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Останні рецензії користувача little sis jasper ⚢

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Показані результати 1–10 із 24
Людей вважають цю рецензію корисною: 4
1 людина вважає цю рецензію кумедною
2.0 год. загалом
This review was originally posted to my website[www.sapphic.dog].

Why Helltaker?
Helltaker is a game I got on impulse. I saw it was free on Steam and liked the art, so I decided to check it out. I didn't know anything about the game or what to expect before I started playing.

Story
The game has a straightforward concept that I loved. You play as a guy looking to create a harem of demon girls. That's the entire story. Bored with everyday life, you venture into hell to meet these demon girls. Each level of hell has a demon with a unique personality guarding it. As you progress, you discover more about each demon and their backstory. The game is laid-back and doesn't take itself too seriously, making it easy to get into. I was impressed by how smoothly the demons interacted with each other. The whole thing was executed really well.

Audio & Video
I don't have a lot to say about the sound in the game, but wow, the graphics are amazing. It's not even about the game's graphics, but how the demon girls are drawn. Their style and design are beautiful. I love each one for different reasons. They all look unique and have their own personalities. I haven't drawn in a long time, but seeing how they're designed makes me want to start drawing again.

Gameplay Mechanics
The main part of the game is solving puzzles. Your task is to get to your demon girl by moving rocks, defeating enemies, and unlocking chests with keys, all within a certain number of moves. There are no special powers or tricks, just ten quick puzzles. But the final boss and the DLC are a different story...

When I was younger, I played a lot of custom maps in StarCraft: Broodwar. There was this type of map called "bound" maps, though I never knew why they were named that. They were special maps where you controlled a fast-moving unit. Your goal was to navigate through exploding objects in what seemed like a random pattern, without dying. The cool part was that the pattern wasn't actually random, and you had to figure it out. Quick reactions and good control were really important. That's exactly what the final boss and DLC in this game remind me of. The DLC does have some puzzle levels, but it's mostly about this kind of gameplay. I would totally love a game that's all about this. Playing these was so much fun. I've never seen anything like it outside of those custom maps.

Replayability
Sadly, there's not much reason to play it again. You'll get most of the achievements the first time you play, except for a few hidden ones. The game is designed to be short and quick, and it really is just that.

Final Thoughts
Helltaker is a short, fun, and challenging puzzle game. Every aspect of the game is just right. The engaging gameplay, stunning character design, and unique story make it an ideal experience for me. We need more games like this. I think we've had enough of those 120+ hour games that take over our lives.

Should you complete Helltaker?
Oh yeah. Right now. Tonight. What else are you planning on doing?
Додано 18 січня.
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Людей вважають цю рецензію корисною: 5
1 людина вважає цю рецензію кумедною
0.1 год. загалом
make this a graphic novel :]
Додано 9 січня.
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Людей вважають цю рецензію корисною: 2
1 людина вважає цю рецензію кумедною
107.0 год. загалом
This review was originally posted to my website[www.sapphic.dog].

Why Peggle Nights?
Peggle Nights was a game I had played before, but I only aimed to beat it. This decision came after my first completion of Peggle Deluxe. Since then, it's been sitting in my “Beaten” category on Backloggery, reminding me that I'd return to fully complete it one day. Initially, I chose not to complete it because it felt too much like the original Peggle. However, two years later, craving more Peggle gameplay, I've set my sights on conquering Peggle Nights. Here's my review from early 2020 for context.

“After playing through it, it's nice to see they cut some ridiculous level designs, such as the car. The new character is probably my favourite in both games. I didn't really feel inspired to do the challenges. There was less of them, but had the same feel. I couldn't muster the desire to want to do the challenges again, because they all felt the exact same.”

Audio & Video
More of the same Peggle. PopCap was adept at reusing assets, and when it came to a sequel to a game, you better believe it was going to be the same assets.

Gameplay Mechanics
No new gameplay elements were introduced in Peggle Nights, only additional maps. This time, each level features “aced” and “all cleared” ribbons, which were absent in the first game. These additions significantly extend the playtime. “Aced” involves beating the computer's high score, and “all cleared” requires hitting every peg.

Peggle Nights keeps all the original characters and introduces one new one. The characters are given a twist, reimagined as “dream” versions of themselves. This twist ties into the “night” theme, hinting they're in a dream, imagining their perfect selves. It's a nice touch. I finished the main adventure mode in 3.3 hours and then dove into the core part of the game.

Replayability
Jumping into the aced and all clear challenges, I could tell completing Peggle Nights was going to be a long haul. Some levels were excruciatingly hard. Skill is important, but there's a lot of annoying luck involved too. I often reset levels for a better start after figuring out how to perfect them. Frustratingly, there were times I almost cleared a level, but accidentally finished it early. This would lead to me becoming extremely upset, then failing the level repeatedly for the next hour. The challenges were tough, but I spaced them out to avoid getting tired of the game.

Final Thoughts
Peggle Nights is just as enjoyable as the first Peggle. It's essentially more of the same, which isn't a bad thing. You won't discover anything groundbreaking, but you'll get more great Peggle gameplay. Keep in mind, skill isn't the only factor in this game. Sure, skill matters in games, but there's a big element of randomness in Peggle Nights that you shouldn't let frustrate you. Just remember, it's a game, and try to enjoy it for what it is.

Should you complete Peggle Nights?
So... It's hard. I took me 107 hours to complete Peggle Nights, but it was mostly spent on the last level. However, I think it's mostly my fault. A good 80 hours were put into the last level before I looked up how speedrunners do it. Should I have had the idea sooner? Probably. Did it make me incredibly salty? Did it make me rage, and almost give up? Did it make me hate the Peggle format? Yes. Yes to all of those. Peggle isn't worth 107 hours of your time. If you're going to complete this game, start with the last level and look up how speedrunners get all pegs and the ace score.
Додано 31 грудня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Ніхто ще не оцінив цю рецензію як корисну
23.7 год. загалом
This review was originally posted to my website[www.sapphic.dog]

Why Hotline Miami?
I initially started playing this game quite some time ago, as it was a well-known title everyone was talking about. I can't remember all the details, but it seems my friends were into it, and I was looking for a game to fill time between my League of Legends sessions. It has been on my radar to revisit for a while. After my friends recommended Hotline Miami 2 when I was asking for game suggestions, I felt compelled to finish the first game before moving on to the sequel.

Story
Discussing the story of this game in depth is challenging due to its reliance on a pivotal twist. To keep it basic: You control a character who receives enigmatic phone calls instructing him to eliminate members of a Russian crime syndicate. Amidst these missions, you're also unraveling the mystery of who's behind these calls, leading to moments of self-doubt and questioning your own sanity. In my opinion, the story is decent. It moves the game along well without being too complex for the game's overall style and design.

Audio & Video
The soundtrack of this game is the kind that you'd enjoy listening to even outside of the game context. While it's distinctly video game music, it has the unique quality of standing out on its own. Usually, I'm not a big fan of video game music in isolation, as you might have noticed from my other reviews. Apart from the sounds of combat, the music is what you'll be hearing throughout the entire game. Beautiful synthwave tracks.

Hotline Miami is a visually stunning game. Despite using pixel graphics, the design is executed masterfully. Every building and even each room is steeped in a vibrant 80s aesthetic. The weapons and masks you unlock are also impressively designed within the confines of pixel art.

Gameplay Mechanics
I have a bit to share about the mechanics of Hotline Miami. In typical Jasper fashion, let's start with the aspects I didn't enjoy. Firstly, the game had a persistent crashing issue. This wasn't an OS-specific problem, as I experienced crashes across every PC platform the game is available on. It seems to suffer from a memory leak that inevitably leads to crashes after a certain point, often not lasting more than a few deaths. It required me to quickly hone my skills to make any significant progress. Speaking of skill, there were quirks in the game that made this difficult. Occasionally, weapons would pass through enemies without causing damage. It's understandable for ranged weapons at close quarters, but even melee attacks sometimes failed to register. I'd swing a melee weapon right through an enemy, only for them to turn and kill me. Also, the hit registration seemed off with some melee weapons if you weren't directly facing the target. Lastly, the cutscenes were a significant annoyance. The game encourages fast play and frequent deaths, but during cutscenes, you're forced to watch them every single time you die. In a game where death can occur up to fifty times per level, the inability to skip these cutscenes felt excessive and disruptive.

Despite those issues, my experience with the game was largely positive. It's a dynamic top-down shooter that keeps you on your toes. You have a wide variety of weapons at your disposal, including throwing, melee, and ranged types. While some weapons may feel similar, it didn't significantly detract from the gameplay. In addition to the weapons, you can choose different masks, each altering your gameplay in unique ways. These masks offer various benefits, like extending your combo window, starting with a weapon, or enhanced scouting vision – typical video game power-ups. As I mentioned earlier, the game's design encourages a rapid, trial-and-error approach. Finding the right combination of path, mask, and weapons for each level, all while maintaining your momentum, is extremely engaging and enjoyable.

Replayability
After completing the game, you're prompted to try for the true ending, which you likely missed if you played without guidance. Discovering the requirements for the true ending isn't straightforward when playing blindly. Additionally, there are masks, A+ ranks, and weapons to unlock. You earn a mask for beating the high score on each level, though some masks must be found, which means you might miss a few on your first run. The same goes for achieving A+ ranks. You might snag some incidentally, but mastering each level to consistently hit those high scores requires time and practice. Given the game's relatively short main story, this added layer of replayability is welcome. It extends the overall playtime, making the game's brief core experience more fulfilling.

Final Thoughts
Overall, I enjoyed playing the game, but recommending it is tough given its technical issues. I'm not alone in experiencing frequent crashes – the Steam discussion forums are full of similar complaints. If you're keen on experiencing this game at its best, playing it on an operating system from around its release year might be the way to go. In that case, I do think it's worth playing. The game's fast-paced, trial-and-error style creates a unique experience. It cleverly disguises a puzzle game within an action-packed, story-driven framework, making it stand out in its genre.

Should you complete Hotline Miami?
This game is concise enough to be finished in a single session, and its achievements are thoughtfully designed. It's a worthy addition to your completionist backlog. While some achievements might prompt a bit of online research, it's a common aspect in many games. Technically, you could deduce all the achievements without external help, but the effort required might be excessive. I have no gripes with the achievements and actually enjoyed pursuing each one.
Додано 28 грудня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Ніхто ще не оцінив цю рецензію як корисну
17.3 год. загалом
This review was originally posted to my website[www.sapphic.dog]

Why Portal 2?
After I played the first Portal game, my Partner kept telling me to play Portal 2. I didn't plan to delay it for 18 months, but life gets busy. In my Portal review, I mentioned it felt more like a demo than a full game. And playing Portal 2, that opinion was definitely confirmed.

Story
Portal 2 starts with you waking up long after the first Portal game ends. Aperture Science is in ruins after years without upkeep. A helper AI named Wheatley tries to get you out before everything collapses. Unfortunately for you, Wheatley isn't very bright. As he attempts to lead you to safety, he questions what GLaDOS has programmed him to believe. While escaping, Wheatley has you accidentally reactivate GLaDOS, the villain from the first game. GLaDOS splits you from Wheatley and forces you right back where you started: puzzle-solving. Spiteful about you killing her in Portal, she's now much more mask-off about trying to kill you during these tests. The rest of the game's story takes off from here. Since it's a short but engaging story, I'll leave the rest for you to discover. As you play, you'll uncover more about Aperture Science and GLaDOS's origins. I had a wonderful time learning more about the elements behind Portal and Portal 2's lore. I'm shocked that I had avoided so many spoilers, given how popular the game is.

Audio & Video
The overall audio quality in the game is solid. Every sound effect is well-done and communicates exactly what it should. The standout feature is the voice acting. Each actor voices their character in a way that fits the personality perfectly. The humour is spot-on, leading to numerous memorable quotes and memes that are still popular today.

Like the audio, the graphics in the game are impressive. The sense of decay is captured in even the smallest details, adding to the atmosphere. As a puzzle game with various mechanics, each is visually represented in a clear and understandable way. With multiple overlapping mechanics, it's easy to distinguish between them and understand their functions. Hazards and interactive elements are also clearly differentiated. They've done an excellent job creating a 3D puzzle game that isn't confusing about what each element does.

Gameplay Mechanics
Portal is fundamentally a puzzle game. Its main feature is a portal gun that shoots two different portals for navigation. To make sure you stay within the bounds of the puzzle, you can only place these portals on specific tiles. As the game progresses, new elements are introduced that enhance each puzzle. Towards the end of the game, multiple elements will be combined to interact with one another. Some of these elements include launch plates, goo for speed or jumping, lasers, buttons, and a few others. The goal in all this is to beat each testing room. Completing a room usually leads directly into the next puzzle to solve.

Puzzle games aren't usually my go-to genre, but I was impressed with how well-made they are in Portal. Normally, I get annoyed and end up looking for solutions online. But playing through Portal, I genuinely enjoyed it and felt a real sense of achievement when I solved a tough puzzle. Having my Partner there to help was great too, especially since She had completed the game as a kid.

Replayability
Portal 2 offers two extra modes for added replay value. The first is the challenge mode, which is essentially a speedrunning competition. You race against friends to see who can finish each level fastest with the fewest portals. I wasn't too keen on this mode initially, but after topping my friends' scores on a few maps, I unexpectedly spent 10 hours on it. The second mode is a level builder. While I didn't create any levels myself, I did play ones made by my friends. Playing their creations from ten years ago, when they were teenagers, felt like a delightful time capsule. I didn't dive deeply into this mode, but there's a lot of potential in level builders, which I've always had a soft spot for.

Final Thoughts
I'm really glad my Partner got me to play both Portal games. I was aware of their huge popularity from all the memes in the 2010s. Everything in the game comes together beautifully, from the smallest sound effects and artistic details to the overarching story. Discovering the backstory of GLaDOS and Aperture Science was an unexpected and enjoyable aspect of the game. The digitized sound effects during fast movements made those moments feel thrilling. Honestly, there's not much to criticize or fault with the game. My only regret is not playing it earlier, waiting until long after the initial buzz had faded.

Should you complete Portal 2?
Absolutely, this is a game you should prioritize on your completionist list. There are achievements that require you to play the co-op mode with someone else. Some might see this as a downside, asking who's still playing Portal 2 nowadays. But my counter-argument is that you should be encouraging as many people as possible to experience this game.
Додано 9 грудня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Людей вважають цю рецензію корисною: 7
1 людина вважає цю рецензію кумедною
4.9 год. загалом (1.4 год на момент рецензування)
Have you ever played a flash game before? If so, you've immediately played better versions of all the mini-games. To unlock each piece of mid porn, you complete a horrible mini-game that takes less than 10 seconds.
Додано 3 грудня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Ніхто ще не оцінив цю рецензію як корисну
7.7 год. загалом
This review was originally posted to my website[www.sapphic.dog].

Why TailQuest Defence
I stumbled upon this game on the Linux Gaming subreddit and immediately added it to my wishlist. I make it a point to support games featured on the subreddits I follow, saving them for future play. The game struck me as similar to Dungeon Defenders, a title I sunk a lot of time into back in the early 2010s. I'm a big fan of tower defense games. My therapist advised me to inject some fun into my life, so I decided to grab this game on impulse.

Story
I won't lie, the story didn't really grab me. I get the gist of it, but I couldn't tell you the names of the characters or the creatures involved. You're some sort of creature, and your job is to fend off other creatures using color-coded plants. The "enemy creatures" are out to snatch your offspring, and you're the last line of defense. Honestly, it's not a big deal in the grand scheme of things.

Audio & Video
The audio and graphics of the game are unremarkable. However, they blend into the background and don't distract from the gameplay, which is a plus for elements that don't stand out. Make no mistake, however, the visuals are cute. I love the character design of all the moving parts. The graphics overall are just simply nothing to write home about.

Gameplay Mechanics
Overview
TailQuest is played from a third-person perspective and sticks to the classic tower defense formula. You set up defensive towers along a predetermined path for the enemies. Eliminating these enemies earns you gold, which you use to upgrade and plant more towers. The game features just two enemy types, each with three variations: standard, fast, and tanky. Your towers are plants, and you can only place them in designated nest spots. You can also plant extra seeds in the soil to create landmines in both color types, serving as a secondary defense that detonates upon contact. Besides towers and bombs, you have a ground pound attack that damages enemies, with more damage inflicted the higher you drop from. Each map is also dotted with secrets, often rewarding you with gold and free plants.
Controls & Camera
The controls really drag down the experience. The camera also adds to the problem, as it's linked with the control issues. Your character can't jump very high due to the ground pound feature. This often leads to getting stuck on terrain, as the jumps aren't high enough. The character movement feels slippery and floaty, which isn't ideal for this game. You need to make precise choices with towers and interactive items. But sliding past them or dealing with two close interactables can be really annoying.

Replayability & Final Thoughts
These are usually two different sections, but for this game, they can be combined into one. There's not much reason to play again after the first completion. Nothing new unlocks after beating the game. You can aim for three stars on each map, but that's likely achievable on your first playthrough. Overall, I'd recommend skipping this game. If you've played tower defence games before, this won't offer any new challenges. But for young gamers or genre newcomers, it might be worth a try.

Should you complete TailQuest Defence?
You'll get all achievements by playing it just once. They feel like they were added simply because games usually have them. As a completionist, I wouldn't seek out this game specifically. However, if you already own it, it's an easy way to boost your 100% game completion stats.
Додано 12 листопада 2023 р.. Востаннє відредаговано 12 листопада 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
1 людина вважає цю рецензію корисною
315.7 год. загалом
This is a shortened review. You can see the full review on my website[www.sapphic.dog].

Why Killing Floor 2?
I was once an active member of the Tripwire forums, the hub for all things Killing Floor. I recall the developers stating that a sequel to Killing Floor was off the table, as they felt they could incorporate any new features into the existing game. However, it seems they had a change of heart, as the announcement for Killing Floor 2 came as a complete surprise. Whenever you'd boot up a game of Killing Floor, pre-alpha footage of Killing Floor 2 would play, and you can still see that footage in the original game today. To say I was excited would be an understatement. My friends and I were still deeply involved in Killing Floor at the time of the announcement, and we were all eager to dive into the new sequel. We had pushed the boundaries of what was possible in the original game, and it was clearly time for a fresh experience. For a more in-depth take, check out my review of Killing Floor.

Gameplay Mechanics
Zeds
In any sequel, you're looking for new content, and Killing Floor 2 delivers on that front. When it comes to the zeds, all your old "friends" are back, along with some fresh faces and variations. The Clot, a staple enemy, now has three new forms. First, there's the Cyst, a weaker version of the original. Then comes the Alpha Clot, which will sometimes make a beeline for you. The Slasher is another new variant, always on the move and attacking quickly. And let's not forget the Rioter, an armored Alpha Clot that can boost other zeds' abilities. The Gorefast is back too, but now has a tougher sibling called the Gorefiend. The Gorefiend sports dual blades and a bigger health pool. The Crawler also makes a return, this time with an Elite version that goes out with a bang—literally, it explodes and leaves a poisonous cloud. Old favorites like the Bloat, Siren, Stalker, Husk, and Scrake are unchanged. The Fleshpound is still its old self, but now there's a mini-me called the Quarterpound. Instead of one big Fleshpound, you might face four Quarterpounds. They each have a quarter of the health and damage, but they'll try to overwhelm you with numbers. The game also introduces a brand-new enemy: the E.D.A.R. (Elite Defense & Assault Robot). Spawned by a new boss, the Matriarch, these robots come armed with lasers, missiles, and a lasso to keep you in place.
Bosses
Bosses deserve special attention in this review, especially since the game has expanded from one to five. The original boss, Hans, is often considered the toughest, although that's up for debate. Let's break down what you're up against with Hans. At long range, he'll use his dual guns to take potshots at you. If you're at medium range, watch out for his explosive and poison grenades that'll force you to relocate. Get too close, and he'll pounce, slashing at you with his metallic claws. Once you've whittled down his health a bit, he'll activate a shield and make a beeline for you. If he grabs you, he'll lock you in place and siphon off your health to replenish his own. However, if you manage to break his shield during this phase, you'll skip the health-draining part and stun him for a good while. Repeat this cycle three times, and Hans is history. The King Fleshpound and Abomination are essentially supersized versions of the Fleshpound and Bloat, respectively. Both of these bosses can summon mini-me's of themselves and have a ton of health and damage output. The Patriarch is back, and despite his claims, his bag of tricks hasn't changed. He's still got his minigun, missiles, cloaking tech, and that unsettling chest tentacle. Last but not least, we have the intriguingly named Matriarch. While the previous three bosses might feel a bit stale, the Matriarch is as engaging as Hans, in my view. Her abilities are all about electricity. She starts off with shields on three parts of her body. Break those, and she goes berserk, ramping up her speed and damage. She has a trio of attacks: a plasma stream, a bolt of lightning, and a close-range sonic pulse. When her health drops to a certain point, she calls in E.D.A.R. units for backup. At around half health, she borrows the Patriarch's cloaking ability and starts closing in for melee attacks and her sonic blast.
Perks
Killing Floor 2 revamps the simpler combat of its predecessor. It brings back all original classes and introduces new ones like Gunslinger, SWAT, and Survivalist. The Berserker class now features a parry system, adding more skill and balance to fights. Field Medic's darts now home in on players, and each class gets a unique grenade. While Gunslinger focuses on headshots, SWAT and Survivalist lack a clear role and are rarely picked in online play. Perks offer skill choices every five levels, adding variety and impacting gameplay.

Audio & Video
Music was a standout feature in the original Killing Floor, setting the tone and atmosphere. Killing Floor 2 also aims for epic music, but it falls a bit short in my opinion. The CEO of Tripwire Interactive opted for a religious metal band instead of retaining zYnthetic, the audio designer from the first game. This decision wasn't well-received, at least among the people I spoke to. And let's be honest, the CEO hasn't exactly been a beacon of great decision-making. On the plus side, a lot of effort went into making the weapon sounds realistic. I'm not a gun aficionado, but from what I can tell, they did a good job. Even the fictional weapons sound like you'd expect them to.

When it comes to visuals, Killing Floor 2 is a clear upgrade in every way. You can see the painstaking effort that went into the gore mechanics.

Replayability
Killing Floor 2 presents an interesting contrast to its predecessor. While the original game could be a bit dull when played solo, Killing Floor 2 actually shines in single-player mode. The addition of more RPG-like perks and abilities means that playing with others doesn't necessarily enhance the experience. Perks don't interact much with each other, and each class is versatile enough to handle all types of enemies. This lack of specialization means there's less incentive for team diversity, making the game feel different and, as a side effect, easier.

Additionally, the game has introduced a prestige system for perks. Prestiging doesn't offer any tangible benefits, just an emblem next to your class logo. You can prestige up to three times, and it's a more streamlined process compared to messing with game config files in the original Killing Floor, as was previously required.

Final Thoughts
Killing Floor 2 is undeniably the better game in many aspects, which is what you'd expect from a sequel. It's clear that a lot of time, effort, and thoughtfulness went into its development. That said, I still have a soft spot for the original, perhaps because there's a bit of a hipster in me. Once you've maxed out everything in Killing Floor 1, it's just as enjoyable in its own right.

Should you complete Killing Floor 2?
Killing Floor 2 is definitely more friendly to completionists compared to its predecessor. The variety in gameplay achievements complements an already diverse game quite well. I wholeheartedly recommend completing Killing Floor 2, whether you're going it alone, playing with friends, or mixing it up.
Додано 28 жовтня 2023 р.. Востаннє відредаговано 28 жовтня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
Ніхто ще не оцінив цю рецензію як корисну
16.1 год. загалом
The campaign sucks, and there's better versions of zombies using Plutonium. No idea why you'd play this game. You can read my full review on my website[www.sapphic.dog].
Додано 4 травня 2023 р.. Востаннє відредаговано 4 травня 2023 р..
Чи була ця рецензія корисною? Так Ні Кумедна Нагородити
1 людина вважає цю рецензію корисною
39.6 год. загалом
This review was originally posted to my website[www.sapphic.dog].

Why Slime Rancher?
Slime Rancher is another game that my current girlfriend, Princess, wanted me to play. My first time seeing this game was my sibling, Kudrea, playing it on our newly purchased Xbox One around the mid-10s. I thought it was a cute little game, but I didn't understand what was going on, and only watched them play it in passing. Fast-forward to 2021, Princess says I need to play the game.

The UI & Theme
Seeing the main menu for the first time, I could tell why she wanted me to play it. She loves cute things, and seeing the little slimes fall from the sky onto my character and make their cute squishing sounds was delightful. After creating my world and loading in, it indeed had a cute aesthetic, with soft colours.

In-game, you have a survival crafting style interface. You have your standard health and energy bar, item slots at the bottom, and a separate menu for a map. You could also switch into a “crafting” mode, removing your item slots for a crafting menu.

The Gameplay
As the name of the game suggests, you ranch slimes. You're tasked with taking over a farm, after the previous owner goes off on their own adventure. To accomplish this, you're given a vacuum that sucks up slimes, items to feed them, and “plorts”, which slimes give you to exchange for currency. As you go through the game and make more money, you can expand your farm to hold more slimes and chickens, upgrade your vacuum, boots, and hover pack, and craft machines that give you exclusive crafting materials.

The Farm
The basic farm is equipped with your house, a mission board, an economy board where you exchange your plorts, and eight corrals. To start, one of those corrals is given for free, leaving you to purchase the other seven. On each plot, you can purchase a corral for slimes, a coop for chickens, a garden for fruits or vegetables, a silo to hold items, a pond for a water source, or an incinerator to discard items. The main builders also have upgrades that give them more functionality. Some include keeping your slimes happier, holding more items, or automatically completing a task related to the building.

The Farm (cont)
Once you end up filling the farm, you can expand into four other areas. These include The Overgrowth, The Docks, The Grotto, and The Lab. These four unlockable areas have something special about them that help you do specific tasks to advance your farm. The Overgrowth spawns chickens naturally. The Docks give you access to a nice view. The Grotto gives you access to a shortcut into another zone. The Lab gives you access to machines and the lab, which is the most substantial expansion. Each expansion also gives you four or five more corrals to use.

The Lab
To use the lab, you input materials, which allows you to craft items. You can get new recipes by finding treasure capsules hidden throughout the world. Some of these include toys for your pets, extractors to farm exclusive resources, drones that automate tasks for you, and teleporters that teleport you around the map.

The World
Outside the farm, there are nine different areas to unlock and explore. Each area has more slimes than you can bring back to your farm, and raise. They all have their own unique theme, slimes, and secrets to explore. One of the things you can find around are the Gordo Slimes. You interact with them by feeding them until they explode and provide you with a key. Keys give you access to these new areas.

The Loop
Putting that all together, what does that look like for the gameplay loop? It's very well put together, allowing progression to feel natural and fun. Every new slime you get gives you progressively more money, but there are mechanics in place that keep earlier slimes worth something. The more plorts you turn in, they decrease in value. This prevents people from corralling one type of slime, as it'll eventually result in no money being made. To supplement this, you can combine two slimes together by feeding a regular slime a plort. It'll then give you both plorts when you feed it. This mechanic alone allows for thousands of different slime combinations, and ways to organize and re-arrange your farm.

Exploring the world after getting a few upgrades makes you feel pretty powerful, too. Occasionally, I would run around in circles instead of doing anything, simply because the movement was so fast, and flowy. Attempting to find all the treasures, and hidden areas gives you a sense of exploration, allowing this massive world to have so much charm. Going out to explore the world, and coming back to min-max my farm provided an exciting gameplay loop.

Final Thoughts
Overall, I found the game to be one of the best I've played. A topic I didn't touch on because I didn't want to spoiler it was the story. Even if the gameplay wasn't as good as it is, I think the story has a story that people need to hear. The end of the game, and the story, made me cry. Compared to the expectations of games these days, Slime Rancher was a short and sweet experience, well worth your time and bones.

Completion Record
If it weren't for three achievements, you would end up completing this game simply by playing it. These last three achievements are bad by any means, but they aren't a part of the core gameplay experience. They're time trial modes, where you're tasked with making a certain amount of money within a small timeframe. I had to do some research to complete these, as I had no idea how it was possible to accomplish them. They won't take you long to figure out, nor will the entire game take you to complete. I wish the game had more content to complete, so that alone should tell you it's worth a completionist look.
Додано 29 березня 2023 р..
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