- Joined
- Dec 2, 2024
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Cody R Erb, 34 years, Current IT professional and aspiring writer, among many other things. Tossing my own weary, moth-eaten, faded old hat into the ring. Here are a few example reviews I've posted for games on Steam:
Sand Land:
It's been quite a while since I'd first heard wind about this game, several months, or maybe a year or two, it's difficult to remember. I kept my eye on it for some time, my interest growing consistently. Not much word seemed to get out about it, up until we were nearing a few months before it's release, and I started seeing some hype for it, speculation and interest, people sharing the manga, and other Akira Toriyama content. I decided early on from them, I was getting this game. I wasn't hyped for it, or overly expectant of it, I was simply intrigued, because something about this game not only pulled on old memories, but it gave me an impression that was very much removed from what I've been getting about games from recent years.
Frankly, what Sand Land is, the "soul" that built it, and the impression that it gives, is difficult to describe. What the game is though, is certainly not something that exists trying to out class or out perform every other game on the market. The marketing felt... restrained, and purposeful. Like, yes they are trying to make money, everyone who releases a product needs to profit. No, the impression that I got from this games marketing is the same impression I get from playing it; Old memories of game ads and demos from developers who really, truly invested their souls into what they've made. Sand Land is only what it was intended to be, no more and no less.
I saw a lot of reviews for this game drop in articles, many with several complaints, much of which came down to "boredom" and complaints that the game wasn't outclassing other available games. That's true, because Sand Land doesn't have to. It's a well crafted experience; it's a lovingly told story crafted out of the world that Akira Toriyama built, and it's a distilled and refined game designed with sincere intent and well realized goals. There are complaints people are sharing, mostly boiling down to personal preference, about things like the dialogue or the combat, but many great games have annoying factors, and not every game is for everyone. My advice is... forget modern gaming. Forget the expectations. Forget what you think you know about what makes a great game. Sand Land doesn't need any of that, because it's not trying to compete with that.
Sand Land is well worth playing, and well worth owning. It exists purely in that special memory of when games developers truly loved and cared for what they were creating, or at least those games that felt that way. In that era where every ounce of your gaming experience bleeds passion and happiness, where every moment has a deeper impact internally to your mind and heart. Sand Land isn't nostalgia for nostalgia's sake, and it's not out to win all the awards and to be filled with bombastic content. Sand Land was purely and simply made to bring happiness, pull you into a damned good story, and draw you into it's world.
If it's not for you, then it's not for you. If you need that adrenaline drip feed of modern gaming's high stress uber-competitive need for profit and success, that's perfectly fine. Me, I don't need Sand Land to be anything more than what it was made to be, because it's damned good at being just what it is, and that's plenty enough for me. Akira... may you forever rest well, may your creations and your soul live on forever in the hearts and minds of those who loved it all. So long, our friend.
Dark Alliance:
Currently in the process of getting a refund for this title. Here's why:
I purchased this title (deluxe edition) the night before release, because I honestly had no idea it was so close to releasing, and that it had pre-purchase options. I did so simply because I felt somewhat confident that this title had an opportunity to be the "Baldur's Gate: Dark Alliance" sequel (spiritual or not) that I've been waiting for, for years. I was firmly, and sorely, disappointed. What were my expectations? A continuous hack & slash romp through various locations across a multitude of Act's, filled with player-friendly combat, smooth third person gameplay, and mass loot collecting, all in a nice D&D package. Instead, this game is an unconfident clone of Warhammer Vermintide, done poorly. Sold at half-price no less (unless you purchased the deluxe edition. Why am I unwilling to give this game a chance to hold onto my money and grow? Simply because, I can already see the systems that are in place, and how they're all going to be fundamentally damaging to enjoying the game long term. I can almost guarantee you, there will be microtransactions in its future, and an immense grind that will require constantly replaying the same parts of the game over and over again (instead of allowing you to do so at your leisure and enjoyment). This is most certainly not what I was hoping for with this title. Why is it fine that Warhammer Vermintide works with this format, but not this title? Simple, and two-fold; It's namesake is Dark Alliance, so it's in no way wrong to hope that this title would have followed more closely with it's ancestral titles, giving players more freedom to change equipment on the go, gaining in strength during gameplay, instead of mirroring Vermintide and only allowing equipment changes between missions. Where Warhammer Vermintide gets it right by making the gameplay more enjoyable in it's format, and allowing player progression between missions to be meaningful. Yes, there is upgrading and material requirements, none of it is slapdash, and is designed to be significant, and player-friendly. If you are upgrading with one character, much of that same equipment can help you to boost another character significantly, making progression tied more to the player themselves, rather than the character. Using materials you've gained to improve other characters isn't a hindrance, it's an enjoyable part of the game.
D&D Dark Alliance gets all of this wrong. Character Progression is tied singularly to the character. This game flies entirely in the face of its predecessors; it's not a Dark Alliance sequel, it's a bad Vermintide clone. The loot system has a thousand red-flags of microtransactions incoming. The gamplay is stilted and uncomfortable, the enemies are copy-pasted entities with no character besides random one liners, and aren't fun to fight. Every action your character takes seems to stop you in your tracks, meaning you have to anticipate everything, instead of being able to enjoy flowing through combat in a flurry. I honestly don't know how many times I can restate that this is a Vermintide clone done poorly, and adequately get that message across. Even with the "speed" characters, it seems like you move fast, and then stop dead to do anything. The forced third person perspective means forcing yourself to adjust to the strange angles you're being attacked from, instead of being able to switch sides, or move the camera to the back, or god forbid play in first person. Usage of the controls just seems... poorly designed, like aiming just seems finicky, the block and parry mechanics feel unwieldy and like they have a mind of their own, and swinging your attacks just to feel like every move either comes up short or flings you into the enemy doesn't make any sense. I really wanted to love this game, I'd been waiting for it since it was teased a year or two ago, yet I kept not hearing anything about it until it was literally the day before. It's almost as if the developers and publishers had no confidence in this game, and are just rolling it out so all their effort doesn't go to waste. I'm disappointed, and I honestly don't usually give bad reviews. Hell, I didn't even rate Cyperpunk this poorly. You know what this really is? It's a child trying to describe to you Lord of the Rings: War in the North, as if it was Warhammer: Vermintide... poorly.
Sand Land:
It's been quite a while since I'd first heard wind about this game, several months, or maybe a year or two, it's difficult to remember. I kept my eye on it for some time, my interest growing consistently. Not much word seemed to get out about it, up until we were nearing a few months before it's release, and I started seeing some hype for it, speculation and interest, people sharing the manga, and other Akira Toriyama content. I decided early on from them, I was getting this game. I wasn't hyped for it, or overly expectant of it, I was simply intrigued, because something about this game not only pulled on old memories, but it gave me an impression that was very much removed from what I've been getting about games from recent years.
Frankly, what Sand Land is, the "soul" that built it, and the impression that it gives, is difficult to describe. What the game is though, is certainly not something that exists trying to out class or out perform every other game on the market. The marketing felt... restrained, and purposeful. Like, yes they are trying to make money, everyone who releases a product needs to profit. No, the impression that I got from this games marketing is the same impression I get from playing it; Old memories of game ads and demos from developers who really, truly invested their souls into what they've made. Sand Land is only what it was intended to be, no more and no less.
I saw a lot of reviews for this game drop in articles, many with several complaints, much of which came down to "boredom" and complaints that the game wasn't outclassing other available games. That's true, because Sand Land doesn't have to. It's a well crafted experience; it's a lovingly told story crafted out of the world that Akira Toriyama built, and it's a distilled and refined game designed with sincere intent and well realized goals. There are complaints people are sharing, mostly boiling down to personal preference, about things like the dialogue or the combat, but many great games have annoying factors, and not every game is for everyone. My advice is... forget modern gaming. Forget the expectations. Forget what you think you know about what makes a great game. Sand Land doesn't need any of that, because it's not trying to compete with that.
Sand Land is well worth playing, and well worth owning. It exists purely in that special memory of when games developers truly loved and cared for what they were creating, or at least those games that felt that way. In that era where every ounce of your gaming experience bleeds passion and happiness, where every moment has a deeper impact internally to your mind and heart. Sand Land isn't nostalgia for nostalgia's sake, and it's not out to win all the awards and to be filled with bombastic content. Sand Land was purely and simply made to bring happiness, pull you into a damned good story, and draw you into it's world.
If it's not for you, then it's not for you. If you need that adrenaline drip feed of modern gaming's high stress uber-competitive need for profit and success, that's perfectly fine. Me, I don't need Sand Land to be anything more than what it was made to be, because it's damned good at being just what it is, and that's plenty enough for me. Akira... may you forever rest well, may your creations and your soul live on forever in the hearts and minds of those who loved it all. So long, our friend.
Dark Alliance:
Currently in the process of getting a refund for this title. Here's why:
I purchased this title (deluxe edition) the night before release, because I honestly had no idea it was so close to releasing, and that it had pre-purchase options. I did so simply because I felt somewhat confident that this title had an opportunity to be the "Baldur's Gate: Dark Alliance" sequel (spiritual or not) that I've been waiting for, for years. I was firmly, and sorely, disappointed. What were my expectations? A continuous hack & slash romp through various locations across a multitude of Act's, filled with player-friendly combat, smooth third person gameplay, and mass loot collecting, all in a nice D&D package. Instead, this game is an unconfident clone of Warhammer Vermintide, done poorly. Sold at half-price no less (unless you purchased the deluxe edition. Why am I unwilling to give this game a chance to hold onto my money and grow? Simply because, I can already see the systems that are in place, and how they're all going to be fundamentally damaging to enjoying the game long term. I can almost guarantee you, there will be microtransactions in its future, and an immense grind that will require constantly replaying the same parts of the game over and over again (instead of allowing you to do so at your leisure and enjoyment). This is most certainly not what I was hoping for with this title. Why is it fine that Warhammer Vermintide works with this format, but not this title? Simple, and two-fold; It's namesake is Dark Alliance, so it's in no way wrong to hope that this title would have followed more closely with it's ancestral titles, giving players more freedom to change equipment on the go, gaining in strength during gameplay, instead of mirroring Vermintide and only allowing equipment changes between missions. Where Warhammer Vermintide gets it right by making the gameplay more enjoyable in it's format, and allowing player progression between missions to be meaningful. Yes, there is upgrading and material requirements, none of it is slapdash, and is designed to be significant, and player-friendly. If you are upgrading with one character, much of that same equipment can help you to boost another character significantly, making progression tied more to the player themselves, rather than the character. Using materials you've gained to improve other characters isn't a hindrance, it's an enjoyable part of the game.
D&D Dark Alliance gets all of this wrong. Character Progression is tied singularly to the character. This game flies entirely in the face of its predecessors; it's not a Dark Alliance sequel, it's a bad Vermintide clone. The loot system has a thousand red-flags of microtransactions incoming. The gamplay is stilted and uncomfortable, the enemies are copy-pasted entities with no character besides random one liners, and aren't fun to fight. Every action your character takes seems to stop you in your tracks, meaning you have to anticipate everything, instead of being able to enjoy flowing through combat in a flurry. I honestly don't know how many times I can restate that this is a Vermintide clone done poorly, and adequately get that message across. Even with the "speed" characters, it seems like you move fast, and then stop dead to do anything. The forced third person perspective means forcing yourself to adjust to the strange angles you're being attacked from, instead of being able to switch sides, or move the camera to the back, or god forbid play in first person. Usage of the controls just seems... poorly designed, like aiming just seems finicky, the block and parry mechanics feel unwieldy and like they have a mind of their own, and swinging your attacks just to feel like every move either comes up short or flings you into the enemy doesn't make any sense. I really wanted to love this game, I'd been waiting for it since it was teased a year or two ago, yet I kept not hearing anything about it until it was literally the day before. It's almost as if the developers and publishers had no confidence in this game, and are just rolling it out so all their effort doesn't go to waste. I'm disappointed, and I honestly don't usually give bad reviews. Hell, I didn't even rate Cyperpunk this poorly. You know what this really is? It's a child trying to describe to you Lord of the Rings: War in the North, as if it was Warhammer: Vermintide... poorly.
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