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This user has reviewed 14 games. Awesome! You can edit your reviews directly on game pages.
CONTROL Resonant

The curse of freedom

Creating a game to a sequel that many consider a studios greatest achievement to date, must be a daunting task. The assignment: Take perfection and push it to the next level. What we got is more. More content, more story, more combat, more everything. Break free from the shakles of the oldest house, send the Hiss out in the world and take the protagonist with them. And herein lies the problem. We won freedom, but we lost focus. Control Resonant lets us experience Controls mysteries in an open world Manhattan. This also means, as is expected, that this open world needs to be filled with something, or traversing it would feel empty. Remedys answer: Side activitiest. Find a toy for a dog here, create as setpiece for your drawing there and of course meet npcs for some side quests that usually involve finding something or somone at the other end of the map. and repeat, and repeat, and repeat, and repeat.... Control Resonant unfortunatley features the dullest and most repetitious open world side activities I have seen in a long time. Almost each zone has the same dejavu-inducing tasks to complete and the formula rarley changes. Even Dylans voice lines repat depending on the task. So even Remedy fell into the trap of creating an open world filled with dull busy work, which even include the dreaded "activate tower to reveal map" activities. Alright, no side questing then. What about the combat ? Combat...has...changed. For the better ? Well that depends on you prefrences. There is one thing that can undoubtedly be said about Control Resonants combat. It's fun. The new focuse lies in melee combat. Gone are the guns, bring in the scythes, hammers and knifes. Dylan is fast, the combat is brutal, feels weighty and oh so satisfying. All this topped off with absolutley insane finishers that never get old. So what's the trade off. Well a few things actually. First: Overview. Control Resonant constantly throws, sometimes massive, groups of enemies at you. Tank-like enemies, paired with squishy cannonfodder, flying healers, hitscan enemies on land and air and so on. While this keeps the combat engaging, it also makes it impossible to have everything in view. Remember, this is close quarter combat. So Dylan might be throwing some massive combos at a tank, only to get shot at from significant distance by an enemy sitting on a random roof. Remedy tried to mitigate that by giving you markers when something off screen hit's you. In the heat of battle easy to overlook. Also, some attack animations are impossible to read. Especially when you fight red hiss enemies against a similarly red background. While Control 1s combat was more about positioning, C:Resonant seems to focus on one tactic only: Do as much damage as you can, as fast as possible to not get overwhelmed. This keeps the dopamine flowing, but gets rid of most of the strategic thinking. Combat, for me atleast, can be summed up as follows: That's your level, these are the stats/skills that (some passivley) affect your combat abilities, there is the enemy. Now go at it, turn your brain off and watch your build in action. Fun, but not deep. Alright, let's slow down and soak in the atmosphere of the world atleast. Manhattan looks stunning and truly is one of the more beautiful open world playgrounds in recent memory. But While the city itself could have benefitted from a more handcrafted approach (Buildings, interiors, subways and rooftops look to much the same), areas of the main questline more than make up for this. Here is where Remedies true genius shines trough. Words can not describe the amount of care that went into some of the main-questline"levels". A subway where trains shoot through the air, a giant drill that drills through a building (With you on it !!!), a MC Esher like maze of appartments you have to find your way out of, a creepy theater and so on. Those are the definite highlight of the game and alone worth the purchase. And, once again, Remedy excels at organincally incorporating a wonderful soundtrack into the games many highlights. Those that remember the Maze in C1 or the stage fight in Alan Wake will know exactly what I'm talking about. You get many great moments like these here. So, bottom line. Control Resonant is a very good game held back by the unnecessary need to be forced into an open world. Traversing it might be fun, but interacting with it is not. Its sole purpose is to stretch game time and create artificial grind. Control 1 was a game tightly crafted to perfection, while Control Resonant chose to hide it's true meat behind a curtain of interchangable fluff. I rather would have had one perfectly cooked meal served on a silver platter, than to be forced to eat my way through a buffet of mediocrity just to find the main dish.

10 gamers found this review helpful
Phonopolis

The wait was worth it

Amanita Design once again delivered big time and created an incredible looking handcrafted toy box that is just waiting to be explored and interacted with. Solving its many puzzles, which range from fairly easy to some headscratchers that will take some time to be decoded, will see you pressing buttons, shifting and dragging objects around and interacting with a variety of gadgets and devices. When it comes to puzzle diversity Phonopolis outshines its predecessors tenfold (The music puzzles being my favorites) It's story, while simple, is narrated effectively and hightend by the once again fantastic soundtrack by Floex (can this guy ever do wrong ?). The overall theme is as current as it gets and should be taken very seriously in our day and age. So yeah, Phonopolis is worthy to be among Amanita Designs greats. But, there are some minor criticisms: In it's current state, Phonopolis is also Amanita Designs buggiest game. I had an instance where the game refused to let me interact with a certain puzzle (Wife and husband watching TV scene) and where I was forced to restart the game to solve the issue. Later, in the middle of walking through the city, the cursor randomly stopped morphing while hovering over interactable objects. But again, a restart solved the problem. Nothing game breaking but still woth mentioning. Also, I think the game is fairly short and wraps up rather quickly. But, all that said. Phonopolis proves once again why Amanita Design quality and creativity can hardly be matched by any other studio. There is a difference between taking your time to actually create meaningful art and releasing a game that does little more than to check certain boxes and that has to meet certain quotas. Buy it.

2 gamers found this review helpful
The Procession to Calvary

The definitive higlight of the trilogy

Mr. Joe Richardson is, what people could call, an absolute madman. Weaving art, potty humor and clever dialog into one package, while managing to offend almost everyone (as can be seen by the 1-star reviews by the two priests, who unfortunatley picked this game to fill their rare leasure time), is a rare talent for sure. While all three games are great, The Procession of calvary can undoubtedly be called his magnum opus. The puzzles are not too challenging but cleverly implemented. And the way the real life paintings are altered to create the different scenes and sceneries, makes for a beautiful world to explore and a well rounded experience for (almost) any point and click adventure fan.

25 gamers found this review helpful
Knights of Honor

Beautiful, immersive...but

Full disclosure here: Knights of Honor is my absolute favorite game and I might look at it with at certain bias. Still I hope that this review can be helpful for some. Starting of, the visuals are absolutely timeless. Black sea studios made the right choice in choosing drawn artwork for the icons, maps and infoboxes, as well as going for 2D, rather than 3D visuals for the world-map, unit sprites and battle-maps. Thanks to this, the game never really looks outdated. The colors pop and the castles, forests, units etc. look straight out of a picture book. And just like those picture books from your childhood KoH invites you to loose yourself in its visuals: Birds fly across the map, ocean waves and whales can be spotted at sea, carts and wagons move from town to town...visually it is an immersive experience that is complimented by....: ...The fantastic soundtrack. The music is more than fitting and exceptionally beautiful. Just looking at the worldmap, managing your castles, economy and troops while "Where my heart is" or "Handful of Sorrow" are playing, might be the most relaxing gaming experience you'll ever have (no exaggeration of course) . On the battlefield the music switches from peaceful to epic and gives every battle a certain weight and importance. The soundtrack is so good, that it will be hard for you to ever forget. The Gameplay of KoH is pretty good but also where most of my criticism lies. At first, the game has everything you would want from a "global" strategy game. Economy, warfare, city, dynasty and troop management, diplomacy, trade, espionage etc. etc. creating a fantastic and satisfying mix of kingdom management and strategy game. BUT!!! if you expect deep mechanics like in a paradox game, you won't find them here and managing your troops in battle is a nightmare. Which could make KoH disappointing for veterans, but a perfect entry game for beginners. If atmosphere and immersion are the things you seek, then KoH is THE game for you!

50 gamers found this review helpful
Sengoku Jidai GOLD

Minimal in presentation, deep on tactics

Sengoku Jidai is one of these games that, from the screenshots alone, grabs your attention. You know this game will immerse you with it's visuals, fittingly influenced by the art of the Edo period in which the game is set. And it's all here : Beautifully drawn portraits, maps and UI. If you are mildly fond of these aesthetics you will feel right at home. Sadly, this is where the immersion ends. The music, while fitting for the setting, is functional at best, looping to often while trying to hard to be "epic" with it's overblown and computerized synth VST's. For a turn based strategy game, it feels to distracting. (turning on the "Shogun 2: Total War" soundtrack will greatly improve your experience. ) Where the music is to much, the animation is to little. While the art is beautiful, the units on screen barely show any signs of movement. While moving you don't see moving feet, while attacking you never see spears rustling, bows firing, arrows flying or swords dueling. It is there, but it's all numbers and little visual clues like little blood splats when close combat units engage, or smoke clouds when guns are fired. Think of it like moving around chess pieces. And given the art, this bothers me "But Moonsorrow.." I hear you say "why 4 stars, when all you do is whining about animation in hardcore turn based strategy games, you pleb ?". Well, my Paradox and Slytherin loving history buffs, because the game is actually great when you can look behind the surface. The level of thought and care that went into the tactical gameplay is astounding. If you love your realism and the TW Games are to easy for you, then you're in for a treat. You'll get an abundance of units to choose from, each with it's own weaknesses and strength. Terrain to use to your advantage, occasional randomness to consider, cover and unit distance to master and a clever AI that WILL put your skills to the test. You will have to learn a lot, but you will be rewarded for your patience.

50 gamers found this review helpful
CHUCHEL Cherry Edition

Don't get your hopes up...

this is no Machinarium, Botanicula or Samorost 3. If you go into Chuchel expecting a grand adventure with an interesting world built around it, prepare to disappointed. In Chuchel you help the titular hero chase the thiefs that stole his cherry. You chase them from screen to screen with every screen providing a puzzle that you have to solve to progress to the next one and so on. But where the bigger Amanita games provide a world that you can really dive into and explore, Chuchel is really just a collection of puzzles and minigames that are not too hard either. There is no chance you sit for hours in front of the screen, figuring out what to do. Just a few clicks on the objects or creatures on screen is enough to get to the solutions, even if you don't know what your doing. Why give it 4 Stars then ? Well, Chuchel is, even if it is not the most challenging and best, still an Amanita Design game. And that means beautiful art, colorful characters and fantastic creature design. And even if it is to easy for the majority of adults , the game is fun. It just makes you laugh when the hero interacts with these nice designed "monsters" or when he finally catches the cherry just so it gets taken away from him seconds later. The game is just a joy to play and experience and kids will love Amanitas new hero. But hardcore Adventure Game Fans should not expect a challenging game with an engaging story. And with a pricetag of 9,99 on release "Chuchel" was probably never meant to be the next Machinarium anyways. Buy it, play it with your young ones, laugh, have a great time and be happy that you didn't waste your ten bucks on some stupid Lootbox or DLC.

50 gamers found this review helpful
CHUCHEL

Don't get your hopes up...

..this is no Machinarium, Botanicula or Samorost 3. If you go into Chuchel expecting a grand adventure with an interesting world built around it, prepare to disappointed. In Chuchel you help the titular hero chase the thiefs that stole his cherry. You chase them from screen to screen with every screen providing a puzzle that you have to solve to progress to the next one and so on. But where the bigger amanita games provide a world that you can really dive into and explore, Chuchel is really just a collection of puzzles and minigames that are not too hard either. There is no chance you sit for hours in front of the screen, figuring out what to do. Just a few clicks on the objects or creatures on screen is enough to get to the solutions, even if you don't know what your doing. Why give it 4 Stars then ? Well, Chuchel is, even if it is not the most challenging and best, still an Amanita Design game. And that means beautiful art, colorful characters and fantastic creature design. And even if it is to easy for the majority of adults , the game is fun. It just makes you laugh when the hero interacts with these nice designed "monsters" or when he finally catches the cherry just so it gets taken away from him seconds later. The game is just a joy to play and experience and kids will love Amanitas new hero. But hardcore Adventure Game Fans should not expect a challenging game with an engaging story. And with a pricetag of 9,99 on release "Chuchel" was probably never meant to be the next machinarium anyways. Buy it, play it with your young ones, laugh, have a great time and be happy that you didn't waste your ten bucks on some stupid Lootbox or DLC.

49 gamers found this review helpful