
SebMoz
Joined May 2020
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A multiplayer sequel to Don't Starve, this has much of the same charm as that, and it comes with the added bonus of being super stressed with your friends instead of alone. This is not a game to play when you want to relacx. Every single second is valuable, your actions and plans need to be extremely streamlined in order for you to not die a painful death. The mechanics are meticulously crafted, everything feels like it belongs, like it has purpose. The game also benefits greatly from the excellent artstyle and presentation, as well as the sound design and the score. I also just adore the general vibe that the game establishes. Not directly terrifying, but still vary and creepy. The game succeeds in making the gameplay fun as well, through a nice crafting system and simple, easily understandable controls. I don't have much to say about this game, it's simply a well-crafted experience that I strongly recommend, as long as you're not playing to relax.
So, because the first 3 games in the series aren't on IMDb, here is a quick summary of my opinion on them:
Momodora I is a simple game with solid graphics brought down a lot by awkward controls with no way to rebind keys, and dull, straightforward, frustrating game design that isn't especially fun to get through. 4/10
Momodora II is a massive step up, the world is well designed, it's fun to explore and the graphics are even better than before. Unfortunately the controls are just awkward, and there are still no way to rebind the keys. 7/10
Momodora III finally let you rebind the keys, which made the game feel much smoother to play. The level design is also great, and while I generally prefer exploration to linearity, it's done well enough here to make it enjoyable. The game is unfortunately both way too short and way too easy, especially once you get the Ceremonial Fabric. Still, it's pretty good. 7/10
And that brings us here, to game number 4 in this series. In many ways this game is a natural progression of the things the previous games set up. The graphics are better looking than ever, and the gameplay is the most sophisticated this series has ever seen. The gameplay loop of killing enemies, getting money and acquiring new items is satisfying, and the bossfights are solid. I also like the score, and the sound design is alright as well.
Unfortunately, this game also has A LOT of small annoyances, and while none of them are game-ruining, together they bring the game down by quite a bit. Firstly, the map could use a big revamp, on multiple levels. Not only does it feel very linear at times, the map screen itself is too bland to give any useful information. Second of all, and this is VERY annoying: Not every dead end has a checkpoint. And seeing as how all progress is lost upon death, it means you have to go both forth and back to save your progress. Another issue is how doing the standard sword combo moves Kaho a little bit forward. This isn't a problem against normal enemies, since they can be flinched and pushed. The bosses can't, however, and since several of them deal contact damage, it's essentially impossible to do combos against them without being hit from your own momentum. I also severely dislike some enemies, like the ball-shooting ladies, they are way too quick and annoying, and you can't see their projectiles half the time.
These aren't big complaints, I still enjoyed the game as a whole. There was just too much frustrating stuff to make me rate it any higher. I think Momodora II is the best in the series, and probably the one I'll replay the most.
Momodora I is a simple game with solid graphics brought down a lot by awkward controls with no way to rebind keys, and dull, straightforward, frustrating game design that isn't especially fun to get through. 4/10
Momodora II is a massive step up, the world is well designed, it's fun to explore and the graphics are even better than before. Unfortunately the controls are just awkward, and there are still no way to rebind the keys. 7/10
Momodora III finally let you rebind the keys, which made the game feel much smoother to play. The level design is also great, and while I generally prefer exploration to linearity, it's done well enough here to make it enjoyable. The game is unfortunately both way too short and way too easy, especially once you get the Ceremonial Fabric. Still, it's pretty good. 7/10
And that brings us here, to game number 4 in this series. In many ways this game is a natural progression of the things the previous games set up. The graphics are better looking than ever, and the gameplay is the most sophisticated this series has ever seen. The gameplay loop of killing enemies, getting money and acquiring new items is satisfying, and the bossfights are solid. I also like the score, and the sound design is alright as well.
Unfortunately, this game also has A LOT of small annoyances, and while none of them are game-ruining, together they bring the game down by quite a bit. Firstly, the map could use a big revamp, on multiple levels. Not only does it feel very linear at times, the map screen itself is too bland to give any useful information. Second of all, and this is VERY annoying: Not every dead end has a checkpoint. And seeing as how all progress is lost upon death, it means you have to go both forth and back to save your progress. Another issue is how doing the standard sword combo moves Kaho a little bit forward. This isn't a problem against normal enemies, since they can be flinched and pushed. The bosses can't, however, and since several of them deal contact damage, it's essentially impossible to do combos against them without being hit from your own momentum. I also severely dislike some enemies, like the ball-shooting ladies, they are way too quick and annoying, and you can't see their projectiles half the time.
These aren't big complaints, I still enjoyed the game as a whole. There was just too much frustrating stuff to make me rate it any higher. I think Momodora II is the best in the series, and probably the one I'll replay the most.
Having always been a fan of 2D games in general, and especially platformers, I was looking forward to playing this game, and while high expectations are often a danger, this is one of those times when the game in question satisfies them with ease. This is such a well-crafted and delightfully adventurous game, full of secrets, solid characters and great gameplay. First of all, the graphics are gorgeous, the perfect mix of details and simplicity. Equally great is the score, which overall sounds pretty good, with a few tracks that are truly amazing.
I also think the gameplay is excellent. I was expecting more combat, but once I got used to the platformer approach this game takes, I was hooked. The controls are solid, moving Ori around feels fluid and smooth, and while it sometimes felt like things happened at too high sensitivity, particularly in regards to the dash and other abilties, it's not something that really decreased my enjoyment in any way. The game has just enough different abilities to feel fresh and engaging everytime you get a new one, while also not being too complicated and messy, as games with ability systems often do. I really like how the different abilities connect and play off each other, and how you have to utilize several together to reach a goal in certain situations.
The world in this game is pretty well designed. I like how the different areas stretch in all directions, instead of just being straight lines, it makes it more fun to traverse, and finding new pathways is always delightful. The map is easy to manage and comprehend, and I like how you can unlock new things to show on it as you go along. The world is neither too big or too small, it's just the right size for this story. The fact that you can save at any time helps a lot with making it feel manageable, and it makes for more fluid gameplay, even if it removes some of the tension.
Speaking of story, I didn't expect it to be so central to the game. Maybe my time playing more soulslike games with next to no basic plot has had an effect on me, but whatever, I soon found myself very engaged in Ori's struggles, and the sorrow of Kuro and Naru really hit me harder than I expected. The story is simple, yet endearing, and filled with raw, emotional value.
Although I did have a grand time playing this game, there are a few things holding it back from a perfect 10/10. First of all, while the narration by the Spirit Tree makes sense on paper, I found it to be more and more annoying as the game went along, especially when it just stated things I could already see on the screen. Another little annoyance is how little the game encourages exploration. You always have a quest lined up, and the given path is always obvious. This isn't a problem in all games, but in metroidvanias it can often make said quests feel empty, as the world is often what you want to focus on. The fact that you can see where everything is thanks to the mapstones, and how every secret is shown on the map once you unlock those features, makes the exploration less fun, at least to me. This isn't a big issue, but I found myself wishing for less information a couple times. The game is also very short, but seeing as it's an indie, it didn't bother me too much.
The issues stated above are all minor though, this game is overall pretty fantastic, and while I don't consider it a true masterpiece, it is one of the better games I've played in recent years, and one of my all-time favorite platformers.
I also think the gameplay is excellent. I was expecting more combat, but once I got used to the platformer approach this game takes, I was hooked. The controls are solid, moving Ori around feels fluid and smooth, and while it sometimes felt like things happened at too high sensitivity, particularly in regards to the dash and other abilties, it's not something that really decreased my enjoyment in any way. The game has just enough different abilities to feel fresh and engaging everytime you get a new one, while also not being too complicated and messy, as games with ability systems often do. I really like how the different abilities connect and play off each other, and how you have to utilize several together to reach a goal in certain situations.
The world in this game is pretty well designed. I like how the different areas stretch in all directions, instead of just being straight lines, it makes it more fun to traverse, and finding new pathways is always delightful. The map is easy to manage and comprehend, and I like how you can unlock new things to show on it as you go along. The world is neither too big or too small, it's just the right size for this story. The fact that you can save at any time helps a lot with making it feel manageable, and it makes for more fluid gameplay, even if it removes some of the tension.
Speaking of story, I didn't expect it to be so central to the game. Maybe my time playing more soulslike games with next to no basic plot has had an effect on me, but whatever, I soon found myself very engaged in Ori's struggles, and the sorrow of Kuro and Naru really hit me harder than I expected. The story is simple, yet endearing, and filled with raw, emotional value.
Although I did have a grand time playing this game, there are a few things holding it back from a perfect 10/10. First of all, while the narration by the Spirit Tree makes sense on paper, I found it to be more and more annoying as the game went along, especially when it just stated things I could already see on the screen. Another little annoyance is how little the game encourages exploration. You always have a quest lined up, and the given path is always obvious. This isn't a problem in all games, but in metroidvanias it can often make said quests feel empty, as the world is often what you want to focus on. The fact that you can see where everything is thanks to the mapstones, and how every secret is shown on the map once you unlock those features, makes the exploration less fun, at least to me. This isn't a big issue, but I found myself wishing for less information a couple times. The game is also very short, but seeing as it's an indie, it didn't bother me too much.
The issues stated above are all minor though, this game is overall pretty fantastic, and while I don't consider it a true masterpiece, it is one of the better games I've played in recent years, and one of my all-time favorite platformers.