Author Topic: 52 Games Challenge 2026!!!  (Read 333151 times)

Re: 52 Games Challenge 2026!!!
« Reply #390 on: July 16, 2026, 06:08:49 pm »
28 - Five Nights at Frickbears 3 (PC 2026) - BEAT - I've dabbled in the fan games here and there, alternate fan remakes of some of the FNAF games, but none I was super into, but this is great, it's a more light-hearted take on the series, but it's functionally a really well animated version of FNAF that includes a huge portion of the animatronics.  Different difficulties, games, there's so much to get and do and it's all incredibly well made.  It's basically "What if the classic FNAF formula was in a really good game" lol

Harsh to say, but the original series of games aren't particularly well designed or well thought out games because Scott was making them so fast, and this series has been around for abit and has a ton of thought and work put into it.  It's fun! I only did the easiest character, but I'm gonna try more as I'm having fun and I'm interested to see other some of the other animatronics.

Re: 52 Games Challenge 2026!!!
« Reply #391 on: July 17, 2026, 12:09:20 am »
48. Mega Man X3 (SNES)

As a fan of SHMUPs and to a lessor extent Run and Gun style games, I'm not one to shy away from a challenge in game. In fact, I like to pride myself in the challenge of beating a hard game. However, with increased difficulty comes increased responsibility from the developer to give you the tools to succeed in a specific game. If the game is programmed horribly, the controls suck, or the mechanics in the game don't lend themselves well to meeting whatever challenge the game throws at you, the difficulty is no longer about allowing the player to extract fun out of the game, but rather the game becomes an exercise in annoyance and frustration. A prime example of this is Mega Man X3.


After playing a decent chunk of the X series at this point, I've become all too aware that it's pretty much a downhill journey after the first game in terms of quality. That's not to say some of the other X games don't have enjoyable aspects to them, they certainly do. However, that first game was so amazingly crafted and fun that no other X game comes close to touching it, at least in my humble opinion. X3 is even further away from X's benchmark of quality than nearly any other X game I've played in recent years (keep in mind I've never played X7 and it's been 25 years since I last played X6). And would you know it, Mega Man X3's greatest flaw is its demoralizing difficulty mostly as a result of some shoddy game design.


X3 isn't an entirely bad game by any means. X and Zero are both fun to control and there are plenty of interesting, cool things to explore and discover in the game. However, every time I found myself thinking this game was actually pretty good, I encountered something that immediately changed my mind. Sometimes it was the frequent use of gotcha traps in stages, or how annoyingly vertical some levels become. Or sometimes it was how poorly designed the majority of boss encounters are and how those encounters felt far less dynamic and enjoyable that the previous two X games. However, Mega Man X3's greatest flaw is how underpowered this game makes you while making virtually every enemy way overpowered.


That's right, your X buster, even when fully upgraded and charged, feels like a glorified pea shooter most of the time. This is particularly true with boss encounters, even when using a sub weapon that boss is weak against. But maybe more egregious than this is how quickly your life bar goes from full to dead. Seriously, there are basic enemies in this game that hit harder than any boss attack, which also hit like a truck. The combo of weak attacks from your weapons while turning attacks from enemies into mini nukes, really amps up how annoying this game is to play most of the time and is what really drained my enjoyment of X3 before I'd even got halfway through.


Fortunately, X3's presentation fairs much better than its gameplay. While certainly a step down from X, and about on par with X2, X3's artwork, level and character design, as well as the inclusion of more cutscenes, definitely make this a very attractive SNES game. The soundtrack is pretty good too, although it lacks the punch of X2's OST, and is noticeably inferior to Mega Man X's OST by a long shot. A few audio tracks caught my ear, but nothing I'd care to listen to outside the game for the most part. More or less, this game looks and sound about as good as youd expect a mid 90s 16-bit Capcom game to be, which is a pretty high bar as most of us know.


Sadly, I'm starting to tink more and more that the X series might end up being one legendary game, a few good games, and a lot of mediocre and even some bad games. I'd say X definitely straddles that line of mediocrity, not quite being offensive enough to say this game is more bad than good, but also not necessarily being a good game other. I'd say maybe by a tiny, tiny amount it's a slightly better game than it is a bad one, but its broken difficulty and game design don't do it any favors to make it any better than that. (7/16/26) [30/50]

Re: 52 Games Challenge 2026!!!
« Reply #392 on: July 20, 2026, 01:33:29 pm »
30. Life is Strange: Double Exposure [PS5] - finished July 16th, 2026




Life Is Strange Double Exposure is the 3rd entry of the main storyline which initially began at Blackwell academy and follows the shenanigans of Chloe Price and Maxine Caufield and her powers which tend to alter destiny.  This game doubles down into the idea that these powers come with a true price. And in Max's quest to run from her wild past, she encounters yet more bizarre stuff and a new person with new powers.  Tbh the game is great but def relies heavily on its atmosphere vs the story. The story is strides behind its contemporaries.

Safi is Max's new best friend, what the game does a poor job of is making me have any amount of give a shit about her in any regard and caring about Safi is integral to the plot. She's crude, dodgey and full of secrecy. And overall can be a bit of a mean person. Which also plagues one of the main love interests Amanda who was cruely distant during a serious time for Max. And also snarky constantly. Neither of these two characters have much foundational emotional necessity. Certainly not in the way Chloe had to Max.  With Chloe like or hate her. You felt that this girl was extremely ingrained to Max.  I feel the games succeeded in that by doing many flashbacks that show their childhood rebellion, juxtaposition chemistry and overall overcoming nature in facing challenging times together.  Where double exposure falls slightly short those entries is that Safi just doesn't have that. It wants you to love her or care about her story with like less than 1 chapter of the set up ground work.  It feels shes just someone you're supposed to care ahout with no reason why.  And I felt much more of that empathy and feeling being directed towards Moses and Vinh. Who both show such warm receptive intent to Max throughout.  Both have much more fleshed out personalities imo.

But that is about the only flaws. Where the game shines is the new powers and puzzles that are so cool and fresh. Maxine can now shift from two paradox universes. One wear Safi got her shit smoked and another where she is alive.  Safi is full of secrets I wont share due to spoilers but she's just less expressive. It seems her mystery outgrown her mystique.

But what is badass is being able to portal between these two universes to find clues, alter the way the living world perceives evidence and even changing clues for the gain of the story. Its sick and a really neat power of Max. Who now has two major powers. A time rewind and a parallel plane jumping. Shes basically becoming Scarlett witch at this point lol.  The characters are fun abd memorable but the central character is funnily enough not integral.   

Gwen is the games anti hero sorta up in the air character. At first it was an eye roll how edgey they made her but shes cool. Tolerable and some of the plot involving her is edgey. Id say most of all the game relies on its awesome scenic snowy campus setting. And the coolness of it's puzzles. I am interested to learn more about these kids. But tbh. Some just haven't stuck out in the way dapper Dan and Chloe did in before the storm.

Oh and Diamond. Basically Lauryn Hill.  Apsiring leader of Abraxas.  Vinh is the only person I felt was actually interesting to talk to. The game does much more to layer Vinhs chemistry, backstory, connection to multiple characters and Max throughout yet leave all of his mystique. I wish it could be more bonnie and Clyde and he could be more integral to sabotaging the anti heroes.  He seems to just be a scotch drinking dude with smooth skills at romantic conversation. Can he beat someone up and help scheme? Idk.   Guess I'll find out in reunion.


Rating - 85/100





bizzgeburt

Re: 52 Games Challenge 2026!!!
« Reply #393 on: July 23, 2026, 05:03:31 am »
07 - Stargate (GameBoy)
https://vgcollect.com/item/59254

Hardware: Game Boy Color / Game Boy Advance w. Screen-Mod / SNES + Super Game Boy
Playtime: about 15 Hours
Highscore: 21.600


Stargate was among the first batches of GameBoy cartridges I aquired when I seriously started my collection back in 2018. Back then, not knowing the game at all, I considered it quite trash because I exspected some sort of action-game or platformer. I watched the SG1 TV-series in the 90s "a bit", and never really saw the original motion picture. After recognizing it for what it is, I sometimes played it for some highscore, but most of the time got annoyed by it very quickly. Fast forward to 2026: having it listed in my backlog aka pile of shame for some years, I decided to take it with me on a weekend trip and managed to beat it after a few attempts (and learning that you can actually flip tiles in this puzzler). Here's what I got to say about it:

Stargate for GameBoy was released in europe in 1995 by Acclaim to go along with Roland Emmerich's cinematic motion-picture of the same name that first screened in theaters around the globe in 1994 and gave birth to the (hopefully) ongoing Stargate-franchise spanning over several TV-series and other media. It was developed by Probe Software, a british company that developed countless games for several handhelds, home-consoles and PC's since 1984. A more reknown title amongst those countless games developed by Probe are the Amstrad CPC- and Sinclair ZX Spectrum-versions of Sim City on diskette and cassette from 1989 and 1990. They made a lot of SEGA-ports to other systems as well.
The plot of GameBoy's Stargate features not the movie's protagonist Col. Jack O'Neil, but rather his scientific advisor Dr. Daniel Jackson (portrayed in the movie by the great James Spader), the one scientist who managed to decypher the glyphs on the stargate found in 1920's egypt. He's comissioned to use his knowledge of the glyphs in order to close every other stargate to hinder sun-god Ra from conquering the whole galaxy.

Stargate is - surprise - a puzzle-game. That wasn't what I expected it to be when first playing it leading to me abbandoning it as crap for several years. Gameplay happens on a tube shaped window with some hieroglyphs and symbols shown on the top of the screen. Tiles with symbols traverse down this tube and while they do, the player is to flip them and sort them together to make them disappear, always 3 of one kind, with the speed increasing according to difficulty and level. To complete one match or progress in level you must stack and thus "destroy" packs of tiles with the symbols shown on top of the screen. It start's out quite cozy but get's fast and challenging very quickly.
The game offers three modes: an endless sudden-death mode, a story-mode in which you actually battle Ra and his minions for different squares of a star map, and a vs-mode requiring a Nintendo GameBoy Game-link cable. A match between players or between one player and the computer ends, as soon as one participant's tube get's filled up to the top with tiles. Destroying tiles quickly in your own tube make tiles appear in the opponents tube, similar to the vs-mode in Tetris for example.
Once gotten into it, the gameplay can end up quite addictive, and I found myself replaying it even after beating it.

Graphically Stargate has not much to offer but a few nicely rendered intro- and outro-sequences of Dr. Jackson, Col. O'Neil (Kurt Russel!), Ra, Horus and Anubis and of course, the tube-shaped puzzle window itself.
I am heavily in love with the Super Game Boy adapter for SNES ever since it came to existence, but sadly this title doesn't feature any specific functions when using this awesome device. Nevertheless, I tried to enhance my experience with a few own colour-palettes on Super Game Boy:
1382-6626-7393 (Stargate Blue)
0051-3326-1400 (Horus Gold)
1441-1517-9243 (Anubis Dark)
1332-1526-1400 (Ra Redgold)
1082-2028-3391 (SG1 Olive)
Feel free to try them out...  ;)
When making such custom palettes with the Super Game Boy, it's important to let the symbols on the tiles still be visible. I once or twice played around too much with it, resulting in the symbols not being distinguishable at all.

The musical "score" of Stargate for GameBoy (AND GameGear, apparently) was conducted and produced by Steve Collett and Andy Brock, both british composers and sound designers that startet being active during the early 90s up until 2020 (Collett) and 2018 (Brock). The music gives a sort of egyptian vibe, which definetly fits the setting and background-story but there are only a few (I suggest 3) different tunes and those aren't really memorable, even for usual GameBoy standards. Imo, it's fairly enough for a simple puzzle-game though.

This game is recommendable to every fan of short, challenging puzzle-games in the likes of Tetris, but I'm afraid real Stargate-heads might feel a bit underserved with this one. IF you try it out: let me know if you beat my highscore  8)
I'm kinda glad I finally got this off my backlog tbh ...  ;D

7 games finished in 2026 - on to the next one  8)
« Last Edit: July 23, 2026, 10:57:36 am by bizzgeburt »
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Re: 52 Games Challenge 2026!!!
« Reply #394 on: July 24, 2026, 05:52:50 pm »
32. Kameo: Elements of Power | 2005 | Xbox Series X | 7/18:



Overall, pretty boring. Doesn't feel all that inspiring in any department: gameplay, story, art direction... This is a T-rated game, yet plays like a kids game.

Kameo was an Xbox 360 launch title, and the environments still hold up quite well today. However, the art direction is kind of all over the place. Each location introduces a new NPC species that are just there to be there. They may have a side quest or two, but almost all of it boils down to rescuing someone. The big eyes on characters may have been a cool signature of Rare's in their N64-era, but here it's just jarring. Mixed with some poor CGI-rendered cutscenes -- with animations that look Sega Saturn-esque -- and you got some real uncanny valley going on here. There's not one character I thought looked impressive or had some attachment to; the design is just real generic.

There's 8 or so different "Elemental Warriors" that you swap in between to deal with either puzzles or enemies. Some enemies require a specific warrior to defeat them, while puzzles are simple and usually require the most recent unlocked warrior to complete. Finished encounters will usually spawn more enemies that you can farm to obtain a higher score (pretty useless unless you're going for the Score Attack achievements or you just want bragging rights). Combat is pretty clunky, switching between warriors is annoying, and the main story is overall insignificant. There's worst games in this Rare Replay collection, but I'll have to hand 'most boring' so far to Kameo. Grade: D-

Re: 52 Games Challenge 2026!!!
« Reply #395 on: July 26, 2026, 01:36:47 am »
49. Resident Evil 4 (PS4)

Several years ago, I played and beat the outstanding remake of Resident Evil 4, a game I knew I would like, but just how much I liked it surprised even me. Beyond just how amazing that remake is, it reminded me that it had been far too long since I played the original game it was based on. In fact, it's now been over 20 years since I last beat OG Resident Evil 4, a game I got caught up in the hype of around the time in released in 2005, and proceeded to devour that game over the course of a few weeks in my late teens. Other than reminders of what transpired in that game through playing the remake, I'd mostly forgotten most of what happens in RE4. So yeah, it I was criminally overdue to replay the original RE4.


Like many people, I was highly skeptical about the bold new direction RE4 took the series and how much of a huge departure it was from the survival horror roots of RE1, RE2, RE3, and Code Veronica. I also hated how they removed the zombies (sort of) and the game was now an over the shoulder action game. As I said though, the acclaim RE4 received when it first came out was enough to put my reservations about how different this game was aside and try it out. Replaying it again over 20 years later, I'm reminded just how much I loved this game back in 2005, and still love it in 2026.


RE4 is an incredible game. Beyond how important it was for popularizing and in many ways pioneering the over the shoulder action shooter genre, the pacing, cinematics, and overall action in this game was in a league of its own, and still mostly holds up today. This game throws a lot at you throughout the entire game, however you are rarely ever in a position where you don't have what you need to succeed. There is typically bountiful amounts of ammo and healing items, allowing you to face the many waves of enemies, crazy bosses, and other challenges RE4 throws your way. The core gameplay is hard to fault outside a few somewhat annoying sections throughout the game's six chapters. The only parts of RE4's gameplay I found less than ideal, if not completely annoying were other aspects of the gameplay you're forced to engage with.


Probably the one I had the biggest issue with has to do with escorting one of the main characters, Ashley, throughout large portions of the game. While most of the time, these escort sections aren't too bad, it's far too easy for Ashley, who is completely helpless by the way, to take damage, accidentally get killed, or get carried off while you're busy with crowd control. The game does throw you a bone in the form of being able to give Ashley healing herbs, but the issues I mentioned still stand. Escort missions and gameplay mechanics are hard not to screw up, and while Capcom did better than most in RE4, it's still not great and leads to the game's most frustrating sections.


Another somewhat, albeit less annoying gameplay part is the parts of the game you're forced to do quick time events (QTEs). While QTEs have a better track record than escort missions, they are still very easy to screw up and RE4 has some of the least forgiving QTEs I've come across in a game from this era. Luckily the HD version of RE4 I played on the PS4 did improve the original 6th console generation versions QTE mechanics by essentially limiting them to either or both shoulder buttons or pressing the square and X button on the PS4 simultaneously. This made QTEs in RE4 far less of an annoyance and more of just a mundane task to avoid an attack from a boss or getting through an interactive cutscene. Still, I can't help but feel like RE4 would have been better without them.


There are a few fairly minor gripes I had with specific bosses, certain sections of specific chapters, but honestly these other complaints are so minor is the grand scheme of what is otherwise a classic game if there ever was one. The arsenal in RE4 is fun as hell to use, the dynamic gameplay of uses different weapons or techniques to get through the same area offer a lot of replayability, and just overall the combat in RE4 is great. It does kind of suck that you can't move and aim at the same time, a feature that would eventually become available in future RE games, but you learn to work around this limitation of early third person shooter gameplay, and you're left if a very fun experience overall.


Visuals in RE4 are practically perfect. The fact that a game originally released in 2005 still looks this good and is still this entertaining speaks volumes to RE4's graphical and presentation quality. Cutscenes are highly cinematic, environments mostly feel unique and fresh throughout the game, and once again, the pacing in RE4 is among the best in the series. The story in RE4 is also incredibly original, fun, and interesting too. And of course, this game did more to place Leon Kennedy as practically the poster child of Resident Evil than any other game he appeared in before RE4 and any game he has appeared in since. There are also a wealth of other excellent characters in RE4 too, all contributing to why this game kicks so much ass.


Character models all look highly details and still look great today. Areas and environments are all masterfully crafted and possess levels of detail that some modern games still fall short in achieving. I could literally go on and on, and on about how great RE4 looks. Any minor issues are quickly forgiven by just how amazing 95% of everything else in this game looks.


Audio, while excellent overall, does fall a bit short compared to the visuals. There are quite a few good tracks in RE4. The game is also great at ramping up your anxiety based on certain musical cues that start playing if you've been spotted by an enemy or you're in the middle of a tense combat situation. Voice acting is great as well, although it must be said there is a level of cheese in this game that absolutely dates this game as a mid-2000s action game. And trust me, I mean that in the absolute best way possible. This game absolutely has a unique charm to it that perfectly encapsulates the era of gaming it originally was released in. I guess I wish RE4 maybe had a few other songs I liked more, and maybe some of the voice performances could have been slightly better in terms of dialogue, but really this game sounds great and is hard not to appreciate.


What's truly commendable about the original RE4 is that it's still worth playing 20 years later, and that's 100% true even despite the incredible 2023 remake. The remake and the original, while technically the game plot and story, are so different in terms of tone, feel, gameplay, and other aspects that they are both great in their own way and still absolutely worth their own respective playthroughs. It also has to be said that the original RE4 possesses an almost goofy charm to it that is almost entirely absent from the remake, which by itself makes the original a unique experience worth experiencing.


I have to say, I knew I'd enjoy replaying RE4, but I guess I underestimated just how much I'd love returning to it. I figured time would have exposed from of the cracks in RE4's 20 year old gameplay, but really it didn't. Same with the visuals, story, and audio too. If anything, I'm a bit annoyed with myself for taking this long to have replayed RE4 again. Regardless, I'm beyond happy I have finally tackled this absolute classic again and already look forward to the next time I give this game a whirl. (7/25/26) [42/50]

Re: 52 Games Challenge 2026!!!
« Reply #396 on: July 26, 2026, 01:04:24 pm »
After trying to avoid playing huge timesink games this year I ended up diving into Stellaris, a space 4X game that I ended up playing for like 60 hours.  Ended up being exactly an itch I needed to scratch, though.


kashell

Re: 52 Games Challenge 2026!!!
« Reply #397 on: July 27, 2026, 08:57:24 am »
53. Super Mario World 2: Yoshi's Island

Baby Mario is another reason why I'm pro choice. That aside, I finished a 100% file. All worlds and their bonus stages have been finished with the maximum number of points. This was such a fun game back then (not counting BM's crying) and it still holds up. I forgot how much variety there was: transforming into vehicles, skiing, mini-stars, items that can be used from the pause menu, and a variety of bonus challenges. The core gameplay is great, too. It was so fun and satisfying collecting all the red coins and flowers. All bosses were enjoyable. Most stages were enjoyable. And the colored pencil/crayon aesthetics still look look gorgeous. It's such a silly, happy game that has an unexpected level of challenge.

telly

Re: 52 Games Challenge 2026!!!
« Reply #398 on: July 27, 2026, 11:07:20 am »
Game 14 - Danganrompa: Trigger Happy Havoc (PS4) - 28 Hours

I think this is the very first visual novel that I've ever played, and I really don't know anything about this series but only by reputation did I develop an interest in playing. And I'm glad I did because this was a very fun and interesting mystery murder visual novel. There are some very unique mechanisms on offer here, like the evidence gathering and trials and the implementation of truth bullets which allow you to interject when your companions are making false statements. These systems allow you to uncover the truth behind each of the murders that is happening around you, and it was really fun to see how they would all unfold. I especially loved how you build a manga to play out the events of each murder.

Each murder (and the overall story) is deep and interwoven with a lot of mystery and betrayal and classic anime inspired plot points, which I don't want to get too deep into for fear of spoiling anything for anyone who hasn't tried this series before. Let me just say that I enjoyed it a lot. The characters are incredibly strong, with a lot of really unique clashing personalities that plays well with the overall game setting and environment, and makes it overall very entertaining, which is important given that the gameplay is a little bit on the lighter side. The visual design is also very striking with a lot of contrasting colors in the visual design, a purely first-person perspective, really interesting music and a lot of little flourishes that give the game its unique style.

My biggest criticism is that solving the mysteries isn’t difficult at all once you kind of understand how it works. During the first mystery, it felt very tense, like there was a lot at stake if I messed up and didn’t collect all the evidence. After you understand how the game works, you realize that there really isn't any way for you to fail or mess up when doing the investigation or doing the trial. You aren't allowed to leave an area, for example, until you've uncovered every single piece of evidence. Furthermore, the trial won't start until you've gathered everything, so at no point will you enter trial without everything that you need to win, and that takes a lot of the tense pressure of completing the investigation well, and throws it out the window. On top of all that, you're also given a very generous time limit and can replay elements of the trial repeatedly again without really much consequence. As I played, I also found that the game starts to implement a lot of really twisted logical curveballs that don't make any sense when you think about it. For example, sometimes you have to take what someone is saying, and prove that it's false with a statement that someone will say in the future but you as the player have access to it because you've saved it from a previous run through of the conversation, which just feels very backwards to me. There were lots of little moments where it felt like my logic regarding the game's was legitimate, but that was just not the way the game wanted to be solved.

So while there were some elements of this game that I felt could have been polished a bit more, I still really enjoyed playing the first entry in the series. I'm looking forward to playing the next two games!
« Last Edit: July 29, 2026, 09:35:34 am by telly »
Currently Playing: Tales of Graces f Remastered (PS5), Silent Hill 2 (PS5)
Exophase | My music collection | My Backloggery

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #399 on: July 27, 2026, 03:42:35 pm »
27. Resident Evil Zero || GameCube || 06.30.2026



Returning to Resident Evil, I began playing the next major entry in the series released chronologically: Resident Evil Zero (RE0). Before starting, I really wasn't sure what to expect from the game. There were few details I knew about this entry—even fewer than what I knew about the other titles I've played so far prior to playing them—but perhaps the most prominent piece of information I did know was that this specific title is an immediate prequel to the original game while also being one of the more controversial main titles in the series.

Upon starting, players will almost immediately recognize a stark change regarding gameplay. While certain previous titles presented two campaign paths each with their own playable protagonist to select, RE0 instead features two-character simultaneous play. So, in short, players must control the two playable protagonists together. Only one character at a time will be directly controlled while the second is semi-controlled by adjusting their behavior from the in-game menu, and their current status dictates whether they're referred to as either Main and Partner character. Depending on the situation, it may not be ideal for the Partner character to be an active participant ready to auto-attack, and there may be times when it may be best for them to stay in place where they're currently located altogether while the Main character explores. It's an interesting system yet one that isn't executed particularly well due to its relationship with other mechanics later discussed, but that the option to freely swap between the two characters at any given time does add a unique element to the game that absolutely sets it apart from titles before it. Still, both characters are almost identical to another from a gameplay perspective. The only difference between the two is that one is able to mix health and other chemical components together, whereas the second has access to a lighter used for puzzles. Besides this minor aspect, they're both skilled with the same weapon types and can perform the same combat, exploratory, and (almost all) interactive actions. Had there been more differences between the two, I think that more of a strategic element to the game could have been developed that would have been more engaging than the existing final product.

Since the two playable protagonists frequently shift from being in close proximity to each other to being toggled back-and-forth as the player-controlled character often with some distance between them, RE0 is not a particularly strong game regarding its ability to draw out horror. Knowing that there's almost always a second character available to play as—or even just knowing that anyone else is with the player-character as they both traverse the game's environments full of the undead and mutated—negatively affects the game's goals to be terrifying and impactful. Be that as it may, there are times when the two protagonists are forced to be apart from another. These instances are few and usually don't last long, but they're a counterbalance to the issues stated before. In fact, these separated moments serve as puzzles as players will need to navigate their surroundings as both characters to overcome environmental roadblocks to reunite once more. Another aspect to there being two dedicated playable characters each with their own inventories is the matter of inventory management. Players will constantly need to transfer items from one character to another, and it does provide a sense of realism, though that realism comes at a high cost.

On that note, inventory management overall is undoubtedly one of the game's most problematic mechanics. Traditionally throughout the Resident Evil games up until this title, the inventory is managed by a series of containers that link together in a way that any item deposited can be withdrawn from any of the item boxes. However, this system is removed entirely in RE0. What's instead presented is a more realistic take on item management that involves transferring items back-and-forth between the two characters alongside outright dropping items on the ground. So at any point when an item isn't useful to you in the present moment, they can be left for later use, swapped to the other character, or be virtually discarded as you continue making progress. Over time, new areas will be discovered which means the player is limited to the twelve total inventory slots available to them split between both characters. So what this means is that players must either be strategic about what they decide to take with them or to make the trek to and from the current save room to the next and then back again in order to maintain all items. Needless to say, the game will more than likely force players to reflect upon whether a specific item will actually be a helpful tool or not. There were some items found that I never once claimed, but I still spent an annoyingly long time over the course of the campaign making trips with the only purpose to move my inventory so that I'd be properly equipped for the unexpected later on. What was the worst is one specific tool that takes up two inventory slots. It's not treated as a key item and is required for a few exploratory segments, but knowing when it will be needed again—if at all— is never known. So for almost the entire duration of the game, it will be a burden as players will need to carry it with them across the campaign.

It's this kind of uncertainty drawn out throughout play that I feel conflicted about. In the kind of scenario that's presented in RE0, the characters themselves with the information that's available to them simply don't know what's to be expected while exploring their surroundings. Whatever decisions the player makes that serve as an extension to the characters may result in being unprepared for the dangers they face, and this unpreparedness absolutely bolsters horror. Even so, I found some segments across the campaign to be less than satisfying. Certain encounters require considerably strong weapons that the player just may not have access to in that immediate moment because the combined character and inventory systems result in a lot of variation. So what occurs is far more representative of trial-and-error play that leans more toward being unfair rather than a player's poor decision that may result in a more difficult, albeit still achievable, encounter. Now, I'm not totally resolute in how I feel because the end experience does reinforce the unexpected nature of horror. What's presented doesn't seem like it's been done to achieve some greater sense of horror, though, but instead a negative consequence of the newly-introduced systems. So while there may be some added sense of realism that can be appreciated, it's not as if Resident Evil as a franchise is grounded in such concept. And because of that then, I feel as if all of the game's variables regarding active character and item management generate more annoyances than terror.

Beyond the game's unique mechanics, though, RE0's overarching experience feels too recycled. Generally, it presents the same premise as the very first game (which was only remade and released eight months prior) and the same level progression as others. And perhaps the strongest contributing factor to that is the general blandness offered. While there's plenty of supplemental material to discover and read across the campaign, the story itself is considerably lacking. The main antagonist is severely underdeveloped and is only formally met right before their downfall, and there's virtually no dialogue between the two protagonists despite how necessary it is for them to work in unison. And despite the need for working together as a team, the game's dual character system just isn't as successful as it should have been as a defining mechanic, and it ultimately results in establishing a less stressful play experience. However, puzzles are surprisingly more gratifying than I remember, and I do appreciate that some puzzle elements are passed by unable to be interacted with initially only to be properly engaged with after a considerable amount of time has past. So because of that, players will be left wondering how and when exactly that element is introduced, alongside wondering just what awaits once it's solved. There is a sense of eagerness and tension cultivated during these periods of wandering back-and-forth from room to room, perhaps unknowing where to go or how to achieve the immediate goal as some other puzzle to be solved or key to be used waits. And this time, puzzles aren't mostly a test of exploration as I remember from previous games, although only one or two are particularly perplexing.

Even early on in my playthrough, the sense of repetition arose when comparing Resident Evil Zero to earlier series titles, and that's because it's simply uninspired regarding basic combat and even exploration despite the presence of two playable characters on screen together. But this isn't to say that the game is necessarily bad but merely something already experienced. So with the knowledge of what's to come with the next series installment, it's unsurprising that some sort of drastic change was necessary to maintain series success.

Re: 52 Games Challenge 2026!!!
« Reply #400 on: July 27, 2026, 10:18:14 pm »
5. Resident Evil Revelations 2 (PS4) - ABANDONED

Maybe I made the mistake of playing Resident Evil Revelations 2 right after completing one of the best games in the franchise and subsiquently one of the best games ever made, Resident Evil 4, but something deep down tells me that's not what made me hate this game so much. No, Revelations 2 feels like an incredibly cheap, incredibly generic  horror game that feels like its poorly immitating the series it supposedly belongs to. Gone are the excellent character designs, enemy designs, intriguing horror settings, and tight gameplay. Instead, you have game that is too dark, too dull, and too ridiculous to even care about. I was only able to make it to the beginning of chapter 2 before I just couldn't take it any longer. Nearly every single part of this game offended my gamer
sensibilities and I can't even imagine playing this for another 8 or so hours until this one was beat. Worst yet, this game dares to say its part of the Resident Evil series which while undoubtedly has its turkeys, it has few games that are as annoying and poorly made as Revelations 2. This might be my least favorite game in the series based on what I played, and if it somehow isn't, its certainly towards the very bottom. (ABANDONED)

telly

Re: 52 Games Challenge 2026!!!
« Reply #401 on: July 29, 2026, 09:44:04 am »
Game 15 - Strange Horticulture (PS4) - 5 Hours

One of the cozy games that I downloaded last winter, Strange Horticulture is a very pleasant and enjoyable puzzle game. The core gameplay loop is using the unique features of plants as well as a helpful encyclopedia, to try and identify what specific plant your customers need. The game uses other unique and engaging tricks like looking for hidden messages and decoding cryptic hints using a map and codex, which helps you find additional plants to add to your store. Combined with a cast of diverse characters and multiple branching storylines, there's a lot of intriguing replay value as well, as you have multiple endings that you can strive for. In my playthrough, I got to summon an eldritch horror so that was fun!

Overall, the atmosphere is what makes Strange Horticulture the most enjoyable. It feels like you're living in the 1800s London, dripping with wet, dampness and dark, moody ambiance, with adjust the right amount of mystery. I do think that the one thing that I didn't care for was the music. It's a very unrefined piano accompaniment that never really goes anywhere and just kind of drones on and on. I ended up turning it off and I just played other music on Spotify while I was playing the game.

And of course there's a kitty cat that you can pet :)
« Last Edit: July 30, 2026, 03:58:56 pm by telly »
Currently Playing: Tales of Graces f Remastered (PS5), Silent Hill 2 (PS5)
Exophase | My music collection | My Backloggery

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #402 on: July 30, 2026, 09:20:30 am »
28. Lockpicks-11 || Browser || 07.27.2026



After skimming through a few segments of gameplay for Lockpicks-11, I stopped watching and decided I wanted to play it. It looked like a fun experience with a gameplay mechanic that I don't usually engage with, so playing seemed like it'd be worth the short time the game requires to complete.

At its core, Lockpicks-11 is a lock picking game presenting eleven mini-game challenges in the form of locked doors to bypass in order to complete a jewel heist. Yet, while there are eleven types of puzzles, only five puzzles in total must be solved to complete a run, meaning there is a possibility that the same types may be encountered across one short playthrough. There's a fine amount of variety presented in the puzzle types for a game of its length, though, ranging from logic and memorization to visual and sound. Similarly, there is flexibility in puzzles' difficulty that allows players who may not be skilled at puzzles the chance to still win. While the game is chiefly characterized by its puzzle aspect, another large focus is its open-ended and random nature. After clearing a door, the player-character will enter it and then be presented with two or three more to choose from, and then repeat the process. Doors themselves give insight as to what to expect too, as they're all designed differently in a way that corresponds to the type of lock challenge associated with it. So what that means is that players can strategize their escape route to some degree, avoiding more difficult puzzles while approaching simpler ones instead, or avoiding puzzles already encountered while purposely selecting ones that haven't.

Because there's no in-game explanation for any of the puzzles, a fair amount require trial-and-error to understand what sort of interactivity is being asked of the player. For some of the less obvious puzzles, the countdown to complete each task provides little time to experiment with mechanics. That issue is worsened due to the player's inability to manually select which puzzles they want to solve, although puzzles can be freely selected from the main menu once having completed them at least once. Although, oppositely, there is far too much time offered for the game's more obviously simple puzzles. Altering each puzzle's countdown meter would have better reinforced the hurried and chaotic nature of escaping on foot, which is something that definitely needs to be considered if an update to the game is ever made. Nevertheless, there's little feedback throughout puzzles that communicates to players that their attempts at solving are correct or not, something that will negatively impact some players' experience. And of the eleven puzzle types, I think that the above three issues greatly impact one specific puzzle. When knowing how the puzzle operates, it's not that challenging to solve; however, it came across as too cryptic across my playthrough, and I was only able to understand this puzzle once reading the developer's comments about it specifically in a response to other players' feedback about being unable to solve it too. Other players may find themselves stumped at any of the eleven puzzles, but it was only this one that left me stuck. To be upfront, it just seemed like a poor puzzle design when considering Lockpicks-11's lack of instruction. But despite these issues, I think that a lot of people will be dissatisfied without spending a little more time than is required to try out or even clear every puzzle. The experience requires only a handful of minutes to complete, so it's inviting in that regard.

For a game of this scope developed within a 72-hour limit, Lockpicks-11 offers a fantastic presentation. It features a simple yet effective pixel art style with a limited color palette, and it's made abundantly better by smooth animation sequences. Especially in the beginning time spent playing, each mistake made elevates by a security guard slowly rushing toward the player-character, serving as a countdown timer. It really conveys a welcomed sense of consequence to the player's actions, something that I feel most lock picking segments in games I've played or seen just don't achieve. Meanwhile, sound and music design aren't noteworthy by comparison, but they're still both adequate and well-suited to gameplay and scenario.

Throughout my time playing Lockpicks-11, I won't deny that its lock picking focus was fun. Like I mentioned before, it's not a gameplay mechanic I've engaged with much throughout play (I can only recall two games I've played that incorporate it), so I'm glad I was able to experience another game's adaptation to the activity.
« Last Edit: July 31, 2026, 11:26:13 am by dhaabi »

telly

Re: 52 Games Challenge 2026!!!
« Reply #403 on: July 31, 2026, 10:28:58 am »
Game 16 - Silent Hill 2 (PS2) - 4 Hours

This is probably the seventh time that I've finished this game, and I honestly don't really have much to say. I really wanted to revisit Silent Hill 2 because 1) I've been playing through all the games in the series, and 2) because of the remake that I'm going to be playing immediately after. So I think some of my thoughts about this game will probably come up as I'm playing the remake. This is still my favorite game ever and it's always fun to revisit. It's definitely not perfect but it's always meant so much to me as a gamer, and I'm really interested (and a little nervous) to see how the remake is going to handle some of the finer subtleties of this game.
Currently Playing: Tales of Graces f Remastered (PS5), Silent Hill 2 (PS5)
Exophase | My music collection | My Backloggery