Carrion (You're a writhing mass of sludge worms looking to eat some decent human meat)

Becoming the monster turned out to be rather underwhelming. Imagine being a sapient mass of worms only to be forced to solve puzzles

 PR: An unknown military facility is designing biological weapons, unrestricted, in the middle of the city. 

To no one's surprise, something goes wrong and they create (ominous voice) "the carrion", AKA Reddy, for further clarity.

 Leaving aside the utter carelessness that these "scientists" have going on within their base, with contrived mechanisms that are more prejudicial to humans than to Reddy. We're talking turrets that shoot people, suicide drones that end up damaging more their alies than the enemy, the mecha that hit all the other humans before even coming close to hit the monster, doors that put the defense too far from the civilians, makeshift barricades and easily bypassable quarentine steel doors, not to mention that they're operating on top of a nuclear waste deposit, with unrefrigerated bars of uranium that if Reddy hadn't ate them this facility would be the next Chernobyl, or the bio-weapon samples they just leave around for Reddy to assimilate... Ok, I was going to say they were brilliant, having created Reddy and all, but on hindsight, "brilliant", hmm.

 Anyways, you play as Reddy, munching people and solving puzzles to get more people to munch on, acquiring mutations such as mind control or getting extra spikes until eventually, you gain the ability to "become human" and get out of the facility onto the city, giving us the expected "It walks among us" ending.

 There are a few flashbacks about some research team that's hilarious because there's three of them and two just wait for one to do all the job, like "Oh, the doors stuck. Steve?" and just sit on their asses as Steve goes into the depths of the the abandoned facility full of skeletons of people who died mysteriously, jumping and running trying to find a way to to open said door.

   The game is pretty dynamic, though the lack of a map or concrete objective-based navigation tool makes it a bit of a chore when you have to backtrack guessing what the correct path is. I solved this by looking at the wiki.

 The concept of being the monster is good, but I think the combat is a bit lacking. You feel very powerful, but as one of my predecessors said, "Combat just revolves around sneaking by armed enemies and flailing them around until they die(...) It does get exciting being the monster in the horror scene, crashing through doors and hiding in vents, but at some point that mindset tires out and it just becomes a light stealth game for when you need to kill, with a bunch of puzzles in between."

 This expression of frustration comes after playing the game for an hour, hour and a half, halfway through the story, Carrion had exploited all the resources it had to give. Still, fun for that hour or so, and it's not that long, so thumbs up. 

The lore is kinda dreadful



Gemcraft: Chasing shadows (Yet another nostalgia game. Tower defense/merging)


 So, if you've been following you already know that I've played the remastered versions of some games I used to dig as a kid, and nine out of ten they turn out to be bad.

 Mostly bad because they tried to implement mechanics that weren't in the original and just didn't work, or some because they literally added nothing, put on a fifteen dollar tag and called it a day. Gemcraft had me absolutly mezmerised the first nine hours or so, I was fasinated by the seemingly endless amount of choices and possible strategies, the customizable difficulty, the swift metaprogress with amulets and experience, I was this close of calling it the best tower defense game, but then it struck me.

 I was just chilling with my usual three poison trap tactic and a aparition showed up allowing me to grind a lot of mana, much more than it was supposed to be possible.


Apparitions are only targatable by non-trap towers, hence allowing the "exploit"

 I grinded for like three hours and created gems above the max gem level, level fourteen and thirteen, I mined the entire map with more traps and was already counting how much exp I was going to get in the "endurace" waves. I thought it was kinda bullshity that few waves in the enemies simply became unbeatable but I surmised it had something to do with the strategy not being optimal or something. In other levels, I mean.

 I was ten waves in, basically the usual and the undefeatables started to get inside the formation, and so on until I realized that once the first two traps were breached, it didn't matter if I had a dozen more on the wait, the enemies would simply get to the core eitherway. This sparkled a lot of doubts, I started making different skill comboes, even those I thought suboptimal and realized that in this quality beats quantity there wasn't such thing as strategy other than funneling the enemies (there's only three types) into a killzone with two gems and upgrade until you beat the level, maybe a spell here and there, but if you couldn't beat a level that way you wouldn't be able to beat it in any way.

 To quote one of my predecessors "You do the exact same thing in every level. You place down two towers. You combine two gems for extra damage. You place them in the towers and then continue to upgrade these two gems until you win."

For which I say: game is fun until difficulty curve equalizes "tactics" into the aforementioned, and you no longer gain levels. This is about ten hours, after which playing becomes meaningless. 


24/9/24 Wizard of Legend, err, "StormEdge" (pixel roguelike)



 Piecing together the annoying, poorly explained (clearly filler) plot from the unskippable dialogue bubbles

PR: Some dude dissapeared for twenty years to become the master Airbender or something like that, then he goes back to his hometown to fight "the storm" which is basically a bunch of momos randomly apparing next to the "storm crystals", probably a secondary effect from the "storm-waves" they emane.

 For what I could tell, the protagonist thinks some shady group called the storm guild or something like that is behind the whole thing, including the airbenders from town dissapearing and the sort. As you can see, there's a lot of "storm this, storm that" is kinda like the bat-something for batman.

 Basically, they were about as original as they were with the disign which is basically copy-paste from Wizard of Legend, even the gameplay is pretty similar except that there's no character building.

 Which bring me to the next problem, after you "recue" you to-be teamates from "insanity" (them just repeating "go away" and attacking) by beating them up, you unlock them as playable characters, and it's clear that the game was balanced for only the protagonist to effectively tackle with the enemy attack patterns as the other have problems such as: attacking gets you too close to the enemy and makes it very difficult to dodge, since you're melee, literally bringing a knife to a gunfight, or your projectiles are blue the same color as the enemies that with all the particles going about make it difficult to even see if you're being attacked. There's probably more but I didn't really bother checking. End of plot.

Of course, there's a lot of disign recycling but that was to be expected from a game identical to Mage of Legend, the real problem is the relics and gold system. In every roguelike ever, you gathered relics or other similar objects that powered you up, and synergized them with others in order to crete a "OP" build and beat the game.

 In StormEge, you have one inventory slot for relics that don't have any special effect and are just DMG modifiers for this or that, there are like four different currencies and they're all useless until you meet meta-progress requirements, so you're hasting to get the timed chests (a bad mechanic IMO) only to get "prayer" which is only useful to refresh a page of relics you can't even take when you needed gold to get that half decent trait because this game is pure capitalism, you got to pay for practically everything including reading a floating book in the middle of nowhere.

 The game isn't straight-up bad, but it's mediocre, uncreative, unrewarding, botton-smashy and rather short for such a repetitive gameplay. It feels like the devs tried to pull a "Mage of Legend meets Dead Cells" and didn't went as well as they'd expected.  


The monster within (Comic book deckbuilder. Yeah, you'd expect a horror game with such an ominous title but you got a deckbuilder)

The thing below is just the cards you play, it's not story or anything

 
Ok, so first off, "deckbuilder" is more of a estimate rather than an actual tag here, because you don't "build" a deck, you chose from predetermined decks, that you might or not unlock during runs. So, there are many problems with this game, and I mean A LOT.

 First problem: The "battles" are extremely prolonged, because you start with nothing and have to "buy" cards for which you have to get resources, this is all temporary in the next fight you start all over again which is frustrating since it's pretty linear, you get gold you trade it for cards that give you more gold and so on until you get lucky enough to find something that deals one or two damage.

 Unfortunately, both you and the enemy have over a hundred HP so even dealing a consistent amount of damage which not always the case, plus the five turns until you get the damage card you have a 55-105 turns and that's not even counting the extra turns of the "brute force" scenario when the enemy regains a portion of their HP bar once depleted and starts dealing more damage. 

Second problem: Grindy/almost nonexistent progression. You need to beat three runs with each character to unlock the next, but since all runs are pretty samey since the enemy is pretty much static and acts as a sort of sand-clock this isn't exactly exalarating. You also unlock "afflictions" which is you trading a ton of HP (permanent since there's nearly no healing in game) for half baked advantages such as "the first time you gain damage, gain twice as much" but since all damage cards deal one damage that means you gain only two damage in exchange for half you HP, and other stuff that aren't worth it mostly for the same problem.

Third problem: Animations??? No animations, no effects, no nothing. Just few doodled cards that are difficult to tell what they have depicted because of the blurry "comic" effect and some onomatopoeia "Bam!" "Wham" here and there, characters both yours and enemy are completely static, which adds to the boredom of prolonged attrition battles.

Fourth problem: Multidecks (health % dependent) with different resource costs. So, I might have simplified it when I said "gold", you have resources called "day, night, monster" and each are used to buy their respective deck cards which change in the shop depending on how injured you are. The idea of "unleashing you monster within" might have been good on the paper, but when you're stuck in the "day" phase dealing one damage every five turns knowing there are cards in the monster deck that deal twenty is frustrating, and worse still when you actually get to the other decks the cards you already bought persist, so you have a bunch of useless "day" clogging your hand, further slowing down the battle 'cause you have to transition to night and then to monster. Obviously, I tried to buy a lot of damage afflictions and jump straight to monster but the "start with nothing" still persists so trading time because you want the damn "fight" to end just gets you killed.

Fifth problem: short runs. Three fights in a run feels pauper.

Sixth problem: if all this wasn't enough there are bugs, things that don't unlock even though they're supposed to, cards that don't play right, the game friggin' crashing. Incredible.

PS: Some of my predecessors have mentioned some kind of porn thing or something similar that brought them to the game but I honestly don't know what they're talking about. This is the sexiest character in the game.

At least give me an ass shot or something. I think porn games are better than this actually.



Cluckmech Oasis (tower defense with action elements)

 

The idea was good, but balancing people. BALANCING. The main problem I've experienced with the game, other than the obvious trashy RNG that gets you stuck with the same turrets regardless of what you do, is the damn "rage" meter.

 So, the devs realized that you could loop the boss around like it was "dead by daylight" so they decided to put a countdown that once finished makes the boss beeline towards the van/base, skipping all torrents, which leads to scenarios such as the first boss of the second zone aka "the little bastard" a fast boss that deals 2k+ damage per second which means he obliterates your base as soon as the meter fills. But, the bosses also have obscene health meters, we're talking "huge health meter x10, x20" it literally puts x20, how am I supposed to deplete that in the less-than-a-minute allotted time?

 I think that, like many Chinese games, I didn't even had to check since the game sometimes loses translation and tosses a bunch of chinese gibberish on your screen, have this MMORPG-like rarity mechanics which is basically a gatcha of playing until you get the SSS mega turret that makes you undefeatable. Strategies? Just spamming torrets next to the van, literally nothing else.

As we descend (Imagine paying full price tag for this early access that feels like pre-alfa release)

Screenshot looks good but when you play it, everything looks rather plain.

 PR: You live under some machine deity or monolith that has the power to shield the citizens from the surrounding darkness/corruption, gesture which the inhabitants of said darkness don't really appreciate. You have to assemble a team that as far as I got "assembling" means picking a troop squad that does terrible on their own, trying to squish the little juice you can get before they get injured, since injuries don't recover, and then getting another troop squad, feel decently armed, but still being unable to cope with the "no-regen" policy. 

Gameplay wise this is probably the most unbalanced... well, I'm not sure "unbalanced" it's the right word, since that would imply there's a way to get overpowered. This is the most unfair game I've ever played. I've played difficult games, this isn't that.

 The enemies deal a lot more damage than you do, have a lot more health and more importantly, they regenerate after each combat. The enemy troops have abilities that turn the battle in their favor in an unpleasent manner, such as the worm thing that becomes immune to damage after one attack instance, and since all attacks are weak on their own basically means you have to drag the battle a lot, but borrowing don't stun the worms or mitigate the damage they deal.

 Some of the decent cards you can play have a meta cost that's difficult to replenish and clearly the effects aren't worth spending meta anything. 

Another annoying mechanic is that most of the effects of a card only trigger if the troop is positioned in the vanguard, this isn't explained in the tutorial by the way, and since enemies get buffs for attacking vanguards this means that you'll either have to give up on the special effects or pray to RNGesus that you'll be delt position changing cards every turn.

To be concisive, the game has no promise at all, and while the setting is somewhat nice the plot itself is terribly lacking, aborded from a city defense perspective that don't really suit the card battle genre. 

Fury Unleashed (Tropes unleashed)


 First, the decision to insert random chat screenshots between the author and friends, whining about his comic-book poor reception, is both intrusive and irrelevant. This is an action game, not a personal diary.

"Hey John, hyd?" "Oh, yk, bit down, my comic book sucks" "Naw, it's awesome" "Not rlly" "Bull-true"

Secondly, the plot relies on outdated tropes such as:

1. Hero vs Evil Cannibal Natives and their Pagan Gods

2. Superhero vs Super Nazis

3. Hero vs World-Domination Aliens

These clichés were stale a decade before the comic was released, and it's astonishing "Fury" received any attention at all. When you recycle these comic-book clichés, and present it two decades after their prime, and then have the audacity to complain about the reception, don't expect empathy from me.

The final chapter, featuring the author versus their character, is slightly more original but this is only compared to supernazis. I would like to point out that it has different problems, though, such as enemy bullets passing through walls and poor visibility due to light gray and white color scheme

The gameplay mechanics heavily rely on luck and maintaining a "combo", offering little room for skill, if any. The first episode provides a somewhat balanced experience, but subsequent chapters suffer from narrow corridors, repetitive enemy designs, and frustrating traps.

 The "bosses," with the exception of the final encounter, are underwhelming and lack substantial challenge. Despite its flaws, "Fury Unleashed" can be enjoyable for a day or two, primarily due to its action gameplay, not its narrative. However, repetition and frustrating design choices soon set in. 

Doom to Hell (In hell they doom you to play Doomed to Hell)



 First off, the story is awful: The devil promises you that if you come on top of arena fight event (that he arranged to cull numbers even though they're immortal souls) he'll return you to life and you believe him? It's the devil, you idiot.  

 Secondly, the game. The game... Man, I haven't seen someone put so little thought into balancing before.

 Ok, you have a gun that deals a hypothetical amount of 1 damage, you need three shots to kill an enemy, so you get upgrades to kill them more efficiently, right? well:

 Upgrade n#1 "ten percent damage increase" (1*1.1=1.1 you still need three shots to kill the enemy, you buy it FOUR TIMES, so its 1*1.4=1.4*2=2.8 and you STILL need three shots to kill the enemy) 

Upgrade n#2 "seven percent attack speed increase", seven percent. So, to clarify, if your current attack speed is two shots per second, a seven percent increase would put that to, umm, two shot per second, so you get five stacks and your attack speed is still two shots per second. You need eight stacks for it to increase to three. EIGHT. 

Upgrade n#3 increased money drops. It doesn't put percentages but for what I can see after stacking it thrice the enemies still drop three coins each. In case you're wondering, because you might think, "well if the upgrades are so shy then probably they're cheap" like hell they are, for starters the developer had this bad idea of putting "temporary upgrades" mechanic for each wave forgetting that a roguelike means all upgrades are temporary, since you're expected to die, that's why you've got meta progress which in this game is nonexistent. These temporary upgrades try to mitigate the fact that semi-permanant upgrades are so expensive, and in my opinion failing to do so.

 The perm upgrades are RNG cost 200-300 gold coins, and you can only get two. The other weapons, shotgun, sword, etc, they all have the same specs as the six-shot and still takes about the same effort to kill the enemies. Also, the screen is small and enemies shoot at you from outside your vision. 

Blazing Beaks (Don't trigger the flight or fight reac on flightless birds: the game)

 


 Very similar to AK-xolotyl in theme, but a bit better with the carrying relics debuffing you until checkpoint.

 Honestly, I think the foremost problem is damage output, enemies deal increasing amounts of damage while your character is stuck at the same two to four maximum, and the damage increasing relics are not easy to find, since it's randomized rewards as far as I can tell.

 The first boss is a pain, and you'll have to have to pass through him every single time; it's always the same dude. 

I have chronometered the fights, and due to his being immune to all damage until you do a certain movement combo that also depends on RNG because you need the boss to do a certain attack, in an average of ten minutes runs, that boss fight is two minutes long.

 A fifth of the run, just trying to lure the damn frog into becoming vulnerable.

 The second problem is the over-the-top RNG dependency; the penalties for certain relics can be the absolute worst, or you can shrug them off, depending on what moment they dropped. For instance, you get this "can't go to the shop until the next area", there's one shop per area, and you visit it on the last screen, easy peasy. "Lose all coins permanently" is very different if you have twenty coins or zero coins. "Projectile speed decreased" with weapons unaffected by projectile speed, etc. But the opposite can also happen. I have died several times because I was unable to unload the relics at the shop and got in a boss fight, injured, and cursed. 


Toroom (Magic bunnies in a dream roguelike)


 The design is pretty good, especially concerning the levels and the playable characters; pixel art is almost always interesting. The relics were pretty varied, though the "can't read effects until bought" is a pretty shitty policy, the weapons were much less creative, though it worked fine, same with the enemies. 

The problem is the bosses, they're super resilient to the point a magic build can't keep up with the MP expenditure, they deal crazy amounts of damage and it's impossible to dodge unless you know their patters which you won't until you die a few times, and the game is not very fun to restart, given that you're stuck with the starting weapon all over again.

 The "synergy" relic part could also use some work, fun for about two hours, give or take. 


Hive Jump 2 (Yet another survivor)

 


I don't know why I wishlisted this crap. Honestly, if it gets any more generic, it'd start getting sued for rights and left. Not only that, but the already boring aspects of the game are poorly balanced and make the game frustrating and confusing on top of being boring.

 The visuals are a saturated chaos of bright colors and console screens, the enemies are indistinguishable from each other, the weapons lack variability, and depend on shop RNG.

 The perm upgrades are also very expensive, and you have to harvest the currency from specific locations instead of getting the usual survival time or kills = points, which is a pain.

Gladiator Guild Manager (Rock, paper, scissors but you have mind read)


The graphics are terrible, like a bad pay-per-win Android game. The "management" is also quite poor, and there really aren't many "strategy" components outside of resource allocation.

 Literally, just dump units and play paper scissors, but worse because you already know what the opponent is gonna play. The factions and lore are as generic as they come, and honestly, I think even AI can generate better stories. One of the factions is called "The People", which is to say enough. 


Unexpected Healer (If stat blocks could write their own novel)

  PR: A guy gets teleported into a magic room for a tutorial, with no explanations, you know the drill. Before the MC could start doing the tutorial, he gets rejected for another unexplained reason, and "the system" tosses him to a volcano, but he doesn't die, and "the system" - the same one trying to kill him - reconstructs him back to life because, if the system proves something throughout the book, it's that it's an idiot. The process of him dying repeats itself about five times, even getting partially eaten by some furry creatures named "Vogmites"; fortunately for him, these Vogmites have the habit of keeping the heads of the people they kill rotting in the "treasure room," so he resurrects there.

 MC is unable to use any weapons or items other than some raggy clothes and a pouch of musty copper coins, but fortunately for him, he won't have to because he quickly finds out he's not only got unlimited mana... but one of his "healer" spells has the ability to block any physical incoming attacks, which already makes us think that the author is going to introduce non-physical attacks sooner than later, which is exactly what happens. He does some experimenting, kills hordes of Vogmites by crushing them between the invulnerability repulsion field and the walls, and while there are a couple of borderline moments when non-physical attacks seem to put him in a pinch, the fact that he's got healing spells and unlimited mana allows him to brute force his way through. The most destacable moment of the book is definitely these segments; from now on, it starts falling in a nosedive.

 The MC wakes up after killing everyone in the cave through the aforementioned "tactic" and simply walks away from the place, while we wonder why he didn't get any experience; we assume it's some sort of mechanic introduced by the author to make things harder for MC. He walks down the mountain and gets attacked by a bunch of critters but pretty much shrugs it off; at no point, despite his "starving" state, does he consider picking up one of the dead mammals and cooking it, but I suppose lighting a fire is easier said than done. He arrives at the nearest town, where the "alien" population (literally just orange humans) racistly rejects him for no good reason, not that it matters since the Chaitons (or whatever they're called) are all equally flat, two-dimensional, and unimportant to the plot. The only Chaiton of notice is the Adventurers' Guild manager (who has fluctuations of mood so obvious that even an autist could tell he had something fishy going on) but only so that the author could toss two entire chapters on adventurer ranking and questing mechanics that no one gives a damn about. Soon enough, the MC finds a way around the "can't deal damage" limitation that was the premise of the book thanks to the "heal energy deals damage to undead" rule all RPG players know.

 He's tasked with clearing a place surrounded by fog and dead trees named "the mausoleum of despair," with red doors and all. Who'd put his deceased family members in there is beyond me. Unlike back with the Vogmite tunnels, the monsters at the mausoleum are generic zeds and skeletons that the MC kills by whittling down through AoE healing waves and other spells he attains after claiming the Vogmite EXP (it was there all along). After the first battle, all the rest are the same with MC tanking most hits and dodging the non-physical ones despite MC not being particularly agile, including the boss fight, which is exactly the same but with more words describing the same actions, giving the reader the notion of a dragged-out battle. He again gets to the "loot" room but is unable to grab anything. The author then noticed that MC was gaining too much edge over the other "players" or contestants, so he randomly decides to put a cap on his level; he now can't level any further than level 21.

 So what does MC do until the awaited arrival of the others? Grind the Mausoleum. Why does he grind the Mausoleum if he can't get anything out of doing that? Good question. He also does nothing with the money he earns; he just deposits it at "the bank". Why he doesn't use the ginormous amount of gold to buy the compatible equipment he's always whining about not having? Good question.



Fortunately, the contestants arrive, along with your generic gray aliens (sorry, the "system representatives") to answer all the questions we didn't want answers for. The MC quickly finds himself in the conundrum of wanting to flaunt his levels and gold but also not wanting to draw too much attention, so he does very conspicuous things like showing everyone his levels and skills but then he reminds the readers that this "wasn't his intention". A group of people is drawn to him thanks to the show he put on and get themselves killed when trying to follow him to the mausoleum. But don't worry, MC just revives them. There goes the danger, I guess. The other characters, who are just as flat as the Chaitons, and could all be a single character or even a signboard, start trading power-leveling in exchange for useless information about rarity percentages and restrictions that don't apply to MC. They also come with this lazy story to justify the whole system thing about being put in place to defeat Satan, err "The Adversary", and dungeons being remnants of "the adversary's energy".

 Honestly, if they were going to take an entire chapter to narrate that garbage, the author might as well not even bother trying to justify magic. After the arrival of the other contestants, MC now has the ability to be both immune to physical and magical damage at the same time, which finishes overpowering him, so much that there isn't even a point in presenting battles. They're all the same, by the way, copy-pastes from the others because, right, if the MC does the same thing over and over and it works, why change it? At the end of the volume, the system rats him out as the highest leveled player, and we're supposed to believe that a bunch of weaklings present more of a challenge than "the overlord of death", who BTW, has shitty lines the author himself calls out but never fixed. End of the volume.


Honestly, I could continue ranting but I'd never end. This is the guide book of how NOT to write litRPG. The author not only had predefined the path of the MC from page one, he also made the progression repetitive and inconsequential. The "choices" the MC has could be summarized as a bunch of options that aren't worth a damn and one shiny option that's perfectly convenient for him. Really? 2/10


Edge of Sanity (At the edge of falling over the seat soundly asleep)


looks great but it's just a side scroller

 PR: Evil corp. does their evil science stuff which was probably poking the wrong god, things go to shit and everyone but you, your handicapped coworker and few others last-picks that you collect shortly after a very cringe "chase" scene where I didn't know how to make the character run so the monster (tentacle monster named tentaculous, yeah) kept trying to hit me as I simply evade him by strolling lazily towards the exit.

 While I'm not completly sure of the objective, I think it might be "tried to escape, but had to kill the ancient eldritch abomination on his way out" kind of plot.

 There's a "very" interactive gameplay, which consists on: exploring the mines, exploring the labs, exploring the forest, exploring the mines, exploring the labs, exploring the forest, exploring the... Wait, haven't I seen this map before? exploring the, "yeah, I've definitly have been here before" because you ran out of something for the "camp" (just a tent really), level up a "building" which requires you to explore the mines, so you have more time to explore the labs and find more resources that'll allow you to explore the forest.

 It's funny how my predecessors have said stuff like "The monsters really scared me!" and first off the monsters are just dead dog, overgrown maggot, generic tentacle monster, and bigger generic tentacle monster. Secondly, most of those die if you throw them a "small rock" in the head, and the rest you ran past them after the stone has "stunned" them. End of plot

Dead dog is probably the "scariest", you know... if you're ten.

There seem to be a hint from the devs with the whole "trauma" stuff making you develop traits but for what I could see the only thing it does is acting as a sort of HP bar (since getting killed by enemies doesn't really kills you) and making less viable to stealth since creeping up to monsters build up a lot of stress and just tossing a stone at them does not.

All that said, it's half decent if rather basic assuming you're not familiar with the "lovecraftian" tropes, it's the type of game that's better in the videos than in the actual gameplay. Edited videos. 


Introducing NO HOPE rating system

The conventional five-star and ten-out-of-ten rating systems have become stale, visually uninspired, and inadequate for capturing the nuance...