Old Grizzled Gamers
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Inked is a lovely looking game with an interesting narrative idea. However, the story within the story is bland and generic. The game is much too long and if you are playing on a mouse and keyboard, you are in for a tough time. That being said, you might find it an interesting game about how to cope with trauma and the relationship between creation and the creator.
Borderline casual in simplicity and thoroughly indie, but very generous in doling out new bits to play with for the full, short, play length. It's kind of peaceful, clicky and not too demanding, except when it surprises you with a vicious nightly attack.
An unsettling, deeply unpleasant management sim, drenched in waves of melancholy and nausea. My Lovely Daughter is affecting, but exhausting, and you'll likely become numb to its horrors long before it concludes.
This is a very lovely game. The endearing visual style and superb sound design come together to create a unique, intoxicating atmosphere. The threatening post-apocalyptic context could have been more meaningful with a non-zero difficulty level, but it's still a thoroughly enjoyable, if short, road trip.
While it's too focused on war and troops to feel like a full 4X, treated as a lavish wargame it measures favorably. A massive number of unit types, lots to research and satisfyingly durable troops makes the combat tactically interesting but there is no diplomacy, culture or any sort of flavor.
Wartile may not have a great story to tell, extensive customization options or a long campaign, but its visual presentation and layered strategic combat make it worthwhile. It has a solid core of ideas - some even exceptional - but it could have been taken further in many ways to make it something really great.
This is not Diablo, but rather something new, thoughtful and challenging. Its a linear game with no branching storylines or overarching decisions. I still found myself engaging with the story and environment, wanting to finish it to experience the overall narrative.
While the selling point is focused on hard choices, the unrelenting grimness of the setting and need for survival makes them more obvious than difficult. Luckily all the other components (city builder, presentation, etc.) are quite good and the game is enjoyable even if it doesn't quite hit the feels as it intends.
A powerful, rich, and exceptionally well written narrative experience, with exploration mechanics that heighten the power of its stories, Where The Water Tastes Like Wine is let down by its own central premise. Fascinating, but flawed.
A genuinely funny, engaging turned based strategy with a great theme. Attack of The Earthlings has a strong core concept, but feel constricted by length. Player options are plentiful, but never required for success. Still, it's unique, well-written, and lovingly crafted. Fans of the genre should find something to love, even if it's 'game over, man' far too quickly.
With no campaign mode, and currently without the expansions that many Tokaido players consider essential to the experience, the digital Tokaido‘s main fault is a lack of variety or compelling reasons for long play sessions. I can see myself dipping back in occasionally and thoroughly enjoying myself for twenty or forty minutes, but I don’t think I could spend an evening traversing Tokaido‘s mysterious mountain, as beautiful as it is.
Superb combat, a lengthy single player campaign and most of the old Mechwarrior charm makes for an excellent turn-based experience. The surrounding story and meta is sludgy but adequate. Multiplayer works and is a blast but quickly loses its appeal without any progression or tracking. Could have been so much more, but what's here is a great turn-based game.
If you are looking for a decent turn-based tactical game with some superbly implemented psychological elements, then you should definitely jump into Post Human W.A.R. You will enjoy every single second and won’t have any regrets. The matchmaking is quick, and there is an online leaderboard to progress through. However, if you are after a campaign experience, then you might find Post Human W.A.R lacking and feel a bit disappointed.
Q.U.B.E. 2 starts off far too slow and holds few surprises, but its late-game content solidifies it as an excellent first-person puzzler with a well-told narrative.
A solid, refined rogue-like with lovely pixel graphics, great level design, loot and characters. Evolutionary instead of revolutionary; if you still have an urge to kill things in dungeons one square at at time this is a pleasant way to go about satisfying it.
While I like TCG’s I don’t like cute, I don’t like repetitive games and I tend to not like roguelikes if they are too much like Rogue (in the move a square at a time sense). I was wrong. This is instantly engaging and highly addictive.
An affecting an imaginative narrative game with inventive, if not particularly challenging, turn based combat. Legendary Gary’s characters occasionally feel flat, but it makes up for it with a unique, well-realised world. You probably already know whether it's going to be for you, and if you’re at all intrigued, I can’t see you being disappointed.
It’s essentially made for people who spend their time clicking links in Wookiepedia and any of the other countless lore databases on the internet. If you can look past the outdated UI and technical issues, enjoy reading, and don’t mind point and clicks, you’ll fall in love with this game.
Nantucket is wonderfully cohesive, a real beauty of a ship built from unremarkable materials. It's too shallow to really drown yourself in, but just deep enough to be compulsive, constantly throwing up interesting decisions. If you're all about the destination, this might not be the ship for you. If you're down to enjoy the voyage, you could do a lot worse.
Novel mechanics that allow for dynamic storytelling are what make this game. That strength lies in the small choices that you make instead of an overarching plot or theme. The kinds of armor and clothes you wear around town, what skills you choose, how you interact with local merchants all changes how the world reacts to you, to an extent greater than I’ve experienced before. In many ways, how you chose to live from day to day has more impact than the dialogue choices.