home.social

#gamereview — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gamereview, aggregated by home.social.

  1. 2/2

    First game was decent, maybe "good". This sequel is, IMO, unplayable (and I do like adventure games; they're my favourite genre). I really don't get the acclaim for this one.

    The very first game set in this universe, Amerzone - though not part of the Syberia storyline - is one of my faves. Especially the modern remaster. Play that instead.

    #gaming #AdventureGames #GameReview

  2. 2/2

    First game was decent, maybe "good". This sequel is, IMO, unplayable (and I do like adventure games; they're my favourite genre). I really don't get the acclaim for this one.

    The very first game set in this universe, Amerzone - though not part of the Syberia storyline - is one of my faves. Especially the modern remaster. Play that instead.

    #gaming #AdventureGames #GameReview

  3. 2/2

    First game was decent, maybe "good". This sequel is, IMO, unplayable (and I do like adventure games; they're my favourite genre). I really don't get the acclaim for this one.

    The very first game set in this universe, Amerzone - though not part of the Syberia storyline - is one of my faves. Especially the modern remaster. Play that instead.

    #gaming #AdventureGames #GameReview

  4. My thoughts on: Motorslice; a review

    Motorslice is a pretty fresh action-adventure game, released in May of 2026. It was developed by Regular Studio and published by Top Hat Studios.

    I grabbed it the moment it dropped on GOG, but it took me a while to finish it and write this review, as you can see by the date of this post… Having a job and things to do kinda take away idle time.

    But I’m here, ready to boldly proclaim my opinions on this gem to the uncaring void… and the LLM data scrappers. And the eventual human reader, if there is any.

    Aesthetics

    You’d think that environments consisting of sand, steel, concrete and yellow orange paint would get stale. They don’t. There’s a surprising variety and it all looks coherent. And quite good to boot. Each area has its own theme that subtly alters the feel of each area, making them unique, despite being so limited.

    And the game regularly lets you marvel at the distance you’ve managed to conquer. The vistas of the megastructure are really, really nice. And they are further enhanced by the fact that you’ve been there — they aren’t some skyboxes or flat unreachable scenery. You could say it’s a little marvel you don’t often get to experience.

    The character model looks nice enough, though I guess some may be discouragead by the heavily stylised look of P but I don’t have anything against it. And the animations look good, with a few amusing idle ones, as well as all the little things, like the interactive main menu or selfie screenshot mode.

    The three types of enemies look abut as good as you could expect from construction vehicles… maybe with some subtle almost eldritch flair. While the bosses are damn good looking. Despite, or maybe precisely because of, being essentially environmental set pieces that need to be climbed and motorsliced (yes, that’s a titledrop) in special areas.

    When it comes to the audio side it’s rather minimalist… Or at least it felt like that. Most of the time you’ll hear the environmental sounds, P’s footsteps or her chainsaw’s engine as they echo in the empty concrete halls and corridors.

    There are few music tracks of course, and they are pretty nice. I quite liked the one that plays on the bridges between chapters.

    Gameplay

    The way it plays brings to mind the Prince of Persia games, especially the 2006 reboot. The bulk of the game consists of platforming in the PoP style: running on walls, swinging on conveniently placed horizontal poles, walking on thin beams or clinging to pillars and cracks in the walls.

    While I’ve completed the game using the Xbox controller, I did try out a single chapter on keyboard and mouse. Both control schemes worked very well, so it’s more of a matter of preference.

    Bulk of the time is spent doing just that, with the occasional gibbed red splat caused by a misjudged leap, bad timing or a fumble with controls. Or deliberately jumping to P’s doom.

    Admittedly sometimes the game freaks out and gibs you seemingly for no reason, but those cases were extremely rare… And I’m about 95% sure were caused by physics engine freaking out on a moving platform… And in one place while moving down a vertical crack in the wall in chapter 7.

    And then there is that minor wonkiness of switching the face of the grabbed pillar (and pole), but those are relatively minor things (and are an issue on both K&M and a pad).

    The game is a linear series of platforming sequences topped by platforming challenges in the guise of bossfights. And damn the bosses are a spectacle and a joy (if sometimes frustrating) to slice. And while it is linear, the path is a cooling and winding one, giving you glimpses of what lies ahead and, conversely, letting you look back and see the path you’ve taken.

    The game does have some actual combat sequences, but they are brief palette cleansers… When they aren’t part of a platforming challenge. There are 3 enemy types: the excavator, the drone and the roller. They don’t really matter, as I said, they are there more as a change of pace than anything else. You could almost consider them another obstacle in the platforming than genuine combat encounters. And in general, combat is pretty much vestigial. Which is totally fine, it’s a great platformer first and foremost and they nailed that.

    There is the optional objective of finding and collecting orb drones placed all over the levels… But it felt hollow, at least in GOG version, since the developers/publisher did not decide to add achievement support there… Nor any form of offline/local “achievement page”.

    Story

    There isn’t much of a story, really. P, a “slicer” arrived at a giant structure with the objective of tearing it down. She’s accompanied by a floating… Spherical drone, “Orbie” (which is technically the player character, according to the credits). The duo proceed to do just that: parkouring through the giant structure and destroying aggressive construction machines.

    Though, admittedly the game regularly drops bits and bobs of background lore and setting info. Mostly during the “slacking” scenes, where P says a few lines or interacts with Orbie. Which gives some interesting things to ponder about, like the mention of heresy, or the “resets”.

    And I have to give them credit: they did set up a sequel beautifully. And a prequel is also possible for pretty much the same reason… Even if that ending is a little bit… flabbergasting. I mean, people complained about Iron Keep in DS2…

    Summa Summarum

    All in all it’s a damn good fun. In an almost old-school way, with some of the quality of life things of the modern era.

    The only bad things I could say about the game have already been said. For me those are tiny, though I’d love to see achievement support for GOG version.

    Aside from that its a great game, with almost nostalgic design. Solid 5. Maybe you can tag on a minus, or two if you are bothered by the lack of Achievements… or the looks bother you… But I couldn’t justify anything lower, really.

    Go play this gem.

    #ActionAdventure #ComputerGames #gameReview #gaming #GOG #Motorslice #parkour #Platformer #RegularStudio #TopHatStudios
  5. My Thoughts on: Astral Chain; a review

    Astral Chain is an exclusive for Nintendo Switch, developed by Platinum Games and published in 2019 by Nintendo.

    As a fan of spectacle fighters and Platinum, this game (along with Bayonetta 2&3) was the reason I caved in and bought a Switch.

    And let’s be honest, a futuristic policeman (or policewoman) with a stand fighting against demons extradimensional monsters is a pretty neat concept.

    To be frank: I’ve played in handheld mode, so keep that in mind.

    Aesthetics

    First things first, the game is set in a futuristic city, verging on a cyberpunk look. Holographic traffic lights, advertisements and the like. There are also futuristic helicopters and talkative vending machines.

    The environments themselves are, obviously, urban. Be it the shopping mall, main streets, back alleys, slums or the sewers. The major exception is the red-and-black Astral Plane, full of rectangular blocks and jagged crystals that we visit pretty regularly.

    All of the locations look good, though there wasn’t really anything that made me pause to admire the view, which isn’t a bad thing per se.

    But what I really loved though, were the enemy (and Legion) designs. There’s a decent amount of variety in enemy types, and each type has a few variants that have some subtle differences… Even if they tend to be hard to notice at a glance. The monsters have this semi-mythological metallic look to them that i find extremely appealing.

    The game has an anime style. Or well, the stylised look of animated movies. That is to say, humans actually have noses and facial features. So I guess it could be described as “realistic-leaning anime artstyle”…

    But yeah, I liked the looks of the game… even if half the time I had the actual visuals removed by using the Iris (to look for chests and toilet stalls, but more on that later).

    When it comes to music… it’s good. AC has some really nice tracks, nice enough that i looked them up to listen to them outside the game. Take that as you will.

    Also, this game has a full on Anime Opening, just so you know.

    Story

    The game story follows a pair of twins, brother and sister, who work as policemen in humanity’s last bastion: Ark. They police there deal with such things as lost property, petty thieves and rifts in reality opening and turning people into mindless monsters.

    During one such outbreak, the twins end up facing invisible enemies. These enemies are, undisclosed to the public, native to the Astral plane, and for some reason drag people through the rifts. The only way to fight them are Legions, controlled by the aforementioned special division: Neuron.

    The game is divided into 11 “Files”, with twelfth being essentially post-game content. A good chunk of those could be called slice-of-life, almost episodic in nature. Though from about a third of the game, the main story starts to take hold, and I found it rather engaging.

    While the main story is mostly serious, the optional (or well semi-optional) side content brings in enough levity to nicely balance it all out.

    Though there’s still some weird and baffling elements, like the collectibles for the toilet fairy. No, I won’t explain more.

    Gameplay

    The game uses a pretty common structure: it has 11 Files, (plus the post-game one), each having several side objectives aside from the main one. Those side objectives can be separated into three categories: Blue Cases, which are essentially literally side-quests without end-of-case ranks; Red Cases, which are challenges that contribute towards File end rank; and Collectibles, so things like taking photos, finding stray cats, using the toilet and opening resource chests.

    The somewhat eclectic mix of activities present in here really reminds me of the design of early 2000s platformers, where they seemingly had to add some racing segment, maybe some snowboarding or something else. I don’t mind such things, hell I’d say I welcome them… but there is that one detail: Red Cases are performance ranked. And, at least to me, getting those high ranks in these types of games are kind of a big thing.

    So when there’s a minigame that asks you to use motion controls to balance a stack of boxes and move through a city… that’s a bit much. Or the puzzles… or chasing people doing graffiti. Many of those red cases are, frankly annoying.

    As I mentioned, this is a Stylish Action game. And yes, the combat is good and stylish, even if it may appear somewhat bare-bones at the start, since we begin with two modes of the weapon: baton and blaster. Each has just the attack string at the start, but the game keeps expanding the options pretty much throughout the whole playthrough.

    First it adds in the Legion and all the common things they do, like throwing it at enemies, puling yourself to it, using it to essentially parry an attack as you summon it, binding enemies and countering charging enemies. On top of that later on Legions get a selection of skills (2 at once per legion) and abilities (one of which adds a parry, like Bayonetta’s Moon of Maha-Kaala, sans bullet time)… and there’s 5 legions to swap between on the fly.

    So yes, combat is fun and decently complex. Though you won’t find much of enemy juggling or aerial combos, though people have found a way to stay in the air by switching between weapons.

    Oh, also: the game offers a “story” and casual modes, which do not give ranks at all. The former is for those who want to experience the story, and the latter… I’m not sure. I’ve played on Standard, and may or may not end up trying out Ultimate. I guess It’s a nice touch, as well as the fact that completing a FIle on Standard lets you play it on Ultimate, instead of requiring a new playthrough.

    … Did I forget anything?
    Oh, yeah, there’s character creation and customisation: You can get new colour schemes for your clothes and Legions, as well as some accessories for your character. It isn’t terribly deep, but a nice addition nonetheless

    Summa Summarum

    Astral Chain has pretty visuals, nice music and a solid story. And most of all, it has pretty fun combat.

    But it is marred, in my opinion, by the fact that file ranks include the minigames. They were fine in a singular playthrough… But I don’t feel like trying to get an S+ rank on those. And, for me, that’s a pretty big minus for this kind of game.

    Is it worth dropping it an entire grade? As I’m writing this with some distance from the last annoying Red Case… I’m going to say “no”. I’d probably have said differently had I just tried to get an S+ on some odd case.
    I will, however, tack on a second minus.

    In the end, I’m giving Astral Chain a 5–. With a note that It’s teetering on the verge of 4+; depending on my mood. YMMV.

    #ActionAdventure #AstralChain #gameReview #gaming #NintendoSwitch #PlatinumGames #SpectacleFighter #StylishAction #VideoGame
  6. The Midnight Walk blends claymation visuals, quiet storytelling, and light stealth into a short but powerful emotional journey. Our review in the link below. #TheMidnightWalk #Review #GameReview

    clouddosage.com/the-midnight-w