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I have wanted a sequel to Devil May Cry 4 ever since i first played it on the PS3 many years ago and Devil May Cry 5 did not disappoint. DMC5 was an absolute blast from start to finish. The combat is stylish, smooth and fun and each character comes with their own unique playstyle. Having recently played DMC1 and DMC3, which were amazing in their own rights but also extremely tough, janky and unfair at times, DMC5 was a breath of fresh air. The combat here is fair, balanced and never frustrating.
The soundtrack is incredible as always, especially the battle themes that ramp up as your style rank increases. It really adds to the hype of every encounter. The story is simple but enjoyable and i was always motivated to continue playing at the end of each mission. Visually, the RE Engine makes the entire game look gorgeous.
My only gripe is that the game feels short. By the end, i was left wanting more. But because it's so replayable, you'll probably want to jump right back in because of how fun it is.
Devil May Cry 5 is easily one of my favourite DMC games, right next to DMC4. It's fun, stylish, accessible and exciting from beginning to end. Compared to the original trilogy, DMC4 and DMC5 are the most newcomer-friendly entries and i would definitely recommend them if you're looking to get into the DMC series.
Fatal Frame 3 was a mixed bag for me. I enjoyed the game overall, but there were several frustrating parts as well. Fatal Frame 3 absolutely excels in atmosphere, as did the first two entries. I was loving the fan service with how it connects to the first two games. I was pleasantly surprised and excited to play as Miku again and revisiting locations from the previous entries was a great touch.
You switch between the haunted manor and your apartment throughout the game. While that back and forth might feel jarring to some players, I didn’t mind it much at all. In fact, I was hoping the apartment would evolve into something even scarier as the game progressed as it was so reminiscent to Silent Hill 4 with the room and its own hauntings, but sadly, it never really does. It feels like a missed opportunity.
One of my biggest issues with Fatal Frame 3 was how unclear the objectives were whenever you returned to the manor. I often found myself running in circles trying to locate specific ghosts I needed to defeat in order to progress. The character switching in certain chapters also disrupted the overall flow of the game.
But my least favourite part had to be the candle mechanic introduced during the later parts of the game. When the candle goes out, the entire game becomes black and white, making it really hard to see, you take more damage and the tattooed priestess becomes extremely aggressive and starts chasing you until you find another candle or return to the apartment. I understand the intention was to increase the tension, but it ended up feeling more frustrating than challenging. The game already had strong enemy encounters, so this mechanic felt unnecessary.
Nevertheless, I’m glad I finally experienced Fatal Frame 3 for the first time. It’s definitely a divisive entry. Some people love it, others don’t. Many consider it a fan favourite because of how it ties the trilogy together. For me, Fatal Frame 2 remains the best and most polished entry and honestly one of my favourite survival horror games in general.
As for Fatal Frame 3, it’s a hit and miss experience. If you’re a Fatal Frame fan, I would still recommend playing it at least once to complete the trilogy and experience everything it brings to the series.
The House of the Dead 2 was one of the biggest parts of my childhood. I grew up playing both House of the Dead 1 and 2 endlessly in arcades and even had the PC ports at home. They were two of my favourite games back then, so naturally, I was excited to check out the remake. Unfortunately, just like the remake of the first game, this one doesn’t quite live up to the originals.
The biggest thing missing from the remake is the dark, grimy tone that gave the original games their atmosphere. The lighting in the remake is too bright and clean, which takes away from the creepy arcade horror feel that made House of the Dead 2 so iconic. The ragdoll physics also don’t help and i'm still not a fan of it. In the originals, every shot had impact and “oomph”. You could feel your bullets penetrating the zombies. In the remake, enemies just flop around and it feels floaty and unsatisfying.
One thing I did appreciate was the option to switch to the original soundtrack which was missing from the first HOTD remake. The music from the classic games made a huge difference in the experience. It immediately brought back memories and reminded me how much atmosphere the original audio design added.
The original House of the Dead 2 had famously bad voice acting, but that was part of its charm and what made it memorable. In the remake, it feels like they tried to replicate that same cheesiness, but it comes off as forced and unnatural instead of funny or nostalgic.
Overall, this remake is about the same quality as the first one. It’s not terrible, but it’s nothing impressive either. If you’re a House of the Dead fan or curious to revisit the nostalgia, it’s worth checking out. But just like the first remake, I don’t recommend buying it at full price. It’s a really short game and just not worth the full cost. Wait for a sale if you want to experience it for nostalgia’s sake.
Playing Resident Evil 3: Nemesis for the first time in years has been an absolute thrill. The game holds up incredibly well. The graphics, music and atmosphere all deliver classic survival horror at its finest. Nemesis remains a genuinely terrifying presence, appearing during random encounters while the music intensifies. You haven’t experienced true fear until facing one of the most iconic pursuers in the series.
The gameplay feels tight and satisfying, striking a perfect balance between exploration, puzzle-solving and combat. Every encounter is exciting and conserving ammo or choosing when to fight adds real tension to the experience.
I loved revisiting the classic tank controls and limited inventory. Having played RE3: Nemesis extensively growing up, it didn’t take long for me to get back into the flow. The environments are impressive and detailed, considering the hardware limitations of 1999, the developers did an excellent job with the attention to detail. The puzzles are well-designed too. I remember struggling with the water puzzle in the Dead Factory as a kid, but this time it didn’t take long to solve, which made the experience much more enjoyable.
Overall, RE3: Nemesis proves why it’s considered a classic of the survival horror genre, and it remains one of my childhood favourite games of all time. It’s a shame that the remake cut so much content and ended up feeling closer to a reimagining than a true remake. The original remains terrifying, challenging and rewarding. I highly recommend it to fans of the series or anyone seeking a true survival horror experience.
I had no idea this game existed until recently! 😆 I grew up playing Rumble Arena 1, so stumbling on its sequel felt like discovering a hidden gem. Rumble Arena 2 feels like a huge step up from its predecessor. The gameplay is noticeably smoother and less clunky, making the combat feel much more responsive and fun.
Visually, the game looks great. No surprise given it's running on PS2 hardware. One of my favourite improvements is the ability to digivolve not once, but twice! Unlike the first game, where you could only digivolve once, here you can go even further beyond, and it really adds to the excitement mid-battle.
Bringing back most, if not all, of the original voice actors was such a nostalgic bonus for longtime fans of the show. However, i found the soundtrack to be less memorable than the first game's. It's serviceable, but nothing really stuck with me after playing.
Like Rumble Arena 1, the lack of a story mode is a major downside. It would have been nice to have even a simple narrative to tie things together. The characters are definitely unbalanced. Diaboromon is insanely overpowered. You can basically steamroll every match with him by spamming his special attacks with the huge range that they have, ultimately even stun-locking your opponents and getting easy wins.
Despite its flaws, Rumble Arena 2 is definitely an improvement over the first game. It's a fun, fan service-filled brawler that could've been better with a little bit more polish. Definitely recommend it for Digimon fans. I know i would have loved playing it on my PS2 had i known of its existence back in the day.
I have heard so many praises for Clair Obscur prior to playing it. Nothing could have prepared me for how good it really is. At first, I thought this was going to be a game with a basic premise: A group of soldiers embark on a journey to destroy a cosmic, godlike entity before she destroys everyone. Boy, was I wrong. This game throws plot twists after plot twists after plot twists! You think you know where the story is headed. You have no idea.
Story
You play as members of Expedition 33 known as the Expeditioners as they set out to destroy the Paintress, who paints a number on a Monolith every year. Whoever reaches the age of said number fades from existence known as the Gommage. A basic premise from what seems like yet another RPG, but like the beautiful lie that certain characters in the game choose to believe, nothing is further from the truth. The story is filled with mind-blowing reveals, twists and turns, and by the end of each Act, I needed time to process everything and was left with an experience that no video game or film has given me in such a long time. The characters were well written. Everyone's motivations were clear and justifiable, even if you disagree with them. The themes, to name a few, centre around the inevitability of death, as the Monolith looms over Lumiere from the distance, counting down to their end each year, as well as grief and acceptance, the pain of loss and leaving behind memories and laying the path to ease the journey for future generations, for those who come after.
Visuals
The game runs on Unreal Engine 5 and it looks absolutely gorgeous. The lighting and shadows make every shot and every scene photogenic. I had a blast with its photo mode, taking cool looking photos that I could show off after I was done. While I've had issues with certain games that ran on UE5, the problems that I've encountered with Clair Obscur were minimal. I did encounter a few frame drops during cutscenes but nothing too game-breaking or distracting. Once I lowered my graphical settings, I had a smoother and more pleasant experience.
Audio
The sound design is immersive and impactful. Listening to audio cues is essential to performing a perfect dodge or a perfect parry, as every enemy attack has a distinct sound to which you can time your dodges or parries, when successful, trigger a satisfying audio to signify your precision. The music is brilliant and hauntingly beautiful, which complements well with the themes and visuals of Clair Obscur. Certain songs get you hyped such as battle themes, some were just fun and light and you just can't help but to hum or bop your head to the tunes, others were more sombre while heartbreaking scenes play out on screen.
Gameplay
The game has a turned-based combat system. While some gamers may be turned off by this after being spoilt by modern RPGs, I never found it a problem as I grew up with similar combat systems with RPGs such as Breath of Fire and Final Fantasy. However, while classic RPGs allow you to be idle or passive when it's the enemy's turn to attack, Clair Obscur forces you to be alert as it allows you to either dodge or parry them, which is such a welcome addition and I absolutely love that I still have to engage and pay attention to both visual and audio cues during the enemy's turn, giving my fullest attention to the entire fight. Combat also has QTEs where you can time your buttons to increase damage against enemies. Outside of combat, you get to explore an overworld map, giving you the freedom to go off the beaten path for side quests, collectibles and even tougher bosses to fight.
Difficulty
Clair Obscur does a really great job in slowly introducing to players the game mechanics. You'll get the hang of the gameplay in no time. The game starts off fairly easy in the beginning, but expect the enemies and bosses to be tougher and close to impossible to beat. Expect many deaths and the need to learn enemy attack patterns in order to win battles. Levelling up your ability attachments known as Pictos and sharing them among your team as Luminas is essential in order to progress or else you are going to have a hard time. The game presents really challenging fights but you get a sense of catharsis after beating a frustratingly difficult boss fight. It feels truly rewarding after dying so many times, having to focus on enemy attack patterns and finally beating them.
Overall
Clair Obscur: Expedition 33 is a phenomenal game with brilliant writing and storytelling, fun gameplay and an epic soundtrack. The endings are poetry, as they tie back to the themes of inevitability, grief and acceptance. Do you accept the ugly truth or continue to live a beautiful lie? I rate this game a 33/10. Clair Obscur was such an experience that I doubt I could ever relive something like it. Kudos to Sandfall Interactive for making this game with such passion and care. They set out to make a game that ended up being a work of art, inspiring creativity with music covers, cosplays and video tributes. This game is worth getting at full price, yet it keeps on giving beyond its price tag with free DLCs and in-game costumes. It is now my newest favourite game of all time and of course, I highly recommend Clair Obscur: Expedition 33.
Disclaimer: No AI was used to generate this review. These are all written by me, straight from my head. 😁
I never beat Dino Crisis as a kid and replaying it recently reminded me exactly why. This is a really tough Survival Horror game from the PS1 era and not always in a good way. The map is badly designed, the puzzles aren't fun and the overall layout is confusing. Expect to spend a lot of time running in circles, getting lost and feeling stuck.
The raptors are extremely bullet-spongey, so most of the time it's better to try running past them, that is if they don't tail-whip you as you do. Certain sections require solving codes found in files, but you can't carry those files with you, so you literally have to write the codes down in real life. The inventory system is also not very user-friendly and it took me a while to figure out how to navigate it properly.
There's no visible health bar, so you have no idea how close you are to dying unless Regina starts limping or bleeding. It's an odd design choice that makes the already punishing gameplay even more stressful.
The story is pretty basic. It's essentially "Resident Evil but with dinosaurs." You uncover a mystery and keep going to see where it leads. But unlike Resident Evil, Dino Crisis feels more punishing, which is surprising considering both were created by Shinji Mikami.
Visually, I think Dino Crisis looked great for its time. Despite the hardware limitations, Dino Crisis looked pretty decent. There is always that certain charm to older graphics and this game is no exception.
The music is serviceable for atmospheric tension but mostly forgettable. The only standout was the save room theme. That was the only music that stuck with me.
Would i recommend Dino Crisis? If you want an easier, more enjoyable experience, I'd honestly recommend Dino Crisis 2 instead. That game fixes almost all the issues I had with the first one and is much more fun. But if you're up for a real challenge, then give Dino Crisis a try.
Silent Hill f is the first new main entry since Silent Hill Downpour in 2012 and it feels great to finally have the series back. Even though the game takes place in Japan rather than the town of Silent Hill itself, it still carries the core spirit and psychological atmosphere that define the franchise.
The game excels in storytelling, atmosphere, visuals and music. It’s haunting, beautiful and emotionally heavy in all the ways a Silent Hill title should be. I genuinely loved almost everything about it. However, my experience was dragged down by the frustrating stamina system, weapon durability and the unclear direction of the combat. It feels like the game wants to be more action-oriented, throwing waves of enemies at you, yet it punishes you with limited stamina and breakable weapons. A bit of tuning, like reducing stamina cooldown or reducing encounters, even allowing players to avoid combat altogether, would have made the combat encounters much more enjoyable. With a few tweaks, I wouldn’t have many complaints.
By the end of my first playthrough, I was left unsatisfied with the default ending, which everyone gets on their initial run. I found out afterward that you need multiple New Game+ playthroughs to unlock more context, additional scenes and notes that expand the story. While I enjoyed my NG+ runs, I still wish the first playthrough offered a more complete and conclusive ending. NG+ should feel like an optional bonus and not something required to understand the full narrative.
I played Silent Hill f on PC and Unreal Engine 5 definitely caused issues. My first playthrough was filled with performance problems that affected my experience. Lowering graphics settings didn’t help either and I eventually had to use a performance mod just to make the game smoother. As of writing this review, the devs have released official patches to improve stability. I have yet to test it out for myself but i am looking forward to jumping back into SH f as improvement on stamina recovery is included as part of the latest patch.
Overall, Silent Hill f is a strong return for the series, even if it isn’t without flaws. I still recommend it to longtime fans. For newcomers however, I’d suggest starting with the recent Silent Hill 2 Remake for a smoother and more accessible experience before diving into the more demanding and experimental Silent Hill f.
Growing up in the 90s, I always wanted to play The Legend of Zelda: Ocarina of Time, but I never owned an N64. As a huge Zelda fan, I mostly played the top-down entries, with A Link to the Past being one of my all-time favorites. I had always heard that Ocarina of Time was a masterpiece and a true classic. I decided to finally try OoT out to see for myself whether this game holds true to its reputation.
This was my very first 3D Zelda game and honestly, it was a mixed bag.
On the positive side, I loved the sense of exploration, the charm of the retro graphics and the soundtrack. The music is still fantastic even today. I give the game full credit for pioneering 3D action-adventure and introducing Z-targeting, which many modern action-adventure games still use.
Unfortunately, the gameplay itself hasn’t aged well. The controls and camera felt janky and combat wasn’t fun because of its clunkiness. Platforming can be frustrating. Sometimes I would push the thumbstick forward to jump a gap, only for Link to run to his left or right and fall. The Water Temple absolutely lived up to its painful reputation. I usually avoid guides, but I had to resort to one more than once because objectives weren’t clear. Navi, instead of being helpful, often interrupted to state the obvious while staying silent when I actually needed a hint. I understand now why the common criticism or hate for the fairy now.
For the most part, i had fun with OoT. I loved the exploration, figuring out puzzles and finding secrets. But the janky controls and camera really dampened my experience. What should have been an exciting journey in another Zelda game was more frustrating than fun. I can see why people who grew up with this game praise OoT. I can only imagine how blown away they were to transition from a 2D Zelda game into the world of 3D. Sadly, i think a lot of the praise today comes through nostalgia goggles.
Do I recommend OoT? Not as someone’s first Zelda game. I think newcomers would walk away with a bad impression. Games like A Link to the Past or Breath of the Wild are much better entry points. But for longtime Zelda fans curious to see what the fuss is about, Ocarina of Time is still worth experiencing once, just to understand its place in history.
Overall, Ocarina of Time is a pioneering game, but not free of flaws. I'm glad i finally played it, but for me, there are other Zelda games that are more fun and polished.
Control is a fun action-shooter game with some psychological horror elements. I really enjoyed the psychic abilities. It felt like i was using the Force and it was so satisfying to use. I just wish there weren't cooldowns on both the psychic powers and the handgun. I guess it's the game's way to prevent spamming, but during combat where the game throws wave after wave of enemies at you, i think it would have felt more balanced if at least one of them had no cooldown.
While my gameplay experience was fun, it was not without its frustrations. Combat can feel overwhelming, especially when enemies deal massive damage to your health. It's moments like these where the cooldown system really adds to the stress of enemy encounters. Another issue i had with the game was the map. I think it is poorly designed and difficult to navigate. It took me quite a while to figure out how to get around the game and not go around in circles trying to get to my next destination.
Storywise, Control is lore heavy. There is a lot to process and i don't think first time players can fully digest everything on their first playthrough. That said, the world building is intriguing, and i like how mysterious and at times creepy the atmosphere is.
Despite my minor gripes about the game, i would still recommend Control to anyone who hasn't played it. There is still a lot of fun to be had, especially if you enjoy weird, supernatural action games with some challenge. Just expect similar frustrations along the way.
When I mentioned that Detroit: Become Human would be my next game that I'll be playing, everyone hyped this game up, claiming that I would love it. After having beaten this game recently, it's safe to say that this game lived up to its hype and is now one of my favourite games ever.
The story touches on heavy themes such as abuse, discrimination, emotional trauma and moral choices. You play as various androids, each with their own journey of self-discovery and character arcs. Androids who were originally created to serve humans as soulless beings, have now become sentient and self-aware and are now fighting for their rights to exist as living beings. As you traverse through the game, you get to make choices that affect the story and ending. I love that everyone's first playthrough is unique because of this and every choice you make gives you different outcomes for different scenarios, which adds to the replay value where you try making different choices for subsequent playthroughs just to see what would happen if you do decide to become a violent android towards the humans for example. The story was intriguing and had me hooked as soon as I dived into the game and made me want to continue playing just to see how the story unfolded. At times, certain scenes can get emotional, and would stick with you long after you have moved on to the next chapter.
The characters were well written and likeable, brought to life by incredible acting and motion capture. You care for the characters and want to watch them win. You become careful with the choices you make throughout the game because you want them to survive. I especially love the partnership between Connor and Hank. Watching them trying to work together was hilarious.
Graphically, this game looked absolutely gorgeous. For a 2018 game, it holds up so well. At times, I just wanted to stand still and admire at how beautiful this game looks. Every shot looked cinematic, almost as if you were watching a movie.
The soundtrack is amazing and each song compliments their respective scenes. Whether to build tension or invoke feelings of sombre, I think the music was well crafted and thought out.
Overall, I would consider Detroit: Become Human Quantic Dream's Magnum Opus. They have blended good storytelling and choice-based gameplay seamlessly. If you were thinking of checking out this game or trying out story driven games where your choices matter, I highly recommend Detroit: Become Human.
Man of Medan was a fun experience for me. I’ve always enjoyed the Dark Pictures Anthology games and this one was no exception. It’s not perfect but it’s exactly the kind of short horror game you can finish in one afternoon when you just want a quick spooky experience.
As the first entry in the anthology, it definitely shows its age. The controls can feel clunky with stiff movement and some sections drag a bit. Many of the scares rely on basic jumpscares and loud noises, and not all of them land. However, like every Dark Pictures game, its biggest strength is the cinematic presentation. The visuals are beautiful and the whole game feels like you're playing a movie.
The story itself is interesting. I really liked exploring the haunted ship and uncovering the mystery behind what happened to the crew. The psychological elements were great and the overall atmosphere kept me invested. The QTEs can feel a bit unfair because they appear too quickly on screen and one mistake can completely change the fate of your characters.
Despite its flaws, Man of Medan is still an enjoyable narrative horror experience, especially if you love cinematic, choice-based games. It's short, replayable and fun to explore different outcomes. As the first entry, it's not the strongest in the series, but it lays the groundwork for the better games that came after it.
Silent Hill 4 was the final game made by the original Team Silent. I’ve heard many things about SH4 over the years, mostly in a negative light. It’s often called the “black sheep” of the series, but I was genuinely curious to try the game out for myself. I’ve never been one to let others’ opinions decide for me as I prefer forming my own when I play a game.
After beating SH4 recently, I can confidently say that this game is far from bad. In fact, it’s a good game and a great final entry to a classic PS2 era of horror. SH4 definitely feels very different compared to the first three entries, but I welcomed the experimentation. One of the biggest changes was the first-person perspective inside the apartment and the introduction of ghost enemies that constantly pursue you and are mostly unkillable.
I love the concept of the room as the central location of the game. At first, it feels like a safe haven. A place to rest, heal and escape from the horrors outside. But as the story progresses, that safety is slowly stripped away. The hauntings begin, the room becomes dangerous and even starts to harm you unless you cleanse it with holy candles or saint medallions. It’s such a cool and eerie concept that makes you feel a strong sense of dread and isolation.
The story itself hooked me from start to finish. I loved uncovering the mysteries, the supernatural elements and the dark twists. It’s very different in tone and structure compared to SH1–3, but I appreciated the change.
What I didn’t enjoy were the unkillable ghosts. They were frustrating to deal with especially when I just wanted to explore in peace. The combat felt clunky at times. It took me a while to get used to the system and the difficulty ramps up once you start escorting Eileen. Keeping her safe while managing enemies was stressful and I often had to leave her behind in safe rooms, clear out the area, complete objectives and then go back for her. The game also isn’t always clear about what to do next and I occasionally had to look up a guide to figure out what to do next.
The limited inventory system was another annoyance. After SH3’s unlimited slots, constantly returning to the room to manage items through the item box broke the pacing.
Despite its flaws, I had a lot of fun with SH4. I appreciated Team Silent's willingness to try something new and different and I welcome the experimentation. I love its dark tone, psychological storytelling and unsettling atmosphere. It’s definitely the toughest game in the original series and in my opinion, one of the most underrated. A flawed but fascinating experiment and a great final project from Team Silent.
My first playthrough of Silent Hill 3 has been so much fun. Like many early 2000s Survival Horror games, SH3 holds up remarkably well. The graphics still look good, the sound design is unsettling and the atmosphere is perfectly creepy and immersive.
SH3 is definitely tougher than Silent Hill 2 but in a satisfying way. I loved racking my brain on the puzzles. They were challenging but well designed. Silent Hill puzzles are always a favourite of mine to tackle in these games.
Heather is such a likeable protagonist that she's become one of my favourite video game characters. She is feisty and tough, and it's easy to believe that a teenager like her could survive the horrors of Silent Hill on her own. The monsters are much tougher than in SH2, so it's usually best to avoid combat whenever possible. The game uses tank controls like many horror games of its era, but I adapted quickly since it has become second nature to me having grown up with games that used them.
The dynamic camera angles mostly add to the tension of not knowing what lies ahead, and you can always reset the camera behind Heather with the L2 button. However, during intense combat, the camera can occasionally hinder you. I also found myself getting lost at times, mainly because the game doesn't always provide the map immediately in new areas. I relied heavily on the map, as the locations can get very confusing. It would have been helpful to receive the map earlier.
Overall, I had an incredible time with Silent Hill 3. I can see why this is considered a fan favourite. This game holds up beautifully and i highly recommend to fans of horror or the Silent Hill series.
I ragequit Digimon Rumble Arena. That's it. I'm never touching this game again for the rest of my life. 🤬
I grew up with this game. I used to love it, probably because i was a massive Digimon fan, and nostalgia goggles made me overlook its flaws. But revisiting it now? Wow. What a frustrating, janky mess.
The controls are clunky, the character balance is almost non-existent, and the camera angles are horrendous, often causing you to fall off the stage to your death. That's not even the worst part about the game, because wait until you face the final boss - Reapermon. He's ridiculously overpowered, with insane range and cheap, spammy attacks, not to mention the final stage where you fight him is disorienting as hell. Who thought this was a good design?
Be prepared to lose. A lot. And not in a fun or fair way. The difficulty spike feels less like a challenge and more like punishment. Couple that with the clunky controls? Not a fun time.
Credit where it's due, seeing your favourite Digimon in 3D models and being able to digivolve mid-battle is still a cool concept. There's something so genuinely satisfying about charging up your bar and hitting R1 to digivolve into your Mega form. That alone can still spark a bit of childhood joy. The soundtrack is decent, though not exactly memorable. Bringing back the original voice actors for the game was brilliant. It gives you the anime nostalgia type of feeling when you hear their voices in-game.
But honestly, that's about all the praise i can muster.
Unless you're a hardcore Digimon fan wanting to relive childhood memories and willing to suffer for it, i wouldn't recommend this game. There are far better, more polished fighting games out there.
I have heard so many praises for Clair Obscur prior to playing it. Nothing could have prepared me for how good it really is. At first, I thought this was going to be a game with a basic premise: A group of soldiers embark on a journey to destroy a cosmic, godlike entity before she destroys everyone. Boy, was I wrong. This game throws plot twists after plot twists after plot twists! You think you know where the story is headed. You have no idea.
Story
You play as members of Expedition 33 known as the Expeditioners as they set out to destroy the Paintress, who paints a number on a Monolith every year. Whoever reaches the age of said number fades from existence known as the Gommage. A basic premise from what seems like yet another RPG, but like the beautiful lie that certain characters in the game choose to believe, nothing is further from the truth. The story is filled with mind-blowing reveals, twists and turns, and by the end of each Act, I needed time to process everything and was left with an experience that no video game or film has given me in such a long time. The characters were well written. Everyone's motivations were clear and justifiable, even if you disagree with them. The themes, to name a few, centre around the inevitability of death, as the Monolith looms over Lumiere from the distance, counting down to their end each year, as well as grief and acceptance, the pain of loss and leaving behind memories and laying the path to ease the journey for future generations, for those who come after.
Visuals
The game runs on Unreal Engine 5 and it looks absolutely gorgeous. The lighting and shadows make every shot and every scene photogenic. I had a blast with its photo mode, taking cool looking photos that I could show off after I was done. While I've had issues with certain games that ran on UE5, the problems that I've encountered with Clair Obscur were minimal. I did encounter a few frame drops during cutscenes but nothing too game-breaking or distracting. Once I lowered my graphical settings, I had a smoother and more pleasant experience.
Audio
The sound design is immersive and impactful. Listening to audio cues is essential to performing a perfect dodge or a perfect parry, as every enemy attack has a distinct sound to which you can time your dodges or parries, when successful, trigger a satisfying audio to signify your precision. The music is brilliant and hauntingly beautiful, which complements well with the themes and visuals of Clair Obscur. Certain songs get you hyped such as battle themes, some were just fun and light and you just can't help but to hum or bop your head to the tunes, others were more sombre while heartbreaking scenes play out on screen.
Gameplay
The game has a turned-based combat system. While some gamers may be turned off by this after being spoilt by modern RPGs, I never found it a problem as I grew up with similar combat systems with RPGs such as Breath of Fire and Final Fantasy. However, while classic RPGs allow you to be idle or passive when it's the enemy's turn to attack, Clair Obscur forces you to be alert as it allows you to either dodge or parry them, which is such a welcome addition and I absolutely love that I still have to engage and pay attention to both visual and audio cues during the enemy's turn, giving my fullest attention to the entire fight. Combat also has QTEs where you can time your buttons to increase damage against enemies. Outside of combat, you get to explore an overworld map, giving you the freedom to go off the beaten path for side quests, collectibles and even tougher bosses to fight.
Difficulty
Clair Obscur does a really great job in slowly introducing to players the game mechanics. You'll get the hang of the gameplay in no time. The game starts off fairly easy in the beginning, but expect the enemies and bosses to be tougher and close to impossible to beat. Expect many deaths and the need to learn enemy attack patterns in order to win battles. Levelling up your ability attachments known as Pictos and sharing them among your team as Luminas is essential in order to progress or else you are going to have a hard time. The game presents really challenging fights but you get a sense of catharsis after beating a frustratingly difficult boss fight. It feels truly rewarding after dying so many times, having to focus on enemy attack patterns and finally beating them.
Overall
Clair Obscur: Expedition 33 is a phenomenal game with brilliant writing and storytelling, fun gameplay and an epic soundtrack. The endings are poetry, as they tie back to the themes of inevitability, grief and acceptance. Do you accept the ugly truth or continue to live a beautiful lie? I rate this game a 33/10. Clair Obscur was such an experience that I doubt I could ever relive something like it. Kudos to Sandfall Interactive for making this game with such passion and care. They set out to make a game that ended up being a work of art, inspiring creativity with music covers, cosplays and video tributes. This game is worth getting at full price, yet it keeps on giving beyond its price tag with free DLCs and in-game costumes. It is now my newest favourite game of all time and of course, I highly recommend Clair Obscur: Expedition 33.
Disclaimer: No AI was used to generate this review. These are all written by me, straight from my head. 😁
I have heard so many praises for Clair Obscur prior to playing it. Nothing could have prepared me for how good it really is. At first, I thought this was going to be a game with a basic premise: A group of soldiers embark on a journey to destroy a cosmic, godlike entity before she destroys everyone. Boy, was I wrong. This game throws plot twists after plot twists after plot twists! You think you know where the story is headed. You have no idea.
Story
You play as members of Expedition 33 known as the Expeditioners as they set out to destroy the Paintress, who paints a number on a Monolith every year. Whoever reaches the age of said number fades from existence known as the Gommage. A basic premise from what seems like yet another RPG, but like the beautiful lie that certain characters in the game choose to believe, nothing is further from the truth. The story is filled with mind-blowing reveals, twists and turns, and by the end of each Act, I needed time to process everything and was left with an experience that no video game or film has given me in such a long time. The characters were well written. Everyone's motivations were clear and justifiable, even if you disagree with them. The themes, to name a few, centre around the inevitability of death, as the Monolith looms over Lumiere from the distance, counting down to their end each year, as well as grief and acceptance, the pain of loss and leaving behind memories and laying the path to ease the journey for future generations, for those who come after.
Visuals
The game runs on Unreal Engine 5 and it looks absolutely gorgeous. The lighting and shadows make every shot and every scene photogenic. I had a blast with its photo mode, taking cool looking photos that I could show off after I was done. While I've had issues with certain games that ran on UE5, the problems that I've encountered with Clair Obscur were minimal. I did encounter a few frame drops during cutscenes but nothing too game-breaking or distracting. Once I lowered my graphical settings, I had a smoother and more pleasant experience.
Audio
The sound design is immersive and impactful. Listening to audio cues is essential to performing a perfect dodge or a perfect parry, as every enemy attack has a distinct sound to which you can time your dodges or parries, when successful, trigger a satisfying audio to signify your precision. The music is brilliant and hauntingly beautiful, which complements well with the themes and visuals of Clair Obscur. Certain songs get you hyped such as battle themes, some were just fun and light and you just can't help but to hum or bop your head to the tunes, others were more sombre while heartbreaking scenes play out on screen.
Gameplay
The game has a turned-based combat system. While some gamers may be turned off by this after being spoilt by modern RPGs, I never found it a problem as I grew up with similar combat systems with RPGs such as Breath of Fire and Final Fantasy. However, while classic RPGs allow you to be idle or passive when it's the enemy's turn to attack, Clair Obscur forces you to be alert as it allows you to either dodge or parry them, which is such a welcome addition and I absolutely love that I still have to engage and pay attention to both visual and audio cues during the enemy's turn, giving my fullest attention to the entire fight. Combat also has QTEs where you can time your buttons to increase damage against enemies. Outside of combat, you get to explore an overworld map, giving you the freedom to go off the beaten path for side quests, collectibles and even tougher bosses to fight.
Difficulty
Clair Obscur does a really great job in slowly introducing to players the game mechanics. You'll get the hang of the gameplay in no time. The game starts off fairly easy in the beginning, but expect the enemies and bosses to be tougher and close to impossible to beat. Expect many deaths and the need to learn enemy attack patterns in order to win battles. Levelling up your ability attachments known as Pictos and sharing them among your team as Luminas is essential in order to progress or else you are going to have a hard time. The game presents really challenging fights but you get a sense of catharsis after beating a frustratingly difficult boss fight. It feels truly rewarding after dying so many times, having to focus on enemy attack patterns and finally beating them.
Overall
Clair Obscur: Expedition 33 is a phenomenal game with brilliant writing and storytelling, fun gameplay and an epic soundtrack. The endings are poetry, as they tie back to the themes of inevitability, grief and acceptance. Do you accept the ugly truth or continue to live a beautiful lie? I rate this game a 33/10. Clair Obscur was such an experience that I doubt I could ever relive something like it. Kudos to Sandfall Interactive for making this game with such passion and care. They set out to make a game that ended up being a work of art, inspiring creativity with music covers, cosplays and video tributes. This game is worth getting at full price, yet it keeps on giving beyond its price tag with free DLCs and in-game costumes. It is now my newest favourite game of all time and of course, I highly recommend Clair Obscur: Expedition 33.
Disclaimer: No AI was used to generate this review. These are all written by me, straight from my head. 😁