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Senaste recensioner av Movac

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Ingen har angett att denna recension är hjälpsam ännu
4.1 timmar totalt
A smart grid-based puzzle game with a smooth difficulty curve and a steady drip of interesting new mechanics. Magnibox never gets as intricate or difficult as games like Snakebird or Baba Is You, so you're not likely to get stuck on any puzzle for too long. The pixel art is simple and colorful, the tunes are bouncy, and the whole experience is all-around pleasant. A good way for casual or serious puzzle fans to spend a few hours.
Upplagd 14 maj. Senast ändrad 14 maj.
Var denna recension hjälpsam? Ja Nej Rolig
2 personer tyckte att denna recension var hjälpsam
9.4 timmar totalt
Octahedron is another Concept Platformer, and its concept is this: what if you could hit a button to spawn a platform under your feet? It pulls hours of great vertically-scrolling platforming from that premise with constantly inventive mechanics and level design. Levels are constantly introducing fun new elements like platforms that toggle solidity each time you spawn a platform, or enemies that try to jump you from below, pushing the platform you're on to the ceiling. Each level feels distinct and is built for replay, with medals available for beating a level with all collectibles, without dying, below a par time, and below par platform spawns. Reaching the end of Octahedron is within the grasp of any platformer fan, and the medals are a wonderful extra challenge for dedicated players. Meeting platform pars is especially fun, asking you to work out the most efficient paths through each level.

My biggest complaint with Octahedron has to do with the final challenge. The lead-up to the end is a lot of fun, handing you a power-up you've been wanting since the start of the game and giving you a gauntlet of fast-paced levels to use it. But the very last level changes up the formula for the worse. Without going into spoilers, I'll just say that while it's not too difficult, I believe it's too chaotic. It's just not as interesting as all the carefully-crafted level design up to that point. But while that's a disappointment to end on, it's a small part of the game.
Upplagd 31 mars.
Var denna recension hjälpsam? Ja Nej Rolig
6 personer tyckte att denna recension var hjälpsam
43.8 timmar totalt
Copy Kitty is one of the most outstanding action games on Steam. In the 24+ hours I've spent with it so far, it's constantly found new ways to surprise and delight me, from big things like multi-phase boss fights that escalate farther than you could expect, to little things like smart context-sensitive dialog.

Combining powers is more than a gimmick, it gives you a huge flexible toolkit to overcome the chaotic levels you're faced with. Especially on hard mode, I often found that a situation that seemed unfair at first could be blown through with a carefully-chosen weapon combo.

Speaking of hard mode, Nuclear Strawberry went above and beyond in making the extra playthrough worthwhile. Dialog is all-new, levels are revamped, there are even new enemy and boss varieties. It's a proper second loop that finishes the story.

The two playable characters here could hardly be more different. Boki, the game's star, runs and jumps like a platformer. She has a double jump (on the floaty end but it feels right), a roll with invincibility frames, and a kick that does respectable damage (and blocks projectiles). Her power combos lean bombastic and are built from up to 3 of 10 base elements picked up from fallen foes. Savant, on the other hand, flies like a shooter. He fires combos of up to 2 elements from floating 'bits' that you can move in different ways depending on the powers you've chosen. This makes up for his lower base health with the ability to fight from safety with trick shots. Each character's path through story mode on each difficulty has different level layouts and altered bosses to support the different play styles, so ultimately there's 4 unique paths through a story mode that was respectably long to begin with.

I've only dipped my toes into the endless mode, but it's way more than a simple wave arena. It has a cool level generation system with a Lumines-style sweeping line that constantly reshapes the arena while you play. There are unique bosses, enemy types, hazards, and stage types that don't show up in story mode. The mechanics in Copy Kitty deserved this good a free-form sandbox. And with a powerful level editor and Steam Workshop support, I expect to keep playing Copy Kitty for a long time.

The look of Copy Kitty is a combination of cute creatures and cyber excess that reminds me of the later Mega Man X games, in a good way. It looks busy in screenshots, but the constantly moving environment art feels right for the dynamic action.

I can understand why some reviewers felt that the story is lightweight. It is set in a VR training simulation after all, which limits the stakes. But I grew to enjoy the interactions between Boki and Savant, and there's to be a fair bit of worldbuilding fun around the edges if you care to look.
Upplagd 14 juli, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
Ingen har angett att denna recension är hjälpsam ännu
1.6 timmar totalt
Where many retro-style games copy the aesthetics of mainstream 8 or 16-bit consoles, MURI carefully recreates the experience of a circa-1990 shareware DOS platformer. Graphics are limited to the garish EGA palette, bleep-bloop sound effects imitate the PC Speaker, and the one concession to modernity is the option to play at 32 FPS instead of the authentic default of 16. It even moves like an old Apogee platformer, with jumps that feel both stiff and precise. If you don't get a nostalgia hit, MURI will likely seem too archaic to enjoy. If you're into it, though, I'm happy to say that MURI is actually quite a good game on its own merit. If you don't believe me, try the demo.

MURI's level design is more varied and focused than in the games that inspired it. Secrets are smartly telegraphed, and enemy encounters demand that you switch up your approach. Many DOS platformers had sprawling levels to explore, but MURI's more compact approach is denser with memorable moments.

The plot was my biggest surprise, in a genre where excuse plots are typical. A science-fiction story with personal stakes and massive scope, it would suit an RPG but was squeezed into a handful of fairly brief cutscenes. The way it was told dampened the story's impact, and I'd have liked to see it expanded.
Upplagd 14 juni, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
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3.1 timmar totalt
After my first hour with Swarmlake (spent in short but intense sessions), I think it might just be the best micro-scale arcade game since Super Hexagon. It plays so fast and fluid that, like Super Hexagon, you quickly need to learn to play by feel. Precise movement, a forgiving hitbox, and excellent directional audio cues (wear headphones!) make it feel fair despite the overwhelming number of enemies. When the swarm grows large enough, it feels like a single giant entity with its own alien behaviors. Fighting it isn't the circle-strafing tedium of bad arena shooters, you need to constantly shift your approach in response to its behavior, scanning for weak points, rushing in and back out when you spot an explosive red orb you can reach. I expect I'll be coming back to Swarmlake for a long time.
Upplagd 3 juni, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
1 person tyckte att denna recension var hjälpsam
4.5 timmar totalt
WE ARE DOOMED looks like another Geometry Wars clone, or a Robotron clone for you old-school folks out there. Twin-stick score-attack shooting against waves of swarming enemies in a rectangular arena, yawn, seen it. But look, if you still think there's life in the sub-genre (or if you wish there was), you must play WE ARE DOOMED.

It hits you first with the look. The simple, colorful shapes look a bit flat in screenshots, but come alive when they fill your screen in motion. And, importantly for an arcade game, the action is always instantly readable through all the chaos.

The real smarts in WE ARE DOOMED's design take a bit more play to come through. The SUPERBEAM system is a simple bit of genius, almost too simple to notice, so I'll unpack it here. Pickups spawn semi-randomly around the arena, often in inconvenient places. Each pickup charges your SUPERBEAM. When the meter is full, you can unleash it to (1) temporarily replace your ordinary beam with one that reaches across the arena and tears through enemies in an instant, (2) multiply your score gains for the length of the effect, and (3) gain a brief moment of invulnerability. Pickups disappear quickly, though, so you may need to carve your way through a horde of enemies to grab one. If you try to play conservatively and avoid hard pickups, not only do you miss out on score opportunities, you end up without enough firepower to keep the arena clear.

The risk/reward tension of the SUPERBEAM system gives a session of WE ARE DOOMED the close-range enemy-dodging frantic fun of late-game Geometry Wars for almost its entire length. This pacing improvement over similar games, combined with plenty of polish and generally thoughtful design, makes WE ARE DOOMED my favorite coffee-break shooter. I hope to see you on the leaderboards!
Upplagd 1 maj, 2018. Senast ändrad 1 maj, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
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4.9 timmar totalt
This little twin-stick run-and-gun is overflowing with enthusiasm. A refugee from the defunct XBox Live Indie Games service, it has the slightly rough polish and short runtime (about an hour) common on that platform, but it makes up for that in spirit and explosions. It's not short on fun, either: the kinda chunky mech control reminds me of an updated Metal Warriors, and nailing bank shots with the fancy grenades always feels great. Normal difficulty is a fun ride, and the two modes above it provide plenty of challenge, demanding skillful use of indirect shots and your recharging shield. It's simple, it's silly, it's cheap, pick it up and blast some aliens.
Upplagd 30 april, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
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6.7 timmar totalt
Rakuen is a lovely, funny, clever, pretty, heart-wrenching adventure with good songs. Its puzzles don't add much, and it's stuck with an awkward RPG Maker UI, but I found those flaws easy to look past. I recommend Rakuen to anyone who isn't too cynical to cry at Pixar movies.
Upplagd 24 april, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
8 personer tyckte att denna recension var hjälpsam
1 person tyckte att den här recensionen var rolig
78.7 timmar totalt
"Open World" is one of the heaviest phrases in gaming. It's loaded with history, expectations, and connotations. Open World means places, not levels; it means the player is in charge of what to do and where to go; it means adventure hiding behind every hill. We're so in love with Open Worlds that it can be hard for us to recognize when an Open World is a terrible choice.

The Witcher 3 has professional meddler / monster slayer Geralt chasing after his adopted daughter Ciri, who is also pursued by a magical army called the Wild Hunt. This is a solid ticking-clock plot that clashes wildly with the game's structure. Ciri is, so far as Geralt knows, in imminent danger for nearly the entire length of the main story. Every minute matters, but because it's an Open World the player is encouraged to run around taking odd jobs, playing cards, and wiping out camps of petty bandits. I've hardly seen a game so eager to defuse any urgency or tension its story might have.

Even when actively following the main quest line, the necessities of Open World structure bog things down. Much of Geralt's search is spent doing favors for someone from each region who can help him follow Ciri's trail. The nadir of these chapters is in urban Novigrad, which gives Geralt a role in an embarrassing gangster-movie pastiche. Things improve in the later parts of the game, but much of the story's potential is never met. The most interesting characters and coolest fantasy concepts are given less screen time than cartoonish vikings or an oaf warlord.

Open Worlds demand homogeneous gameplay that can be scattered in bite-size chunks. The scale makes it impractical to hand craft each challenge, so some other methods must be used to maintain interest. Far Cry games and Shadow of Mordor at their best generate chaotic situations that emerge from their mechanics. The Batman Arkham games or action-RPGs in the Diablo mold have a steady flow of new tools and skills that can change the player's approach to a fight. The Witcher 3 has a rather clumsy hack-and-slash combat system, and most encounters are so similar that they blur together. Fighting a half-dozen dudes with swords at hour 50 is much the same as fighting a half-dozen sword dudes at hour 5. Character progression is nearly as static. Geralt fights like a witcher: swing a sword, cast from 5 signs (spells), occasionally chug a potion or toss a bomb. The only choice the player has is which of those should be slightly more effective; true specialization is impossible. Effectively it's an RPG system with just one class.

When a player of The Witcher 3 isn't fighting, talking, or running across the map to the next battle or conversation, they're probably using Witcher Sense. This misfeature flattens puzzle-solving, secret-hunting, and trail-following into one simple action: hold down the button and look for red glows.

The Witcher 3 is a bad video game. Lavishly produced, a massive effort by many talented workers, but spoiled mainly by chasing the Open World dream.
Upplagd 24 april, 2018.
Var denna recension hjälpsam? Ja Nej Rolig
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4.7 timmar totalt
Early Access-recension
Shotgun Legend closely imitates the original Legend of Zelda, and you already know what that is, so let's talk about the shotgun. What makes TLoZ's combat distinct from its successors is the combination of a short sword and grid-locked movement. Fights are a unique kind of scramble for position as Link tries to get right up to the enemy to line up hits, without getting into a vulnerable position himself. Swapping the sword for a shotgun is an effective twist on the design that gives Shotgun Legend its own feel despite how it follows Nintendo's design in other places. Because of the gun's wide spread, you still need to get in close to deal the most damage, but the ability to deal decreasing damage at increasing range allows a lot more flexibility in how enemies and encounters can be designed. Shotgun Legend fully exploits that flexibility with some of the more deviously challenging room layouts I've seen in this genre. It's gaming comfort food, but has enough distinct ideas to be worth checking out.
Upplagd 30 december, 2017.
Var denna recension hjälpsam? Ja Nej Rolig
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