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Dead Effect: Impressions

Dead Effect is what many would consider "that generic zombie fps", but that doesn't automatically make it bad. You get tossed into an arena based level, full filling the objective listed in each mission. Before you head out the game offers you the opportunity to purchase and upgrade your weaponry. It's a very arcady FPS that knows exactly what it is and makes no illusion to it's identity.

I wouldn't go into Dead Effect expecting a full narrative experience from games like Bioshock or Wolfenstian last order. The story is pretty bad, and the voice acting even worst, but where the game shines is it's excellent feeling run and gun gameplay. There is a fair variety of firearms to use, and they all feel great! Excellent visual and audio feedback on each shot, classic and challenging difficulty scaling, it's generic FPS done right!

Dead Effect has it's origins in mobile tablet gaming and the Steam version is basically an upresed version of the mobile original. They've done a pretty good job of upresing, as the texture quality is quite good, as well as the lighting, showing a good amount of visual fidelity. Where it takes a hit in the visuals is it's lower polycount models used, due to it being on mobile originally, and the menu screen has too much left overs from it's origins, with big unnecessary buttons. As far as visuals are concerned, it does a passable job as a PC port.

Dead Effect probably won't be the very best FPS you'll ever play, nor is it very original, but what it does it does very well. It's gameplay, though generic, is designed well for maximum entertainment in shorter burst play time. At it's price of $5 there's not too much to complain about. If you're looking for an entertaining but cheap action FPS, and don't mind it being some what flawed in comparison to it's competitors, Dead Effect is a very viable choice.

- Excellent feeling run and gun gameplay
- Multiple game modes to play
- Brings FPS back to it's roots of run and gun
- More than fair asking price

- Unoriginal
- Terrible voice acting
- Left over Mobile UI

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I open 60 packs of cards in Hearthstone. Is Hearthstone P2W?

I've heard it said that Hearthstone is pay to win (P2W).

There was a 30% off sale on Amazon and I decided to find out for myself. One would think $55 is a solid enough chunk of change to drop on a "free" online card game.

I've put many hours into Hearthstone, so I rationalize this move by telling myself  things like "I've enjoyed this game enough to contribute some real money to it" and "I'm helping other players by taking the plunge for them"

I've recorded the experience.

The statistical break down of cards is as follows.

rare 64 x 20 = 1280
common 219 x5 = 1095
epic 10 x 100 = 1000
legendary 3 x 400 = 1200

common 4 x 50 = 200
rare 2 x 100 = 200

total dust = 4975

0.90$ per 100 dust

So a legendary costs about $14.40 worth of dust to craft.
I ask you, Is that pay to win?
One or 2 legendaries does not a good deck make. You need a solid foundation of rares, commons, potentially epics to make a competitive Hearthstone decks.


There are many competitive decks that can be created for much less than 4975 dust.
You can find multitudes of these decks at Where the dust cost of a deck is clearly listed. 
Having one strong deck isn't really good enough as the daily quests are randomly generated. Put all your dust into one great Warrior deck? Now you only getting non-warrior quests.

Should you spend 50+ dollars on packs of cards? A resounding NO is appropriate.
The cash to card ratio is incredibly poor unless you have a lucky horseshoe in your rear-end.
I don't believe Hearthstone is Pay to win. It's an enjoyable game with a very slow progression.
Pumping money into it won't yield powerful results, so save your cash.

Tower Of Guns: Quick Look

Tower of Guns is an interesting game that melds the fast paced, twitch based action of the FPS genre with the high intensity and replayability of roguelikes. You'll be going through dungeon to dungeon, shooting a bunch of stuff while avoiding ridiculously giant sized bullets and bombs.

Tower of Guns feature a very interesting illustrative look when it comes to it's texture and overall style. If you've played the Borderlands series, it'll be very familiar to you. Visually the game scream with style and it'll probably be one of the more memorable elements to the game.

My only complaints is that the button prompts are made for consoles, so when using keyboard and mouse in the PC, it's hard to tell what button you should push to activate the prompt. Also some of the audio feedback from your bullets connecting to enemies seem a underwhelming in comparison to the exaggerated and highly stylized explosion that it produces.

Overall Tower of Guns is a pretty interesting take on the FPS genre. If you're into Quake or Unreal Tournament, but want a twitch based FPS with some roguelike flavors, then Tower of Guns should fullfill that need.

- Wonderfully stylized aesthetic
- Very replayable
- Easy to understand and get into
- Very twitchy and fast paced

- Button Prompts set up for consoles and not PC
- Some audio sound effects underwhelming

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Hand of Fate : Impressions

Hand of Fate melds roguelike(lite) with action adventure, and even some CCG elements. You, a figure on the board, will be traversing through a dungeon made of cards. As you land on each card it'll reveal a new event. These events are varied, and can range from loot drops, to enemy encounters, or even a quest, just to name a few. It's a very interesting take on the genre.

Hand of Fate features incredible visual aesthetics. The dealer, the table, the cards, almost all aspects of the game is masterly designed, and executed with incredible technical finesse. The game is gorgeous visually, and the audio, though subtle, is very memorable and suiting to the game. The dealer is voice acted well, and there's a snarky charisma about him. He's a likable character, and that's good, because you'll be with him for the majority of the game.

Mechanically it seems so simple. A card based roguelike where the deal of the cards IS the RNG system. Once you play the game you'll be wondering why it took so long for some one to come up with this concept. It seems so obvious and fitting once it's played. The game also offers a great deal of meta gaming and offer a fair amount of complexity for players who like to dive into the nuance of a game.

Though there is plenty to love about Hand of Fate, there is one area that seems lacking, or even uninspired in comparison to the rest of it. The combat. The combat will play out very similar to say the Batman Arkham games, where there's an attack, a dodge, stun, and counter button. You'll be mashing that attack and stun over and over again until either the counter or dodge prompts come up. Like I said, very similar to the Batman games. Though it shows some similarities to other games, it's not as smooth, and feels rather stiff and clunky by comparison. It's certainly not my favorite part of the game. Luckily for us, the combat is not the center ring of this, and it's very much a side mechanic, used to enhance the true character of the game, the procedurally generated dungeon running.

Overall, Hand of Fate is a fantastic entry to the roguelike(lite) genre, that introduces some very interesting concepts that seem to fit right in. If you're interested in the game, I think I can safely recommend the buy!

- Brilliantly conceptualized in themeing
- Great Graphics
- Excellent genre blending
- Addictive gameplay with lots of instinctive to replay

- Combat, though not terrible, feels sluggish and uninspired compared to the rest of the game
- Lacking in the options menu

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Freaking Meatbags: Impressions

Freaking Meatbags is an interesting take on RTS tower defense. It has all the expected elements from the genre, but throw in the mixing of genes, creating whole new humanoid creatures with special traits like laser eyes, or an extra pair of arms, and you got some thing kind of special.

In Freaking Meatbags, you'll be spending plenty of time defending your base, but there is a character progression system as well. You'll be leveling up each of your worker, or "Meatbags", you can even equip a variety of gear to improve them, whether it be jetpacks to move faster, or rocket launchers to help you defend and attack. You can also buy and upgrade new devices to produce during missions, and even upgrade the ship that house your crew. Freaking Meatbags offers a variety of game mechanics to keep the simple idea of defending a base interesting, and deep.

Even with the number of things to min-max, and meta-game, Freaking Meatbags is pretty easy to understand and jump into. The tutorial levels are paced well, and speaking as a player who don't play a lot of games from this genre, I can say it didn't take too long for me to "get it". The game does a good job at balancing complex mechanics for the "hardcore" player, while keeping it simple that I think even "casuals" can get a lot of enjoyment out of.

Though the game is a lot of fun, it could use a better options menu. It's practically devoid of any settings out side of the very bare bones basics. There's also no other features, play mode, or multiplayer. The single player campaign is all you'll be getting from my experience. Luckily, the main campaign so far seems satisfying enough for it's asking price, for what's there, is really enjoyable.

- Good pixel art style
- Great sense of humor
- Well balanced in accessibility and complexity
- The DNA system in this game is fantastic

- Lacks options
- Lacks Features
- No multiplayer

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Sine Mora: Quick Look

Sine Mora is a gorgeous SHMUP with some interesting ideas. As you play through the game you'll get upgrades but if you get hit, instead of intent death like others in the genre, you lose those upgrades. The game does allow you a fair amount of time to regain them, as without any upgrades at all, you will get killed on the next hit. The real challenge is the timer. The timer is always ticking down, and only through clearing stages or killing enemies will it replenish. In a sense, the timer is your life bar.

Sine Mora is one of the best looking game in the genre. It features amazing art design, bright and vibrant colors, and cinematic lighting to really push it's visuals. The audio design is equally worth praising with a gret sound track that is appropriate for the game's setting.

Though Sine Mora explore some interesting ideas mechanically it's not the most challenging game in the genre. Don't get me wrong here, it's plenty difficult at times, but in comparison to others in the SHMUP category, it can be considered easier than them.

Overall Sine Mora is a great SHMUP with amazing visuals and some interesting mechanics. If you're a fan of the genre, this is a must play. An easy recommendation!

- Beautiful art and visuals
- Unique timer based SHMUP
- Accessible, but still offers a satisfying degree of challenge

- Hardcores to the genre may find Sine Mora less challenging than others in the genre

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Overture: Quick Look

Overture distills RPG and Roguelike elements to it's core and pulls an addictive little game out of the mix. It's fast pace and though the mechanics are simple enough, it still manage to offer a fairly high skill ceiling experience.

You'll be entering a procedurally generated map where you'll be hacking, shooting, and casting against hordes of enemies. The bosses are often tough and offer a fair degree of variety in strategy. You'll also be collecting money and loot as you travel. Though your loot get reset with every play, the cash you collect carry on, allowing you to purchase new classes and upgrades.

The game is mechanically sound. It's addictive, it's tough, and it mixes it up enough that each play through will offer it's own set of challenges. Where the game lacks a tiny bit is in the visuals. It's by no means ugly, and certainly has it's charm in it's pixel art, it it does look pretty standard issue. I didn't find the art direction to be very memorable. This is one of those games where it's "mechanics over graphics".

Overall Overture is a pretty enjoyable little romp, with some addictive qualities to it. It's not asking for very much either, and I think it's well worth the asking price if this interest you at all.

- Simple mechanics, but high skill ceiling
- Does a good job at distilling core RPG and Roguelike elements
- Addictive
- Fair asking price

- Uninspired visuals

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Life is Strange Episode one: Quick Look

Life is Strange is a narrative driven point and click adventure game. You play as a young girl named Max, in school for photography. It does a good job at portraying modern youth but it does have a twist that you'll find out early into the game. With out saying too much that twist will play a fairly large role in the small instances of puzzle solving that's featured in episode one. You'll also be making choices through out the game and each choice will have an impact on the overall outcome.

I'll be honest, I didn't really expect to like the game to much based solely on the theme of the game. I ended up getting it because of it's low price and great looking visuals. I really do like the art design in this game. I features an almost acrylic hand painted texture style that really carries the game's aesthetic.

I'm glad I ended up getting it and playing it through. Life is Strange is well written, the characters, though typical in archetype, has a lot of depth. Both the main and supporting cast all show flaws, and strengths. Traits that may seem obvious, then get's contradicted by a story revel. It is the level of intricacies in each character that I enjoyed the most.

Overall, Life is Strange is a surprising little gem. The theme might not be for every one, but what it does it does pretty well.

- Great art style
- Unexpected turns
- Fair payment model
- Good characters

- The "Special ability" of this game is under used
- Mechanically, it does nothing ground breaking

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Eden Star: Early Impressions (Indie game survival crafting)

Eden Star is a high fidelity crafting survival game with a sci-fi spin. You'll be tossed into an alien planet, gathering resources to craft defenses for your base, as during the night, you could potentially get swamped by waves of enemies. During the night besides the danger of facing hoards of mobs, you'll also be exposed to toxic air, as the atmosphere of the planet turns toxic when the sun sets.

Though the game states that it's a survival game, from my experience I feel that it's not a "true" survival game. There's no hunger, or thirst meter, and you don't go around the map collecting scattered objects. Every thing you need is all crafted. I would compare Eden Star to Minecraft much more than DayZ. I think when the devs mentioned survival they were referring to the base defense aspect, and perhaps the toxic air during the nights.

The flow of the game is this: During the day you'll explore the map, gathering as much materials as possible, and when night falls you'll be under the protection of your base from the toxic air, while crafting defensive items, such as walls, weapons, and sentries to help you defend, that's if you're lucky to get a night where you're not hounded by waves of enemies. If that is the case, you'll probably be spending the night fending off mobs and making repairs.

In it's current state, the Eden Star is very playable, with enough features and functions for the player to explore, and it's also quite stable with out any crashes and a mostly consistent frame rate. But, being in early access, at the point of this impression the game does lack an "end game". Once you have every thing you need crafted with a well fortified base, there's not really much more to do. Couple this with the game's lack of save function, the player may lose interest much sooner than the game intends.

The game looks good overall, using the unreal4 engine and does a good job at conveying the alien landscape. I don't have much complaints about the games visuals, though a more robust options with better graphic settings would be welcomed.

Overall, Eden Star looks like it has a lot of potential with an interesting premise for a crafting game. I would love to see the game live up to it's "survival" description a little more, but here's hoping in future patches, we'll see more of that aspect come to light. It's an intriguing entry into the genre, and at the very least, worth keeping an eye on.

Impression written on version:

- Good looking landscape
- Base defense is a lot of fun
- Good crafting system
- Playable and stable

- Lacks content and an "end game"
- I don't feel like it lives up to the "survival" description currently
- underwhelming options menu

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Steam Store page for Eden Star