Re: Games Beaten 2025
Posted: Fri Apr 18, 2025 9:56 pm
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch
16. The Legend of Heroes: Trails Through Daybreak II - PS5
17. Pacific Drive - PC
18. Mekkablood: Quarry Assault - PC
Mekkablood is a retro-styled FPS whose key defining feature is it brings back the old-style giant cockpit HUD from the DOS days. And that slightly novel aesthetic is about the only thing it has going for it. And to be honest, it doesn't even do the cockpit in a satisfying way.
The game is a very basic FPS. It has sprite-based enemies and pickups and 3D terrain. The game mistakes having several enemy sprites with having enemy variety; there's really only about four enemies plus bosses (which are just regular enemies with a ton of health), but each of those enemies will have four variants that look different but behave the same and do the same damage. Speaking of same damage, you have five guns, but time to kill on all of them is the same, so it's really just swapping to different ones as you run out of ammo. And the shotgun is the worst because it just stops doing damage beyond a certain short range.
The giant HUD is the thing that sets it apart from other low-budget FPS's, and it is a throwback to the DOS days where that sort of thing was fairly common. The reason it was common is that significantly reduced the size of the environment that needed to be rendered, boosting framerates while also giving a sense of immersion. This one, however, both ends up being a bit too busy (to fit to a widescreen ratio there's a ton of needless greebles) and more egregiously, it keeps the crosshair in the screen center. Thing is, that means that it's in the bottom sixth of the viewable area. You basically feel like you're needing to lean your head back in order to hit anything.
The game has extremely weak level design; a series of hallways with dead end branches and a T intersection where one way is a locked door (but only after a few more hallways) and the other is the path to the key to the aforementioned locked door. The game overuses metal textures which cause enemies to blend into them at longer ranges; you often will stumble into enemies because you couldn't see them. The audio design sucks; weapon sounds are weak and enemies don't have aggro noises. You'll take a lot of damage in the back from enemies you didn't see because you don't know they went hostile. Enemy aggro ranges also don't have any rhyme or reason to them; they can aggro you through walls and they will constantly shoot you, aiming at the wall, and this means when you try to pass through a door you take unavoidable hits. It's overall a very amateur effort and should be avoided.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch
16. The Legend of Heroes: Trails Through Daybreak II - PS5
17. Pacific Drive - PC
18. Mekkablood: Quarry Assault - PC
Mekkablood is a retro-styled FPS whose key defining feature is it brings back the old-style giant cockpit HUD from the DOS days. And that slightly novel aesthetic is about the only thing it has going for it. And to be honest, it doesn't even do the cockpit in a satisfying way.
The game is a very basic FPS. It has sprite-based enemies and pickups and 3D terrain. The game mistakes having several enemy sprites with having enemy variety; there's really only about four enemies plus bosses (which are just regular enemies with a ton of health), but each of those enemies will have four variants that look different but behave the same and do the same damage. Speaking of same damage, you have five guns, but time to kill on all of them is the same, so it's really just swapping to different ones as you run out of ammo. And the shotgun is the worst because it just stops doing damage beyond a certain short range.
The giant HUD is the thing that sets it apart from other low-budget FPS's, and it is a throwback to the DOS days where that sort of thing was fairly common. The reason it was common is that significantly reduced the size of the environment that needed to be rendered, boosting framerates while also giving a sense of immersion. This one, however, both ends up being a bit too busy (to fit to a widescreen ratio there's a ton of needless greebles) and more egregiously, it keeps the crosshair in the screen center. Thing is, that means that it's in the bottom sixth of the viewable area. You basically feel like you're needing to lean your head back in order to hit anything.
The game has extremely weak level design; a series of hallways with dead end branches and a T intersection where one way is a locked door (but only after a few more hallways) and the other is the path to the key to the aforementioned locked door. The game overuses metal textures which cause enemies to blend into them at longer ranges; you often will stumble into enemies because you couldn't see them. The audio design sucks; weapon sounds are weak and enemies don't have aggro noises. You'll take a lot of damage in the back from enemies you didn't see because you don't know they went hostile. Enemy aggro ranges also don't have any rhyme or reason to them; they can aggro you through walls and they will constantly shoot you, aiming at the wall, and this means when you try to pass through a door you take unavoidable hits. It's overall a very amateur effort and should be avoided.