Last game you finished, tell us about it

Finished Fallout 4

I'll leave the detailed complaints to other threads.

Overall:

First 10% BORING! I put the game down twice.
Middle ~60% Pretty fun. Once I ignored the braindead dialogue and focused only on discovering new places, it was decently enjoyable. Despite the recycled enemies and loot.
Last 30% Oy. This was a race to finish before my level of apathy for the game reached critical levels and I moved on entirely. Overall, the major sore points that stick out are: loot containers and locks that reset; a main quest line that feels so contrived/forced at its end that it makes you not care; the sheer genericness of the game from the loot, down through the enemies and [radiant] quests.

I'm simply glad it's over. 6/10.

One thing that did stick out my mind, though, is how much time and money went into the assets for the game. Multiple factions all with their own styles and architecture - but some of these were hardly used!
For instance, the gorillas in the institute: all that time and effort to model and animate all of two mobs?
 
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Nov 10, 2008
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Finished Wasteland 2 DC. Some locations are pretty solid (the bigger California settlements, rail nomads, valley of Titan) in terms of C&C, while some feel like MMO crap. Character building is so-so (attributes are useless except for gaining action points, skill points and combat iniative, perks are linear). I played on the second lowest difficulty, but even then some weapons are borderline useless (energy weapons).

The game is fairly ugly even for its age, and the UI is inconsistent (sometimes you click on world objects to interact with them, sometimes you choose your skill first).

Combat could use some sort of positioning system. As things stand it's not really worth the fuss to use certain tactical features (elevation etc).

On the whole an enjoyable experience though. 7/10.
 
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Nov 4, 2006
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Just finished Divinity Original Sin, playing co-op the whole way through with my dad.

Great game! I'm sure you all know that. I really enjoyed finding new loot and all the hidden and unique surprises around every corner. There is a lot of attention to detail here and it felt like the game could go on forever at one point. Heck, it took us 130+ hours to finish it, and I wouldn't have minded playing another 130! Looking forward to the next game in what is hopefully a new, long-running series.
 
Fallout 4

Technically, not finished - I still have the main quest to complete, But unlike Skyrim I will eventually get around to it. Yes, and at 600+ hours I will get around to it and I am still playing. Obviously at this massive amount of hours I have to give the game a 10.

Now the game does have its faults just like any game in the market. The good games will have you playing through the faults (Fallout Vegas was so buggy I couldn't play more than an hour without a blue screen of death), And some games will just make you try and get your money back (and for the people with time-go online and complain endlessly).

Fallout four is probably Bethesda's most realized version of what and how a post apocalyptic landscape might look and work. I know there are far too many fantasy elements to say it's a realistic portrayal, but for my money it feels that this is how a lot of things might work out. We all cry about the continuous fighting and battles in the game, but truth be told, a post apoc landscape will be filled with the strongest and the baddest taking charge. Sorry nerds, you're going to be in a basement/lab doing your bosses bidding. (IMO)

Why was I able to play this game for so long?
Well, F4 mixed your typical open world RPG, which normally takes dozens if not hundreds of hours with some heavy Sim City mechanics. But they upped the ante in sim city management. While building homes and business and trade routes you also absolutely have to take into account your little village will be attacked. Also each settlement has a unique landscape. I found it quite enjoyable studying the landscape and determining the best way to grow and build your settlement.

In the beginning I was just putting in prefab boxes and sleeping bags and leaving most settlements to fend for themselves. I didn't care about my 55-60 % happiness rating. But one day I was at the Naval shipyard and I must have triggered an attack on the County Crossing Settlement. I was able to watch most of the battle from the rooftop of the ship yard as I was sniping ghouls. I could see my two settlers taking on a super mutant army of about 10. Since I was in "programing range" the settlers were not dying but kept getting back up and fighting, fighting, fighting.

In my mind I said to myself "Huh? Those little guys are working their asses off. And all I'm doing is trying to get more perks". So from that point on I decided to see how to work the settlement angle in Fallout Four. I now have all the settlements in the game, however 4 are not populated and except for one settlement the happiness factors are all in the 70 and 82 range. I am so looking forward to finding out what the heck is wrong with my Tenpines Bluff than can not get above 62.

In any event, like the past 3 Fallout games, I don't play them, I live them. One of the initial problems I had with this game was the spawn rate. It is pretty fast and in some locations all you have to do is leave and come back and the stuff is there again. In a sense, in the real world you would expect someone to occupy a nice vacated space but it just didn't feel right in the game. Until . . . I started working my settlements. Trade routes are great but I liked my settlements to have at least one local source for stuff. And all those settlements in close range to quick respawn locations were quickly able to get all kinds of defenses (Thank you Wilson Atomatoys and Coast Guard Pier).

I could go on and on why I like this game so much. I could have just talked at lengthy about the companions and how they each add a unique perspective to the game. And all of them, but one, are excellent. I feel bad when ever I go to camp and some of them are just about begging me to take them along. Magnolia, sultry songstress in Goodneighbor, one of the best NPCs ever.

Or the superior voice work from the bad guys as you take them on:
"I know you're there, I know you're there"
"Come on out, I make this nice and quick"
"I know why you are hiding, you are afraid of death"
"beeb, beeb, beeb"
"Come get some"
"Owwwww." (gunshot to the head of super mutant)
"I can't do anything, I can't go outside, all my friends are dead"

I could go on, an on. This game has a lot of elements in it and many find it hard to call it an RPG. But that doesn't matter to me because this game is fun to play.
 
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Finished The Legends of Heroes: Trail in the Sky. I'll agree with others who said it was a very good game. It is.

But I have to wonder why Japanese games needs that "defeat the last boss 3 times in a row" formula. As if the first 15-20 minute fight wasn't enough or something. The story was pretty awesome though and now I'll have to buy the second chapter...but I'll go through a bit of my backlog first.
 
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Finished The Legends of Heroes: Trail in the Sky. I'll agree with others who said it was a very good game. It is.

But I have to wonder why Japanese games needs that "defeat the last boss 3 times in a row" formula. As if the first 15-20 minute fight wasn't enough or something. The story was pretty awesome though and now I'll have to buy the second chapter…but I'll go through a bit of my backlog first.

Yes, I hate that about JRPGs that do it. If I've been fighting for 10 minutes to beat an enemy, only for it to pop back up with a different form, without a chance to save the game in between, and I die, I don't try again. I uninstall the game and watch the ending in youtube.
 
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I just finished Firewatch. It was a beautiful experience that's really worth checking out. Really great. I'd read about some people being disappointed with the ending, but after some more time with it, and being revealed more information on it, I actually grew to like it. And I loved the way they used the photos. Make sure you stick around for the whole ending credits.

But overall, it was the interaction between Henry and Delilah which absolutely blew me out of the water. I'd never seen anything this nicely written between two game characters. Really smart stuff.
 
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Yes, I hate that about JRPGs that do it. If I've been fighting for 10 minutes to beat an enemy, only for it to pop back up with a different form, without a chance to save the game in between, and I die, I don't try again. I uninstall the game and watch the ending in youtube.

That reminds me once again one of the reasons I don't play JRPGs.
 
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Aug 18, 2008
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I just finished playing the single player campaign in HoMM VII in 186 h and wrote this review:
(This review only covers the single player campaign. I haven't played any skirmish maps or even multiplayer maps.)

Generally you will like this game if you like its predecessors. The main concepts stay the same with very little changes.
As I like these concepts and as I think everybody who's interested in this game knows them as well, I just point out what I didn't like about the game:

  • All in all it was a little too easy. While I have played most of the HoMM games and other TBS (e. g. Age of Wonders), I wouldn't claim myself to be an expert. I played on normal difficulty and just followed the general strategy of focussing on leveling up a single hero on each map fighting with him only, until the level cap is reached. Then I would level up the next hero. And before finishing a map, I always tried to visit every building that increases stats with each hero.
    During all of the campaign, I had 2-3 tough battles. The rest was quite easy.
  • Somehow the battles got repetitive quickly. I don't know if there are more neutral enemy armies in this game than in its predecessors or if the tactial possibilities are more limited but I often had a couple of battles in a row that played completely the same. That most likely is connected to the game being too easy.
  • That may as well be connected to the spell "Summon Elementals" being too powerful. If you have this spell with a decent mage, you'll blast all enemy armies especially in the beginning of a map when they're still small.
  • The wizards campaign starts with a beautiful map with two memorable heroes. Unfortunatley the next two maps are played with different heroes that are only loosely conncted. While the stories where nice as well (Arabian Nights atmosphere) I would have liked it much better if you more or less played with the same heroes through the campaign.
  • When one of your buildings gets attacked with no hero defending it, you can't do a quick battle or surrender in the tactical combat map. You're forced to (auto)play the battle. That's unnerving when you'll loose the battle anyway.
  • I played through the campaign with version 1.6. While there were some minor bugs, there was only one really unnerving one: artefact exchang on heroes is totally bugged, making it impossible to distribute artefacts as you wish. You may even loose items permanently. That a bug like this slipped QA is pathetic. I more than once considered stopping and uninstalling the game because of this.
On my personal fun scale, I gave it a 7,5/10, so for me it wasn't as good as Age of Wonders III (8/10).
 
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I just finished playing the single player campaign in HoMM VII in 186 h and wrote this review:

Yes, the game is easy on Normal difficulty. I made a suggestion in their boards months ago so they would shift all difficulties one step to the 'left' (remove easy, make normal easy, make hard normal, etc). Still, you also made it even easier than normal as you went through the trouble of visiting every stat enhancing bulding in every map, that's not what the average player does (I don't).

So my advice to everybody who's played any HoMM before is to play on Hard difficulty, as if it was Normal.
 
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X-Com 2

I should start by saying I played the original X-Com back in 1993 - and I absolutely loved it. One of my all-time favorite games and I happen to think the Gollop brothers are among the best game designers of all time. I have nothing but fond memories of X-Com, Laser Squad and Lords of Chaos. I still feel bad about Dreamland Chronicles being cancelled.

As for the "reboot" that came out in 2012 - I enjoyed it and completed it, but ultimately didn't feel it lived up to its legacy.

I didn't care for the streamlined "2 action" system and I still don't care for it. There's a significant loss of tactical nuance when you impose a rigid and abstract action-limit upon the player - and it ends up feeling more like a boardgame than a tactical simulation. Now, I understand this is probably what they're going for - especially when coupled with the board-gamey strategic layer, complete with "Dark Event" cards and an imposing time-limit for the Avatar project. This reminds me of games like Arkham Horror and it's clearly inspired by boardgame conventions.

The thing is, though, that there's a natural reason to streamline and simplify boardgames that simply doesn't apply to computer games to the same extent. It would be impractical to keep track of action points and complicated factors when sitting with friends around a table.

But a computer is fully capable of doing complex calculations and present a reasonably accessible interface for the player to focus on, instead of the math.

Obviously, since the reboot of X-Com was a success, they've chosen to stick with the same basic formula. This includes the tiresome limitation on inventory and strange time limits on lootings and so on.

I can accept that - and once I got past it, I managed to enjoy my time with the game greatly. They've improved upon most aspects of the game, and even with the 2-action limit, the tactical game feels rich and reasonably varied.

It looks amazing for a turn-based game focused on cerebral stimulation. I'm not used to playing this kind of game with this level of visual fidelity. The battlefield looks positively alive - and there's a great variety in everything from the procedurally generated levels and wide array of enemies to the meaty arsenal of weaponry and the fully customizable soldiers. They all look great and imaginative - and the animations are quite superb.

That came at a cost, however, and the game suffers a lot when it comes to performance. I have a very high-end rig, and yet it stuttered and felt strangely lethargic at times. It also takes its sweet time showing individual actions in what I would call a very relaxed manner. Thankfully, what's shown is very satisfying and the game is so full of tension that this very deliberate pacing isn't as frustrating as it would be in a lesser game. But be warned, it's not a fast or smooth experience.

Then there's the controversial focus on having time-limits in most missions. I admit, I was worried when I first heard about it. I tend to have a strong distaste for time-limits in games that are otherwise focused on giving you reasons to be careful and to take your time doing things right. It's a somewhat conflicted design philosophy.

However, I must admit that I completed the game on Veteran without a single time-limit inspired problem. Well, ok, I did feel real tension on those "rescue civilians" missions - but that's pretty appropriate :) Such missions SHOULD feel tense and they should force you to take some chances.

So, ultimately, I don't think it's a problem on Veteran difficulty. I imagine it's a problem on higher levels - and it's not really my favorite kind of challenge. But I can't claim it's not a reasonably good fit for what they're trying to convey. You're supposed to be desperate and under immense pressure. Maybe that's not the best overall design - but you have to respect what developers are trying to do when you're reviewing their product.

As for the strategic layer, it's also quite improved - but I guess I'm not as thrilled with the direction as other players seem to be. To me, it goes back to my dislike for putting boardgames in my computer games. Don't get me wrong, I enjoy boardgames - but I prefer to play them with real friends in real life. I don't enjoy simplifying and streamlining when it actively works against what could have been rich and layered.

Personally, I think the choices you make on the world map feel entirely too binary and you're essentially never much in doubt about what your priority should be. Why? Because there's a rigid timer in place - and the consequences are always spelled out for you. This means the strategy involved is always picking the lesser of 2-3 evils - and that's it, really.

To me, the original X-Com was much more interesting at the strategic level, because the base-building was less straightforward and the tactical layer was directly involved - because of base invasions and so forth. You spent more time building up your economy and I quite enjoyed the involved process of arming your ships and so on.

So, to me, it's the wrong direction and it's not as big of an improvement as I feel it easily could have been.

Still, the strategic layer is better than in the first one.

Possibly my favorite part of the reboot and this sequel is the enhanced RPG aspect of the game.

The great skill-trees are back - and they've expanded them to include "random skills" and leader skills. I love the way you get to customize your team both in terms of class setup and skill choices. It's not greatly expanded from the first game, but still enough to make it feel fresh, especially with the additon of the Ranger class - and the hacking Specialist class. The hacking aspect feels a bit undercooked, however, but at least it's there.

They've also added Weapon modifications and though it's somewhat simplistic, it still manages to add to the feeling of making interesting choices and you feeling the progress of getting better gear. I just wish they'd expand upon it and go for a more exploration-oriented game. I'd love to roam the maps in "Jagged Alliance 2" style and search alien containers for strange and potentially useful loot. In fact, I've always felt one of the greatest parts of X-Com is the search for alien artifacts and the research process involved with making use of it. While there's a lot to research in X-Com 2, I still feel they could go much further with this part of the game. It wouldn't have to be that costly in terms of development resources. Just a smart elaboration of existing content with just enough flavor research text and so on. It would go a long way to extend the lifetime of the game.

Anyway, in terms of the RPG elements - the game remains very strong and is one area where the design is flat-out superior to the old X-Com-

Finally, I can't write a fair review without mentioning the bugs and quirks of the game. There's no way around the fact that this release wasn't quite ready. I experienced at least two game-breaking bugs during tactical missions - which forced me to reload a save from much earlier in the fight. One example was a downed soldier that I simply couldn't carry - because the game didn't recognise her existence. It's apparently a known bug with unconscious soldiers involving inconsistency with tile-placement. On several occasions, the animations associated with soldiers and/or enemies would "stop being there" - and you'd simply see the result without the actions taking place. This happened quite frequently and really disrupts the flow of the game. It can be fixed with a reload, however. Then we have the performance issues - which are quite significant.

So, ultimately, there are many reasons this game can't get a perfect score - but I have to reward it for being so damned engrossing. I'm a veteran gamer of more than 30 years, and it's almost unheard of for me to sit glued to my screen like I did with this game.

Most of that is due to the core formula first created by the Gollop brothers - but it would be unfair to pretend the Solomon team at Firaxis is undeserving of praise too. Even though I would have gone in a different direction in many ways, they've still managed to put their own touch on X-Com - and the end result is a fabulously entertaining game.

8.5/10.
 
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I just finished Firewatch. It was a beautiful experience that's really worth checking out. Really great. I'd read about some people being disappointed with the ending, but after some more time with it, and being revealed more information on it, I actually grew to like it. And I loved the way they used the photos. Make sure you stick around for the whole ending credits.

But overall, it was the interaction between Henry and Delilah which absolutely blew me out of the water. I'd never seen anything this nicely written between two game characters. Really smart stuff.

This is basically a puzzle game, yes? Are there story or rpg elements?
I love the look of it and it is on my wishlist, but not sure I'll like it...
 
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Dragons Dogma. I stopped after level 50 nearing the end of the main quest. The combat and class options are interesting but it eventually became a boring grindfest
 
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Dragons Dogma. I stopped after level 50 nearing the end of the main quest. The combat and class options are interesting but it eventually became a boring grindfest



I'm surprised how many have revelled in it. For me it lacks the depth to be a true RPG, and the accessibility to be a beat em up. It kinda falls in a strange ground between the two.

Would love to see a sequel, but one which either deepens the story/rpg aspects, or which turns it into a straight out beat em up, with little "exploring" to bog you down and fresh levels + monsters to excite you.
 
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Nov 15, 2015
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Dragon's Dogma never impressed me - and I have to agree I'm confused with the love it gets.

I mean, it's not bad or anything - but it's pretty damned generic and bland, even if the combat is entertaining in a silly way.
 
I'm surprised how many have revelled in it. For me it lacks the depth to be a true RPG, and the accessibility to be a beat em up. It kinda falls in a strange ground between the two.

Would love to see a sequel, but one which either deepens the story/rpg aspects, or which turns it into a straight out beat em up, with little "exploring" to bog you down and fresh levels + monsters to excite you.

Brumbek's influence is more widespread than we thought. ;)
Game lacks development in several areas, but the thing I like most about it is game play interactivity...even your shield can be used as a launching board. Japs are half crazy, but also wonderfully creative when it comes to game play and DD is as good example as any.
And countess romance, that was something to see , eh?
 
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XCOM Enemy Unknown. And I'm replaying it on harder difficulties! This game is amazing. I can't play the sequel yet though as I'm a little out of funds.
 
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