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Recent reviews by Uglzorp

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Showing 1-10 of 146 entries
No one has rated this review as helpful yet
17.5 hrs on record
RE: Village gets a tentative recommendation from me. If you prefer action over horror, you'll like it more than I did. I much preferred RE7. It was a lot scarier and felt like genuine survival horror. RE:Village feels like that at first, though it quickly loses that as you become powerful and enemies become trivial to deal with. Leaning into the action really exacerbates Village's weaknesses as an FPS, especially with boss fights. Most of the bosses are just big annoying bullet sponges with slow attacks and obvious weak spots. Dodge the attack, shoot the weak spot. Rinse and repeat until the boss eventually dies. The boss fights in RE7 were far more varied and interesting.

Boss fights aside, Village is mostly enjoyable. The environments are fun to explore and there are lots of secrets to find. On Hardcore difficulty, the early game is pretty tense and requires a lot of careful resource management. There's one really great horror segment that feels unique. I just wish there was more than one. The story is decent enough, though the characters didn't have as much depth as they did in RE7.

I enjoyed Village enough to complete it so that warrants at least a 7/10. That said, I'm worried that Capcom is repeating history and steering the series towards action again. AAA action games are a dime a dozen, AAA survival horror games are not, so I really hope that Capcom moves back towards horror with the next entry.
Posted May 28.
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3 people found this review helpful
16.9 hrs on record
Rise of the Argonauts was a surprisingly decent, Bioware-style action RPG. It was basically Mass Effect with Greek heroes and a lower budget. Nothing revolutionary but the combat was fun and the writing was solid. I'm not sure how well it holds up today but it routinely goes on sale for $2.50 so it's worth a look if you like the setting.
Posted March 15.
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1 person found this review helpful
9.0 hrs on record
TWD: The Final Season is basically mandatory if you played and enjoyed the previous seasons. It provides good closure to Clementine's story arc and is a big step up in terms of presentation. It also makes some advances in gameplay. There are sections where you control Clementine from an over-the-shoulder perspective and can actually look around like in a proper third-person game. There are also situations where player skill actually matters, like precisely aiming your shots or choosing the optimal way to take down groups of walkers. That said, the majority of gameplay still consists of QTEs and holding a directional input so don't get too excited. This is still very much a Telltale game, for better and for worse.

TFS is completely story-driven so I won't spoil any details. The writing is mostly good, though there are a few logic holes. The focus of the narrative is A.J. who is basically Clementine 2.0. Your choices mold him over the course of the season and theoretically affect his behavior and decisions, though I doubt they really matter all that much in reality. Choice and consequence has always been pretty superficial in Telltale games but decisions at least feel significant in the moment. The writing is strong enough to make you care about the characters and that's the most important part of the series.

It's a shame Telltale closed down because TFS showed that they were finally starting to evolve their formula. It would have been interesting to see what they would have made next. In any case, the final season of TWD is a fitting send off for both the studio and the series. If you like Telltale games and want to see how Clementine's story ends, TFS will make you very happy.
Posted October 31, 2020.
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1 person found this review helpful
9.8 hrs on record (9.6 hrs at review time)
Amnesia: Rebirth is a worthy successor to the game that popularized the first-person horror genre. It has a larger scope than any of Frictional's previous games and offers quite a few spectacles. Mechanically, the game is basically the same as The Dark Descent and SOMA. There's a good mix of exploration, puzzle-solving, stealth and scripted chase sequences. That said, the formula is starting to become a bit predictable and I was hoping that Frictional would have evolved the gameplay a bit more by now. However, what's there offers enough variety to keep things interesting and support the main appeal of the game: the story. The writing will be the main draw for most players and Rebirth delivers there. It really fleshes out the lore hinted at by the original game and takes a lot of unexpected twists and turns. Overall, the themes explored aren't quite as poignant as in SOMA and likely won't stick with you after you're finished but they're pretty interesting nonetheless.

If you enjoyed Frictional's other games, you'll very likely enjoy Rebirth as well. It doesn't really evolve the formula in any way but still provides a gripping, story-driven horror experience. From a narrative standpoint, it does some things that I've never seen in games before but I won't ruin the surprise.
Posted October 25, 2020.
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18 people found this review helpful
31.8 hrs on record
Control is Remedy's best game since Max Payne 2. Alan Wake had great atmosphere but the gameplay was pretty underwhelming and Quantum Break was mediocre in almost every regard. Control, on the other hand, is mostly good, though it does have some issues.

Control's greatest strength is probably its gameplay. Remedy learned from their mistakes with Quantum Break and made sure that tight controls took priority over realistic animation this time. As a result, controlling Jesse is a breeze and you'll have no problems running, jumping, dashing and floating around the expansive environments. Combat is also a lot of fun thanks to your powers. Picking up random objects and throwing them at people was the best part of HL2 and the same is true here. You also have a few other powers, though none are quite as gratifying as telekinesis. The environments are highly destructible too, further reinforcing the telekinetic power fantasy. Gunplay is decent though largely relegated to enemies you can't hit with telekinesis. In terms of level design, Control adopts the Metroidvania approach and gives you a large, complex environment that gradually opens up as you gain more powers and key cards. However, the map doesn't mark any inaccessible areas which is pretty annoying. You'll likely forget about many of them by the time you have the means to access them.

Control's biggest flaws are the poorly implemented GaaS elements (likely thrown in to satisfy the publisher). On a pretty regular basis, a procedural mission will pop up (with an annoying alarm sound) and you have a certain amount of time to complete it. However, these missions generally appear while you're in the middle of another mission so you end up ignoring them. Also, because they're procedural, they don't have any narrative context and feel pretty generic. Then there's the loot system which takes the form of weapon and ability mods. I didn't mind these in theory, as they give you a way to specialize. However, you have limited inventory space and constantly have to disassemble mods to free up more. It really hurts the flow of the game and will be a big turn-off to a lot of players. Then there's the Expeditions DLC which is basically a gear (or in this case, mod) grind where you have to complete a bunch of objectives within a time limit while also suffering from a significant debuff. It's not particularly interesting and the time limit makes it pretty annoying.

If you like throwing things at people, Control is an easy recommendation.
Posted September 21, 2020.
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3 people found this review helpful
71.2 hrs on record
Wasteland 3 improves upon its predecessor in every way. Better writing, better presentation, better itemization, fewer bugs, numerous QoL improvements, deeper combat, better quest design, better companions, etc. I put about 70 hours into it but it felt more like 30 thanks to the excellent quest and POI variety. There was no grind or filler and there was a consistent sense of discovery throughout the entire game.

Of course, it isn't a perfect RPG. There are a few nitpicks I can bring up. For example, you can't respec companions so you're unlikely to take any that are introduced in the mid to late game. That's a shame, because they have unique banter and reactions to different situations. When it comes to level design, there are a few too many forced confrontations (Bioware style) where you're forced to start a fight with poor positioning and lose the (significant) benefit of sneak attacks. On higher difficulties, this can result in one or more squad members getting wiped out if the enemies get the first turn. That said, in most cases, there's a dialogue option to attack first. Another annoyance was the fact that when you equip a weapon, it isn't automatically loaded. There were plenty of occasions where I'd switch my loadout to be more effective for an upcoming fight, only to start the fight and realize that my weapons weren't loaded.

The good news is that most of these issues will likely be addressed when the inevitable Director's Cut/Definitive/Enhanced edition comes out in 6-12 months. That's pretty much always the case with modern CRPGs so if you really want the optimal experience, you might want to wait. Wasteland 3 is already a great game at launch and well worth $60, but it will definitely be improved over time. In any case, if you enjoy CRPGs, Wasteland 3 is an easy recommendation. It's inXile's best work yet and deserves your attention.
Posted September 7, 2020.
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38 people found this review helpful
29.9 hrs on record
Chimera Squad is an interesting experimental spin-off from mainline XCOM. It is highly streamlined and focuses on providing a more guided experience. You have a limited roster of predefined characters, though you do get to level and specialize them as you would a unit in the other games. These characters actually have backstories and personalities, mostly expressed through barks in combat and banter at headquarters. It's a lot of fun being able to play as the aliens this time around and each character has a very unique set of abilities. These abilities get pretty overpowered so Chimera Squad ends up being a much easier entry in the series.

The most controversial changes revolve around the strategy layer, level design and turn order. The strategy layer is very stripped down. There's no base building, no scientists (you can assign any member of your squad to do research) and the tech trees are pretty shallow. Levels are no longer procedurally generated and you will notice some levels used more than once. These levels are also much smaller and more linear than in previous games and are split up into individual encounters. You know where all the enemies are at the beginning of each encounter so there's no real scouting or stealth involved. However, some missions have enemy reinforcements which force you to stay on your toes. The missions primarily focus on small-scale interior combat so there's less verticality and no sniper rifles. Finally, instead of having teams take turns, turns are now divided amongst individual units. There are various abilities you can use to alter the turn order but these either have long cooldowns or are limited to one use per mission, forcing you to use them carefully. In general, the best strategy is to neutralize (either by killing/knocking out or CCing) the next enemy in the turn order, though this isn't always the case. Weaker enemies have higher initiative than stronger enemies and there are situations where focusing on the stronger enemy first is the better tactic. Most enemy units are highly specialized with only two attacks/abilities each, making it easier to figure out your targeting priorities.

So what do all these changes add up to? A much quicker and more aggressive XCOM-lite, essentially. The levels are much smaller, you have complete map awareness right off the bat, you know the turn order and you don't need to worry about getting attacked by multiple enemies in a single turn. This allows you to focus on taking out enemies as quickly as possible instead of slowly inching forward and spamming overwatch. It has a very different feel from mainline XCOM but I found it to be pretty refreshing. It definitely lacks the depth and variety of WotC but it still provides an engaging tactical experience. Chimera Squad routinely goes on sale for $10 or less and is worth picking up if you enjoy small-scale turn-based combat. Just don't expect it to be XCOM 3.
Posted August 27, 2020.
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13 people found this review helpful
16.2 hrs on record (9.2 hrs at review time)
Destroy All Humans! is a faithful remake of the 2005 cult classic. Some people might view that as a negative but I found the game to be good, dumb fun. Barring the final boss fight, the game doesn't offer much challenge and you'll be able to get through its 8-10 hour duration with little effort. That said, sometimes you just want to play something laid back and DAH fits the bill. It offers a small set of large, sandbox levels and a bunch of missions within each one. The mission design is reminiscent of last-gen open-world games so if you're expecting intricate or complex stuff, you'll be disappointed. The missions are basically just excuses to use your arsenal of over-the-top weapons and gadgets and that part remains consistently enjoyable. Whether you're obliterating a town with your UFO or sneaking around military bases, there's a good mix of stealth and combat to keep things interesting. After unlocking each level, you can also go into free roam mode, find collectibles and complete challenges. That gives the game some nice replayability. In terms of writing, the story is predictable and not all that interesting. I definitely wouldn't consider it a story-driven game. However, the comedic elements are pretty solid and offer a satirical take of 50's Americana. Communist paranoia? Check. Nationalistic propaganda? Check. Antiquated gender roles and stereotypes? Check. The humor is hit and miss but I found myself chuckling more often than not.

If you're looking for a 50's alien power fantasy that'll make you laugh, Destroy All Humans! is worth your time.
Posted August 2, 2020. Last edited August 2, 2020.
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3 people found this review helpful
2.4 hrs on record
It pains me to give this a negative review because in theory, it should have been right up my alley. I love rocket launchers, I love vertical combat, I love leading my aim and predicting target trajectories. Rocket Arena has all of this. Unfortunately, they decided to throw in a whole lot of Smash Brothers too. The physics are extremely floaty. Your character feels like a balloon and if multiple opponents decide to focus fire on you, you'll be juggled in the air until you die. I don't think floaty physics are inherently bad but when they're also slow, it just makes you feel like you're wading through jello. Tribes offset its floatiness by giving you unlimited potential speed, letting you soar over mountains and grab flags at 200+ MPH. Rocket Arena feels like it's capped at 5 MPH.

I know Rocket Arena isn't trying to be Tribes and that's okay. Unfortunately, it doesn't feel like the Rocket Arena mod for Quake either. The Smash elements just make the game annoying to play. If you took Halo, removed all the hitscan weapons and combined it with Smash, you'd end up with something like this. If that sounds like a good combination to you, you should give Rocket Arena a try. If you're looking something more akin to Quake/UT/Tribes, you should probably give this a pass.
Posted July 20, 2020.
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5 people found this review helpful
33.9 hrs on record (29.5 hrs at review time)
With Desperados 3, Mimimi has once again proven that they are the masters of the Real-Time Tactics genre. Desperados 3 isn't quite the revelation that Shadow Tactics was (due to the fact that ST was the pinnacle of the genre at the time) but it refines and expands on its predecessor's strengths. A lot of thought clearly went into each of the exquisitely crafted levels and making sure that players used all of the characters to maximum effect. None of the characters feel weak or underutilized. The new character, Isabelle, is a ton of fun and adds some nice variety to the fairly established archetypes. Her abilities are basically ripped straight from Dishonored and open up lots of interesting strategies.

If you're new to the genre, Shadow Tactics might be a better starting point as Desperados 3 feels more challenging. However, it's a fair challenge and simply requires that you be patient and observant. The game gives you all the information you need to succeed. You just have to take the time to parse through it and come up with a good plan. When you fail, it'll be because you rushed in without fully scouting out the situation first. This is true of all games in the genre but especially Desperados 3 because it puts you in a lot of tricky (and sometimes seemingly impossible) situations. The magnitude of the challenges presented before you might feel intimidating at first but there's no greater satisfaction than slowly and methodically overcoming each one. If you enjoy stealth games, Desperados 3 is the best one since Shadow Tactics and easily worth your money.
Posted June 26, 2020.
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Showing 1-10 of 146 entries