35
Products
reviewed
359
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in account

Recent reviews by Leon

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Showing 1-10 of 35 entries
No one has rated this review as helpful yet
0.7 hrs on record
It's okay. Kind of boring, and particularly janky regarding the movement, controls, etc.

Feels lonely, since there are no tournaments, or NPCs. The glowing blue filter over everything doesn't help anything.

Overall, I just think there's something missing. Even the shop only offers different colors of the same items.

For a buck or two, you'll probably get up to an hour or two of fun out of this.
Posted 8 April. Last edited 9 April.
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3 people found this review helpful
4 people found this review funny
2
1.8 hrs on record
In 2026, GUN is not an enjoyable experience.

This feels like one of those "You just had to be there" kind of titles largely coasting off nostalgia.

The world is tiny, the story is linear, the main character looks and sounds weird, which is true of most other characters as well, and everything is barren and ugly with very little to do.

All in all, anywhere from 3 to 6 hours of gameplay, depending on if you want to just finish the story or 100% the game, neither of which I'm all that much interested in, since a refund sounds better.

Add to that the fact that without the installation of a mod, this game can't even be played above 30 FPS, as it's a very poor port of a console game, and you've got yourself absolute jankware.

Don't get me started on the awful control scheme, some of which cannot be bound differently (scalping corpses is T + F, I believe, which is super awkward), the forced auto aim on top of the jankiest aiming system I've ever played with, and the overall gun play, which just feels...off — likely at least in part due to the game being sped up to run properly at 60 FPS.

While I hate to make this admittedly somewhat unfair comparison due to the existing 5-year age gap, the only reason I could have ever seen myself truly enjoying this title is if I hadn't played Red Dead Redemption first, which is more than 20 times the game GUN would like to be. Maybe it just needed those additional 5 years.

Pro Gamer Move™ by Neversoft to only voice one female character throughout the entire game and have her be a prost*tute, btw, which is really epic.
Posted 5 April.
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No one has rated this review as helpful yet
58.3 hrs on record
Far and away the best 'Just Cause' title.

I say this as someone who fell in love with the series when I first played JC 2 one and a half decades ago, which is still great, and JC 4 isn't as bad as people make it out to be, but JC 3 reigns supreme.

The world is even better than that of JC 2, which goes to say a lot. Different, of course, but it's genuine eye candy. Physics and tech also just work very seamlessly and as always add lots of fun.

If you've enjoyed any other 'Just Cause' game, you'll love this one.

My one caveat is that it's the least gritty of the series, with arguably the most color. If that bothers you, you'd be better served playing the second or fourth entry.
Posted 27 March.
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13 people found this review helpful
3.4 hrs on record
I feel the need to review this simply for the sake of updating some very outdated takes on this title.

As of March 2026, Wild West Legacy, formerly known as Wild West Dynasty, is not abandonware. I'm as shocked as many of you may be. The devs have actually patched some things and even released the game on consoles.

The game itself is decent. Like a 6.8/10 or so. It's not groundbreaking by any means, but if you compare it to crap like Outlaws of the Wild West, which is an incredibly similar game, it becomes evident you could do worse in the very niche genre of wild west survival craft — so niche, in fact, I'm just about convinced Wild West Legacy is the best title therein.

What I like are the overall graphics and optimization, both of which are surprisingly adequate, as well as the exploration of the relatively vast map.

What I don't like is that the survival aspect of this game is way too easy to keep up with. I'm talking "eat some food, drink some water, and forget about it for an hour." Even health potions are way too easy to craft. I actually think I'd prefer a non-HP system with automatic recovery, since it'd keep things a little more interesting. Then again, I haven't really encountered anything dangerous in my 3 hours of playing. Again, it's an easy game, and really lends itself more to relaxed exploration of a decently implemented western frontier than anything else.

If you can get it for under $10 (ideally closer to $5, frankly), this is worth purchasing. List price is way too steep for what it is, though.

But to act like Wild West Legacy killed your whole family, like many of these reviewers do? That's just silly. It's really not that bad.

(Seriously, how the f*ck does Outlaws of the Wild West have like twice as high a rating when it's ten times worse?!?!?!?)
Posted 26 March.
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1 person found this review helpful
1.9 hrs on record
An interesting take on the roguelike genre, Tainted Grail: Conquest doesn't just offer players a reason to return after perma-death; it pretty much demands it.

While the formula is like a mashup of Slay the Spire & Diablo, where Tainted Grail: Conquest sets itself apart from the rest of the roguelikes I've personally played is that it expects you to die at certain points, which is a core mechanic introduced in the very intro of the game. Such forced deaths will then allow the player to come back stronger than before with meta progression which persists between runs.

Whether the above is a good or bad thing is a decision best left up to the individual. While a little annoying at times, I do appreciate that there is something to work toward besides just the dopamine points associated with a satisfying build, rendering this title ever so slightly more technically deep than many of the members in its genre family.

Aside from that, you can unlock more cards, passives, and cosmetics after each run, buy certain items and equipment during runs, and just overall go pretty deep build-wise, which is everything I want from a roguelike.

If I had to say what I'm not enjoying so far, it'd have to be the graphics. Even at ultra, the game looks kind of ugly. But I'm not here for eye candy. If I were, the screenshots would have put me off Tainted Grail before I even had a chance to purchase it.

I guess if I could just throw out one nitpick, though, I wish I could use cards by pressing number keys instead of having to click/drag (untargeted vs. targeted), as is possible in card-based titles such as Slay the Spire. Such a simple feature, yet so significantly impactful on QoL. Oh well.

All in all, though, I'm glad I've given Tainted Grail: Conquest a chance, as it combines several genres I like (card battlers, deck builders, roguelikes, & even RPGs), and the many systems come together quite nicely.

Solid 8/10 so far. Can't wait to dig deeper!

(Mod support via the Steam Workshop would really elevate it, though.)
Posted 23 March.
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1 person found this review helpful
3.4 hrs on record (2.2 hrs at review time)
If you're into arcade golf games, this has got to be one of the best titles in the genre.

Despite the fact that I'm genuinely bad at traditional golf games, Golfinite is also significantly easier than PGA-like games and thus very beginner-friendly. Doesn't mean I'm not still incredibly mid, but at least I don't suck as badly!

My one caveat is camera control, or lack thereof. In just two hours of playing I've had the unfortunate experience of hitting objects too close to me to see while teeing while also too far from the estimated landing area. So far, it seems the only other viewing option players are given is to call up a mini map version of the course, which doesn't really show objects. I was tilted beyond belief when I went from an easy birdie to quadruple bogey because of this.

My wish list is short, but pointed.

1. More biomes. Would love to see 6+ of them. While I'm a big fan of the southwest aesthetic, the current iteration kind of hurts my eyes. It's still a gorgeous game, though, and I'm convinced this style will translate to more biomes than the four the game currently features.

2. Mod support, preferably via the Steam workshop. Not sure how to approach daily challenges with this, but I'm sure there has to be a viable workaround.

That's it. Golfinite is borderline perfect. More games like this, please!
Posted 22 March. Last edited 23 March.
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2 people found this review helpful
0.3 hrs on record
Even though the game has gone free-to-lay, it still isn't very good or worth playing. Poorly optimized, bad physics, boring maps, and overall just not fun. The roads are also not "endless," as one hits an invisible wall after a few minutes of driving.

That being said, I can only reiterate: the game is free now, so you can try it without having to potentially waste $1 to $5. It may resonate with some, but unfortunately not me.
Posted 22 March.
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2 people found this review helpful
0.4 hrs on record
Early Access Review
It's like Rust, but significantly worse and optimized worse than most games I've played.

Also, why the hell is every hair color gray?
Posted 22 March. Last edited 26 March.
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2 people found this review helpful
2.3 hrs on record
While I haven't sunken an awful lot of time into this game just yet, partly because it's so easy to finish a quick round and come back at a later time, I can already tell it's a fun one.

It's not super deep or anything (new tiles would be awesome), but it has some variation between each game.

I do wish we could set up custom games with our own rule sets. Not sure why even the easy difficulty has to have a time limit, for instance. But even without, it's a good time, although I will admit combat feels kind of lopsided and rarely worth the risk.

Endless mode would be cool. The rules could be based on running out of a resource, perhaps most logically losing a settlement, or population pool as a whole. Not sure what the best implementation would look like, but this could be a fun grind to hop in and out of for 30 minutes to an hour at a time.

While I appreciate the addition of some meta progression, I wouldn't mind some more, so people can feel a bit more invested.

As someone who found the listing for this game a long time before its release, I'm glad I've finally had the chance to give this title a try, as it looks and feels neat. Just wish the in-game music sounded more like the title screen music, which is more western-esque than the almost jungle-sounding music playing when actually in a game.
Posted 20 March. Last edited 9 April.
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No one has rated this review as helpful yet
5.9 hrs on record (4.3 hrs at review time)
I had been eyeing this one since its release and finally decided to pull the trigger. I'm cheap as all get-out and rarely spend anywhere near ten bucks on a single video game, but this one looked as though it was going to scratch just about every itch.

My intuition was spot-on.

'Keep Driving' combines a variety of modern game elements, hand-picking some of the best facets from popular genres, and wraps it all up in a nostalgic blanket. It reminds me of the significantly less popular and really quite niche 'The Van Game' (great game worth checking out) in the sense of which direction the 'Oregon Trail' skeleton has been warped, except with some 'Slay the Spire' or other deck-builder card battlers sprinkled in.

My one caveat with the above is that the 'combat' in this game (yes, that exists), which is to say various random road events, is unfortunately not as fleshed out as I'd like for it to be. As a matter of fact, much unlike the genre inspiring the combat system of 'Keep Driving,' I find the overall presence and fun factor overstays its welcome rather quickly. It wears me out much faster than a real road trip ever has.

It would be nice if there were more text-based, or potentially inconvenience-based (think forced detours/turn-arounds) to replace the bulk of these combat-based events. If there were any level of "I wonder what'll happen when I get to this marker" instead of "Wow, the fifth combat event in three minutes," I think this aspect would drag on significantly less.

But my biggest 'combat' gripe has to be that there is nothing to remind you of depleted skills. No warnings. You can actively hover over the respective skill, but if you don't remember to do that and really take your time, you're SOL. Moreover, you can only switch out skills while in a town/other marked location, which is incredibly frustrating. I've found myself with only 1 to 3 usable combat skills several times over because of this, which is absurd and more or less forces the player to just face-tank the entirety of the leftover threats during escape, which can and will often just f*ck up your car by 25%, drain a similar amount of gas from your tank, etc.

My recommended solution for the above would be to periodically remind the player that a skill is down to one use or fully depleted. Gray them out while checking skills at stops, or otherwise color-code them. A gradient could work. Anything, please. I'm begging!

However, I don't think the not-so-fun and perhaps-a-tad-bit-too-redundant combat takes away from my overall enjoyment of taking in the scenery and managing a ton of resources at all times. It's involved enough to not be boring. Plus, it comes with heavy vibes that are hard to replicate. Takes me back to simpler times in a way very few modern titles manage to.

Overall, a very solid title. All 'Keep Driving' needs now is robust mod support, which might even aid in alleviating some of my concerns raised above — preferably via the Steam Workshop.

P.S.: I think it's interesting that people claim the game's geography doesn't draw direct inspiration from real world locations. While not explicitly stated at any point, the fictional names are very clearly based on Nordic countries such as Sweden or Norway. The green road signs do look more North American, though.
Posted 19 March. Last edited 20 March.
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Showing 1-10 of 35 entries