9
Products
reviewed
0
Products
in account

Recent reviews by Scrooge ©

Showing 1-9 of 9 entries
No one has rated this review as helpful yet
6.7 hrs on record (6.4 hrs at review time)
.
Posted 28 November, 2022.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
11.0 hrs on record (10.8 hrs at review time)
.
Posted 30 November, 2020. Last edited 25 November, 2021.
Was this review helpful? Yes No Funny Award
8 people found this review helpful
1.0 hrs on record
I came into this year ahead of the release of WWE 2K19 somewhere in the middle. After playing this year's game in every mode, I've chosen a side.
I'll tell you up front; the gameplay in WWE 2K19 is very similar to what it has been for the last five years or so, however, it would be a mistake to pass judgment (good or bad) based solely on that statement. Here is a breakdown of the good, the bad and the bottom line on WWE 2K19.

The good

One of the few structural changes to gameplay is in the striking. It feels a tad sharper, more accurate and balanced. Interrupted punches don't look as rickety as before, and I can see ways to implement more strategy. Because many of the advantages in matches begin with a strike, it's good to see a little more rhyme and reason.
You can't simply spend your way into having a great MyPlayer. You can still purchase moves, attires, etc, but the building of skills and attributes comes almost entirely from Style Points which are earned through gameplay.
Last year's MyCareer and Road to Glory grind just wasn't a ton of fun to play over time. Things got repetitive, but most of all, the loot packs were a problem. There were too many pack openings that went without much of a reward, and there was nothing to do with all of the duplicate parts–at least not anything useful.
I'll be honest. I've never liked any of WWE 2K's versions of MyCareer. There's always been either a ton of repetition or such bad attempts to inject mic work that I've wound up disconnected within a week. This year's MyCareer entry is better in every way.
The Towers is a simple concept. You choose a wrestler (either your MyPlayer or someone in the game) and you attempt to fight your way past a list of Superstars. Each Tower has its own theme. Some will feature specific matches, types of Superstars and others may only allow you to play through them with your MyPlayer.
The $1 million Challenge that will see one skilled individual battling AJ Styles for the aforementioned cash prize is based on a Tower in the game. This feature is sheer old-school fighting game goodness, and it works well with the WWE Universe.
My favorite new feature is the Randomizer. When using this option, you can generate a brand new character with the push of a button. The system won't just put together a jumbled up glob of pseudo-humanity, it creates a full character with a matching attire that is ready to hit the ring–unless of course, you'd like to further customize.

The bad

Now oh boy oh boy i have a lot of things to talk about this part.
I've mentioned the game engine a few times without giving my complete thought on this very important aspect of the game. I don't hate the WWE 2K engine, but I must admit, I've never loved it. It's been problematic in one way or another since its inception.

In WWE 2K19, the developers have tweaked and cleaned this current engine as well as they ever have, and it's still too limited. Can you have an enjoyable match? Absolutely, but often times, you'll find yourself feeling some of the same old frustrations with movement, animations, and overall restrictions.
I'm not sure if it will require taking a year off from development, but the WWE 2K series needs a new engine if it is ever going to produce a truly classic release.
Long hair in WWE 2K19 has a mind of its own. There is a lot of clipping, weird physics and it looks more like shreds of construction paper than hair.
There were supposed to be some improvements made to Hell in a Cell matches, but this feels worse than before. The area around the cage outside of the ring is still claustrophobic. The moveset is so limited there, it's not even fun to carry the fight outside. I found it too difficult to interact with the cage walls, and once outside, simply climbing to the top required unnecessary additional commands.
If we're talking legacy issues, one of WWE 2K's biggest is its commentary. It is consistently bad and this year, unfortunately, is no exception. As usual, the commentary in the Showcase mode somewhat saves this area of the game, and the same can be said for the early parts of your MyCareer journey. Still, it's not enough to clean up the ultra-repetitive and disconnected lines spewing from the mouths of virtual Michael Cole, Corey Graves, and Byron Saxton in every other part of the game.
If there was one thing that shocked me with this year's game–in a negative way–it was the absence of a female MyCareer. I thought this would be the year; Ronda Rousey is a pre-order bonus, there is an all-female pay-per-view later this year and there are even rumors of a WWE show that is exclusively for the ladies.
Unfortunately, it didn't happen. I understand the work that it would have taken to add a female MyCareer story on par with the one in this year's game. However, it's hard to ignore the void left without the option to create a female character that you can upgrade and take through her own story.
Universe is one of my favorite modes. It hasn't changed all that much this year, although there are some incremental improvements like the MITB briefcase customization, more title slots and the advanced show creation tools. The layer that would have been the most impacting on this year's game is the re-introduction of a create-a-story feature.
I can only imagine the complexities that make the manifestation of this concept much easier mentioned than produced, but because this is a professional wrestling game with a massive budget, it's natural to think that this kind of feature is feasible.
Even though the game looks like a really fun game to play (wich it is) it looks like any or barelly any work was put into it and dont make me start on the optimization even though i have a 970 gtx and a i7 the game cant subpass the 15 fps i cant play it and i cant even whatch the videos seince the sound goes ahed of the video. i would have loved to play the game but i cant do it like this since it is impossible to play it with such low fps and everything on the low.

The bottom line

WWE 2K19 maxes out all of the incumbent concepts from recent games in the franchise, and this is a solid and more polished release than we've seen from some recent versions. You'll likely have fun with the game and all of its layers. However, there is potential for true greatness with this series, but the WWE and the development team have to be willing to take some chances.
In the end if you really want to play this game go for it its a fun game but i wouldn't recomend.
At the time that you are reading this i would have already asked for my money back and will not buy any wwe franchise ever again.
But the final tought comes from you.
Posted 9 February, 2019. Last edited 9 February, 2019.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
3 people found this review funny
30.4 hrs on record (28.0 hrs at review time)
Faites une évaluation ou mettez à jour une évaluation d'un jeu que vous avez nominé.
Posted 21 November, 2018.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
1 person found this review funny
91.6 hrs on record (65.8 hrs at review time)
ATTENTION THIS REVIEW MAY CONTAIN SOME SPOILERS READ AT YOUR WILL

On the start
On first ten minutes of Ori and the Blind Forest depict a beautiful and soul-crushing story of friendship, selflessness, and loss. The introduction provides an emotional foundation for the life-affirming journey that follows.It is a phenomenal opening a short and wordless tale, playacted by two expressive characters who move with purpose and demonstrate pure affection towards each other.If you were to judge Ori and the Blind Forest solely by appearances – its prominent images of Ori being cuddled by his rotund adoptive mother Naru, for instance – you might assume you were in for a short, pleasantly tepid art-house platformer, the kind where gameplay exists mainly to support lavish graphics and the emotional pull of the story. Instead, Ori is a demanding, cleverly intricate Metroidvania-style adventure in which a quick trigger finger and perfect timing matter almost as much as exploring its secret-filled environments. That it’s also stunningly pretty, includes a sweeping orchestral score, and tugs at the heartstrings certainly doesn't hurt, either.

The base elements
There's a certain elegance to the game's initial sorrow, and it translates to the way you move through this exquisite 2D platformer. Ori and The Blind Forest is, on a fundamental level, structured as so many other platformers are,As the nimble, lemurlike Ori, you leap and flit about with fantastic grace, and as Ori's abilities improve, so do the joys of navigating his world. When you learn how to climb walls, Ori responds wonderfully to subtle movements of the analog stick, allowing you to finesse him into exactly the right place, such as a sliver of stone embedded within a sea of lava. When you earn your double-jump, Ori somersaults like an acrobat and reacts in mid-air to your aftertouch. What a delight to have such fine control over a character this agile. Of course, the forest can’t be saved as easily as simply returning your floating companion to his tree. Three stolen, life-sustaining elements need to be restored to their respective homes first.

Dᴏɴ'ᴛ ʙᴇ ᴛᴏᴏ ᴅɪsᴛʀᴀᴄᴛᴇᴅ ʙʏ ᴛʜᴇ ʙᴇᴀᴜᴛʏ: Tʜᴇ sᴇǫᴜᴇɴᴄᴇ ᴛʜᴀᴛ ғᴏʟʟᴏᴡs ɪs ᴅᴇᴀᴅʟʏ ᴇɴᴏᴜɢʜ. [cdn3-www.mandatory.com]

One by one, you learn new skills, and new challenges arrive with them. Ori can fire energy orbs at nearby foes when he isn't avoiding them completely, and those creatures can be difficult to overcome. The blobs that stick to walls and ceilings? They aren't much of a hassle, at least until they coat the surfaces you need to cross and spit acid onto the ground. They won't let you stay still: You must take advantage of Ori's dexterity, by leaping over acidic pustules, jumping from wall to wall, or putting the other abilities you have to good use.Ori's exploration sometimes feels like training for the real challenges: Its dungeons, a trio of self-contained levels that push you to make heavy use of whatever abilities you've found beforehand, and which sometimes feature unique challenges, like carrying a gravity-bending orb that lets Ori safely walk upside-down across lethally hot surfaces.
Propelling yourself through the sky in this manner becomes one of Ori and the Blind Forest's most vital maneuvers. When you first learn it, you typically use the glowing lanterns that dangle from overhangs. Soon, however, you must fire Ori through treacherous areas replete with fiery spheres and those pesky crows, which hurl towards you as if launched from a slingshot. Timing is crucial, as is quickly determining the safest trajectory that still delivers you to your destination. The escape sequences walk a fine line between being rewardingly difficult and infuriating, partly because they disable your most important ability: the creation of "Soul Links," which let you save almost anywhere. There's very little auto-saving in Ori, and death reverts you to your last save, so it's up to you to remember to save often.

Aɴᴄɪᴇɴᴛ ᴄᴏɴᴛʀᴀᴘᴛɪᴏɴs ᴘʀᴏᴠɪᴅᴇ ᴀɴ ᴀɪʀ ᴏғ ᴍʏsᴛᴇʀʏ ᴀɴᴅ ᴡᴏɴᴅᴇʀ.[static.gamespot.com]

The trial and error this scene and others require can prove frustrating if you prefer to move on to the next area rather than discover, learn, and adapt. I admit to shouting a few expletives when unforeseen circumstances cut my attempts short, falling boulders with crystalline spikes covering their undersides and perilous geysers that spurted from the walls among them. But what a feeling it is to overcome these challenges. But in Ori and the Blind Forest, each element harmonizes with every other. If you run into trouble, the game's save system eases the pain. You gather crystals as you play that function as checkpoints, allowing you to determine where you will respawn if you succumb to a bile-spewing frog. You must take care, however, not to drop these crystals everywhere you go, since you can only carry so many.
In time, Ori can break his fall with a leafy parachute, gliding across the screen like a flower petal on the wind. During these moments, it's easy to appreciate the game's visual artistry. Multiple layers give each environment a lovely sense of depth. As you cross a log that bridges one tunnel to the next, thick trees rise in the background. Embers and fire crackle behind you, giving your trek across the troubled world a sense of urgency and purpose. Luminescent blue plants alternately close and unfurl with each jump, shining and glittering even as they become your next cause of death. It is a fairy tale come to life, a description that has rightfully earned "cliche" status--yet rarely is the description so apt as it is in Ori and the Blind Forest.

Tʜɪs ɪs ᴏɴᴇ ᴏғ ᴍᴀɴʏ sᴇǫᴜᴇɴᴄᴇs ᴛʜᴀᴛ ᴄᴏᴍʙɪɴᴇ ᴛʜᴇ ɢʟᴇᴇ ᴏғ ᴍᴏᴛɪᴏɴ ᴡɪᴛʜ ᴀ ᴛʀɪᴄᴋʏ ᴍᴇᴄʜᴀɴɪᴄ.[static.gamespot.com]

It isn't just the vibrant art and lush orchestral soundtrack that furnish a storybook mood. It's also the story, which is infrequently told to you via subtitlesIt is a simple fable about the renewal of a ravaged land; It is in the details that you find the delights worth prizing. A critter that absconds with an important artifact gains importance you don't initially expect, revealing loneliness, fear, and tenderness not with words, but with exaggerated bows and nods. If there is any blight on this atmospheric transcendence, it is the frame rate, which occasionally falters, ever so slightly, in the final hours.

In the end

Honestly what made fall in love with this game when i first start it was the music,it's what you can call a perfect song the most wonderfull piece of a great orchestra. But dont let my hears deceive hear it by yourself and hear what your heart says. Here
By the end on this review you'll feel the will of buying this game, but if not here's the trailer for it. Here
So in other words if you haven't bought this game i highly recomend you doing it beacouse its worth every penny.

OTHER

If you dont know yet Ori and the Will of the Wisps is coming out soon i'll be sure to buy it and you should too beacouse if this one was great the next one is going to be unforgettable.
But watch it by youreself. Here

Also you can keep in touch with the game and other great stuff in their site... Here [www.orithegame.com]


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Tnx for reading my review. <3
Posted 30 June, 2018. Last edited 27 November, 2019.
Was this review helpful? Yes No Funny Award
11 people found this review helpful
77.9 hrs on record (13.3 hrs at review time)
When I finished BioShock Infinite – don't worry, I won't spoil anything – I was dumbfounded. I wanted to tell someone what I thought, but for a moment I had absolutely no idea. I'd experienced a kind of excited panic, then total delight, then momentary confusion, and then a rush of extraordinary sights, powerful scenes and sudden twists that left me struggling to keep up.

It's a spectacular ending. It's just a shame it doesn't make a lick of sense. In other words the best plot twist EVER.
Infinite is wonderful. Every single person who can play it, should play it. It's a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place.
The intro says you're Booker DeWitt, a private investigator tasked with retrieving a girl named Elizabeth. But I played more like a crazed amnesiac looter, scouring the city for spare change and story clues. In cheerful contrast to the original BioShock's deep-sea madhouse, the flying city of Columbia is still thriving, still beautiful, and still populated.

"You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy."
Really, it's just a pleasure to have a game this substantial to explore – and one that gives you the breathing room to do so. You still spend a lot of time killing things in BioShock Infinite.
I keep wanting to say that it's 'directed' brilliantly, the elements fit together so well. But that's not the right word, because the other thing it does well is keeping you in control. There are no cutscenes, no switching to third person, no agency-limiting tropes like mounted gun sections. The few times you're not free to move are generally when your character physically wouldn't be.
Early on, the times when combat does break out are the low points. There seems to have been some internal rule against adding any exotic weapons, so Infinite's guns stick religiously to convention: pistols, shotguns, three types of machinegun, rifles, grenade launchers and a rocket launcher. None of them let you choose an ammo type the way BioShock did, and only the revolver and shotguns are really satisfying to use.

"There seems to have been some internal rule against adding any exotic weapons, so Infinite's guns stick religiously to convention"

There are only eight Vigors, and they're all free when you find them. You only specialise when you buy upgrades: expensive but significant perks for each, some of which introduce new rules.
I wasn't wild about Murder of Crows until I bought the perk that creates a nest every time someone dies during the pecking process. If anyone steps on it, that nest erupts in a new flock of crows. If anyone dies during that crow storm, you get new nests! Plenty of fights involve new waves of enemies flooding into the same area, and this self-perpetuating cycle of flapping and screaming and dying is a guilty pleasure.

"I'm wearing pants that make me explode when I land from a great height."

The system is insane and wildly incongruous, but it does allow for some entertaining configurations. If someone walks into one of my crow traps, I can then land on them to set the crows ablaze. If they try to hit me, my hat electrocutes them. And by then they've taken enough damage that my shirt will let me break their neck with one blow. This causes my shoes to heal me, as a reward for getting a melee kill.
It's awkward: I want to tell you why the plot failed for me, but I have to be vague. It has many, many leaps of questionable logic, but the ones that really hurt are when your terrible predicament seems to be the direct consequence of decisions that didn't make sense at the time.

"your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb"

You don't set off an atom bomb. That was a metaphor.
The worst culprit is the ending. The plot's final emotional sting is an action that just doesn't seem like it would achieve anything. It seems to be assuming some new rule about how this world works – but since those rules were never established, any drama that hinges on them feels arbitrary.
In a sense, that beauty makes it even more of a shame that the writing doesn't manage to put all this spectacular work to better use. But it also means that these moments end up being emotional anyway. It's like a surreal arthouse movie where nothing really makes sense, but where each scene is strangely compelling nonetheless.

With all of that said i can say that its completely wort it to play this game , even thought its kinda of a old game its still a master piece of a game and i belive that everybody should play this game.

If you made it all the way to here thank you for reading my review, and remember if you haven't played this game do it and have fun.
Posted 22 April, 2018.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
13.3 hrs on record (4.4 hrs at review time)
ATTENTION
This review contains spolier about the game.

Rusty Lake Roots is one of those rare games I played completely at random. Earlier this year I was browsing Steam’s new releases, loved the art grabbed it, forgot about it for a few months, and then booted it up one night. And what I got was one of the best adventure games of that year.
“Strange” doesn’t come close to covering it, but I was suitably hooked, Following a single family (the Vanderbooms) across three generations and half a century, the story is broken up into 33 individual vignettes arranged on a family tree. This ain’t no happy family reunion, though. Casting about for a rough analogue. And then there’s a whole deeper layer of Rusty Lake weirdness, drawing on symbolism from earlier games and generally reminding you that, yes, there’s some method to the madness here.
And the final final puzzle (which comes after solving some other optional puzzles) is about as frustrating as it is broad.
As the puzzles get harder you get addicted to them and spend all day thinking about them and why or how you solve them, making you come back every day until you figure it out.
In the end
Rusty Lake: Roots is an excellent follow-up to Rusty Lake Hotel—grander, grimmer, and more gruesome than ever. The Rusty Lake games are quickly carving out a niche as my favorite point-and-click series of the modern era, I highly recommend picking up the pair for a night or two of surreal horror.

Check out my reviews about the other's Rusty lake series
Posted 20 April, 2018. Last edited 20 April, 2018.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
98.5 hrs on record (21.2 hrs at review time)
This is what you can call a perfect game:
Everything fits together so well i mean from the colors,the sound,the atmosphere,they join all thogether in the moment that you are playing. Its so perfect that if it was a person it would be me XD.
No, but serious i recomend this game to everyone that likes adventure and spooky stuff becouse this game is god at it.

I´ve been playing this game a long time ago so i saw alot of update and i can tell that this updates have been getting better and better with all of the expansions and new stuff that they add.Its as been a lot of fun playing this game and i hope i can get the same excitement that i had when i first bougth this game for a long time.

But when you buy this game dont watch videos on youtube or guides just play it by yourself exploring the game in pitch black and with headfones because this game Will make you dream. <3


(。◕‿◕。) Dont be mean,play SUBNAUTICA instead. :D
Posted 12 February, 2018. Last edited 12 February, 2018.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
99.4 hrs on record (82.0 hrs at review time)
Although i do not do this several times here it goes:
A hat in time is a great game although only having 90h i wanted to have more.
It's amazing how a game so small I could be something incredibly fantastic.
I must say this was a game where I had a lot of fun. The characters the landscapes and the story itself were great, it was one of the best games I've played since the portal series.
But it is a game that I recommend to everyone although it is a little expensive well worth paying it.
9/10
Posted 23 November, 2017. Last edited 6 January, 2019.
Was this review helpful? Yes No Funny Award
Showing 1-9 of 9 entries