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Most helpful reviews
Recommended
First Playthrough: Medium Difficulty / Pure Melee Build
Being free on PS Plus I will admit I went into Greedfall with little to no hype or expectations and only a passing experience of Dragon Age-esque RPGs. But I will say here the generally high level of quality on display here makes very enjoyable to play despite its many shortfalls. The storyline is engaging an intertwining to the point where even the shortest side quest feels set up with the time and care of a main quest quick keeps the overall story ever engaging despite the unimaginative writing, sometimes stiff voice acting and one-note though overall decently likeable characters. Although this engagement comes at the cost of a combat system that feels incredibly shallow and monotonous, especially in the end game, yes there are 3 distinct play styles and a multitude of weapons included in each, but when they all have the same moveset and when combat generally boils down to two buttons, maybe a binded broken healing spell, and one special move it is bound to feel tiresome, even grating when you account for your companions incessant one-liners throughout.
Speaking of, the games simplistic approach to RPGs is no more prevalent than in its companions as due to a lack of controllable companion levelling or any combat interactivity with them at all, makes them feel more like minions and damage sponges rather than 2/3rds of a coherent and organised team. The lack of different set-ups and playstyles of these companions definitely hurts the replayability although the differing dialogue they offer in missions adds some flavour to the proceedings, it is not enough to keep people coming back. The lore of the world and the characters is also interesting although it is held back by it being told nearly exclusively through dialogue with basically no in-game texts expanding on it. Just another part that looks intriguing but is too shallow to make an impact.
Although it can look fairly underwhelming for a 2019 release, the scenery looks stunning at points and exploration is encouraged, the maps are fairly small in number and size but Spiders clearly put time and care into making them all look unique.
All-in-all a fairly enjoyable experience whose grand and complex vision is clearly held back by budgetary constraints. I would be interested in a Spiders game with more time and money put in as this clearly shows heart and passion for the genre and is rather well-made and bug-free. I wonder if my magic-focused second playthrough on extreme will give me any different impressions. ENDING SPOILERS:
One of my most major gripes and one that left me with a sour taste in my mouth as the credits rolled is the ending, not the final Fallout-esque epilogue sequence but the whole “final battle” itself. It builds it up as some final big defence with all the major factions against Constantin’s beast army. And I’m sure that battle was grand and all but having you come in with all 5 of your companions at the big fight has ended in some kinda Avengers Assemble moment only to fight 3 small groups of stragglers before you battle the Midir-like final boss left me incredibly underwhelmed, especially as the build-up was so engaging throughout.
3 users found this helpful
+3
Exceptional
What a joy it is to finally be able to experience the one that started it all, free from (most of) the bugs and rough edges of the original. Mass Effect 1 has usually been seen be me as the black sheep of the original franchise, even in spite of the controversial parts of Mass Effect 3. Mostly due to my inexperience with this entry compared to the other two, but also I would say due to the radically different direction this one takes to side content, with it being heavily focused on exploring uncharted planets in a big tank not entirely dissimilar to what No Man Sky would attempt nearly 10 years later. This, almost sandbox exploration aspect is probably one of the most divisive things about the game and I’m not entirely surprised BioWare canned it for the sequels, driving around an uncharted planet is fun the first time but it quickly becomes repetitive due to how similar the planets themselves are and the activities you can do within. I did find the Mako fun to control this time around though, even if its quite cartoonish, but ramming Geth never gets old. The side missions are such a massive and detailed part of its sequels it is just odd to see them kinda slapped on here, with them only seeming to exist to pad out the surprisingly brief main story, and as an excuse to ogle the beautiful skyboxes of course.
Another thing I have to criticise is the gunplay. Now part of this may be me choosing to play Engineer on Insanity difficulty but nearly all of the tech powers seemed to have little bearing on the outcome of any given combat situation, usually relegating me to exclusively using the surprisingly powerful pistol and popping a shield boost whenever things got too hot. This may just be me being too used to the sequels, but the cover mechanics and overall choice in how to approach combat seemed rather rudimentary even for 2007. Still though, I will have to wait until my Adept playthrough to experience it fully.
Although not a critique, I was rather startled by how easy Insanity difficulty was. Even though I was playing exclusively with light armour, I could reliably tank most weapons short of rockets or sniper rifles, it was only really on Noveria with the shield-bypassing Rachni that I felt underpowered and cautious, oh and that one side mission on the spaceship with the husks and their bullshit AoE attack. And it was only really the Krogan enemies that felt spongy (although not in an unfair way), with everything else going down in a rather sufficient amount of headshots.
But as far as negatives go, that’s really all I got. It’s clear BioWare’s main intention for ME1 was to set up a beautiful and intriguing sci-fi universe for them to explore in the sequels, and oh boy does it do that and then some. The lore and worldbuilding crafted here is nothing short of astounding, maybe even the best seen in a singular video game. The amount of time and effort put into a space encyclopaedia of virtual history and culture pays off in creating and absolutely one-of-a-kind world full of interesting, well-written characters and an ominous, foreboding plot that is all raised to unforeseen heights by and inspired art design and just a plain commitment to quality. Although this does come at a cost of a lack of distinct weapon and armour design which can cause gameplay to feel a a bit samey at times.
I must restate again just how beautiful this remaster looks and sounds, giving not only new life to the gorgeous cinematics, but also to its wonderful, synth-heavy soundtrack that although repeats itself a fair few times, has a nostalgic quality that is renders it impossible to get old.
A imperfect masterpiece and a true pinnacle of narrative-focused gaming.
«Blew my mind»
«That ending!»
2 users found this helpful
+2
Recommended
I do not have a single artistic bone in my body, and I say forthright that I would probably not have picked up this quaint indie game were it not for the fact it is free this month for PSN users. This circumvention of the rather steep £30 tag coupled with the fact I went in with no expectations likely makes me more lenient on reviewing this. Nevertheless I enjoyed this for what it was, a heavily stylised and cartoonish little drawing game where you use your controller to draw (preset) neon monsters on walls and decorate them with (preset) tails, ears, hats and various other little bits to try to breathe life into these otherwise characterless creatures. But there lies perhaps the biggest problem (and surely the most grating for the artists), the fact there are many restrictions to what you can paint. Yes you can draw cute landscapes on just about every wall and theres a good amount of natural objects to choose from, but even if you manage to wrangle your controller into the shape you want these objects to take on the wall, by the time you’re done it still looks more like a great neon mess than anything resembling the natural world. The same is true for the aforementioned genies, as although there are numerous customisation options for you to drunkenly play ‘pin-the-tail-on the-genie’, the difficulty in making it look the way you want combined with the brief time you most likely will spend with these individuals before they become lumped together in your genie puzzle-solving army makes most efforts to make them standout futile (the most artistic genie I made was one with 8 gargantuan spider legs jutting out of its body, something I quickly altered after the first time I saw him bounding towards me at record speeds), in this sense they are much akin to the messy environmental drawings, just with a friendlier face. As mentioned, there are puzzles in this game that have to be solved to progress, although these puzzles amount to little more than ‘call the genie over and draw stuff for it’. The combat system they introduce is similarly simple and limiting, equating to little more than periodic button-pressing.
I had no qualms about the overarching story, yes it was simple and cliche, but it was done in a well enough way that I didn’t really mind. And how it incorporates a great change up in gameplay during the last chapter is quite well done too, making it feel truly like a final push against the ‘Darkness’. The world that this story takes place in is also an intriguing one, a forgotten fishing village enveloped by an unknown evil sets an effectively eerie atmosphere from the start, making all the more incentive to ‘paint the town back to life’ as standing back and witnessing some of the light you have brought back to Denska really helps to carry motivation for seeing out the story. Although the short completion time of this, even if you go for Platinum, stops most of the gameplay and story aspects from really shining. All-in-all a unique little indie title doesn’t quite justify its £30 price tag due to all the limits it imposes on the players creativity. Still for the price of free you could do a lot worse and you’re bound to get some forgettable fun out of this.
1 user found this helpful
+1
Recommended
First Playthrough: Medium Difficulty / Pure Melee Build
Being free on PS Plus I will admit I went into Greedfall with little to no hype or expectations and only a passing experience of Dragon Age-esque RPGs. But I will say here the generally high level of quality on display here makes very enjoyable to play despite its many shortfalls. The storyline is engaging an intertwining to the point where even the shortest side quest feels set up with the time and care of a main quest quick keeps the overall story ever engaging despite the unimaginative writing, sometimes stiff voice acting and one-note though overall decently likeable characters. Although this engagement comes at the cost of a combat system that feels incredibly shallow and monotonous, especially in the end game, yes there are 3 distinct play styles and a multitude of weapons included in each, but when they all have the same moveset and when combat generally boils down to two buttons, maybe a binded broken healing spell, and one special move it is bound to feel tiresome, even grating when you account for your companions incessant one-liners throughout.
Speaking of, the games simplistic approach to RPGs is no more prevalent than in its companions as due to a lack of controllable companion levelling or any combat interactivity with them at all, makes them feel more like minions and damage sponges rather than 2/3rds of a coherent and organised team. The lack of different set-ups and playstyles of these companions definitely hurts the replayability although the differing dialogue they offer in missions adds some flavour to the proceedings, it is not enough to keep people coming back. The lore of the world and the characters is also interesting although it is held back by it being told nearly exclusively through dialogue with basically no in-game texts expanding on it. Just another part that looks intriguing but is too shallow to make an impact.
Although it can look fairly underwhelming for a 2019 release, the scenery looks stunning at points and exploration is encouraged, the maps are fairly small in number and size but Spiders clearly put time and care into making them all look unique.
All-in-all a fairly enjoyable experience whose grand and complex vision is clearly held back by budgetary constraints. I would be interested in a Spiders game with more time and money put in as this clearly shows heart and passion for the genre and is rather well-made and bug-free. I wonder if my magic-focused second playthrough on extreme will give me any different impressions. ENDING SPOILERS:
One of my most major gripes and one that left me with a sour taste in my mouth as the credits rolled is the ending, not the final Fallout-esque epilogue sequence but the whole “final battle” itself. It builds it up as some final big defence with all the major factions against Constantin’s beast army. And I’m sure that battle was grand and all but having you come in with all 5 of your companions at the big fight has ended in some kinda Avengers Assemble moment only to fight 3 small groups of stragglers before you battle the Midir-like final boss left me incredibly underwhelmed, especially as the build-up was so engaging throughout.
3 users found this helpful
+3
Exceptional
What a joy it is to finally be able to experience the one that started it all, free from (most of) the bugs and rough edges of the original. Mass Effect 1 has usually been seen be me as the black sheep of the original franchise, even in spite of the controversial parts of Mass Effect 3. Mostly due to my inexperience with this entry compared to the other two, but also I would say due to the radically different direction this one takes to side content, with it being heavily focused on exploring uncharted planets in a big tank not entirely dissimilar to what No Man Sky would attempt nearly 10 years later. This, almost sandbox exploration aspect is probably one of the most divisive things about the game and I’m not entirely surprised BioWare canned it for the sequels, driving around an uncharted planet is fun the first time but it quickly becomes repetitive due to how similar the planets themselves are and the activities you can do within. I did find the Mako fun to control this time around though, even if its quite cartoonish, but ramming Geth never gets old. The side missions are such a massive and detailed part of its sequels it is just odd to see them kinda slapped on here, with them only seeming to exist to pad out the surprisingly brief main story, and as an excuse to ogle the beautiful skyboxes of course.
Another thing I have to criticise is the gunplay. Now part of this may be me choosing to play Engineer on Insanity difficulty but nearly all of the tech powers seemed to have little bearing on the outcome of any given combat situation, usually relegating me to exclusively using the surprisingly powerful pistol and popping a shield boost whenever things got too hot. This may just be me being too used to the sequels, but the cover mechanics and overall choice in how to approach combat seemed rather rudimentary even for 2007. Still though, I will have to wait until my Adept playthrough to experience it fully.
Although not a critique, I was rather startled by how easy Insanity difficulty was. Even though I was playing exclusively with light armour, I could reliably tank most weapons short of rockets or sniper rifles, it was only really on Noveria with the shield-bypassing Rachni that I felt underpowered and cautious, oh and that one side mission on the spaceship with the husks and their bullshit AoE attack. And it was only really the Krogan enemies that felt spongy (although not in an unfair way), with everything else going down in a rather sufficient amount of headshots.
But as far as negatives go, that’s really all I got. It’s clear BioWare’s main intention for ME1 was to set up a beautiful and intriguing sci-fi universe for them to explore in the sequels, and oh boy does it do that and then some. The lore and worldbuilding crafted here is nothing short of astounding, maybe even the best seen in a singular video game. The amount of time and effort put into a space encyclopaedia of virtual history and culture pays off in creating and absolutely one-of-a-kind world full of interesting, well-written characters and an ominous, foreboding plot that is all raised to unforeseen heights by and inspired art design and just a plain commitment to quality. Although this does come at a cost of a lack of distinct weapon and armour design which can cause gameplay to feel a a bit samey at times.
I must restate again just how beautiful this remaster looks and sounds, giving not only new life to the gorgeous cinematics, but also to its wonderful, synth-heavy soundtrack that although repeats itself a fair few times, has a nostalgic quality that is renders it impossible to get old.
A imperfect masterpiece and a true pinnacle of narrative-focused gaming.
«Blew my mind»
«That ending!»
2 users found this helpful
+2
Recommended
I do not have a single artistic bone in my body, and I say forthright that I would probably not have picked up this quaint indie game were it not for the fact it is free this month for PSN users. This circumvention of the rather steep £30 tag coupled with the fact I went in with no expectations likely makes me more lenient on reviewing this. Nevertheless I enjoyed this for what it was, a heavily stylised and cartoonish little drawing game where you use your controller to draw (preset) neon monsters on walls and decorate them with (preset) tails, ears, hats and various other little bits to try to breathe life into these otherwise characterless creatures. But there lies perhaps the biggest problem (and surely the most grating for the artists), the fact there are many restrictions to what you can paint. Yes you can draw cute landscapes on just about every wall and theres a good amount of natural objects to choose from, but even if you manage to wrangle your controller into the shape you want these objects to take on the wall, by the time you’re done it still looks more like a great neon mess than anything resembling the natural world. The same is true for the aforementioned genies, as although there are numerous customisation options for you to drunkenly play ‘pin-the-tail-on the-genie’, the difficulty in making it look the way you want combined with the brief time you most likely will spend with these individuals before they become lumped together in your genie puzzle-solving army makes most efforts to make them standout futile (the most artistic genie I made was one with 8 gargantuan spider legs jutting out of its body, something I quickly altered after the first time I saw him bounding towards me at record speeds), in this sense they are much akin to the messy environmental drawings, just with a friendlier face. As mentioned, there are puzzles in this game that have to be solved to progress, although these puzzles amount to little more than ‘call the genie over and draw stuff for it’. The combat system they introduce is similarly simple and limiting, equating to little more than periodic button-pressing.
I had no qualms about the overarching story, yes it was simple and cliche, but it was done in a well enough way that I didn’t really mind. And how it incorporates a great change up in gameplay during the last chapter is quite well done too, making it feel truly like a final push against the ‘Darkness’. The world that this story takes place in is also an intriguing one, a forgotten fishing village enveloped by an unknown evil sets an effectively eerie atmosphere from the start, making all the more incentive to ‘paint the town back to life’ as standing back and witnessing some of the light you have brought back to Denska really helps to carry motivation for seeing out the story. Although the short completion time of this, even if you go for Platinum, stops most of the gameplay and story aspects from really shining. All-in-all a unique little indie title doesn’t quite justify its £30 price tag due to all the limits it imposes on the players creativity. Still for the price of free you could do a lot worse and you’re bound to get some forgettable fun out of this.
1 user found this helpful
+1
Recommended
First Playthrough: Medium Difficulty / Pure Melee Build
Being free on PS Plus I will admit I went into Greedfall with little to no hype or expectations and only a passing experience of Dragon Age-esque RPGs. But I will say here the generally high level of quality on display here makes very enjoyable to play despite its many shortfalls. The storyline is engaging an intertwining to the point where even the shortest side quest feels set up with the time and care of a main quest quick keeps the overall story ever engaging despite the unimaginative writing, sometimes stiff voice acting and one-note though overall decently likeable characters. Although this engagement comes at the cost of a combat system that feels incredibly shallow and monotonous, especially in the end game, yes there are 3 distinct play styles and a multitude of weapons included in each, but when they all have the same moveset and when combat generally boils down to two buttons, maybe a binded broken healing spell, and one special move it is bound to feel tiresome, even grating when you account for your companions incessant one-liners throughout.
Speaking of, the games simplistic approach to RPGs is no more prevalent than in its companions as due to a lack of controllable companion levelling or any combat interactivity with them at all, makes them feel more like minions and damage sponges rather than 2/3rds of a coherent and organised team. The lack of different set-ups and playstyles of these companions definitely hurts the replayability although the differing dialogue they offer in missions adds some flavour to the proceedings, it is not enough to keep people coming back. The lore of the world and the characters is also interesting although it is held back by it being told nearly exclusively through dialogue with basically no in-game texts expanding on it. Just another part that looks intriguing but is too shallow to make an impact.
Although it can look fairly underwhelming for a 2019 release, the scenery looks stunning at points and exploration is encouraged, the maps are fairly small in number and size but Spiders clearly put time and care into making them all look unique.
All-in-all a fairly enjoyable experience whose grand and complex vision is clearly held back by budgetary constraints. I would be interested in a Spiders game with more time and money put in as this clearly shows heart and passion for the genre and is rather well-made and bug-free. I wonder if my magic-focused second playthrough on extreme will give me any different impressions. ENDING SPOILERS:
One of my most major gripes and one that left me with a sour taste in my mouth as the credits rolled is the ending, not the final Fallout-esque epilogue sequence but the whole “final battle” itself. It builds it up as some final big defence with all the major factions against Constantin’s beast army. And I’m sure that battle was grand and all but having you come in with all 5 of your companions at the big fight has ended in some kinda Avengers Assemble moment only to fight 3 small groups of stragglers before you battle the Midir-like final boss left me incredibly underwhelmed, especially as the build-up was so engaging throughout.
3 users found this helpful
+3
Exceptional
What a joy it is to finally be able to experience the one that started it all, free from (most of) the bugs and rough edges of the original. Mass Effect 1 has usually been seen be me as the black sheep of the original franchise, even in spite of the controversial parts of Mass Effect 3. Mostly due to my inexperience with this entry compared to the other two, but also I would say due to the radically different direction this one takes to side content, with it being heavily focused on exploring uncharted planets in a big tank not entirely dissimilar to what No Man Sky would attempt nearly 10 years later. This, almost sandbox exploration aspect is probably one of the most divisive things about the game and I’m not entirely surprised BioWare canned it for the sequels, driving around an uncharted planet is fun the first time but it quickly becomes repetitive due to how similar the planets themselves are and the activities you can do within. I did find the Mako fun to control this time around though, even if its quite cartoonish, but ramming Geth never gets old. The side missions are such a massive and detailed part of its sequels it is just odd to see them kinda slapped on here, with them only seeming to exist to pad out the surprisingly brief main story, and as an excuse to ogle the beautiful skyboxes of course.
Another thing I have to criticise is the gunplay. Now part of this may be me choosing to play Engineer on Insanity difficulty but nearly all of the tech powers seemed to have little bearing on the outcome of any given combat situation, usually relegating me to exclusively using the surprisingly powerful pistol and popping a shield boost whenever things got too hot. This may just be me being too used to the sequels, but the cover mechanics and overall choice in how to approach combat seemed rather rudimentary even for 2007. Still though, I will have to wait until my Adept playthrough to experience it fully.
Although not a critique, I was rather startled by how easy Insanity difficulty was. Even though I was playing exclusively with light armour, I could reliably tank most weapons short of rockets or sniper rifles, it was only really on Noveria with the shield-bypassing Rachni that I felt underpowered and cautious, oh and that one side mission on the spaceship with the husks and their bullshit AoE attack. And it was only really the Krogan enemies that felt spongy (although not in an unfair way), with everything else going down in a rather sufficient amount of headshots.
But as far as negatives go, that’s really all I got. It’s clear BioWare’s main intention for ME1 was to set up a beautiful and intriguing sci-fi universe for them to explore in the sequels, and oh boy does it do that and then some. The lore and worldbuilding crafted here is nothing short of astounding, maybe even the best seen in a singular video game. The amount of time and effort put into a space encyclopaedia of virtual history and culture pays off in creating and absolutely one-of-a-kind world full of interesting, well-written characters and an ominous, foreboding plot that is all raised to unforeseen heights by and inspired art design and just a plain commitment to quality. Although this does come at a cost of a lack of distinct weapon and armour design which can cause gameplay to feel a a bit samey at times.
I must restate again just how beautiful this remaster looks and sounds, giving not only new life to the gorgeous cinematics, but also to its wonderful, synth-heavy soundtrack that although repeats itself a fair few times, has a nostalgic quality that is renders it impossible to get old.
A imperfect masterpiece and a true pinnacle of narrative-focused gaming.
«Blew my mind»
«That ending!»
2 users found this helpful
+2
Recommended
I do not have a single artistic bone in my body, and I say forthright that I would probably not have picked up this quaint indie game were it not for the fact it is free this month for PSN users. This circumvention of the rather steep £30 tag coupled with the fact I went in with no expectations likely makes me more lenient on reviewing this. Nevertheless I enjoyed this for what it was, a heavily stylised and cartoonish little drawing game where you use your controller to draw (preset) neon monsters on walls and decorate them with (preset) tails, ears, hats and various other little bits to try to breathe life into these otherwise characterless creatures. But there lies perhaps the biggest problem (and surely the most grating for the artists), the fact there are many restrictions to what you can paint. Yes you can draw cute landscapes on just about every wall and theres a good amount of natural objects to choose from, but even if you manage to wrangle your controller into the shape you want these objects to take on the wall, by the time you’re done it still looks more like a great neon mess than anything resembling the natural world. The same is true for the aforementioned genies, as although there are numerous customisation options for you to drunkenly play ‘pin-the-tail-on the-genie’, the difficulty in making it look the way you want combined with the brief time you most likely will spend with these individuals before they become lumped together in your genie puzzle-solving army makes most efforts to make them standout futile (the most artistic genie I made was one with 8 gargantuan spider legs jutting out of its body, something I quickly altered after the first time I saw him bounding towards me at record speeds), in this sense they are much akin to the messy environmental drawings, just with a friendlier face. As mentioned, there are puzzles in this game that have to be solved to progress, although these puzzles amount to little more than ‘call the genie over and draw stuff for it’. The combat system they introduce is similarly simple and limiting, equating to little more than periodic button-pressing.
I had no qualms about the overarching story, yes it was simple and cliche, but it was done in a well enough way that I didn’t really mind. And how it incorporates a great change up in gameplay during the last chapter is quite well done too, making it feel truly like a final push against the ‘Darkness’. The world that this story takes place in is also an intriguing one, a forgotten fishing village enveloped by an unknown evil sets an effectively eerie atmosphere from the start, making all the more incentive to ‘paint the town back to life’ as standing back and witnessing some of the light you have brought back to Denska really helps to carry motivation for seeing out the story. Although the short completion time of this, even if you go for Platinum, stops most of the gameplay and story aspects from really shining. All-in-all a unique little indie title doesn’t quite justify its £30 price tag due to all the limits it imposes on the players creativity. Still for the price of free you could do a lot worse and you’re bound to get some forgettable fun out of this.
1 user found this helpful
+1
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