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User Reviews

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Latest Reviews

Corpse Party: Blood Drive


Average: 1.5
Comments: None
AvatarDriven Dry of Quality
Written by Heartlesswithaheart on Feb 7, 2016
“Corpse Party: Blood Drive is the third game in the Corpse Party series, taking place after the 90% filler (but still fairly enjoyable) Book of Shadows, and was created by Team Gris Gris and released in the US by XSEED in October 2015. Returning to the adventure game style of the original, Blood Drive has you return to Heavenly Host to accomplish what was attempted in the 10% of Book of Shadows that wasn't filler. If you haven't played Corpse Party or did, really enjoyed it and don't want your experience completely ruined, I'd recommend you stop reading now. Still here? Okay. Corpse Party: Blood Drive begins with the survivors of the first game (sans Yuka) trying to adjust to their lives, to mixed results. While Satoshi and Yoshiki don't really seem to have any significant problems adjusting, Naomi is still behaving like a moron and Ayumi is still feeling survivor's guilt and feeling responsible for introducing everyone to the Sachiko Ever After charm. Ayumi is what kickstarts the plot by continuing...”
One Finger Death Punch


Average: 9.0
Comments: None
“Here's a game that, when you describe the basic premise, sounds like it should be downright awful. A beat em up where you only ever press two buttons, you can't manually move and most enemies are metaphorically on a conveyor belt moving towards you in a fairly linear fashion? It's almost like Silver Dollar Games wanted to throw out the worst thing in 2014 until BoxesWithGuns. Yet now the game is one I often return to because there's that sweet feeling of dipping into the game every so often to send stick figures flying with the most impressive martial arts ever commanded from the comfort of two buttons. The success the game enjoys is in part due to the sheer variety that you wouldn't think possible in the given format. Enemies approach you from both sides and require you to press one of two buttons to attack them once they get within the visible attack range. Sounds almost mindless, but this is only true at first as the game eases you into the game and teaches you the basic mechanics. Soon after you...”


Average: 7.6
Comments: None
“Man, the first two Gargoyle’s Quest games were pretty cool. They weren’t the best games in the world – the first one was a great proof of concept but not quite a great whole; the second was more focused and was a great game on the whole, but it still felt a bit unfinished when you think about what could’ve been added. Demon’s Crest was looking to be the game that would show off exactly what Gargoyle’s Quest could’ve been. How would Capcom be able to expand on Firebrand’s wall clinging, flying and fireball firing? Would the overworld actually be worth a damn? Is there going to be a deeply understated or grandiose story to go along with the potentially sky high production quality you’d assume a Super Nintendo Capcom game would have? The answer to all of them is “ehhhhh not really.” It hurts to say that, but Capcom definitely put graphics and sound above gameplay when designing Demon’s Crest. To its credit, it’s not like it was all in vain – for instance, this game looks *bleep*ing beautiful! The intro...”


Average: 9.0
Comments: None
AvatarThe winds are changing
Written by Noble_Beast on Feb 4, 2016
“If there’s one thing Pokemon Colosseum taught us, it’s that it’s better to have quality over quantity. Having limited options simply meant that you had to make do with what they give you, rather than choosing to just catch Alakazam and four other broken Pokemon out of god knows how many over and over again or doing some sort of Nuzlocke challenge to force yourself to use different Pokemon. At least, that’s what the older crowd (aka, Colosseum’s intended audience given its darker storyline and characterizations) did while the kids actually played the games properly (maybe not competitively so, but certainly the way that Game Freak had intended). Although in saying that, one could argue that maybe the options were too limited. One could also argue that purifying Shadow Pokemon too far too long, and catching the Shadow Pokemon in the first place was a tad more frustrating than it had any right to be since their own move had recoil damage – and hey, maybe people did miss catching wild Pokemon amongst all of...”


Average: 9.4
Comments: None
“Developer and Plubisher: Namco Before getting into this game, one must tether their expectations – Wolf Team (or Tri-Ace as they're known as nowadays), and Namco for that matter, hadn't quite gotten all of the pieces that were necessary in developing Tales Of Symphonia. Instead, they've put together a game whose story is mostly very indicative of the time it was originally released for the Super Famicom while doing it much better than everybody else while adding in a more action packed battle system to try and deviate away from turn based and ATB battle systems. On those terms, Tales Of Phantasia for the Super Famicom is a pretty good game. Things were still a little rough around the edges – it wouldn't be until Tales Of Eternia when battles started to run all buttery smooth – but with all things considered, this game is still quite enjoyable to go through and has, for the most part, stood the test of time. But that’s not what we’re talking about today; no, our subject is the Playstation 1 port, which...”
Riddled Corpses


Average: 1.5
Comments: None
AvatarSuddenly, I am the zombie.
Written by InsanityS on Jan 30, 2016
“I kicked off the year with a highly positive review. Then I covered a game that sat in the awkward middle ground. To complete the trio we arrive at Riddled Corpses that has the unenvious honour of earning my first red score of the year. This is a game that proclaims itself to be hard, but I don't think this fully explains the nature of it though. This game is hard only in the sense that you're forced to grind excessively just to stand half a chance of surviving the first stage, and for that reason the experience very quickly devolved into a mindless chore. If Assault Android Cactus is an example of the twin stick shooter done well then this game serves as the example of how to make a boring entry in the same genre. So when you play you're thrown into an environment where zombie creatures spawn all around you. Your weapon has infinite ammo so all you do is tilt the right stick in a direction to fire an endless stream of bullets in that general direction while avoiding the enemies that would like nothing...”
Okami HD


Average: 9.2
Comments: None
AvatarOkami HD
Written by Virtue on Jan 29, 2016
“Are videogames “art”? The question continues to face controversy by videogame critics and aficionados with a little too much time on their hands. While several developed nations have classified videogames as a form of “creative expression” in the legal sense, the philosophical consensus is murky and subject to debate. Art and videogame enthusiasts alike, look no further than Okami (2007), developed by Clover Studios and Published by Capcom for the Playstation 2 (and later ported to an HD version for the Playstation Store). From the beginning of its incredible story, it’s easy to tell that the game is visually one of its kind. Its vibrant aesthetics and equally colorful narrative produce a work that can rival anything found on a canvas or movie screen. Plot Okami’s outstanding narrative begins with a flashback that echoes your traditional Japanese folktale. Shiranui, a God reincarnated down to earth in the form of a wolf, defeats the eight-headed demon Orochi with the aid of human swordsman Nagi....”


Average: 6.0
Comments: None
AvatarThe devil's in the details
Written by Aevers on Jan 28, 2016
“If we were to judge Devil’s Third by modern standards, it would be a complete mess. The combat – be it hacking and slashing or shooting – either feels too loose or really clunky. Hell, even compared to games like Devil May Cry 3, Onimusha 3, Prince Of Persia: The Warrior Within and – of course – Ninja Gaiden, Devil’s Third just doesn’t do it. The enemies are either cheap or borderline retarded since they often find themselves running into solid objects and never realize that that’s what they’re doing. The bosses are just plain cheap as they summon minions and do heaps of tricky-to-dodge attacks (mainly because you’re not as agile as Bayonetta or even Ryu Hayabusa) that do heaps of damage. It’s the kind of thing Itagaki’s always done with his Ninja Gaiden games, but like, Ninja Gaiden also had meticulously refined combat with a lot of gore to make taking down enemies feel really satisfying, and – at least in the first game – the bosses weren’t quite as cheap. Devil’s Third lacks that refinement, which...”

Recent Comments

Avatarre: Boo! Haunted House
Commented written by Polarity on Feb 10, 2016
“Oh god, *bleep* those, man!”
Avatarre: 7 Bucks? We Were Hardly Here!
Commented written by Legendary1 on Jan 29, 2016
“It's really been going downhill since microtransactions :/. Haven't played this in awhile.”
Avatarre: Ys Returns To Form Once More
Commented written by InsanityS on Jan 23, 2016
“It'd have to be a full remake to get anything out of it.”
“you're right lukas , there were other weapons, but they did so little and were so infrequent that they might as well have not even been in the game. i'd edit that in, but i can't seem to actually edit my review. monterey jack , i didn't know you could use the rifle against xizor? i always had the default laser gun and the seeker missile launcher.”