Ian Howarth
- Spelunky
- Celeste
- SSFIV
Ian Howarth's Reviews
With the disappointing narrative being sacrificed for bad jokes instead of teaching us anything about our protagonist or informing us why he made the terrible decisions he did, a couple of hard crashes and awkward bugs when trying to play through the DLC, and mediocre boss fights that the original game would have frowned upon, I can't really recommend the expansion.
TowerMancer leaves a lot to be desired, which is just so annoying because it feels like they almost had something great, something you wouldn't be able to pull yourself away from.
I've likened TUNIC to Fez, a similarly brilliant game that also shattered expectations, hid riddles in a new alphabet, and had an entire community rally around some of the larger secrets.
I just had a total blast laughing my way through the narratives and there's no doubt the immaculate voice acting has a lot to do with that – it wouldn't have been the same without it.
Flynn: Son of Crimson manages to cover a lot of ground for it's six-ish hour campaign.
If Nickelodeon All-Star Brawl came out twenty years ago it would have been a smashing success, ignoring that many of the characters within didn't exist back then.
It would take forever to discuss everything Relicta gets players to do over it's tremendous (for a game like this') runtime, but you must know that it will force a complete change of perspective time and time again, even when you are positive you know how everything works.
Every play is familiar but somehow still feels like a fresh and profoundly pensive challenge.
I would never have thought I'd actually end up caring for our two little heroes, or even the glitch character they often run into.
I'm very excited to see what's coming next, especially because of the strangely dark moments that pop in every now and then that clearly foreshadow a much more dreadful history than the heartwarming cut-out looking characters and uplifting low-poly world would have you believe.
The sad part is that I haven't seen anyone else even mention the game, so I guess it's partially up to me to spread the word now.
At first I felt like Wonhon was a revenge fantasy built on the outrage of the atrocities committed during the Korean War (a time when Japan annexed Korea and worked to entirely wipe out their culture and history), but it's not.
This review is already one of my longer ones but I can't help rambling about this game and how annoying it is to see such a wasted opportunity.
Honestly, I could go on. About the exploration and how exciting it is to not know what you’ll find. About combat and how mechanically beautiful it is. About how beautiful the game itself is. About how gratifying it is to pull together a crazy set of cards and come out on top. About how there’s little narrative but each attempt becomes a sort of micro-story through the shaping of the team and deck. About the way each character’s distinct strategies and personality are built into their cards. But really it comes down to this; if you like deck-builders or ever have, you should give Roguebook a chance. Tainted Grail: Conquest isn’t for everyone and I knew that right away, even if I loved that game in its own way. Roguebook is one that everyone with even a passing interest should try. You may get your ass kicked but I doubt you’ll regret it.
This is not a game I can recommend for its uniqueness.
It feels great to always be working towards several upgrades at once – there's never a playthrough that doesn't reward you with at least a little something.
Right now its lifespan, that will determine the amount of continual improvements and new content to be added, lies on the fact that Hood is pretty much available everywhere and embraces crossplay.
A game being short doesn't make it bad, but seeing it end before it even begins to explore the space it has to play with is disappointing.
It may not be a fulfilling venture, nor something that you ever come back to again, but it's great fun and non-stop grinning while it lasts and that's really all anyone can ask for.
What I would love to see from Godstrike is: 1 – improved enemy attack visibility and the fixing of unwinnable positions to cement itself as a serious icon in the world of leaderboard scrapping; and 2 – a steady stream of DLC content in the form of extra bosses, new powers, and maybe more ways to play to fix its limited content and absence of deeper replayability.