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52 Games Challenge 2025!!!
marvelvscapcom2:
8. MAFIA III Definitive Edition - Finished Feb 5th, 2025
Review - Mafia III is pretty rad folks. Its a vicious stronghold on MOB related video game media. Take on the role of Lincoln Clay. You play as a black man in 1968. Where the main challenge of the game is well.... being a black man in 1968. Which as you imagine is about as one would assume. The game is rampant with period appropriate culture from the POV of a man who has been scorned by a heavily racist, corrupt and often times turbulent south Louisiana. Which includes very real interpretations of true hardships of the time. Lynchings. Rape. And of course cults. The game has it all. It can be humbling at times. Not for the faint of heart. Especially racially.
The game has excellent art direction. The realism is many times greater than GTA or Saints row. Cars behave believably. Traffic moves aside when you honk. Cars sometimes take a bit to start. Stealth feels extremely authentic. Where if an enemy spots you. They kinda second guess and move in to investigate. They dont just lock on like Bonnie and Clyde. Their are methods of diversion and the brutal kill sequences are gorey and sick.
The duality of man shows up when interacting with Father James. Who is a very important mediator to the games basis. Who is basically Lincoln's conscience in human form Lincoln is a man scorned. Hes been through pain. But tethering the ying from yang can be difficult for both player and the character. Father James has some of the most profound quotes ive heard in these types of sandbox games. Such as
"If you spend all your time looking for the evil of the world, evil is all you're gonna find"
And
"Their will never be another Bobby Kennedy. Never he another Martin Luther King Jr. But their will always be a f-ing Sal Marcano (mobster)"
The game engrosses you in another angle of mob culture. The victim of mob brutality seeking revenge. Without spoiling anything. The game is flat out unique in this perspective especially for the franchise. And I love the idea of running a mob to fight the mob. Especially as a black man. As black run mobs did exist but this has a feel goodness to it to kill racists or even worse the klan. It hurts at times to play. its grossly painful to witness the racism. Think like watching the color purple. But theirs also a Jackie Robinson redemption to it that is just fun to partake in. Killing NPC has never felt so good as when they just called you a dirty [racist explitive] two minutes prior.
The associates you meet are diverse in personality. Fun. And depending on your needs, interests and playstyle. You may find yourself angling towards giving rackets to certain affiliates. Cassandra for guns. Vito for health and protection and Burke for cars. I liked this aspect. And loved the meet ups.
The era appropriate music, ambiabce all feels like something right out of a vintage Jimi Hendrix vhs. Like a stinky vingnette. The game has that hue about it. It has art. Dialogue and music booming from the vibrant time of 1960s in America.
Lincoln's pain is palpable. The side missions and dlc such as when Lincoln bonds with the girl the evil cult drugged. It is just wildly sad. And some of the more profound moments ive seen in these types of games. You get engrossed quick.
My only con. The game is 100+ hours long. And towards the end. The side objectives of taking out infornants and robbing cash loots perhaps could have gone with a bit more variety on types of invasions. These are about 8 to do for each underboss and it woulda been better if it had more tailing missions, or plot driven cut scenes. These objectives seem to loop over and over and get a bit overdone by the end.
Overall I love how the player forms the story, and how Lincolns destiny unravels before us. Sammys bar. The glory of making cobbler out of a rotten georgia peach. The game is a cinematic movie and it well deserves a play.
Rating - 95/100
marvelvscapcom2:
9. Gori Cuddly Carnage - Finished Feb 6th, 2025
Review - Gori Cuddly Carnage is pretty sick. Its basically Sunset Overdrive meets Conkers bad fur day. A rail grind hack and slash with a foul mouth hoverboard. I basically decided to buy it because of another users recommendation (realpoketendonl) So I do thank them. And i'm not disappointed in it. Its hacking gory glorious fun. And actually kinda harkons back to a simpler time with games. It doesnt go heavy on movie style dragged on plot. Or go 100 hours in run time. It just really is a simple sit on the couch with your wife and laugh kinda game :) and boy is it zaney.
The animation is neon, pastel, vibrant and wildly colorful. The bosses are memorable. Especially the final boss fight sequence which is a chef's kiss. The gore. Fluidity and consistent frames are always wonderful. Its fast paced and never seems to feel out of control.
The slashing combos, collecting and shop all are great. It has a very ps2 era god of war button mash feel which if you love the genre of hack and slash. Its one of those must plays. You go what feels like 100+ mph but somehow seem to always be well in grip of everything. Its centered. The rocket leveling system. How grinding gives you fuel. Fuel gives you moves. Its all a well oiled machine
Its certainly got a arcade feel to it. And I adore it. The cat gori and his group of misfit friends just endure. And grow to become very memorable. It is simple to play. But their were moments where planning was necessary. And it still has lots of powers, moves, combos and neatness to how you tackle a boss. I feel it balances the best of both.
You just hoverboard through the world and slash unicorns as a scarred cat with a passive aggressive AI friend, a foul mouth hoverboard and a lunatic gold fish. Tons of sex jokes, crude cannibalistic teddy bears, severed baby doll heads and violence from a feline skating variable front flipper. If that doesnt sell a consumer. What will? Lol. Its just rad. One of the better indie projects ive played in a while.
Rating - 86/100
kamikazekeeg:
6 - Voices of the Void (PC) - BEAT - Redoing this abit as I ended up getting really absorbed and not only pushed far past my previous 19 day run I did back last summer, but I went and did a 48 day run, getting the achievement so I'm counting that as "Beat" even though it's basically something I can just keep playing forever and it's not exactly a beginning to end story, that's just the only story event content available.
I was really helped along with this push by getting really into a Youtuber's series on this by The Librarian, very chill guy has done a few "seasons" of VOTV, basically counting each season as whatever he plays on the current newest build. I watched him play the newest season and then went back to watch Season 1 and 2 and almost through 3. It was actually interesting to see how this game has progress through it's alpha state, as it's had some crazy huge overhauls. I started after they had the updated base, so seeing how ugly the base use to be is wild lol I like the Youtuber as he does a nice bit of "roleplay" as the character in the game, even across multiple seasons when he knows something, but in later seasons doesn't just play dumb, and he comes across new stuff all the time, which makes the watch great
This is a perfect game if you like to get absorbed into a "chore". Weird to say for a game, but a lot of folks have that game...Stardew Valley, Animal Crossing, Minecraft, you do busy work. This has that along with being a casual horror experience, but it's not just jumpscares, it's atmosphere, odd happenings, subtle stuff a lot of the time...Until it's not and it's very blatant and it's also not crazy serious about it. Such a great free game and if it's this good right now, I can't wait to see what it becomes down the road as there is so much room for expansion.
tripredacus:
9. Dragon's Dogma: Dark Arisen (Steam)
This is a console port, and the UX is not really changed from that design. As such it is a strange way to control. Firstly I found it not good to use the controller and preferred the keyboard and mouse. However, the menus were not good to use. There is a lot going on with this game, many many mechanics and it was a lot all at once. I still do not think I know how to do everything, even basic things. There was always tons of things you could pick up but for whatever reason I could not find vendors to sell things, or the interface was confusing. Also the quest availability from NPCs was nice that it had a color coded display but it was also confusing. For example my mercs always had a quest icon on them but they wouldn't ever enter dialog. I didn't mind the online requirement. I think it is kind of cool that you can make mercs and other players can use them.
While it was quite interesting, the reason for abandonment was the save system. It uses autosaves BUT not like other games with autosaves. It doesn't autosave often enough. Say, if you complete a quest or start a new one it doesn't save at that point. If you die, it gives you options like "Retry" and "Last Checkpoint" but the game doesn't make it clear what the difference is between these. I've tried each and neither take you back to a usable point. So the main issue is that you can be like me. Play for 2 hours, walk an entire side of the map and complete 2 quests and the game did not save at any of point along the way. Then I get to some area and some unseen archer 1 shots me, I reload and its 2 hours ago again.
Maybe its a good thing. I feel like I've been playing too many similar medieval fantasy games lately.
dhaabi:
09. A Way Out || PlayStation 4 || 02.03.25
Wanting to play a proper multiplayer experience, I eventually settled on A Way Out. Ever since I had played the developer's follow-up project It Takes Two, I've been curious as to how exactly that sophomore project of sorts built upon its predecessor.
As its name suggests, A Way Out introduces a narrative about two strangers both incarcerated who, after some initial defensive encounters with each other, agree to partner together to escape. While there is naturally at first little known about each of the game's two protagonists Vincent and Leo, more information comes to be known; while they're still strangers, they share more with each other than they first want to admit, and that factor is directly tied to both of their imprisonments. While I only played the game's scenario once—meaning I only assumed the role of one of the two characters—it was evident even beyond the game's writing to a degree that they each vary from another in their personalities: Vincent is deliberate and patient, whereas Leo is a bit negligent and quick-tempered. So, since the game closely follows this pair of opposite attraction, seeing that dynamic unite both through agreement and compliance was enjoyable. And while this final detail could be regarded as too much information being revealed, there is much more to the story beyond actually working toward becoming a fugitive, which I admittedly wasn't expecting but greatly appreciated since I normally am not interested in prison stories.
Concerning how the game's multiplayer features operate, they're much more impactful and unique when compared to previous endeavors of their kind as the game fully requires both players' active input to progress. Throughout the game's entirety, both players work together as each of the protagonists toward achieving their goal. At first, these actions are simple such as one person distracting a prison guard so the other may hide supplies, but they eventually become much more involved and action-oriented. For all of these tasks, they are time sensitive, so being able to work together as both the characters and players is paramount. Since A Way Out requires two players, there may be many circumstances when one player is unfamiliar with how games operate, but this experience does well in crafting a forgiving experience in the event of player failure with frequent checkpoints. However, much of the game's later segments—especially one in particular in the late-game—will be difficult for those inexperienced, so it's recommended for at least one of the two players to be familiar with a variety of game controls and gameplay genre types. Be that as it may, some of these more difficult sections which are action-oriented are lenient in one player carrying the other to goal completion, so to speak. Regarding the game's ending, I felt completely blindsided, though that's not a critique. In what was always before both players working in tandem, they now were actively working against the other.
While the majority of the game follows a standard narrative structure, how it's designed does warrant some replayability should players seek it. For certain sequences, each of the two characters are designed to complete one action instead of the other, so players will only have the opportunity to experience one-half of the game across one playthrough. Alongside these sections, there are also critical moments of choice which dictate how a certain goal is completed. For instance, one of these moments is featured when the pair encounters a bridge: do they navigate across it, or under it? For each of these segments, the choice directly relates to player personality—one will be more rational, while the other more rash. Similar to this choice-driven progression is character dialogue. While interacting with the environment and NPCs is almost wholly optional, there is a lot of world- and character-building to explore through the game's interactive environments. How the two characters interact with set pieces or NPCs differs, and I always found it fun to seek out all of these secondary elements before advancing to the next section. Lastly, the game introduces a number of mini-games and general activities which players can discover and play. For some, they're played individually with a high score counter, though others are proper multiplayer games with active competition.
Apart from gameplay and story, there are other aspects—both positive and negative—worth mentioning. Since this is a prison getaway game, one should expect plenty of action to be experienced, and how the game's camera operates during several segments is commendable. Ordinarily, both players act simultaneously with split-screen presentation, but there are moments when it focuses on one character while eventually transitioning to the next. During these times, the camera perspective is quite dynamic with the transitions being well-designed to emphasize the moment's high energy. Players should also expect QTE segments which often involves combat of sorts. While there are many criticize them, I found their implementation to be fine and complement the game. Meanwhile, my biggest issue (and my only worthwhile negative takeaway) is how sound and conversation operates. While I understand A Way Out is an active experience shared together by two individuals, there are many moments when both players are separate from another in conversation or even in cutscene. Seemingly at random, vocal dialogue will either mute one character while they other stays voiced, or the two characters will speak over another. I found these moments to be greatly annoying (especially when the latter was employed), since being able to focus on dialogue became an exercise in itself. Besides this problem, I did experience one bug that prevented my player from moving. Even when restarting the system controller, the problem persisted. Fortunately, only one player was needed to progress to the next direct event, though I imagine the problem would have been remedied from restarting that specific chapter from the main menu.
Having played It Takes Two first, going back to see how the systems and structure was built first in A Way Out was interesting to see. I don't particularly remember much conversation about A Way Out during the time of its release, but I think it's just as successful as It Takes Two in what it sets out to accomplish, although the latter is objectively more ambitious. In some ways, I find this game to be more successful than the follow-up such as in its writing and tone, though others may disagree. For any who've only played It Takes Two, I can confidently suggest to try out A Way Out should you be wanting more of that type of gameplay experience. I'm looking forward to the developer's upcoming multiplayer game Split Fiction, which I imagine I'll be playing sooner than later after it releases.
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