Each level does take a bit of thinking, and they do increase in the amount of time that you'll have to use your brain for. What sounds like a good idea, might not be, but that's the beauty with a game like this--plenty of trial and error. There's enough variety in the puzzles and different types of levels that if you're anything like me--you'll find yourself glued to the monitor for hours. The music is the right amount of soothing, the graphics the right amount of simple and the physics...the right amount of hilarity.
An interesting idea in Mage's Initiation is to have the ability to learn and grow through XP and a really smart gem system. You can equip a limited amount of gems at any time, and these gems give you individual buffs that are really useful, especially in battle. The hybrid nature of Mage's Initiation being that of a point and click and RPG, gives us these really cool opportunities to duel and battle throughout the adventure. It's engaging, fun and really adds to the whole thing, giving it a spin on a classic genre.
On top of the fantastic experience of simply making your way through the game hunched over in sneak mode (literally my entire time in Skyrim in any playthrough, so I was hungry for it), the lush environments and levels really are a thing of beauty. The detail of this torn world really sets the game up to run a chill down your spine, even in the best of situations. The character models are ridiculously well done to the point where you think you're going to laugh at the fact that you're toting around Howard the Duck in a post apocalyptic world--but it never really seems to cross your mind as everything about them is so convincing and immersive that it's hard not to take it seriously. The enemies are foul and deranged--a real threat. Five minutes with the mutant hunters in your midst and you're guaranteed to know what they're all about without a massive context behind them.
Diving in, you're put into a campaign type mode where you go from hospital to hospital with different scenarios and challenges to work on. As you move from one to the next, you start to notice that you're in a living tutorial that never really feels too heavy or confusing. All the introductions of game mechanics gently trickle in, giving you plenty of time to learn as goals urge you to implement them as you go along. This is something that I'm absolutely raving about--the rate at which you learn how to run new equipment and gather unlockables is at a fantastically thorough pace. Have you unlocked something later down the line but wish to use it in a previous hospital? No problem! Just go back to whichever hospital at any time and you can drop whatever you've earned back into it. All the unlockables and research span across the whole account, which is brilliant and makes going back into your first hospitals so much fun.
What makes Juicy Realm so much fun is how off the wall it all is. Bullet-hellish in its own right, you have enemies that descend upon you from every direction imaginable--and they have quite good aim too! The challenge is definitely there which is something that's essential for twin-stickers.
Warhammer Vermintide 2 is the much anticipated sequel to the violence-laced title sharing game before it. With a bleak outlook of a story, you're meant to take down hordes after horde for the Empire. Various beloved faces make their way into this pre-apocalyptic setting, ready to fight by your side. The entire game tosses you into the idea that you're biting off more than you can chew. Not that it will stop you from gritting your teeth and trudging on.
An absolute gem of a game to play--Jettomero doesn't take long to dive into, nor is it too deep. You're a robot who is slightly confused on everything around it, blasted into a galaxy you don't know, and events taking place around you with the human civilization that you haven't quite caught up on yet. It's an adorable story that unfolds like a comic book, with super hero pacing that can only leave you feeling pumped up!
ArenaNet really listened to the players on this one. They took great care to craft something to be proud of, and I believe that shows ten-fold. They're listening and watching and really striving to create an expansion unrivaled. It's more than worth the play--hours of content, amazing rewards and fantastic surroundings. This is the expansion that Guild Wars 2 deserves.
Unexplored harnesses quite a bit of random generation and really makes it work for it. The dungeons are fresh and new every time, the puzzles shift and keep you on your toes. It's also worth a mention that aside from the main game, you have the option to play weekly and daily dungeons, which if you're a daily monster like I am, is incredibly fun to have at hand. It keeps it new and addicting, something that I think is a must with this type of game.
When I first sat down to play my copy of Small Radios, Big Televisions, my faith was already in the Adult Swim brand. Coming a long way since the day of flash games, this network-born publisher cradles creativity. When you play an Adult Swim game, it very much feels like someone gave the reins over and said "Hey, great idea my indie friend. Let's take it and run with it." Rarely am I ever disappointed by anything coming out with the AS name attached.
A few things really make up the main mechanics of the game. One, the environmental traps. You can go around and poison the punch, call in guests (a personal favorite), electrocute, explode... all in the hopes that you'll knock down the number of attendees a bit. The levels also sometimes introduce an item to the mix which makes for fun and diverse gameplay. Two, is the cops. If someone spots you do something shady, kill someone, around poisoned people or bodies, someone else will freak out and call the cops. They'll had already clocked your face, so the police will come kicking down the doors. They come in extremely fast, so you tend to position yourself for a short run. What this game does well is the timer in which the law actually does chase you before they give up. It feels fair.