Joanna Nelius
- What Remains of Edith Finch
- Life is Strange
- The Vanishing of Ethan Carter
Joanna Nelius's Reviews
Without a central idea to fall back on, Past Cure is just an unorganized mess.
The overzealous difficulty of Fallout 4′s DLCs is no exception this time around; the Nuka World radio signal won’t auto-trigger until you are at least level 30. Don’t start at level 30. Just don’t. If you haven’t hit at least level 50 by now, take the time to get there; the unbalanced level-scaling that gave Automatron and Far Harbor their “quirks” is back to kill your stash of stimpacks and ammo. Combine that with a narrative that lacks depth and meaningful decisions, Nuka World might fall below your expectations, but still provides many hours of game play to unlock a plethora of secrets and rewards.
You’ll navigate your way through twisted hallways of heavy machinery, elevators, and a few monsters and monstrosities. What little glimpses you get of the world above, they are nothing more than big teases. You want out? Nope, sorry. You’re stuck in a quarry. Oh, you really want out? We’re going to lock every single exit to the surface. It would be appropriate to place a placard at the entrance to the mine that read “Abandon all hope, ye who enter here.”
Instead of headbanging gleefully as I progressed from level to level, I found myself banging my head on my keyboard.
But your immediate problem is not an angry client who did not receive his plasma cutter on time; a ship crash lands on your property. Inside is one broken robot and two surprises that throw your entire view of the world into chaos. Police immediately surround the area and close in to disintegrate you — you have seen too much. An EVP grenade falls from… you’re not sure where, overloading the circuits of the police and yourself. What follows is a surprising turn of events that sends you on an impromptu investigation to explore different parts of the city to help a small band of rebel robots whose primary function is to discover “the truth.”
Using various narrative and visual devices, The Town of Light serves as an interactive historical textbook. With roughly 2-3 hours of gameplay, it covers a lot of ground in a short amount of time, yet its execution seems to cloud its intention.
Tarahumara mythology is fascinating—just the break I needed away from the Skyrims and World of Warcrafts of the fantasy genre. I might never have learned about the Tarahumara and listened to an indigenous language for the first time. But, Mulaka stretches a bit too long for my taste.
It could be my own fault for not preparing well enough, or maybe I’m an awful player, but I would not recommend – at all – playing through Automatron at level 15.
Hell is Empty was satisfying in the sense that it delivered something out of the pages of a crime drama, but as far as keeping continuity with itself and with the original game, the episode left much to be desired. These first two episodes leave such a strong emotional resonance that stick around long after they end and, unfortunately, episode three isn't on par.
EMPYRE: Lords of the Sea Gates is an easy entry into the isometric RPG genre for newcomers, but has enough interesting features for those familiar with the genre to consider checking it out.
35MM might start off at a slow pace – a really slow pace – but under-the-radar character and story development, and unsettling action sequences build to a climactic revelation that will make you feel sorry for even thinking about not finishing the game.
The radioactive fog gives Far Harbor a different feel from the Commonwealth. The mood is too sinister to just call it gloomy. While the island is infested with new mutants, there is no need for one to hide in every dark shadow when the fog will slowly poison you to death.
Combing simple, carefully crafted scenery as the base to hide all its secrets, this game uses its horror undertones to give every puzzle a sinister touch and to literally open doors that tell you nothing about where you are going next.
Ultimately, for those who prefer story to collecting better weapons, there isn’t a big enough incentive to keep progressing through the challenges.
In all, Planet of the Eyes is by all accounts a carefully crafted game. It’s clear that the developers put a lot of time and thought into everything from the art, to the narration, to the gameplay. But its greatest shortcoming is that it’s not a longer game. The game provides a satisfying experience overall, but not the emotional resonance. At the same time, however, there is beauty in its subtle narrative. How you feel about the game will come down to this: if you are a novel-person or a short story-person.
Do you want to know what Superhot is? It's pure mind-control and a little bit of the ol' ultra-violence packaged into an addictive game mechanic. It's, well, super-hot.
For a 2D puzzle-platformer, the levels are naturally integrated into the environment – and one of the most naturally integrated that I have ever seen in any game of the same genre. Utilizing the changing seasons to its advantage, Seasons After Fall feels less like a traditional platformer and more like an innovation, jumping from tree branch to vine, frozen geyser to snowball, all the while bending the seasons to your command. The narrative and setting aren’t built around the level design, but rather the design enhances the narrative and setting, allowing for a gorgeous and immersive experience.
I’m not the most strategically-minded person, but a shoot-first-ask-questions-later kind of gal. I just want to run in, guns blazing, and figure it out from there. Tutorials? Who has time for that? Offworld Trading Company said I did, and they not only sat me down and made me pay attention, but they did it in a way that didn’t leave me confused at the end.
Set in a rural post-societal America, The Flame in the Flood is one part Noah's Ark, one part Oregon Trail, and two parts grit and determination.
It's recommend that you level up your survivor skill tree to 12 before beginning expansion – with good reason. The infected roam freely in the pastures, your enemies have guns, and there are fewer places to hide. I ignored this recommendation and started with a survival level of 5. It's not impossible to start the story this way, but be prepared to die. A lot.