Sascha Ritter
- Outer Wilds
- Spelunky
- Elden Ring
Sascha Ritter's Reviews
Dungeon Drafters features very complex gameplay and a complicated menu system that makes getting started challenging. But this is merely an appetizer, because once the basics are internalized and initial workflows prove effective, Dungeon Drafters impresses with its many creative and demanding game elements
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Admittedly, it's unfair to constantly measure Falling Out against my all-time favorite game—no competitor could possibly win that contest. Nevertheless, the similarities in inspiration and the differences in core design are too pronounced for the final product to truly win me over.
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I like the world and the characters; the mini-games become particularly interesting towards the end, thanks to the increasingly complex strategies involved. However, it lacks that spark that ignites a passion for playing Card Shark. The story is nice and the gameplay is coming into its own. But the presentation of the game design feels sluggish and, at times, wooden. Basically, I got exactly what I’d anticipated: a mixed bag.
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Now I sit here typing these lines, looking back on numerous hours of Elden Ring and would say: "Yes, I love this game!" It's not free from weaknesses, but every journey has its potholes. I can claim for myself that Elden Ring is one of the best games of recent years for me. But I still see that despite the enormous hype around the title, the Soulslike formula will continue not to appeal to every player type.
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Dolmen is not a bad game. It certainly has its technical flaws, and sponge bosses are among the most boring designs imaginable in my view. Yet Dolmen has delivered the foundations of an intriguing entry in the genre. The small but subtle differences in combat gameplay more or less harmonize and leave you wanting more.
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All a bit of everything, but nothing really noteworthy. That could outline my conclusion on A Memoir Blue in one sentence, because unfortunately the game couldn't convince me. The gameplay and narrative do work, but they only scratch the surface of respectively possible potential.
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The survival game has some really interesting ideas and attempts to package its complex mechanics very simply. With a slightly better learning curve, the game would function somewhat better, although random factors as well as an illusory freedom of decision dilute the gameplay very strongly. Yet the numerous bugs and quirks that the game offered during my playthroughs turned the low fun into its complete opposite.
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Dicey Dungeons has shown me one thing above all: when the Goddess of Fortune favors me, the game works wonderfully. Yet lurking beneath the surface is always a deeply biting flaw that can spring forth at the wrong moment and chew up all the fun.
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Next to the moody steering, the good graphics of the game as well as the aesthetics of the space sequences cannot deceive over the tough and weak aspects of the game.
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[...] Apart from this flaw, Counterspy is a very entertaining stealth game that’s easy to pick up at the start and has simple controls. The procedurally generated levels offer plenty to discover, but do become a little monotonous over time.
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In many places, the love for detail is perceptible, the visuals are good, and the silky-smooth, playful idea makes you want more. Yet I must also state that at the same time it is not a good game. The simple concept is rarely fully explored; instead, A Juggler's Tale hangs itself narratively and gameplay-wise on a silk thread, which only very rarely stands under tension.
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Unfortunately, the game doesn’t always manage to break free from its myriad clichés and thus maintain the depth that occasionally emerges in the dialogue throughout the entire playthrough. The five date stories also vary considerably in quality, and our decisions sometimes contradict one another. The fact that, apart from one story, the rest are likeable but inconsequential doesn’t really help in giving a general recommendation for Five Dates.
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I had a lot of fun during those few hours, even though issues with the theme and gameplay occasionally reminded me that this game has more potential than it does inherent quality.
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Principally, A Monster's Expedition is a very cleverly designed game which extracts an immense amount from its basic mechanic. Furthermore, for persons seeking a head-heavy challenge, some island puzzles are a true feast. The atmosphere, whether through humorous comments on humanity or meditative music, is also very pleasant and calm. Unfortunately, the game's pacing does not work. The museum is at home on too many islands, and soon a repetition of the always identical gameplay loop sets in. Since from this phase on the main path of the game the difficulty stagnates and the puzzle design offers no great variety, much idle time and monotony are the result.
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Nevertheless, in my view, gameplay and narrative here only partially harmonize with each other. There are some nice ideas in the game design, but these are hardly expanded upon within the short playtime.
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The underlying role-playing game is very well thought out, but shoots itself in the foot through randomness. The development team captured the spirit of football well, but in doing so created a sluggish and repetitive gameplay loop. And the customization options are plentiful, but unfortunately my PlayStation Vita doesn't seem to be a fan of virtual sports and accordingly likes to buckle under the pressure.
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Chicory: A Colourful Tale isn’t equally suited to every type of player. Whether it’s the story or the childlike design of the world, the lack of challenge or minor flaws in the controls and gameplay, each of us would probably find one or two flaws in the game. Yet Chicory is much more than the sum of its parts. Instead, the different layers interlock and interact in such a way that the work as a whole forms a distinctive and unique puzzle. It is this quality that makes Chicory: A Colourful Tale stand out from the crowd within the medium of video games.
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