A Rose in the Twilight Review – Cute Dying

Platforms: PS Vita (reviewed), PC

Developer: Nippon Ichi Software

Publisher: NIS America

Release: 11th April 2017 (NA), 14th April 2017 (EU)

Price: 19.99

Review Key provided by NIS America


What happens if you combine a cute little girl, a stone giant and a mysterious castle with dozens of puzzles in a single game? An amazing puzzler with the surprisingly well fitting title, A Rose in the Twilight!

A Rose in the Twlight tells the story of Rose, a young girl who awakes in a castle, which lost both its time and colour and got corrupted by the mysterious thorns. Soon a mysterious stone giant will join Rose in her efforts to escape the castle. With the strength of the giant and Rose´s power to give static objects the essence of time back, their journey through the castle begins. Along the way the mysteries around the origin of the thorns, the giant and Rose itself will be unraveled.

To tell its Story A Rose in the Twilight makes use of three different techniques, notes, blood memories and animations. While the various notes and books you will find throughout the castle provide some information about the distant past, the various blood memories show you the story of Rose and the castle. These are essentially the memories of the people that once lived in the castle. Once absorbed they will present you little bits of Rose´s former life and how everything could end like this.

Despite the fact that you won´t hear even one word during the whole story A Rose in the Twilight manages to bind you to Rose and the giant. Since the game never assumes both are friends nor “good”, without words it can tell the development of a relationship between those two, simply by using animations. However, the most important part of the story is its believability, it understood that you can´t tell a happy or “good and bad” story in this setting. A Rose in the Twilight´s story is a tale about death and sadness, it could hook me and feel with the characters because its believable and honest, told in an unique and fitting way.

Yet the story won´t present itself to you, A Rose in the Twilight is a Puzzler after all. As said before you will have to puzzle through various rooms and areas, by using Rose´s ability to transfer the essence of time between various objects over blood in combination with the giant´s super strength. The game is divided into rooms, in which you have to find the exit and solve the puzzles on the way, to progress to the next room. Like “sucking” the blood out of a pillar and transfer it to a rock, which can then be thrown by the giant to build a way, for example. While that´s fairly simple and easy to execute, the game doesn´t take long to extend this basic formular, in order to create more challenging rooms.

To be honest, the amount of variation and creativity put into these new mechanics is sheer amazing. Every new area offers new unique things, like painting puzzles or a watering can, to let plants grow with your blood. They expand the simple base mechanics and give each area a new vibe and character, without repeating themselves. During its ~6-7 hours long story the game could always surprise me by showing new ways to use them. Sadly, these expansions are limited to the specific area. Since A Rose in the Twilight is not a very hard game, I was only “stuck” in ~3-5 puzzles. It would´ve been better if these different mechanics would add up, creating a more complex game, at least in my opinion.

Unfortunately it got two bigger problems. On one hand A Rose in the Twilight can become pretty annoying because of Rose´s fragility, you will pretty much die of anything. Especially at the beginning, this will be the cause for quite some deaths, which gets amplified by the fact that its a slow game, leading to some unnecessary stretching. On the other hand there are parts that just doesn´t feel like a “Puzzler”, instead of using your brain to progress you just have to react fast or restart. For example, to balance a table, so it builds up enough speed to jump over a gap, isn´t really a puzzle but more a skill question. “Puzzles” like these will occur more often the further you progress and especially the 2 bosses (keep playing after the credits) are just extremly annoying, due to the lack of save points and general bad design.

The last point I want to mention is the Blood Memory system. As stated before they tell the story of the castle´s past and are quite essential to understand the story. They´re mostly collectibles, which is fine since it´s a real reward for spending more time, even tho some are really hard to reach. However, the problem is, that all areas require a certain amount of them to open, resulting in some backtracking, if you didn´t collect them directly., stretching this slow game even more sometimes.

All these various things are packed in a visual presentation that´s just amazingely beautiful but smart at the same time.

A Rose in the Twilight could enchant me with its dark and colourless style, underlined perfectly by its soundtrack. It´s just a joy to look at and listen to it, I think it´s clear why, when you see the pictures.  Additionally Rose´s animations and character design just perfectly resembles her helplessness, I mean, she faceplants if she falls, always has this innocent and scared look and is just simply adorable and cute.

And the game uses this emotional binding to her in such a cruel way, I somehow love it even more. Since everything revolves around blood in this castle, Rose has to sacrifice herself to open the doors to the areas, by getting brutaly killed. Such and more moments just hurt your heart and show you, how much you love and feel with her.

I´m just amazed by the way A Rose in the Twilight uses its cute style in contrast to its brutality.

Yet I have to loose some words about the Vita version, which tends to have some occasional frame drops. Especially in larger areas or more zoomed out environments. I had the feeling that it was sometimes running between 20-30 fps, even tho it doesn´t seem like a very hardware hungry game. Luckily these frame drops were never a big deal, due to the otherwise flawless experience. And I wouldn´t have wanted to give up on my 30-50 minutes A Rose in the Twilight before sleep. Despite the mediocre performance I still think that it works better on a Vita, due to the room structure and easy “drop-in drop-out” system.


A Rose in the Twilight has its little problems and annoying moments, due to bad design, like every game it´s not perfect. However they couldn´t change the fact that I enjoyed it, I loved it to be honest. Its story, characters, setting and the way it uses its beautiful visuals, to play with your expectations and emotions, made me fall in love with this game. Combined with a refreshing amount of creativity in its puzzle mechanics, which could always surprise and amaze me, make A Rose in the Twilight not only an amazing game but also one of the best Puzzlers I´ve played since a very long time.

If you own a Vita or like Puzzler there´s absolutely no excuse to not accompany Rose in her journey to escape the castle. 


[Review] Toukiden 2 – A worthy successor

Platforms: PC, PS4 (reviewed), PS Vita

Developer: Omega Force

Publisher: KOEI TECMO

Release: 24th March 2017 (PS4, Vita) / 21th March 2017 (PC)

Price: 39.99 (Vita) 59.99 (PS4,PC)

Review Key provided by KOEI TECMO

Built from scratch Toukiden 2 promises to be a worthy successor to its predecessor Toukiden Kiwami, which tried to fill the gap Monster Hunter left on many consoles and quickly became one of my favourite Hunter RPGs … till Toukiden 2 arrived. Built from scratch and with a ton of improvements up its sleeve Toukiden 2 is off to a promising start, so let´s find out if it can deliver!

The story revolves around our hero, who fought at the Awakening – the time the Oni entered the world – but got dragged 10 years into the future by a so called Oni gate. The world is at its end, overrun by Oni and torn apart by human conflicts, not much hope is left. When we awake in Mahoroba Village it´s our duty to free the world of the Oni and hopefully find out why we´re here.

By adding the conflict between In- and Outsiders, Toukiden 2 tries to spice up its pretty generic Hero-story. Since Insiders were Slayers prior to the Awakening and Outsiders were only “normal” people, a perfect set up to demonstrate human arrogance is established. During the 10 years Insiders pretty much used the Outsiders as slaves, except in Mahoroba, where both parties became Slayers, leading to an everlasting conflict. This dark past and grudge between those two factions symbolizes the main focus of the game´s first three chapters, besides the Oni-slaying, and is story-wise the best, Toukiden could ever offer, in my opinion. While not being very deep or new it deals with human conflicts and suffering, it´s not a tale about a shining hero, that´s what makes it so great.


Additionally to this conflict Toukiden 2 nails another important part during its first half, the consequences. Without consequences there can´t be a hero story. They may not be really surprising but they´re brutal, they´re consequent, dark and most important, they work. It may not be a revolutionary new story but it works really well, has some amazing moments and got me engaged. However all this eventually leads into the glory Hero-tale we all know, in which we, the player, save the world from the ultimate evil. After the first half Toukiden 2 slowly abandons everything that made the story great and trades them for a bright story of some brave heroes who free the world of Onis without facing any real consequences. To be honest, after I have seen what they came up with during the first half I found myself being more bored than ever of the second half. It just becomes this Hero-story which doesn´t really work, due to the lack of strict consequences. If it would have only told the story of Mahoroba, how it´s torn apart by this conflict, hopeless and full of human arrogance, with us being right in the centre of it, that would have been truly impressive in my eyes, because it wouldn´t be a story about saving the world but about surviving and struggle. A human and honest story.

Nonetheless story is only a small part of Toukiden 2 compared to its gameplay. While it keeps all the combat mechanics from Kiwami, like the Mitamas and the repetitive 1 button smashing, Toukiden 2 adds two new weapon classes – the Whip and Sword and Shield combo – as well as the so called Demon Hand. The Mitamas still are a great way to allow skill customization, the main Mitama determines the active support skills while the two support Mitamas add a Defence and Attack Skill, which just works, simply as that. Yet the main issue of Toukiden´s combat remains, its repetitivity. Every weapon class only offers around ~3-4 different attack combinations, over a playtime of ~30 hours at least. So, if you don´t want to switch to a new weapon class constantly, which is nearly impossible at later stages since you have to craft them from rare Oni materials, you will see and execute the same attacks over and over again.

By adding the Demon Hand to the mix Omega Force tried to address this problem, without needing to add a combo system along with some unlockable attacks. With the help of the Demon Hand you´re now able to drag yourself to an Oni and attack it with special air attacks or disrupt certain combos of the Oni itself, stunning it for some seconds. To be honest, it may be the best feature in the game, it not only adds new ways to deal damage to certain Oni parts but it speeds up the whole combat. Instead of having to run to an Oni if you´re thrown away you can simply drag yourself onto them, allowing for a constant stream of action. It gives Toukiden 2´s combat something unique and new, a personality. I wouldn´t mind seeing that in the Monster Hunter series too, it´s just an amazing feature.

Along with the extended combat Toukiden 2 also wants to add its own flavour to the Monster Hunter dominated Hunter RPG genre with the addition of an open world. Since the world is overrun by Oni and Oni gates open everywhere, time is slowly collapsing in itself, allowing Omega Force to create ~6 different big locations in this world, like a desert, a floating samurai city etc. that wouldn´t be possible otherwise, making Toukiden 2´s world huge but diverse at the same time. Throughout the story you will explore and free these areas from the Miasma, to reconquer the world from the Oni. The Miasma is another new mechanic, which serves as a time limit in the areas overrun by Oni. Sadly Omega Force doesn´t seem to know how to use this new open world properly. To free the areas from the Miasma for example you will have to do the same thing over and over again during the story, which gets really tiresome after the first two times.

Additionally the side activities available in the open world are very limited. The the Side Quests, of which this game has plenty and only consist of uninteresting fetch or Oni slayer tasks, get quickly boring and aren´t necessary either since Toukiden 2 carries over the difficulty problems of Kiwami, making it way too easy in some situations. Besides the story-driven way of freeing the 6 sub-areas of Miasma you can free certain teleportation stones from the Miasma too. So, you can explore the regions more freely without worrying about time, making it almost essential if you really want to see everything. To free such a stone you have to kill the Oni that spawns from it, which leads us to the next major problem of Toukiden 2, Oni repetition.

Toukiden 2 only offers ~3-4 medium sized Oni but since these are the Oni you will have to fight at the beginning, throughout the whole world and to free the teleportation stones, you will fight the same Oni with different colours over and over again. For a genre that lives and dies with its monsters it´s not really understandable why they didn´t design more of these medium sized ones, especially because they´re the ones that occur the most. However not everything is repetitive or mediocre, the hunting quests – named missions in Toukiden 2 – for example are great designed. Instead of having to travel through the whole world to slay the monsters on a specific place and return to the village, you will get teleported in an arena if you accept a mission, shortening the needed time to grind significantly, which is amazing!

As you saw, Toukiden 2 isn´t a really beautiful game, textures are mushy, edges are rough, effects could be more spectacular and the environment is empty at some points. Like Kiwami it lives from its design and artstyle, the weapons, character and Oni models look absolutely amazing compared to the world itself. On top of that they all have the classic chinese design combined with the Oni-fantasy style, creating some very unique weapons and Oni, which easily weigh up the other problems. The whole game carries this own unique artstyle we love from Kiwami, which can shine even brighter due to the improved graphics. It´s just lovely to see this unique classic chinese illustrations and model design, made with such love to detail, I simply love it and I´m sure you will love it too if you know Omega Force.

On the technical side Toukiden 2 performs really well on the PS4, the texture filtering and anti aliasing may be a bit off and it only runs at 30fps as far as I´m concerned but in exchange for this it offers a really smooth experience. Frame drops are basically non-existent, loading times are very short and stuttering when you leave the village and enter the open world, which happens without a loading screen, is so small and smooth that you won´t feel it most of the time. The only thing I can criticise is the translation, while it only offers english subtitles and Japanese voice acting it´s impossible to follow the chit-chat between the characters in the open world, since there are no subtitles provided for them. Leaving you with a lot Japanese dialogues you can´t understand but would have deepen the already good characters.


Kiwami offered a more streamlined Monster Hunter without adding really much own flavour to the mix, it still was a great game but without much new to it. Toukiden 2 on the other hand tries to change that by improving the solid base provided by Kiwami and improving its weaknesses.

With features like the Demon Hand it finally creates an own personality and shows how good a faster hunting RPG can be, while also giving away a lot of potential story-wise and fails to use its interesting and huge open world properly. It addresses a lot of Kiwami´s problems but fails at improving it biggest weak point, the repetition.

Yet, I still loved this game during my ~25 hour playtime, with more to come, I enjoyed its repetitive combat system, its story and its open world because even tho they could have been so much more Toukiden 2 nails one thing: It works as good as no other “Monster Hunter clone”, making it one of my favourite Hunting RPGs to date and the best on current home consoles.







[Review] Senran Kagura Estival Versus (PC) – More than Boobs?

Platforms: PC (reviewed), PS4, PS Vita

Developer: Tamsoft

Publisher: XSEED Games, Marvelous

Release: 17th March 2017 (PC) 18th March 2016 (PS4, PS Vita)

Price: 39.99 (PC)

Review Key provided by Marvelous

To be honest, I´ve never played a Senran Kagura game yet, even tho I was always interested to see if it can offer more than boobs and panties. So, with the release of the PC-Port of its latest entry in the west, I thought the time has come to finally take a look at it.

Estival Versus main storyline follows the events of the Kagura Millenium Festival. An event in which the four shinobi schools, known from its predecessor Shinovi Versus, are dragged to a tropical island to fight each other over the big price: The road to a Kagura. However there´s more to that island, all fallen Shinobis are resurrected on this island, leading to some unexpected reunitions.

To be honest, this sounds quite interesting and it actually was during my first hours. The concept of family members meeting each other again and the decision of staying at the island and be reunited with your lost family or going back to the real world could have given the game quite a deep undertone. But did anyone expect that? Of course not, instead of using this potential we mainly watch the different characters bathing in the sun, fishing and grabbing each others boobs. During the quite long story mode Estival Versus offers a huge amount of dialogues, which are mostly filled by the stereotypical chit chatting about anything except the festival, combined with the flat and stereotypical characters it´s often exactly what you would expect from it. Only a few times this game will actually try to create emotional moments by using some of the very rare more complex characters, which often just fails.

Estival Versus doesn´t offer an interesting story, despite its quite good base story, and it never tries to involve me in it. It feels more like a relaxed school trip, than an actual competition and the few times it tries to change it, Estival Versus fails due to its lack of character development and personality. Additionally it delivers no background for people like me, who are unfamiliar with this franchise, forcing you to either inform yourself or stumble in the dark for some hours. Yet, I can´t say I hated the story or that it annoyed me, it´s lovely written and due to the extensive amount of dialogues for such a game and some character development I actually began to like some characters, despite their flatness. 


Since the Kagura Millenium Festival won´t always offer fun and boobs for you and the girls Estival Versus offers a Dynasty Warriors-like Gameplay mixed with an huge array of characters. Each character comes with its own handful of moves, that can be unlocked by leveling up, own Shinobi transformation, which adds some special attacks to the mix and frantic mode, boosting your damage and decreasing your defence. All these different things, while not being complex at all, feel and work surprisingly well. When you throw dozens of enemies in the air to finish ’em off with a crushing blow just feels very satisfying. Overall Estival Versus´s combat may not be very complex but it works really well, offers some really cool looking moves and reacts very responsive to your input, making it a really good action game, which I honestly didn´t expect it to be.

However Senran Kagura has some problems with variation, especially at the beginning. Since you have to unlock nearly the half move set by leveling up the character you don´t have many moves, leading to a repetition of the same 3-4 moves for every character. The Shinobi and Frantic mode help to prevent that but since they all share the same moves and only add some special attacks it comes out at the same. Luckily the game has such a huge character cast, which are the main reason why no mission feels the same. Every character has their own unique moves with own button orders to learn, no character feels like a copy of another one. To discover and learn these different characters is really fun and keeps you motivated throughout the campaign, while previous character gain levels and become interesting again, due to new moves. So, even tho Estival Versus doesn´t offer a lot combos or depth it still works surprisingly well during the campaign and always kept me motivated along with the well working mechanics.

Additionally to the various “mass”-enemies you will also fight more powerful boss-like encounters in form of other Shinobi girls. Since they can use the same skills as you and will also transform let them stand out, making them the highlights of Estival Versus. But the most important thing of these fights is clearly the “Cloth Break”-feature, ye it´s exactly what it sounds like, by doing enough damage or performing certain actions you´re able to break the cloths of the Shinobi girl, till they have nothing left than their skin, cool … I guess? Yet that´s not the only fan-service this game has to offer, every grunt looses their cloth too if you deal too much damage, during the Shinboi transformation you will be naked too. the Frantic mode lets you fight in underwear and much more! Well, you have to like such “special” things or be able to laugh about them, like me but I think you know what to expect from it if you even searched for a Review of this game.

PC Port: Let´s come to the main question of this PC-version, can a japanese PC-port be any good? In short, yes it can. The benefit of Estival Versus’ mediocre “standard” japanese game graphics is it low hardware hunger. It never exceeded more than 50-60% usage on my GTX1070 and that was on 4k60fps. What did I just say? Ye, this game supports 60fps and resolutions up to 4k. Combined with its good range of options and good optimisation it´s one of the better japanese ports I´ve seen, especially since you can rebind the keys. It never crashed, doesn´t have weird frame pacing, nothing standing between you and 4k Boob physics!



Senran Kagura Estival Versus truly surprised me, it offers an enjoyable story,a really good action based combat, which sadly gets too repetitive in my eyes, and a lot of Boobs and fan-service, which comes in the ultimate package with the PC-version! If you´re a Senran Kagura fan you probably already picked it up but if you want to try it out like me I would really like recommend it, due to it´s fun gameplay but since it provides so few background information and requires you to play the predecessor or dive into the wiki I don´t know if I blindly can. It´s definitely more than boobs but has many problems, especially story-wise, leading to a fun but way not perfect game.



Why Resident Evil 7´s first hour is the best of the game

After a long sickness phase I´m finally back with a post I wanted to write days ago!


Resident Evil 7 is a good game, no doubt even if it has a weaker second half. Nevertheless it has one part that truly shows what this game could have been, a part that shows how a good Horror experience should look like, I´m speaking of course about the beginning. So, let´s take a look why it´s so good, shall we?

!Massive Spoilers for the first 1 hour ahead!

The beginning can be divided into two major parts, each with it´s own focus and atmosphere, so let´s take a look!


The Path

After the intro cutscene we directly start at the beginning of the forest, leading to the Baker´s house. After not even a minute you begin to see the first edges of the house, as a player we know exactly what this house symbolizes: Pain and fear. And this game celebrates it as hell, even tho no one says a thing the game presents this house perfectly, like an untouchable lord of this area. This is the first thing the game does so well, it attracts our attention to it, it makes us interested … until it destroys them by hanging a chain in front of it. At this point the player is confused, he thought that he knows everything about his villains and this house but now he seems to be unknown again, the biggest reason for fear.

I don´t wanna go to much in detail concerning the way to the guest house I just want to speak about three things:

Throughout this path you will constantly find notes and pieces of text speaking of “accpeting her gift” etc., it irritates the player even more, let´s him think that he´s haunted but also foreshadow quite a bit, which guarantee some “Aha”-moments in your second-playthrough.

The man

These messages conclude in one scene, in which you see Jack Baker walking around the corner for some seconds. It´s a very cliché Horror scene but it works here, because the game wants the player to feel hunted.


The first seconds in the house

These events then conclude in the door to the guest house. While it´s basically the same setting of the demo it´s not as clear as you migth think. For the player this place may look familiar but due to the time of day and other factors it´s not that obvious, until you enter it. This moment, when you realize that this is the house from the demo, damn, that´s a great moment and adds to the atmosphere Resident Evil 7 tries to create in this house.


Even tho this path only takes like 5-10min it achieves something very important: It kicks you out of your comfort zone by locking the Baker house away from you. The various trailers made you familiar with it, you know a lot about this house and now you can´t enter it, you´re forced to follow a path that you know nothing about.

The unknown is the biggest reason for fear 🙂


The guest house

The main part of the first hour you will spend with Resident Evil 7 will be in here and of course it can be split up in three major steps too, that all serve their own purpose and offer their own atmosphere.


The Tape

As soon as Ethan turns on the light you get this giant “Aha”-feeling, you´re back in the demo area! But, wait … if Resident Evil 7 tried so hard to kick you out of your comfort zone, why does it lead you into an even bigger one? I mean, you know that area like your own pocket, if you played the demo.

Maybe to kick you out of it even harder?

On one hand it´s exactly the same building, on the other hand everything´s different. Key items are on other places and the structure of the whole area is just different. Tried to cut the chain with the bolt cutter? Oh, there is no bolt cutter! Except the tape and the level design, nothing is the same and this will change even more once you watched the first tape.



After you watched the first tape, that´s the same as in the demo, you open the secret passage, get the key and open the next door. That´s what you might expect but this time it´s different. Instead of picking up the key infront of the hole to the cellar you´re able to actually climb down this hole. And here´s where things get interesting. Because of the tape you know what´s down there, you know that you literally following the steps of the camera team and might encounter Jack Baker down there. You have to leave your comfort zone once more but this time with far more fear. During this whole passage you expect something, you feel chased and haunted even tho there isn´t any evidence of it. Until you encounter Mia at the end of this part …


The Bakers

As soon as you encounter Mia in her cell and free her you start thinking. At least that´s what happened to me, I began to think about two things while Mia guided me through the cellar, always ready for a jumpscare:

Was this whole promotion of Ethan and Mia just a hoax? I mean it´s obvious that Resident Evil 7 tried to be a Silent Hills clone and this would be a twist Kojima would actually do, promoting a story and characters that aren´t the real protagonists. Will Ethan and Mia escape and this is just the prologue for the real protagonist? Will we just die here?

Sadly, that´s not how it was …

But all these thoughts made my fear bigger, I more and more expected a jumpscare or Jack, that never came and that´s what really amazing about this part, until you leave the cellar you expect a typical jumpscare. You think  you know what will happen, because that´s the typical Horror formula. Resident Evil 7 plays with that.



Let´s briefly summarize the last things before “the dinner”, because they´re basically a tutorial for the game.

After you leave the cellar you have to fight against Mia who transformed into a zombie-like being and attacks you in some really good cutscenes. This fights are, as stated before, just tutorials for melee weapons and guns that you will find during the whole game, nothing special just a good tutorial and not that scary.


So, let´s end this post with the well known “dinner” scene from the trailers.

After you beat Mia you wake up at the table sourrounded by the Bakers and well, you know the rest. It functions as an introduction to the Bakers and the main game and man, it´s great at it! The following hour is maybe nearly as great as the first hour I just analyzed but it adds not much new, it just repeats the mechanics the first part introduced and adds more action to them. If you wanna experience it, buy the game, it´s worth it 🙂



The first hour of Resident Evil 7 is amazing, it´s maybe one of the best Horror parts I played since years, because it plays with these  well known Horror-formulas and because it never gives you a comfort zone, where you feel in control of the situation.

If the whole game would be as good as it´s beginning it may be one of the best Horror games ever made but sadly that´s not what happened, instead they decided to give you more and more guns and enemys to shoot, even tho they seem to know how to make a good Horror game … a mystery for me.


Well I think that will wrap it up for now, hope you enjoyed my analysis and make sure to also check out my other post about Resident Evil 7 here.


Lemme hear your opinion about the beginning of Resident Evil 7! Leave a Comment below!

All images belong to their respective owners.

What did I play this week? (Week 4 2017)

Another week is over, time for another post! If you´re wondering why I didn´t post that much the past days, it´s because I´m really sick since Friday and can´t do much except dying in my bed …



Resident Evil 7

Surprise! Well, that was pretty expected right? During I completed my run on normal and would have probably be on my Madhouse difficulty run if my sickness wouldn´t be here.

And to be honest, it´s a pretty good game but unfortunatley it could never live up to its first two hours, which is pretty sad if you know how good it is and what Resident Evil 7 could have been if it could have kept this quality up.



Halo Wars 2 Blitz Beta

During the past few days I really played this a lot. Even tho I wouldn´t consider it as a good beta since the Blitz mode doesn´t really show much tactical depth I really enjoyed playing it when I didn´t have much time because of the short rounds it was a pretty good “snack”.

I just hope they fix some issues I have with it like the, in my opinion, unresponsive selection on PC and the overall controls on PC.



Mad Max

I was interested in it since it´s release because I´m a big fan of Mad Max but it´s mediocre Reviews kept me away, luckily I saw it for 3.50 on a keysite, I just had to pick it up!

I´m 5 hours in at the moment and can only say, that it´s a solid game, ye it´s repetitive, ye it lacks intersting visuals after a while and yes the Open-World is not the best but I expected way less from it. The fortress’ don´t repeat themself yet, car combat and customization is pretty solid and I like the overall feeling of the game. So if you see it for 4-5 euro pick it up if you´re into such games!


And that´s it again guys, these are the few games I played during the past week and hopefully I cna deliver more posts next week if I´m finally healthy again!

Have a nice week!


What did you play this week? Leave a Comment below!


All images belong to their respective owners.