Tobias Heinen
- Bioshock
- Half-Life 2
- The Witcher 3 - Wild Hunt
Tobias Heinen's Reviews
If you're looking for something nice to do in the evening and want to integrate partners or roommates into your hobby, you won't go wrong with KeyWe. The cute little feathered creatures are an entertaining change for beginners as well as long-term players, and the constant change of circumstances always brings a breath of fresh air into the unchanging scheme.
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For a VR title, Tentacular has the right length of gameplay and is a heartfelt, lovingly designed indie project that I had a lot of fun with in the seven hours of play. If you want to blow stuff up, fire rockets, or just stack blocks, you'll definitely get your money's worth. Tentacular remains varied and always provides new challenges.
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I liked Wanderer a lot. It mixes many strengths of other VR games with many ideas of its own. An interesting pastime with challenges as well as action elements.
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Chorus can be a lot of fun, but too often gets in its own way. When I sweep through huge frigates with precise drifts while simultaneously shooting power relays and turrets, it holds a sense of absolute superiority and skill. Unfortunately, this freedom is too often taken away from me and replaced with boring dialogue. Essential features like moving my ship horizontally and vertically or selling old equipment at the merchant are completely missing. In addition, there are sections of uninteresting story that can't be skipped. So I'm kept in an empty room even longer, although I just want to fly, explore the great environments and go hunting. The numerous, diverse enemies and the fabulous drift system keep the combat fresh and crisp, even towards the end of the 14-hour campaign.
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Far Cry 6 can be saved under familiar fare throughout. Those who like the series and have already been to Far Cry 3, Kyrat in the Himalayas (FC4) or the fictional Hope County (FC5) will immediately feel at home with everything the developers throw at you. Far Cry 6 is a good open-world shooter with a massive, coherent arsenal and a pleasantly familiar gameplay loop - but nothing more. The entertainment is certain, but you shouldn't expect any flights of fancy.
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Biomutant certainly has its moments. Unfortunately, many bugs, unbalanced fights, and the sheer abundance of systems always give the little rodent a leg up. Many things seem monotonous, the tribal fights get boring after the second round and those who always keep their distance can even defeat the strongest "Lupa Lupin". In addition, there is the storyteller, who has too little to say on the one hand and far too much to say on the other. Biomutant definitely has potential to be much more entertaining. It seems as if the developers simply put more on the plate than they could actually squeeze out. It's a shame, because the little ball of yarn has grown on me a bit, despite a few quirks.
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If you like calm management simulations and don't need enemy units that shoot up your laboriously built settlements, you'll certainly be in good hands here.
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The dull gameplay, the same old fights, and the absolute overabundance of enemy waves took the fun out of Necromunda: Hired Gun for me relatively early on. The premise looked good, the inspiration of the developers is clear, but the execution leaves obvious flaws. Even though the arenas and levels are beautifully designed and could vary so much despite being permanently underground, it's the gameplay in particular that makes the agile shooter and thus breaks its neck.
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Maskmaker was a nice trip, even if the game's premise doesn't outlive its duration. The quest for new components made sense as a fresh idea at first, but felt a bit like a grind from halfway through the story. The environments, which aren't particularly varied from that point on, do their part to wear out soon enough. Nonetheless, messing around with resources, making new masks and decorating them, and exploring the very pretty worlds was always fun. I'd love to bite into the fluffy-looking trees in the mountains - they look like cotton candy. And the walk on the beach made me realize how much a vacation would be needed. White sand underfoot, palm trees close by, and collecting shells. At least in VR, I was able to catch up on that thanks to Maskmaker.
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I'm in a huge conflict with Cyberpunk 2077. Much of this game is just fantastically well written, the characters draw me in and I want to learn more about them and the world around them. A densely populated city, terrific graphics splendor and deep role-playing weave makes this future dystopia something special. If it weren't for the ugly grimace that lurks around every corner, every quest and every dialogue. The first patches provide some improvement, but how much work does CDPR still have to invest to make Cyberpunk 2077 as playable as possible on all platforms? Of course, a lot is planned, but is that enough to make up for the disastrous start and appease bruised customers and shareholders?
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Like in the main game, Obsidian leaves you every possible freedom to solve all quests as you see fit. A little more variety would have been good for the DLC, though.
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I had a lot of fun with both extensions and was happy every time the correspondence between the employees of the Bureau of Control turned into rampant hate speech.
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The Microsoft Flight Simulator breathes new life into the genre thanks to ultra realistic graphics, no question. But does the simulator offer an incentive for this target group in the long run? When you have flown through New York, photographed your not very precisely recreated home town and explored your last vacation destination from above again? For simulation enthusiasts, on the other hand, the game offers everything you can dream of. Just the possibility of being able to turn every wheel in the multitude of cockpits is a great attraction. Those who are willing to get behind the wheel and learn will be delighted with a detailed replica of reality. Also the huge amount of supported joysticks, pedals and gamepads shows that especially purists can have fun with it. And this is exactly what Microsoft wants to satisfy in the long run.
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Vicarious Visions have already earned their laurels with the Crash Bandicoot remake. The developers were also able to transfer this love of detail 1:1 to the Tony Hawk franchise. The enthusiasm and intuition with which the Americans have approached this project is remarkable. A lot of things feel exactly the way you remember them, even though they weren't like that at all back then - memory plays tricks on you. Everything simply fits together.
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My brief intermezzo with Destroy All Humans! did for me exactly what I had expected. A bit of nostalgia, fired up with chic graphics and lovingly fooling around in free mode. The controls are really easy to use, the constantly bad-tempered Crypto involuntarily radiates humorous charm and the social criticism of the USA in 50s style is still as meaningful today as it was when the original was released.
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The humor really is the most fun for me, because there is not much playfulness offered here. The missions are monotonous, the performance on consoles is insufficient and I still had to struggle with the camera even after nine hours, as there is no option for fixed targeting of prey. But I don't want to leave this ship in too bad a mood. The graphics are quite respectable and there are some points where you can see better ambitions. It's great that there can be such wacky games and I hope for a more polished and interesting second part.
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Half-Life: Alyx is not just a prequel. We are dealing with a tangible, independent entry into the franchise. It's a shame that not every fan can experience this story for themselves, because Valve did such an incredible job in the final that I couldn't stop being amazed. I don't want to give too much away either, because this, this is something big. End Episode Two big, to stay in the familiar terminology. However, the 15 hours before the credits are also fun and keep you in a good mood throughout. The reunion with old acquaintances, learning new skills in VR or a deeper immersion into the stories around the legendary "Gordon Freeman", whom the young Alyx only knows from stories and rumors: I approached the title with high expectations and Valve actually delivered.
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This speed, so much more enemies and the scope: id Software has done more in all aspects than its predecessor. The player is demanded as much every second as it was in DOOM 2016 for the final... and that already in the tutorial. The choice of the right weapon against the Cacodemon hovering above me, the dodge set to the left to avoid the approaching Pinky and the firing of the flamethrower must go into your blood to have any chance at all against the deluge of demons pouring over the Slayer. There's so much going on on the screen at the same time that my computer should have been down on its knees by now. But it keeps on rattling happily. The postponement of DOOM Eternal seems to have done really good. Such a solidly functioning piece of software needs time to be polished and unnecessary frills thrown out. The latter didn't necessarily work with the upgrade system, but in terms of performance this shooter is at the forefront. DOOM Eternal has shown me again after many years what is still possible in the first person shooter genre.
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The lovingly designed world of Iron Danger projects partly really breathtaking panoramas on my screen. A harbour quay bathed in twilight enchants me as much as the duel between a several meter high fighting machine and my, in comparison, tiny heroes. Even if this colossus can crush me with a kick, I still manage to keep the upper hand due to the well implemented time manipulation. It's a great feeling when you jump out of the line of fire with split-second precision or parry a deadly blow. I have never regretted immersing myself in Finnish folklore for about 12-15 hours, and on top of that I was offered a sophisticated game mechanics. More of it with pleasure!
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I look forward to see how the community deals with Bloodroots. Speed runs and the most effective mission completion possible promise entertaining actions on the screen. But, too many little things and annoyances have spoiled the game fun for me. Whether it was missing animations, inaccurate camera work or delayed hits - in the end it's the sum that counts. It's a pity, since I had such high hopes for the small indie team in the middle of last year. But nothing is lost yet. Maybe patches and updates can put it in the right light, there are dozens of good approaches.
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