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This user has reviewed 76 games. Awesome! You can edit your reviews directly on game pages.
STAR WARS™: X-Wing Alliance™

Nice but hollow

To be fair, this is arguably the finest Star Wars space flight experience out there. The atmosphere, the cockpit immersion, and the legendary soundtrack are outstanding. Even the skirmish mode allows you to set up massive, epic-scale space battles. However, beneath its grand presentation, the gameplay loop ultimately falls short for my specific tastes. In fact, it is only when you turn off the epic music that you truly realize how hollow the game actually is. Without that cinematic layer, you are left with a single-player campaign that is entirely linear and heavily scripted; you are on rails, following specific triggers with zero strategic weight. Your actions don't influence a broader, dynamic war effort. My biggest issue lies in the core nature of the combat. While the community has created brilliant external mods that allow you to build more complex and interesting missions, almost every scenario—both in the base game and in user-made content—eventually boils down to pure dogfighting. For me, a great simulator isn't just about massive air-to-air (or space-to-space) brawls against fighters. True replayability comes from tactical ingress, threat management, and striking critical ground infrastructure or logistics with real strategic impact. If you love pure dogfighting in the Star Wars universe on a grand scale, this is a masterpiece. But for pilots seeking emergent, unscripted military campaigns and objective-driven interdiction, it feels too soso.

1 gamers found this review helpful
Wreckfest

Excellent Arcade Racer

Wreckfest has easily become the racing game I have spent the most hours with, and it is an incredibly fun experience. When playing in first-person mode, the level of immersion is outstanding, backed up by sharp graphics, spectacular damage models, and highly satisfying sound design for both engines and crashes. Even the soundtrack—which belongs to a genre I do not typically listen to—fits the atmosphere of the game perfectly. Another great aspect is the progression system, as grind is practically non-existent because simply completing the career events once allows you to unlock three-quarters of the vehicles and a vast amount of upgrades. There are only a few minor details that could be polished, such as the fact that replaying an event overwrites your previous score even if the new result is lower, the lack of a custom championship option in the custom event mode, and some noticeable jumps in difficulty between the settings. However, these are just small details in an otherwise fantastic, high-quality racing game that offers some of the most fun driving mechanics available today.

2 gamers found this review helpful
DOOM + DOOM II

Brilliant atmosphere and music

Doom is an absolute masterpiece and a monumental piece of gaming history. The atmosphere is incredible, and the soundtrack is still one of the best ever made. On top of that, it runs flawlessly on modern systems and has excellent controller support—I had a blast playing it using a unique mix of an Xbox controller and a trackball. Unfortunately, I haven't been able to spend as much time with it as I wanted. The map layout is just too much of a 90s maze for me. The shooting feels amazing, but I absolutely hate wandering around lost in abstract labyrinths trying to find hidden colored keycards. If you love exploration and map-navigation alongside your retro action, this is a 10/10. For me, it's a fantastic game that I respect immensely, but the labyrinth design ultimately pushed me away. It is short, scannable for other GOG users, and perfectly captures your specific experience and hardware setup!

Airships: Conquer the Skies

Great designer. Boring campaign.

I absolutely love the massive, chaotic battles this game can generate; watching dozens of ships clash in the skies is a spectacle, even if it heavily taxes the CPU. The ship designer itself is excellent. However, the strategic campaign leaves a lot to be used. It feels quite bland and repetitive after a few hours, lacking real depth. The research system adds to this issue: every time you unlock a new technology, the flow breaks because you are forced to go back to the drawing board just to figure out how to refit or redesign your fleet around the new components. If you just want to build and fight, it is great. If you are looking for a deep grand strategy campaign, it falls short.

1 gamers found this review helpful
X-Com: Interceptor

Same campaign, flawed combat

The game runs flawlessly from a technical standpoint on both Linux and Windows, though my time with it has been limited to a series of quick battles and the early stages of a campaign. The strategic layer and overall gameplay structure closely mirror the original X-COM with only slight differences, which presents an appealing concept. I genuinely liked the premise of a semi-dynamic campaign featuring fast-paced missions that do not drag on for 35 minutes like the tactical encounters of its predecessor. However, even with shorter missions, the campaign loop quickly reveals a highly repetitive pattern, forcing you into a tedious administrative routine of defending the exact same corporate cargo ships over and over just to secure your funding. Unfortunately, the tactical space combat itself is exhausting because the flight model lacks any sense of fun or precision, failing to match the tight, satisfying aiming found in classics like Star Wars: X-Wing. Enemies move incredibly fast and appear to possess absolutely zero inertia, flying like stereotypical, fictional UFOs. This constant turning and burning style turns the engagements into a chaotic mess where tactical formations are nonexistent, which stands in stark contrast to the structured, readable fleet battles of the X-Wing series. Increasing the difficulty levels does nothing to fix this tactical vacuum, as it simply inflates the enemy's turning rates and mathematical accuracy rather than improving their AI behavior. Compounding the combat frustration is a highly annoying, hardcoded software deadzone for joysticks, paired with a poorly calibrated default response curve that feels incredibly harsh. While commercial mapping software exists to soften the controls, I was fortunate enough to completely bypass both the deadzone and the terrible curves on Linux by routing the inputs through my own custom control software to achieve the smooth precision the hardware deserves. However, no amount of input filtering can salvage a fundamentally erratic flight model that turns space combat into a chore. To be honest, I prefer other games. However, if you are a fan of the X-COM series and you are better than me with joysticks... it's not a bad game, but I think there are better ones out there.

Cold Waters

Great atmosphere, but flawed logic

Cold Waters hits a sweet spot with its incredible, tense atmosphere and an accessible learning curve backed by a quick, functional manual that gets you into the action fast. The dynamic campaigns across different theaters are a massive plus, giving you a real sense of influence over the war, though I personally wish it were more impersonal, allowing the campaign to continue with a fresh asset if you die instead of treating you like a lone protagonist. That core issue is where the game cracks, as being a permanent lone wolf feels highly unrealistic. The campaign also features zero actual strategy; you cannot define priorities, target focus areas, or direct efforts on the map. In tactical combat, the gameplay eventually devolves into an exhausting "torpedo dancing" loop where you are constantly dodging incoming weapons while micromanaging your own wires, which gets repetitive and boring. The detection mechanics suffer from a total lack of a clear noise meter for your own boat, and the game lets the towed array inexplicably function even at a dead stop, while enemies seem to pinpoint you the second you move. I really miss the capability from Dangerous Waters to sub-delegate tasks to a competent AI crew, like maintaining wire-guided fish or classifying sonar signatures, instead of forcing the player to act like an overworked intern doing all the busywork. I also tested the popular Epic Mod, which noticeably improves the interface, atmosphere, sonar tuning, and torpedo evasion. It even adds a bit of depth by letting your crew gain strategic skills, but it ultimately cannot fix the hard limits of the game engine; you remain a lone wolf, and the game will still absurdly send you out alone in a tiny patrol boat to face down a fleet of twelve heavily armed enemies.

Total War: MEDIEVAL II – Definitive Edition

Too much micro, but nice battles

Medieval 2 Total War is a visually impressive title with tactical battles that remain genuinely spectacular to watch even years after its release, yet it often feels more like administrative work than a rewarding strategic challenge. The core of the experience is a chaotic grand campaign that fails to provide the precise tools an analytical player needs to manage a sprawling empire, resulting in a game that feels fundamentally unpredictable in the wrong ways. While the scale is ambitious, the heavy focus on repetitive micro-management and the lack of reliable strategic tools make the gameplay feel like a bureaucratic hurdle rather than a deep simulation of medieval warfare. While the game allows you to delegate tasks to the AI to mitigate the burden, this feature proves largely ineffective as you frequently have to micromanage and double-check its actions anyway, rendering the automation pointless. One of the most frustrating aspects is the complete lack of diplomatic boundaries, as the AI can position its armies wherever it pleases and declare war at any moment without any way for the player to demand respect for their borders or sovereignty. This issue is compounded by an erratic diplomatic system where foreign powers behave without clear logic, making it impossible to rely on long-term alliances or strategic planning. The game also suffers from opaque mechanics that are never fully explained, such as the merchant system which remains incomprehensible even after multiple attempts to master its nuances. When the action moves to the tactical layer, the pathfinding and unit management inside castle sieges become incredibly difficult to control, turning what should be a grand assault into a struggle against the interface and the environment. In conclusion, while the field battles themselves are excellent and represent the game's strongest point, the strategic layer remains the primary issue. The combination of tedious micro-management and a flawed diplomatic system creates a barrier that prevents the game from being the deep, controllable experience it promises to be.

2 gamers found this review helpful
Warlords II Deluxe
This game is no longer available in our store
Warlords II Deluxe

Decent, but too much management

Warlords II Deluxe is undoubtedly a classic of its genre, and I truly admire its commitment to being a fast-paced, highly replayable strategy game. It achieves a streamlined flow that many other titles from that era lack, and I particularly enjoyed the stack management system, which feels intuitive and satisfying to organize. However, my experience was ultimately hindered by the burden of managing a growing empire. Once you control a dozen or more cities and a large number of troops, the administrative management becomes overwhelming, even with the help of vectoring. This issue is compounded by the fact that units are not visible on the minimap, making it difficult to maintain a clear overview of your forces and the front lines. While I appreciate the attempt to create a simple and accessible experience, I found that it lacks enough strategic depth beyond cities and one-time-use ruins. I also encountered frustrating moments regarding movement clarity. On several occasions, I attempted to attack an enemy stack only to realize that one of my key units couldn't engage because it was a single tile short. Since the interface only shows movement range and doesn't explicitly confirm the possibility of an attack for the entire stack, it led to tactical errors that felt avoidable. It is not a bad game by any means, but for me, the process of governing a large empire eventually became more exhausting than the strategic satisfaction it provided.

Wing Commander™: Academy

I prefer X-Wing + Mission Editor

Wing Commander Academy functions as a streamlined combat flight simulator that strips away the cinematic narrative of the main franchise to focus exclusively on tactical dogfights and mission creation. This lack of a scripted story is actually its greatest asset for a pilot who prefers pure mechanics over movies, as it eliminates unnecessary filler to focus on the immediate challenge of the cockpit. However, even as a dedicated tool for quick action, it ultimately fails to compete with the sophisticated depth found in Star Wars X-Wing. The visual presentation relies on bitmap sprites which frequently obscure the enemy's true orientation, turning high-stakes maneuvers into a confusing guessing game compared to the honest geometry of polygonal engines. This technical limitation often results in the dreaded death circle where pilots simply rotate indefinitely until a target lock is achieved, lacking the nuanced energy management that defines superior space combat simulations. The game's scale is notably constrained by a hardware architecture that struggles to host more than a few ships simultaneously, appearing remarkably empty when compared to the massive twenty-eight-ship engagements possible in rival titles. Its mission editor remains a primitive tool that only allows for basic placement and skill adjustments, offering no support for complex objectives such as escorting vulnerable craft or executing multi-stage interceptions. In stark contrast, Star Wars X-Wing allows for a far more efficient workflow where the pilot can keep a mission editor open in one window and the game running in another, making the process of refining a challenge significantly faster and more powerful. This simplicity in Academy forces every encounter into a repetitive deathmatch, further hampered by an aging input system that fails to recognize simultaneous joystick and rudder movements. When combined with a repetitive musical score and enemy taunts that quickly lose their charm, the experience feels like a redundant relic. Even for a pilot who values the absence of plot and manual difficulty tuning, the superior multitasking and tactical variety of X-Wing renders this title an obsolete redundancy in my collection.

Wing Commander™: Armada

The Tedium of Simplicity

Wing Commander Armada is a fascinating experiment from the early nineties that tries to blend a strategic board game with classic space combat. As someone who truly loves dynamic campaigns, I really wanted to dive into this universe and find a reason to stay, but I have found that maintaining interest is quite a challenge. The game features a simultaneous strategic system that I appreciate for its tension, yet it is ultimately let down by its own design. Despite the constant micromanagement required, the strategic layer is surprisingly simple and lacks true depth. You are forced to manually move resources from planet to planet using transport ships without the ability to set a final destination, guiding every ship step-by-step through every single jump. This creates a repetitive logistical loop that feels like a tedious chore rather than an engaging challenge. The combat itself also suffers from a repetitive nature that can become physically draining. I have found that when facing superior enemy ships, the battles can turn into an eternal ordeal. Because their shields regenerate so quickly, I have spent nearly an hour simply turning and firing in a loop, trying to make a dent in their defenses. Since it feels like you cannot easily flee and must simply fight until someone dies, these duels become a test of endurance rather than skill. One feature I genuinely love is the ability to stay in the fight; if the ship you are piloting is destroyed, you can hop into another ship and keep going. However, this mechanic is limited by the fact that the game only allows two combat ships per side on the screen at once, along with the carriers and transports. When one ship is lost, a reserve ship enters the fray to take its place. This makes the scale of the battles feel small and fragmented, which, combined with the shallow strategy and the heavy friction of the logistics, makes it very difficult to keep the spark of interest alive despite my respect for the game's ambition.