54
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144
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Recent reviews by Kumail

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Showing 1-10 of 54 entries
14 people found this review helpful
2.0 hrs on record
I’ve stuck with the assassin’s creed franchise for a while now, assassin’s creed unity remains my unequivocal favorite from the franchise. this preference is not swayed by the recent upheaval of positive reassessment. I stumbled upon unity a few months post-release, bypassing the widespread discontent that tarnished its launch. unfortunately, the initial release state has cast a long shadow over unity. though there are a few ardent defenders, the game’s legacy remains marred.

it’s disheartening to witness how an initial impression can permanently tarnish a game's reputation. this has been the case with several other titles as well. when one disregards the popular opinions, they might discover that unity represents ubisoft’s finest work in the assassin’s creed series. the game's engine has remained unchanged, and graphically, unity reached a pinnacle that hasn't seen significant advancements even a decade later. the gameplay elements were perfected, with the parkour mechanics remaining unparalleled to this day, and the stealth elements finely honed.

subsequent assassin’s creed titles have often taken one step forward and three steps back. unity is where the franchise truly peaked. more assassin’s creed games should follow the classic direction of the series, a path unity expertly charted before the shift to the warrior’s creed. this game stands as my favorite of the series, and I wholeheartedly recommend it.
Posted 30 July.
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20 people found this review helpful
1 person found this review funny
8.0 hrs on record
if it's hostile, you kill it.
Posted 16 July.
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133 people found this review helpful
2 people found this review funny
6
92.0 hrs on record (6.0 hrs at review time)
if you haven’t heard already, forza horizon 4 is being delisted on december 15th of 2024. the probable cause is the high cost of maintaining licensing, a tale as old as time.

I implore players who want to experience forza horizon 4 to opt for the ultimate edition. for those who may later wish to enjoy the full breadth of forza and delve deeper after opting the base edition, note that the additional downloadable content and major expansions are no longer available as individual add-ons were delisted as of june 25th. this includes the james bond featured cars, the fortune Island expansion, and the LEGO speed champions expansion, et cetera. a jump of $12 to $20, the ultimate edition offers tremendous value for the amount of content it includes. if the ultimate edition can’t seem reasonable, avoid the deluxe edition since it provides the least value. you're essentially paying for very little. either go for the ultimate edition or stick with the base edition. I highly recommend the ultimate edition. you get the fortune island expansion, featuring an entirely new island with over 12 hours worth of content, and the LEGO speed champions expansion, which feels like a completely different game with a new map and over 14 hours of content. additionally, the ultimate edition includes the james bond featured cars, which are otherwise unavailable. having wet my feet in both expansions, I can assure you’re receiving the bang for your buck.

I've always had an interest in the forza series but never found the time to dive in. my history with racing games has primarily consisted of the need for speed series, dating back to the original underground 2. I first encountered forza during a free weekend with forza horizon 5. I thoroughly enjoyed it, prompting me to have a desire to eventually gather complete experiences of the franchise. I'm pleased to report that forza horizon 4 is just as good as, if not better than, its successor. this time around, you get to explore great britain in all its glory, complete with a dynamic seasonal cycle. you advance the horizon festival through spring, summer, autumn, and winter. once you complete a cycle, you then follow a global seasonal cycle, changing every thursday for players worldwide. this feature in particular fascinated me, as the visual splendor of forza makes each season uniquely captivating. the game is incredibly scenic, leaving you in awe as you leisurely drive through its beautiful environments.

get forza horizon 4 before it leaves the store. there’s so much to do, from driving a warthog from the halo series to racing LEGO cars in a large LEGO-built map. I'm certain there's something entertaining for every type of player to lose themselves in the vast world of forza horizon 4.
Posted 29 June. Last edited 3 July.
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13 people found this review helpful
7.0 hrs on record
with the recent long-awaited release of hellblade II, newer players are being introduced to this lesser-known franchise. when the original hellblade launched for $30, I stumbled upon it just as it was released. it had never crossed my radar until its launch. the game received either deprecating conclusions or immense praise. as you can tell by my thumbs up, I fall with the latter.

hellblade senua’s sacrifice offers an intriguing iteration of norse mythology. step into the shoes of senua, a norse warrior with psychosis. set in the 8th century, her condition is viewed as a curse from the gods rather than a medical issue. senua’s psychosis sets this video game experience uniquely apart from others, as the constant voices in her head and schizophrenic delusions generate eerie feelings enhancing the overall experience.

whilst in combaat, the voices in her head will whisper eerie warnings, such as “don’t let them get behind you” or simply “behind you.” when senua climbs a ladder, her inner voice constantly repeats, “don’t look down.” additionally, some scenarios feature senua hearing multiple voices simultaneously. a common case is where one encourages her to overcome challenges and another demotivating her, creating a sense of company in a world where you mostly witness senua and her thoughts.

the game is highly cinematic and offers an almost uninterrupted experience in all categories. there’s no HUD or other indicators, just you, your senses, and your sword. the concept is basic yet brilliantly executed. the game doesn’t provide tutorials; senua’s inner voice offers suggestions to approach the game. these contributions make the experience feel less like a traditional video game.

the combat is basic yet amusing, featuring classic moves such as a regular strike, heavy strike, blocking that can be turned into a parry with the right timing, and dodging. there’s also a focus meter that charges gradually, allowing you to move faster than regular enemies and identify them more accurately. the developers keep the combat simple, focusing purely on fun. an added tension is the dark rot, each death causes senua to be covered in dark rot. the game claims that if the rot reaches her head, she’ll have an permanent death, requiring you to restart the game. test this feature for yourself.

I love the dark, gritty, and creepy themes and environments explored by hellblade. the visuals enhance these atmospheres, offering a sight to behold. there’s a lot to appreciate, from colorful greenery to the dark, atmospheric environments. melina juergens, the actor who played senua won multiple awards performance awards for this role and deservingly so. the combined efforts of melina’s portrayal of senua and ninja theory’s realistic human character models allows the characters to deliver raw emotions at such a great extent.

combat isn’t the defining feature of this game. it includes many elements, but none are dominant. the game expects you to engage in what’s best suited for each chapter, whether it’s solving environmental puzzles, undergoing trials that test senua in various ways, navigating mind-boggling staggering environments or engaging in continuous combat.

if you’re looking for a pure sword-fighting action experience, this game may not meet your expectations. a significant portion of the game is spent on puzzles rather than combat. I enjoyed these puzzles and found them to be a great addition, but this may not be the case for everyone. be aware of what you’re getting into. while the game features triple-A visuals and great combat, it also offers much more, which may not resonate with everyone’s tastes. I still strongly recommend giving this game a fair chance before taking my words for granted.

thank you, ninja theory.
here’s to saving up for hellblade II.
Posted 25 June.
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32 people found this review helpful
12.0 hrs on record (2.0 hrs at review time)
with the recent reveal of doom the dark ages, it was due time for me to pay the original doom another visit.

doom ‘16 is a great classic first-person shooter. it’s not a cover-based shooter, nor does it require the relentless movement demanded by doom eternal. it’s balanced, requiring enough mobility to keep you engaged without becoming overly challenging. doom ‘16 delivers everything you’d expect from a typical shooter while introducing new elements, offering a fresh experience that stands out on its own. there’s vast array of weapons is at your disposal, from plasma rifles to rocket launchers. however, I was constantly gravitated towards the combat shotgun. staggering enemies allows you to execute a glory kill, a brutal physical execution performed by the doom slayer. these glory kills never lose their appeal; there are enough animations for each type of foe to keep them feeling fresh. even after witnessing them after a great while, the satisfaction of these violent executions remains undiminished.

as a reboot of the franchise, there are many comparisons to be drawn with the original games. the doom slayer’s new suit follows a new variation of the classic green colour scheme while establishing a distinct, modern identity. the suit is intricately textured and immensely detailed, a visual showcase. from the helmet to every design in the modern suit just feels more iconic. doom ‘16 was a stunning game at its release and continues to impress today. eight years ago, it stood out as one of the most well-optimised games, contrasting sharply with titles like arkham knight. the cherry on top is the game's music score composed by mick gordon. the music truly shines during intense battles, with its explosive rock tracks heightening the excitement. it generates an incredible feeling, amplifying the action and delivering immense joy.

a hard recommend.
Posted 18 June. Last edited 22 June.
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4 people found this review helpful
1.0 hrs on record
the awesome adventures of captain spirit is a short story set in the life is strange universe, designed to give players a taste of life is strange 2 while standing alone as a complete game. don’t nod entertainment has taken a unique approach by offering a standalone experience that seamlessly integrates into their broader narrative. instead of a demo, players can enjoy this entirely free, brief yet delightful adventure. you play as chris, a 10-year-old with superpower fantasies and other traits typical of a child his age. it's particularly compelling to experience the world through his innocent perspective.
Posted 12 June.
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70 people found this review helpful
1 person found this review funny
1
21.0 hrs on record
I will never pass up and opportunity to sing the praises of an under-appreciated gem, mad max is no exception.

it was plagued from the launch as its launch coincided with the release of the phantom pain, and the game industry’s skepticism towards movie-based video games didn’t help its case. however, this is where mad max breaks the mold. it's not just another movie game nor is it a direct adaptation of mad max fury road. instead, it leverages the mad max universe to tell an original story that fits seamlessly within the cinematic lore.

avalanche studios had a remarkable opportunity with the mad max IP, and they maximized it. the wasteland is both desolate and rich with activities. it’s emptiness feels righteous and encounter with life feels all the more rewarding. from dismantling enemy camps to engaging in intense vehicular combat and participating in death races, the game offers a plethora of experiences. the vehicular combat is particularly noteworthy, with detailed upgrading mechanics that transform the magnum opus, your car, into a formidable force. your only trusted companion throughout this lands.

even nine years post-release, mad max runs smoothly and looks impressive, which is a testament to its quality, especially in a year like 2015 when many games suffered from incomplete releases and poor PC ports. the color palette complements the desert theme perfectly, and the game doesn’t shy away from using vibrant colors when appropriate, enhancing its visual appeal and resulting in gorgeous scenes.

combat in mad max is simple yet effective. max’s heavy-hitting punches and the counter system are satisfying, complemented by a fury meter that increases damage output. the system is straightforward but never feels stale, maintaining a powerful impact throughout the game.

beyond it’s compelling main story, the wasteland offers a wealth of optional content. tearing down top dog camps and completing various side missions kept me thoroughly engaged. avalanche studios’ work with the mad max IP is nothing short of extraordinary, surpassing their efforts with the just cause series by a significant margin.

avalanche studios has been relatively quiet since "just cause 4" and "mad max," but their work on this game demonstrates their potential. I would love to see them return to the mad max universe, either with a sequel or another original story set in this world. their craftsmanship deserves recognition, and mad max stands as a testament to what they can achieve.

in conclusion, my review only scratches the surface of what mad max has to offer. avalanche studios created an overlooked gem that deserves more attention. my words can hardly do it justice, experience it for yourself and prepare to be amazed.
Posted 7 June. Last edited 8 June.
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16 people found this review helpful
2.0 hrs on record
with games of this scale, bigger is not always necessarily better. familiar yet fresh concepts work well. far changing tides exemplifies this, feeling both familiar and novel.

the vessel you board is quite different from the okomotive in far lone sails. it is more complex, making resource management trickier. while both games feature sails, they have distinct characteristics. the colour palette also differs. lone sails used a largely grayscale palette with occasional bursts of color, whereas changing tides maintains a definitive color palette throughout. another significant difference is how changing tides handles off-shore issues. it introduces underwater mechanics and more land-based activities. a great portion of your time is spent solving problems off-shore to get your vessel moving again.

the two far games aren’t interconnected, allowing new players to jump right in whenever they please. however, I recommend starting with far lone sails for a broader understanding before diving into changing tides. overall, changing tides is a good game, though it didn’t captivate me as much as the first one did. I still recommend it to fans of the first game. I haven’t finished it yet and can’t say so I might at all. take my words with a grain of salt; try it for yourself and forge your own opinion.
Posted 2 June.
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7 people found this review helpful
4.0 hrs on record
I honestly don’t have much to say about this game besides imploring others to give it a chance. for just $2, you get a short yet sweet remarkable experience.

it’s atmospheric, scenic, artistic, tranquil, and soothing. the developers knew exactly what they were doing while crafting this game. you embark on a journey in the okomotive, a mobile shelter that essentially is your home. it's just you and your okomotive out there, granting you a sense of perfect solitude. the game is designed for players to savor the journey and simply have a great time. it’s not centered around tricky gameplay or mechanics that demand a lot of effort. this direction really suits the game. some scenes are so artistic, as if they were lifted straight out of a painting.

I strongly urge players of all kinds to experience this scenic visual gem. unique experiences like this are hard to come by, and I’m glad I came across it.
Posted 1 June.
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35 people found this review helpful
16.0 hrs on record (12.0 hrs at review time)
resident evil village might be capcom’s greatest feat yet for the franchise.

resident evil 7 took players by surprise, steering the series in a markedly different direction. up until seven, the resident evil games were primarily action-oriented survival horror experiences. this approach wasn't inherently flawed, as it aligned with capcom's vision for the franchise. however, when seven was released, it astonished players by deeply embracing horror elements, setting a high bar for it’s sequel.

this is where it gets tricky. while seven was largely successful, some fans found it “too scary” or considered it a deviation from the franchise’s roots. village had to balance appeasing fans of seven and long-time enthusiasts who preferred the classic survival horror with an action-centric style.

so, what became of village? it largely adhered to the classic style. the house beneviento section, where the game truly leaned into horror, was particularly notable. stripped of all tools, players found themselves helpless in a dark, eerie setting, a homage to seven that resulted in a gripping experience. besides this, moments of genuine fear occurred when facing lycans, thanks to their element of surprise. the village environment allowed lycans to camouflage perfectly, often necessitating a second look to spot them. the game skillfully used music to build tension and surprise especially during the blood-soaked basement section. while the game leaned more towards action than pure horror, this wasn’t necessarily a drawback. in the end, resident evil village turned out to be phenomenal.

even though this game was released for last-generation consoles, it stands as one of the best-looking games capcom has ever produced. from the intricately crafted romanian architecture of castle dimitrescu to the old-school layout of house beneviento, every environment is meticulously crafted, offering a visual feast. heisenberg’s factory, with its modern look, still manages to awe with its detailed design.

as for gameplay, ethan moves particularly the same as before, but there's a wider array of firearms available this time. this includes classic handguns, rocket launchers, a laser sword, and more, marking a step up from seven. ammo scarcity remains a concern, maintaining the survival aspect. the firearms complement this game well, much like the firearms of seven did to themselves. the lycan are particularly unique and agile, providing a fresh challenge compared to the zombies of previous games.

the game also rewards players for exploration. village is filled with open areas that are fairly linear yet interconnected. hidden treasures and a optional boss fight await those who venture off the beaten path. revisiting areas with new keys and items often reveals previously inaccessible treasures and weapons, enhancing the sense of discovery.

let’s talk about karl heisenberg as a character. everything about him was phenomenal, the character design complimented with neil newbon’s voice acting. his motivations throughout the game and his factory, everything about him was just memorable.

additionally , there’s a mercenaries mode. all resident evil games could benefit from this mode, which offers an arcade-like experience centered around fun. players can control characters like alcina, heisenberg, chris, and ethan, each offering unique abilities. I wasn’t particularly impressed with chris redfield and the BSAA’s involvement throughout the game. they accompanied ethan but mostly stayed idle, only contributing at the last minute. their aid in the fight against heisenberg was noteworthy, but chris’s sporadic appearances felt underwhelming. surprising, yes but underwhelming.

capcom concludes the ethan winters saga with a splendid narrative. ethan’s character and the overall storytelling are exceptional, despite some corny dialogue. most resident evil games pit protagonists with supernatural foes against seemingly ordinary humans. whilst offering fun gameplay, these characters seem flawed in design; chris is the boulder-punching a-hole, leon was practically superhuman in four, and ethan has insane regenerative abilities. however, village explains ethan’s abilities as the game nears its end. additionally, providing a satisfying conclusion to his story.

village has borrowed elements from its predecessor, such as the duke’s emporium, among other things. however, I feel these are basic components of a well-established franchise that more games could benefit from. just as resident evil 7 served as a sketch for resident evil 2 to some extent, resident evil village does the same for resident evil 4. nevertheless, both games have managed to stand out uniquely on their own.

thank you, ethan winters.
you will be missed.
Posted 30 May. Last edited 3 July.
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Showing 1-10 of 54 entries