checkmarkchevron-down linuxmacwindows ribbon-lvl-1 ribbon-lvl-1 ribbon-lvl-2 ribbon-lvl-2 ribbon-lvl-3 ribbon-lvl-3 sliders users-plus
Send a message
Invite to friendsFriend invite pending...
This user has reviewed 45 games. Awesome! You can edit your reviews directly on game pages.
CONTROL Resonant

Killer Sequel

The original Control released in 2019 was a time where Remedy were in dire need of proving to the market they still had it in them to make unique and interesting games and they overall succeeded in that endeavor. Cut to 2026 and after one underperforming sequel from a different IP and a live service fumble, Remedy are again in a similar position. After completing Resonant on Steam, not only did they accomplish such, but also did so with a lot of improvements as a sequel. On its own, it's a very solid melee action game with a great looking (and optimized) open world that doesn't treat the player like they've been lobotomized (it has clever signposting, in other words) while staying small scale enough to not feel time wasting. As a sequel to the original Control, not only are the RPG mechanics introduced a lot more interesting and allow for player specialization (they aren't just really basic +10% stat upgrades anymore), but the game side steps the problem many action RPGs have when it comes to level scaling/balancing by letting the player have some control (hue) in how quickly enemies scale to the player depending on how many of the game’s bosses they slay (who in turn offer experience points for the skill tree and all new abilities to use in your kit). Narratively, I found the near apocalyptic paranormal situation the game explores more interesting than the more sterile containment story from the original. Additionally, Dylan makes for another great protagonist in Remedy's backpocket and how they explored redemption/penance in his character development. My one real gripe with the overall game would be the limited moveset the player has. While each weapon does feel like they have distinct utility from one another, all weapons share the similar three-four hit weapon string for primary and secondary weapons (with a bonus combo finisher weapons that can be unlocked later at the end of primary weapon combo strings) and very limited upgrade potential for new moves. What's even stranger is that the game does not offer any on the fly weapon switching like other action games of its ilk. In a way, it does veer the game less into the likes of DMC and more into Kingdom Hearts territory. That isn't a terrible thing, but with how the weapon upgrade system increases overall damage for anything the player improves, it's a strange decision to shackle player expression in the combat because that combo MAD potential is very much there. I suppose the silver lining is that some modders had similar feeling so there are mods to add things like on the fly weapon/loadout switching and even one that allows players to create custom button combo that can use all available weapons they have unlocked. Still, as a whole, I do think it's praiseworthy that this being Remedy's first time making a melee focused action game + the first time they've made a game outside of the third person shooter genre since the original Max Payne, they got a ton right (movement and animations feel great, you can cancel out of pretty much anything with the dodge move, great enemy feedback, even some rudimentary form of dodge offset, etc.) Also not a parry move in sight, so as far as I'm concerned, it's already better than the droves of recent action games that center their entire combat system around something like that (Phantom Blade Zero? Never heard of her). Anyway, it’s a great game I plan on picking up a second time sooner than later just to support Remedy and GOG. Hopefully, here's to more quality games by Remedy and releases here in the future.

47 gamers found this review helpful
Two Beasts Or Not To Beast!

Cultured Release

Don't mind me, just correcting the review average here. There's three anthro BBWs in the cast so that alone justifies five stars.

26 gamers found this review helpful
Blood: Refreshed Supply

It's a glorified patch

So, to get the big thing out of the way, "Rebuilt from the original source code" borderlines as untrue on the marketing team's part. Kaiser and Stephen Kick have more or less confirmed via public Discord conversations and interviews that this is more like Nightdive going back to Fresh Supply's codebase and using the original game's source code as a cheat sheet to fix inaccuracies. Directly cited from an Epic Games Store interview: "Rather than port Blood: Fresh Supply directly to consoles, Nightdive saw an opportunity to create a bigger, better remaster, in part because of a major event that occurred in the interim: the discovery of Blood's source code, found with the assistance of Monolith cofounder Jace Hall, whom Kick has been acquainted with for years. 'We passed that over to our developers, and then they were able to go in and basically authenticate all the reverse engineering work that had been done up to that point to make sure that it was as accurate as possible—even so much as adding a lot of that code back in,' Kick says." The result? Well it's definitely a lot better than Fresh Supply ever was. Mouse movement feels a lot smoother, enemy AI generally functions better, and most of Fresh Supply's inaccuracies are gone or not really noticeable anymore. I'm not a Blood guru, but I have played it on DOSbox, source ports, and the original Fresh Supply to get a decent feel for the game and this overall feels more accurate. On top of this, I like the remastered cutscenes (there should be a toggle for the original ones to please everybody, but oh well) and the "Vault" content of prototype assets and playable levels is a welcome addition. Unfortunately there are brand new issues this version has introduced. Most egregious being the sound mixing, where anything out of your line of sight sounds way too quiet. Certain objects don't seem to be properly interactable now (nothing game breaking or progress locking at least), skybox isn't true 3D, weird secret triggers on very specific levels, and so on. It's not a "death by a thousand cuts" situation, but the amount of minor things people are reporting is eye rolling for a re-release of a re-release. Oh, also the multiplayer is still completely scuffed. It's a Nightdive remaster unfortunately, so that's the least surprising thing in the world at this point. Expect it to never get fixed. Nightdive are just too late to the punch for the impact of, "BLOOD with widescreen and modern QoL features," to mean much when there's a plethora of source ports that have left them in the dust comparatively (and this was ALREADY a point of contention back when Fresh Supply was coming out). Really, the ONLY reason to really buy this (assuming you got the $10 loyalty discount, I don't recommend anyone paying $30 for this) if you didn't already own the game prior is to throw money at the Death Wish and Marrow mod creators as they now work at Nightdive. Unfortunately, Death Wish is not here yet (will be patched in later with a new episode as well) but Marrow is and for a first time playthrough, it's pretty quality so far. If you don't care about that aspect, use the nBlood or NotBlood source ports with the versions of Blood you already own. If you somehow NEVER owned either the DOSbox or Fresh Supply version of Blood, wait for a heavy discount on this version which will inevitably come sooner than later because I doubt most people are buying this at $30, console users included. Even though Nightdive are very unlikely to blame for the pricing debacle, I think people hung up on the matter are pretty justified. While Nightdive have not really consistently given away their remasters for free to previous owners (the iD shooters are really the only instance of this happening, whereas Killing Time, Outlaws, Dark Forces, and SS2 25th all had to be rebought with some variance of discounts for older owners), a "remaster of a remaster" is a ridiculous idea no matter how you try to spin it.

37 gamers found this review helpful
Indiana Jones and the Great Circle

Makes you FEEL like Harrison Ford

Joke title aside, the really easy way to tell if you'd like this game or not is if you can say, "Yes," to the following: 1. Are you a fan of Chronicles of Riddick: Escape from Butcher Bay/The Darkness 1? 2. Are you a fan of Indiana Jones? If so, you're in. The game is very much a love letter to both the design of those early era singleplayer Starbreeze games and Indy. It is easily the most polished iteration of the Starbreeze formula thanks to precise pacing, setpiece design, and not too big open region design that is more often than not, fun to explore thanks to mostly avoiding open world bloat. I very rarely felt bored playing the game despite an emphasis on exploration. As a piece of Indiana Jones media, it is well above the last two movies (not a high bar, I know) and most of the franchise's game catalogue. The story check marks all the hallmarks of the good films (globetrotting, history mixed with mythology, Spielberg styled humor) with a solid cast, great cutscene cinematography, and voice performances. Everybody at this point has (rightfully) praised Troy Baker's performance as Indy, so I'll also say that Marios Gavrilis chews any scene he's in as the Axis Occult Researcher antagonist I never knew I needed in my life to the point where he sticks out as one of (if not) the best antagonist in the franchise's history. Is it perfect? No. Biggest issue I have is that the game unfortunately peaks very early with the open world regions (The Vatican) thanks to being so tightly designed for exploration and leading the player along. Comparatively, Gizeh and Sukhothai while distinct visually and content wise, both feel too big for their own good at times and even using the diegetic fast travel options, it can sometimes feel like a slog getting from place to place. Very similar to Butcher Bay, the game is very "sum of its parts". If you're looking for an excellent brawler, shooter, or puzzle game, look elsewhere. It does all of these things well, but in service of the presentation and immersion of the IP being used, not as a masterclass on how all games should handle these mechanics. After Wolfenstein 2: The New Colossus, it's a pleasant surprise to see Machine Games capable of still swinging for the fences and actually hitting that goal.

22 gamers found this review helpful
Rollerdrome

Great game, dont buy it

Rollerdrome is a truly great game that ponders the question of "What if THPS, but with a gun?" with an incredibly satisfying answer. The gameplay loop, scoring system, visuals, and OST made for an incredibly fun experience that I didn't let go until I 100% completed it (around 20 hours on Steam). My issues with the game mostly come from wanting MORE of the game (more stage variety, weapons, enemy types, music, bosses, tricks, etc) which I view as almost more of a backhanded compliment to the rest of our the game. Really, the type of thing DLCs or even a sequel could've done to expand the core concept. So, why don't I recommend it? Simple, Private Division (former subsidiary of Take-Two) vaporized the studio (Roll7) out of existence in mid 2024. In other words, your money is not directly/indirectly going to the studio or devs, but 2K/Take-Two to do whatever with. Especially with how recent the death is and how it didn't even cross anybody's mind to just let the studio go and let them at least attempt to fend for themselves, I can't in good faith recommend buying it.

139 gamers found this review helpful
Kingdom Come: Deliverance II Royal Edition

Solid Sequel

KCD2 is by in large everything I wanted out of a sequel of the first game. Every system from the first game is intact and given tweaks to feel more polished without losing the immersive elements. The branching quest design is still here and does an excellent job of funneling the player down more content if they want. The storytelling is still great and the increased production value has bolstered it through gorgeous visuals, architecture, voice acting, and some of the best cutscene direction I've seen in any RPG. The only glaring issue I have with 2 is the lack of gameplay bite by the end, similar to KCD1. My initial concern was the sequel losing what made early game KCD1 memorable. However, even with the game starting Henry with better bare minimum stats, it found a good narrative excuse to start him at rock bottom again and building yourself up during the Trosky region kept me engaged with scouring for whatever content I could find. This dynamic flips once you hit the Kuttenberg region of the game where now you get to flex what you built up and it's fun... for a while. Once the initial high wanes though, you're just left with a game where every enemy can be master stroke'd once or twice, every dialouge skill check passed with ease, and a borked economy. Equipment hunting also becomes about player taste in fashion because late-game equipment is a very small leap in stats compared to what can be already obtained mid-game. The silver lining is that you can basically rush through the main quest once you feel this, similar to KCD1. Unfortunately, the sequel is much, MUCH longer than the first game (even excluding side content), so even bum rushing everything feels hankered by this. In a really backhanded way, it is a testament to the quality of the writing and quest design that I still kept doing side content just because I wanted to see what kind of scenario Henry would be thrown into next. Overall if you like KCD1, the sequel is a pretty safe bet.

15 gamers found this review helpful
Intravenous 2

More Intravernous (good)

It's Intravenous 1 but improved everything by in large (better level design, better loud gameplay, more equipment and weapons, etc.). Even the story while not a big selling point at least tries to make itself more interesting thanks to having two unique protagonists and branching paths near the end of the game. If you like stealth games (Splinter Cell in particular), this is a must buy imo.

4 gamers found this review helpful
Fortune's Run

2026 Update: WHELP

August 2026 Update: Well, never thought I'd be using GOG's new review update system for something like this, but here goes. After a (roughly) one and a half year prison stint, the lead dev got access to her game taken by an ex (not the first one, the OTHER one), who was allegedly mentally and physically (yes, THAT kind of physical) manipulating her. There's more to the story than what I wrote above, but whether you do or don't believe the lead dev's story, this much is true: the game is in an even murkier place than it was when she was in prison and it's not getting updated any time soon. Even the lead dev doesn't want you to buy it anymore (she priced the game down to $1 on Steam as a final "f*ck you" before allegedly losing what little access she had left). I love the game as it already is, but I can't recommend it with all the circumstances around it. Shame. Old Review: So to preface the obvious, it's an Early Access game right now and as of October 2023, has what can technically be considered three main pieces of content right now (the campaign with a tutorial and the first mission, the 2022 demo of a level that will be implemented into the campaign later down the line, and an arena mode). Doesn't seem like a lot but the incredibly amounts of detail and effort put into the levels so far means you will probably be spending a good few hours on your first run learning to navigate through them and complete the objectives (on top of a ranking system that grades skillful play and learning where everything is as replay incentive). The best way to describe the game is it being a fast paced FPS with a lot of cool thing you might've seen from late 90s/early 2000s shooters, "im-sim" games, and its own twist on those mechanics. Bouncy movement reminiscent of Blood (in fact, the game uses Q3: Arena's physics source code for anyone who liked how that game feels), intricate level design that feels lived in with scale (all the more impressive it's a sci-fi setting), an inventory system for healing and food items, a body part oriented health system a la Deus Ex, a fun melee system with unarmed moves and blades to pull off against enemies, and so forth. On top of that, the game has shocking good presentation for a low budget title with nicely made cutscenes and fun voice acting. Fortune's Run can be difficult even on Normal difficulty with high damage but it gives you all the tools you need to succeed so it comes down to a matter of learning the game and it feels incredibly rewarding once you get a grasp on everything. Overall, if it looks interesting from trailer footage or you happened to try out the Steam demo from last year, I think it's worth supporting right now with how much of a passion project this clearly is for the developers creatively.

84 gamers found this review helpful
Ctrl Alt Ego

Buy It

Played it on Steam already, picking it up again here because yes, it is that good. The best way to describe CAE is to imagine the likes of System Shock, Deus Ex, and Prey 2017, but oriented around being more puzzle based. The combat and stealth elements are all there (even making the distinction between lethal/non-lethal play) but how you go about it is focused on taking advantage of your environment through the ability to possess machines and enemies which all have their own unique functions and abilities. Add on top of a progression system that allows you to unlock new tools to modify your playstyle to your liking (want to go invisible, want to move around objects from a distance, want to turn objects around the world into explosives, etc.) and a simple but effective resource management via EGO (resource which allows you to possess enemies in the first place) and Juice (energy meter to use abilities) turns it into some of the most fun experimental gameplay out there for the genre. One other thing, game has some solid pacing I've seen in a game when it comes to progressive level complexity. I really thought the game was over by Level 6 and then the game slaps me with the actual final two levels which really did put everything to the test and what the player is capable of. Dev has been updating the game frequently too and recently implemented a "sandbox" mode that allows for players to generate their own levels. Can't speak on the quality of it but the dev in general has been extremely responsive on the Steam forums with fixing bugs and adding content to a game that already feels finished. Also tons of cat Polaroids. Never seen another game with so much pussy in it.

39 gamers found this review helpful