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This user has reviewed 20 games. Awesome! You can edit your reviews directly on game pages.
Oaken

Interesting concept but flawed

Oaken is an interesting game. Firstly, the game looks great graphically. The artwork is really nice and beautifully done, with a cool style based on the natural world: plants, trees and forest animals. The music is well done too. However, the game seems to have several mechanical flaws that imo drag it down. The concept is really cool and looks good on paper: a turn-based deck-building roguelike, which features combat on a hex-based board, a bit like a bite-sized HOMM. However, I don't think the concept works well in practice. The major mechanical flaw is that most regular battles can be easily exploited by 'spawn point camping'. The enemies spawn onto the board from certain points (burrows). If you simply crowd the burrows with your units, that forces the enemies to have to spawn in one hex away from the edge of the board. They can't attack on the turn they spawn, and you already have them surrounded, so you can wipe them out with impunity. Rinse and repeat. This fairly obvious exploit trivializes all the regular battles and renders the game too easy and boring - about as much fun as shooting ducks in a barrel. The bosses are the main exception to this, since the spawn point camping exploit can't be used against them. Many of the bosses seem quite well-designed and fun, so it's a shame they are dragged down by the rest of the game. Unfortunately, they seem to be the only real challenge the game presents, which isn't enough to keep me interested. There seem to be other broken mechanics/combos as well. For example, giving your hero drain, boosting their attack to 5-6 and combining with the trinket that gives + strength whenever a unit heals seems to make your hero nigh on invincible. Also, in general, the hex board is far too small. It tends to quickly get congested to the point that it severely limits your tactical options. (although, you don't really need tactical options if you're doing the spawn camping - you just sit there, wait for the bad guys to spawn, then wipe them out) So, overall, it's a cool concept, but the implementation of Oaken is flawed and disappointing, so it's hard to recommend over the other deck-building options that are out there. I can't really give it any more than 2 stars.

Trials of Mana

Yuck!

Who asked for a 3D remake of a beautiful 2D pixel art masterpiece? Kill it! Kill it with fire!! (also, with regards to the 'most helpful' review by Rey_de_Copas, this is hardly a 'Good Old Game'. It's a remake of a beloved 2D SNES classic, which was released in 2020) Edit: on further examination, it seems that the Trials remake doesn't include multiplayer. A major unique feature of the original Mana games was the single-screen 3-player co-op, which worked very well in an era when good coop MP was rare. Leaving the MP out of a SoM remake does not do justice to the experience and intent of the originals and is egregious and lazy. Don't reward this! Track down the outstanding original games instead. To clarify: I haven't played this game, however imo the originals (SoM/SoM 2) are timeless classics that didn't need to be remade. I object to this remake in principle, given the lack of regard that Square Enix has shown in preserving the originals and making them available DRM-free, as well as the miserable and incompetent way they have (mis-)managed the Mana series over the past 3 decades.

20 gamers found this review helpful
FTL: Advanced Edition

Great, except for the flagship

I'm going to post a somewhat dissenting review here. FTL is a really cool concept: a spaceship management-themed rogue-like, where you have to dodge through space, fighting and/or avoiding enemy ships, running a gauntlet to reach a final objective. The game is quite open and free-form, allowing the player to choose between a range of different alien races, ships, upgrades and strategies to try to gain the upper hand over the enemy fleet, which is in hot pursuit. That is, until you run in to the flagship (i.e. the end boss), which is ludicrously overpowered and dominating. It's not the difficulty that I dislike, per se (I'm fine with hard games), but more that it's so much more powerful than everything else you encounter in the game that it has (in my opinion) a very unbalancing influence. The problem is that this design just doesn't work well with this type of game. The flagship has certain specific weakpoints at each stage, and so several possible ship builds are really effective against it. To defeat it, you need to have picked up certain items/weapons and to have built your craft in a particular way. However, once you know how powerful the flagship is, the player is forced to have to kit out their ship in a particular way to defeat it, which removes much of the development choice that the player is seemingly presented with at the start. And this is the problem: once you know how brutally hard the flagship is, the nature of the entire game changes, from being this nice, freeform roguelike, to having to spend the entire game building and preparing *for the flagship*. The flagship essentially takes over and becomes 'the game', which in my opinion is just not good design. Having such a powerful, fixed, static end boss fundamentally undermines the core nature of what otherwise would have been a very nice, freeform roguelike, because it takes over the game and ties the player's hands, restricting developmental freedom. The flagship also blatantly cheats, in its design. For example, its first phase has four extremely powerful weapons that are isolated and inaccessible from the interior of the ship, which is obviously done to prevent certain boarding-based builds from working against it. It feels thoroughly cheap and cheesy - like the developers are deliberately hitting you below the belt, and they know it full well. FTL is a really nice effort by a talented indie studio. Without the flagship, I would have given the game 5 stars. However, I can't help but feel the game seems overrated when the design of the flagship is so glaringly poor and undermines the rest of the game. It's frustrating, because the rest of the game is great, and it would have been so much better and more enjoyable if they had dropped the flagship and spread that difficulty spike more evenly across the rest of the game. By all means give the game a try, if you like the idea of a space-combat-themed rogue-like. But, be warned: for me, the flagship utterly ruined the game (I will never play it again without a mod to remove the flagship). It might ruin it for you too.

2 gamers found this review helpful
Blood: Refreshed Supply

A disgusting and shameless cash grab

A ludicrous price point, adding practically nothing to the original game that wasn't achievable using mods to the original many years ago. On top of that, no discount for those loyal fans that bought Nightdive's prior (shoddy) effort at a remaster, and of course they take down the original game, since they know this remaster is low effort garbage that can't compete on it's own merits. Suffice it to say: I don't plan on purchasing any further Nightdive games.

25 gamers found this review helpful
The Witcher 2: Assassins of Kings Enhanced Edition

Hindered by poor balancing, odd design

This is a good game that is unfortunately hindered by poor combat balancing and some strange design decisions. You can't use potions in combat, however you can apply blade oils. Another very strange moment occurs where, at the start of chapter 2, the player suddenly finds themself in control of King Henselt (which is very jarring!). However, imo the biggest issues are the combat and balancing. The developers have completely thrown out the combat system from W1, which is unfortunate, as the W1 combat system (with e.g. the different stances) was imo interesting and distinctive. It needed refinement, not complete replacement. The 'Dark Souls'-like combat they replaced it with feels more generic and derivative. The balancing of the game is very bad - it has an inverted difficulty curve, with the prologue and chapter 1 being very punishing and chapter 3 a relative cakewalk. There are a number of reasons why it seems so tough early on. Monsters/enemies don't seem to scale at all as the game progresses and Geralt's character development is somewhat whacky. It seems to be based on saddling him with a load of artificial weaknesses, which require perks to be obtained to correct. Without the right combat feats, dodging is very difficult; blocking costs valuable vigor points; and you take 200% damage(!) from hits in the back. This last point combines with the combat mechanics to be a big culprit for the early difficulty. Hits in the back do double damage; however there is no way to back away from an opponent whilst facing them. So the only way to escape from a powerful enemy is to turn your back on them and risk getting one-shotted from behind. It's bad mechanical design that makes the game feel difficult for the wrong reasons. The game is redeemed by the intriguing and complex plot, the characters, the roleplaying with meaningful choices, and the gorgeous graphics. I will give it 3 stars, as I feel it has a lot of design issues and the current rating is way too high.

7 gamers found this review helpful
HITMAN - Game of The Year Edition
This game is no longer available in our store
HITMAN - Game of The Year Edition

GOG: Remove this game

@GOG: this is not a DRM-free game. This game includes always-online single-player DRM, which completely goes against the principle of DRM-free that your store was founded on and leaves what may have remained of your reputation in tatters. I insist that you remove this offensive, DRMed product from your store immediately.

151 gamers found this review helpful
Cyberpunk 2077 - Piggyback Interactive Map

GOG, remove this DRM immediately

@GOG.com: Please remove this offensive piece of always-online DRMed garbage from your store. It isn't welcome here.

2627 gamers found this review helpful
Ultima™ VII: The Complete Edition

Dragged down by the combat

First off, I want to clarify up front that I am reviewing this from the perspective of whether I think the game is enjoyable/recommendable by today's standards, rather than based on nostalgia or historical relevance. I tried it for the first time recently and didn't play it 'back in the day'. I like the graphics and I think they hold up well. I really appreciate the large, open world, the exploration and the great interactivity with the environment, that allows you to interact with almost any object you can see on the screen. The roleplaying and interaction with NPCs seems to be well done. The UI seems a little clunky, but manageable. I do of course appreciate the huge historical influence this game has had on CRPGs and it puts many modern titles to shame with the openness and interactivity of its world. However, for me the combat is a dealbreaker. It is simply one of the worst combat systems I have experienced in an RPG. It is effectively real-time without pause and as unmanageable as that sounds. Like playing Diablo with 4 characters simultaneously. You can probably imagine that sort of system will be heavily reliant on the AI; however, unfortunately the combat AI is also very bad and I found that combination to be quite unpleasant. Others have mentioned about problems like PCs walking into fires and standing there, burning to death. The combat feels quite disconnected from the player and I wasn't able to enjoy it. I've seen people saying that the combat isn't the point of the game. However, imo it is a big enough part of the game that I simply can't justify spending 80+ hours on a long RPG that has such poor combat. Again, I do appreciate the historical significance and will give it 3 stars because of that, but I didn't find the game enjoyable, compared to alternative options we have today. If there was a mod or more modern remake with improved combat/AI, I would probably be all over it. However, based on this combat, I would honestly rather play Ultima IV.

33 gamers found this review helpful