
Don’t Think, Just Jam
I started a screenshot album for my virtual adventures. Check it out if you’d like.
Older games are purely singleplayer, multi is something they leaned on later on. For PC Rayman Legends also supports local co-op, I believe. This one however is only available on Steam and requires Uplay account or linking your Steam to it. Origins is available on both Steam and GOG - I can confirm the latter version does not require any additional accounts or services.
Finally, there’s Rayman Raving Rabbids but that’s more of a mini-game compilation/party game rather than a platformer. It also has multiplayer.
Since you mentioned platformers, Rayman Origins might be worth a look. It’s a 2D platformer from 2011 so it doesn’t require a lot of power, levels take a few minutes to complete which makes it perfect for short sessions and it has local co-op (up to 4 players).
I tried it recently on my desktop (Pop!_OS, ubuntu based) and Steam Deck, played without issues on both of them.


I once again spent most of the week jumping between games with no specific plan in mind. My main idea was to play Serious Sam: The First Encounter but this, after a long and complicated process, ended up in complete failure.
I actually tried to play three different versions of the game: classic, HD and through Serious Sam Fusion. Each of them came with their own problems which made them unplayable, specifically:
I tried various in-game settings, WINE versions and their parameters - nothing helped. After a few hours without a success I decided to give up and keep looking instead.
After all of the mess described above I finally landed on Reverse Collapse. I actually played it on launch, back in 2024, but my brain was in no shape for this amount of thinking so I set it aside “for a bit”. I’m glad to finally be back.
RC is a 2D XCOM-like tactical RPG, with less focus on randomisation (different approach to hit chance, hand made maps), varied (often tricky) missions and lots of gadgets to help you survive each encounter. It’s also heavily focused on the story with a set cast of characters which may be a good or a bad thing depending on the player.
Game has some nice quality of life features, like:
I only came back to the game last night so I’ll need a few more sessions until I brush off the rust and have something more to write about. I can however say that if anyone’s interested in this kind of tactical titles, Reverse Collapse is definitely worth a look.


As the other posted said, it’s easy to see something like this and get the knee-jerk reaction of “stupid ads!”, especially in a place like fediverse where many people are overly sensitive towards such possibility (I know I am). I’m always curious about new stuff to listen to so I’ll make sure to check it out when I can.


They also do Bandcamp Fridays! These are the dates where all of the revenue goes directly to artists, without the usual 15% share for Bandcamp. Here is the list for this year if anyone’s curious.


It’s a side-scroller about (kinda sorta) American chicken fighting against Russian/North Korean/Nazi penguins and cloned chickens.
First impressions? It does not handle ultrawide resolution well. Even switching to 1920x1080 left me with a slightly cut off image because it just zoomed everything in to fill the screen. I had to play in windowed mode if I wanted to see the UI elements (inconsistent button selection when using mouse didn’t change even then unfortunately). Not a great start.
While cutscenes and music are pretty good, the in-game presentation is… unique? I was initially rather mixed on it because the game combines 2 slightly different art style (simple for characters and items, more detailed for backgrounds) but I got used to it eventually.
Gameplay is also alright. It has jumpy-shooty sections, with bullet spongy enemies who like to surprise you on screen change and can juggle you with shots to death. The worst example of this is the final boss who has huge health bar, surprise attacks on screen change, directional shield and lesser mobs showing up throughout the fight. It also has no music for some reason.
Besides that there are also neat flying sections with not so neat camera. They serve as a nice palette cleanser between longer on-foot sections while being short enough to not get annoying.
Going back to music for a moment, it has an unfortunate problem - combat tracks reset every time you start an encounter, regardless of how brief pause was since the last one. You can move between screens, combat music still fading out, and the moment enemies show up the track will start from scratch instead of picking up again. Heck, during one of the last flying segments it can even reset between waves of enemies!
It’s a decent game and I warmed up to it as I played but the minor annoyances did prevent it from ever feeling great. It’s also pretty short, with story taking about 3 hours to complete so it’s hard for it to outstay its welcome anyway.
I’m back at the state where I’m not really in a mood to play anything. I thought about starting Neverwinter Nights but I’m not sure about playing such a long game at the moment so I’ve been faffing around with couple different titles.
After spending hours in Colin McRae Rally 04, getting used to driving in this game is a little tricky. I’m sure I’ll be able to do it if my mind goblins let me stick with the game for a while but the transition is a little rough. Good thing there’s a bunch of gameplay settings to make it smoother.
I don’t have much to write about yet since I just started playing. I hope it goes well and keeps me occupied for a bit.


Just checked with G1 and 2, the issue is still present for both. The reason it works like this, I think, is because both games can be played entirely with keyboard which makes sudden turns a bit of a pain compared to the mouse. It’s pretty much an assist feature if you will.
But yeah, regardless of the reason for its existence it’s still there.


First clear of 2026! Gothic is a game I played many times in the past but never really finished - until now. It still plays and feels really good and I’m pretty happy with it for the most part, I did however completely forgot how unfinished it is. Very limited side content which doesn’t really expand past chapter 2, a bunch of partially implemented or just empty areas, characters that seem like they should have something going on with them. There’s a lot but it didn’t really affect my enjoyment.
I played the game using OpenGothic, project technically focused on Gothic 2 Night of the Raven but it does support the first game as a bonus. Having the ability to play natively on Linux is pretty cool and the whole thing was rather promising early on but the longer I played the more issues cropped up. Some of the problems I’ve encountered include:
I’m not sure how many of these have to do with OpenGothic in general and what’s the fault of me playing G1 rather than 2 (as I said, support for the first games is just a bonus). I’m sure some of them were also present in the original but I don’t remember enough from G1 to pick them out. Thankfully, none of these problems were game breaking but I think I’ll play Gothic 2 the normal way (whenever that happens).
All in all, it was a fun ride but it also reminded me why I spent waaaay more time with the second game in the past.
After writing my end of the year recap I thought it could be fun to try and come up with the first completion date for as many games in my library as I can. I have a spreadsheet with all of them already so all that was left is to try and figure out the dates. It was easy with some and harder with others but I managed to come up with results for 151 games, with the oldest completion date going as far back as 2003.
Why bother? It’ll make another recap easier to write, simple as that. I also like organising things so the process was fun in its own way and gave me a chance to look back at my gaming habits throughout the years.


The question however is: where should one move then? I’m genuinely asking since moving away from Github is something I’ve been meaning to do for a while now but didn’t have the time to search for alternatives.
The only one I know about is Codeberg, which could work for most but not all of my projects (for now at least). Anyone here knows other tried and tested platforms worth looking into? Preferably free as I’m not in a position to pay for this stuff at the moment.


I think posting can wait when set against real life (still, nice to have the thread), hope things went well.
I finished the game. As a whole it’s a better experience than the previous title, with slightly more interesting writing (both are great), better balance and an expanded format of acting as a shadowrunner. There’s only one issue that really affected my enjoyment throughout and that’s the amount of large combat scenarios (waves or rooms with 10+ enemies attacking at the same time). They weren’t a majority thankfully, but they were common enough to get a little tiring, to say the least.
I like Shadowrun in its small scale and more personal form, anything big (important jobs with tons of enemies, epic stakes) and I lose interest pretty quickly. I don’t know why games feel the need to end with saving the world or equally important scenarios but it’s the most boring direction a story can go for me at this point. Dragonfall did manage to put a reasonably interesting spin on that at least and I think it did it slightly better than Returns so kudos for that at least.
I loved the side character story arcs - small, personal, some more tragic, other ending happily. Advancing them after every run was one of my favourite parts of the game. I wish such mundane and unimportant story beats played a bigger part in RPGs in general.
After finishing two games I think I’m ready to say I really like this series, WAY MORE than I ever expected to. I had some reservations initially, both due to the setting (not because the idea is bad, I just wasn’t feeling it) and jumping in after a long break from isometric RPGs but these games managed to win me over.
I just wish they had more unofficial content. All I have left is Hong-Kong (with its DLC campaign) and 2 user campaigns for Dragonfall (one of them being a remake of the SNES Shadowrun) - once that’s done I’m out of modules. Cant’s say I’m looking forward to that moment.
It’s an indie tactical(ish) FPS made in EDuke32 engine. It has decently feeling and sounding weapons with really nice sprite work, nine levels (of varying quality) and unique hand drawn cutscenes.
Game aims for a more grounded approach, with relatively low health, reloading, aim-down-sights mechanic and 4 weapon limit. Oh, there’s also localised damage system for enemies (well… head shots), simple squad mechanic (with voice acting for combat barks!) and a stealth system.
Enemies are rather brain dead and have trouble aiming when approached from slightly elevated position - they can still tear through your health if you’re not careful though. Levels are a mixed bag, some parts look pretty good, some are a bit undercooked (simple design, broken lighting on certain models, occasional lack of skybox etc). Heck, one of them might cause some Max Payne’s nightmare level related PTSD flare ups due to its design and pixel perfect platforming. On a more positive note, various map elements have pretty cool damage effects, you can really see the your handiwork after more chaotic encounters.
Outside cutscenes some story segments are displayed as dialogue boxes at the bottom of the screen. Unfortunately, these disappear pretty quickly which paired with their tendency to show up in the middle of the action make them easy to miss. It might not be the best story ever but it would be nice to have a chance to enjoy it.
It’s a neat if amateurish project but it’s fun enough way to spend 3-4 hours with. If anyone’s curious about the game it’s free on Steam.
It’s the final thread of the year so I thought I’d write a short recap. I managed to finish 16 games (that I properly remember) last year, 9 of which were bought this year - I was thinking this kinda puts a dent in the idea of backlog clearing but regardless of their tenure on my “to play” list, the end result is still better than the last few years combined. Backlog is shrinking, if only a little.
Anyway, here are the games I finished in 2025:
There were also other things like visual novels (if you’re interested in those feel free to join us in the [email protected] community) and some smaller indie titles whose names escape me at the moment. All in all a pretty decent number, I’d say.
Can I beat it next year? Probably not but I’ll give it a shot. There are still a lot of titles waiting for their turn so even this pace means a few years of work just to get through everything. I’ll be happy as long as I can finish the year with a slightly shorter backlog than I started it with.
Heck yeah, Parasite Eve recognition! It’s a fantastic RPG and one of the more unique ones thanks to its setting and gameplay - I wish later games kept the latter at least. If you didn’t play PE2 it might also be worth a shot. It’s a bit different, both in terms of story and gameplay, but it’s still a solid and enjoyable title.


I’m not sure if it’s actually the case or if I’m just trying to justify my own inability to proceed but I feel like the game fails to properly convey how to proceed at certain points. Things are relatively easy to figure out once I know what I’m looking for but getting to that point can be hit or miss.
That said, these hit or miss points vary with each playthrough for me so I’m leaning towards my brain failing to figure things out.


Decided to give it another shot (third or fourth so far), ended as usual - played through about half of the game and got stuck. I’m obviously missing some logic here but things just aren’t coming together, no matter what I try.
Oh well, see you again in another year or two.
I wasn’t really planning on playing it right after Returns (don’t want to burn myself on the series or play style) and mostly installed it to see the difference between the two. Started playing anyway.
I like it so far. I miss being a solo in a new place and the new hub doesn’t feel as cosy as the Seamstress Union but it isn’t bad. Having a proper story related team does make things different enough to keep things interesting. Tone of the writing is pretty different, more “standoffish” and grey than in the first game.
I wasn’t full sold on the updated UI initially but it managed to win me over. I do however have way more issues with miss-clicks in this game. I’m not sure exactly why and while I recognise that it’s my own fault it didn’t make the resulting consequences any more painful unfortunately.
Enemy encounters seem to be a bit more balanced than in the first one and everything feels like an improvement for the most part. That said, there are some scenarios that were… not exactly unfair but definitely weren’t as fun as the rest of the game. It’s fine when there’s an option to scatter and run but that’s not always possible and it did end up affecting my enjoyment at times.
Besides starting the base campaign I also looked into unofficial modules. I’d be lying if I said I wasn’t a bit disappointed by my research (there’s only handful of them and most are unfinished) but I did find 2 that might tide me over if I want more after finishing the story. I’ll take what I can get at this point.
So far so good, I’d say. There are some things that turned out better than in Returns and some that don’t really hit the mark but as a whole it’s a pretty good follow up to the first game. I can only hope it sticks the landing as well.


I’m almost done with Shadowrun Returns - all that’s left is the grand finale. Looks like my breaks for Unbeatable didn’t affect my progress as much as I thought they would.
I’m still surprised by the balance between dialogue (or non-combat gameplay in general) and combat - the former is the more interesting part of the game for me so the current state of things is right up my alley. Not that combat is bad, I actually enjoy it way more than I thought I would, but talking with characters is something I always look forward to the most. This is even more highlighted here as I also love the feeling of community in the “Seamstresses Union”, the main hub of the game - there’s not much to do there nor is there a huge amount of interaction with characters but what’s there is enough to make the place feel like home away from home. It’s great.
Writing is pretty engaging for the most part. There were a few less interesting parts but they didn’t really affect my enjoyment though I can’t say I’m a fan of the last minute swerve into the “gotta save the world” narrative. It’s “fine” but I would simply prefer the game to stay with the small(ish) personal stakes instead. I did end up liking pretty much all of the side characters at least (and even some of the random mercs which have no character or conversations at all).
I was worried about two things when I started this playthrough:
The only issues I have with the game are the fact that some etiquette options are pretty much useless in the campaign and that for some reason game always starts on my second monitor, with a borked resolution. Both issues are a bit annoying but they not game breaking so whatever. Other than that nothing stood out in other negative ways.
All in all, I had a great time and can only hope most of my remaining backlog will be just as entertaining. Time to search for another pick.
Edit: Just finished the game. Final section was my least favourite part of the playthrough - it wasn’t terrible, just kinda “meh” compared to the rest of the game. Still liked the game overall and will be happy to play the other two I have.


Yeah, that was my main issue with the writing as well but I treat it as a remnant of the times. Not that it makes it any better mind you, it’s just where the industry (and culture at large to some extent) was back then so I can look past it, even if I don’t like it.
It is what it is, at least now I know I can safely skip the other titles when looking for point and clicks to play.


I don’t mind the writing that much since not everything has to be up my alley and, more importantly, it’s a remake of a game from 1987 - different time, different industry. I do however think they could update it a bit more in terms of gameplay at least. Maybe not completely reworking the moon logic behind some puzzles but getting rid of the option to hard lock your progress would be enough to improve the experience quite a bit, at least for me.


Still playing and following through with my plan to finally do some “adventurous” missions.
It’s pretty much a full-on role-play of a weak person tasked with various “hero” jobs. Need sneaking? I can do that. Fighting weak enemies? Sure! Get something from a dungeon filled with powerful hostiles? I… can try sprinting through? Things can be a bit difficult at times when playing a non-combat character (until now) so I ended up bailing on few of the quests but I’m slowly improving.
It’s an interesting way of playing compared to the usual power fantasy. It also helps me to finally get used to the approach of “failing is fun” - not the same as “losing” since I keep going instead of starting from scratch but dealing with consequences (however minimal in this game) is something I’d like to expand to other games I play.
It’s not an easy switch after years of being “the chosen one” but I’m getting there.
Continuing with my point and click adventures I decided to try Leisure Suit Larry. I got it for free on GOG some years ago but never really gave it a shot since I didn’t think it was up my alley. Here are some brief thoughts:
All in all, it was fun enough but I don’t think I’ll be checking out other games in the series. I’m glad to scratch this off my backlog at least.
I was a little worried since I haven’t played this kind of RPG (let alone a Shadowrun title) in a long time but it’s been pretty straightforward so far. Combat is simple and enjoyable even without a proper tutorial. I appreciate the amount of skill and item checks so far, leading to multiple ways of solving problems. Not all of them, obviously, but it’s still common enough to be noticeable.
Art style and graphics in general hold up really well, so does audio. I also like the writing so far, especially how pleasant the conversations can be - just two people being courteous towards each other, without the need to act edgy just because cyberpunk. The only thing I don’t particularly care about is the mix of sci-fi and magic. Not that I hate it, it just does nothing for me despite being a pretty unique approach to the genre.
So yeah, it’s cool and I’m enjoying it so- What’s that? Unbeatable just released? Yeah… I’m gonna have to take a break from Shadowrun for a bit. I’ll be back once I’m done doing crime.


I’m not exactly an expert on Daggerfall but I’ll try.
First things first, Daggerfall is less of a structured game (in modern sense) and more of a life sandbox compared to later games. Some basic tips:
Unlike newer games, most of the action happens at POIs, with travel taking place via world map - moving between locations manually isn’t particularly interesting due to lack of random (or any, really) encounters, simple terrain and huge landmass the game is set in. If you want to travel by yourself then check out some mods to make it a bit more worthwhile.
If you’re interested in a vanilla experience then the base package is fine as is. If you want more (better graphics, random encounters outside of towns, new quests or gameplay additions) then Nexus Mods has you covered. Here are some neat ones that don’t affect the gameplay much:
That’s all I have for now, I’ll update the post if anything else comes to mind.


Tried playing it on my Steam Deck but it doesn’t want to cooperate unfortunately. Despite multiple attempts over various versions of PPSSPP (emulator) and playing around with settings, game always crashes after 15-30 minutes of play.
I might try setting it up on my desktop as a last ditch effort but that will have to wait as I don’t care enough to bother with it at the moment. I’ll finish it one day.
After my failure with GTA:LCS I wasn’t really sure what to play and decided to go back do Daggerfall instead. Not much new to say about it for now as I only updated the mods and did a few quests. Still haven’t touched the main story outside of reporting to Castle Wayrest since my character is not a fighter and was sent away to train before proceeding (not that I expected anything else, it’s just where I stopped with that for now).
It’s time to play the game properly for a bit, I guess.
I finished the game two or so weeks ago but I’ve been thinking about it again over the last few days so I might as well mention it here. Despite my initial reaction (I liked it well enough, just not to a huge degree) I’ve been slowly warming up to it, especially the writing.
I think the main reason behind my previous opinion had to do with the fact I’m not having a good time in general at the moment so everything I do is tainted by my foul mood. I needed some time to let my brain catch up and understand what I just played.
The more I think about it the more satisfied with the game I become - it’s an interesting reversal since I usually tend to lean towards being more critical as time goes one and I have the chance to look at things from a distance. I also started watching someone else’s playthrough which allowed me to look at things from a different perspective as well. All in all, it’s a lovely (and rare) surprise.


Yup, something like this or simple sliders would be an ideal solution for what I’m talking about - preferably both, depending on whether the setting is a numerical one or not. It doesn’t have to be a completely granular access to every value, I just want enough control to adjust the experience when things are close but not exactly right.
Jose Pavli, composer for Project Wingman, (re)created music for this project. It’s available on his Bandcamp page.


I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.
I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.
Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.


It’s a quick and simple loop that’s easy to get into - just show up, do some super basic tasks and move on to other thing. Definitely a good fit since most of the quests take a few minutes to clear.
These 2 hours would be enough to make some decent progress, especially after unlocking Wayshrines to teleport to.


I’m not sure what I want to play at the moment so I thought I’d jump into Elder Scrolls Online for a bit. After spending a lot of time trying to play as a pacifist character I decided to make a new “normal” one instead - that took a while.
I ended up remaking my character 3 times as I couldn’t decide on who exactly I’d like to play as. Started with my usual choice, Warden, but I wasn’t really feeling the beast master skills and eventually settled down on Nightblade - the class of choice for my very first character, I believe.
I’m having fun so far though I do have some serious issues with the game. Both story and levelling feel WAY to fast, like they were made for someone with neither time nor interest in playing an MMO. Another big problem has to do with movement speed - my character feels like she’s constantly sprinting (even walking and sneaking are sped up) and the worst part is, this only affects my new, dark elf character. Jumping in as an old wood elf Nightblade has her moving like a normal person instead of an arena shooter protagonist. I don’t know why that is but I’m not a fan.
Main content is extremely easy and the writing is… not great for the most part. It’s not like I require some high art from the game but if it could be a little less generic and basic, that would be great.
While of the voice acting is pretty solid there are some real stinkers in there as well - you could tell me few of the characters are voiced by a decade old text-to-speech software and I would believe you.
I don’t know if the game changed so much since my last proper stint or if I didn’t really notice it back then (it’s been years since I played as a combat character). Either way, I might be going back to playing other stuff faster than anticipated. Oh well.
On a slightly different note… I like to listen to game soundtracks - old or new, action packed or mellow, there is something about many of them that just makes me want to put them on as a background for whatever I’m doing at the moment.
I decided to go back to albums from old Maxis games: SimCity 3000 and 4, The Sims and its expansions etc. They all have this atmosphere that makes them stand out and keep you feeling chill and happy. Well, after putting them on I noticed a serious problem - I can’t really listen to them any more, not as a whole anyway. Despite not having such problems in the past, nowadays some of the songs with higher tones sound extremely grating and unpleasant to listen to. I can do it for a bit but but things get painful rather quickly and it makes me sad. I love these soundtracks and not being able to enjoy them really sucks.
I have no idea why that happens but it’s not only limited to these old title. There are some newer games where I end up turning the music off completely since they end up being more annoying than atmospheric. I hate it.


I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.
Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.


Oh totally, I’m mostly focusing on solo and co-op titles like Terraria/Minecraft/Raft or whatever is popular for multiplayer these days. That said, it’s not like Souls games have to by played with online functionality even now - it’s already off when not in human form after all.
It’s not a perfect choice for every single title but a good chunk of games could support it without worrying about matchmaking and the like.


Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.
“But my artistic integrity and vision!”
No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.
Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.
It was also an unfortunate victim of the time when IOI struggled with figuring out how to transition from “classic” way of making games to the modern, high budget approach. I’m glad they managed to get back into the rhythm with new Hitman games but it’s still a little disappointing K&L had to serve as a stepping stone towards better times.








































































Reverse Collapse: Code Name Bakery
I’m going very slowly with this one as I don’t really have the time to play and when I do, it’s usually at the time when I’m not in a headspace to think as much as this game requires me to. I still enjoy it though!
It’s one of very few titles that can successfully push me towards regular use of items instead of hoarding them “just in case”. This game will not be kind to you if you’ll just try to breeze through blasting without second thought but it will give you the tools to survive if you cooperate. It’s especially important if you’re try to go for all objectives on each stage as these can be a bit tricky at times (nothing too crazy though).
I really like it so far, both in terms of gameplay and story. Can’t wait to see what awaits me later.
The Division 2
I wrote in the past how both Division games are something I tend to come back to semi-regularly. Well, it’s this time of the year again, I guess.
Whenever I want to play something but don’t have the brain power to deal with Reverse Collapse, this is my go-to at the moment. Still plays great and the loop is just as addicting as it’s always been. I honestly didn’t expect to like and stick with these games as long as I have.
The only thing I dislike about TD2 is how manhunts, (side?) story segments about various mooks, can’t be played in their full form. You can only go through a simplified versions of them which cut off some of the presentation and narrative parts. It’s not as bad as vaulting in Destiny but it’s a crappy half-measure to… I don’t really know. I never looked into how the devs explained this decision but it sucks.
Still, outside of this one issue the game is still great and I don’t regret spending my time with it.