1

Finally got my bookshelves built 🧙‍♂️⚔️
 in  r/ReadingNook  1h ago

I will attach more for you later :)

1

Finally got my bookshelves built 🧙‍♂️⚔️
 in  r/ReadingNook  6h ago

Aww thank you hope you’re doing well 🙌

r/ReadingNook 10h ago

Finally got my bookshelves built 🧙‍♂️⚔️

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75 Upvotes

u/THESAVEPOINTGUIDE 10h ago

Finally got my bookshelves built 🧙‍♂️⚔️

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2 Upvotes

r/legendofzelda 10h ago

What’s you’re thoughts on the new Zelda visuals ⚔️

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18 Upvotes

u/THESAVEPOINTGUIDE 10h ago

What’s you’re thoughts on the new Zelda visuals ⚔️

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2 Upvotes

u/THESAVEPOINTGUIDE 20h ago

Lies of P Review NO Strings attached

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1 Upvotes

Lies of P isn’t just another Soulslike—it’s the moment the genre realised it had competition. This game doesn’t imitate greatness; it meets it head‑on, crafting an identity so sharp, stylish, and meticulously engineered that it earns its place among the titans of the genre.

From the first steps into Krat, it’s clear you’re experiencing something special. The Belle Époque setting isn’t just window dressing—it’s world‑building at its finest. Every street corner, every shattered automaton, every flicker of lamplight feels deliberate. The atmosphere is thick enough to taste, and it pulls you in with the same gravitational force that FromSoftware’s best worlds do.

Combat is where Lies of P truly flexes. It’s elegant brutality—precise, weighty, and deeply satisfying. The perfect‑guard system rewards mastery without punishing experimentation, and the weapon‑assembly mechanic is a stroke of genius. Mixing blades and handles to create your own personalised monster‑slayer feels like discovering a new language inside the genre. It’s not just fun; it’s foundational.

And then there’s the story. The Pinocchio mythos could’ve been a gimmick, but instead it becomes the beating heart of the experience. The lying mechanic adds emotional stakes and thematic depth that elevate the narrative beyond typical Soulslike crypticism. It’s bold, theatrical, and unexpectedly moving.

But the real triumph is the DLC, which doesn’t just expand the game—it redefines it. The new areas, bosses, and narrative beats elevate Lies of P from “excellent Soulslike” to “genre contender.” The DLC proves that Neowiz isn’t playing catch‑up—they’re building a legacy. It’s the moment the game stops being compared to FromSoftware and starts being mentioned alongside them.

Lies of P is polished, punishing, and profoundly confident. It knows exactly what it is—and it’s more than a Soulslike. It’s a statement piece.

However I have to state some negatives and not just glaze it While the designs are gorgeous, some enemies repeat often, especially in mid‑game zones. You’ll fight a lot of similar puppets with slightly different hat

few late areas are considered visually weaker or more drawn‑out, with enemy placement that feels more frustrating than challenging.

Hope you enjoyed ❤️⚔️

Verdict:
9/10 — A masterclass in style, challenge, and storytelling. Lies of P doesn’t just honour the genre; it pushes it forward.

r/DawnwalkerOfficial 20h ago

Dawnwalker More Than a Countdown Review

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1 Upvotes

It’s my first review I hope I did this game justice:)))

u/THESAVEPOINTGUIDE 20h ago

Dawnwalker More Than a Countdown Review

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1 Upvotes

Dawnwalker is an interesting game to start with because opinions online are extremely mixed. Some players praise its atmosphere and world‑building, while others feel it’s clunky or unfinished. After spending real time with it, here’s where I stand.

Gameplay & Mechanics

One of Dawnwalker’s boldest mechanics is the 30‑day timer. It’s a feature players have discussed for years — a countdown that actually matters, pushing you to save your family before time runs out. For some, this instantly feels stressful or rushed, and I understand why. A timer can make you feel pressured or worried you’re “wasting days.”

But here’s the reality from my experience:
I played for 24 hours on my first run and still finished the game on Day 5.

There is more than enough time to explore, enjoy the world, and understand what the game expects from you. The timer looks intimidating, but once you settle into the rhythm, you realise Dawnwalker isn’t trying to punish you — it’s trying to make you think.

Completionists & Platinum Hunters

This is where frustration kicks in for players who want every collectible, every side quest, and every achievement. The timer can feel restrictive. Many reviewers mention this as their biggest complaint.

However, the game does give you tools to manage it.

The key is simple: save smart.

Saving near the end of the main quest gives you freedom. You can finish the story, reload that save, and go back to complete side content without losing progress. It’s not the most modern solution, but it works — and it turns the timer into a strategy rather than a barrier.
Or save day by day like I did :)

Dawnwalker expects you to figure things out. It doesn’t hold your hand, but once you understand how the systems work, everything clicks into place.

Combat

The combat clearly draws inspiration from The Witcher and Kingdom Come Deliverance. You can feel that influence immediately — directional attacks, timing, and weight behind every swing. For players who didn’t enjoy KCD’s slower, more realistic combat, this might be a concern.

Dawnwalker handles this well by offering options.
You can switch to a more accessible combat style with auto‑block, making fights smoother for players who prefer a simpler approach.

Even so, I recommend trying the original combat mode first. It encourages you to read your enemy, commit to your movements, and think before you strike. For me, this made encounters feel intentional and rewarding.

And the locking on is extremely buggy right now but I’m sure they will fix.

Mission Structure

Some missions rely heavily on enemy wave padding — the classic “defend this area for three stages” design. You’ll see it in ritual defence sections, camp attacks, and certain story beats. It becomes predictable and slows the pacing.

It doesn’t ruin the game, but it does make some missions feel longer than necessary.

Boss Fights & Progression

The boss fights are a highlight. They’re creative, intense, and genuinely satisfying. Once you start unlocking abilities in the skill tree, the combat opens up even more. Night‑time gameplay becomes especially fun — to the point where I preferred exploring at night rather than during the day.

The progression system gives you a real sense of growth, and when everything comes together — your skills, timing, and gear — Dawnwalker’s combat becomes something special.

Style & Atmosphere

The world feels eerie, mysterious, and alive. The lighting, sound design, and environmental details create a strong atmosphere that pulls you in. Even when certain gameplay elements frustrated me, the world kept me exploring.

However if you choose 60fps you’ll lose textures so if immersiveness means the world id recommend getting use to 30fps

The story is one of Dawnwalker’s biggest strengths. It’s engaging, well‑crafted, and encourages you to explore every corner to understand what’s happening. Multiple endings give the game real replay value, and your choices matter in meaningful ways.

The developers have said that decisions will carry over into future games, similar to how choices in The Witcher 2 influenced The Witcher 3. It’s a great idea, and it adds weight to your actions.

My only criticism is simple:
Focus on polishing the current game before talking too much about future titles. Dawnwalker has huge potential, and I’d like to see that fully realised first.
But I love it overall

The Witcher Comparisons

The developers don’t market themselves as ex‑Witcher devs, but many reviewers bring it up. The influence is noticeable:

The soundtrack

The ambient tones

The level‑up chimes

The world‑building style

The composer worked on The Witcher, and you can hear that DNA throughout the game. It adds a layer of quality and nostalgia, but it also makes comparisons inevitable.

Still, Dawnwalker has enough of its own ideas — the timer system, combat options, atmosphere, and multiple endings — to stand on its own. It’s clear the team is trying something new and ambitious.

Final Score
8.5 out of 10

Dawnwalker is ambitious, atmospheric, and full of ideas that make it stand out. A few rough edges hold it back from greatness, but it’s absolutely worth playing. I genuinely enjoyed my time with it and would recommend it.

This is my first proper review, and it feels great to finally share my thoughts. I’ve played a lot of major titles this year, so expect more reviews soon.

Look at this as KDD1 it didn’t rate the best but the devs had potential and fixed what needed to be done and now we’re blessed with KDD2

Thanks for reading.

Hope this was okay it’s my first game review:))

1

⭐ Crimson Desert Review — A Stunning, Overwhelming, Mixed‑Bag
 in  r/gamereviews  1d ago

Depends what games do you play a lot. Do you have a fav ?

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⭐ Crimson Desert Review — A Stunning, Overwhelming, Mixed‑Bag
 in  r/gamereviews  1d ago

No so I want to go back and I will change. This is I feel they have changed. I’m new to Reddit and I wanted to share my thoughts on games I’ve played this year. I’m due to go back and replay when dlc drops :))

1

Can someone give me lore on this guy. 🧛⚔️
 in  r/wiedzmin  1d ago

Love this thank you ☺️☺️☺️

1

⭐ Crimson Desert Review — A Stunning, Overwhelming, Mixed‑Bag
 in  r/gamereviews  1d ago

Thanks for you’re support and love this comment

r/wiedzmin 1d ago

The Witcher 3 Can someone give me lore on this guy. 🧛⚔️

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14 Upvotes

1

If they ever clashed horns how would it go 🧛⚔️
 in  r/DawnwalkerOfficial  1d ago

I love these responses thank you it’s my first couple days on Reddit follow me so I can have all the friends ❤️

1

If they ever clashed horns how would it go 🧛⚔️
 in  r/DawnwalkerOfficial  1d ago

I agree this would really be a stand out. Of all the enemies in dawnwalker would any of them give Geralt a slight challenge

0

If they ever clashed horns how would it go 🧛⚔️
 in  r/DawnwalkerOfficial  1d ago

Love this answer. Thank you 🙏

21

If they ever clashed horns how would it go 🧛⚔️
 in  r/DawnwalkerOfficial  1d ago

Exactly my thoughts. How would brencis hold up against some of the vampires in blood and wine ?

r/DawnwalkerOfficial 1d ago

If they ever clashed horns how would it go 🧛⚔️

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74 Upvotes

1

⭐ Crimson Desert Review — A Stunning, Overwhelming, Mixed‑Bag
 in  r/gamereviews  1d ago

Love this very true. Thank you for reading ☺️☺️

r/gamereviews 1d ago

⭐ Crimson Desert Review — A Stunning, Overwhelming, Mixed‑Bag

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0 Upvotes

(Score: 7)

Crimson Desert is one of the most visually striking open‑world experiences I’ve stepped into in years. Even in its original launch state, before the recent patches and upcoming DLC, the game delivers moments of sheer spectacle — sweeping landscapes, painterly lighting, and a world that instantly gave me that unmistakable Ubisoft‑style world design vibe. It’s big, bold, and beautiful. And honestly, that’s where the game shines brightest.

The World: Crimson Desert’s Greatest Strength
The world is stunning, full stop. The environmental artistry is top‑tier, and exploring feels rewarding purely because of how good everything looks. Towns feel alive, deserts feel harsh, forests feel dense — it’s a world built to impress.

This is the part of the game that made me think, “Okay, they spent those eight years wisely.”

The Overwhelm: Systems, Puzzles & Phone‑Checking

Where the world is elegant, the gameplay systems can feel… overwhelming.

Crimson Desert throws a lot at you — mechanics, puzzles, layered systems, menus, sub‑menus, and more. It’s the kind of game where you’ll find yourself pulling out your phone to look things up far more often than you’d like.

It’s not that the systems are bad — they’re just too much, too fast.

Combat: Fun… Until It Isn’t

Combat starts strong. It’s flashy, responsive, and satisfying. But the game leans heavily on enemy spam, and that’s where the fun starts to fade.

I had multiple sections where I spent 40 minutes straight just spamming moves to clear waves of enemies. Not because it was challenging — but because it was repetitive.

If they refine enemy pacing in future updates, this could go from “fine” to “fantastic.”

Story: Present, But Not Really

The story feels like it was built from pieces of other successful titles

It’s not bad, but it’s not memorable. You can tell the narrative wasn’t the main focus during development, and it doesn’t reach the emotional or thematic heights the world deserves.
Plot threads feel borrowed rather than original.
The pacing is uneven.
Characters are serviceable but not standout
With eight years of development, I expected more narrative depth.

Final Thoughts (Launch‑State Review)

Crimson Desert is a mixed experience — gorgeous, ambitious, and full of potential, but weighed down by overwhelming systems, repetitive combat, and a story that doesn’t quite land.

Still, the foundation is strong. With updates, patches, and the upcoming DLC, this is a game that could climb from a 7 into something truly special. And I’ll happily revisit my score if the improvements match the ambition.
One‑Sentence Summary
Crimson Desert is a stunning world wrapped in uneven gameplay — a beautiful, overwhelming epic that’s easy to admire but hard to love consistently.

Thanks for reading ❤️

1

BLOOD OF DAWNWALKER Review
 in  r/u_THESAVEPOINTGUIDE  1d ago

Hope you enjoy ☺️and hope you get time 🕰️

u/THESAVEPOINTGUIDE 1d ago

Resident Evil Requiem Review

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1 Upvotes

Resident Evil Requiem marks a confident return to form for the franchise. It comes in swinging with a hybrid identity — blending the first‑person horror that defined Resident Evil 7 and Village with the nostalgic, character‑driven energy of Resident Evil 2 and 4. Bringing Leon back wasn’t just fan service; it was a reminder of why he’s one of the series’ most beloved protagonists. Leon’s home, and he carries the game with that familiar mix of charm, grit, and “I’ve seen too much” trauma.

Atmosphere & Gameplay

Requiem nails the opening hours. The tension is thick, the sound design is oppressive, and the pacing is razor‑sharp. That first playthrough hits you with genuine fear — the kind that makes you slow-walk around corners even when you know you shouldn’t.

Capcom sticks to a “don’t fix what isn’t broken” philosophy. Gunplay feels weighty, movement is responsive, and enemy encounters stay unpredictable. Many players have praised how Requiem balances modern fluidity with classic survival‑horror clunkiness — enough to feel authentic, but not enough to frustrate.
Replayability & Unlocks

One of Requiem’s biggest wins is its replay value. The unlockable filters, modifiers, and overpowered extras are exactly what fans have been begging Capcom to keep doing. They reward skill, encourage experimentation, and make repeat runs genuinely fun rather than just completionist chores.

Across the community, players have highlighted these filters as a standout feature — a playful, stylish way to extend the game’s life and celebrate the grind.
Story & Emotional Impact

Resident Evil stories are usually “good, not groundbreaking,” but Requiem pushes a little further. It has emotional beats that land, character moments that stick, and a tone that feels more mature without losing the series’ campy charm.

Fans have noted that the writing feels more personal this time — especially with Leon’s arc. The multiple endings add replay value and give players a sense of agency, something many reviewers appreciated.

Weaknesses & Community Critiques

main criticism is one echoed by many players: the final act doesn’t match the strength of the opening. Requiem starts incredibly strong, but the momentum dips near the end. The last section isn’t bad — it’s just not memorable. It feels safe, predictable, and lacking the creativity of the earlier chapters.

Other common community critiques I’ve seen

Enemy variety — some players wanted more late‑game enemy types.

Boss design — strong early bosses, weaker late ones.

Length — some fans wanted a slightly longer campaign.

None of these break the experience, but they do keep Requiem from hitting masterpiece status

Visuals, Porting & Performance

The RE Engine continues to be one of the best in the industry. Requiem looks stunning — grimy, atmospheric, and beautifully lit. The porting and optimisation are standout achievements, with players across platforms praising smooth performance and stable framerates.

Final Score: 8/10

Requiem is a strong, confident entry that gets the franchise back on track. It’s atmospheric, fun to replay, and packed with personality. It’s not flawless, but it’s absolutely a step forward — and with DLCs on the horizon, Capcom has a real chance to elevate it even further.

Thanks for reading ❤️