natural and the slow burn pace adds to the tension of solving the case. Sam Barlow’s first indie endeavor is a narrative hit, filled to the brim with mature themes and a neo-noir tone.

However, Her Story would not have been possible without the incredible performance of Viva Seifert, who plays the game’s central character. Her performance feels very natural, as if we were watching an ordinary person be subjected to a police interview. I cannot say much more about her acting without spoiling it, but I guarantee that it's great and works to the benefit of the game.

The music adds greatly to the atmosphere as well. Sam Barlow ultimately decided to use the eight tracks from musician Chris Zabriskie. He stated in an interview from AppUnwrapper (2015) that his music “has some elements which invoke nostalgia, but also has a modern edge.” Sam Barlow is correct, the music of Her Story does evoke nostalgia, reminding us of a time when computers were a little more simple but a bit harder to use.

Her Story is a fantastic neo-noir mystery game that begs to be pulled apart and assembled. Its gameplay elements and story come together to create an engaging and rewarding experience. The acting of Viva Seifert is amazing and the central mystery is fun to uncover. Don’t forget to bring out a pen and paper for this one.

9/10.



Posted May 29.
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4.8 hrs on record
Journey: A Review

If one were to describe the story of Journey, it would be an odyssey of a robed figure through an unknown land. The rest of its philosophical and literal meanings are left to the interpretation of the player. The game does not seek to overwhelm the audience with great amounts of lore and an abundance of expository dialogue. Instead, they are invited to unravel its narrative, allowing them to have a substantial amount of interpretive autonomy over the story. There is no death of the author when one is merely invited to ponder independently. That is where much of Journey’s narrative strength lies.

The story of Journey takes a minimalist approach, opting to use visuals and sound to express its narrative. Hence, the game is a wordless experience. Dialogue has no room here. Because of this, the developers have crafted a brilliantly memorable world filled with deserts, icy mountains, and ancient structures. All of them communicate to the player a forlorn aspect to the world of Journey and also provide exposition. It is a world of ruin and solitude, and this makes the appearance of other players so memorable. You are only one speck of sand, standing in awe of the great formations around you.

Speaking of visuals, Journey is the most cinematic game I’ve played in years and most of its cinematic quality is derived from gameplay moments. Cut scenes are in rare supply in Journey as you are thrust right in the middle of the action with rarely any interruptions. Every set piece is delivered through the gameplay, never taking control away from their hands. Whether they’re being hunted down by giant machines or sliding down sand dunes, the player experience comes first and foremost. The game understands and employs cinematic language so brilliantly without compromising the video game medium.

The gameplay of Journey consists of the player exploring different areas such as deserts and abandoned cities in a bid to reach the peak of a mountain. This mountain always remains in view, reminding the player of a goal to reach. Journey encourages exploration and curiosity and frequently employs platforming mechanics to make it all fun. The gameplay is simple and great.

The graphics look gorgeous and have lasted the sands of time. Being released exclusively on the PS3 in 2012, Thatgamecompany has created a fantastic and distinct art style that sits right at home with the older Playstation game catalog. The visuals emphasize scale and small details such as specks of sand or snow pellets, which stood out in the initial playthrough.

The music must be HIGHLY praised for it is Journey’s other half. It is the game’s second language of expression. If this music did not exist, then Journey would be missing half a heart. Composed by Austin Wintory, the sounds of Journey kindle feelings of wonder, hardship, hope, and rebirth. The music is used to communicate with the player on the meaning of its moments, whether they be triumphant or gloomy. This is an incredible orchestral soundtrack that tugs at your heart strings, always reeling you in at its highest peaks. It is one of the greatest video game soundtracks of all time.

However, Journey’s greatest achievement has to be the multiplayer component. Despite the game laying down a linear path for the player to follow, you can still meet other players in this abandoned world. Through the multiplayer aspect, each playthrough of Journey is never exactly the same. The presence of a real person on your treks remains the sort-of unpredictable variant of Journey.

The multiplayer mechanic is reminiscent of games such as Ico (2001) and The Last of Us (2013), both of which center on the relationship of two main characters in a written and heavily curated narrative. Journey applies the same narrative structure with its multiplayer component. When another player joins your adventure, the narrative transforms into the trials and tribulations of two robed figures trekking across these peculiar lands. It is such a beautiful experience.

The second player does have the power to ignore you. But if they do join, Journey elevates itself to an even greater experience. As you hike through these lands together, you begin to form a bond and rely on each other. By the end, you become fully invested in this relationship as you march into the great unknown together. Goodbyes have never been sweeter with people you never knew.

In the end, the multiplayer component serves to show the beauty of human bonds. It showcases how a shared experience can result in the blossoming of a beautiful memory, even if one is not acquainted with the other. I never knew the name of the person who I finished this game with, but they will forever remain in my fondest memories. Thank you, whoever you are. The musical notes we shared struck a wonderful cord within me.

The final fifteen minutes of Journey are a transcendent experience. The gameplay, visuals, music, and the multiplayer came together to form a masterful crescendo that made me burst with emotions. I cannot say much except for the fact that it is unforgettable. This is worth the tears.

Journey is one of the greatest games of all time. Every aspect of the game is carefully considered and wonderfully crafted. The story’s interpretation is left for the player to ponder and the multiplayer component is a bridge that can create memorable bonds. This is a lovely game and it won’t take much of your time. Play it, you won’t regret it.

10/10.



Posted May 26.
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3 people found this review helpful
2.5 hrs on record
Back 4 Blood (2021) Review:

I typically do not write reviews for games I've barely played, but the mediocrity of Back 4 Blood has given me an incredible exemption. Within a short time frame, one can already see what the game has to offer. An unnecessarily complicated and passionless game with competent marks on its gunplay and graphics. Back 4 Blood looks great and is more than capable of creating an atmosphere that can even rival Left 4 Dead. Its gun play also remains smooth.

Back 4 Blood is a game that harkens back to the past while chasing a dubious future. This game feels like it was made by a 45 year old trying to chase old glory day highs. At the same time, they also pursue current day trends by being a live service. It wants to be like Left 4 Dead, but the live service elements muddle this could-have-been fantastic attempt at replicating a classic. Even the title itself is a reference to L4D.

Unfortunately, they don’t even try to be like Left 4 Dead. The pacing of the levels are hamfisted and too action packed. There’s no attempt at creating an atmosphere. The game seems hyper focused at grabbing one’s attention, fearing the likely arrival of the player’s boredom. As a result, normal and special zombies are relentlessly thrown at the player and the novelty of the special infected wears off quickly. No need to be scared when you constantly see them, when they’re barely a threat. Don’t expect to remember the levels that much.

The game mechanics are not explained very well. In fact, you’re immediately thrown into Fort Hope with no fanfare and no introduction to the setting. Their attempts at introducing gameplay aspects such as the Card System remain lame. Not much creativity was put behind the introduction of these mechanics. You just read some pages and then move on to the next thing.

Granted, Turtle Rock’s desire to innovate with the Card system is commendable. Sad to say, it feels almost inconsequential and poorly explained.

The writing of the game and the direction of its cutscenes are also subpar. The main survivors never become compelling or even respectable individuals, they remain one note and uninteresting despite some attempts at quirky dialogue. The few cutscenes are also infected with a directorial style that fears the players getting bored. The opening cutscene is a montage of rapidly paced action sequences that immediately desensitize the player to the action. They also introduce the special infected in the same cutscene, but their designs are saddeningly generic that one can forget them in the succeeding moments. The lack of cinematic technique and patience is a frustrating experience.

The game also has a distinct lack of detail when compared to Left 4 Dead. The safehouses lack any kind of environmental storytelling and the levels only feel designed to be merely shooting arenas rather than interesting locales.

Back 4 Blood is a game I really wanted to love and it initially felt right at home. However, Its identity crisis and lack of soul stops me from coming back for more. Some feel that the comparisons to Left 4 Dead are unfair. I beg to disagree, one does not advertise and even use the same naming convention of their most iconic game and not expect comparisons. The source of the blueprint becomes obvious and all elements of similarity are present. Back 4 Blood’s mediocrity is so saddening that you’ll find yourself saying “I miss Left 4 Dead.”

Back 4 Blood ain’t worth coming back to.

5/10.

Posted May 23.
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1 person found this review helpful
5.5 hrs on record
Titanfall 2 (2016): Single Player Campaign Review

2016 was a very competitive year for the FPS genre and Titanfall 2, despite its greatness, was destined to underperform. Because it was being released between Battlefield 1 and Call Of Duty: Infinite Warfare, Titanfall 2 was caught between a rock and a hard place. It was overshadowed by two of the biggest names of the FPS genre, each game entertaining its audiences with decent single player campaigns. Battlefield 1’s campaign was an ode to the heroes of the Great War, and Infinite Warfare positioned its campaign as the blockbuster sci-fi hit of the season inspired by Star Wars. Both games were critically and financially successful, selling millions of copies within its first week with Titanfall 2 barely catching up.

Regardless of its unfortunate position, Titanfall 2’s greatness still shone to those who played it. The game received critical acclaim, sold modestly (in the eyes of EA), and garnered a cult following in the years that followed. Many attribute its good qualities to its level design, heavy gunplay, fast movement, and amazing graphical quality. But its greatest achievement still lies in its marriage of narrative and gameplay, telling the story of the bond between a man and his machine. It is through this story that Titanfall 2 accomplishes its greatest triumph that I welcome so greatly.

Titanfall 2’s single player campaign is one of the greatest in the FPS genre. It stands tall beside the Original Halo trilogy, Half Life, Bioshock, and Call of Duty: Modern Warfare, Respawn Entertainment’s best work when they were still under the foot of Activision (As the original Infinity Ward team). Modern Warfare was a game changer in the industry, delivering high octane blockbuster thrills reminiscent of action films like Black Hawk Down in its single player campaign. Modern Warfare was so great that many companies still chase its ever elusive shadow, even being included as a remaster in the deluxe edition of Infinite Warfare.

But Respawn Entertainment refuses to chase the past. There is much evidence to suggest that Respawn Entertainment and Titanfall 2 have not only reached the quality of Modern Warfare, but have also surpassed it. The most obvious evolution here being the story of Titanfall 2. After the poor reception to the original Titanfall’s campaign, Respawn Entertainment sought to improve on the same and it was a challenge to overcome. What resulted is possibly the greatest buddy story in the gaming medium, made in the vein of Lethal Weapon and Half Life while primarily focused on characters.

Titanfall 2 centers its story on the characters rather than blockbuster setpieces. These aforementioned setpieces are what the FPS genre has been well known for as they sought to emulate and even surpass action cinema through varying degrees of chaos and absurdity. The game largely avoids this and orients itself as a character story centered around the relationship of a pilot named Jack Cooper and his robotic Titan, BT-7274, as they embark on the planet of Tython to stop the Interstellar Manufacturing Corporation’s machinations. In place of bombastic action cutscenes, we get dialogue choices that progress our relationship with BT-7274. These choices can be jokes, one liners, statements of concern, or just wholesome dialogue that furthers your friendship with BT. The dialogue exchanges between Cooper and BT remain to be one of the best parts of the game and every player will find their banter irresistible and these little moments so loveable.

This is not to say Titanfall 2 doesn’t contain any action setpieces. There’s still a great amount of action, but it never falls into constantly giving the audience very bombastic and heavily curated action set pieces that Call of Duty is known for. It does not want to overstimulate its players with mindless action scenes. It instead seeks to tug at their heart strings through careful character development balanced with a healthy dose of action. The game presents the players with inventive gameplay mechanics and fantastic action setpieces in the final missions, allowing each and every mission to feel continuously fresh and distinct. For the sake of your enjoyment, I will not mention what these are.

The game also forges the bond between Jack and BT through its intense gameplay. Titanfall 2 provides many opportunities for the player to use the Buddy Titan and his destructive arsenal and a great amount of combat scenarios is thrown to the player. Soldiers will be fought with boots on the ground combat and wall jumping, combined with 1v1 battles against enemy Titans of differing classes. Each encounter is white knuckle intense, accompanied by heavy feeling gunplay and smooth movement that sells the dangerous mood of the battlefield. Every battle against a soldier and a Titan is one step forward for the dynamic duo, whether it's done in the absence or the presence of each other. The combat sequences remain fun and fast. They have a bombastic feeling without being overly indulgent and every victory feels rewarding. It is simply a great achievement.

The setting of Titanfall 2 must also be commended. There is an earnest attempt to expand this universe as the story further expounds on the motivations of the factions and the figureheads that fuel this war. The villains in particular are given a solid amount of motivation as to their villainy. While not all of Titanfall 2’s villains get to shine, as most of them feel like throwaway bosses, villains such as Blisk and General Marder are provided with sufficient character development. General Marder has one scene that allows the audience to understand the logic of his villainy and the nature of the IMC. One can tell that Respawn truly believes in this hardcore science fiction setting. It’s incredible work.

The graphics of Titanfall 2 are also fantastic, allowing the audience to see detailed jungles and industrial battles in high visual fidelity booted with a memorable science fiction artstyle.

This great marriage of gameplay and story of Titanfall 2 allow Jack and BT-7274 to unite as one. They are an unstoppable force that grows powerful through an expanded arsenal and an ever growing degree of trust. Every action scene sees the man and his machine mow down hundreds of enemies in the most action movie way possible and every moment of downtime showcases their humanity and strong bond. This is Real Steel with guns and we’re never out of bullets. By the end of the game, you’ll find yourself trusting BT and wanting more out of this universe. Trust me, Titanfall 2 is worth your time and money.

9/10.
Posted May 19.
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25 people found this review helpful
1 person found this review funny
27.1 hrs on record
*Some Minor Spoilers*

Like A Dragon Gaiden: The Man Who Erased His Name is a conclusion to a Saga that should have definitively ended in 2016's Yakuza 6: The Song of Life.

Yakuza 6 is by all means not a “bad” game and definitely not a terrible conclusion to Kazuma Kiryu's story. Instead, it is remembered as a game that didn't have the proverbial guts to end the Dragon of Dojima’s seven game journey. Yakuza 6 did numerous things correctly by establishing Kiryu as a grandfather and introducing us to a new cast of supporting characters in Onomichi, Hiroshima. Unfortunately, The game seemed allergic to using legacy characters in the Saga and relegated most of them to the wayside in favor of a new supporting cast. In consequence, Kiryu's final game feels smaller and intimate, for better or worse.

If this truly was the end of Kiryu's story, then Yakuza 6 should have been a celebration of the same. Instead, The end product was just another mainline Yakuza game and not the emotional climax of the journey. As we watch Kiryu walk down that street, fans are instead teased for more. The Dragon never dies. And the tease bore fruit. Kiryu returns as the sole playable protagonist of Like A Dragon Gaiden. Once again described as Kiryu's send off, Gaiden is set with the task of providing its audience with a smaller, intimate, and emotionally satisfying ending for one of gaming's greatest protagonists and it does so successfully.

Gaiden's story places Kiryu in an interesting setting, practically divorced from his legendary life and past relationships. Over the course of the game, Kiryu forges new bonds, fights against a new bunch of baddies, and eventually enters an ideological battle for the future of the Yakuza. In the midst of all this crime ridden chaos, Kiryu's emotional journey remains at the forefront even if it doesn't seem obvious. Kiryu doesn't show a lot of emotions in the story, the logic of its plot makes it necessary to do so. But when Kiryu's stoic veil falls, the writers really make it count.

Takaya Kuroda brings his performance of Kazuma Kiryu to new heights, delivering a beautifully human performance for a historically stoic character. For the first time in years, the writing truly allows Kiryu to become incredibly vulnerable, giving Kuroda a chance to show us a side of Kiryu never seen before. At one point, I was convinced that there were no stories left to tell with this character until Takaya Kuroda proved me wrong. There is much to tell with this character, even if this is the final stretch. It's one of the greatest voice acting performances in the video game canon and leaves its ending as the best in the series. Kudos to the facial animations as well, the emotional scenes would have been hollow without the fantastic work behind them.

Speaking of the ending, I can definitely say that the final chapter is an all time great experience. Upon its arrival, the game fires on all cylinders to deliver a climactic and emotionally resonant experience filled to the brim with fist fights, team ups, hype moments, climatic showdowns, and a greater degree of emotional vulnerability for Kiryu. It’s seemingly the end of a Saga until Infinite Wealth finds a way to top it. While I cannot say much about the ending, what I can say is that it is a fantastic ending. An explosion of emotions built up over several games. Jacob Geller in his "The Best Games of 2023" video, once called the final hours a “transcendent experience.” I am inclined to agree. This is amazing stuff and they saved the best for last.

If it's not obvious by now, the characters are the biggest strength of The Man Who Erased His Name. All of them are memorable in their own right, even if some are more developed than others. Within the short runtime, the story is able to develop its cast of new characters with varying degrees of success. Characters like Akame and Shishido are standouts and have already become fan favorites. This is thanks to the lovely character writing and great acting from their voice actors, delivering the human qualities this franchise is known for.

However, other characters such as Hanawa are written in a strange way. Hanawa typically doesn't show much emotion, but he does reveal some humanity in rare and interesting moments. Upon further examination, this is by design. But you would have to play the game to see it yourself. Despite the interesting writing and time spent, it was hard to fully invest into Hanawa. A true shame as the character makes a substantial appearance in Infinite Wealth.

Unfortunately, Gaiden has pacing issues in the story. The game mandates the player to engage with the game's side content such as The Akame Network and the Coliseum before moving onto the main story throughout the various chapters. This results in an inorganic and frustrating introduction to side content that takes away the narrative momentum of the story.

The strangely slow pacing is saved by the fun of Gaiden’s combat that I absolutely loved. This is the best brawler combat the franchise has ever done. It’s smooth, responsive, and incredibly fun to play. The game provides the player two fighting styles to toy around with. The first is the Agent style, which turns Kiryu into a methodical and elegant fighter and provides him with gadgets such as Flying drones and the Spider rope. His movement is swift and can transform a battle from a brawl to a fluid dance if done right. A far cry from the destructive, forceful, and familiar Dragon of Dojima fighting style that is also provided as the second fighting style in the game. The fighting styles serve to show Kiryu’s development as a character, that he has become refined and patient as shown with the Agent Style.

While some of its plot elements remain underdeveloped, some characters aren’t that interesting, and its pacing is somewhat of a mixed bag, the story of The Man Who Erased His Name remains to be a good and rewarding experience. The focus on Kiryu pays off spectacularly and the Saga is capped off nicely. The gameplay may be typically “Yakuza”, but it remains fun and polished to play.


8/10
Posted April 7. Last edited April 7.
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1 person found this review helpful
5.2 hrs on record
GRIS is a metaphorical audio-visual experience and a very good one at that. Developed by Nomada Studio in Spain, GRIS offers players with a journey through the five stages of grief with a good tinge of hope. I will keep my words on the game concise as possible because it is a four hour game. It is not the longest or most in-depth video game experience, but what it makes up for in length successfully compensates with a wonderful amount of expression and brilliant presentation.

That is where GRIS is at its best. It is when the images, music, and color come together to create a beautiful crescendo of emotions. An explosion of sadness, hope, and a desire for better days. GRIS is a very memorable and emotional experience that relies on the power of images and sounds to move your soul. I cannot count how many times I felt goosebumps with the music and presentation just coming together to tug at your heart stings. If there is one word to describe GRIS, it is expressive.

Back to brass tacks, GRIS is a platformer. I don't think it innovates the genre but it is a very competent and fun platformer. The movement is smooth and the abilities are fun to use. Its always fun to jump, run, and boost your way through the levels. Flying through the sky is always a great joy. It is also never hard to figure out where you are going or how the puzzles work. Speaking of the puzzles, I never found them difficult. In fact, solving these puzzles was a rather relaxing experience even if you were to fumble it and I attribute the game's goal of letting the player just "feel."

GRIS does not aim to challenge the player or to create an incredibly thrilling and stressful experience. Instead, it aims to ease the player and never wanting to provoke them until it is absolutely necessary to the tale at hand. The game always wants you to "feel the vibes." To feel the flowing emotions of the game. If there was ever a VIBES game, then GRIS should definitely constitute as one.


GRIS is the story of a young girl. She feels broken, hopeless, and constantly at the edge. Her world is colorless and she remains voiceless in the face of loss. Grief overtakes the fabric of her soul. Thus, she embarks on a journey upwards in the sky, where a path presents itself. To wherever that may lead.

The thing I love about GRIS is its ability to tell a story without words. In video games, we're often used to some sort of dialogue, spoken or non-spoken, dialogue box or subtitles. There's always someone speaking in the game.

In GRIS, the game presents a new challenge. It asks the question, what if we explore the feelings of Grief without the use of words? And the game does so successfully. It is an achievement in my eyes. There is a reason why I call it an audio-visual experience. It really is just that.

While no words are spoken, the emotions of Grief and Sadness are explored in differently through the game's levels. Each level is designed to express each stage of Grief. Anger is represented as a red-colored desert wasteland, while Depression is shown as a blue-tinted water world of tears. Its amazing how they're able to distinguish each individual area, tying them to the emotional journey of the character and how they feel in the moment. A story without words, expressed only through images, symbols, and the tenderness of colors.

The music is also an excellent aspect of the game as well. The soundtrack by Berlinist is stunning. It is often relaxing, awe-inspiring, and can even be a bit of a tear-jerker if used appropriately. Berlinist is a standout part of the game and its story. Without the music, Gris would lose half of its soul. It cannot work without it and the most emotional moments would not be as inspiring as they are now.

It is through the visuals and music that we truly uncover the story of GRIS. In which meaning can be inferred from. I cannot sing anymore praises. You must experience it for yourself. This is worth the tears.

8/10
Posted December 23, 2023.
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21.0 hrs on record
best horror game of all time.

made me cry 10/10.

i love my friends
Posted December 9, 2023.
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1 person found this review helpful
33.5 hrs on record
I love a lot of things about Tyranny. The story and setting is fantastic, its all written incredibly well. The graphics look great too, I loved everything about the backgrounds. The combat is super fun too, though sometimes its hard but I do like a good challenge.

Unfortunately, it drags out a bit in the middle part but I think Act 2 is an overall very strong part of the game. I wish there was more voice acting too, it was weird to have VAs speaking and suddenly not have them in the next line of dialogue but its something I got used to. Missed potential though, it would have elevated the game more.

I like how it ends too, but I feel like there could have been more? However, it ends on a high note and leaves Terratus at a more interesting place than where we first find it.

Overall, Tyranny is a great CRPG that's able to accomplish what it set out to do despite some flaws. It was able to explore the nature evil in a tyrannical empire and the dynamics of power. Highly replayable too. I just wish there was more. Could have been a little longer but I think it ended well enough.

8.6 out of 10. Great Game.
Posted June 22, 2023.
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No one has rated this review as helpful yet
35.1 hrs on record (34.5 hrs at review time)
One of the greatest games of all time, hands down.Even if you've played the remake, u gotta get this game too!
Posted March 23, 2023.
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