Firestream ds3
![firestream ds3 firestream ds3](https://64.media.tumblr.com/bc27ea66d31ff91cc12862583ad87a7d/tumblr_p1yfhlnlkp1w0i9upo1_500.png)
In the end the art and sound is what carries Owlboy though.
![firestream ds3 firestream ds3](https://commands.gg/ds3/items/image/32/40140118.png)
The ending also felt a bit rushed and not fully thought out, and it was kinda weird for a game like this to only have a single-form final boss. You'd often repeat the same puzzle a bunch of times without any really meaningful changes to them each time, and it made parts of the game just feel tedious. The first half of it was great, but later on the dungeon layouts just started feeling too repetitive. The art and sound were just amazing and the game was compelling enough to play through without ever hitting any real walls. Super polished game, but I expected that considering it took 8 years to make. A great experiment and concept for a game, but not enough (or really any) meat to keep people around. Nobody but hardcore fans are going to care when they add the newer generations of pokemon in, and that is, unfortunately, the great tragedy of Pokemon GO. But the game is far, far too bare bones to keep people playing past those first initial weeks, and a general lack of significant updates and odd design decisions squandered most of the potential this game had. Crowds of people running towards a rare or powerful pokemon that just spawned, and all the team rivalry and collection insanity.
![firestream ds3 firestream ds3](https://i.pinimg.com/236x/92/a8/5a/92a85ae037f700409b8ff6e76d903c3f--super-metroid-nerd-art.jpg)
Walking around town in real life and seeing EVERYONE playing pokemon was insane. The whole expierence of this game when it came out is something I really doubt will ever be replicated again. But I guess the original DOOM was similar, so its hard to tell if that was just lack of budget or an intentional decision. Lack of variety in the environments made it feel like an oldschool arcade game a bit, which I don't think is really a good thing.
![firestream ds3 firestream ds3](https://i.pinimg.com/736x/d8/5b/2e/d85b2e34f64b2cdf787aeac9d90f7586--dark-souls-keeper.jpg)
If I have any real criticism of it, its just that the environments were quite repetitive and re-used set pieces a lot which made it hard to navigate sometimes. It actually turned out quite fun and fast paced instead, and it was a really nice change of pace from the current modern shooter game. When I saw the first trailers for this I was worried that they were making it a shitty modern AAA shooter. I don't really have the time to really get into civ right now so I just played one game of it (took 2 days) and confirmed that its pretty much just exactly what you expect out of civ. I don't have that much more to say about it. Also, while I like crazy hidden-language runes stuff and wordless storytelling in games, the shops in the hub really felt confusing cause of it (at first). It felt tedious at times trying to figure out where to go within areas, and at the same time it felt short for what it is. Way too much of the game involved searching for hidden paths with no tell, and re-fighting enemies in areas you've already been to when you realized you missed a hidden passage in the middle of the dungeon. The level design left a lot to be desired, however. And the music is pretty great too, though it feels mismatched, slow atmospheric disasterpiece music often did not fit well with frantic action and bosses. But anyway I did play through it all the way. Like the combination of fast action and chunky pixels and 30fps actually gave me a headache while playing it. Those issues actually were probably the biggest enjoyment-ruiners of the game when I played it. I know they have fixed this since, but I didn't care enough to go and play through it again. When I played this, it had some pretty big slowdown issues and was locked to 30 FPS. It felt like the entire game was about setting expectations, then failing to meet up to them. They gave us a fishing rod at one point, but then trying to actually use it just resulted in you throwing it into the lake. We were given a bunch of dialog choices througout the game, but they had zero effect on the way the plot progressed throughout the game. All 3 major plot conflicts were resolved (in an unsatisfying way) over the course of a few minutes during the climax of the game, which made it feel really rushed.Īlso, it was quite dissapointing that we were presented with a big beautiful wilderness to explore, but the actual playable area was just corridors with invisible walls. I'm not going to complain about the "realism" of the ending (like many others have) I think that part was fitting, but it just wasn't paced well. The art and voice acting and writing was quite good and made the first half of the game very compelling, despite its flaws, however towards the end it fell apart hard for me. I'll preface by saying that I'm not a huge fan of story-focused games, but Firewatch's environments and art style seemed quite appealing, so I gave it a shot.