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Eliwood8

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  1. WarioWare's unique brand of charming chaos comes to the Switch with WarioWare: Get It Together! Like past entries in the series, the game is made up of hundreds of microgames—extremely short challenges that usually task you with completing one simple goal, but in just a few seconds. The hectic energy that comes from trying to frantically adapt to new gameplay goals every few seconds makes for a madcap experience. Get It Together! spices things up by including two-player co-op which, as you might expect, doubles the chaos. It's good fun for fans of the franchise, even if some new features aren't all that interesting. Story mode (which is actually required to unlock new microgames) begins with Wario and his eclectic group of friends finalizing a new WarioWare game. Unbeknownst to them, the game is riddled with bugs and pulls the entire group into the game itself. Now they'll have to complete microgames to squash the bugs and escape. As usual, each new collection of microgames focuses on a specific character and comes with a short, typically wacky intro video. It's not like anyone is playing WarioWare for the storytelling, but the totally outlandish sense of humor and style is always delightful. This series is clearly Nintendo's developers' opportunity to get weird, and it's always fun to see what they come up with. What makes Get It Together!'s microgames unique is that the characters are participating in the microgames directly, and each one has a different set of abilities. Wario, for example, has a jet pack to move freely around the screen and can hit things with his familiar shoulder bash. 18-Volt, however, doesn't move at all and instead tosses discs to hit objects on screen. So in Get It Together!, not only are you adapting to different microgame rules every few seconds, you're also adapting to different character controls, which makes the action even more chaotic and wacky. The good news is that the controls are never complicated—at most you're just moving and pressing A for some kind of attack/interaction, so every character is easy to pick up quickly. You'll still likely fumble the controls every so often, especially if the microgames are moving at a high speed, but it's hard to stay frustrated at such a clearly silly, light-hearted game. That said, not all of the characters feel totally equal in terms of abilities or value. The ones that move freely are almost always going to feel like the best candidates for any given microgame, while the more unique characters sometimes don't even feel fast enough to complete a challenge. It would be a big task to make sure every single character is perfectly balanced in every situation, and in a way the discrepancies almost add replay value as some characters feel like you're playing on "hard mode," but it's still jarring when you first try these characters out. Co-op is the other key aspect of Get It Together!, and if completing microgames solo is wacky and challenging, completing them with a friend is pure chaos. It's a perfect party game vibe as two players scramble to get something done in just seconds. Once again not every microgame is perfectly balanced around having two players—some become trickier, some just make player two feel like an afterthought—but getting a friend in on the action is still a lot of fun. Get It Together! also features a variety of party games, most of which support up to four players (on the same system or over local wireless). This selection of minigames is pretty underwhelming though. Many of them are fine but rather bland, like a volleyball game, though a couple do shine, including the ones that actually have you competing via the story mode's microgames. None of these four-player games feel like they have the staying power of an actual multiplayer-focused game like Mario Party, but they're still good for a bit of goofy party fun. The only online mode included in Get It Together! is the Wario Cup, a weekly challenge mode that allows you to upload your score to ranked leaderboards. On one hand it's a rather underwhelming use of online gameplay, but the constantly changing challenges can give you a reason to keep playing every week. You can also improve your score by upgrading your characters (which involves buying items with coins you earn by playing the game), which feels like the definition of tedious busywork, but if you want to tackle it you'll have plenty of reasons to come back to the game over and over. WarioWare: Get It Together! boasts the same chaotic fun and energy of past entries in the series, with the added benefit of two-player wackiness. Controlling characters directly is a unique twist that makes the microgames even more challenging and varied, though it's hard not to play favorites when some characters feel objectively better. Even if some of the side modes are underwhelming, the core microgame action is hectic and entertaining—exactly what you'd want from a WarioWare game. Rating: 8 out of 10 Microgames
  2. I remember walking into K-Mart on launch day with my brother and we both got one, no fuss at all. That definitely gave me unrealistic expectations about the Wii's launch years later. Looking back on it, the GameCube really was a pretty experimental time for Nintendo's software, but they were still an absolute blast to play. I was also happy that there were actual RPGs on the system as well, after the drought on the N64. Speaking of which, I sure wouldn't mind seeing a new Baten Kaitos game someday.
  3. Hello Neighbor was an inventive but ultimately flawed stealth/horror game about investigating and escaping a creepy neighbor's house. Despite an engaging premise and stylish aesthetic, the gameplay was a bit of a mess. However, the game still did well enough to spawn sequels and spin-offs, which brings us to Secret Neighbor (developed by Hologryph and Eerie Guest Studios and published by tinyBuild Games), an asymmetric multiplayer game where six players attempt to sneak through the neighbor's house, collect keys, and unlock the mysterious basement door. The catch? One of you is secretly the neighbor. Similar asymmetric multiplayer games have flourished recently thanks to the inventive challenge of outwitting your opponents using different abilities or skills. Secret Neighbor has some of that as well—you're able to choose to play as one of several kids, each with a different set of abilities. One can craft items, for example, while another has more inventory space than others, perfect for collecting all the keys necessary to unlock the basement. The keys themselves are randomly placed throughout the various playable maps, so you always have to poke around corners and shelves to find everything you need. Initially you're armed only with a flashlight to further emphasize that sense of eerie foreboding when you don't know who or where the neighbor is. So the premise itself is solid, but much like Hello Neighbor, the game falls apart in the nitty gritty details. The controls are a chore to use and you'll constantly be fighting the cursor to actually pick up the item you want. Sure this adds to the sense of urgent dread but it's also just a pain in the butt and awfully tedious. Like Hello Neighbor, the environments are incredibly stylish but after one or two play sessions you'll realize just how bare each room actually is. For the amount of stuff you can pick up or interact with, there's very little that actually has any value or purpose. Part of that is just to make you sift through junk to find keys, but again that's just not all that fun after a while. The physics can be awfully inconsistent as you try to throw or drop objects, and the default settings are a bit nauseating (thankfully you can tone down the motion blur and head movement, though). The biggest issue with Secret Neighbor though is in balancing. The neighbor is ridiculously overpowered compared to the children. He can pop out of disguise at any time and grab a kid. Once he's got hold of one, he just needs to keep hold for several seconds and the kid is captured or eliminated from the game. There's actually very little that the kids can do in response to this. If all of the other four kids team up to toss objects at the neighbor they can stun him, but it's difficult to aim and arguably more difficult to coordinate with other players. Even when you do manage to keep the neighbor stunned for a while, it's hard to then also search for keys (and leaving just one or two kids to keep an eye on the neighbor probably won't cut it). The neighbor has a handful of tools at his disposal as well, but these are almost unnecessary given how overpowered he is compared to the kids. The experience just doesn't feel balanced or totally thought out, sadly not unlike Hello Neighbor itself. The game definitely wants you to keep playing over and over as much as possible, and offers incentives with a huge variety of cosmetic unlockables for every character (including the neighbor). By collecting coins in the game you can spend them on clothing and costumes. The costs are astronomical compared to how much you earn in a typical match so clearly the developers want you to get hooked, but a compelling gameplay system might have done the job better. Just like Hello Neighbor, Secret Neighbor is an interesting concept that just doesn't seem to be fully thought out. The challenge of working together and dancing around a single dangerous opponent falls flat when the two sides feel so imbalanced. Even just exploring and collecting keys is a bit janky and boring thanks to clumsy controls and a lack of compelling object interaction. You're better off taking the game's advice to heart and avoiding this neighbor entirely. Rating: 4 out of 10 Neighbors Review copy provided by publisher Secret Neighbor is available now on the Switch eShop for $19.99.
  4. - Final Fantasy VII Remake (PS4) For context I'll say that the original FFVII probably isn't even in my top 5 FF games, and this Remake, well, I wasn't impressed. I'm not really surprised given everything I'd seen of the game beforehand, but it felt like too much style over substance, which has been an issue with FF games for a while now (at least the single-player ones, I've never played the MMOs). Kinda doubt I'll try the subsequent Remake episodes at this point. - Cris Tales (Switch) Really took my time playing this one—it's not super long but since it is kind of slow paced I just kept dragging out playing it. Regardless, Cris Tales is a stunningly beautiful game with some clever time manipulation features. Definitely recommended for classic JRPG fans. - To the Moon (Switch) Definitely an emotionally charged story but all of the gameplay elements were pretty poor. Also couldn't really stand the doctors—I can understand including some levity but they just seemed tonally wrong for the story. - No More Heroes III (Switch) I enjoyed it overall but I don't know, it didn't have quite the same spark of charm as the first two games. In some ways it was a little too out there, even for Suda51, and some of the repetitive combat/minigame aspects are less forgivable in the third entry in the series. - Star Wars Jedi: Fallen Order (PS4) Playing this right after No More Heroes III was definitely a mistake because it took me so long to get used to the more reactionary, paced-out combat compared to NMH's hack 'n' slash. Maybe that colored my opinion of the game too much—overall I didn't love it. Puzzle/exploration was only okay and combat was kind of tedious. I thought Cal was a pretty boring protagonist too.
  5. Good games everybody, nice to have such a climactic final match. And apologies to @Laclipsey, there was no way to tell you we were doing a special rules tournament when you joined, but hopefully we can all play on another Saturday night!
  6. Aside from a little taste of the franchise with Travis Strikes Again two years ago, fans have been waiting a decade for another mainline entry in the No More Heroes series. With creator Suda51's signature sense of outlandish style, No More Heroes III reunites fans with Travis Touchdown, Sylvia Christel, Shinobu and more, along with a whole new collection of enemies to slaughter as Travis once again wields his beam katana on a bloody path of destruction. Perhaps even more than previous entries, No More Heroes III is set to polarize players between those that love Suda51's insane game design and those that want a more conventional action-adventure. Whichever camp you ultimately fall into though, there's no denying that this is a hell of a ride. The game opens with an E.T. style prologue where a young boy discovers a small alien on Earth and helps send him back into space. Twenty years later, that alien returns fully grown and ready to conquer the planet with an army of alien "superheroes." Travis Touchdown once again takes up his beam katana to stop them, though he must rise through the ranks of the top ten Galactic Superhero Rankings before he can take on the leader. It's an insane, bizarre story filled with Suda51's signature charm. Travis regularly breaks the fourth wall to talk about what gamers like and don't like, and the writing is littered with pop culture references and seeming nonsequiturs. Plot points jump around so quickly that oftentimes you'll be left wondering what just happened, but overall it works when you just let yourself go along with the crazy flow of things. That said, it definitely feels like No More Heroes III turns the crazy up to eleven, and even with that in mind it can be jarring at times. The previous games were plenty crazy in their own right, but still had some sense of narrative structure. This game gets so out there at times by introducing and rapidly dropping concepts that it doesn't always quite stick the landing into a satisfying conclusion. Like the previous games, No More Heroes III is a third-person action game with a relatively simple overworld to explore and minigame side jobs to tackle. Fighting with the beam katana feels great. Travis tears through enemies with flashy panache and it's always satisfying to execute a finishing blow or defeat an enemy with a pro wrestling throw. Travis can also use four Death Glove skills to mix up the action further, and you can customize your glove with skill chip buffs such as increased heavy attack power or extra time to counterattack when you execute a perfect dodge. Combat looks wild but it's ultimately pretty easy to pick up and learn, and you'll have a blast dodging enemies and stunning them into a suplex finisher. In some ways it feels like combat has been simplified and it does get a bit repetitive at times, but then again the series was never about memorizing elaborate attack combos so much as the satisfaction of ripping apart enemies with bloody attacks. You'll need to take on a handful of designated matches before you can challenge another boss, but aside from fighting you might also want to occupy your time with side job minigames to earn money and skill points. Like previous games these minigames are intentionally ridiculous—one has you picking up trash in alligator-infested waters while another is literally just mowing the lawn—and having something else to do to break up the action is nice. The downside is that there are only a handful of minigame types that are repeated several times. More variety and particularly more personality in the minigames would have been great. In fact, that is, surprisingly, one of the major faults of No More Heroes III—the environments, the alien bosses, and even the basic missions and minigames don't have as much personality as previous games. The bosses in particular are a bit disappointing. Although each fight is preceded by a short cutscene or two to introduce the characters, they just didn't have that much impact, which is a shame. The assassins of the first No More Heroes game were a bit more grounded and were better for it. In No More Heroes III, the alien "superheroes" are outlandish and so sometimes come off as inconsequential. The battles themselves regularly defy expectations, but I only found myself engaged with some of the alien characters. No More Heroes III is a good fifteen or twenty hours long, depending on how much time you spend on the more repetitive aspects. You do have to dive into them at least a little to earn money for the next boss fight, but thankfully it never feels very grindy. If you want to explore everything the game has to offer though you'll have to settle for these optional battles and mini-games, or taking on a higher difficulty level—there aren't really significant options to change up the gameplay in the post-game or new game+ features. As mentioned the combat is beautifully stylish, sometimes edging on over-designed but still just cool to look at. The colorful yet eclectic art style just works for No More Heroes III—the game oozes style and weirdness in equal parts. The boss designs are unique and flashy, though again don't have quite the same personality as previous games' bosses, but I can at least say that every boss fight is a visual spectacle. The constant pop-in while you're riding around town on Travis's bike is annoying but ultimately doesn't hurt the gameplay. The soundtrack is solid even if there are only a few standout tracks, and the voice work does a fine job of bringing these crazy characters to life. No More Heroes III is exactly what players should expect from a Suda51 game: it's absurd, wild, often confusing, and undeniably stylish. When you're in the thick of combat and especially when facing off against an alien boss, it's a blast to hack and slash away with the beam katana. The game can also vary wildly from those highs to unpolished lows when it comes to minigames or environment design, and occasionally the insanity goes so far off the rails that it's hard to appreciate. Still, No More Heroes fans should enjoy the adventure despite, or perhaps because of, all of the madness. Rating: 8 out of 10 Superheroes
  7. I don't know for sure either, but if I had to guess, Technical characters focus on fine-tuned combos and precision inputs while Tricky characters focus on disrupting opponents with traps and hazards? Those are the best categories I can think of that wouldn't be covered by the other three.
  8. Yep still seeing the error. It's on Firefox, most up to date version, on Mac. I get a little "HTTPS-only mode alert" every time I click on Forums. Edit: It doesn't happen in Chrome so maybe it's just a Firefox error!
  9. I'll also add that it's a strong first game for indie developer Dreams Uncorporated and co-developer Syck, and I definitely look forward to seeing more from them someday!
  10. Cris Tales has been advertised as an indie love letter to classic JRPGs, and it's not hard to see why. Time travel, unique battle mechanics, gorgeous artwork and music—I'm not describing Chrono Trigger, these are all aspects of Cris Tales, a game that clearly shows an incredible fondness for the genre while still attempting bold, innovative twists of its own. Not all of those quirks work out perfectly, but one thing's for sure: this game is made for JRPG fans. You play as Crisbell, an orphaned young woman who unlocks an incredible power as a time mage. She is able to see the past, present, and future, and even rewrite future events by changing things in the present. As is always the case, there's a terrible threat to the whole world—in this case it's the Time Empress—so Crisbell sets out on a quest to stop her and aid all the people of this beautifully illustrated world. The story and setting are fun even if the writing can be rather cheesy at times. The banter among your characters is a bit tropey and there are some predictable plot twists, but the magical, fairytale quality of Cris Tales still makes it easy to lose yourself in the narrative. Crisbell is a likeable protagonist and it's fun to just go along with the gorgeously designed ride (also there's a talking frog). Crisbell's time manipulation abilities extend to the very appearance of the game. When you're walking through a town, the screen is split by a triangular formation to represent the past on the left, the present in the center, and the future on the right. It's an awfully stylish way of representing Crisbell's time magic and plays into several light puzzles—something you need to progress has been lost in the present, but perhaps you can jump to the past and grab it before it disappears? If anything this time manipulation mechanic is underused over the full course of the game and could have been put to even more inventive uses, but it's still a clever concept that makes for some uniquely striking artwork. Cris Tales is a turn-based RPG with timed actions like Paper Mario—press the A button at the right time while attacking and you'll deal more damage, while defending and you'll take less—but the time mechanics have a unique effect here as well. Your party is always in the center of the screen and enemies appear on either side. Crisbell is able to send enemies on the left side of the screen into the past, or enemies on the right into the future. You can combine this with other characters' abilities for powerful effects: one of your allies, Wilhelm, is able to send out plants that can hit multiple enemies, but they need time to grow. By manipulating time, Crisbell can activate the plant immediately to devastating effect. Changing time will also affect enemies though—a meager wolf pup might not be too dangerous in the present, but sending him into the future causes him to grow into a full-fledged beast. It's a wonderfully unique battle concept that is rife with possibilities. And yet, it doesn't feel like Cris Tales goes all in on its own concept. You'd assume time manipulation would be the key to battle, and certainly the key to most boss fights, but the truth is it's just as easy to fight normally most of the time (granted there are battles where you do have to change time to expose enemy weaknesses). The thing is, changing time is time-consuming. Since Crisbell is the only one to do it, you have to wait for her turn in the battle order to often set up and then execute these combos, and oftentimes that time is better spent just attacking normally. To be fair it might have felt too tedious or repetitive to set up time combos in every battle, and even if you aren't using time manipulation battles are still entertaining, but it's kind of a shame that the most unique aspect of the combat system doesn't feel all that vital. Cris Tales also features some old fashioned JRPG quirks, which may grate on some modern players. Battle encounters are random, so sometimes it feels like you're inundated with them and sometimes, when you just want to level up, it feels like you can't find a monster anywhere. There's no auto-save system sadly, though you can save on the overworld and save points are fairly common in towns and dungeons. Speaking of which, the dungeon design is satisfying when Crisbell's time powers have an effect on the environment, but there are also plenty of dungeons that are just standard mazes—go down this path to find a treasure chest, the other path leads forward, etc. Cris Tales has a solid grasp of JRPG fundamentals, but doesn't always know when to push the envelope forward and really delve into new territory. I do have to mention that the game suffers from some pretty frustrating load times. That old necessary evil, the loading screen, not only pops up frequently but can last a good 10 seconds or more—honestly it feels like an eternity when you're just entering or exiting a battle. The game as a whole is also somewhat slow paced and these frequent breaks just seem to draw things out further. Cris Tales is a decent length but not too long for an RPG. A good 20–25 hours should see you through the whole game, and while there are a handful of side quests available there really aren't too many opportunities to tread off the beaten path and explore. The adventure as a whole actually feels rather compact: enter a new town, discover some problem or concern, traverse a dungeon to fix it, then move on to the next. It's a formula that makes sense, but again it might have been nice to spice things up a bit. Hopefully these screenshots have already made it clear but Cris Tales is an absolutely gorgeous game. Every single screen feels like a beautifully crafted painting, and seeing it all in motion is even better. The fairytale vibes paired with simply stunning character and environmental designs is beautifully unique and truly makes it a joy to explore every new city—plus you get to see the same city in three different time periods for even more incredible detail in the artwork. The art style feels simultaneously whimsical and ornate yet very much founded on geometric shapes for a controlled yet stylish aesthetic that apparently I can't say enough about as I continue to ramble. The soundtrack is equally wonderful, ranging from sweeping piano tracks to heart-pumping battle tunes that perfect the majestic and magical fairytale vibe. The voice work also does a good job of bringing the characters to life—some can be rather melodramatic, but the voice acting does make everything feel more animated. Cris Tales truly is a charming take on the JRPG genre, one that clearly draws inspiration from the classics and yet happily tries new things as well. The stunning artwork is naturally the first thing players will notice, but it's not the only thing that makes the game special. The time manipulation gameplay is clever, engaging, and rewarding, even if it feels like it falls to the wayside at times in favor of more basic story, puzzle, and battle mechanics. A bit more boldness in making its most unique features more prominent would only have bolstered the game. Still, Cris Tales provides a lovely JRPG adventure that is well worth the time. Rating: 8 out of 10 Time Mages
  11. Well I'll say right now I won't be available for Smash night this Saturday. If you want to do a Smashdown next weekend I'll commit to being there.
  12. @Kodiack Weird little error I'm seeing: when I click on "Forums" in the screenshot below I get a secure connection warning, as if the site doesn't have an HTTPS version. To make matters weirder I'm only seeing this error on the light theme. Maybe some sort of automatic link redirect that isn't working properly? Super low priority since it really doesn't change anything, the forum homepage still loads fine if I click on "Ninfora", but just letting you know.
  13. That's pretty damn similar. Not sure how much legal wiggle room they have given how simple the art style is, but I wouldn't want to risk tussling with Nintendo's legal team. Besides that though, the gameplay looks decent, assuming the puzzles grow more elaborate.
  14. - Piczle Puzzle & Watch Collection (Switch) Can't say no to Picross puzzles, and the Piczle Loops game is pretty fun as well. - Resident Evil: Village (PS4) Really enjoyed it—not quite as much as RE7 but since RE4 is my favorite in the series I kind of have a soft spot for the more action-y elements of Village. As usual though the first half of the game is the best part, when you're really scavenging for ammo and are jumpy at every little noise. And minor spoiler note: a bit disappointed that Lady Dimitrescu is only in the early part of the game. I had assumed she'd be a recurring Mr. X threat. - Afterparty (Switch) Wish that the drinking mechanics had a little more life to them rather than kind of being window dressing, but it was still a fun story in a very unique setting. - Picross S5 (Switch) Always room for more Picross! Can't believe how much time these games end up draining out of me. I love 'em though. - Foreclosed (Switch) Apparently I'm still on my cyberpunk kick. Foreclosed is stylish but totally lacking in substance—the gameplay is shallow at best and monotonous at worst.
  15. It can't be easy to stand out from the crowd of indie games released every week, but a cyberpunk story told with a comic book aesthetic awash with neon colors is certainly one way to draw the eye. But while Foreclosed promises a stylish adventure at a glance, a closer look only unveils flawed game design and poorly executed gameplay. You play as Evan Kapnos whose identity was recently Foreclosed. In this cyberpunk world, that means he essentially doesn't exist anymore and any rights or belongings he had are cut off—he's stripped of his job, brain implants, and access to the city's cybernetic features. His only hope is to find the cause of the Foreclosure and stop it before he's completely deleted. It's an interesting and compelling premise that immediately puts you in a tense, hurried adventure, but the game does absolutely nothing else interesting with its cyberpunk genre and instead immediately relies on familiar tropes—evil megacorporations, shadowy helpers, etc. What's worse is just how poorly the story is written. The game will throw information at you in confusing, looping dialogue trees that provide far too much detail with little context, and Evan himself is practically a blank slate devoid of personality. There is a solid premise here, but the execution stumbles terribly. Unfortunately that's more or less the issue with the gameplay as well. A blend of stealth, hacking puzzles, and third-person shooter mechanics add up to an incredibly dull action experience. The stealth mechanics are woefully basic and you're never really given interesting tools to use while sneaking around (even in a game filled with cybernetic powers). Being spotted is generally also instant-death so it's a slow, tedious affair to creep through rooms. The puzzles are as bare-boned as possible and even calling them hacking challenges is overstating the game's mechanics. You either punch in a series of directions on the D-pad or just need to find a few nodes in order to open a door. The shooting mechanics are the most frustrating and disappointing though, mainly because this is where the bulk of the gameplay is and can lead to some extremely tedious battles. First off, the aiming controls are pretty awkward and can't find a good balance between small stiff movements or terribly loose wide swings. This can be particularly frustrating since enemies are absolute bullet sponges and you pretty much have to land headshots to take them down with any sense of efficiency. Enemies will pepper you with bullets so quickly though that you have to carefully duck behind cover and peek out for headshots. Enemies also outnumber you massively and often come with a few waves of reinforcements that drag the fight out even longer. These shootouts are challenging for the wrong reasons. You're not pushed to find clever ways to move around or take out targets, you're just popping out of cover to fire off a few shots then ducking back down while your health replenishes. It's terribly repetitive. Throughout all of this Evan only has his pistol, but you can augment it with upgrades as well as cybernetic abilities such as a temporary shield or the ability to telekinetically lift and slam enemies. Sadly these upgrades are not the boon they ought to be and only add the barest amount of spice to the monotonous shooting galleries you're forced to play through. Most of the effects aren't very powerful, or at least aren't more effective than a clean headshot. Not only are the abilities fairly underwhelming, they also come with a costly heat sink system where, if you overheat your cybernetic implants, you're left dazed and vulnerable for a few seconds. It's meant to force you to play thoughtfully, but it really just makes using abilities a chore. On top of all this, I did run into a few buggy problems while playing. One was almost comical—falling from a ledge that I clearly wasn't meant to fall from, landing me in a blank void—except for the fact that restarting required replaying a substantial section. The game autosaves, but not frequently enough to make restarting convenient. The game's presentation is perhaps the one shining aspect of Foreclosed, but even this comes with some significant caveats. The comic book style is cool but if anything underused—there are times where the panels of the "comic book" are tied together in interesting ways, but the majority of the game is just played in a standard third-person perspective. The art design is pretty repetitive as well, with the same generic gunman for all enemies and not much variety in scenery. The voice acting is a real disappointment. It feels like the developers were going for a gruff, gritty protagonist who's curt with his words, but the actual acting comes off as lifeless and dull, which does no favors for the already underwhelming script. Foreclosed has huge style points going for it as you initially boot up this third-person action game, but sadly that style is just window dressing for an unsatisfying mix of shallow gameplay elements. A couple of interesting ideas isn't enough to carry the entire game, and the tedious, uninventive shooting gameplay will only bore you or frustrate you. It's a short adventure, but even three or so hours is perhaps too long to spend with Foreclosed. Rating: 5 out of 10 Foreclosures
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