8
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Recent reviews by rezen1337

Showing 1-8 of 8 entries
2 people found this review helpful
10.3 hrs on record (5.1 hrs at review time)
One of the most unique takes on the Rhythm genre.

Most important thing to remember is that it's a rhythm game with a twist, as opposed to a pure rhythm game. Enemy/note patten recognition is an important factor that isn't really present elsewhere, giving it a completely new identity that works spectacularly. Each track almost feels like a dungeon crawl reminiscent of their previous game.

The soundtrack doesn't disappoint in the slightest with a great range from electric and energetic to smooth and jazzy. On top that, each song has their own unique "Remix" with an entirely new beatmap for truly impressive replayability along with "Challenge of the day" and user submitted custom songs.

Boss battles and minigames are satisfying and fun that take notes from EBA and Rhythm Heaven, to the point where I'm really looking forward to more along with dlc tracks that may be in the works.

The passion put in comes through in style, and you won't find another like this.
Posted February 6, 2025.
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52 people found this review helpful
2
5
88.3 hrs on record (82.7 hrs at review time)
The game is in an excellent place with Maximilian's mod, a very easy recommendation especially when it's on sale as low as $8.

The biggest issue, graphical presentation, has been overhauled for multiplayer (single player story mode is not properly optimized graphically, but it is playable). Art direction has been brought back to an MvC3 inspired comic/cel-shade, completely abandoning the MCU take that was originally attempted. With it, there are plenty of nods to previous games in the series and other franchises. It's a huge love letter to more than just the Versus series.

Core gameplay was never a problem with the original game. The active tag system is some of the most fun I've had in a fighting game. But the mod comes with a substantial balance patch that focuses on giving lesser used characters more juice to play with.

It was always hard to recommend this game because of how painful it was to look at, despite finding it super fun to mess around in. But now it's in a great place where I can recommend this to anyone.

Max and his team poured a lot of love and care into this project, the MvC:I&B resurgence wouldn't be possible without them.
Posted December 21, 2024.
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No one has rated this review as helpful yet
171.9 hrs on record (72.7 hrs at review time)
Early Access Review
A test of skill with no BS behind it.

Battlerite is what you'd get if fighters and modern MOBAs decided to get freaky. The result is a purely skill based competitive game that's simple to grasp, and difficult to master. There's room for everyone, casual or not, to thrive in the environment.

There are no hidden statistical advantages that veteran players can gain, and there are no bonuses to be gained from playing. For every match, players are pit against each other with the exact same tool sets. Aesthetics for your favorite champions can be achieved via chests that reward you similar to Overwatch, dropping loot to customize.

At this time, Battlerite remains in Early Access for a while longer, but has undoubtedly shown how dedicated its developers are by listening to the community, providing feedback, and kept an eye on balance. SLS's team of 25 (or so) has proven that they can make and foster this game to thrive. It *will* launch as free to play when the time comes for a full release, but every little bit counts, and it's not so bad to get every champion for free for the game's lifetime.

This game and its developers deserve praise.
Posted November 11, 2016.
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2 people found this review helpful
1 person found this review funny
20.6 hrs on record
The pinnacle of RP in Gs.

Tyranny boasts a compelling narrative, with the bad guy already having conquered the world, and your main character serves under him, interpreting his law as you see fit. The game is all about choice, and the world building that happens around every decision.

At character creation you not only create the background, skills, and stats of your Fatebinder, there is a Conquest portion that comes with it: Here you decide how exactly Kyros, the overlord, came to rule, and what your role was on that conquest to victory. Which factions did you favor, which settlements were spared, were survivors conscripted or killed? The world is permanently altered here, and future engagements have this foundation to draw impressions from.

Obsidian kills it, once again, with story and dialogue. I admit that the game certainly isn't for everyone, however, simply because of its nature and genre of play. A cRPG at heart, it can be intimdating and difficult for those playing an isometric RPG for the first time. Nonetheless, any fan of narrative based, choice driven games should look into it. If the gameplay doesn't draw you in, there's a Story Mode for this very purpose, where combat is forgiving, allowing the player to focus on everything else.

As for gameplay, you can expect standard Infinity Engine mechanics, but streamlined and improved. The game does NOT feature DnD based magic systems from BG or its likeness from PoE. Nearly all skills (aside from the more unique and powerful ones) are simply cooldown based, and are much easier to manage. The UI gives enough information to players to quickly perform their actions and is simple enough to not be overwhelming.

Featuring Real Time with Pause combat, expect a bit of micromanagement. This can be alleviated by delegating this to the AI, however, including level up distributions.

Overall, I've been enjoying my time with it, and expect to continue to do so after multiple playthroughs.
Posted November 11, 2016. Last edited February 13, 2017.
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1 person found this review helpful
1 person found this review funny
92.3 hrs on record (39.5 hrs at review time)
This is the first Grand Strategy game of PDS's works that I've picked up, and the first of the genre including Master of Orion, Sins of a Solar Empire, and such. I've always been interested in the 4x space genre, but I've never really been able to get my foot in the door. The problem was always the sea of information you inevitably start drowning in without getting your feet wet with fan tutorials (looking at you CK2, and EU4) or some such.

Stellaris breaks this trend.

This game serves as the perfect gateway game into these, and it doesn't even have to be that way--Stellaris itself has enouch charm and depth to keep you around, especially knowing that it will be supported in the time to come. If space isn't your thing, then sure this is an excellent way to be introduced to the genre, but otherwise you can do away with your hesitation from intimidation.

The in game tutorial is integrated into the main game and helps you understand how to look at a star system and decide what's important and what you need to do. It's not step by step, however: your helpful AI gives you a list of tasks that are recommended to be finished for a fledgling galactic civilization, and within this list it tells you how to do it and why it's important. It's up to you when and where you want to do each thing, or if you want to at all, but in general it points you in the right direction.

It isn't flawless, however, as the deeper you dive, the more options you'll encounter, and the more options you encounter the more likely you'll feel like you're drowning. I've personally never had that feeling and I honestly do think the game does a good job of easing you in, but it's definitely probable that some players will become overwhelmed.

There's something else that isn't talked about too much, but can clearly be seen from reading other reviews. Stellaris and other games by PDS showcase their grand strategy by the expanse of their setting. In this case, you're another civilization among other aliens across the galaxy. The game truly shines if you're seeking a narrative or if you wish to roleplay. The game offers plenty for both those who want to efficiently dominate (through peace OR war), or those who want to create a story.

I haven't played it long enough to find out how it holds up in the mid/late to late stages of the game, but I imagine the management across star systems is terrifying. Not everything is explained very thoroughly, either, and either trial and error or the community will have to pull through for you (for now at least). I've heard complaints that the UI isn't very good, but I found it delightful both aesthetically and functionally. There are truthfully some bugs to be ironed out, but it's only the third day or so and many major ones have already been dealt with, proving PDS's support.

Stellaris offers plenty for everyone, and its accessibility is seriously impressive considering its scope. This is all from single player experience, by the way, I can't wait to see how exciting multiplayer is. The strategic management from planetary troops, to space stations, resources across solar systems, and fleets across galaxies is both intimidating and amazing. The experiences you come across from this is something other games can't touch.

I recommend without a doubt. If you're on the fence because you're afraid you won't be able to grasp it, I'd say give it a try. If you don't spend two hours creating your own alien empire you can still refund it during the tutorial.
Posted May 12, 2016.
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No one has rated this review as helpful yet
1,179.8 hrs on record (791.5 hrs at review time)
With Champion Edition on the horizon, the game is now *indisputably* worth your money, even if you decide to purchase the base game and Upgrade Kit right now.

For ~$30, you get a mindboggling amount of stuff. Tons of great costumes for 40 characters and lots of different stages to play on. Different arcade modes, an admittedly lackluster story mode, and one of the most robust training modes in a fighter. With the updates made to the V-System with 2 V-Triggers and 2 V-Skills, every character has a few different ways to play.

Boasting the largest player base because of crossplay, it will have the most accessible online to dive into as long as you play Ranked.

As far as I'm aware, the only *objective* issue I can think of off the top of my head is the bad netcode. When it's good, it's actually really good; if it's just a little bad, then it gets very much unplayable.

It's not enough to dissuade me from recommending it to everyone, however. Street Fighter V is in its best state after a long time of mediocrity, and it's been a long time coming.
Posted February 24, 2016. Last edited December 21, 2019.
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No one has rated this review as helpful yet
34.2 hrs on record (23.5 hrs at review time)
A solid roguelike RPG dungeon crawler with tower defense mechanics.

Not that there are too many to compare to.

Dungeon of the Endless sticks a ragtag party of criminals and/or their escorts in a falling ship, and your goal is to take the powersource from the bottom floor to the top. Managing resources, tower defenses for the powersource, and managing your party's stats and equipment make for some amazing surface level gameplay.

Those alone make for deep decision making and management; throw in unique events, floors, the ability to recruit more characters (max party 4), discover new technologies, and whatever else have you, while taking into account nothing will be the same two games in a row, and you got yourself a stew cooking.

Despite all these unique mechanics, the game never feels like it bogs itself down in complexity, and it doesn't feel too complicated to be able to learn. Coupled with a gorgeous pixellated artstyle and a simple yet beautiful UI, it's a blast to experience time and time again.

Without even having touched multiplayer yet (and I plan to), I recommend the game for anyone who likes... well, the list is up there if you need it.

+Artstyle
+The blend of genres meshes extremely well together, fitting both thematically and mechanically
+Multiplayer, and as far as I've read works rather well. Was not just tacked on for the sake of
+Fun references, but never feels out of place
+Heavy replayability

-Arguably barebones tutorial, which leads to a steep learning curve

8.5/10
Posted June 30, 2015.
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2 people found this review helpful
90.8 hrs on record (57.9 hrs at review time)
As a series, Devil May Cry boasts the most robust combat system of its genre, with Bayonetta and Ninja Gaiden as its largest modern competitors.

Where Bayonetta trumps the rest in visuals, level design, and world building, DMC does so with unparalleled depth of combat across all its playable characters; with the Special Edition released, along with 3 more, the hold on this claim doesn't fall.

This game is more of a standalone expansion to DMC4. More than a remake, but less than a "GOTY" version. While things have been added, nothing has been overhauled. Characters are placed into scenes as needed, but not generally changed. The new characters were not given their own unique campaigns.

The most important thing to note about this game, however, is that it is essentially incomplete, as the first half of missions are essentially repeated backwards with a second character for the second half of the game. While it does not directly affect gameplay, the fact that this happens cannot be ignored. Players coming to the series looking for an enlightening and well told story won't be pleased with what this has to give. DMC3SE does this job much better, which is another story, and while it had revolutionary combat mechanics, eventually gets eclipsed by what this game has to offer.

And that's where the game easily shines. DMC4SE has 5 unique, playable characters that all boast different weapons playstyles, and mechanics.

Nero serves as a welcoming to newcomers, and a refreshing, yet challenging, change of pace for the more advanced and hardcroe crowd. Trish joins the cast with abilities that mostly resemble Dante, but without such a dizzying amount. Lady offers a different take on the melee-centric combat that the series is known for, keeping all the style, and dishing out just as much damage. Vergil is rewarded for making calculated, meticulous play, but that doesn't keep him from looking cuhrayzee while doing so.

Dante boasts a total of 5 styles, 3 melee weapons, and 3 projectile weapons where 1 of each can be equipped at any time. And any can be swapped for another at any time. And his moveset changes with each swap. It can get ridiculous, but that's the joy of playing him and any of the others.

At the end of the day, you'll be buying one of the greatest action franchises of all time--not for its narrative, but for its combat. And, hell, any time Dante is on screen you'll probably have a fun time, anyway, so maybe a little for the narrative. The game boasts ~6 difficulty levels and a Bloody Palace mode (where you progress through a series of floors that progressively more difficult toward the end). You'll have plenty of time to try and master any one's style.

I wholeheartedly recommend the game purely because its mechanics are unrivaled throughout gaming. The game challenges the best out of you, and when you're able to lay the smackdown on 20 of the most brutal enemies at the same time while throwing cheeky taunts and looking stylish all the same--the satisfaction is unreal. The depth of DMC4SE's gameplay easily outshines its flaws, but it obviously can't go without mentioning.


+Gameplay mechanics
+Personality and style
+Proper Difficulty Curve (both regarding progressing from one character to another, and game pacing)
+Easy to learn, difficult to master
+Replayability (probably requires a bit of dedication, which isn't hard if you get hooked)
+Honestly looks beautiful

-Level variance and design
-Narrative progression
-Each character does NOT get their own campaign (which was expected, but is worth putting down)

8.5/10. I'm tempted to make it a 9, but I'll put it this way--if the game were simply given a proper... well second half of levels, it'd easily be 10/10. I personally feel the mechanics are enough to bring it to 9, but people definitely want to have that drive to play other than getting better, and that's where the story would come in.
Posted June 29, 2015.
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Showing 1-8 of 8 entries