Tag Archives: bad game

Haven Review: Touhou Genso Wanderer

There are some games out there that inspire greatness, that exude the promise of greatness and that are just naturally amazing. However, Touhou Genso Wanderer is not one of these games.

I love the character designs and artwork, the voice acting and the animation for the game is simply amazing. Like holy hell the animation for the cut-scenes is on par with some of the greatest games I have ever seen for anime-styled games.

However, it’s the actual gameplay that has been disappointing. You get a world of build up and then when you get to actually playing the game it is a simple dungeon explorer title with nothing special or amazing about it. No attention to detail, repetitive music and ultimately bland to look at it. It has a strong feeling like the assets were ripped from RPG maker software, titled in and coded for a Play Station 4 game.

Touhou Genso Wanderer is a title that could have been great but gave up half-way through. Although I am not sure on why, it could be budget constraints; it could be poor direction, or even simply poor design.

The controls for the game were pretty confusing as well and the screen re-size function on the Play Station 4 didn’t help much in its visuals as well. The game just simply kept overriding the default options I had placed in.  So I could never see the full status bar of my character.

I know I am being very critical about the game, but honestly that is what I am here for to be critical about games. The game sucks, put simply and people can complain and argue that with me to their blue in the face. I don’t like how they didn’t get the stage design more detail, I don’t like the repetitive music on a infinite loop, I don’t like how they mashed the controls together and barely gave any type of tutorial to go along with it.

I’d like to say it’s one of the worst games I have ever played, but there’s quite a few in the running for that.  The best part of the game is simply its branding. The beautiful and colorful characters, the animation, even the voice acting are pretty nice. It’s just everything else about the title that’s bad.

If you want in this article appears several images from the game to explain what I mean in regards to its poor level design and why I dislike it.    

If I had to say some positive things about it, I’d say that the level transition goes quickly and loads up well. But that is because they are doing a tiled asset approach and don’t have a lot of things to load.

Actual combat remains somewhat of a bore and the plot used to let you battle actual humans in the game is a simple plot convenience that lets them recycle assets to help keep the file size low for this game.

I’d say don’t buy it, but if you like sloppy work for a cheaply made game that most people could put together on the RPG maker forum with basic coding and simple assets than. By all means this game is the game for you! Although if the fan base reads this article, which they probably will at some point, my opinion probably doesn’t matter to you so enjoy the game anyways.

-Daniel Clatworthy

For the record if anyone also wanted to know, I’m not the only person who feel’s this way, a lot of people on Metacritic say the same thing.

Haven Review: Kill Me Again

   Kill Me Again is a free mobile zombie puzzle shooter. Your character moves on rails, backwards as zombies advance on you. Your job is to match 3 colors of bullet casings in order to damage to them. The more casings you line up, the more damage you do. You level up as you go, and get skill points to unlock new skills. Some of these are straight bonuses to your stats, others are combo and chain skills. If you get 5 of the same color in a row, you activate one of those skills. It’s all fairly straightforward.

Unlike standard match-3 games, in Kill Me Again you can drag colors from anywhere on the board to anywhere else. This is useful for setting up those 5 block combos, but slows you down so that the zombies will have a chance to eat you. At first this seemed like an interesting way to mix up the stale match-3 mechanic, but after a while it became just as mundane.

One fairly interesting feature is “critical hits”. You can hold off on making a match until a zombie is right next to you and starts to glow red. Make the match at this time, and you’re rewarded with bonus damage. I feel like this was a way to switch up the idea that you should make as many matches as quickly as possible, and put a little bit of timing into the game. While this is a great idea in theory, I found that the bonus damage wasn’t worth the wait. It was much more effective to just make as many matches as quickly as possible. There are bosses in the game, and they have weaknesses to specific colors of blocks. This is one of the better mechanics in the game. You have to decide whether or not to go for those weaknesses or go for matches that activate abilities.

My complaints are small enough so that I wouldn’t say the game is bad; rather it’s simply more of a standard puzzle shooter. The place where this garbage really starts to smell is in it’s micro-transactions. For each level you play, you need pills…two pills per level per try (except boss levels, which cost three). At the very beginning of the game you get 10 pills. You get 14 more from the “Day 1” present box. There are present boxes for the first 8 days of the game. These give you pills, money and the occasional consumable item. The game will periodically give you more pills, seemingly at random. So after you blow through all your pills (about an hour into the game) you’ll need to spend some time waiting around until they refresh.

Of course, you can spend money. You can trade real currency for in-game gold bars. You get 10 of these for $1 (USD), for example. You can spend gold bars on numerous things. The first item will probably be pills for 10 gold bars. You get 10 pills. That’s right. Five more fucking levels of play for a dollar. That’s like 5 minutes. You need to spend a dollar if you want to play for 5 more minutes. You can also spend on new weapons and consumables. Weapons will run you about 5 dollars worth of gold. They are also needed in the game to complete rescue quests, which give you jack-all in exchange for your gold bars. Luckily, if you play long enough you might pick up one or two bars from fulfilling challenges and achievements. So these micro-transactions take the game from a standard puzzle shooter to a greedy cash grab.

-Jordan Kamm-

We received this game for review purposes only, and as such all opinions in this review are our own. No money has been exchanged for this review.


Haven Review: Mysterious castle

     Mysterious Castle is an “escape the room” game, where players are given a room to hunt down different keys and components to unlock a door and exit. Essentially it’s a glorified Eye Spy game. You must click on various things in the room, such as pictures and pillows to uncover the way to open the door. Mysterious Castle isn’t even a descent one of these.

With it’s poor interface, buggy mechanics, and lousy graphics everything is just kinda lost. You can try and parse through the puzzles and click on the things you think will contain keys, but that is definitely not the most efficient way to accomplish things. Where exactly you need to click on things to access them is so finicky, You could either waste a ton of time clicking on something and it doing absolutely nothing, or clicking somewhere completely different trying to access another part of the room and end up in the place you were trying to get to earlier. It’s best to randomly click until you’ve solved the level. The sound design of the game may be even worse than the game design.

Every time you click on anything it makes this really irritating pinging noise. Given you have to click on a lot of things this becomes a constant to the game. After the first minute of playing I was forced to completely turn the sound off. Occasionally, and by that I mean rarely the game will try to do point-and-click adventure style puzzles, but these never consist of anything more than Combine hammer head with hammer stick to create hammer. It’s almost insulting to call anything this game has a puzzle.

On top of that this game reuses the same puzzles again and again. Every room, has a number lock in it. Part of solving the lock is to locate all the numbers. It gets so repetitive having to remember all the numbers scattered around the room and input them into the shitty lock, time after time. Once instead of (or possibly in addition to) numbers they use card symbols. So I thought the game was going to mix up what I had to input and make it more and more interesting. But, no such luck. They immediately drop that idea and return to the numbers.

Luckily this game is pretty short. There are only ten levels to complete. Well, only nine for me. The ninth level consists of two puzzles.

One where you flip tiles around to create a picture and the other a picture of a rainbow and a bunch of scrabble tiles. You needed to spell out a word or something that had to do with rainbows. However, Every time I tried to put something in the scrabble pieces would either get stuck in their slot and not come out. Regardless of what piece I put into a slot they’d get stuck.

Clicking on them caused them to turn a funny angle and glitch through the slot they were in. The other thing that would happen is that a slot would become unavailable. No matter what I did, I wasn’t able to put anything into a particular slot, forcing the puzzle to become unsolvable. I determined that this was a fitting end to this game and decided to quit.