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Performance

If you’re trying to run this game consistently on a 3070 at 1440p-4k, you can manage indoors at 4k with medium settings and DLSS performance-ultra performance at a very steady and high frame rate, with no noticeable visual degradation from using up-scaling. However when you first exit the sewers into the open world your fps tanks, forcing you to go 1440p-fullscreen. Even with 1440p at medium settings and DLSS performance, I found my game fluctuating between 60-80 fps rapidly, and when engaging multiple enemies or just randomly walking in the wild it would dip to 30 fps for seemingly no reason. The game at 1440p with DLSS also looked quite muddy and blurry, which took away from the graphical enhancements. While indoors I could crank up my settings and really enjoy the improved visuals, a lot of your time in this game is outdoors, and having an inconsistent and ugly visual experience due to my hardware, I just simply cannot recommend this game for people in my graphics card range (3070 to 4060 or lower). If you have a 4070 or AMD equivalent I think you should be fine.

Another problem with the frame rate is when changing my settings, sometimes the frame rate would just stay between 40-50 fps, regardless of resolution or changes to graphics, forcing me to restart. Also forced RT? I am honestly sick of this practice and I really hope it doesn’t become mainstream as it’s killing off older hardware for no reason.

Gameplay

From the short time I had with the game it felt like the original Oblivion. The overall improvement to combat and your experience in combat is coming from visuals and audio overhauls, mostly effects and audio making it a lot more immersive/punchy.

If you didn’t like the combat in the original game, it’s still the same. There isn’t even shield/weapon bashing/shoving from what I’ve tried, nor the ability to attack if you’ve got your shield out.

UI/UX

While the UI looks better, I can’t say it’s been improved greatly. The amount of tabs they have make traversing the UI annoying. If there was a button on controller for inventory/map/spells, and then another button for settings, it would of been a lot better, but having all menus in a row means you’ll be tabbing between them a lot, which feels slow/tedious. Imagine you’re in your inventory, and you want to quick save, well you have to go tab by tab until you reach settings, and then within settings go tab by tab until you reach quick save. Even just a radial menu for all menu types would be better than this.

Another UI thing that I heavily dislike is advertising the deluxe edition within the main menu. It’s just gross marketing that shouldn’t be in a single-player game.

Visuals

While the environmental details are amazing, I am not a big fan of models. The goblins look almost like you asked an AI to make a goblin model – I’m not joking. The Khajiit look absolutely ridiculous. I understand that Oblivion has always had goofy models, but taking those models and making them photorealistic looks absolutely uncanny and weird to me. It’s kind of like those fake phone game ads, but it’s an actual game. While overall I’d say the game looks great, and if you can max it out at 4k, it’s a definite improvement over the original... However do I think that justifies the asking price? Not really. I don’t see much reason to pay for this version over the original Oblivion. It’s the same game but instead this version lags my computer and has a lot of jarring stylistic choices, and is priced like a AAA game despite being a graphics makeover of a nearly 20 year old game.

Bugs

I lost my weapon in the starting sewers. It just simply disappeared. I understand that the original game was buggy, but this is a remaster.

Conclusion

Bugs, optimization issues, forced RT, high price, mediocre UI/UX on controller. Safe to say this is an easy not recommend. While the core of the games good, you can just go experience that core for much cheaper in the original version.

Edit

Also as I am researching more into this product, it seems they are using AI partially and have a spelling mistake caused by AI up-scaling in the shader compilation screen. Another thing I forgot to mention is the EULA you'll have to agree to for a single player game... Which multi-player games have conditioned me into thinking is normal, but without servers I am kind of confused why they needed this? I will be refunding this product. Despite my hype/excitement for an Oblivion remaster, this is half-baked at the moment and needs a lot more refinement and a big sale to be worth it for me.
Skrevet: 22. april. Sidst redigeret: 22. april.
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Preface

Review was written before the 12+ patches they've recently done, interviews, and 2+ changes to come posts, which address some of the problems I had.

Launch Impressions

I was extremely excited for Path of Exile 2, to the point where I thought when this came out it would be the best isometric ARPG of all time. I followed every bit of news, every interview, and stalked social media for weeks before release. I expected a rough early access product, but I expected greatness within the rough edges. When the game dropped there was a lot wrong with it: Enemies pushing you around and trapping you between their hit-boxes; extreme difficulty; bugs; confusing UI; extreme balancing issues; respawning enemies; not enough checkpoints; PC breaking bugs; ridiculous HP pools on some bosses; slow movement speed and no good movement speed options; item duplication; server issues; optimization issues; unfinished and unpolished end game, as well as trials; a scarcity of item drops and crafting materials; mandatory stats like movement speed on boots, and completely broken stats like armor, as well as “whatever” stats like resistances; a way larger passive skill tree, which on paper sounded great, but in practice meant most builds felt linear due to the ridiculous nature of pathing costs; no map tab; lack of passive gem options; and many more nitpicks.

At its core PoE2 has punchy combat, great graphics, well designed bosses, and they managed to in some way capture the vision of a more accessible but still complicated game compared to its predecessor. The sound design, music, art direction, all gave me a sense that this was the true successor to not only PoE, but Diablo 2, one of my favorite games. I thought that while there was a lot of issues, they’d iron them out and we’d have a good product, but as of 0.2.0, most of my problems with the game aren’t fixed, and in some cases are doubled down.

Balancing

While some things have been addressed, with teleports between checkpoints making running around less of an issue, more checkpoints, clearer UI, less chances to get trapped by enemies, crash fixes, bug fixes, more drops, map tab, and 100 more passive gems... I don’t think it’s enough.

Difficulty and balancing is the core issue with PoE2. If you don’t pick a meta build, you simply won’t have fun with this game. It’s hard to have fun when white packs are destroying you. Zones can take about 30 minutes, especially on Act 3 where they are overly large. Act 1 on a bad build had me pressing up to 5 button combos on Huntress per pack of enemies, sometimes having to do this combo 2x if there were magic enemies. I switched to a different ability with one specific passive gem, and that did more damage than the entire 5 button combo without even utilizing the most effective way to use that ability – simply standing there and holding the button down would clear camps in a hit or two. Even the first basic melee attack you get on spears out-scales most skills in single-target DPS. So if someone is having fun and saying the games great, they are most likely playing a broken build, that will soon be nerfed, because that’s GGG’s motto.

0.2.0 Nerfs

0.2.0 had pages and pages of nerfs, to things that didn’t need to be nerfed. There were certain abilities that could one hit late game bosses that made sense getting nerfed, but some setups were simply not that amazing but got nerfed anyways. So for a lot of people the difficulty of the game is even higher, which as someone who played a bad build at launch, is ridiculous to say because I already thought the game was ridiculously hard. Maybe for one play-through that would be fine, an accomplishment beating the game despite its difficulty, but for repeated play-throughs your character is too slow, the maps are too big, and the enemy packs take too long to kill on a mediocre build – it’s just not fun.

Treat the Game Like Early Access

I’m not against GGG nerfing and playing around with big patches, but they aren’t treating early access like early access, they are treating it like release. Having to wait until league launch for a massive patch doesn’t give them enough room to implement changes and revert when they are bad changes. They had to remove 25% health off most monsters in the game after spending months working on a massive balance patch – what is the point?

Building Out of a Bad Situation

I feel like I’m punished more than I was in PoE. While gem stores in that game aren’t as good as PoE2’s gem menu – I at least didn’t feel punished for trying out as many gem combinations as I could. In PoE2 however, you not only have to find an uncut gem, which is RNG luck, but you’re also restricted based on the tier of that uncut gem drop, so you’re punished for trying things out. Simply giving each act its own NPC that sells you uncut gems for each level tier that you unlock would solve this, but GGG probably finds that too “easy”. It’s not only that but also crafting materials, where I feel like the original game had so many more ways to craft yourself out of a bad situation, and more drops/ways to get crafting currency. You can no longer level gems like you used to either, so if you’re stuck, grinding feels less impactful, especially with the abysmal drops.

To put it simply, PoE2 doesn’t give you enough uncut gem drops or crafting materials or ways to craft, so if you’re stuck, it’s better to prioritize a meta build than it is to try things out. Grinding is less impactful, because there is less drops, worse loot, no gem leveling, so it’s not like you can magically make your build better either. You can respec, but most of your issues will likely be in the early game, and the passive skill tree is very limiting and not as impactful as PoE. Balancing is awful, so if you picked the wrong options, you will simply get hard stuck at some point, and be forced to trade with other players.

In PoE you could level up your gems, buy new ones freely, craft your gear to have more sockets, grind out better loot, use the crafting table to enhance your gear, switch out skills - all of this being super easy and fast, with also the option to trade with other players. Not only that but with the amount of alternative grinds you could do with different league content, you never felt stuck playing the game in one way. While PoE has had more time in the oven, you’d think that the sequel which whole goal was accessibility for a wider audience, making the game easier and reducing artificial complexity, would make it easy to get out of a bad situation, but you have way less options and ways to accomplish this.

If you pick the recommended gems, good luck. GGG obviously doesn’t test what they recommend.

It’s Simply Not Fun

If you’re not using the best builds, the game isn’t fun. It’s slow and tedious. I never felt like that in PoE. Not having out of combat move speed, quick silver flasks, or proper movement skills, in maps that are 4x bigger than they used to be, feels bad. Not having ways to build yourself out of a situation easy, feels bad. At its core PoE2 is a great game, but currently it is not worth your time. The arguments that they are going more Souls-like to me is just stupid, because in no Souls game did I ever run into a pack of 20 wolves every few steps. In no Souls game did I ever have complicated build progression. This is a isometric ARPG inspired by Diablo, this isn’t Elden Ring, stop treating it like such. The boss fights are amazing, and they definitely feel like they benefit from the Souls-direction, but everything else just feels slow and tedious right now. So I’m going to build into a meta skill with a meta passive skill gem, and call it a day. I can’t play what I want nor do what I want, so I’ll do what’s good, which for an RPG is horrible game design.

And remember! You’re always one nerf away from a negative review!
Skrevet: 6. april. Sidst redigeret: 9. april.
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Cave Story is one of my favourite games. I replayed the free version countless times, unlocking all the endings I could, and even started attempting speedruns. It’s a memorable time in my life, back when I was young, that it holds a rich nostalgia for me.

Going into Pink Hour, I had no idea it was created by the same creator, which is funny because this original review was going to talk about how well it recreates Cave Story’s aesthetic and gameplay.

The hard mode is where I feel like Pink Hour truly started to capture that hardcore nature of Cave Story, but once it was over I was kind of sad there wasn’t more. The game is free and for what’s here it’s very fun, but it does feel like more of a tech demo for his other more finished products rather than a game in-of-itself.
Skrevet: 1. april.
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Need 4 players to have proper matches (3 puppets vs. 1 human is the way to go balance wise)

AI bots are horrendously bad

Game freezes up randomly

TDM maps are too big to be fun

Servers/opens are dead
Skrevet: 22. marts.
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Controls

Daggerfall is held back by outdated controls and a time where its vision couldn’t be fully realized. With the Unity version you are given a much more modern control scheme, with even the option to completely do away with the click and drag swinging of the original. While combat is still just mashing left click and hoping the dice rolls in your favor, as you improve your stats and weapon handling, it isn’t much different from Morrowind, where at the start you feel useless, missing all the time, and later on you’re one hitting rats as you walk by.

Size and Procedural Generation

The most impressive thing about Daggerfall is its size. It’s ridiculously massive. You won’t be spending your time actually traversing most of it manually, and instead you’ll be using the games more active version of fast travel, with random encounters, camping, and choice on how you get from one location to the next. But even in saying that, some of these dungeons feel ridiculous in size. A single dungeon can run you multiple hours of getting lost in its labyrinthine size. With levers, elevators, moving segments, secret doors, switches, cogs, teleporters, trap doors that turn into stairs… Within flooded levels connected to sewers connected to caves to crypts… These dungeons are massive and sprawling, and just when you thought you explored everything, after an hour you find one door that leads to the latter half of the dungeon. This is possible due to the games procedural generation, which does mean you’ll see the same layouts or rooms repeating eventually. This can make the game feel repetitive, and while its probably its most unique element, it’s also the main thing that’s working against it.

The same is said for the over-world, with the same house designs, merchants, NPC sprites, trees, shrubs, just in different orientations on different height maps.

Besides maybe the main quest-line, most quest in Daggerfall feel very random, where you’ll be sent off on a goose chase to find one item, and due to how ridiculous some of these dungeons are, I wouldn’t blame you if you gave up trying to find said item.

What it has to Offer

While the game might be more repetitive and have worse combat than the Elder Scrolls games that came after it, I do think Daggerfall has a lot to offer.

I found dungeons more interesting than the later games. While not all of them, as obviously games like Skyrim have beautiful hand-crafted dungeons with interesting self-contained lore and stories, but when it comes to a lot of the smaller caves and ruins in Skyrim, it’s hard to say they really compare to the ridiculous hour long puzzling labyrinths that Daggerfall has to offer. The game also doesn’t treat you like you’re simple, like Skyrim’s secret doors that are perfectly outlined with a lever or chain to pull right next to it. You often have to spend several minutes at a time analyzing the games 3D maps to try find out where you are or where to go.

A feature I’d love to see in later games is the wagon, a storage unit that allows you to bring more loot with you. Looting a dungeon until you’re full and then going to the dungeon entrance to load your wagon is satisfying.

Clothes and armour is way more expressive. You have underclothes, left arm, right arm, hands, legs, boots, chest, head… Maybe this would have been too annoying to deal with in later games, but the level of customization and expression through what you wear is a lot better because of it. The same can be said with the massive variety of weapons. You can truly be whatever you want to be in Daggerfall, while later installments reduced scope to focus on a more tailored experience.

Something that I personally like is when characters in RPGs feel specialized - feel unique. I like the DnD style of honing in on a certain play-style and mastering it. While a game like Skyrim lets you be the jack of all trades, master of all trades, Daggerfall lets you define primary, major, and minor skills as well as your stats, and permanent buffs and debuffs to become a certain type of character who is good at some things but bad at others. This will make every new character you make feel unique, and with how large the world is, and the procedural generation, I wouldn’t be surprised if your adventures are also unique.

Climbing is a mechanic that is unique to Daggerfall, where if you angle it just right and hold forward, and have enough climbing stats and strength, you can scale whole buildings. This is true for all flat cardinal direction facing surfaces, opening up a lot of possibility for role-play and grand escapes out of murky depths from a slaughterfish or onto roofs evading guards.

Gold has weight, with banks to offset this. You can get loans, buy a house, ship, all within the bank, adding to Daggerfall’s immersion. Same with being kicked out of towns for resting outside, forcing you to stay the night at a tavern. Bartering, entering a house or town, usually has flavor text attached, immersing you in a non-visual action. A lot of little additions like this make Daggerfall very immersive, and while newer games rely on voice acting, effects, and visual representations to immerse you, there is something to be said about systems immersions vs. visual immersion, something I’ve definitely felt with games like Diablo 2 vs. Diablo 4, with older games leaning into a more hardcore-tedious realism that makes them feel so unique comparatively to the polished modern game experience.

Lack of censorship. The gore, violence, and nudity present here is great. It’s something a lot of older games weren’t afraid to do, and it adds to the vibe and immersion.

Music and sound effects is also very good, though they do get quite repetitive and annoying at times. Something later games definitely improved on. Graphics are nice despite being pixelated-3D environments – it reminds me of Doom in a lot of ways.

And just to wrap it up within character limit: The ability to kill all characters without essential NPCs constantly reviving; ability to become a werewolf or vampire, with major deficits to this style of play; spellcrafting; crafting; a reputation system that changes based on your actions; guilds and factions you can align with. You can be whoever you want, do whatever you want, and create your own story within this sandbox RPG, and not in the superficial guard railed ways of Skyrim.

Conclusion

There is definitely a lot more here that someone with my limited experience won’t be able to cover, but that is also the beauty of this game. It feels like anything is possible with how large and dense it is. Just seeing how many variations of things I can buy fills me with all sorts of ideas. Though I’m not going to sit here and convince you that the game is all good. While older games like Diablo 2 or Doom are still fun mechanically, Daggerfall really isn’t. Combat isn’t good and it does feel rather repetitive. Unity carries the movement and combat beyond what was possible in the original, but even then it’s just spamming left click on sprites until they die. It lacks skill expression. While I feel like melee first-person combat has always lacked, it especially lacks when you and the enemies are not 3D characters physicalized within the environment you’re fighting in, with nothing more than attack as an option.

However, despite this, I still think that Daggerfall is an ambitious game for its time and worth a try. It has a lot to offer that newer installments lost along the way, and has its own “itch” so-to-speak, where you’ll randomly feel compelled to pick up this nearly 30 year old game.

With the Unity version and modding capabilities, the world is your oyster, and this world is the size of Great Britain.
Skrevet: 11. marts. Sidst redigeret: 11. marts.
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Fun
Skrevet: 3. marts.
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Game is extremely optimized, runs great on Linux at max settings, 4K, above 100 fps on a 3070 w/ DLSS Performance.

Gorgeous visuals, great art direction.

Gameplay is as you’d expect, a traditional Dark Souls-esque game – everything from stealth back attacks, to aerial falling attacks, light and heavy, charged attacks, blocks and timed blocks, stamina, health, etc. It’s very fast paced and everything from the animations to the sounds to hit and hurt boxes, everything feels tight and fun. Difficulty is as you’d expect from a Souls-like – it’s hard. You have a lot less stamina in this game and you’re punished a lot more for getting hit while out of stamina. If you wear down the enemies stamina you can do a special attack on them, similar to ‘Lies of P’. There is a skill tree that gives you more combos, strings, and abilities – similar to ‘DMC5’ but more grounded. One feature I liked the most about this game is that you get this games version of souls during a boss fight, and the bonfire equivalents are always close to the boss arena. This makes it easy to keep retrieving your souls and spending them if you die too much on a boss, completely negating the need to grind enemies like you would in most Souls-likes.

If this is what the demo looks like, I expect great things from the release. Here’s hoping the game is long enough and has new game+.
Skrevet: 27. februar. Sidst redigeret: 28. februar.
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Relies too heavily on RNG to be fun.

This version of RISK isn’t even technically a free game, as you have a limited amount of coins you can spend to play (5 coins a game; 150 starting coins). You can buy the game, but I don’t really see why you’d want to. After two games with friends we’re all done.

There is some strategy, but from my experience with the cards and dice rolling, once someone gets lucky and owns slightly more land than you, it’s just a snowball until you lose. Getting +6 units to use while someone else gets a +12, and then gets lucky with a +10 on a card combo, chucks down 22 units on one piece of land, and then takes 10+ of yours… Which gives them more units on their next turn and less on your response turn… It’s just not fun.

There is probably more strategy in teaming up, but that also just encourages stomping someone who’s having fun winning until they’re out of the game, which isn’t fun for them.
Skrevet: 26. februar. Sidst redigeret: 26. februar.
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Bad
Skrevet: 19. oktober 2024.
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It's like if Halo released in 2024
Skrevet: 20. september 2024.
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