Alexander Leach
It's not a hard game by any means. Most puzzles are simple and straightforward, and missions always give you prompts as to which character is necessary for each obstacle.
Well-designed gameplay and a consistent bare-bones narrative could have saved this. As it stands, it's a rental title, maybe.
Enjoyable up until the last few days. But a game needs to be consistently full through its entire length, and I didn't feel that it was,
I wouldn't bother with this. It's pretty and tries to be delightful, but there's not much of a game here.
I can't say the actual product is too appealing, as repetitive, short levels and a requirement to repeat levels to gather XP and money makes this a tedious game.
Broken Age has delivered what it promised, quite wonderfully. This initial offering of the first half, and the promise of a conclusion to come at no extra cost, is enough to earn it attention for its beauty. The second half, and its subsequent review, will bear the weight of the example its opening gave, and will decide whether this game is worth the score I give it.
The mini-dungeons are extremely repetitive, almost identical in their layout. What's worse, they're shared with other players, meaning that you often move through areas cleared by someone just ahead of you, to find the boss encounter vacant save for a dozen players standing around,
Child of Light is one of those games where the less you know about the plot, the more fun it is
PC users have received their Dark Souls II experience entirely intact, and then a bit.
The time mechanic is pretty entertaining when you get the hang of it, and it's pretty hilarious to watch, revelling in its silliness and evoking the feeling of a fun, browser-based arcade game.
The character designs are rather impressive, with each 'race', for lack of a better term, immediately recognized along with their associated emotion.
Next to score: All in all, I left this game feeling perplexed.
This game shows that the bar's set high and they can reach it,
The most disappointing area is tied to another optional boss, accessible only after you gain the titular Crown using the 'enter memory' mechanic. It lacks any of the distinct qualities of the Iron Keep or the Brume Tower, consisting of a series of windowless iron rooms and arranged ambushes.
As good-looking and distinct as everything is, it gets old fast, because the actual scope of puzzles and levels are limited and extremely formulaic.
To be clear, if you only buy one of the three DLC, then purchase this one. It's the strongest of the three, and actually might be better designed than the game proper.
It is superior to the original game at a glance, and I believe it's a strong game in its own right.
I think it's a fun board-game, if not one you'll play constantly for hours.
If you want something other than StarCraft, it might be worth the time.
This game takes many hours to play a campaign, which is a definite plus, but those hours can be quite tedious when cutscene loading and strange hang-ups occur.