[LEGACY] Shape Shift Shaun Episode 1: Tale of the Transmogrified

When strolling through Keymailer, I often look for games I know I can play. This also means that the selection of games that I get can sometimes be rather underwhelming, or just plain shit.
The ease of getting and reviewing bad games has got me this far, being not just a smaller streamer than most, but also relatively newer to streaming, less professional and less social media savvy.
I can now just about get any game I ask for off Keymailer, assuming that it is indie, and it’s cheap enough made. So, when I saw Shape Shift Shaun, this was another game that I could easily get and play. Plus, it’s easy to make a review for a game when everything is so bad that it sticks out like a broken pinkie.

Shape Shift Shaun Episode 1: Tale of the Transmogrified, is a mouthful to say, SSSE1:TT is also ridiculous and the first gripe I have with the game is the length of the title of the game. Why does that need to be the full title? I get that you probably want to make more games in the future, but it all doesn’t need to be in the title.
Nevertheless, I’ll stop bitching about things that don’t really matter all that much.

Shape Shift Shaun is a game where you get bullied at Hallowe’en after you get a bunch of candy, then thrown down a crater that was made by a falling meteor by the bully. You and the bully are now trapped in the centre of the earth, which is reminiscent of the setup of Journey To The Centre Of The Earth or Ice Age 3: Dawn Of The Dinosaur. Inside this area, the Bully, and Shaun freak out as there’s “no food” despite only being there for like 3 minutes, which is hardly enough time to look around for food. The Bully threatens to eat Shaun’s candy, but the candy has been dropped all over the inner planet. After threatening to then eat Shaun, the Bully then eats a little red Soot Sprite that can talk and transforms into a mega-chad bully and goes on a rampage to eat more of them. Using the power of more little red soot sprites, Shaun turns into a dragon and goes on a quest to capture the Bully.

I have no idea whether this is a game for kids or not.
It’s really hard to tell.
It’s a basic platformer where you can run and jump, and you collect candy for points. You can also change into a red dragon at any time during the game to then glide and breathe fire on the enemies, effectively killing them. You also breathe fire on a multitude of obstacles to get them out of the way and progress with the level.
All the controls, bar a few, seem relatively alright and make sense concerning the global platforming controls. The only thing I didn’t like was the controls for switching forms and attacking enemies. They were close to each other and on a side of the keyboard that didn’t make sense to me. This often led me to change forms when I wanted to attack enemies.

The story itself goes on further than that, hinting towards being able to change into multiple things, but I just didn’t get that far. Despite actually feeling quite fluid and easy to control, the enemy placement and the placement of platforms, on the other hand, had me at a complete loss. Only being able to get close to the end of the level out of memory, makes me think that either it’s not a kids game, or it’s just a bad one.

Pros:

  • The game works, has no massive graphical or audio issues/glitches, and does not crash upon load or during the game.
  • Even though it’s not an old game, it has that old, cheap looking aesthetic of older games with the weird moving 3D character models in a 2D game. I hold this as a positive as it’s not entirely ugly, but certainly holds that old-world charm.
  • Everything is clear and self-explanatory, absolutely no guess-work is required to complete this game. Everything is spelt out clear as day and objectives made clear.
  • Most of the controls are the universal norm for most platformers.

Cons:

  • The story is boring, rather drab and a little ridiculous at best. Clearly overexaggerated for the comedy value. The Bully freaking out the tiny red creature talks then promptly eating it seems a little unusual.
  • The controls that are not the universal norm for platforming are very strange. It essentially has you reaching round the keyboard, but also accidentally smacking the wrong one. Despite being relatively easy otherwise, this part of the controls raises the difficulty immensely for no reason.
  • As the controls for platforming are almost perfect, the game had to fail elsewhere. This is where game design came in. The platforms are arranged so strangely that one small move can have you falling off the edge of a platform, despite the image of the platform still being under your feet. You also have to remember exactly where things are, as you can be jumping off a platform at the far right of your screen not knowing where the next platform is.
    Enemy placement as well is a tragedy. Three long and wide purple blob creatures on a tiny platform that I not only need to land on but also destroy the vines AND kill them and progress.

Price: £5.79
Time To Complete: N/A
Achievements: 15
Cards: No
Worth The Money: Nah, not really.

In conclusion, I’m still not really even sure whether this game is a kids game or not. It’s genuinely bland enough in the story department but colourful enough and revolves around sweets. It’s also easy to grasp, apart from the odd controls for switching forms and attacking. It’s a really mixed bag in terms of a game, but my audience absolutely hated it, they could’ve hated how it looked more than me. Overall, the game isn’t that bad, it’s just not really worth the money it wants as while it probably has the content and time/effort put into it for a £5.79 game, it’s just not fun.

Zesty Rating
3 Out Of 10
A boring and bland story paired with a colourful but ugly game. Lovely controlling of the platforming and has everything a platformer needs, except for a good game design. Dodgy platforms, terrible map planning and even worse enemy placement.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Receiver 2

I first went into Receiver 2 thinking that this was a first-person shooter game like any other, I was wrong. I’d read the blurb on how it teaches you vaguely how a vast array of guns work, in the most “This Does Not Qualify As Actual Gun Training” way as possible, but still thinking it was a progressive game.

I was also wrong.

You start off by getting this pistol, which it tells you how to fire and such in a tutorial area that’s in the construction site of a city. You’re facing off against robot turrets that have a line of sight you can see via the light it shines to see you. The light is blue when it can’t see you and promptly changes you yellow and starts firing at you when it can. Simple.
After the tutorial area, you’re then further up in a series of buildings full of machine gun turrets, learning how to use the next gun, killing more machine gun turrets, and finding cassette tapes.

From here on, the game is samey, samey, samey. You get to the end of the level, you restart in a different area with a different gun. You get to the end of the level again, restart again with another different gun, more robotic turrets, blah, blah blah.
There is nothing more to this game than restarting in the same building with a different gun each time, I got through about 5 guns until I’d had enough. I’ve actually got to in a point in this review where I’m uncertain if I’ve said the same thing over and over because that’s all there is. Nothing actually… happens…

Pros:

  • The game works, not graphical issues or game breaking bugs.
  • The game feels soooo sleek and smooth, everything about the game feels fluid and responsive, and is precisely what I’d love from a first person Hitman game.
  • The setting (while the same one every single time) is 100% spot on. Everything is believable in an abandoned office building, a work in progress. It’s not a forced scene and sets a really great atmosphere.
  • The actual implementation of learning how to use different guns and them all being finicky and different was appealing. Especially when I reset once and didn’t realise that I was using a different gun, as it looked vaguely the same until I had to reload it, and it was missing one chamber.
  • It gives a sense of infinite possibility to how you can approach how to finish the “level”. Walk down any corridor, up any stairs, and shoot the turrets from any angle.

Cons:

  • While the game works sleekly, and smoothly, it does have a few weird controls for a keyboard. More akin to a console controller. Like for sprinting, you need to ferociously tap the “W” key to start sprinting, and you need to keep it up to keep sprinting. Each action for the gun, firing, reloading, emptying the chamber, opening the chamber, have all separate keys on the keyboard, which makes for a “I need to look at my fingers” moment nearly every time. Not only that, but having to forget all of that for the next gun you use on the next level.
  • The setting is the same at every level, and not in a Groundhog Day way. You get to the top of the level each time and then suddenly appear back downstairs again with a different gun. The story I uncovered within does nothing to really explain why I’m here, but I know who I am. Despite being a well polished and believable building, seeing it for the 5th time was enough to know I would rather not see it again.
  • While I loved the intricacy of using different guns, the learning of it felt clunky and somewhat forced. It lacked the situational learning that you have in most other FPS games where when the player picks up new guns it slowly lets them learn everything. In this, you’re just handed the gun and multiple controls that you’re given to remember and gives you no repetitive learning time. But at the same time, the whole game is learning time, and you don’t feel as if it’s an actual game.
  • As much as I love the whole “telling the story through the tapes and notes” feature, it becomes semi-irrelevant if you can just miss them. This was something I thought about Amnesia as well until I realised that despite seeming like an open game, it wasn’t. This game, however, is very much open, and it’s easy to miss some notes and tapes. I didn’t feel as though I were getting the full story or experience. They’d do better with the Superliminal approach of areas you have to walk through which have the story in them.

Price: £15.49
Time To Complete: 7.5 hours
Achievements: 34
Cards: 5
Worth The Money: Not At All

Overall, there is not a game for me, to the point where I wouldn’t really consider it a game. It’s a simulation (as it’s advertised) but not as much of a game as it feels it is. It’s super polished and is really intuitive to play, and honestly feels like something I’d enjoy playing if the environment/world I was in was enjoyable. It has that high levels of “I am more in control of this character than other games allow me to be” but gave me nothing to do with it. Honestly, it’s not something I can recommend to most of my friends, as they would all get bored with it much quicker than I did.
For a gun nerd who doesn’t give a shit about a story or being entertained by changing aspects of the game, this is for you.

Zesty Rating
3.5 Out Of 10
It’s got the glitz, and it’s got the glamour, but it’s got as much weight as an inflatable hammer. An empty simulation game which gives you the story in miss-able drips and drabs, and really drags when all you do is train, again and again. I apparently felt like rhyming because the itchy trigger finger sends my frustration climbing.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Alwa’s Legacy

Starting off with the sequel to Alwa’s Awakening, what a joy and what a delight after playing the first game. From their game in 2017 to this release in 2020, Alwa’s Legacy is one of the games that I can say visibly and thoroughly improves from the first game to the second. Nearly every point that I had made about the previous game was cleared up, rectified, and that’s always a great thing to see. As if they’ve cleared up those things that so many complained about, it means they are developers who listen, and therefore, developers to follow and trust in. (Just don’t go AAA, please, I beg.)

Despite being a little late to the party, Alwa’s Awakening was something that disappointed me, it felt like a bundle of broken promises and pandering towards those who fall for nostalgia-bait (like the Star Wars Sequels). Despite all the problems still standing, it was a legitimate game and cared about its matters. It stood the test of time for another game to be made and was still good enough to get a mixed rating.
It was always a surprise for me to pick up both Alwa’s Awakening and Alwa’s Legacy on Keymailer, I had just gone through my entire 2k “maybe-list” (steam wishlist) and had no idea what to expect.
Playing Awakening later had me hesitant to play Legacy, I will admit. I remembered my draining experience (further worsened by playing another bad game beforehand, I will admit.) and put off playing Legacy as long as I could. Now, playing it, I realise how silly it was to just assume that those same aspects that I loathed from the game would carry over.

Because it didn’t.
Hence, why this review will be a comparison.


“Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.” ~ (Alwa’s Awakening Review)
My soul has been healed. This game still requires some amount of “pixel perfect jumping”, which I would say most platformers need for it to not just be a walk in the park, but in this sense, all the jumping and platforms made sense. Everything made sense. I didn’t feel as if I needed to lean to the side “IRL” (in real life) to make every jump, it was smooth and nurturing but wasn’t afraid to let you fall if you fucked up. The death traps and such are placed appropriately within great consideration of where your last checkpoint was, nothing too unrealistic at all and very considerate while still making it challenging.

“Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The placement overall of the checkpoints is actually fine and is nowhere near the randomness that Red Cap does with their haphazard tornado lightshows, but the distance is actually heart-breaking and forced me to recline in my chair for a few minutes on multiple occasions.”
Red Cap Zombie Hunter…. Bro this is how you do it. It’s not about putting checkpoints, it’s about listening to criticism, taking it on board, and not having a hissy fit because people are finding problems with your game. Legacy took the absolutely atrocious checkpoint spacing of Awakening and improved TENFOLD on it. There was almost a point that I thought there were too many, but after unlocking new dangers I realised that checkpoints were necessary everywhere that they were. The game had become a lot more difficult, but at the same time a lot more achievable without throwing your hands up in rage, and it’s all due to the checkpoint placements.

“So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!”
Okay, so apart from the one place that I got completely lost looking for an old woman who was the key to me moving on in the game… Once again, such a big improvement. The maps are the same way, in which you could easily get a bit lost, or a bit turned around looking for the way you need to go, but it’s different! The rooms are a tad smaller, they look better, they matter just a bit more. Not only that, but the way that you traverse the map is a lot different too. Many rooms are “one-way” making you a tad nervous as you can’t get back, but then, boom, you get your little power to summon a cube out of nowhere, and you can get back now! Every room and direction is much more purposeful, with fewer dead ends. You can only wander down a route if you have the right powers to do so. No backtracking because you went the wrong way. I still haven’t found any hidden walls/floors/ceilings/doors but seen as this game was a lot more enjoyable than the last, I might go back to it.

“As if backtracking and losing progress to things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms with not much filling them but maybe one or two measly enemies which will be super stingy about their drops.”
I’m trying so hard not to write vocalised expressions of satisfaction, just thinking back to the change on just how smooth the character is when walking… Your character is faster, smoother at walking, jumps are more responsive and rooms are not big and empty. Everything is fucking tight and fluid, and it’s lovely. I’m not so mad about enemies being stingy with heart drops because my slow-ass isn’t being grabbed as much any more, I’m not getting bored in a room, I’m not actually getting lost or having to backtrack as much. It’s honestly just “mmmmmmm”, as a change from one game to the other, it’s honestly a great feeling, almost as if I’m gliding with each step. (Not to be mistaken for the character being slippery when walking, the character is very much rooted it’s just the change is that blissful)

It’s honestly a great experience, and not just the game itself, but the rise from complaint ridden game to game I genuinely have only small complaints for.
— I still don’t really know the story, but that also seems unimportant.
— I got lost trying to find the old woman because I didn’t realise I could jump through the big orange column, as it literally looked like a wall.
— I don’t understand if I can swim? Or how to swim? Or if it’s a special power I’m missing.

But besides that, take all my positive comments from the previous game, smack them in this review and add some sparkle.
“The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.”
This, but without my apathetic language. The colours are now popping, and while the style of the game is still very much the same, there have been some tweaks to let things pop so much more and be more attractive to the eye.
“The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.”
Likewise, the soundtracks are a lot better, but I still have the same gripe about boss battle tunes, sometimes they don’t actually exist at all, which makes me wonder if it’s actually a boss battle, but on the game goes anyway.
“There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.”
The NPCs are so much more real now, they look better, they have better, more believable dialogue and just genuinely, overall feel so much better. Despite me still not knowing what the fuck is going on within the game, everything reads so much better and has me a lot more invested than what I was with the last game.

“The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.”
Same as above, I don’t think the powers have changed much since the last game (since I didn’t actually get all that far in Awakening) but it’s still such a refreshing premise on superpowers. Replacing your typical double jump with something different that allows you to mostly get the same desired effect.
“Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and while not outstanding or grandiose were still a nice bunch of pixels.”
Oh my god, this, but so much more. Yes, the staple enemy to this game is skeletons, but within the first minutes of this game, it shows you so much more. Hidden behind a door you can’t open, in the first area with the old woman, are so many new creatures. You get hit with skeletons at the start, but later on, there’s flower demons, and evil flowers and moving statues and… It’s just great, and the art style switch I think was also key to making these guys look wonderful too. It gives you such a better grasp early on of how much this world has to offer.

Price: £13.99
Time To Complete: 9 Hours
Achievements: 24
Cards: No
Worth The Money: Maybe. It’s almost always on discount, however, so a definite yes on discount.

Overall, this game is so much better than its predecessor, and it strongly suggests that they listen to their fanbase/community/players. From what I can see in the reviews for this one, compared to the last game, there is so much more positivity towards the game and the developers and a genuine want for a third game. It’s not a game I would play on stream and something I’d pick up in my downtime (if I let such a thing exist) and complete casually in my own time. I recommend, if you have both Awakening and Legacy, play Awakening first just to make yourself love Legacy all that much more.

Zesty Rating
9 Out Of 10.
A remarkable difference from the previous game. Improved in all aspects and actually a joy to play. Smooth characters and amazing game design. Diverse enemies and not frustrating to play, but provides a worthy challenge. Massive improvement.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

[LEGACY] 12 Hours

Upon entering 12 Hours, you’re hit straight with that shitty indie feel and not to mention the long loading times. The screen shows some basic text with controls, but some of these controls seem confusing at first because they ask you to use the LMB to turn on and off your torch, but also to use it to attack… What? Nevermind, I’m sure it will explain itself eventually or make sense in-game.

You then start off in a corridor, no story as you are within a nightmare of the developer’s making. All that you can see will be the wooden floor, the dirty off-white walls, and the wooden doors. A very plain setting and not very spooky or endangering at all.
Each door you go through will land you in one of the random rooms that this game possesses, where all the items have the exact same spawn location. Random rooms, but all the contents of the rooms are not randomised, weird.
The red “blood” writing on the wall is extremely far from intimidating. Some writing is even supposed to be funny, but that completely devalues the scare of others! Whispering emanating from these walls, but it’s not subtle whatsoever, and for me, takes away some scare as the sound was clearly just placed on the wall.

The monster(s) you encounter (as far as I’m aware) is a homeless old man with a machete/butcher knife and a demon dog/human hybrid that I swear I’ve seen in some game before. These enemies will sometimes spawn right in front of you and, typically, not even facing you. They will spawn, more than likely, before you can reach/find a weapon, leaving you defenceless. The monster(s) can run faster than you and there’s no way to close the door to prevent them from attacking you (despite it giving you the option to interact with it) and there is no hiding mechanic. You just die.

On my last playthrough I was lucky enough to come across a baseball bat, which I found to my displeasure that as soon as I picked it up the torch went out. Baseball bats are two-handed weapons, and it wouldn’t make sense that I could hold a torch too, so that was fine, but now I have to fight the monsters in the pitch black with a baseball bat, big deal. Or at least it wouldn’t be if the game had not already put (from what I can tell) a headlamp on the floor. It told me to press G to turn it on, and it didn’t. It had a sign like a switchover sign with the button T, so I tried that. Nothing.

Obviously, the headlamp was put here with the combat in mind, so you could still see your enemies as you were fighting them. You technically still can, but you can only see their life bar. Oh, and the crawling monster had me dead before I could even get a second hit. *Shakes some salt.*

Pros:
— The game works. No audio or auditory glitches and no game crashes.
— Battery charge to battery finding ratio is sensible enough.
— Combat is actually combat and not just a horror hide and seek.
— Buttons (for everything except LMB issue) are set sensibly to global standard.

Cons:
— Monsters spawn right in front of you, sometimes not even facing you.
— If you don’t find a bat before the monster finds you, you’re fucked, as you can’t defend yourself otherwise.
— The torch is terrible, and the headlamp doesn’t work.
— There is no hide mechanic, and the monster(s) all run faster than you. No way to revive or recover.
— Randomly Generated Map sometimes makes the most stupid of corridors, some you can’t even fit into.

All images are just random rooms that I’ve walked into. None are linked by anything whatsoever. They’re purely rooms with different things in them.

Price: £2.89
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: No. Do not buy it.

Honestly, don’t buy this game. If this game is bundled with another game, but you have the option of adding something else instead of this one, do it.
If you already have this game for some reason, play it. Play it and then let people know to avoid this as if it were quarantined.
This is one of the many games that makes people avoid early access and indie tags, and gives the general idea to AAA players that “indie” means “trash”.

Zesty Rating
1 Out Of 10.
The main suspect when it comes to giving Early Access and Indie a bad name. RNG Maps make for tight crawlspaces, no weapon to start despite the risk of being attacked, cheap, boring and dull. A must not play.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Berserker’s Descent

Keymailer strikes once again with a lovely looking indie game for me to have a look at, and this time, when a game says it’s “hand-drawn” you can just about smell it through the screen.

Berserker’s Descent is a 2D sidescrolling, zone arena-type game. In each instance of the game the map and what you face will be randomly generated as you make your way through, the amount of enemies and the enemies you face will be generated via RNG as well. You make your way through small segments of the level, parkouring and smiting enemies in your way using the variety of attacks you possess, until you reach a combat zone.

Just before this combat zone, the souls you will have picked up along the way and earned via slaughtering your enemies can be used to buy abilities or to heal your character. It’s up to you to spend them wisely before you enter the place of your possible, imminent demise.

From here, you will be limited to the one area while enemies spawn and crawl on from offscreen, multiple attacking you at one time.
Here, you can see where the game really picks up. Using different combos of your varied attacks and keeping the kill combo going, you can rack up lots of souls in a single wave. After going through a number of these arena zones, you’ll eventually be confronted with one of these zones having a boss.
Each zone gets progressively harder with damage modifiers, you get offered more power-ups and things become more expensive.
This game is a roguelike game, however, so your progress does not save, and when you die you are returned to the very start of the game. Your progress is stored on a leaderboard though, which is a nice feature, making the game more repayable with the added competitiveness.

Before moving onto the pros and the cons of this game, I’d like to address the game’s art style.
This game is not the best looking game ever, and in terms of visuals it’s very simple.
A lot of reviews for this game on steam regard this game as ugly or looking unpolished, the latter I can agree somewhat. To say this game is ugly, I think is a bit of a fetch, while this game doesn’t have the most detailed visuals or the nicest artwork, it still serves its purpose in a clear and concise way. It’s overall, a very decent attempt at game artwork and is nothing short of acceptable. If you want an ugly game then might I refer you to Spherecraft, there is absolutely no reason why Spherecraft should exist.

Spherecraft – Minecraft worked because with cubes you don’t have gaps.

Pros:

  • The game fully works, no audio or graphical glitches/errors/bugs.
  • The game has mechanics for both attack and defence, both have many different combos and with the added power-ups and special attack move styles make for really addictive gameplay. Not only do you have to use different keys for different attacks, but also need to use specific keys for directional attacks as well. An addicting challenge to master.
  • The added power-ups pre-zone creates for so many styles of gameplay, leading to character types. While the RNG prevents you from being able to get exactly what you want, you can create similar character builds most of the time, making it really fun to test different methods of approaching bosses.
  • The game has online co-op, I’ve not seen it played nor did I find anyone online that wanted to play it with me, but imagining tackling these bosses and levels together with someone else is definitely interesting, and I would love to feel just how powerful we are with two people.

Cons:

  • The platforming rooms are the weakest part of this game, the character is quite heavy and can land quite quickly after having a floaty jump. Enemies in this area are hard to dodge too, or are just placed in difficult areas for you to hit them from. These resulting rooms feel slow to the rest of the game and contribute to you getting a lower score due to it killing your combo.
  • The hitboxes on some creatures are way off, on others it’s slightly off, while on most it’s fine. It’s one thing that you feel as if you get used to, up until you come across a new enemy type, but there are a lot of times in the game you’re swinging and missing despite the character’s sword visibly swing through the enemy.
  • The early game bosses are punishingly hard. I will admit that if I wasn’t so interested in the game, I may have given up in my first playthrough due to the first boss’ difficulty. It is a learning curve, and it does beat you down, and as much as I can say that it’s part of the game, and it’s to make you step up your game a little in regard to skill, it can be really off-putting to come up again something that hard that soon.
  • I do not consider this a con, but as it’s a con for a lot of others in the steam review section, I’ll pop it here. The game doesn’t look the best. It looks like a game that you wouldn’t look at a second time if you had a quick glance. This is largely to do with the dark, grim and bland colour palette that’s displayed in at least 65% of the game. (I feel as though the colour choice is apt, and the grim, scruffiness of the artwork is charming and fits) The artwork is heavily under-polished, and regarded to as ugly a lot of the time.

Price: £7.19
Time To Complete: N/A
Achievements: 27
Cards: No
Worth The Money: Not quite. With a decent discount, yes.

Overall, this is a neat little game. While not having a lot to do entirely and everything being down to RNG, it’s set up in a way where it gives a lot of replay-ability due to the permadeath nature of the game, leaderboards and the addicting difficulty of “Maybe if I’d just taken that power-up instead”. The dark theme and design, coupled with the almost bedraggled state of the artwork, create for a dire looking game with the bleakness of your chance at victory with your huge, dull sword.

Zesty Rating
4.5 Out Of 10
A small roguelike game where you run and slice everything in site, referred to as an “ugly” game, but instead in its roughness I see character. Difficult and unforgiving, challenging to it’s core. Could do with some refining in animation and cleaner hitboxes.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Fisherman’s House

I am an avid lover of horror games, ever since way back in 2012 I found Markiplier’s first ever SCP – Containment Breach video, where he had streamed his very first interaction with the game.
Since then, I was a regular watcher of not just his content, but horror game content in general. Watching people play Cry of Fear and Resident Evil games.
I remember specifically going onto Wikipedia and searching “All Horror Games” and looking at each one of them on YouTube to find playthroughs of them all, because at the time I was limited to my Xbox and Xbox360 which never had “a lot” of horror games despite having things like Dead Space.

From there to here, I’ve had an obsession with horror games, having now got a PC and not just having the full extent of Steam to explore, but GOG and Epic Games Store (despite Epic Game Store being quite barren apart from their exclusives IMO). Not just that but sites like Itch.io and Gamejolt where people upload their creations, and you can access them for free most of the time.

So, when it comes to Keymailer, the moment I see a horror game, I throw myself at it. Fisherman’s House is no different to that, I threw myself right on that game hoping that by the looks of it, it was another Granny game. While I was correct, it was not only a complete rip-off of Granny while also completely failing to do what Granny did.

Fisherman’s House is a game where you don’t wake up in your own room, or your own house. Spend the best of 5 minutes at the start, looking for your torch because it’s very obscurely placed in your room, while being groaned at from whatever direction the “Fisherman” is.
From there, you will wander around the house aimlessly looking for what you can assume is a means of escape, finding various things such as a generator you need to get working, a sledgehammer, a crowbar, and a paddle. You need to figure out how all of these things fit together in order for you to escape not only the house but the vicinity as well.

The items used in the game are set out the exact same way from Granny, which is not too bad, Granny however has sequels where the mechanics and gameplay have been massively improved on. However, Fisherman’s House falls flat in the entirety of the rest of the game.
Where other games have tension and add fear, Fisherman’s House does not build on it, nor does it add any. You are pretty much always being chased when you’re close to the guy, walking slowly does nothing, nor does losing him in a loop, he will always know where you are when you come within a certain distance of him.
Once you realise that there is no consequence for getting caught, the game crumbles. I was caught for the first time very quickly into the game, as that’s how I deal with my games, the first try is always to test your limit, test the enemy and see what you’re up against. I was jump-scared, despite already knowing the Fisherman was running right at me, then left. The Fisherman just left me, exactly where I was, after saying (not literally) “Ooga-booga” in my face and running away. There was no sign of me being injured or my character suffering from acute shock that they needed to recover from, I was free to move again immediately.

Is this game possible to win and finish?
Yes, I do not doubt it. The A.I. may flip dramatically between extremely stupid and constantly on your tail, but this game is simple enough to beat. However, it’s more of a test of whether you can be bothered or not to actually finish it due to the lack of fun and fear.
Did I finish it?
No, after completing the game nearly halfway, I got extremely bored and leaned into my audience at the time questioning whether you can really die in the game or not, considering I seemed to have no consequence of being caught. The answer was “Yes”, I could die, but only after I’d been caught at least 7 times. At that point, after the Fisherman ran away from me after catching me, I ended up chasing him, to find he always “restarts” his behaviour in the same area, right outside the attic. Lazy A.I. programming.

Pros:

  • The game works, has no visual or audio bugs from what I’ve found
  • The starting atmosphere is genuinely unnerving, and the first sighting of the “ghost” Fisherman is actually really good for what it is.
  • The actual level design is okay, it feels like a believable house with lots of floors. Maybe not your standard British house, mind you, but I’ve definitely seen layouts similar to this in big American country estates.
  • The item placement being random gives a good level of difficulty to the game, not just being able to go to where you know everything is, proving a challenge that every instance of the object placement will be different each game.
  • The game provides loops and hiding spaces very frequently to avoid the Fisherman, letting you (in theory) manoeuvre around with ease.

Cons:

  • The atmosphere completely disappears, however, after your first encounter with the Fisherman, as nothing happens. You get a spook and that’s it. The atmosphere and the sight of the Fisherman does nothing anymore as the stakes are not high enough.
  • No consequences are where this game fails massively, as said before it takes away everything this game builds up and doesn’t even give you a slap on the wrist for being caught. I was caught at least seven times before I actually died. There was no “You have a boo-boo from being caught” or “You’re now so close to death that the next capture will make you die.”, absolutely nothing to hint to the player that being caught is bad, just endless chasing and jump-scares.
  • The A.I. for this game is horrible, as said before, once you got into the vicinity of the Fisherman he would “just know” you’re there. In a game like Granny, it made sense as Granny is visually impaired yet has enhanced hearing, the entire floor of the game either being covered in something like glass or twigs, or the floorboards being squeaky. Fisherman’s House offers absolutely none of this and resorts to just chasing you when you’re in range. This doesn’t cause as many you, many you problems as you might think however, as the Fisherman constantly walks into walls and even if you hide while he’s looking right at you, he’ll treat you as if you’ve just disappeared, even if you’re shining your torch right in his face from under the futon.
  • While RNG creates an amazing aptitude for challenge, it can also really take away from the game if applied incorrectly. Developers not taking into account what bigger items like the “generator” looking like in the same place as the crowbar, making the graphic glitch uncontrollably, is something that may have happened. Or maybe just the fact that items randomly move around the house to places you’d never consider keeping those things, but it’s a game, why should things make sense?
  • Some items are broken, I believe, as during my playthrough there were named items such as the “crowbar” that I couldn’t pick up, despite seeing in the trailer that you can utilise that tool. It seems to be a persistent problem within this game.

Price: £3.99
Time To Complete: N/A (Could probably speedrun it 10 min)
Achievements: 7
Cards: None
Worth The Money: No, as cheap as it is, I’d rather play Granny at the exact same price.

Overall, this game is a shadow of the game it draws inspiration from. While it does all the same things as the role-model game, it does them in a more lacklustre way, lacking in nearly every aspect in comparison. While I can appreciate that this is the developer’s first game (on Steam), Granny was also a “Dev’s First” game as well, and it’s significantly better at what it does, while also being the exact same price as Fisherman’s House. Fisherman’s House is just another one of the Granny clone games that come with the flood of the game’s popularity, as soon as a game/show gets popular you can sit back and shake your head while you watch the cheap rehashes and clones appear everywhere. This game is no different.

Zesty Rating
2 Out Of 10.
When a game becomes popular, you’re hit with a wave of copies and shameless rip-offs, this is one of them. Literally the same price as all the Granny games, just go and play that instead. Bland, boring and not scary after the first encounter. Just another RNG-based, find-em-all to find-a-way-out, best to be ignored.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Hidden Shelter

Back ages ago, I played a game called Pacify with one of my old buddies on her stream. She absolutely crapped herself, while I remained completely calm for most of the game. Also, under reacting to the ghost chasing me, which led to my friend getting more of a fright due to “…oh” not being much of a hint of “We should run.”

Hidden Shelter immediately reminded me of this game, but not in a good way.

Hidden Shelter is a game where you and your 3 buddies are in a car driving somewhere, the car crashes and one of your buddies seem to walk off on their own into the woods that the car tumbled into. From here, you and your wuss of a friend (whom both of you have no “inside voices”) venture off from the wreck of the car to find the lost friend.
You come across a spooky mansion in the neck of the woods with its lights on and the door unlocked, the wuss character rightfully asks if it’s okay to “just go in without permission”, which your character swiftly disregards.
Entering the mansion, the pair think it’s a great idea to walk around shouting and yelling, eventually believing that there’s no one there and start walking around looking for their friend.

From here is where the game turns from interesting, with it’s rendered cutscenes and spooky atmosphere, and flops completely.
This game is now a mess of unhinted mini-cutscenes, which will not activate until you get close enough to an object. This in turn forces you to rub your balls on every possible piece of furniture and anything that looks vaguely intriguing to see if it triggers one. There was a point where I had been around the entire house around 3 times, looking for something, anything, and accidentally triggered a mini-cutscene that offered nothing to the game by standing next to a plain stool.
It’s, honest-to-god, bullshit.

The reason Pacify comes to mind when thinking about this game is due to the fact that every door in this damn mansion is locked. Big Wuss actually comments on with “Why would you lock every door in the house you live in?”. I wonder why, Big Wuss, I wonder why…
Not only this but everything is such a needless trek, why oh why do I need to find this key, to open this door, to find another key which opens this door, to find another key to open this door which helps me un-barricade another door which leads back to the main room?
In Pacify, it was fun, okay? In Pacify we were being chased constantly, and the key finding was a race of sorts. Finding the keys was crucial to our survival and if one of us died during finding the keys, we had to be so much quicker to find the rest! If we slacked on finding the living room key which allowed us to find the bedroom key, which in turn led to us finding the attic key which gave us the basement key, we wouldn’t be able to open the door to the room in the basement that allows you to revive! It was the rush, the panic, and the intensity that made Pacify work for that stupid “domino of keys” formula that it used.

Hidden Shelter has none of this. It has no presence after the first few scenes and atmosphere changes.

There are encounters with a ghost, of sorts, which makes use of the 3D objects which have gravity by throwing them at you or using its weird wind powers to make things get in your way as you run.
My first gripe with the monster, or whatever it is, is that it’s odd wind power is complete bogus. I’m pretty sure that on death, the physical objects that get thrown around do not reset, either that or the peculiar wind powers randomly chucks things around meaning that whether things get under my feet are not is just luck.
This causes me to get caught a lot, but being completely out of my control. The lighting in the game is terrible, so I cannot see if anything is actually on the floor to trip me up, and sometimes I can’t see where I’m going. But, what fucks things up the most is that instead of doing the regular thing that games do and let players make their own mistakes, if the player goes the wrong way during a chase they are immediately caught.
For example, in the kitchen scene, I was chased by the monster. I ran out through the corridor and ran into the dead end as per usual out of panic and general… Directional confusion… Correcting myself and running out of the right door, I spin around to try and quickly close it to attempt to slow the creature down (completely disregarding Big Wuss’ safety). Not thinking “I need to run outside because the front door will still be open.” because since when do horror games just let you run out the front door? I run for the stairs to try and maybe find a closet, so I can hide Ao Oni style, but as soon as my foot touches the stairs I get pulled into the mandatory death cutscene.
Okay, so perhaps my fumbling in the dead end is what fucked me up there, okay… Let’s try again.
Next time, I went straight out of the right door and went straight for the stairs. Mandatory jumpscare again.
I tried this a few times, believing that it was me, and if I was just fast enough I could probably make it. It was only when someone in my Twitch chat at the time suggested that I ran outside instead, I actually survived. Not only was this monster not fast at all, but even after tripping on boxes and then waiting in the hallway to test the theory, slowly activating the stairs’ death was it clear that, yes, this is indeed bullshit.

There is obviously much more to this game than what I played through. After wandering through the entire house, clicking on all the doors to find that 3/4 doors gave me the “This Door Is Locked” response, the rest having nothing to say at all, I’d rather not continue. That and that I had to quit the game due to what I found was a checkpoint trap. The ghost had chased me into a room (which was scripted, as if you try to run the wrong way then you get “auto-deaded”) and you’re given no clue what to do in the room but “escape”. Doors were bugged closed from what I could tell, and there was no other way to escape, so I had to quit the game.

Pros:

  • The game works, and has no graphical or audio bugs from what I can tell.
  • The game is fully voice acted, which adds a nice feeling of effort put into the game, which most indie horror lacks (from what I’ve played recently).
  • The game tries hard to convey the feeling that Amnesia brings with its puzzle-like environment and room unlocking.
  • Big Wuss (secondary character) addresses a lot of the common horror tropes in his questioning of the mansion and the main character’s actions, which is honestly a big plus for me, as I love it when idiotic shit is called out on.
  • The atmosphere at the start of the game is eerie and actually draws you in, especially with the addition of the rendered cutscene, which adds some intensity as well.

Cons:

  • Despite having no graphical or audio bugs, the game does suffer from game-breaking glitches and game-cues not activating. A part I got soft-locked in was exiting through the conservatory door in the kitchen, not allowing us to leave. Due to the horrible A.I. pathing the monster couldn’t figure out how to get round the corner of the corridor.
  • Effort and trying your best to draw inspiration from games is something I can admire. However, despite all the effort put into a game, it doesn’t save it from falling flat at the hurdle it tried so hard to create and jump over. This game tries to feel like Amnesia (I’m not sure if it drew inspiration from it or not, but it’s the closest I can relate it to) but fails considerably at the start of the game. Lost is the atmosphere and intensity with the meaningless wandering, unthreatening monster and lack of actual puzzles.
  • All the notes that are scattered around the mansion are completely incoherent and do nothing to service the story, atmosphere, or the mood. They don’t help progress anything, offer any combination to locked doors, provide hints, or even really provide any interest whatsoever.
  • The A.I. pathing is terrible. When you’re doing maths in school, you learn about a certain way to calculate things according to maps, distances and real life where there are buildings and walls you need to walk around, completely erasing A to B values. You need to maybe need to include C as well if you need to turn a sharp corner or additional other points if you’re avoiding something. The monster however (from the best I can tell) still uses A to B tracking, leading to it walking into walls as it tries to follow you. Going as far as getting itself stuck if you’re fast enough to run down a corridor and turn a corner.
  • The lighting is terrible… I wouldn’t list this as a graphical issue/error as I believe that it’s intentional, but god-damn, things are so dark, and you hardly have any light. Sometimes when Big Wuss walks up behind you, and you see him out the corner of your eye, it’s like an oil/tar rendition of the blob monster.
  • The optimisation of the game is terrible as well. When starting up the game I almost cried a little as for the past couple of times I’ve been reviewing games it’s been sucking up a lot of RAM due to unoptimised shaders. The menu was the worst by far, taking up a lot, but when starting the game it got better. However, I still had to lower the settings a bit due to me running on a lovely 30fps with full quality despite my fully capable PC.
  • The game gives you no room to fail naturally, if you go the wrong way within the game you’re given a game over jumpscare immediately. It makes sense for JRPGs maybe, but for a game like this (where we’ve already walked up and down that staircase 4 times trying to figure out what to do) there is no justification for it. The A.I. is weak, yes, but at least let the player wander around with the blaring chase music wondering where to go until they get caught or, even better, realise they need to leave the building.

Quick note: all images that I am using in this review are all areas that I have seen, but also picked to highlight just how bad the lighting in this game is. There are better pictures of this game (mainly the one used as the very first screenshot the player sees when looking at this game on Steam to create the false illusion that the game will always look like this) which I will show, but the rest/most of the game just looks like all the pictures above.

I tend to always use only areas that I’ve seen in the game to use in the reviews as it, sort of, concludes my experience. My experience was infinite darkness and weak jumpscares.

Price: £2.99. Previously £7.19
Time To Complete: N/A
Achievements: 12
Cards: None
Worth The Money: If the game worked, possibly. Because it soft-locked for me, no, not at all.

In conclusion, this game is a product of what happens when two inspired devs take on the role of making a big horror game with inspiration from big games titles and bit off more than they can chew. I feel bad saying that, honestly, but it’s a case of too much being focused on one thing and not in another. A lot of time and effort spent building the area, flooded with ideas and then creating that surprisingly great cutscene, to then flop on the execution. A restrained gameplay, a weak atmosphere after all pouring their work into building it up, and a drab way to execute initial puzzles and consecutive door unlocking.
At its price right now, it would be great for the more lenient and less critical horror game enjoyer to play, but due to bugs and game soft-locks, I’d tell most to avoid it.

Zesty Rating
2.5 Out Of 10.
Apples that you bought last week but never touched, but now you need to eat them because you bought them.
A game with effort from a small dev team. Inspired from bigger games, but lacks at the execution. Bad A.I. pathing, lighting and lack of atmosphere after the initial introduction. I honestly prefer collecting coins to collecting the keys to all these locked doors.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Huge Enemy

Huge Enemy is one of the games I’ve purchased in a Fanatical Bundle ages ago, more than likely at a cost of £4.99 for 12 games, or something along those say lines getting this game at a steal at that time. Now the game is free for anyone to play, which I think is a great thing in regard to the negative attention this game has had in the past.
In spite of those past reviews regarding the game, which a lot of I agree with, this game at least deserves some attention because it is good. It’s maybe not great, or fantastic, but it’s good.
The visuals are definitely the best thing about this game,“Paid For” and when this game was “Paid For”, the visuals were what you were paying for.

This game is a good, avoid ’em all, R-type clone, side scrolling sci-fi game. It hasn’t got much of a story to it, you’re essentially a newbie pilot straight off the bat, they pulled you into that position because they need more pilots and after one training session they set you off into the real world.
From there you’re doing that bullet-hell thing, you start blasting, and you don’t stop (until the enemies randomly stop) until you reach the boss and blast the boss as well. The game is a little inconsistent with its difficulty and the amount of enemies on the screen at one time, but while it’s difficult, it’s still somewhat manageable.

Pros:
— It functions as a game with no audio bugs or game-breaking glitches.
— The intro and the splash screen are really cool aspects to the game and set the player up to feel that this is a game of epic proportions.
— The game does well of setting up that tension and combination of feeling hyped for what’s to come but still filled with anxiousness as you know it’s just going to unleash hell on your unsuspecting self.
— The game has a vast array of weapons which keep gameplay fresh and allow the player different methods of getting around problems and overall game completion.
— The artwork in this game is exactly the type of design I love, gritty and detailed, which both looks and feels great when you’re playing it. The bright flashing of the lasers, the explosions and worn battleships all combines to paint a picture of almost hopelessness against the masses that oppose you.
— All music and sound effects are chosen well and fit their purpose.

Cons:
— The upgrade system kinda baffles me, I maybe misread or didn’t see where it told me what to do, so I went a few levels without upgrading a thing.
— Some audio effects were unbalanced in volume, some were really quiet, then the voice-over would boom in. Likewise with in-game, I’d feel as if my guns were so much quieter than the enemies.
— Not so much a con, but this game used to sit at £23.99 back in 2018, so a lot of disgruntled reviews are due to its old price. It came down in price to £3.99 before the pandemic, which is a lot more reasonable.
— Also not so much a con, but the game is pretty difficult, or at least for me who is pretty bad at these types of games, found even the first level (not the tutorial) quite challenging. I couldn’t really get a hold of the default controls of switching guns and also switching which way I’m firing.
— And the last con is kind of a mishmash, the game is a bullet hell, and not, sometimes the screen is too busy, sometimes there’s hardly anything, sometimes bosses are hard, sometimes they’re not, sometimes a level will feel like it lasts seconds, some will feel like they last forever. The game seems to lack consistency, which makes it a bit of a slog to get through.

Apart from all that, there’s also some stuff with graphical errors, nothing game-breaking (or at least from what I found). That and the guns didn’t turn to face the way I was aiming, which I only noticed until after I’d read a review that was a little too upset about that.

Price: Free
Time To Complete: N/A
Achievements: 19
Cards: None
Worth The Money: £23.99? Not at all. £3.99? Yes, to those who like R-Type Bullet-Hell. For Free? Yes, why not? Dip your toes in it.

Honestly, the game is pretty good despite its flaws, and really, there’s nothing stopping you from trying it out to see if the cons I listed do actually affect your gameplay “immersion”. Maybe my cons are a bit too harsh on it because I don’t usually play bullet-hell games due to never being able to have my eyes keep up with what’s onscreen.
Overall, it’s free. Which doesn’t mean that flaws are okay, but considering it came from a very dear price down to a more reasonable one, to nothing at all; I can say it’s more acceptable now than what it was before. As if it was still at its original price, I probably would score this game so much lower.

Zesty Rating
4.5 Out Of 10
A game that shouldn’t be passed up, especially while it’s still free. Japanese influenced bullet hell R-type game. While I don’t tend to like or have the ability to keep up with these kinds of games, I can appreciate that the artwork is amazing, and behind its cons is a playable/enjoyable game.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Midnight: Submersion – Nightmare Horror

I think the steam review by nbartley1998 sums this game up completely.

“Load game
Confused immediately
Walk outside
No directive
Get punched by slappy the dummy
Uninstall game
10/10”

Once again, another horror game that I was excited to play, once again another horror game that I have uninstalled and will never touch again.

Keymailer once again has supplied me with what I thought was going to be the next Kraven Manor, spooky mannequin-esque looking art puppets, littered around an abandoned and ruined town/village. Instead, what was delivered in this game was a walking simulator where you pick up pieces of paper with information and listen to a radio.
I say this because I didn’t get much further than the first area of this game; after having to play through the first area 3 times, I was almost already done.

You start off with the typical horror cliché of waking up somewhere that’s not your bed, I have nothing wrong with this cliché, I just have to point it out. From here you get a torch and are told to leave the room, I, however, could see nothing as when it had told me to grab a battery and to replace it, it was extremely lacking on the part of telling me how to actually “do the thing”.

Restart the game to try again.

Once again waking up, paying SUPER close attention to the instructions and picking up the battery, once again I stand right in front of the door that I assume I will be exiting the building via before my battery runs out. Assuming that this area, considering it was literally a wall of windows and the door itself had windows, maybe I’d be able to see? Nope, the lighting in this game is terrible.
And again, paying close attention to the instruction did me no service, the battery would not change in the torch, the light went out, and the door would not open. I got understandably irritated and started jumping everywhere around the room I was currently locked in, completely blind due to the lack of battery changing, and managed to glitch myself into a bed.

Restart.

Zoom, up out of bed I got, I picked up that battery and I looked everywhere. Anything, anything, have I missed anything at all???. I found nothing, it was only that one battery and only that one door, and as the torch started to fail on me, I did what I had before and darted back over to that door.
All this time, in all my “playthroughs” the music had been unnecessarily suspenseful, like the darkness was dawning on me, trying to eat me, but as much as I would’ve blamed it on my inability to change the battery it’s my 3rd attempt, the music is not phasing me any more and is actually annoying me.

The light went out, and I stood at the door, I reclined back in my chair, defeated. Gaining back some will to play, I pressed every button on my keyboard to no avail. My chat pointing out to me that the game was bad, all I can manage is a cynical and snarky “Yes, yes it is…”.

So once again I let out my frustration on the game, this time by pressing my “R” key just about as hard and fast as someone trying to take over their local Pokémon Gym on Pokémon Go, but with just a sprinkle of hate.
And suddenly, on maybe one of the longer pushes, or perhaps it needed to be hated, it worked.
Wow, amazing.

Okay, so I’m out now. What do I do?
The game has completely no directive or incentive to do something and has you aimlessly wander around gawking at things that aren’t scary (perhaps for people who’re afraid of mannequins, possibly…) and suffer the game’s fatal attempt to create a terrifying environment.

Don’t get me wrong, this game, without all its jumpscares and loud noises and blatant attempts to be scary, is actually very eerie. The setting and the placement of the mannequins really work, the environment outside the playable area is excellent too, eerie as heck. I feel like this game has done too much in some areas and not enough in others. Trying way too hard to be scary too early and not enough on the actual playability of the game and the ease of playing.

To put it down to a tee, this game has the makings of a standard horror game.
It uses tropes such as the refillable battery that has been overused since Outlast, the concept having existed before then, Outlast making every horror developer thinking they need it in their game.
You don’t need it in your game for it to be a good horror game.
Using wandering around with a semi-cut path for you, using the one road up the centre of the town/village to navigate your way through, finding notes with people’s personal logs and mostly irrelevant information.
Only one of these notes is actually helpful, being right beside the padlock with the number combination, a little too easy, but it’s the only one that actually was relevant.

After walking around the entire village, seeing a mannequin walk all creakily, rub my groin against every fence to see if I was missing a way out to get to the big factory behind the town, parkouring into ruined buildings that had nothing in it and getting right up in every mannequin’s personal space I was then socked in the face by the very last mannequin I encountered.
I’m calling him Barry.
Barry socked me in the face.
I’d walked past Barry before, and he was a regular mannequin, he looked as if he was having an argument with his mannequin buddies with the way he was posed, but I never went up to see what was happening before, other things took priority. On coming back to see if sticking my face in Barry’s face would advance the game any further, it initiated an in-game cutscene where he just started moving, grabbed me and socked me in the face. Rude.
Oh, and to note, this restarted the entire game and all my progress was lost. Barry, who looked like every other mannequin, has the ability to kill me and my game. With no warning or “eerie music” or anything to ward me away from doing such a thing, Barry has the ability to just smite me.

Screenshot from Kraven Manor, an infinitely better mannequin horror game.

There will be no pros and cons.
It’s unfair to list cons when the pros will hardly do me writing a list any justice. Especially when it will mostly just be “Game works and looks and sounds good, but that’s about it.
So onto the little chart, conclusion and rating.

Price: £3.99 (Originally £6.99)
Time To Complete: N/A
Achievements: None
Cards: None
Worth The Money: No. This game was quickly reduced to £3.99 for a reason. If worked on, I’d say it has the potential to meet being worth it’s original price, but not right now.

Overall, this game is another one I add to the pile of games that could’ve been something great or even just “okay”, but falls so hard due to paying attention to one aspect of the game over more important aspects. With the massive potential to be another one of those great mannequin horror games that have become horror connoisseur household names, falling flat on it’s face at nearly every hurdle right off the bat. It’s honestly not worth trying to figure out how to progress to the next area.

Zesty Rating
1.5 Out Of 10. As full of flavour as that lemon I bit into at a showroom. Polystyrene.
Another indie horror game that falls flat at every hurdle it attempts right off the bat. Eerie and spooky mannequins, ruined by bad playability and trying way too hard to scare the player too early in the game. Barry slapped me good, right back to the start, so I said “nope.”.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Unturned

Okay, so this game review is a long time coming.

Unturned is a game that I’ve spent countless hours in. Excluding the games that I used to play on my Xbox back in the day, when hours weren’t counted, and you couldn’t see how addicted to a game you really were.
It goes as far to say that after a year of playing Unturned, I was already satisfied with the product. Having downloaded it back in 2013/2014, (ass-end of 2013 or early 2014) by the time that 2015 rolled around I had already bought the “Supporter Pack”, or whatever it’s called (Permanent Gold Upgrade).

The Permanent Gold Upgrade was a $5 pack that was purely cosmetics (at the time) and the key purpose was to show your support to the lone, Canadian developer. I’m pretty sure I jumped on that about 3 months into the game.

Along comes 2015, and my first-ever review was for this game:

~“Unturned is an excellent game with great potential. With the latest updates, the games mechanics run much smoother and the crafting mechanics are much easier than first off. Servers are easy to access and a little less glitchy than before when hosting numerous players, but overall a brilliant game in the making, would’ve expected a game like this to cost money. I’m still playing this game after a good 2 years. It’s got better and worse in many ways. *cough cough* nerfing. But I still love the game.”~

I’ll leave in all the horrendous spelling mistakes and horrible grammar, as much as it kills me to look at it. That salt is hilarious, though.
This wasn’t actually my first review, as I believe that I’d made one before that, which was similar to, “its a good game :)”. Steam, however, didn’t have the function at that point where if you edited your review, you could quote the previous version.

After 7 consecutive years of playing Unturned, I am revisiting this review, and the game itself.
For the first year solid, I played entirely single-player, like the little idiot I was. Being 12/13/14, I had the most limited grasp on online lobbies and how it worked for PC. I was a console pleb and the only multiplayer I knew of, I only had to press one button to be opposite hordes of squeaky, screaming, cat-calling pre-teens and teens (If you guessed Call of Duty then you’re correct).

After that year, an update caught my attention, and for some reason I pressed multiplayer. Four years of my life, and it was the only game I played after pressing that damn button.
I found a clan of people that I got along really well with, who in turn really enjoyed the fact I was female, which in turn always got me staff in servers in less than 7 days.
And for the last 2 years playing, once the clan had disbanded as everyone had to go off and be adults, I played on and off after I got my orange beret (which you received after two thousand hours in-game).

This game is worth money, but it doesn’t cost money.

If you’ve not had a chance to play this game before, the best thing I’ve heard it be called is Roblox zombies. Which is somewhat of a compli-sult, really, but I’ll take it.
After playing many more games since then, I can tell you that it merely has the graphics of Roblox/Minecraft, but with that come the endless capabilities that these games ensue, with full moon mechanics like 7 Days to Die. The zombies raid your base, but at a less startling rate than what those of 7D2D do. They are, however, empowered by the moon and have glow-y red eyes, which for a newbie player and people easily startled can give them a startle.
The game is experience-based, and nearly everything gives you experience; from chopping trees, to mining to killing zombies, each gives a varying amount. The experience you then get, you can spend on levelling up skills and abilities, which makes traversing and surviving a lot easier, not only that but attacking, gun accuracy and damage output.
The game also comes with different levels of playing, easy, normal, hard, custom. Which not only alters physical difficulty but the scarcity of food, item drops, the condition of food and items and so on.

There’s definitely a reason as to why the developer was interviewed countless times for this game.

Of course, the game does have its issues as well, like any other game.
The fact that the game is free means that the game will always be populated to a certain extent. However, the numbers have been dropping for a good while.
In my opinion, it’s been dropping the entire time, but the biggest drop was when the “special” zombies were added and several names for zombies, map areas and guns changed.
At the time of the changes, there were a fair number of maps out, and the player-base was split across them in terms of favourites. There was one map; however, that was the least played on. The original map called PEI. There were major changes to this map, as well as most people’s favourite part of the map (a hidden bunker that everyone used to fight over) being completely deleted.
The special zombies that were added were different to the regular zombies. Regular zombies had 3 different types, standing, on all fours and crawling. Except for the “Mega Zombie” who was a massive zombie that could one-hit you with a punch or through a boulder in your general direction.
The special zombies, however, were weird. Introducing zombies that spit acidic goo as they walk, zombies that are coated in fire and explode in flames if you shoot them, and electric zombies that can zap you from afar. Most players at the time were more or less thinking “What the heck is that?” rather than “This is precisely what we need, fantastical fantasy-esque powers for the zombies that were already bordering on perfection.”.
What was messed with was an already fantastic formula of zombie-making, those bland and “usual” zombie designs were all that the games needed, no fantastical elements.

(Editing notes: Going back on this, the supernatural way that these zombies seemed to have these “powers” was what made them ridiculous.
Fire Zombies: Make sense if you’re in a burning building or near one a la 7 Days To Die style, different zombies, different biomes. Fire zombies in fire environments, burning cars, burning buildings, forests engulfed with fire. And would also make more sense as to the firefighter equipment being added. Being in a fire environment depleting the oxygen bar, but slower than when you’re underwater. Also adding to your disease meter, but slower than when you’re in a deadzone.
Electric Zombies: can’t find any reason for them to exist, honestly, but I’d honestly nerf them as they were perfectly capable of sniping you last time I checked.
Acid Zombies: Slightly alter them, instead of having a spitting attack, replace with a “semi-ground pound”. When a zombie falls from a height, have it splodge out “toxic goo” instead. Being in proximity of them causes disease to decrease slightly slower than being in a deadzone. Being touched by them not only taking the regular chunk out of your health but an even bigger chunk out of your disease, leaving also a residual timed effect of slow disease increase.)


If you’ve played a free game before, you’ll be aware of what comes with a free game is no pay-wall. Absolutely no filter to the type of people you come across in the game. This is good and bad in and of itself, but it means you have no idea the age or temperament of someone until their gun is up your arse, cursing, swearing, profanities and the occasional racial slurs.

In terms of bad things about the game itself, there’s not much. There are plenty of things that will be subjective, like the art style and the mechanics; like bullet drop and things. Things that are considered “controversial” within the game’s community.
However, there are certain problems when faced with multiplayer, as a lot of the maps used for single-player. While these maps great for multiplayer, they can’t cope with the number of people building things at the one time (aka Washington, and it’s Lag Wall).
There are unplayed maps like the barren, snow map called Yukon. Which I know many people like, but just not enough people like it for it to be used for any of the multiplayer servers.

Price: Free To Play (Can Buy £3.99 upgrade)
Time To Complete: N/A endless survival game.
Achievements: 63
Cards: 13
Worth The Money: It’s free…. Yes. If they charged the £3.99 for the game instead of an optional extra, it would still be worth it 100%.

Genuinely, if you’re looking at this and considering it, you should definitely pick it up and play it. I made some of the best friends and memories within this game, and I do not regret playing it one bit. I’m always looking forward to the next big thing from the developer of this game (and still waiting for Unturned 2 despite the fact it was supposed to be being released years ago) and cherish it with all my heart.

Zesty Rating
9 Out Of 10.
A free to play, open world survival, zombie game. Created by a lone developer and built with a lot of love and devotion, and it shows. One of the main reasons it’s still a very highly played game today, and has been for a long time. It sustained my interest for over two thousand hours, and if I got other people into it with me, I could probably play two thousand more.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

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