Small personal blog for an output in the form of reviews. Posting is most random and in no particular order. And yes, I do love cheese :)
Feb 12, 2025
[GAMES] Hero of the Kingdom III (2018)
Feb 11, 2025
[GAMES] Hero of the Kingdom II (2015)
Oct 3, 2023
[Games] LOST LANDS 1-8
The story is also quite simple. It is most vivid in several games with bigger stakes - to save the world. Usually, as detectives or someone involved we investigate one person or event or place, but here things are bigger. In the first part we meet Susan whose kid was abducted into the fantasy realm to become a vessel for soon-to-be born dark overlord, so we chase to that realm to save our kid. We should praise brave moms tbh, usually in HOG we always play as a "detective"~. Susan becomes a well-deserved main character and savior of Lost Lands, many times. LL even have legends about her, so it's kinda cool. The 7 games actually felt great and I think that the 7th game was a nice closure to the story and the series in general, after all it's the first time her son gets involved and realizes what his mother did all this time. I find that the 8th game was more like trying to drag someone from their retirement to get the chance and re-launch the game.
The fantasy realm is quite small, yet not completely small, each game shows different parts of it, but several locations keep appearing, like Maaron's (mage) house or the Magic Academy or dwarf mountains etc. The first game of course doesn't have it all, it's just a starting point, more like a pilot game with starting point in the forest, then dwarf mountains and ending with the castle in the sky. Gives you the feel of adventure. But honestly I really love fantasy and I feel like it's been a while since I played something where there was a fantasy world. The design of those places is really nice. The forest has a swamp and a spirit (really not mad at 3D figures, sometimes it makes me want to learn as well). Next are dwarf mountains and the mountain spirit and a lot of intricate paths within the mountain and then is the castle outside, one standing at the edge of the cliff and another is hovering in the sky, so we have a feeling of going and up-up-up.
Oh yeah, the puzzles! Since lately I've been playing mostly games from Elephant games I kind of forgot the fun of puzzles, since they use mostly the same limited types over and over. Although here there are similar types here and there, but I think there's a huge variety of puzzles to solve and good thing they are not complicated, so the progress doesn't get stuck, but hidden object scenes aactually are not present after the first part. This made me amazed, because he mechanics were changed to shadow silhouettes, so you have to explore a scene instead of finding objects from a list. With the help of the map (which for my memory full of holes is ideal) I actually didn't need a walkthrough guide, which is saying a lot.
And it's been a long time since I've played the bonus chapter, usually I skip those, since they don't bring anything new (mostly use the universe of the world to add something). LL use approach when showing a story in the bonus chapter from a different character's pov, taking any period of the original storyline.
So starting from the first part Lost Lands: Dark Overlord, I basically played all consequent part. In the second part 'Four Horsemen' the game mechanics change a bit and they stay the same till the 7th installment. What I liked the most is that hidden object scenes were changed to shadow ones where you explore the scene, find the object that represend that shadow outline and use it on another object in the scene before you solve it, it feels more logical in general, after all it's as if you try to use all the objects near you to help yourself. Another mechanic that I liked is that when the object from inventory is the right one to use it is indicated by a small gear, so you definitely know that what you do is right. Also the inventory, I really appreciated that some items could serve for almost entire game, stuff like a knife and matches, after all in many games it seems devoid of logic to have a sharp knife but still find another item just to open smth when you could have easily cut through. So I really appreciated that items in this game were just right and were not devoid of logic of where to get them. Like for example in games that go through times, one moment you find item, especially if it's something specific like an emblem in one time, but use it in another, feels weird. Or when you use an item but don't use it in the other scene, although it feels useful. Unfortunately, the 8th game 'Sand captivity' partially got rid off the small gear indicator, it's very weird how some scenes use it and others don't, so it got messy. And tbh the 'Sand captivity' lost the lustre of previous games to me. It was longer, but it was kinda boring, the process seemed to feel like I spent more time on it. Also because Susan in this game is already a grandma, she again needs to save her son who touched an artifact, her granddaughter was also brought into LL, it felt like they might want to get a new main character, but Susan was the savior of LL and the Earth unknown to others all this time. But when you drag her when she's older, it feels like author who tries to drag their most known character back into business, while they just want to spend their retirement growing flowers and fishing. Leave Susan alone. Reminded me of Boris Akunin, I truly love his series about investigator Fandorin, but the series covers almost an entire lifespan, from when he was younger to when he was in his 50s. Some even pointed out that he acts too much like an action hero, but I must say.. have you seen some grandpas that work out? Those videos where someone with a cane walks to a bar and then almost does flips easily. So I'm not that against it. But it still always feels like the authors drags someone out just because they're most popular.
The short overview of the entire series:
Dark Overlord: Susan visit Lost Lands for the first time, she must save her son from becoming a vessel for soon-to-be-awakened Dark Overlord. (****)
The Four Horsemen: Susan has to help defeating Four Horsemen of apocalypse who are after a magic compass. (*****)
The Golden curse: Susan once again travels to Lost Lands to solve the Golden Curse and help Lost Lands to get rid off the awakened monsters. (*****)
The Wanderer: The pirate ship from LL appears on Earth and this connection might break the boundry and destroy both worlds. Susan must find the way to save the ship's captain. (****)
The Ice Spell: In the middle of the summer the LL were enveloped in freezing winter when the spirit of Icy mountains came. We're saving LL from eternal winter. (****)
Mistakes of the Past: Suddenly LL fell into chaos because of an evil witch Cassandra. This was a mistake that Maaron was responsible for and now he tries to solve it, letting Susan travel to the past. Cassandra must not live. But in the past Susan was caught in the act by Maaron, which changed his character and going back to the future things changed once again. Susan must fix everything. (*****)
Redemption: LL are in danger. On Earth the buried heart of a great evil that was sealed for years was discovered and the heart must never find its' owner. Susan must find a way to help, but she is confronted with her son's accusation that she is missing for months from home. Susan happens to take her son to LL where he finally finds out that what his mother did was much bigger from what he imagined. (*****)
Sand Captivity: Susan's son, Jim, touched an artifact from LL and became a sand sculpture, Susan who is now a grandmother has to go back to LL to find how to lift the curse. (***)
Must say that my favorite one was probably the 3rd game, the Golden Curse. I think it felt quite epic and different. The next one should be the 6th game, Mistakes of the past, since it has time travels back and forth, pretty epic.
I enjoyed it, immensely.
Nov 22, 2022
Oct 22, 2022
[Time Princess] Selfie #5
This hair fits the storyline of Saga of Vierra so-so much. As if she is a descendant of the dark days and her hair darkened when the whole world of elves was submerged into darkness and was poisoned.
Oct 7, 2022
Sep 23, 2022
[Games] Monument Valley
Tbh Monument Valley is one of he cutest games ever. Combining both puzzles and lovely graphics. I applaude to people who created it, because despite some levels being quite easy to pass, but the matter of perspective in more complicated levels really was like a small wonder. As a PC player I was really happy when they became available on the computer and playing it was full of joy. Both MV and MV2, both have their own charm and idea.
Sep 22, 2022
[Time Princess] Selfie #3
Aug 7, 2022
[Games] T O W N S C A P E R
The game has in-built grid, which can be made visible, it allows you to see that the shapes are usually not uniformely square, that's why it becomes even more fun to build all types of houses.
Experiencing different types of building "technique" it becomes more or less clear how do the elements work and what combination will bring you what result (like how to build an arc, lighthouse, enclosed garden etc.).
It's lovely that despite not having any objective, the game still has few interesting functions, such as lighting. You can position the sun in menu and even if you make the sun go down, it will actually become night time and the lights in windows will light up and it'll become a lively night scene. Tbh I find this part absolutely adorable.
The only function I haven't tried yet is actually a castle in the sky, I had no idea that you can actually do that before I saw a screenshot from the game. Honestly, I was like - hmm, why I haven't thought of it before?
Feb 17, 2021
[Games] I N S I D E
INSIDE is a 2.5D puzzle-platformer adventure game. There are no dialogues, no info, only you, who plays as a young boy without face or identity and travels from point A to point B. There is no clear destinction where the boy came from, we only know that his starting point is him stepping out of woods and sliding off the rock, and there is no explanation why he goes to his point of destination before he finally arrives. And with several endings the fate of the boy also becomes unclear, raising several questions like: should he end up where he ended, was he the one who controlled his path or he was the one being controlled?
The starting point of adventure begins in the woods, the boy slides off the rock and travels further seeing vague things in the fog that look like cabins, he also sees the back of the truck with people leaving. These people are obviously vigilant and you can also see and hear guarding dogs that rush to hunt and kill the boy without any mercy, whenever they notice him.
- AREAS. The size of the town, institutes and experimental area is unimaginable. It is hard to say is the city was built underwater to later have so many areas drowned or the water was channeled in. But what makes me believe that these areas are still divided comes from this type of thinking. On the way you see distinct numbers like 2, 3 and 4. I haven't seen indication of Area 1, but it makes me believe that no one expected for Areas 2, 3 and 4 to ever appear. The Areas are also separated by their certain experimental directions. It is also possible that Areas 2, 3 and 4 were built simultaneously with how close and interconnected they are with Area 4 being the core we try to reach. The forest the boy goes through gives you an idea that it is used by the main organization or research institute, so the reach of them is far and wide, all of the farms look abandoned and the city we enter feels like it went through some type of major event. Most of the city is obviously built above and below the sea level and feels very strange with many underground houses that were once living quarters. The second Area is the most destroyed one, although the world is 2,5D and the angle shifts, but the obvious tilt makes you think of some serious catasptrophe that happaned and made such a huge structure tilt. When one reaches the final stage it also feels unrealistic and artificially created with how the wooden boards built look like a stage decorations, just large in sizes. Plus the diorama that the Huddle passes by identically reflects where the Huddle ends up.
- HUMAN / EXPERIMENTS. Throughout the game you realize there's at least several human experiements going on. It is unknown what came first, but it feels right to say that the results of the previous ones were carried out to the next one. 1) Worms. This is an actual reference to Inside's predecessor, Limbo, it also had these controlling type of worms. We see them implanted into pigs, but later when your reach the puppets in the water area you can see that some are implanted with those too; 2) Sirens/mermaids. They appear several times. One that follows the submarine and the other follows you underwater. One mermaid is shown to be still connected with the cord floating alone in the long abandoned area, only reacting when the boy comes around. The mermaid experiment turned out a success, presumably, but maybe not really used, yet if the mermaid was controlled and was given the task to implant the boy with the cord, then it explains a lot; 3) Humanoid puppets, unlike humans, that do appear in the game, humanoid puppets don't really feel any pain or any emotions, they can easily be torn apart. This experiment is the most successful, since countless numbers of those puppets are used as free labour and also numerous transparent boxes show experiments being help on them; 4) Mind control. It is obvious that there can be a mind control via the helmet as well as a chain control of host - puppet - puppet; 5) The Huddle. It differs from the rest of the humanoid puppets in size. The reason why the Huddle was create is unknown, one of the theories is to intensify its' controlling power and call for the boy from far away. There are also traces of other experiments, but the most the institute is interested in is the Huddle with obvious lead and control; 6) Shock wave. The poligon for the shock wave is an are that follows the mines, but throughout the next areas you can also see the special covers that are used there; 7) Gravity. The water that is on the ceiling and defies all laws of gravity.
- BIG BROTHER IS WATCHING YOU. This theme is pretty obvious. In some point in time the research and military took over any other form of living. The research is the core of it all, deeply connected to the military. The population of real people feels scarce in comparison to humanoid puppets. Maybe that was the reason for their creation in the first place, but it made a turn on its' way. But despite that the cameras on the walls, detecting cameras, robots, they all work for one purpose only, detect the anomaly, which makes this world absolutely tyrannical. Even the whole interpretation of the ending can have this notion attached to it.
Feb 3, 2021
[Games] Resident Evil. VILLAGE. Phenomenon of our tall crush.
It is evident that Resident Evil Village was heavily influenced by vampirism (or should I say the cliche we know about vampires) and the overall entourage supports this image: delapitated dungeons, traces of many victims being tortured, decadent furnishing and grandeur of the castle itself and the most evident is - obvious traces of human bodies being eaten and blood drunk. Aesthetic feeling of beauty and horror combined. Same goes for the villaness herself.
Pretty obvious references to me:
- Dracula. Whose origin is not only an Eastern European country (Transylvania, the historical region of current Romania), but also had three "daughters", same as Lady Dimitrescu. Three daughters, or just daughters of Dracula were used in cinematography not once. Just giving an example is Van Helsing movie with three vampire daughters.
- Erzsébet Báthory, the Hungarian noblewoman, mainly infamous as the most prolific serial killer. Was said to practice vapirism as she used the blood of her young servants to prolong her own life. Lady Dimitrescu is rumored to be behind a number of homicides that cover a period of approx. 70 years and all the killings happened in the castle.
- Not so obvious reference, but since the game developers are Japanese that's why I mention this manga. As for the elongated claws of Alcina I must say the only time I saw such a thing. Yes, I've seen it before. Was in Tsubasa, reservoir chronicles, creation by a CLAMP team about CLAMP characters' alternative universe where they travel to different worlds, in one of which they meet vampire twins and the way their fingers elongate to become a weapon is pretty similar, you can see for yourself:
Although the exact date of birth of Alcina is unknown, but at least her current dress style is a reminder of early 20th century. 1930's to be precise. Incorporating the simplicity of an everyday dress with the non-decorated fabric and the dare of evening gown with the open decolletage and an accent flower.
It is hard not to notice Alcina's uniqueness in the string of RE villains who combines the obvious charm and creepiness. Maybe that is the reason for the excitement that appeared among the RE players and not only, just her image made people who are not connected to RE see her and think - this lady got something about her. Or we are just having a silent crush on tall ladies. Personally, I've seen countless excited tweets about Lady Dimitrescu alone and it seemed that majorority of people can't wait to be killed by her in the game. She doesn't only get guys excited, but honestly she can bend anyone. At least I'm pretty bent for her :3 The uncovered joy reached the RE team as well, along with the developer who sent a heart-warming thank you to the fans and shared a fact people wondered about, that Lady Dimitrescu full height in the game is around 2,9 meters. That's our tall lady~.
But it also made me wonder, why everyone around, including myself, are simping so hard for our vampiric tall crush? Let's not refuse the obvious. No, not that obvious protruding part many want to be crushed in-between, but the fact that she is tall, she is not only pretty (despite that beauty being creepy too), but she is very tall. We've seen our share of beautiful ladies, but we definitely had not had enough of beautiful and tall ladies that dominate us. Pretty ladies are everywhere, there is nothing new about them in games, even if they are villains, no matter how harsh that sounds. But what about tall, dominating, strong women? I don't think one can name many. The only example that stands out and received very positive reviews was Brienne of Tarth, from Game of Thrones, played by amazing Gwendoline Christie in the TV show adaptation, who did not only shine on the screen, but became an icon outside of it. That's why I find the appearance of Lady Dimitrescu so unique in the sea of petite flowers, even inside the game where her three daughters don't actually look much different from each other I find this fact simply ironic.
Let's be honest, tall women can't appear just at any role, that's true and partially it's good, I don't want them to lose their uniqueness, but they can occupy special roles that leave a deep imression that's for sure.



































