20
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459
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Recent reviews by yoda gaming

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Showing 1-10 of 20 entries
2 people found this review helpful
1 person found this review funny
97.3 hrs on record (34.7 hrs at review time)
Beautiful puzzle game with potential for improvement

When I heard the news that my beloved The Talos Principle 1 will get a sequel, I couldn't wait. I'm 500+ hours in TTP1, built and played lots of community content, the DLC, and personally, I'd value it the best game I've ever played, for me, even above Portal 1/2. Playing the demo of this game left me fascinated and hungry for more. The TTP1-lookalike intro of the game is a perfect pick-up spot for those who have, or have not played the first game. I immediately felt at home.

Graphics
The graphics are beautiful. I partly get where people come from when they claim that TTP2 looks like a "generic UE5 game", although I fully understand the decisions made to switch to UE5 instead of supporting their previously used in-house "Serious Engine". It's no wonder that, especially with the staff responsible for the engine leaving the team, the old engine is not capable of today's graphics standards. Additionally, porting to newer consoles (like the Xbox Series X/PS5) would've been a nightmare. With UE5 being in the news for Lumen and Nanite though, people have learned the capabilities and the "look" of this engine, and find that in TTP2, making it an "unoriginal" experience. I can't share that opinion.

Story
First things first: I'm not a huge nerd when it comes to the story. I probably forgot 90% of TTP1's story, but it's good that TTP2 does not seem to require that either. Players who haven't played the first game can still find themselves in the story of TTP2 without missing something. I personally like the dialogues, the chats with the different companions around the block, and the story's interesting enough for me to keep going - but not too complex for me to become lost. I've seen people criticize exactly that, and I can imagine the story being a bit flat and one-dimensional for huge story/lore aficionados, but for people like me, it was optimal.

Game Design (and a bit of criticism)
At first, it seems like there is a lot to discover. Next to the city, the world around the megastructure, and the 12 differently themed worlds, holding 8 regular puzzles, a gold puzzle and 2 lost puzzles, present lots of content if you're just starting out. I don't mind the distances between the puzzles in the worlds (as some others reported), I like walking simulators and the photo mode allows me to capture all sorts of beautiful sceneries while I'm on my way to a puzzle. Here comes a bit of criticism though: the puzzles are too easy.

It's either my TTP1 playtime that helps me understand it better, or (and that's more likely) the puzzles are easier than they've been previously. It's actually kind of hard to get that "20 minute for one puzzle" achievement since I've solved most of the puzzles in under five minutes. They all follow the simple structure of you entering a puzzle, almost immediately seeing the current- and the goal-state. The rest is just acquiring the necessary elements, positioning them accordingly, boom. There's little to no challenge in the puzzles, while I remember that TTP1 sometimes had me ~45 minutes in ONE puzzle. I never had to even use one of the prometheus sparks to solve a puzzle, since they weren't that hard.

I also find it a bit disappointing that the "star" puzzles are rather flat and repetitive. You either get a copper-engraved map that somewhat resembles the island, where spots where presumably levers or other elements are marked with an X, a laser receiver you have to power from some other puzzle around the world or a dead-simple spark particle effect you have to chase through the level. Hardly any of these were hard to solve, while in TTP1, stars had an actual weight to them. It was crazy if you could say that you had ~20 stars collected, since a lot of the levels had stars hidden somewhere which actually required you to rethink a whole puzzle. That was great, since it basically allowed you to play a puzzle twice, once for the sigil, once for the star. I miss that here.

What I really love about this game is the thought-out mechanics. Next to the few mechanics we know from the first game (red/blue lasers, pressure plates, switches, cubes, fans) we get a whole new palette of new and exciting stuff, such as a green laser beam + a RGB combinator, inverters, accumulators, drills, activators, the ability to possess other robots in a puzzle, teleporters, and gravity shenanigans. That part truely feels like a "sequel", taking what's worked good from TTP1, thinking it further. I miss the time record/rewind mechanic from TTP1, but I do think the possession feature is a great replacement. BUT: the "new mechanics introduced vs puzzle count" ratio is a bit off. I found that news mechanics are introduced on a much faster pace than I actually have puzzles to solve. I've had maybe 7-8 puzzles utilizing the possession feature in the northern worlds, until that mechanic is gone forever in favour of a new mechanic being introduced. Only a couple of mechanics "survive" throughout the time and stay in the puzzles.

TL;DR: I would've appreciated a higher count of more challenging, more mechanic-intensive puzzles that make more use of the brilliant physics sandbox Croteam offers us. Now, it sadly feels more like amazing mechanics, but too little room to actually put them to use.

Conclusion
I enjoyed it, and I really hope that Croteam is pushing themselves further for a DLC or two, and - a level editor. I'd die to use all these amazing mechanics to create my own puzzles for me and the community to share. I feel like they wanted to create a game that's accessible for everyone, and they've probably done a good job with that, but the mind-boggling challenge TTP1 offered, had to parry for more story elements and less actual use of the great mechanics. Overall, I'd still recommend this to puzzle game fans and I hope there'll be more in the future!

Thanks for reading!
Posted 24 November, 2023. Last edited 24 November, 2023.
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20.9 hrs on record
Just as the other games of the METRO series, an atmospheric masterpiece. You really get to feel the vibe of the distopian post-apocalyptic russia the game portraits, but this time with different, never seen before landscapes and seasons. Highly recommended if you like post-apocalyptic environments.
Posted 10 August, 2023.
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1 person found this review helpful
28.9 hrs on record (25.6 hrs at review time)
An extremely well made environmental puzzle game with a great sense of humor and a perfect example of the "show don't tell" principle. The Source engine suits the eerie vibe perfectly, I hope there'll be an INFRA 2 at some point. Great job!
Posted 12 May, 2023.
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1 person found this review helpful
52.8 hrs on record (32.0 hrs at review time)
Best pixel art painting / animation tool. I'm using this for game development and hobby projects, and it's so much better than any other tool out there + it really gets you in the pixel art mood when working with Aseprite's UI. One recommendation: if you'd like a dark theme, check out the Studio Theme[github.com]!
Posted 17 December, 2021.
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23.9 hrs on record (0.6 hrs at review time)
Early Access Review
Dieses Spiel ist einfach wunderbar. Super süßes Design, angenehm entspannte Musik und ein Gameplay, was endlich mal keine Zeitprobleme, Kampfstrategien oder irgendwelche anderen Komplexitäten mitbringt. Es ist einfach ein nettes und ruhiges Spiel, und lässt mich die Welt um mich rum für einen Moment vergessen. Ich wünsche den Entwicklern für die Zukunft viel Erfolg, und werde Toukana Interactive auf jeden Fall im Auge behalten :) Cheers!
Posted 22 November, 2021.
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4.2 hrs on record (2.7 hrs at review time)
A small, calm, lovely and relaxing game. It's super fun IMO, and is a very good example that games without much graphical content or complex gameplay mechanics can be fun. The game also adds a bit of challenge to it - so over and above all it's a great game and it's perfect for calming down on a stressful day :)
Posted 26 April, 2018.
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11.0 hrs on record (9.6 hrs at review time)
Das Spiel ist echt super, ich habe es seit Ewigkeiten in meiner Bibliothek, aber ehrlich gesagt nie wirklich viel gespielt - was schade ist. Das Spiel dreht sich tatsächlich mal nicht um irrelevantes Umherschießen, sondern tatsächlich eher um das Feeling, wie man in einer Kriegszone überlebt. Und das ist wirklich eine starke Herausforderung - das Essen aufteilen, Medikamente sparen, aber auch das Plündern.

Es ist eines der wenigen Spiele gewesen, wo ich einen emotionalen Moment hatte, als ich ein Haus plündern wollte, in dem ein altes Ehepaar lebte. Deren Dialog zu hören, hat mich dazu bewegt, das doch nicht zu plündern, und lieber mit leeren Händen nach Hause zu gehen. Und genau diese Interaktionen, Entscheidungen zwischen Leben und Tot, ist ein wahrer Nervenkitzel finde ich.

Totale Kaufempfehlung 10/10
Posted 22 April, 2018.
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2.1 hrs on record
Bockt
Posted 22 November, 2017.
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No one has rated this review as helpful yet
4.0 hrs on record
Event[0] is one of those games who don't look that spectacular from the screenshots, but once playing them, it becomes much more clear how awesome this game is. It look very good, plays almost lag-free on mid-end hardware, and the most important aspect of it all, it got a very great story.

The biggest key element of Event[0] is the Kaizen AI, which are some terminal computers standing around, which you can actually talk to - and to be honest, that works very fluid and good, did not expect that in first place.

You talk to the computers anytime, ask them to open doors, get some tips for continuing the story, or ask them some random stuff (which actually works too!).

Still I felt lost at some spots since I couldn't figure out how to progress, so I needed to google sometimes, but I doubt that that was terrible game design but rather me not paying attention to some details.

All in all, I love the story, I love the mechanics, I love the soundtrack, this game is one of those indie games which I directly recommend to everyone who is even remotely thinking of playing a new story based game.
Posted 18 November, 2017.
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27.5 hrs on record (21.6 hrs at review time)
Ich habe dieses Spiel jetzt genau 16 Stunden gespielt, und bisher kann ich nur sagen: Wahnsinn. Echt, das Spiel überrascht mich auf mehreren Ebenen, besonders auf welchen, die in den meisten Spielen heutzutage fehlen.

Grafisch ist das Spiel wunderschön, besonders die Planetenoberfläche sieht durch ihre Zufälligkeit sehr angenehm und gut aus, sodass man sich bei dem ein oder anderen Planeten wünscht, tatsächlich da zu sein. Auch der Sound ist beeindruckend, besonders der Soundtrack von Kai Rosenkranz passt perfekt zum Spiel. Was dieses Spiel ganz groß herausstechen lässt gegenüber anderen ist das Gameplay. Mir macht es sehr Spaß, mich mit den verschiedenen Rassen auseinanderzusetzen, mit ihnen zu sprechen, und etwas über sie herauszufinden, was mir dann im nächsten Run sehr weiterhilft. Allein dass ich sagen kann "Haha, da kommt die dumme Rasse xy", ist schon etwas, was es in vielen Spielen garnicht mehr gibt, dieses Auskennen, dieses Wissen von Fakten, die man erst kennt, wenn man das Spiel tatsächlich (mehrmals) spielt.

Außerdem will ich noch hinzufügen, dass die Entwickler hiervon sehr freundlich und kompetent sind, und wenn es ein Problem gibt, hilft es, sie einfach persönlich auf dem offiziellen Discord (http://discord.gg/tljh) danach zu fragen.

Alles in allem eines der gelungensten Spiele dieses Jahr, hut ab, liebe Entwickler :)
Posted 8 June, 2017. Last edited 22 June, 2017.
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Showing 1-10 of 20 entries