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Recent reviews by A_Feral_Box

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2 people found this review helpful
22.5 hrs on record (10.4 hrs at review time)
They get the best parts of the original play station bio hazard game perfectly and then evolve new ideas with these mechanics to build a deeper experience. 10/10 - highly recommended - 5 Stars *****

Also the enemy designs sometimes have erie sounds and details to them that reminded me of Eraserhead or Cronenburg body horror. Which is a gnarly horror vibe and they pull it off right.
Posted 15 February. Last edited 15 February.
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12.4 hrs on record
This game is a tight blend of metal gear solid for gameboy color and link's awakening on gameboy.

If you enjoy the metal gear games, there's a good chance you'll appreciate the game play of this one.

As far as challenge goes: On the action side this was an enjoyable and pretty easy game to play through, there wasn't a single time where I sat down with the game and couldn't figure my way through at least a few parts of it. There are however a few situational and conversational scenarios that are a bit frustrating, but if you enjoy doing some trial error/detective work the solutions eventually become apparent.

I'm personally a big fan of the Hideo Kojima games, but in the states I think I might be a minority in the fact that I actually enjoy the off the wall/philosophical narratives, easter eggs, and themes of the Kojima team's games.

This game's narrative completely exchanges that layer of philosophical depth for a super silly absurd 80s action parody. I'm not saying this is bad, I'm just saying upfront, don't take this game too seriously it knows it's silly and embraces that goofy side. Half the time it cracks me up, half the time I cringe a bit, probably won't play it again, but glad I did once.

Nice work to the devs!
Posted 28 January, 2022.
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No one has rated this review as helpful yet
315.3 hrs on record (198.8 hrs at review time)
If you're looking for an engaging rpg experience combined with Donkey Kong 94 or Sperlunky.
This game fits that bill.

The fact that map layouts, scrolls, potions, and all general equipment have procedural generated values for every new session means you won't "memorize" the game and as a result the experience stays fresh. There's some real depth to the overarching systems that the player can utilize(anvil/cursed bench/library desk/etc) and those systems interact in more than a few ways with the potions/scrolls/equipment which are fresh in each new session.

I've played it much more when it was still in development and at that time the difficulty was seemingly more brutal, lately I haven't had a chance to play as much so I can't give an honest take on this aspect, but difficulty aside I've really enjoyed the scenarios and play throughs this game has thrown at me.

I've played mostly as the rouge, a fair amount as the mage, and even less as the knight. All three classes are fun for very different reasons.

I think the elements of difficulty are designed with several ideas in mind, two of them that i can recall are: rely on team work, and be sure to measure your options before diving into a situation.
Posted 15 July, 2021. Last edited 23 January, 2023.
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Showing 1-3 of 3 entries