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This user has reviewed 164 games. Awesome! You can edit your reviews directly on game pages.
The Citadel

A VERY mixed bag.

An old-school shooter with some refreshingly modern mechanics - and some of the usual pitfalls. Mechanics and positives: - Ability to lean out of corners. Allowing for a slow/strategic playstyle, where you carefully pick off enemies one by one. Though you can still just as well rush in and rampage everywhere at blazing speeds. The ability to choose your playstyle is definitely a big plus. - Bullet drop and travel time. There is no hitscan at all in the game. Neither for the player, nor the enemies. In the vast majority of cases, current day shooters have no issues giving hitscan to the player, but are deathly allergic of giving it to enemies. This is finally a game that levels the playing field, and now you have to lead your enemies if they are at a large distance, and even account for bullet drop, aim slightly above them. Surprisingly refreshing, as most of these retro shooters have a tendency to feel/play basically the same. Thanks to this alone, it makes for a pretty unique experience compared to the competition. - Most weapons feel unique, there is a ton of them (well over 10) and pretty much all of them also have a secondary fire mode. - Very smooth movement. Double jumping, ledge grabbing, sliding, very fast sprint speed - Atmosphere of the game combined with the soundtrack. Negatives: - The usual ammo flooding. No matter what, the risk of running out of ammo is basically non-existent. What's worse, you eventually find an upgrade to double all the ammo pickups AND an unlimited ammo capacity. Making any and all resource management utterly pointless. Then again, basically no current FPS game is capable of balancing this well, so more of a note than a serious negative. - Economy balancing. Connected with the above. There is a shop in the game where you can buy/sell items. Due to the mentioned ammo flooding, it is very easy to quickly rake in cash by selling ammo and get all the weapon upgrades, or trade ammo you don't want for the ammo you do want. Further exacerbating the issue with the overall resource management in the game. It's cool the game has so many guns, too bad it doesn't force me to use them, when I can just keep using the 2 guns 90% of the time and just juggle between them. Speaking of which... - Difficulty. As a result of the above points, I've found the game to be frankly too easy, even on the hardest difficulty. Infinite ammo is one thing, but the enemy variety also leaves a lot to be desired: 1) Almost all enemies are wet tissue paper. Dying to a couple hits at most from the vast majority of weapons. Tougher enemies are too rare to be a factor. The game is sorely lacking durable enemies which would put a strain on the player's ammo supply. While this game finally tackled the hitscan situation, it still suffers from this out of fear having having enemies some might consider "bullet sponges". If I remember correctly, there isn't a single enemy that survives a point blank shotgun blast. 2) As the enemies don't lead your movement at all, it is sometimes difficult to even get hit at all when the player is moving, unless surprised. Which will pretty much never happen, because on every level, you have the map pre-revealed, with enemy positions marked on the radar. So you know where every enemy is even in situations like opening a door to an unexplored room. I think I died exactly once on the hardest difficulty by the hand of an enemy (surprised and one shot). Other deaths were mostly platforming. - Arbitrary "hunger" mechanic. There are 3 resources for the player. Health + Armor, Stamina and Hunger. For which you can carry 10 usable items for each to replenish them. Health and Armor drop in ample quantities everywhere and Stamina regenerates passively. Hunger on the other hand passively decreases and determines your maximum values for Health and Stamina. Meaning you just have to press the "food" key every like 10 minutes to restore your max resource values. Doesn't add anything at all to the game really, and the game would have been perfectly fine without it to be honest. - Gore implementation. This is not a complaint about the gore itself, more about the way it behaves - comically overexaggerated. If I hit a normal enemy with a rocket launcher - sure, shred them to minced meat with internal organs strewn about everywhere. The problem is - if I shoot a single pistol shot into an enemy's head - their entire upper torso will explode all the same. Would have felt much more immersive if the damage done was more realistic. Like when downing an enemy with regular bullets, just have them fall over instead of exploding like an overpressurized blood bag. Also really makes you numb to the wow factor of the gore pretty fast, when it happens all the time, constantly. - Saving system is lives based, sometimes with mid-level respawn points. If you die without a respawn point active, it's all the way back to the start of the level. But at least you retain the state in which you entered the level, so no losing all of your stuff upon death. No possibility of manual saving. - Story is so vague it might as well not exist in the first place. Also, the English translation is pretty lacking in a couple places. - Technically, it's not the best. Had a couple crashes during the short 6 hour play time it took to finish. And despite being mostly 2D, some areas had a tendency to become choppy, if too many decals/debris was around. Side note: - Not sure why this game seems to have a reputation of being "lewd" or something. The protagonist is a scantily clad anime girl, yes, but you get to see her exactly in: 1) The title screen 2) In game when you look down. The most you can see is when you slide. Bare thighs and belly. Ultimately, giving this a 6.5/10. It is definitely above average, but found quite a few things that weren't exactly great from my point of view.

2 gamers found this review helpful
X-Blades HD

Mindless hack&slash.

Most of the game is spent just spamming the left mouse button to swing swords wildly around you. With the main variation being sometimes holding the right mouse button to shoot your guns vs flying enemies or enemies that avoid sword swings. Other than that, you can equip 4 spells, some of which are mandatory to use against some various enemies (especially elementals) who may be immune to normal attacks and some elements. Regular enemies usually have a vulnerability, but there isn't really a reason to care as you can just plow through everything spamming attack. The game is basically just a series of arenas. You enter one, health bar shows up at the bottom right of the screen and you have to keep killing ever spawning enemies until it depletes. Some arenas try to mix it up a bit, where you have to kill a series of enemy spawners, or fight a minor boss etc. In every arena, there are destructibles, collectibles and.... pretty much nothing else. Move on to the next arena, repeat until the end of the game. Over the game, you can find artifact fragments, whereupon gathering 3, it upgrades one of your methods of attack. There are artifacts for melee, ranged and aerial attack. They give you some additional moves, which you will pretty much never use, as they are needlessly complicated and time consuming to use, requiring timing and breaks in mashing the left mouse button, so it's not worth it. But more importantly, they just increase your general damage with that type of attack. Kills and collectibles grant currency, which can be used on unlocking spell and various upgrades. There is not really that many of them though, so there is no such thing as a "build" or something. The currency gain starts slowly, but the more you progress in the game, the more exponential its gain becomes. At the start of the game, you may get 10 currency per kill, while by the end, a single kill can give you several thousand. You can backtrack to previously cleared arenas, where the fight scenario just repeats. With the difference that if you've already cleared the area before, you can just leave and move on without having to finish it. Can be useful if you want to grind some currency, though it's really not worth it. The game is also pretty short and reuses arenas. About the halfway point, you will just go through the exact same areas as in the first half, but the areas have a "(evening)" after their name. Very original.... There is a "story" if you want to call it that, but it amounts to basically nothing important. Some light vs dark stuff or something and the ending is about as vague as can be. The voice acting (what little there is) is pretty bad too and the writing is the definition of generic. Still, it can be fun at times and I don't regret the time spent with the game. It's pretty short (about 7 hours), so the repetitive gameplay doesn't have that much time to get annoying. And just plowing through dozens of monsters pretty much non-stop can have its appeal if you are not looking for any depth. Graphics from the HD moniker look good enough Overall though, it's just basic. About as basic as can be. So giving this a 5.5/10.

Lords of Ravage

Run based rogue-like with a story

Firstly in general: The game starts with short a tutorial. Once that is done, the main game begins. There are 3 main hero characters you can pick from. However, only one is unlocked initially and the others need to be unlocked by progressing the story. Finish the story arc with character 1 to unlock character 2, and 2 to unlock 3. The hero you choose is one of the most important things. Not only does it dictate what units you're going to have access to, but every leader also has a couple specializations you can pick from. These are a key element of the playstyle in the upcoming run. As for the runs themselves. You get to manage multiple things. Namely units, mercenaries, gold, forbidden knowledge, building materials, edicts, artifacts, menace level, army level, upgrading your hero or healing. So quite a lot. Units - you have a starting set and have to get others through map encounters. Used in combat. Mercenaries - these cost gold and are more powerful than regular units. Over the run, you can unlock them for recruitment from a random pool. The cost of unlocking and recruitment goes up every single time you do it, so preserving units is important. Can also be gained from encounters. Gold - used for mercenaries and gained from map encounters. Forbidden knowledge - used to upgrade mercenaries. Unlike regular units, they have small skill trees you can invest forbidden knowledge into. Building materials - used to build buildings in town. Each hero's faction can build several support structures which provide beneficial effects for the rest of the run. Edicts - spells used in combat. More on that later. Can be gained/upgraded from encounters. Artifacts - used over the course of combat. More on that later. Can be gained/upgraded from encounters. Menace level - every time you move on the world map, you get menace. The higher it is, the stronger the enemies are. Every point of menace increases enemy HP and damage by 1%. This will probably be the most offputting mechanic. Every node you visit adds a set amount of menace (dependent on the difficulty level) and even moving between already visited nodes will slowly ramp it up. So gaining a pretty significant amount of it over the course of the run is pretty much inevitable. There are ways to reduce it either through events or finishing a part of the map, which will cut the menace level by a % of its current total. This reduction again depends on the difficulty level. The rate of menace gain is probably the most significant change between the difficulty levels. On the harder ones, there is not really a way to keep it down, only slow its buildup. However, if one does not like this "Doom clock" mechanic, there is also a custom difficulty option where you can disable/reduce it. Army level - the power of your army. Basically a way to counter the menace level buildup. Every level increases the HP and damage of your units by 5%. Gained from encounters or winning combat encounters. Hero upgrades - your hero has their own damage/health, as they can also participate in combat. Can be increased, usually through encounters or some alternate methods like hero specialization. Healing - ways to heal either your hero or your units. No health is regained passively between combat encounters, but some map encounters can provide it. There are some other ways of healing in combat too, but those are pretty rare/specific unit limited. Simply put - health is also a resource. With the extra caveat that units and mercenaries can die, but if your hero dies, the run is over. So managing it is equally as important as any other resource. Map: There is a randomly generated map with nodes. These nodes are either one of the games many encounters, or combat encounters. More on combat later, but events usually offer a choice. The vast majority of them comes down to resource management. Usually a mix of gain/loss of some resources explained earlier. One exception is locations that give memory shards. These are used to unlock new mercenaries, edicts and artifacts between runs. You go through the map towards a primary objective. Full clearing seems to be desirable, but there is the menace level buildup of course. So eventually, skipping some nodes might be more optimal than full clears. The map is split into sections. Once you finish the primary combat encounter, the region is conquered. This reduces menace level by an amount (depends on the difficulty) and you move on to a new map. Rinse and repeat. Combat: Once combat encounters are started, first comes the deployment phase. Both you and the enemy deploy 3 units each to the positions of your own choosing. There are pre-defined spots, so you only pick the position. As many attacks can hit multiple enemies in various cases, proper positioning is important to minimize incoming and maximize outgoing damage. You can also protect backline units by putting another unit in front of them Then turn based combat starts. If you have artifacts, you can pick one to activate. All units have their own set of attacks and abilites they can use. Including many passive or conditional abilities, the optimal usage of might require comboing with other stuff. Extra emphasis is put onto these combos. Some units combo extremely well with each other. You can additionally combo these further with the right edicts and artifacts. This is limited by action points. Each unit has its's own AP gain per turn and max AP. Unused AP can carry over to the next turn, as long as not at the maximum already. Some abilities cost one AP, some more. Some are free, have a cooldown or a charge limit meaning they can only be used a limited number of times in combat. This all results in pretty varied potential strategies. Edicts are spells and have their own resource. By default, you get 2 points per turn to spend (there are ways to get more). They are usually pretty impactful and are key to killer combos. As the fight goes on, it "escalates" every couple of turns. When the escalation phase increases, both sides can deploy an extra unit to the battlefield and you can activate another artifact. Your units will die. They are a resource which needs to be constantly replenished. Every unit has its own death effect, which bolsters the other living units. There is also no healing after combat. All damage sticks and units remain at the health they ended combat with. Finally, you can deploy your hero into combat at any point. This causes all your units to withdraw and only your hero remains until the end of combat. So can be used to conserve health on units. The hero is very powerful, but any lost health on them is a big loss. This incentivizes softening up the enemy first with your units before sending the hero in. Doubly so, as the hero usually gains a permanent upgrade whenever they kill an enemy. So timely use of the hero is key. Not too soon so that they lose a ton of health, but not too late so that your units get excessively hurt or there are no enemies left for your hero to kill. The hero also "escalates" every 2 turns and receives a big bonus. The longer your hero is in combat the more of a power house they become. But also risk losing more and more valuable health. Conclusion: To sum it up - the game is all about resource management and tactical combat. If you are not a fan of those two, then it's probably not for you. If you are however, you get a quite nice game with a lot of tactical depth and challenge. Difficulty options make it so that the game is not only for the min-maxing master strategists. It's wrapped in a nice coat of paint, appealing art style, accompanied by good music. And you play as the "bad guys". Always a plus in my book. Did a couple runs so far and found the game quite enjoyable. Still only on the first hero, but looking forward to toying around with the other heroes and factions. Giving this an 8/10. Considering the asking price, if you liked the things described above, you can't go wrong.

15 gamers found this review helpful