00:00
00:00
gamerzgod123

Filters may affect review visibility.

Recent Movie Reviews

2 Movie Reviews

Epic Storyline.

I been watching this series for quite some time now and I noticed how, Hank got into this cause he got a job killing a a sheriff. So pretty much, he's an assassin, killing for money, then killing for survival, now killing to get out of this hell hole. He wanted some extra cash doing what he loves, and by doing that the he discovers like the secrets of the freakin world, I mean, face it, Zombie clowns, Zombies in general, Clowns that turn into a flame monster, Jebus, video game like characters with yellow blood, giant shotguns with a giant wielder, God himself since Hank got revived like 3 times, a phantom,a improbability drive, and the tech to revive and rebuild anyone even after death, All this cause he's an assassin. Anyway, after typing that story review, time for the video review. The video is pretty good, however I would like to be a bit linger. All in All, a confusing storyline (if it has one) and a great video.

HOLY S**T

Good lord... I was really amazed and I throughly enjoyed it. This is the kind of violence and face-paced action I expect to see from Bunny Kill. Although I found this kinda unique, I also feel that this is a plot line I seen alot of lately. You know,

1. Two people try to kill one guy
2. Both don't know each other and run into each other
3. Both great fighters
4. Both team up
5. One guy can't beat the last guy and other saves them
6. One dies saving other when other knows he's/she's about to die
7. Living one goes Super Saiyen. I know I didn't speel that right but it's hard to spell a word that doesn't exist, or atleast I think it doesn't...

Anyway, keep it up and can't wait to see Bunny Kill 5! Oh and come up with your own plot please. It's a suggestion, not a order.

Recent Game Reviews

23 Game Reviews

At first, I saw the well crafted and polished nature of the game. The animations were very smooth and, the art and assets were fantastic also. However, I found the gameplay itself was lacking in contrast to the polished art and feel.

The main complaint I have is that, the control system and the gameplay are at odds with each other. The weighty and sliding nature of the control scheme contrasted heavily to the very precise, and agile platforming elements implemented in various parts of the game. A point of frustration arose in the first village, where you must jump across 1 tile thick blocks, or else fall to your death. The weighty controls took many lives from me there, I'd say about 10. Grabbing ledges feels odd, personally I'm not used to having to hold down the jump button to grab onto the ledge, but that might just be a 'me' problem. Normally I'm used to simply holding the direction toward the ledge, this threw me off during those village jumps since holding jump meant elongating your jump, so I had to release jump, but then also press it again in rapid succession or I'll just die. In fact the platforming seemed to be the main issue that I had difficulty wise. The jump button seemed to have too many functions packed into one press. It jumped, it also elongated your jump if you held it, you also have to hold it to grab ledges, if you want to wall jump you have to press away 'then' jump, if you want to kip a wall, you have to hold jump as you make contact as well. The grabbing ledges and wall jumping could have been simplified. Instead of a jump input to grab a ledge, simply holding down the direction to grab it would have sufficed. It's also extremely awkward to be sliding down a wall, and 'not' being able to jump off the wall by pressing it. This led to strange moments where I was unable to wall jump because my timing of the opposite arrow key wasn't correct, leading to the loss of a life. And because there were so many functions jammed into one key, the game wasn't sure whether to kip up a wall, grab the ledge above it, or wall jump which was my intended purpose.

The hook just seemed irrelevant completely. It didn't help my platforming at all, in fact it hindered it. It basically just slapped you against a wall you might have reached anyway, and makes you slide down it, if there is no wall opposite you, you're dead since you cannot jump up the wall you are currently on Megaman style. This design choice makes sense, it would be far too easy to platform if you can simply climb every wall in the game, but it also makes it much more difficult, especially when you have to press the opposite direction as well which disconnects you from the wall. The hook didn't help in either of these situations. It felt too slow to throw as well, and the length didn't compensate for it. If the hook was slow to throw, but reached much further, it would have worked. If the hook detracted faster but have the same range, it would have worked. As it is now, it is slow and short. If you were to jump and at the apex of your jump, throw the hook straight up, by the time you threw it the hook would probably reach about where the apex was, basically reaching to where you could have already reached. You had to preempt your hook throws, which was strange considering that the platforming is already heavy feeling and made emergency hooking basically impossible. If you hooked on a wall out of danger, you're basically dead.

The combat was strange as well. It felt fine on the ground but once you're in the air all bets are off. The very noticeable contrast between the speed of the attacks on the ground and in the air is just too jarring a difference. On the ground if you get hit that's your own fault. But in the air, you get 1 attack, and it takes an eternity to use. 1 overhead swing that takes about as long as a hook throw, meaning I also have to preempt my attacks mid air. I also find it strange if you start the attack mid air, but don't complete it and hit the ground early, you get stuck in a landing animation for the attack but no actual attack comes out. This makes land based creatures difficult to hit with the attack mid air since if you land on the ground early you will be stuck. And if I miss the target, I get hit and get locked in hit stun, losing a life because there is no invincibility. Twice I remember losing a life to a first tier mud monster because I would get hit, get thrown back, and without even touching the ground land on the monster, get hit, and die. And because of the slow mid air attack, there was literally 'nothing' I could do about it, I just had to take my lumps. It just seems like a strange design choice to not include hit invincibility in a game with excessive platforming and no viable mid air defense. Speaking of strange design choices, I don't understand why the human enemies can shoot through walls. Not to mention that they shoot incredibly rapidly for shotguns. This makes being seen by human enemies a death sentence, closing the gap between you and a shotgun with your one mid air attack and slow slidey controls is nigh impossible. If this is the case why even include a health system to begin with if being seen by a human basically means "You Lose"?

My last gripe, is the out of place Life System. Maybe it's a story thing, I don't know I couldn't complete the game due to the above mentioned. But the life system just doesn't fit into the gameplay at all. Even losing all my lives it doesn't punish me in anyway significant way other than wasting my time for no reason. If you die at a checkpoint, you start over from there. Lose all your lives and you get sucked into the caves, have to platform your way out, only to get booted back to the main map and to the beginning of the level right back to where you were. You don't even get any lives after that, it just makes everything more difficult and a gigantic waste of time if you die again (which, face it, you will, a LOT).

I want to like this game. The story elements, and art, and feel are there, it has potential. But the sub-par gameplay elements and awkward, clunky controls mar any chance the game has for the good aspects of it to shine. As it is right now, it's just a big ball of confusion and anger.

This is a very nice game. Spent quite a while going through it, I was lucky to have a winning combination of party members from the beginning.

[This is where I divulge my tactics and gameplay settings and experience, feel free to skip if not interested or read on for tips and shit]

Cinnacat as monk, Dawncaller as Guardian, Lorena as Sorceress, Trickfoot as Thief, Warren as Hunter. Guardian and Sorceress is an incredibly good match up, Sorceress can dish out massive damage and Guardian can heal equally as much for the entire party. Anything else had negligible effect, especially Hunter who only really had high HP going for him. Thief is useful for early game pick ups, food is not as important as gold really, but is good to replenish energy especially late game where Guardian can just mass heal the group. Ended up having 170-ish food by the end of the game with Thief steals. Monk and Hunter weren't exactly the most useful of classes, though the Monk was better than the Hunter. They both seem to dish out mediocre damage until high levels, at one point the Thief's base attack out dealing both their haymakers. Good tanks though.

[End of Tactics]

Now the actual review. The game was for me at least, relaxingly enjoyable despite the description saying brutally hard. I got lucky I guess, or have a knack for class planning.
The art was superb and has a unique character, especially TO the characters. Aside from the grunt enemies, the playable characters themselves gave off some sense of feeling to them. The two kittens Cinnacat and Trickfoot being small and spry and having this cutesy art to them, while on the other end the give no shits Warren is a giant gruff canine in worn mercenary-like armour having this pseudo realistic art. It really gave them each a personality.
Gameplay was not too challenging, it was for challenging in the beginning actually because I didn't have a plan really. Eventually devolved into the glass cannon and heavy healer combo focus mentioned above. I did run into a few hitches here and there. It seemed that even when your characters are removed from battle, you can still heal them, which I'm not entirely sure is a bug or a feature. Either way it confused the hell out of me when Trickfoot was knocked out twice in battle. Another bug which wasn't so helpful was sometimes the enemy damage counter lies to you. I believe it was the fiended man or something? The last enemy. Says it did about 19 damage. Warren had 30 at the time. He died instantly even though he had more than enough health to take it. That was the only time it happened though and also confused me since he had the highest HP out of all my party. A more complex battle system of some sorts would have been nice. Seems a bit empty with just the cycle of attack, get hit, heal, attack etc. Very old school Final Fantasy, but that's not necessarily a bad thing. But hey, 4 days work it's still a fun battle system so can't complain there.
Story, honestly I wasn't really paying attention. I was more interested in how the party members interacted with each other and how different each races culture was. The actual story of having to hunt down a guy that has the key to stopping a growing danger or something has been tried and true that it's just kinda dry to me now. Unless there's some sort of twist I didn't see coming later in the future game, I can already imagine how it ends. The actual flavour of the story was the characters, knowing their past and whatnot.
Music variety was lacking. Kinda got sick of hearing the same calming loop over and over again while deciding my upgrades and resting options. Music is just as important a factor in setting mood and world as the art style which was really good. I guess if the feeling was mystical fantasy forest, I guess it works. Unfortunately the game does not take place in just a forest, probably. I think mountains were involved near the end.

Still, for 4 days work it's a rather fun game. Beat it once, I may try it again with different classes. Maybe I can actually get Warren to do something this time. Good job man.

I did it. I finally did it.
After about 2 hours of grueling torment, anger, torture, lots of broken objects, hair pulling, and more importantly, fun, I collected all of the medals. Yes even collected all 144 stars. So, this proves that all the levels are indeed possible and it is also possible to 3 star all of them, to everyone saying it's unbeatable.

The game itself is very nostalgic which is nice, everything is very reminiscent of the olden days of gaming where all the levels were ball crushingly difficult and the only reason you couldn't beat it was your own lack of skill or wit. The game definitely kept me on my toes and kept me thinking outside the box, using different strategies and such. The fact that you play as the enemies of the hero rather than the hero itself was very interesting and I rather enjoyed it. I found it amusing that usually the enemies are the overpowered ones, but this time the hero is the one with the ability to one shot final bosses because his fireball singed their toes or something. The graphic style and the music is very nostalgic and brought back the feeling from more rage worthy games in my early days. The only issue I had was lost level 2, in which I saw the immediate effects of slight hit box displacement and how the fireballs don't exactly have to touch me, but only a few pixels below to actually kill. Thus, prompting the singed toes remark before. Normally this isn't even an issue, and it probably isn't but in that particular level, a level where even the slightest distance is the difference between life and death, that incredibly minute hit box extension killed me more time than I could count, quite literally I lost count. I still managed to beat it though, so it might not even bear merit worthy of looking into, just thought I could throw that in.
The only actual issue I can name is lag. I'm not sure whether this is my computer which is an invariably a brick, or the game but I experience tremendous amounts of lag in many sections. Sometimes this helped me and sometimes it screwed me, like when trying to time jumps properly, especially as King Bowler at the end, it can get super annoying. It does help shorten time though, I think that's how I manged to get level 12 done in under 5 seconds, the lag shortened the time for me, and I just ran through the course as fast as I could and I got it.
Overall it is a very fun game, it is frustratingly difficult, and it will make you smile, then punch something, then smile again. The game had me flailing my arms in annoyance more times than I needed to and that's cool, the greater the challenge the sweeter the reward.

To anyone that needs help with the 100 plumbers, the quickest way I found is level 2 and you can just walk right the instant the level starts and fall on top of the plumber. This can net you a kill every .5 seconds plus however long it takes you to restart the level again. Doing it this way can net you the medal within a few minutes.

Also, in case people are still complaining, the game is 100% beatable. Don't blame the author for your lack of ability.

keybol responds:

Thank you for the indepth review. You're correct it's a bit hard the first time, but once you get used to it or find a pattern you may find it actually a lot easier to beat the second time around.

Recent Audio Reviews

1 Audio Review

I think I Heard this somewhere.

I know The song is The Final Countdown but I feel Like I heard this somewhere else. Got It. This is the Theme to The game Drunken Masters. Only the first part of the song though, That's how good this song is, they acually used it in a game.

If anyone manages to make a song, then some else takes it and puts it in a game or movie, the song writer is cool in my book. THAT'S Pimp.

Age 38, Male

Canada

Joined on 5/11/09

Level:
4
Exp Points:
100 / 180
Exp Rank:
> 100,000
Vote Power:
3.52 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
0
B/P Bonus:
0%
Whistle:
Normal
Medals:
1,458