Reviews from

in the past


The advanced haptics on the Dualsense controller are so immersive, I can feel Venom coming inside me!

I missed out on a lot of platformers after the fifth generation of video game consoles. Never owned a PlayStation 2 at the time. Thus, IP's such as Sly and Ratchet alongside a certain J. series. Were some franchises I never played. In order to rectify such a mistake. I decided to play another Naughty Dog(ND) platformer except in a 3D open-world environment. with Jak and Daxter: The Precursor Legacy for the first time.

Gone are the restricted side-scrolling segments we were forced to endure in Crash Bandicoot 1 and disconnected world through warping in 2 and 3. Jak feels like a natural evolution from the studio's PS1 days and wickedly refreshing with a narrative starting with an act of disobedience. Against the elders' warnings, the protagonists travel to a forbidden island. There the two witness mysterious figures who are sinisterly planning some horrible deed using dark eco and precursor artifacts. Knowing this is well above their usual tomfoolery the duo try to leave. However, before sneakily trying to leave the island... they were ambushed! The events that follow from here have the titular characters embark on a vital quest to fulfill for the elder, any side-missions to complete, and uncover what dastardly plans those two figures were plotting.

The world design is richly goofy. But has a certain serious aesthetic I like. To the extent I was venturing off the beaten path considerably to see what secrets lay in store for me. I bravely ventured into a diverse amount of biomes: A jungle with an old ruin, murky swamp, underwater laboratory, volcano with a spider-cavern, and a snowy peak, with huge snowballs rolling down a path to riding a hoverbike on racing segments and one larger zone to go ham. Reminded me heavily of Spyro using a skateboard. Seems ND was a fan of that and devised their take on a particular basin. Battled a wide assortment of foes from goofy but deadly frogs, drill enemies, shield dudes, not cute at all blue jumping rabbits, long centipedes, and the good old regular animals, but naughty dogified in every biome. Worms, bats, spiders, rats. You name it! Sooner or later they shall appear! Heck faced quite a bit of environmental hazards from falling to my death, being shot by smog, lava deaths, or shocked to a crisp. Not quite quicksand but quickmud. Encountered spiked traps, and spiked logs swaying from trees, and overcame countless jumping sections within. Not too hard and not too easy thankfully. Didn’t see much if any copy paste from the enemy design or world design. Everything was consistently varied and the final zone itself proved a serviceable final act.

Concerning the gameplay loop. I would say it’s consistently fun from the beginning until the very end credits. The open world without any loading aside from using fast travel when you need to is a plus. Allowing anyone to venture as far as they can within reason. The plot will stop you from venturing further until you accrue enough power cells. A collectible item and usually one that stops you from exploring more biomes until they reach a certain number. Didn’t have trouble getting these since I was already forgetting about the main quest to complete some side missions offered by NPCs here. Individuals who look similar to J-man. Although, he doesn’t look like a regular human. To me, he seems like a cross between a mad scientist trying to combine an elf and a human resulting in a humanoid with long ears and inheriting an athletic body to boot. Tasks can range from moving bulls into a pen, pushing an egg, doing a favor for a future mayor, or a fishing dude in a mini-game. I enjoyed finishing these day-to-day jobs since a majority are elderly. Didn’t feel right to leave them to their struggle. And I didn’t mind giving a helping hand for a power cell after the job was done. Thus, my reward felt adequate for my services rendered. Aside from the cells, you can also come across other collectible precursor orbs. Think of these like the apples from the Crash series you’ll often find on the paths, tucked away around the corner, nooks or crannies. Except, you can amass over a hundred to trade them in for a cell. Additionally, scout flies are in special boxes you need to slam into to release the flies. Gather seven of these spread throughout any major level to be awarded a cell. Kinda thankful they're here, so the player doesn’t amass orbs all day ya know?

Furthermore, the world has a varied amount of colored eco. These differ from absorbing orbs changing the gameplay formula in fun ways. They're a temporary power-up granting our main characters a wide array of elemental passives. Blue charges our dudes to move faster, jump a bit farther, and make it so easier to absorb collectibles nearby like a magnet. Red strengthens attacks and invincibility against exploding crates. Plus, a nice interactivity emerges when enemies die. Leaving off green residue for their remains. Once we accrue enough scraps, up to fifty to restore a ⅓ of our health points. In total, we have three health bars. And no finite life stacks to keep track of. Die and you respawn at a nearby point of a large level. Didn’t find too much trouble with re-spawning. They were fine for me. And the inclusion of colored eco’s is gratifying to add spice to the experience. An extra edge in both combat and traversal.

Usually, platformers(broadly speaking) offer some enticing gameplay to differentiate themselves from others in the same genre. To various degrees of enjoyment. Have you noticed other games conduct themselves around their mechanics through level design, encounter's and etc. Below are several examples I pulled from my limited experience in the genre.

- Ape Escape using the analog stick ingeniously. Left stick for movement. Right stick for your gadgets.
- Trine used the stick to coordinate with your allies. The thief can shoot a bow & arrow and a grapple hook in any possible direction when applicable, the knight can block enemies with his shield in any direction, and the wizard can conjure different objects by drawing to help them overcome obstacles or fall on unsuspecting enemies.
- Super Mario 64’s long jump, triple jump, wall jump combined with grabbing, kicking, running, swimming, crouching and etc. proved to be a simple, yet effective formula to endorse player freedom in the whole world.
- Pac-Man World’s shift from the classic game into a 3D landscape works oh so well. Heck P-man can interact with objects, solve puzzles and use new abilities!
- Spyro & Crash's basic movesets were frequently used and tested in various large levels from a hub to straightforward linear segments. Overcoming multiple obstacles both vertical and horizontal. Calling back once again if it ain't broke, don't fix it with sequels largely staying true to the same moves.
- Mirror's Edge smooth parkour capabilities lends itself well into the whole level design employing minimal visual aid to your destination.

Aside from the slew of other platformers. And returning back to Jak. Story-wise I felt the narrative had a stop-and-go momentum. Perhaps owing to the fact, that I completed sidequests along the way while not truly investing in the adventure, making the pacing slow to a crawl. However, the beats in the narrative were like a slow burn in a good way. I think this could be intentional to convey an absence of agency from an immediate save-the-world aspect vs. uncovering a devious plot. Allowing player freedom vs. player urgency to flourish for the former rather than the latter. As someone who adores freedom a great deal in games, such an aspect appealed to me greatly. I don’t like being rushed. Therefore Jak 1 succeeds at least for me in creating a freshly wacky fun world to navigate and a decent story. Unreasonable to expect a masterpiece in the first entry of a new franchise. However, the attempt to do so is noteworthy.

As someone familiar with several PS1 games in the same genre. Although, not an expert or veteran, I was pleasantly surprised how Naughty Dog did not regress in the sixth console generation and boldly made a new IP direction to positive acclaim. Back in the day, I felt plenty of rigidness in their earlier works in how levels were constructed and punishing in a way. Jumping on scaffolding, but hold up we got countless traps, and obstacles to drop us dead. Sure I could use Aku-Aku help, but hey it sucks having to redo a segment ‘x’ amount of times. Don’t get me wrong, I love the Crash series to the point I replayed them in the remastered trilogy. By comparison, Precursor Legacy in my opinion eliminates the rigidity in favoring a more open-freedom in gameplay and combat. The power to go anywhere you physically can is a compelling motivation to fulfill a wanderlust. Exploring what is on the horizon and saying “Oh I can go there.” Busting my athletic skills to their limit. Fluidity at work too. Where I didn’t experience much clunkiness from controlling J & D as one character. Weighty animations from his spin-to-win moves felt satisfying. The long almost Falcon punch from a select Nintendo IP has an immensely awesome feel to wham enemies. Uppercutting and ground slams extend the combat capability of our heroes. Blessing us, a nice reactivity to enemies dying.

Concerning my feelings on platforming. I was initially apprehensive due to the fact I am super horrible at managing timing, and the right jump distance, and easily frustrated if I have to restart a whole level after almost completing a dungeon/level. So after seeing the end credits and witnessing the 100% mark. I couldn’t believe I had the patience and perseverance to keep going. Perhaps owing to the fact the re-spawning mechanic and save system felt very generous, not punishing with ease to let players keep trying. The former mechanic felt quick and would make the duo spawn near the start of a level or a certain point within a zone. Usually after overcoming a major obstacle. The latter on the system feels very safe. In addition to saving at any time. Whenever our main character receives a cell, an autosave will occur. Considering there are over a hundred of these to collect I didn’t find much trouble losing progress upon dying or returning to the original point of death.

I usually die plenty in the Bandicoot games far more in the first and second. Consequently, I was holding my breath and mentally strengthening my willpower if I encountered similar levels of difficulty. To my sheer delight, most if not all platforming levels, sections, and areas are relatively easy to medium in challenging. Some examples I came across were: jumping on dais floating above water and above in mountainous regions. Sometimes moving while the water below is filled with electricity. Falling and rotating in some respects. Camera shifting to a traditional side-scrolling segment. Navigating through falling debris, snowballs, and slides while avoiding exploding crates. Maneuvering through a section to unlock switches, and levers and thus unlocking a new path. Add in timers to complete a task and you may have to think of an optimal route to beat the clock. Trick players into venturing into a dark room and force them to utilize unconventional crystal lights to persevere. Combine these elements in a lesser manner during riding segments and you have a recipe that tastes better as you eat more of the dish. With an excellent difficulty curve for beginners and a nice incline for enthusiasts looking for a challenge to master every level by acquiring everything.

Despite the praise I’ve been sprouting, I do have some mixed feelings. Not a positive or a negative, but some concerns I had during my playthrough I think should be important to note.

In the beginning, I had trouble adjusting to the inverted controls for the camera. But, ultimately got used to the control scheme as an hour or two passed. I felt meaningful collectibles were lacking in rewards. Could be a better incentive to introduce various extensions to temporary powers, permanent move sets, or classic increasing the player with more health would work wonders. Furthermore, I think having a timer for different eco uses is weird. I had to rush constantly to gather new types to utilize during combat. I propose a different alternative. Make the gathered amounts a stock type. Depleting when in use and able to switch between different types when the situation calls for it. Also, I didn’t know there was a secret ending upon gathering everything possible only to reveal a pretty underwhelming scene in the end. Therefore, going for 100% can be a chore in some respects since the collecting aspect doesn't seem to affect the overall gameplay by rewarding the player to search for them. Lastly, the game has a weird texture pop-in. Some textures in the far distance have muddy paint adorned. But upon closer inspection would magically reveal the appropriate textures. And I couldn’t help but feel the game dipped at times. Wonder if there is a definitive version out there to play the series… Well lo and behold OpenGOAL does. A fanmade PC port to play the series with higher fidelity. Currently, at the time this review was published, the team is working on Jak II. Here’s a comparison video I. Am. Amazed. At the difference in quality. While internally slapping myself why I didn’t start the first game with OG’s version. As a result, I recommend checking out the version differences from PS2, PS3, PS4, and unofficial PC port. And select the best one depending on your preference.

Ultimately, despite some minor mixed feelings I had. The overwhelming positives outweigh the concerns by a great deal. Jak’s seamless goofy yet serious, open world is a refreshing 3D experience without being too difficult and not too easy to deter newcomers and veterans. Resulting in a nice curve of challenge in approaching cool-level design. A solid fun gameplay loop kept my interest for a long while and doesn’t overstay their welcome by having enough of their own identity. Distinct from the Bandicoot days. Temporary elemental passives provide a nice spice to the movesets and offer interesting resolutions to tackle both enemies and obstacles. A decent story with a great sense of freedom brings a bright smile to my face constantly. Bringing relief with a generous save system and a painless re-spawn mechanic. Heck, your ottsel companion will incentivize the player upon dying with various quotes. “Don't worry, I'll avenge you! Not...!” “Hey, Jak! Can I, uh... have your insect collection?” Yeah… Oddly motivating.

Still for what it's worth I enjoyed my playthrough with the first installment. Chuckling in amusement at times at the silly things our heroes undergo. I'm looking forward to what awaits me in the franchise. Maybe I’ll dive into Daxter or Jak II next! Anyways! If you’re looking for an excellent platformer from the PS2 days. I recommend Jak and Daxter: The Precursor Legacy. Watch how a young foolish duo starts their adventure with an act of disobedience. Tsk tsk. What a naughty d-

8.2/10

References & Additional Material:
Jak and Daxter - PS2 vs PS3 vs OpenGOAL Graphics Comparison
Jak & Daxter PS4 VS PS3 VS Vita VS PS2
Fifth generation of video game consoles
OpenGOAL Jak Project

And to think, I thought I was done with Celeste this month. I heard this got released yesterday, and it's free, so I had to go and play it. For only being made in a week, this is very impressive. Celeste transitions surprisingly well into 3D. You lose your upward dash in this game but everything else is here. Yes even your grab which I stupidly didn't realize was a thing until 2/3rds into my playthrough. Once I did, it definitely clicked way more since I was infinitely wall-jumping to do stuff before I learned grabbing was part of her moveset. I really like the implementation of the camera and it having a big part with the various puzzles. The early 3D atmosphere was also really nice. It never got crazy difficult like Celeste but what was here was fun. It's only like an hour long so there really isn't much content, but this could be a good stepping stone into something greater. Either way, fun game..just wish it was longer.

Also, I got all 30 strawberries, that last cassette tape under Badeline was definitely the hardest part of the game but it was very cool.

First review of 2024 baby! What a first game to start the year. I first played this back in 2019 and absolutely loved it. I beat all of the chapters, both A and B sides but never did any of the C sides nor did I get all the strawberries. This playthrough I did tho and man it felt good. Before I get into that let me talk about why this game is so great.

Why don't I just get right into the story first. When I first played, I remember being blown away by the story and absolutely loving it. While I do still think it's good, there was something bothering me throughout and it may just be a me thing. Theo, he's not a bad character but why all the mentions of selfies and his social media 😭. I hate to say it but it was really taking me out of the story at points. It was definitely the biggest issue I had when replaying this. Otherwise though, the Madeline side of the story is really good. I like how anyone that plays this game can at least relate to her need to overcome her personal demons and I think the fact they made it so she accepts them for what they are instead of just trying to bury them completely, I like that execution way more. They portrayed anxiety and depression super well and I think that's the game's strongest aspect when it come's to story.

The soundtrack is pretty solid, tho I remember loving it back then which I wouldn't say I love it now. Don't get me wrong, it's good and there are some standout tracks in certain chapters but I didn't like it as much as I did in 2019 I think. Maybe it was because I was more focused on playing the game and didn't pay attention to the music too much this time around? I also maybe wasn't a fan of the voices they gave the characters. Idk some of the time I found it kinda annoying which is a shame.

As for some of the biggest positives, the game is amazing visually. The pixel art is pretty much perfect the whole way through and the backgrounds in some of these chapters are breathtaking. Golden Ridge I think was the standout especially, it was gorgeous.

Now we come to my favorite part of the game, the gameplay. This is easily one of the most fun 2D platformers I've ever played. It's just so polished and the level design is so good. One of my favorite things was just finding all the secrets, there's a ton of them whether it's hidden strawberries or crystal hearts or B side tapes or even that one hidden indie game screen I somehow found by doing the wavedash (that was insane) they're all really fun to find. I also really love just how many different techniques you can perform. A lot of them aren't explained until late late game or not even at all and they can really break the game sometimes, it's awesome. Celeste is also extremely difficult I'm sure you know. Indeed, some of the later levels in the base game can get super duper hard. The B sides and C sides especially, some of those were nuts. As I said, I did everything in the base game...everything except for the golden strawberries. I got the one in chapter 1 A side but that was it. They just don't feel too worth it since it's not new content...just surviving an entire chapter without dying which isn't too fun imo. As for the hardest part of the base game, that hands down has to go to Chapter 7 Side C. Jesus Christ that last fucking screen took me 3 hours in-game time and exactly 1152 deaths. None of the other chapters came close to that many deaths and you know what, I'm so glad I did it. I'll never do it again mind you, but I told myself that if I did it...I'd bump this game to a 9. So for now that's what I'll do tho I may bump it down to an 8.5 who knows.

I do have some issues that are more a me thing but this game is super fun and definitely a top tier indie in my book.

Oh and as for farewell...yes I'll be doing that next and yes I am very scared. I got up to the point where you're required to wavedash back in 2019 and then quit. I've heard it's extremely brutal in the 2nd half so I'm nervous but I will persevere boys. Wish me luck!


what if Silent Hill was your phone????? have u ever thought that social media is bad?? teenage girls wouldn't be bullies online if they just went shopping. maybe if they watched Final Fantasy: The Spirits Within on a big tasty plasma TV, that'd work too.


Super Mario Bros Wonder is an interesting case. After four New Super Mario Bros games and them not being super innovative compared to each other, 2D Mario had become stale. Were they bad games? No, they just didn't do anything special in the slightest. Now after 10+ years since the last NSMB game, we have the next big 2D Mario game, Mario Wonder. Does it do enough different from the NSMB series? Hell yeah it does! Am I totally in love with it and consider it peak 2D Mario like a lot of people have been feeling? Sadly no, it has several issues that really hold it back in my eyes. But it does do a lot right.

The biggest change from NSMB and one of the best aspects of this game is the changed art style. Gone is the very samey art style that was used in all the NSMB games. Now Mario and the gang are expressive as ever and really feel more like their more classic games. There's so many different animations for various moves and interactions with things, it's great. They even brought back Mario's hat moving up and down when he jumps from Mario World. There was clearly a lot of love put into the overall style of the game, definitely a much-needed change, I think.

Another really nice change is just the amount of new stuff they crammed into this game. This game is absolutely filled to the brim with brand new enemies and level gimmicks. There were some returning enemies ofc but like 80% of the enemies in this game were all brand new, and that's just awesome imo. And as for the level gimmicks, they tie into the new wonder flower which basically just throws all kinds of ideas at you. One level you may see singing piranha plants, another one you might see Mario turn into a spiked ball. There's even one where you ride this super cool dragon, man that was cool. The abundance of different ideas, even if they do get reused sometimes, is just very immense.

I also enjoyed the secrets this game had. It's definitely not as expansive as Mario World in that regard but finding the game's secrets were pretty fun. Especially since it unlocked the special world that you can access early on like Mario World, man that was cool. I'd say I enjoyed most of the worlds in this game actually besides World 3 (idk it was just lame) but besides that every world was pretty solid. My favorite world though had to been 4 just because I remember being really impressed with some of the levels there.

Badges were whatever. I didn't really use them most of the time because I felt they made the game easier depending on the badge. The badge levels tho were pretty cool even if a little short.

Alright time for the negatives, why I don't love this game as much as everyone else. One of the biggest issues I had was the difficulty curve. I honestly did not think this game had a good climb in difficulty. I found every world pretty easy for the most part up until the bowser levels, which amped it up a little bit. And then the final badge stage was actually decently tough. I found past games, even the NSMB games to have a much better difficulty curve. Speaking of that final badge stage, while I found that somewhat difficult (even if it did have 3 checkpoints in it, that and the final regular stage in the special world were nowhere near as hard as some of the final stages in some of the more recent Mario games. Found that somewhat disappointing along with the easier difficulty as a whole.

Another thing I didn't like were the lackluster bosses. Reusing Bowser Jr 4 times was just really lame imo. They got so creative with the levels and they end up doing that for the bosses? Man, that's just so much missed potential I think. Speaking of the final Bowser fight, it was alright? It was again easy but also felt uninspired. Like the first thing I thought of when I saw it was the final boss to DKCR. Idk, they could've done much better with it along with the bosses as a whole.

Something else that kinda irked me, while I do like how experimental a lot of the levels can be, a chunk of them just felt like filler. You have your regular levels, your little badge levels which is fine but then you have these break levels that sometimes take literally 5 seconds to beat. I'd much rather play actual full-length levels instead and a lot of the time I just said out loud "what was the point of that". Idk, I never hated any of them, again they just felt more like filler.

I guess one more little thing that annoyed me, and it ties into the easiness of the game, is the fact that when you collect those purple coins worth 10 and then die, you keep it even after dying. Star coins never worked like that in the NSMB games and it makes certain levels that would otherwise be pretty tough to 100%, super easy.

The talking flowers I'm neutral on. They can be kinda funny but they never made me hate them nor like them too much. They're just kind of there and don't disrupt the gameplay really.

Before ending the review tho, I will say after beating the final final badge level, that final badge you get is very awesome. I just love how weird the developers got with this game, that badge reminded me of that one song in We Love Katamari lol. Also the end credits to the game were really cool too.

In the end I did really enjoy this game and it's definitely a step-up from the NSMB games overall. However, it has enough issues imo that hold it back from being really great. I know that's a hot take, I'm not expecting a ton of people to agree with me but I'd take Mario World any day over this game personally. I'd put this game around on par with Mario 3 and 3D World methinks. Also speaking of Mario World, playing this made me wanna replay that so that's what I'm gonna do. Look out for that review next!

7.5/10

Everyone knows Mario is cool as fuck. But who knows what he's thinking? Who knows why he touches flowers? And why do we think about him as fondly as we think of the mystical (nonexistent?) Dr Pepper? Perchance.

I believe it was Kant who said "Experience without theory is blind, but theory without experience is mere intellectual play." Mario exhibits experience by tushing flowes all day, but he exhibits theory by stating "Lets-a go!" Keep it up, baby!

When Mario leaves his place of safety to grab a flowey, he knows that he may Die. And yet, for a man who can purchase lives with money, a life becomes a mere store of value. A tax that can be paid for, much as a rich man feels any law with a fine is a price. We think of Mario as a hero, but he is simply a one percenter of a more privileged variety. The lifekind. Perchance.

For all the survival horror that I've dabbled with over the past few years, this is the title that made me the most cognizant of the "survival" aspect. It’s this elaborate balancing act of juggling every limited resource at your disposal: ammo for bosses and enemies, kerosene to burn necessary corpses after downing zombies to secure routes, health items as fail safes, ink ribbons to save when deemed necessary, and most importantly, inventory space to minimize backtracking with the bare minimum (knowing what you’re likely to use up as you progress so you have enough room to forage). What’s key to all of this is that it’s often worthwhile not downing zombies at all to not only conserve ammo, but also prevent the possibility of a more dangerous Crimson Head when kerosene is not only limited but requires further planning for refueling and additional inventory slots (lighter + flask). It’s punishing, but in the best way possible; damage and death become instruments of observation to properly plan out backtracking and understanding exactly what goes where. Perhaps my favorite example of this in action was abusing the various doors in a room connecting the shed corridor with a safe room; by quickly going in and out of the entrances, I could not only reset a Hunter’s awareness and spawn, but also place myself in a position where I could immediately run at the Hunter to proc an attack and slip past every time. It certainly helps, regardless, that there’s plenty of leeway for careful experimentation, thanks to all of the scattered health items about the mansion (granted, often requiring careful planning to optimize grounded herbs in rooms and keeping enough inventory space open for trips). It’s also fairly firm at setting its boundaries by telegraphing enemy placement far in advance with rattling doors/windows to signify enemy shifts, background moaning when a zombie is present in the room, and even environmental noises like crunching fallen glass to make up for the lack of vision with fixed camera angles.

That doesn’t mean, however, that the horror has been neglected. If anything, I found this game far more unsettling beyond sudden surprises. It’s not so much the fear of the unexpected, but rather, the lingering fear of waiting for the other shoe to drop while you’re expecting the unexpected. They're scripted events, sure, but they're well disguised thanks to every room often acting as its own isolated microcosm without the presence of the protagonist (not to mention that it's pretty easy to get caught up in the middle of things and forget about each individual room, which makes it all the more viscerally shocking) and there's still a feeling of player control with careful planning and routing. This fits perfectly alongside its core philosophy of risk versus reward, the existential dread of having to backtrack through several zombie infested corridors when you realize you forgot an inventory key and having to constantly and deliberately throw yourself into tight situations just to save another trip across the map. It’s what makes this such an ideal speedrunning game: not necessarily because of satisfying movement or combat, but because Resident Evil is really a game about time management. Every second wasted tromping through another passageway is time that could contribute to a zombie reviving as a Crimson Head or another second spent replaying if you’re not willing to use that extra ink ribbon. The primal fear arising from guaranteed safety as a fleeting resource lends perfectly to the need for optimization; in that sense, pressuring players into constantly checking the map to avoid confrontations and getting lost goes hand in hand with spending as little time as possible, for nothing is more terrifying than having to rewind the simulations in your head for another go.

I can’t help but feel that every detail of this game was thought down to the bone, even the original tank control scheme. That’s right, I’m actually defending tank controls for once in my life… how the turns have tabled. Dodging enemies can seem tougher, but most are conveniently placed near corners and more open areas to give you the room necessary to dodge with a backstep/quick burst to the side if you’re willing to wait and bait committal attacks. More importantly, using tank controls lets you maintain your direction and momentum while running through different camera angles of a room. With alternate controls, you most likely have to hold down the joystick to maintain velocity and upon a new camera angle, will have to quickly retap to keep the intended direction with each new angle. This becomes paramount in tighter chase sequences, where even slight moments of stagnation can lead to damage/death, as well as one timed puzzle where I had to press a button and then quickly run through several fixed angles to get into position to push a statue. In addition, I found it rather difficult to reliably walk (as opposed to running full-time) with alternate controls over tank controls, which can absolutely backfire during an end-game sequence where running for a prolonged period can trigger an explosion during nitro delivery. Therefore, the circumstances created by the environment not only are doable with tank controls, but in fact necessitate the usage of such controls.

Everything just comes together as this tightly designed package. Puzzles have fairly evident tells and can be figured out with careful observation of the surroundings while facilitating the inventory scramble that plays so heavily to the game’s survival elements. The lore never feels overbearing or excessive, and does a great job weaving in hints for crafting approaches and figuring out exactly what has to be accomplished. There’s never an explicit timer on screen outside of the final ending segment, yet the game is great at creating circumstances where you’re forced to make decisions on the fly from environmental stressors and considering the mansion not just on a per room basis, but as a sum of its parts. I genuinely don’t think I have any gripes; it was more than happy to beat me down, but understanding its parameters to scale up against its challenges was an incredibly fulfilling experience. I’d damn well say that REmake is the most focused and cohesive survival horror experience I’ve ever played. Not just a perfect remake, but perhaps a practically perfect game.

When I first booted up Cuphead a few days ago, I was greeted with a brand-new title screen and song. It was for The Delicious Last Course and honestly, I like it a lot more than the new title screen. This was a sign of good things to come with the new DLC and I'm happy to say it's pretty great.

I actually used one of the new weapons a ton in my replay of the base game but crackshot really is amazing. It's basically chaser but better and it was my primary weapon in this DLC alongside charge shot. Converge and Twist-up were the other two new weapons and I wasn't really a fan of either so I barely used them. There were also some new charms that were added as well. Astral cookie let's you play as Ms. Chalice, the ghost that awards you your different supers in the base game. She can be kinda broken since she has 4 health, an invincible role and a dash that parries. I also found it kind of weird to use her so I used Cuphead for the most part. The divine relic is one you need to put a bit of work into. It starts as a broken relic which you can basically activate by defeating this weird secret graveyard boss. Once you do, you can start defeating other bosses to eventually turn it into the divine relic. While you do, all sorts of effects happen like starting at 1 HP, having your normal attack change constantly and having an in-consistent smoke bomb. Once you defeat enough bosses tho, you get the divine relic which can be incredibly OP if you're skilled enough. The changing normal attacks are still a thing, which is why you need to be skilled enough I said, but you get a normal smoke bomb, the axe parry move and you have an ability where you get health on your 1st, 3rd and 6th parry which can be crazy broken. The last charm is basically just that last parry effect on its own and its the one I stuck with throughout the DLC, it can make A and S ranks stupid easy to get.

Speaking of Ms. Chalice again, I did use her a lot in one area of the game. The king's leap is a series of parry challenges and she is super useful with her dash parry. This one one of my favorite parts of the DLC ngl, it was really fun. I even did The Gauntlet which has you doing all of the challenges in a row without a break in between. It wasn't too bad and the executioner was definitely my favorite of the bunch. Also the presentation of the castle and it looking like it's made out of clay was amazing.

Now onto the meat and potatoes once again, the bosses. Yeah, there's only bosses now and no Run and Gun stages. While I do prefer the bosses a bunch, with there only being 6 total this DLC just flies by and is one of my biggest criticisms tbh. Idk, I just wish this was a little longer because what's here is great, you can just beat it in no time is the problem. Anyways onto the bosses. It has some of the best bosses in the entire game and some alright ones. The Howling Aces was easily my least favorite when I first played and that was all because of the last phase where the screen rotates. It felt cheap at the time and I really did not like it but now after S ranking it (yes this is the one and only S rank I got funnily enough) if you turn your head and understand that the dog bowl color lets you know what they will do, it's not that bad. I'm still not the biggest fan of it tho. Esther Winchester was the only flying stage and I thought it was okay. I just found some of the later stages really annoying but again funnily enough, it was another one I was able to expert in the end. Mortimer Freeze and Glumstone the Giant I don't really have much to say besides they were both pretty good. I didn't expert either, Mortimer especially is a pain in the ass on expert. Chef Saltbaker was definitely one of the best in the game even though his fight can be a real bullet hell at times. The spectacle of it really did it for me and he was another one I didn't expert. I saved the best for last and while the fight is fun, the presentation alone made this my favorite. Moonshine Mob was easily my favorite fight just because it was so creative. It's a mob of bugs that all play a part in the fight. First off the announcer was different this time and it was one of the members of the mob which was great. The spider and the light bug were both fun and very expressive. The music is also sung by the light bug which is a nice touch. Then near the end of the fight, we find out the head of the mob was actually the announcer from the beginning..the snail. He's teaming up with an anteater which is so brilliant because you know he uses the anteater to scare or even kill other bugs. Then when you defeat the anteater there's a fucking fake knock out screen that can actually trip you up since I thought it was just a quirky little change up like the initial announcer was but the fact it's a fake out from the snail, it was the cherry on top of the already incredible presentation in this fight. Like I said, easily the best in this DLC and may even be the best in the game. This was another fight I was able to expert as well.

I got all trophies which only required me to S rank one boss so I didn't expert everything like I said. I just don't find expert mode too fun so I don't think it's a huge deal. Either way, great DLC overall. I think I do like the base game more just because this DLC was really short and I didn't love every boss here, but what was good was really damn good so I definitely recommend every Cuphead fan plays it.

Okay I swear my next review will be Chrono Trigger. I keep putting it off and I really got to get back to it 😭

Back in 2017, I bought this game alongside the Digital Devil Saga duology and Vagrant Story. I happened to find it at a convention and knowing I had just played Automata that year and loved that, I figured I'd pick it up. I honestly didn't even know there was a NieR game before Automata at the time, so I was pretty surprised. I started playing it, got up to seafront and had no idea how to fish and then promptly dropped it. Fast-forward to 2021, I see that a remake of the version with Brother NieR was releasing soon and I decided to go back and actually beat this game. I play through the entirety of it (besides ending D) and thought it was great, though I did have some issues with it that held it back from me loving it more than Automata. Fast-forward again to this year, I had planned to replay Automata for a while now and decided that November would be the month to do so. Before that though, I decided I wanted to replay Gestalt and see if I ended up liking it more now. Well seeing my updated rating, I'm sure you can see how I felt. This game is honestly not objectively perfect but it does certain things so well and I love it so much, that I can't give it anything less than a 10/10.

So the thing people like about NieR the most is the story. When I played it in 2021, I thought the story was good but overrated. I also somehow missed the gestalt documents at the end of the game, so that plus appreciating the story as a whole a lot more, made me realize it really is peak. A big part of the story being amazing too, are the different endings you can get. Ending A is great but the game really comes together when you go through route B. Some things get revealed to you at the end of Route A, and so there's a bunch of little changes in Route B that flip your perspective on what was going on and I just love it. You're basically replaying the 2nd half of the game all over again but because of all those little changes, I had no issue with it. There's also ending C and D and the route for those is basically the exact same as B, only the ending changes. The endings for those are great (especially ending D, holy shit does that ending feel impactful) however I can see how it would get tedious for someone playing considering it's pretty much all of the same content as route B. Either way, the story is just fantastic I think and definitely better than I once thought.

Though, the story is not actually my favorite aspect of the game. My favorite aspect is the main cast. Honestly may be my favorite cast in any game ever tbh, I love all of the main 4 so much and think they complement each other perfectly.
Weiss and Kaine are always throwing insults at each other, Weiss is always complaining about NieR's tendency to just help someone no matter what, Emil has a great affection towards NieR as seen later in the game, Emil and Kaine get along well because they both see themselves as outcasts...there's a lot of different character dynamics going on and when it's all 4 of them together they just make the perfect JRPG team imo.

The other big thing I absolutely loved was the OST. When I initially beat the game, I realized that the OST was really good but as time passed, I kept coming back to certain songs. I was listening to Gestalt's soundtrack more than Automata's and now that I've beaten it again, I can confidently say I 100% like it more than Automata. It's honestly just perfect and probably in my like top 3 Game OST's ever now. Stand out songs for me are Grandma, Emil Karma and it's other variant, Song of the Ancients, Shadowlord and more. The music is just top tier.

Another thing I really love is the gameplay changes that happen throughout the game. Besides your normal combat, there's also little sections that change things up. There's several 2D sections throughout, there's a forest area that plays out like a Visual Novel, the first visit to Emil's Mansion is basically Resident Evil with its semi-spookiness and fixed camera angles, Emil's Mansion's basement gives you this top down view that plays like Diablo, not to mention most of the bosses area bullet hells. There's just a lot of variety in the gameplay and really makes the game feel fresh.

Speaking of the core gameplay though, let's talk about the combat and the other "flaws" I see this game having. The combat...compared to more flashier, fast paced action games is lackluster. I remember it was a big issue to me when I initially played the game, but honestly it grew on me a bunch and I learned to enjoy it now. I don't think the game ever really needed super flashy complex combat and so I think it gets the job done. Plus there's something I enjoy about how chunky the combat can feel, idk I said the same thing about Yakuza 1 and the same thing applies here too.

My other biggest issue back then, and this was purely just a me thing, was I didn't like the world and it's aesthetic nearly as much as Automata's. The post-apocalyptic world in that game was my absolute favorite aspect when I played, and so to go from that to this was disappointing back then. I still much prefer Automata's world but I honestly do enjoy Gestalt's now. It's far from my favorite gaming world, though I also don't play it for that so it also gets the job done I think.

A couple small issues I did actually have with the game this time around were the bloom effects in some areas and the Exp system. I think the bloom in seafront and the fog effect in the northern plains can look kinda ugly at times, I'm sure that's probably fixed in the remake so that's really only a Gestalt issue. I also disliked how if Kaine or Emil got the finishing blow on a normal enemy, you missed out on any Exp. I hope that got changed in the remake because it can kind stink when playing here. I can also see why people would dislike all the backtracking, hell I was getting a bit burnt out myself going for ending C and D lol. But overall, I think the backtracking to old areas isn't as bad as people say. The area you go back through the most is the junk heap and even then, that area isn't too long and has banger music so I had no problem going through it several times.

Last time I played, I only did a few of the side quests that were needed to get every weapon for the latter endings. This time around, I did every single one...and while they could get very fetch-questy, I enjoyed them overall. A lot of the time there's some voiced Weiss/NieR dialogue that makes the entire quest worth it imo. The best quests overall were I Facade I thought. Most of those were very memorable, alongside the lighthouse lady ones of course.

I did also get a chunk of the trophies I was missing before, the big one being the Lunar Tear one. That definitely took a bit of effort on my part but once I finally got it, it was pretty satisfying. I still have the speedrun trophy and the weapon upgrade trophies to get so maybe I'll do those on my next replay who knows.

So yeah, is the game perfect? As I pointed out, there are some issues I can see others having and there are even some things I still wasn't a fan of in this game. But the absolutely peak story and especially peak cast and OST, just makes me want to give it a 10 and that's what I'll do for the time being. The game has a lot of heart and I think it's worth playing if you haven't already.

Anyways, next is Automata and it's been even longer since I last played that so I'm hyped to see if I'll still love it as much as I did six years ago!


Also sorry if this review is incoherent at all, writing this at 3 AM randomly lole.

So after playing Mario Wonder and generally enjoying it, I wanted to replay my favorite 2D Mario. I wanted to see if it was total nostalgia that was keeping me from not liking Mario Wonder as much as this and well maybe it still is? Either way, as I did with my other playthroughs, I had an absolute blast playing this and still consider it peak 2D Mario and one of my favorite platformers ever.

I think the main reason I really love it, is there's just so many secrets to find. There's 96 different exits in this game and like at least a third or more are secret exits. They're everywhere and they're really fun to find. Some of them can be quite tricky for newcomers, tho I've played this game so much that I know where everything is. Finding a secret exit in a normal level and then finding a secret exit in that secret level you just unlocked, man it's just so cool. Every single time I start a new playthrough, I always go to the star world really early, it's super fun.

I also love just how weird and wacky this game is, a lot of the stages can feel very dream like with how out there they are. In general the level design is very fresh and there's new ideas thrown out you even until the very end of the game. The game is also chock full of brand new enemies, even ones exclusive to this game that never returned to future titles.

The general gameplay is more slippery than Mario 3 and while some players may dislike this change, I enjoy it. It takes a little getting used to it at first but once it clicks, it feels great. It's more skill based but also never frustrating at least for me. I also think the game as a whole is never super frustrating (well maybe some of those special stages lol) but also never a walk in the park. I think this game has a perfect difficulty curve, it can get a bit challenging in certain levels near the middle and end. Though you could also easily get 99 1-UPs from that one level with the immense amount of Koopas lole.

I really love the OST, it's very simplistic with how it's just different renditions of the same song for most of it but it really works. I absolutely adore the end credits theme too. Another awesome thing this game did was give Mario a lot of personality. Whether it's his hat bobbing up and down when he jumps, to those really wacky cutscenes that play when you beat a castle, this game is full of personality.

Even though I've played this game many times, I still have trouble with it at certain points. I had a really rough time trying to get the secret exit for Cheese Bridge Yoshi-less, and then some of the special stages (specifically Tubular and Mondo) always give me a hard time. Some castle levels also trip me up sometimes too, I don't think this game is super easy like I've heard some people say idk.

So in the end, yeah it may just be nostalgia talking but I truly think this game is peak and definitely peak Mario, at least for me. I love this game so much man.

Replayed this for the sake of nostalgia and its themes of accepting your own death resonate with me even more now because this account is dying on May 27th, 2024

After getting my Switch on launch along with Breath of the Wild, I was excited to see what games the console would have in the future. I bought Master Blaster Zero and eventually The Binding of Isaac for the third time, but a month and a half later Mario Kart 8 Deluxe came out. Now look, this may be a rerelease and all but it was for a portable console. Mario Kart 8 was great but I could only play it at home and with a game like Mario Kart, its more fun to play it on the go with friends. When this came out, I was nearing the end of my Junior year in High School. Let me tell you, me and my friends played this all the time during the span of the rest of my high school experience. We played it in lunch, we played it in study hall, we even played it in class whether it was sneaking it or just when we had free time. This was THE Switch game to play when it came to my friend group alongside Jackbox Party Pack 3. It's just a ton of fun and while I said it was a rerelease, it's not just a lazy port. They not only included the DLC tracks, but they also added some new characters and revamped the battle mode.

I said the character selection was a bit lacking in the original game but the ones they added here are all good. Bowser Jr, King Boo and Dry Bones are all good additions that were in past games. The completely brand-new addition tho is Inkling Girl/Boy. Now, I was a huge Splatoon 1 fan before this so I was hyped when they were added. I mained them a lot when I first played and honestly, they're a perfect crossover addition just cuz Splatoon was originally supposed to be a Mario game which I found funny. This isn't even getting into the characters they added from the booster course pass. Most of those are also great, tho I haven't used them myself since I don't own the booster courses. If you do though, easily the best roster in the series.

The other thing they fixed of course is the battle mode. Easily the worst part of the original game and the worst battle mode I've played, it's really good here. Not as good as Mario Kart DS since there's still no option to have it be elimination rules, however you're not forced into teams like Wii and there's a whopping 5 modes this time around. Balloon battle and coin runners are classics of course. Shine thief makes a return and it's also pretty fun here. Bob-omb blast apparently originated from Double Dash and that's also fun tho definitely the most chaotic of the bunch. The brand new mode this time around is renegade roundup and its basically cops and robbers. Pretty fun mode as well but the real reason these are all actually fun is they gave us battle courses again THANK GOD. The old courses are great and some of the new courses are awesome too like Urchin Underpass. Love to see a little Splatoon representation since it didn't get a race track.

So there you go, the character selection was expanded and while not my favorite battle mode, the battle mode was made actually fun again. The only other thing they added, and they added it 5 years after deluxe came out, are the booster courses. Now I don't own them but my good friend Quent has the expansion pass so along with him and my friend wheatie, we played a bunch of online races for this review and I was able to play pretty much all the courses I wanted to. I didn't play them all but I can see the course quality varies greatly. You have some really half assed tracks and then you have really great ones like Yoshi's Island or SNES Bowser's Castle. A lot of the returning ones are Wii courses which is a plus too. Obviously most of these are just straight up ported from Tour and the visuals on a lot of them are pretty unacceptable compared to the base game but, if you don't care about then then the value of 48 tracks for $25 is great. That's basically 50 cents a track plus the added characters. Not only that but they added the ability to choose custom items, plus a music player in the main menu.

With the slightly better character roster and the MUCH better battle mode, I can say this is definitely THE definite Mario Kart. Though I may end up liking Wii a tad bit more now due to it's wacky physics. Either way, definitely a must have as a Switch owner and as a Mario Kart fan.

Well, that's the end of the Mario Kart marathon everyone unless I end up actually playing Tour lol. Been playing Persona 3 FES this whole time alongside these games and I'm in December now so I think I'm nearing the end of it, stay tuned for that review!

"fuck it, finally a fantasy"
~fred durst (2021)

consistently fun but bogged down by way-too-frequent mmo-esque fetch quests, a dogshit main antagonist and jill's comical lack of characterization

when it hits though, it really fucking hits. clive is a terrific lead, (kupka is also a fantastic rival) every major set piece manages to one up the last and the combat, while a bit easy for an action game absolutely braindead, is really fucking fun

only ps4/5 game thus far to feel like a truly "next gen" experience and a crystal clear reminder of the heights this series can reach when it's not rife with developmental problems

edit: that last line is still mostly correct but not in the way i'd like. it's certainly next-gen in terms of scope and scale with regards to spectacle, but the actual writing is piss poor. this was very much a honeymoon game and ng+ made it clear. xvi feels like a first draft

At this point, I feel like I’ve been playing Journey for half of my life. I’ve played through underwater Journey, forest Journey, air Journey, space Journey, cat Journey, and even boring Journey. Yet upon my yearly ascent in the original Journey on New Year’s Day, I find myself just as floored as when I first picked it up years ago, in spite of clone after clone exhausting my goodwill. What exactly then, is present in the original’s realized game design philosophy that every other spiritual successor has found themselves bereft of?

To answer this question, I want you to imagine a world where Journey doesn’t exist. A world where the formula to indie developers meant something more than just mindlessly tilting up on the left joystick to walk towards the next checkpoint while some narrator waxed poetic in the background. Before Journey, before Flower even, the closest ancestor we had was Ico. Fumito Ueda described his game as an execution of “boy meets girl,” and what it boiled down to was a minimalist adventure game with some puzzles cleverly disguised as platforming and timing segments. Occasionally, you also whack a few shadows while protecting and pulling your female companion Yorda through vast and still castle ruins. It wasn’t a perfect game by any means; the combat was frankly tedious, Yorda lacked much of an identity outside of pointing at objects of interest/opening doors/getting kidnapped, and at the end of the day, there really wasn’t much in the way of a balanced and developed relationship when the player was calling all the shots, but it was still the start of something beautiful. It wasn’t mechanically complex or esoteric in any fashion, but it was different. It was different, and it felt dangerous.

This write-up is not intended to be a critique of Ico, nor is it meant to imply that games proceeding Team Ico's philosophy of “design by subtraction” have since been inferior. Rather, I bring up Ico in particular, because there seems to be this general perception that minimalism results in a crippling lack of mechanical depth. That is, many seem to believe that discarding and minimizing a game’s various elements results in a dearth of tangible mechanics or imagery to cling onto, and thus appears to result in an empty and vacuous experience with little to justify further replays or deeper dives. To me though, this line of thought fundamentally misunderstands the purpose of addition by subtraction. It was never about creating mechanically deep systems with limitless possibilities like an immersive sim or a sandbox. Rather, the philosophy aimed to remove excess layers that distracted from the game’s “more realistic feeling of presence”, such as removing optional bosses and landmarks in Shadow of the Colossus or reducing enemy types in Ico to just a single design. In fairness, the goal wasn't just to remove extraneous elements that made something feel overly “gamey,” but also to marry mechanics in a way where the invisible layer of intended design never made itself too apparent (i.e. hiding the user interface in Shadow of the Colossus outside of fights). It was not just addition by subtraction; it was also addition through illusion.

To that end, I firmly believe that Journey is the best Team Ico game that Fumito Ueda never directed. Journey’s design philosophy was not necessarily revolutionary for its time, considering its predecessors in the forms of Flower and Ico, nor was its ultimate goal of reaching a final destination via walking/jumping/flying mechanics particularly exemplary. What was exemplary was its level of care and precision in how it implemented said minimalist design philosophy. Every time I play through Journey, I pick up more subtle details through its fusion of audio-visual presentation and gameplay that seemed so clear and intuitive that I had taken their presence for granted. There are the obvious strengths, like how Journey wordlessly conveys your path forward by keeping the shining peak of the mountain visible at all times while outside, or how it uses consistent visual language through cloth creatures and strips to demarcate safe zones where the player can recharge their scarf. But there’s more beneath the surface; what about the game's sneaky introduction to the sand-sliding mechanic from the introductory dune so it’s no longer unfamiliar during the exhilarating and committal descent, or how there’s a section of the underground that’s filled with these scarf jellyfish tinted in blue allowing you to remain in flight that evokes the feeling of being underwater, foreshadowing the next section as a tower ascension where the player must continually breach the surface to “swim” and escape? Sure, everyone knows about how the bitter cold disempowers the player by slowing their movement and lowering the scarf’s energy gauge, but I usually don’t hear about how strong winds can chip away at the scarf’s capacity itself or how it reduces the volume and area of effect of your shouts, making it far more difficult to restore your energy gauge from the growing frostbite.

There’s also the overlooked audio aspect of Journey. Granted, everyone loves to discuss the soundtrack’s thematics, like how the final chord of Journey’s motif never resolves a single time in any track until the end of Apotheosis or for that matter, how all the instruments are never fully present until that final ascent, when the entire orchestra finally comes together as one only to slowly fall away as the player and the world fade away. Yet, the sound design regarding Journey’s implementation of said soundtrack often goes underappreciated. Again, there are plenty of clear strengths that have been widely discussed, such as the punctuated stillness of the desert dunes providing room for the piddle paddle of the player’s footsteps amongst the vast desert winds and eventually swelling into triumphant bursts of adventure. But again, there are little subtleties that speak to the soundtrack’s interactivity, like how the backing drum during the aforementioned underwater section gives the track the impression of being muted and seamlessly drops this filter once the player breaches the surface, or how the player’s shouts are always in the key of the backing track’s scale, meaning that the introduced notes remain within the game’s tonality. It’s these little things that further round out Journey’s experience; the music is so seamlessly woven in that it takes a discerning ear to pick out every specific detail, in such a way where it feels like the soundtrack is organically supplementing every memorable moment of the game.

Of course, it’s not enough to just handle the basics well, even if there’s a master’s touch present to carefully disguise these additions so silently. As I mentioned before, popular works need compelling hooks to draw in an audience, but they also need an element of danger to keep that audience engaged. In the case of Journey, Thatgamecompany tackles this through their stealth multiplayer. This is where Journey easily outclasses its successors and may in fact, even have one-upped Ico. If Ico’s main limitation was a lack of autonomy for any non-player characters, then Journey circumvents this problem entirely by replacing the AI with real players instead. The loose implementation adds a catch: nothing in the game aside from the final completion screen listing your companion(s)’ name(s) ever hints on this, and not once is the player given instructions or suggestions on how to interact with said players. The only obvious mechanical incentive from cooperating with other players is the ability to recharge one another’s scarves via proximity/shouts, and there’s no consequence to merely abandoning random players or quitting in the middle of a session. It’s what makes this multiplayer so compelling; many times you’ll find other players just wandering about by themselves, despawning, or quickly rushing ahead without care towards your presence. There’s no guarantee that they’ll cooperate… which makes that one instance where they do that much more memorable. In this sense, I think Jenova Chen and his team solved two problems at once: the aforementioned challenge of granting outside elements a degree of realism, and his own personal challenge of creating a minimalist environment where players had no incentives to act in bad faith despite never having any major incentives to cooperate either, resulting in seemingly organic interactions.

Perhaps it is cheating to state that this spontaneous element is what gives Journey a step-up over its peers, but I also can’t deny that this same feature is exactly what lends the game its identity. It’s hard to provide drastically different experiences for focused single player games after all; no matter how much Fumito Ueda may have insisted that he was inspired by emergent gameplay mechanics and player autonomy to allow for more diverse experiences, there remains an upper limit upon how far those experiences can unravel. However, Thatgamecompany’s take upon the “single-player odyssey” alongside the game’s cyclical nature and short runtime means that Journey is a far more replayable experience while remaining every bit as compelling as its competition. Even after multiple trips up the summit, I continue to be amazed by the thoughtfulness shown to me by other players. I can’t tell you how many times I’ve fallen down the temple from being blown away by the wind, only for my companion to jump down with me, or how many trips through the blizzard were spent slowly trudging together mashing my shout, just like strangers on a cold winter’s night huddling together for warmth while shouting cries of encouragement to take one more step forward. In essence, Journey didn't need an intricate or elaborate story told with fanciful cutscenes and voice-acting; it simply needed to provide a backbone with no other contradicting elements, allowing players to form their own stories by experiencing the game on their own terms.

Journey isn’t mechanically rich or wildly innovative in terms of its scope, but it doesn’t have to be. Rather, it’s a deceptively simple yet meticulous and thoughtfully different approach upon a respected design philosophy, which aimed to further refine said formula by whittling down any elements that detracted from the game’s constructed sense of reality. Similarly, it doesn't feel the need to present a grandiose narrative, instead stripping away any specific contextual layers as to allow players to create memorable experiences with no conflicting moments in-between. I should be sick of this formula after tackling so many misguided copycats, and I can't deny that I was afraid to label yet another old favorite as propped up by nostalgia. Thankfully, my fears have been assuaged. I keep waiting for the day where I’ll finally be content putting this down forever… but that day has yet to come. I was not the first adventurer to embark upon this pilgrimage, nor will I be the last. Maybe I just need to get over my cynicism and accept that there was never anything to be cynical of to begin with. I’m sure more developers will continue to lazily carbon copy one of my favorites until the end of time, but that doesn’t mean the good times have to end.

Thanks for reading, everyone. Happy new year, and here’s to another journey around the sun.

Game so bad the reason most people play it today is because they want to skip most of it

Thank you @Eggsandwhich for recommending I play this after my month of NieR. Also a shoutout to @ptcremisi cuz he loves this game too. I'm happy to say, despite some issues I had that do hold it back from me rating it higher, I really enjoyed this game a lot.

Though tbh, at first I wasn't really enjoying it all too much. The beginning cutscene really got me interested but by the time I got to the first level in the game, I started noticing issues I had. First off, I don't think the first level is that great of an introduction. I found the level design to be too simple and it's definitely my least favorite stage in the game. That plus some other issues I had while playing, really didn't help my engagement. I found the combat just okay, it got the job done but it wasn't great. The platforming too could be a little wonky. I found the ledge grab really inconsistent (tho I got used to it later on). The figments were hard to see a lot of the time and they seemed like they'd be quite annoying. It also didn't help that I played this on my PS2 and it ran poorly a lot of the time and even rarely slowed to a crawl. That combination of things, plus the poor intro level, it just wasn't doing it for me. Also later on, you start to fight bosses. While it's cool to find out how to beat them, they're often not that fun mechanically because of the clunky combat and are usually too easy on top of that.

As I played on tho, a lot of these issues were lessened a bunch cuz I blew them out of proportion. Because of this, I learned to really love the fantastic things in this game. Probably my absolutely favorite aspect would be just the game concept as a whole. Going into people's minds is just so awesome, and they really utilize it to it's fullest. Your collectibles are absolutely brilliant. Figments of your imagination, emotional baggage, cobwebs (in your head). It's just all so good and really makes the world feel so well thought out. Like the health pickups are literally called mental health, that's amazing!

The other best thing this game has going for it are the quirky/funny moments and it's memorable cast. I couldn't even count just how many times this game made me chuckle, it's so weird and I love it. It really felt like a Cartoon Network or Nickelodeon show from the early 2000's which is great because that's the era I grew up with. Feels like the love child of Billy and Mandy and Invader Zim if I'm being real. As for the cast of characters, most of kids were whatever (tho I did like Dogen and Lili) but the main cast of Psychonauts were all great. I do wish they had more screen time, because in the 2nd half due to certain events they're mostly absent, but what we do get is great. Also, a shoutout to Raz himself, what a great protagonist. He's so quirky and sassy yet likeable.

At first I was a bit iffy on the camp setting but once I explored the overworld, I really enjoyed it. It feels a bit nostalgic for some reason, and I never even went to camp as a kid. I also think the overworld had overall better level design than the actual levels. The levels are cooler and more out there than the camp setting but the level design is more linear, while the camp is more open and explorable which is fun.

Another thing I enjoyed were the Psi badges. While I wouldn't say most of them were super fun to actually use, a lot of them were used on puzzles throughout the game and are just cool conceptually. I will say though, levitation is an absolute blast and is easily the best badge in the game. Glad you get it early on because from then on, I used it all the time.

Idk why I thought this was a kids game all this time (I probably would've loved this as a teenager) but it definitely isn't considering they cuss throughout the game and the game can get pretty dark. Seriously, some of the mental illness stuff can get pretty realistic even if there is a goofy undertone, but it's still handled with tact. The vaults are another collectable in the game and they hold some of the darkest shit I swear. Milla's hidden vault 😢. But I really love how they flesh out each character even more.

I said the figments were annoying because they're hard to see, and while that is still a criticism of mine, they weren't annoying enough to the extent I didn't want to get them all. So I went and 100%ed the game and that was mostly hassle free. Some stray figments here and there and some of the milkman's conspiracy gave me trouble but that's about it.

So overall, while the actual gameplay is usually just acceptable to subpar, the charm this game has with it's cast of characters, it's quirky humor and just the awesome concept of going into people's minds won me over. This game is flawed but really enjoyable. I'm giving this a 7.5 rn only because the sequel seems to fix the gameplay issues I had. From what I've heard, 2 starts off right where 1 ended and that's just so cool I can't wait. Anyways, on to my Secret Santa game next...Metroid Prime 2!

7.5/10

Before I played Galaxy 2, I only ever really played crappy licensed games on my PS2 for the most part. I was a young kid at the time so I couldn't really gauge if a game was actually good or not, I just got a game based on a show/movie I liked and that was that. That all changed one day when I was scrolling on YouTube and stumbled upon Super Mario Galaxy 2. I can't even remember what I saw since it's been so long, but I remember instantly thinking "I NEED to play this". This was right before we were going on a trip to Ocean City Maryland and I knew my dad's friend who was going on the trip with us, was bringing his Wii. I go to my local movie rental store which also had video games and rented it. The trip lasted a week and while I really should've been having a ton of fun on the beach, I instead couldn't get enough of Galaxy 2. I was addicted. I think I got up to like world 4 before I had to return the game and I had to part ways with the Wii. I also remember getting a gaming magazine that focused on Galaxy 2. I also distinctly remember a game called "Ivy the Kiwi" being a big focus in it too. God, I wish I still had that thing. I lost it ages ago and can't remember the name of the magazine, and I've tried to look it up online many times to no avail. Anyways, after the whole trip, me and my brother got a Wii and I got Galaxy 1 as you know. A bit after that I remember renting the game again and then eventually getting it for Christmas that year (I think).
I eventually did beat it, but not 100%. I never completed the game until the summer of 2015, I don't know why it took me five years but when I finally did it, I was absolutely ecstatic. This game means a whole lot to me as it not only got me into non-licensed games but it really kicked off my love for gaming as a whole.

So let's start with the biggest elephant in the room, this game's story. Yes it's very lame that they retconned the first game and that the story in general is way more lame in general compared to 1. This is my biggest criticism besides the game not being quite as atmospheric/spacey as 1. It is the reason I think I do like 1 more now, but it really isn't a deal breaker to me. I think there's enough fun dialogue throughout the game for it to still have an above average story for a mainline Mario game. Still, not nearly as good as 1's which yeah is a bit of a bummer.

However, I think the game more than makes up for this by being so much fun and more fun than 1. While 1 had plenty of good galaxies, I did think having several samey ones (the beach and bee galaxies) when there's only 15 full length galaxies was a bit of a downside. Galaxy 2 however did something different. Instead of having a mini galaxy here and there, and having your main galaxies be 6 stars, here the full length ones have 3. Now while there is a good reason they did this, this also led to the game having more sized galaxies that are way more plentiful. This along with the fact the level design is way more straight forward and faster paced, makes the game more fun than 1 I think. It's up to preference of course and I still love both games approach to level design.

Another reason this game is a blast to play is the addition of Yoshi. You wouldn't think he'd add so much to the levels but he does. He's in a good amount of the galaxies and also in them are powerups for Yoshi to use. These were also a great addition and just add that extra bit of fun to the game. I like them all but my favorite was definitely the dash pepper just because it's used in the best of ways. Alongside Yoshi and his powerups are new powerups for Mario. The drill and boulder mushroom were both cool but the cloud flower? Absolutely my favorite powerup in any Mario game. It not only just gives Mario a very pleasant design to look at, it let's you create a maximum of three temporary cloud platforms to use which is just so much fun. They clearly knew it was gonna be the fan favorite since it's used in a ton of galaxies.

While I definitely like 1's soundtrack more now, 2's is also still amazing. It's funny, while the game isn't as atmospheric as 1, it may have the most atmospheric song between both games lol. That would of course be Cosmic Cove Galaxy which is hands down my favorite song in the game, which is fitting since it's also my favorite galaxy in the game. Some other songs I love are Sky Station GalaxyYoshi Star GalaxyStarshine Beach Galaxy and Wild Glide Galaxy. The game doesn't have as moody of an ost, it's more upbeat than 1 but it still has some moody tracks and is still amazing like 1. A good example of a moody track actually and a shoutout to this one is Slimy Spring Galaxy. They did not need to give a short galaxy like this such an otherworldly and atmospheric track but they did. I never really appreciated this galaxy when I first played the game but nowadays, I actually really love it. Again, while 2 doesn't have the same level of atmosphere as 1, it really does still have its moments.

I had a bit of an issue with the prankster comets in 1, not being the biggest fan of them since there's only 5 types (and one of the types barely gets used). This game improves on them I think. Instead of appearing randomly like in 1, you have to get a comet medal in each galaxy for them to appear. Once they do, they will never leave so you don't have to worry about getting them to appear again like in 1. There's also a better variety of challenges this time. You still have your speedrun comets, your daredevil comets, your purple coin comets. However, the cosmic Mario races have been replaced with cosmic clone comets. You now have a different type of speedrun where you have to collect clocks that give you 10 seconds each. You have comets where you have to kill a bunch of enemies in a period of time. These changes/additions, plus the comets not being color-coded anymore so you don't know what you're going to get until you go into the galaxy, just make them much more fun than in 1.

Another thing Galaxy 2 did better than 1 is the extra 120 stars. In 1, to get all 242 stars you have to play the exact same stars as Luigi and then your reward is two extra purple coin stars that I just never found good. In 2, you have 120 green stars to find. A lot of people don't like the addition of these and I never understood why. Sure you can say it's filler but they are brand new stars and they're usually placed in fun creative ways. They act as a sort of scavenger hunt for you to find and you can use the sound they make as a sign you're close to one. Sure, they're not quite as fun to get once you replay the game and know their locations. But a bunch of them still require more advanced techniques to get like triple jumps and stuff so I never found it tiresome to get them all even on this replay. And the reward you get is a fun challenging galaxy that blow's Galaxy 1's reward out of the water. Overall, I think it's a very good postgame and well worth doing it just for the Grandmaster Galaxy.

Just a couple of little changes I noticed between both games. The first is one I noticed all the way back in 2010 when I played both games. When you spin into a launch star in 1, there's like a little couple second delay until it activates. 2 fixes this issue and let's you activate it right away which is super nice. Something I noticed on this new playthrough is unlike 1, 2 doesn't let you spam the spin underwater. I don't know why I never notice this until now lol. I also think the automatic saving instead of giving you a prompt asking you to save is a nice addition in 2.

I love both Galaxy 1 and 2 so much, it really is hard to decide which I love more. While at this point, I'm sticking with 1, it really does flipflop back and forth a bunch for me. Chalk it up to me playing 2 before 1 maybe? Idk if I'd feel the same way if I played it way after 1 or something. Either way, I still feel the same way as I did with my 2022 replays. Play 1 for the much better story, better atmosphere and better OST. Play 2 for the better polished, all around more fun experience. The real answer though is to play both as they're both fantastic games.

Also my top 5 Galaxies now are Cosmic Cove Galaxy, Starshine Beach Galaxy, Slipsand Galaxy, Clockwork Ruins Galaxy, and Throwback Galaxy...among many others, there's just too many good ones in this game!

     'Those great, beautiful ships, rocking silently on the calm waters, with their idle and wistful sails, are they not telling us in a silent language — when will we depart for happiness?'
     – Charles Baudelaire, Fusées, VIII, 1887 (personal translation).

One of the most difficult issues in fantasy studies is to define its contours and, by extension, its relationship to reality. In her seminal study, Fantasy: The literature of subversion (1981), Rosemary Jackson points out that fantasy violates the conventions and rules of our reality and: 'threatens to subvert rules and conventions taken to be normative [and] disturb "rules" of artistic representation and literature’s reproduction of the "real"' [1]. The capacity for deviation that speculative fiction offers is both an opportunity and a danger. Jackson points out that this subversive potential does not mean that fantasy or the fantastic are genres that always aim for social progressivism. In fact, the overwhelming majority of the pulp tradition was steeped in racist, homophobic and misogynist tropes that exerted a lasting influence on fiction throughout the late twentieth century and to this day.

     The misogynist issue in Western-style fantasy

Many authors hide behind these historical precedents to conceal a conservative discourse. The existence of multiple races allows for the perpetuation of social oppression, and while female characters have generally become more active in recent decades, they continue to fit into old-fashioned stereotypes [2]. The Final Fantasy series is part of this dynamic and has always oscillated between these major themes of fantasy fiction, notably by offering a regular comparison between magic and technological modernity, nature and industry, good and evil, humanity and divinity. These dichotomies are relatively common and allow the story to touch on issues such as capitalist exploitation and the use of natural resources. However, the representation of other topics remains disastrous: Final Fantasy XIV (2010) is especially characterised by deep-seated racism and sexism, the latter partially masked by the presence of strong female characters in positions of power.

It is hard to say whether these precautions were taken to appeal to a particular audience, but it is clear that Final Fantasy XVI ignores all these concerns and plunges into the most outrageous archaism, piling on misogynistic scenes wherever possible, supposedly justified by the harshness of European medieval society. Excuses of this kind obscure the real issues. The player follows the story of Clive Rosfield, drawn into a quest for revenge after the Phoenix Gate incident, which spells the end of the Duchy of Rosaria. Miraculously reunited with his childhood friend Jill Warrick, he joins Cid's group, determined to change the situation of the Bearers – magic-capable individuals enslaved across the continent. Final Fantasy XVI is therefore a tale of free will and independence, pitting the dark nature of the world against the purity of Cid and Clive's ideals.

To create this atmosphere, as well as the division between good and evil, the title makes extensive use of violence, sex and sexual violence as narrative drivers. Lenise Prater explains that Fiona McIntosh's Percheron trilogy (2005) constructs: 'a series of juxtapositions between good and evil [...] through the representation of sexual violence' [3]. The same processes are at work in Final Fantasy XVI, from the very first narrative arc of the adventure, where Benedikta is cast as the archetypal femme fatale, ready to use her body to manipulate her rivals: the character is constantly brought back to her status as a woman, and it is the threat of sexual violence that cements her development – Annabella is constructed in a similar way. Final Fantasy XVI revels in the dichotomy between whores and innocent virgins. Despite the Western aesthetic of the title, Jill is no more than a yamato nadeshiko who is constantly sidelined by the game. She mostly serves as a narrative device to advance the plot, through her multiple visits to the infirmary or because she is kidnapped by Clive's enemies. The title denies her any agency, and her nuanced fragility is only hinted at in a few sentences before being brushed aside: it takes almost thirty hours of gameplay before Clive explicitly asks her how she is, despite her constant concern for the protagonist's anxieties.

     A case for centrism and laissez-faire

This conservative portrayal is echoed in the discourse on the Bearers. The game is moderately critical of slavery on the continent and fails to make it a structural issue for Clive, who always remains somewhat detached from the problem. This issue is structurally embedded in the way the player interacts with the world, as they are extremely passive in relation to the events portrayed in the story. While the player is aware of the political manipulations taking place in Storm, they cannot act on them directly; Clive is blindly thrown into the fray and the situation is simply resolved in a battle that depoliticises the social stakes. Similarly, the Seals donated by certain NPCs guarantee Clive's reputation in the community in a highly artificial way, removing any roughness from the interactions. Clive fights to free the Bearers because he inherits this mission from his father and Cid, but this task seems disembodied throughout the game.

Beyond the main quest, the side quests are particularly lacklustre and do little to deepen the world-building. Because they can be accessed at any point in the game, Final Fantasy XVI chooses to exclude companions from them. They simply disappear from the cutscenes and thus have no chance to react to the world around them. Since the intention is to establish Clive as an ideologically good, open and self-governing character, all side quests are resolved by Clive's ideological concessions or miraculous unifications in the face of artificially created danger, without the slightest contradiction from any of the other main characters. Only in the final stretch does someone point out Clive's hypocrisy and domineering power over Jill, but the scene is quickly swept away by the return of Gav, the comic relief of the group.

Final Fantasy XVI is more concerned with shocking, melodramatic or cathartic platitudes than with radical denunciations of inequality and oppression. Worse, these shocking scenes do not even make the world dynamic, so poor is the structure of the narrative. Two problems stand out. Firstly, the interweaving of high-intensity sequences with slower passages: instead of building up the world through genuine slice-of-life sequences, the game multiplies banalities that the player has already understood for several dozen hours. The temporality of the story is also incoherent. Clive seems to cross the continent in a matter of hours, while his rivals remain completely passive. The confrontation between the Sanbreque Empire and the Dhalmekian Republic is characterised by irrational stagnation and passivity, allowing Clive to strike unhindered. The Twins always remain static, despite long ellipses in time.

     A hollow and meaningless experience

Perhaps Final Fantasy XVI should not be taken so literally, but rather accepted as the nekketsu it becomes in the second half of the game. Such an interpretation would be acceptable if the game did not take itself so seriously. However, as in Final Fantasy XIV, the writing wallows in a very uncomfortable theatrical heaviness – which the actors generally manage to save from disaster – as if clumsily mimicking the drama of Shakespeare's historical plays. However, Clive's disillusioned, self-deprecating, borderline comic character breaks up this fiction. Some characters work well, playing up their theatrical nature, such as Cid or Lord Byron, but they are quickly relegated to the background or an essentially comic role.

The shifts in tone and pacing detract from the development of the narrative, which cannot be saved by a few flashes of brilliance. The aetheric floods seem to have been imagined as a reflection of nuclear risks, highlighting the danger of Japan's post-Fukushima energy crutch, but in the end they are only used as a narrative expedient to create danger where the plot needs it. The pinnacle of dishonesty and disrespect for a title that centres its discourse on human free will lies in the choice of names for the NPC fillers. In the pure tradition of Final Fantasy XIV, they include puns and comical alliterations ('Broom-Bearer') that strip them of all substance and reduce them to ridicule. In the second half of the game, a little girl is introduced as a character of some narrative importance, but the title does not even bother to give her a name or address her living conditions.

Meanwhile, the action sequences prove to be particularly hollow. The choreography in the first few hours is quite ingenious, highlighting Clive's agility with complex movements and rather creative camera angles. As the title progresses, this aspect is abandoned in favour of fights that drag on and resort to nekketsu clichés. The duel against Titan lasts forty minutes and is a miserable succession of attacks around the stone tentacles. Final Fantasy XVI even has the audacity to end the battle not with the obvious cinematic climax, but with a dull and particularly unpleasant aerial sequence. Subsequent encounters also drag on for no apparent reason other than to demonstrate a genuine – if futile – mastery of the lightning engine.

     Ergonomics, gameplay and fluidity

While Final Fantasy XVI boasts detailed environments at first glance, the facade quickly cracks. The early areas are indeed highly detailed, to the point of drowning the player in detail – navigating through the thick vegetation is quite difficult, forcing the player to use Torgal to progress – but the quality deteriorates as the game progresses. The dense environments disappear in favour of vast open areas that struggle to convey the majesty of the world. Although the cities visible on the horizon are beautiful backdrops, they fail to radiate materially onto their surroundings, which then become mere abstractions. Moreover, Clive's movement is extremely sluggish: even getting on his chocobo is an unpleasant task that constantly interrupts the fluidity of the action, while the player is condemned to an extraordinary passivity in order to get from one place to another.

In the Hideaway, this impression is reinforced by Clive's inability to sprint: in the second half of the game, getting to the backyard is a gruelling chore. The magic of this cocoon quickly vanishes, as the various characters keep repeating themselves and are only mediocrely animated. Despite the detailed scenery, the game borrows all its animations from Final Fantasy XIV, giving a very artificial tone to the discussions. The Hideaway is less a place where the player can comfortably catch up with their favourite NPCs, and more a burdensome obligation to access NPCs, side quests and the hunt board – requiring the player to physically go there to see the location of elite monsters, a design mistake that even Final Fantasy XIV avoided.

The enjoyment of the combat system is left to the player and their experience of other character-action games, but it is absurd that the player has to wait at least twenty hours to finally be given a modicum of flexibility in their attack options: Final Fantasy XVI justifies its unique protagonist with a deep combat system that encourages the creation of diverse builds, but this philosophy is only appropriate in a New Game+ where all powers are unlocked from the start. In a first playthrough, the player must suffer from an impressive slowness, to the point where the Story Mode becomes an obvious option. The title here echoes the recent problem of Shadowbringers (2019) and especially Endwalker (2021), which first designs its battles with the Extreme and Savage versions, before cutting out the most difficult sections for the Normal versions – the result is a sense of incompleteness that is particularly damaging when combined with the very slowly evolving combat system.

It is difficult to place Final Fantasy XVI in the landscape of modern Japanese video games, so awkward is it in every way. With the title still in its cycle of artificial marketing in preparation for the DLCs, one can only speculate as to the reasons for these failings. Perhaps the lack of coherence can be explained by the fractured development team working on two major games, and the highly eclectic nature of the directors brought together by Naoki Yoshida. His design philosophy is particularly well suited to an MMO, but Final Fantasy XVI suffers greatly from it: the endless succession of side quests involving the Hideaway characters just before the final battle is incomprehensible, as if the game had remembered that it needed to conclude. Hiroshi Takai and Kazutoyo Maehiro's narrative vision is a series of shocking, empty, meaningless scenes: players of Heavensward (2015) had the opportunity to suffer from Ysayle's portrayal, and it is surprising that Final Fantasy XVI does even worse, a standard-bearer for passive misogyny in modern fantasy. That Jill's theme becomes 'My Star' and denies her any agency in the game's final moments is particularly painful and aptly sums up the title.

__________
[1] Rosemary Jackson, Fantasy: The literature of subversion, Routledge, London, 2005 [1981], p. 14.
[2] On the topic, see for example Peter Bebergal (ed.), Appendix N: The Eldritch Roots Of Dungeons & Dragons, Strange Attractor Press, London, 2021. In the afterword, Ann VanderMeer discusses the conservative roots of pulp fantasy and of the historical TTRPG.
[3] Lenise Prater, 'Monstrous Fantasies: Reinforcing Rape Culture in Fiona McIntosh's Fantasy Novels', in Hecate, vol. 39, no. 1-2, 2014.

Back in Junior High, I had this duo of friends who would not stop talking about Dark Souls whenever we were at our table at lunch. Dark Souls 2 had just come out and they were obsessed with it. This is the first time I ever even heard of Dark Souls, and with them always nerding out about it, it did intrigue me a bit. Fast forward to March 2017, I had just gotten a PS4 a couple months prior and I was itching to get into all these types of games I never did before. On a whim I decided to pickup both Dark Souls III and Bloodborne. Boy was that timing perfect, because the next day it snowed big time and it wouldn't let up for like an entire week so I was playing Dark Souls III nonstop. A couple weeks later I then moved on to Bloodborne. I love Dark Souls III, as you know from my reviews of that, but Bloodborne especially really captivated me. I ended up beating it months later during my thanksgiving break I think (sadly getting the bad ending and missing out on the final boss) and thought it was really great. Fast forward again to like March 2019 I think? I on a whim felt like playing Bloodborne again. I really sucked at first, struggling immensely with Gascoigne, but once I got the hang of it again, I honestly had an absolute blast and knew it would be one of my favorite games ever. The platinum and several playthroughs later, here we are and yeah it's back in my top 5 again.

The very first thing the drew me into the game, and I honestly think it's hands down the best aspect, is the Gothic-Horror Lovecraftian aesthetic and the art design as a whole. It's my absolute favorite aesthetic in any game next to Automata's post-apocalyptic world. That's like one of the main reason's I rate this game so highly tbh, it carry's so hard imo. From Central Yharnam, to Cathedral Ward and even something like Nightmare Frontier, I don't dislike any area's aesthetic. Cainhurst is the absolute highlight, just exploring a creepy gothic castle while it's snowing outside...hoo baby. Like even something like Byrgenwerth, which is absolutely tiny, is an area I like going to everytime because of the seaside aesthetics. Plus it's really lore important which is rad.

Speaking of lore and the story of the game, it's the absolute best in the Soulsborne series imo. It just makes the whole world feel so alive, first starting off with basic stuff like the hunt and then eventually delving into cosmic horror by the end. I was never too into Dark Souls lore ever but this game? Yeah I'm totally into it, the horror aspect just intrigues me way more.

Next in the combat and yeah it's a total blast. Instead of hiding behind a shield like in Dark Souls, you're totally defenseless and can only rely on your dodging skills. That may seem like it's tougher, and yeah it is but it rewards you for being super aggressive. The rally system allows you to get some HP back for a short time after being hit which means you can be more risky when fighting enemies. I just find this combat system way more fun than the souls games personally and is another reason why this is my favorite. To go along with the combat, you of course have the weapons. Unlike the souls games, Bloodborne has a much smaller batch of them but I think that's much in the games favor. Every weapon is viable and every weapon is memorable. That paired with the transformation mechanic, where if you press L1 you essentially have two weapons in one, just make these weapons the best ever imo. I usually use the kirk hammer, then Ludwig's Holy Blade and then maybe I switch it out for one of the DLC's weapons and yeah this playthrough was no different.

As I said, I really love the look of every area and that's not all, the actual areas are quite good for the most part. The beginning areas like Central Yharnam or Cathedral Ward are simply some of the best level-design wish because they're so interconnected with other areas. It's not quite Dark Souls 1 level of interconnectivity but it's really a nice change from something like Dark Souls 2 or even 3. By the end it does get more linear, but since the first half is well connected, I didn't have much of an issue with it. I think one of the most memorable moments is when you're all the way into the forbidden woods. You find this path down into a poison cave, you climb up a ladder and you end up at the very beginning of
central yharnam. You unlock the first gate you ever see when playing and I just think that's so cool. The game has several moments like this, like Yahar'Gul connecting to Old Yarhnam after you defeat Darkbeast Paarl, but no moment will be as good as the aformentioned Forbidden Woods interconnectivity.

Now on to the bosses, I think they're generally pretty great. Early game definitely has the more consistently good bosses, tho endgame definitely has some bangers like Gehrman and Martyr Logarius. The mid to end game definitely does have some not great bosses gameplay-wise, but some of them do have other aspects that make me not hate them. Witches of Hemwick is pathetically easy but the especially creepy atmosphere and semi-interesting way to defeat her, I really enjoyed. Plus she had one of my favorite songs in the game. Rom is somewhat annoying but at least has a beautiful area to fight her in. The one reborn is really easy too but I like the callback to Tower Knight. Celestial Emissary is um, yeah I can't really defend this one but it sure is a goofy boss. Micolash was probably my least favorite in the game before, and even tho I had a much better time with him this time, he still isn't great. What really makes up for it tho is he has hands down my favorite dialogue in the game, god it's so entertaining and goddamn whoever voiced him is amazing. The rest of the bosses I either like or love, and again even some of these I do like because of certain other aspects. I know a lot of the bosses aren't perfect but I'm surprised I never outright hated any of them, can't say the same for something like Bed of Chaos or Dragon God lole.

Don't really have much to say about the OST besides the fact it's great like most other souls games. My favorite tracks were the aforementioned Witches of Hemwick theme, the Cleric Beast theme, Micolash's theme, the hunter's dream theme and Gehrman's theme. Those were definitely the standout songs.

My take on the Chalice dungeons are they're a nice distraction from the base game but I probably won't play them again on future replay's. I only dived into them on that playthrough in 2019, and while they were cool they do get tedious if you're going for them all. It is nice how they have unique bosses in them, but yeah not super keen on them. Tho I never hated them like other people and I don't think they detract from the game because it feels more like a side thing which I'm fine with.

Before I end of my review, I just wanted to list off a couple issues with the game. Blood vials are obviously a big point of contention for some people and yeah it is annoying how you might have to eventually grind them if you run out, I never really had an issue with this personally. It's really easy to get them naturally and there's a really good early grinding spot right next to the first lamp in the game lol. Speaking of lamps, I guess people find it annoying how you have to warp back to the Hunter's Dream every time and then warp to another place from there? I guess it's a minor convenience but it never bothered me ever. Now this being 30 FPS is definitely jarring when going from games like Dark Souls III or Sekiro (I know I was taken aback when I came back to this after DS3) and while it would be so awesome if a remaster came out (please no remake dear god) I again never had a major issue with it. People saying it makes the game unplayable, I don't get you lol.

Anywho, this was another long ass review from me but I just absolutely adore this game despite some small flaws. It just gets even better with the DLC which I also beat this time around. Look out for that review very soon!

Woke propaganda that teaches players to pick men as their sexual partners

In his video last year regarding context sensitivity, Matthewmatosis opens by describing Ghost Trick as entirely context-sensitive: the main action button ("trick") always performs a different action depending on the item possessed. However, he points this out as an exception to the trend of heavy context-sensitivity weighing down modern titles, because simply put, Ghost Trick uses context-sensitivity not as a crutch, but as its core. It never seems to suffer from fuzzy context: the game not only gives you plenty of safe time to experiment with set-pieces leading up to timed sequences (since untimed traversal to the victim is every bit a puzzle in itself), but also briefly describes the single "trick" of each object possessed to give players an idea of how to progress. Furthermore, Ghost Trick's difficulty hits a perfect sweet-spot: it doesn't feel free because traversal and manipulating objects to your advantage require a good degree of planning and experimentation, but failure also never feels too punishing because other characters and the environment are great at providing thoughtful feedback upon failure, so the player isn't just banging their head against a wall via quick restarts at built-in checkpoints.

Essentially, it's like playing the ancestor of Return of the Obra Dinn but with a time loop mechanic attached. The objective remains simple (travel back to four minutes before death to avert fate), but how to achieve said objective is always completely dictated by your surroundings. As a result, it naturally iterates upon its basic structure to create more unconventional scenarios: soon you're not just manipulating objects for traversal and foiling assassins, you're also solving locked room mysteries, or traveling to different environments to save victims from elsewhere, or diving into deaths within deaths to avert multiple fates at a time. Through all of this, Ghost Trick understands one of the key strengths of video games: creating virtual playgrounds of experimentation unsaddled by the limitations of time to reward players through the joy of discovery. The player is constantly surprised time and time again not only from unexpected object interactions, but also from how the narrative weaves in and out of death sequences to create suspenseful moments. It's a minor miracle in itself that the story never jumps the shark: the gameplay mechanics remain firmly consistent alongside its lore, and every plot thread is neatly wrapped up by the end of the game after a series of subtly foreshadowed twists. Combine this marrying of storytelling and gameplay with expressive animations, a colorful and very personable cast, an understated yet powerful soundtrack, and a great mix of humor and emotional moments, and you get what is perhaps the most cohesive title in the DS library.

It's rather poetic that a game which looked simple on the outside provided such an intricate exercise for Shu Takumi to prove that he was no one-trick pony. I'm grateful that Ghost Trick has finally been ported to modern systems for a whole new audience to lose their minds over this, for it's a masterpiece that everyone owes to themselves to check out. At the end of the day, nothing feels quite as cathartic as miraculously changing destiny in the face of inevitable death.

Well fuck. I'm not surprised that I liked Venba, but I am surprised I liked it this much.

It does feel a bit strange that it took this long for me to find a narrative-based cooking game; most of the cooking video games I've seen are either arcade-scoring style minigame collections (your Cooking Mamas), restaurant management titles like Cook, Serve, Delicious!, or sandboxes that felt so simple and structureless that they basically turned into meme simulators for me past the five minute mark. Conversely, Venba more closely resembles what I expect of my idealized cooking game: it emphasizes the puzzle-like qualities of cooking via mastering techniques at the right time (something that no other game I'm aware of has really capitalized upon) while also using cooking as a narrative vessel to impart past memories of learning/executing recipes and thoroughly exploring culture via the medium of the culinary arts. Granted, Venba's puzzles are easy enough to navigate but still aren't free, and that does wonders in aiding its lean towards storytelling: without spoiling too much, entire sections of recipes are often missing, and thus part of the fun is filling out the gaps as the player to "correct" the dishes. You won't get penalized unlike a restaurant sim though, and that's the fun of cooking! Sometimes, you just want to experiment a little and try out new techniques, and if you mess up, that's just kitchen learning in a nutshell.

What I wasn't expecting though, was just how deeply I resonated with the narrative. My immediate family and I are immigrants, and quite frankly, I've inquired a little here and there about what they've sacrificed to move to the US, but I clearly haven't asked enough. While I've never genuinely felt ashamed of my own culture, I've absolutely felt the pressure to "fit in" and in many cases, felt a bit of the old embarrassment rise up again from playing this game due to how disconnected I've often felt from my old home city versus having now lived in the states for a while. English isn't my first language, but it may as well have been now given my difficulties writing and sometimes speaking my old language, and losing my grasp of all these things that were once more familiar to me has always been a sore point in my life. This game is a reminder to me that even if I may have grown up in an entirely different world than my parents, they're still my family at the end of the day regardless of cultural differences and it's still my past; I might have had years slip by where I chose to remain intentionally apathetic to parts of my family's heritage, but that doesn't mean that I can't start catching up now to try and make up for lost ground.

The game is only about an hour long with just six recipes included (and a couple near the end are a bit too guided), but I'm willing to overlook its brevity because this experience is going to sit with me for a while: it almost feels like it was written for me at times. Definitely one of the best surprises to come out this year. Thank you for the meal, Venba. Think I'm gonna go call my parents now and tell them how much I've missed them.


"This is a shelter. There's nothing to steal. Get out." and he did! - A secret dialogue when Aunt May talks to a promising Brooklyn Kid from 2018's Marvel’s Spider-Man.

This conversation is incredibly important and details how strong May’s willpower is to face off a major villain all by her lonesome. And her nephew Peter Parker AKA Spider-Man also inherits the strong willpower to face off dangerous adversaries. And the sequel is no different giving off the same phenomenal faceoffs, secret dialogue, and payoffs. Speaking of face-offs. The Spider-Men will struggle against new foes on the hunt with a different flair from the earlier. Like noticing sand in the air… Hmm… Strange… Guess the forecast for the day is sandy, with little chance of rain. A pity. Still what remains from the foreboding skies is a bolder game from the previous installment with new developments and reaching higher wings alongside venomous tidings. And yet a question arises whenever any game receives a sequel and follow-up. Is it better? And 2020’s Marvel's Spider-Man: Miles Morales? The short answer is yes. And the long answer is a bit complicated to call this almost everything I wish for.

Before I start I have to say I’m no expert regarding how sequels do a stronger job than the predecessor. In my eyes the next entry has to meet certain criteria to call itself worthy. I won’t bore you with the exact standards because sequel principles vary for every other individual and everyone has their own values on which they can base. To put it simply and succinctly I’ll say if any of ‘X’ improves that the earlier entry didn’t. Then that should be enough. I’ll attempt to condense my thoughts as to why Marvel's Spider-Man 2(MSM2) exceeded my expectations to the point I think it is a spectacular must-play for those who enjoyed the first and follow-up game. Without any spoilers. I’ll try to vaguely reference without hinting at anything concrete. If I fail to do so, you have my permission to send me to the dark dimension. First, the story. Moving past the sinister plot in the beginning and set up with Morales in the follow-up. Two strives to enrich the player in becoming not just Spider-Man within the game, but the man behind the mask. A focus on Peter Parker's desire to become a better person while Miles struggles to become a better Spider-Man. It features new villains kraving for a final hunt, a return of a scaly foe, and one para-. Man New York City can’t catch a break huh? Gotta stay positive and not negative with the webhead's rogue gallery eh?

Gameplay is a solid step up from eating decent pizza from before. Now we're having quality dishes served for NYC’s finest without a certain J. Jonah Jameson(JJJ) harping on our heels. Same but with improved combat and traversal mechanics. The former received new abilities to utilize like spider arms reminiscent of Parker's greatest enemy. Switching between the older and wiser web dude to a Brooklyn kid. So, you can’t go wrong playing as either a mentor or a fresh dude on the block to help the innocent. Morales has youthful, vibrant enthusiasm for taking on his new role from his debut and MSM2 demonstrates a wonderful way of how he is coming to terms with helping beyond Harlem for close to a year since his debut. As you progress further you can unlock new abilities once you accrue enough experience, allocating tokens for new suits and gadgets. These help instrumentally and leave a nice way to keep the gameplay fun factor fresh and exciting. Costumes allow you to customize each protagonist's looks with favorites like Cat Bodega and Scarlet + 2099 suits with classic into and across the spider-verse outfits. Honestly, there’s plenty to unlock to suit your needs heh. Gadgets return, a tad bit simplified from the many weaponry you could utilize, but it's not a downside since you have new abilities to utilize. Both arachnids have their skill trees with a shared linked tree to take advantage of new combat moves on foolish baddies. Super cool. The latter concerning traversal introduces a new form of travel in the form of webwings. And I kid you not, I felt like I was transported back in my childhood playing Spyro once again except taking inspiration from the guiding wind mechanic from Ghost of Tsushima in the form of wind tunnels to guide and accelerate our web slingers across blocks and tall skyscrapers. The new addition is very satisfying to a degree I find myself forgoing fast traveling multiple times to woop in delight as I soar to the skies and keep my arms by my sides to keep my speed in tip-top form. Ah, magnificent. Man if Vulture or Shocker were here, I bet we could fly circles around them.

Side activities (including city-wide collectibles) are a remarkable improvement. In the past I had mixed feelings about them as a whole since there were some activities worth completing to become a taskmaster with some caveats. In the 2020 game, they for the most part improved on the side content a vast deal. Here they’ve taken a sensational upgrade, with minor blemishes I’ll discuss later. Without going into too much detail to prevent spoilers. Mysteriums, photo ops, M. memories, Flame, FNSM App, prowler, EMF experiments, cultural museum, Brooklyn visions, and hunter blinds/bases are satisfying to complete in my honest opinion. To give a brief praise why: Mysteriums offers both a visual treat and somewhat of an extension from 2019’s Far From Home film concerning a mysterious baddie. Taking on handicap challenges to defeat within each location. Photo ops return. You gain cool NYC lore from Pete’s old Daily Bugle coworker Robbie Robertson. M. Memories, offers a melancholy monologue from the man who has sand, offering the big question of why he’s here and what he was doing. Moving on, The Flame quests is a nice departure from the pleasant vibe of the city, detailing a very serious tone and atmosphere bringing a familiar companion back to spice up moments. Love the companion of which I wont to say the name, but I’ll keep it as a surprise. The development the individual undergoes with Parker is a must-see and offers a tantalizing tease of a possible DLC. Anyway, the friendly neighborhood Spider-Man app returns taking cues from 2020’s excellent side-content to help the troubled New Yorkers in the Big Apple is without a doubt spectacularly strong. They’re not the most fleshed out, not visually stunning nor are they dropping maximum compelling narratives with eyes glued to the screen nor do they offer awesome scenes with the funnest gameplay inside. Instead, what is here is simply helping your everyday citizens. And while others might see this as “meh not worth it then!” I assure you if I were to rank all the optional content. This would easily be at the top. Two requests in particular brought home an excellent display of the man behind the mask to help the people in need. Howard and the Grandpa's request demonstrate the little things of simply talking with a person in need resulting in I would say superbly profound dialogue I witnessed. I want to say so much more here and why I appreciate these two requests in particular but I’ll refrain. Suffice it to say, please complete them. The other quests from the app are also beneficial to do to a lesser extent displaying humorous & serious content.

Prowler stashes. A banger job to showcase more conversations between Miles and his uncle. Very nice re-connecting filled with bonds, love, redemption, and greater insight into the brotherhood between Miles' father and his brother. Excellent addition from the 2020 follow-up. EMF experiments, please forgive me for not saying the acronym, but again a pleasant surprise for when you learn-ingame. This features creative tasks to do in a similar vein to the research stations in the first installment. Here were charged with healing the world. Using methods to help citizens via finding alternative sources of food, preventing pollution, and providing new means to make the world a better place. Much like how Pete and Doc did with their start-up. Terrific to do featuring different tasks like blasting wasps, testing out a new bike, and more. Man, I couldn’t get enough of these. Cultural Museum surprised me considerably in enriching the player on notable African-American idols while intertwining an investigation spearheaded by none other than Miles and his mom. Finding clues as to who would try to steal priceless artifacts related to music. Nice to see them not just for culture learning, but bonding with his mom. Brooklyn Visions is a series of simple, yet creative tasks on Miles' high school to help his fellow students. Sneaky Insomniac pulling inspiration from Talos Principle puzzles, a rescue, a very heartwarming quest to help a student help facilitate a proposal for homecoming, etc. Lastly, Hunter blind/bases offer a classic clearing out hideouts, but I felt they’re more reduced in quantity and far less in numbers which is a smashing plus in my books because the previous game featured them too much imo. You also get a nice slice of lore background upon completing them. So worth it to complete. And it is cool to flex out new powers to test on foolish goons who still think once again they have a chance at defeating the spider-bros. Seriously, these guys never learn…

Speaking of learning, the devs learned quite a lot since their debut with the webslinger back then. I am over the moon to say there are plenty of interactions of the men behind the mask to show, don’t tell. And this is huge because at the core of the wall-crawler is a man who continues to struggle to manage his personal and hero life. His relationships with Mary Jane Watson and Harry Osborn, two lifelong buddies, are instrumental in giving him the push and nudges he needs to support him and vice-versa. I witnessed endearing flashbacks back in high school, I spent a well-earned break with my loveable comrades in an amusement park. Taking the time to wisely, but gently push Miles to remember his college application. And partake in an old memory with none other than JJJ. These memories are vital to Pete’s mental health and maintaining a healthy balance. It is something that was touched upon earlier, but I felt it coming more into fruition here to a high degree. This coupled with interesting gameplay sequences like finer stealth sections and not drawn out added a stronger tie to the plot while delicately embracing bonds, friendship, brotherhood, and even love. Magnificent to witness and playthrough.

Also, I can’t believe I’m saying this, but I like JJJ’s podcast. Shocker I know. I didn’t before since dude continues to be a douchebag. But the sheer amount of mental gymnastics the man has to go through to tear apart the Web menace/s is quite frankly amusing to hear. More so to listen to how he included Miles in the equation with Spider-Men. But I have to give props to him. Due to one segment in the game, which made me go “Huh I didn’t think of him that way before.” A layer was peeled off upon completing the segment and in a way brought a shaky new light to him. So here’s to you Jonah I’m giving you the praise for doing that. Although, I can never forgive you for smearing Pete’s name over the years… manchild never quits having a hate mode for all things web-like.

Before I forget I have to confess on coming into this game doubting how much Miles will contribute and I’m glad to report how wrong I was to think of that. There are plenty of main story and optional quests to undertake which do a sizzling job of contextualizing the kid becoming a man, and transitioning his life from high school to college all while maintaining healthy relationships with family. Despite hurdles along the way, he manages to help his mentor in becoming a reliable partner. Shows no fear in telling the truth and admits when he’s wrong to become a better person. Struggles internally with understandably traumatic episodes with unresolved emotions toward someone I shall not name. But here, we see so much relatability emerge and how the human element of Miles shines brightly among the darkness. And most of all he’s not alone, others think highly of him and support him when he needs it. Like Hailey. There is a wholesome segment regarding her which made me reminiscent of Jet Set Radio Future oddly enough. Pretty rad.

Before I move on, I must talk about the fantastic accessible settings the game features. QTE autocomplete, puzzle/explicit hints with skipping, chase assist, dodge/parry timing increased, swing/parkour mode, tricks mode, and turning off visual effects like motion blur and depth of field is an absolute godsend. I kid you not I abused these settings without an inch of shame so much so it increased my enjoyment of every aspect of the game to the nth degree. No more failing chases, no more head-scratching puzzles! There are loads of different and varied ones you can complete so it feels good to try and solve them before resorting to the skip option. Moving on, forgiving dodge/parry mechanic, auto web-slinging, and turning off unneeded visual effects help so much in making the hero’s life easier. Don’t get me started on the quick-time events. I love watching the cutscenes uninterrupted without the requirement to press a button. I get it if others like that, but for me, I prefer a smooth scene to watch, soak in the dialogue, and take a breather from intense action sequences. At least it's not Hideo Kojima long cutscenes to movie length here… Despite the fact, that I love long cutscenes heh.

As much as I love the game. I did have some mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll note them below, since I think these elements could’ve been improved, cut, or redone. Let's start with the big one.

Two villains needed more screen time and development which was another case I talked about previously for the 2018 game. And while I didn’t make a review(yet) of Miles Morales I completed the game twice to get a feel of them. From what I could ascertain, the 2018, 2020, and 2023 arachnid games share similar problems with not enough focus on antagonists/s which I won’t name. Twist the knife deeper and attack one of either spider’s family/friends, more depth to the bad guys, more missions. Additional screen time and development. Etc. While MSM2 improves tremendously in doing something for past foes. An element I liked to see. Nonetheless, I was hungry for everything above on my suggestions regarding the two. However, I think the devs do a good job of fleshing out enough of the rest you’ll come across later.

MJ stealth missions are back and while I was dreading their possible resurgence, I have to admit it does improve a bit from the original formula. Thankfully not dragging out too much while giving her enough new tools to help. Their frequency of coming back to these sections is enormously lessened too. Granted I believe they could’ve forgone with some of this or implemented other changes than a back to the old rinse and repeat method. The director sure ain't caring a whole lot it looks like, which I think speaks volumes about her stealth sections. So perhaps it’ll change in a possible third entry? Though considering his words I heavily doubt it. Would love to be wrong though.

Several activities needed major improvement. Such as Spider-Bots return in certain parts of the game and as a collectible to collect which I love, but this time I'll discuss strange spider-bots in random parts of NYC to capture. I find it mega lacking since both web dudes will say a brief comment and a very short note in the collections menu. Felt this could be improved like how finding backpacks included a nugget of lore for past Spidey villains. They could’ve added a recording from where the bots originated to confuse Parker and Morales on why the information being extracted feels so unfamiliar and familiar. Nonetheless, the reward for collecting all of them is such a tease for fans. So I recommend it despite my thoughts on it. Furthermore, one optional activity is rinse and repeat following a drone. With barely any payoff in the end. Nice to know the outcome, but I think this could’ve been constructed differently to make the gameplay more engaging. Thankfully there is a button you can press in the menu to skip the activity altogether, yet this is merely a band-aid instead of a proper solution. The [redacted] nests are pretty repetitive time-limit challenges to complete by preventing enemies from destroying a device to destroy said nests. An easy alternative would’ve been to include more lore/worldbuilding here or replace it by having our heroes rescue our allies. Granted I will give credit for making it a cleanup task to do.

Finally, there is a stretch of the game I won’t pinpoint while excellent in its execution I think the section needed more time fleshing out. At least two to five plus hours more to let the events that occur settle in and explore more complicated nuances in what happens in friendships/family. This ties into the [redacted] nests from earlier along with more missions to showcase devastation, further ramifications of a character's actions, and worthwhile optional content related to it. Why not a side mission to save some close friends? Family? Heck, even JJJ. Introduce new enemies taking advantage of the city and criminal team-ups. I had heavy nostalgia despite the fact I’ve barely played any Spider-Man games. And there’s one in particular this game takes large inspiration among other things like the films.

One silver lining to all these mixed feelings I have that it doesn’t impact my overall experience too much. The full package of controlling either Spider-Men and living their private life is as gratifying as it is to see their hero life continue among troubled times. Which reminds me of one quote that the dev’s continue to hit time and time again to marvelous effect. “-nothing ever turns out 100 percent OK; he's got a lot of problems, and he does things wrong, and I can relate to that.” From a Stan Lee interview with the Chicago Tribune. We see constant internal and external forces continuing to batter our strong-willed protagonists to the point I was left on the edge of my seat at times. Saw them during their darkest moments. Leaving me filled with dread and anxiety. Yet despite these tumultuous emotions. There is careful thought, precision and passion in crafting original new material while taking great cues from classic sources we know like Raimi’s Spider-Man 3. among certain liberties with one of their IPs to excellent effect. Making MSM2 almost like a careful love letter without treading on familiar material to utilize. Embracing realistic and surprising scenarios sending my eyebrows nearly to the top of my hairline and my eyeballs close to expelling from my sockets. So you could say I was pretty impressed by how far Insomniac continues to twist the narrative to make it both compelling and impactful to newcomers/ veterans well used to spidey lore. And boy oh boy are we in for one hell of a ride with a spectacular duo. If this is how much Insomniac upgraded after several years, I can only shudder at how much a third possible entry would reach in the future.

8.5/10

Additional Material:
Why Miles is the MVP - Major spoilers to endgame, good focus on Miles parts.
Villains and %^&$ - Same warning as above, related to what I discussed early on villains doing something
Black Suit $%^* - Same warning as above - Related to my last point in mixed feelings
Discourse on Peter and Miles - Same warning as above - I’m hesitant to link this since I think its kinda controversial in the fandom, but I think its good food for thought. Regardless, I agree with OP.
Marvel Spider-Man 2 & Raimi’s Spider-Man 3 scenes compilation - Same warning as above. Related to my point on Raimi above. I love it.
MJ in Spider-Man 1 vs. Spider-Man 2- minor spoilers, but meme sums up her performance to a T.
If this Be My Destiny - Fascinating look on early Spidey and one of his most defining traits.
My spoiler thoughts throughout the game up to the post-credit scene - same warning as above
Spider-Man’s Marriage- Not related to MSM2. But this recent news is so uplifting I have to share it since we’ve been in major dark times ever since Paul was introduced in the comics. Finally, good news.

the one thing Bethesda had going for it was their near seamless little handcrafted diorama worlds, so naturally they decided to replace that with loading screen gated proc-gen. Apparently you're supposed to play the main quest first so I tried that but I nearly puked when I was asked to weigh in on a debate over "science, or dreams"

My first thought was that Bomb Rush Cyberfunk was just going to be a straight spiritual successor to Jet Set Radio Future (which would have been a letdown considering my three weeks of original Jet Set Radio prep), but I'm pleasantly surprised by the blend of mechanics presented! In reality, Bomb Rush Cyberfunk takes the overall structure and aesthetic from Future while borrowing more heavily from original Jet Set Radio's tight level design and intricate scoring mechanics, and dare I say, actually improves upon certain aspects. It does have a few underdeveloped features as a result of its experimentation, but overall, not a bad first attempt by Team Reptile!

One issue that apparently escaped my notice the first time around (I replayed Future recently just to confirm this) was that Future's extremely linear and stretched-out levels resulted in tons of backtracking upon missing objectives/falling off the stage, and led to fairly rigid approaches that really tried my patience upon additional loops. This is fortunately not the case with Bomb Rush Cyberfunk: levels are generally a lot more open with many more shortcuts and are spaced apart carefully to where traversal feels much more free-form. It more closely resembles original Jet Set Radio, especially when you consider how its momentum mechanics complement this design. Future made the speed fairly easy to obtain: jump onto a rail regardless of your momentum, then keep mashing trick to accelerate and never slow down. On the other hand, original Jet Set Radio became well-known for how slow your character would move about unless you actively utilized rails and grindable walls to speed up, and Bomb Rush Cyberfunk takes a modern twist: you need to maintain momentum by either rail grinding and leaning into corners for speed boosts, or by using grounded manuals combined with boost (refreshed from performing tricks) to retain speed.

The momentum mechanics go hand-in-hand with the game's combo system. After thoroughly exploring levels to spray graffiti spots for "rep" and completing subsequent score and movement-tech challenges from opposing crew members, your crew must finally confront opposing crews in a crew battle, outscoring them with trick combos in their own territory. The scoring and trick system improvises upon both original Jet Set Radio and Future: in both games, the safest way to score trick points was abusing infinite grind loops and repeating the same tricks/movement over and over. However, Bomb Rush Cyberfunk turns this on its head: you don't get tons of points for doing the same tricks ad-nauseam (since trick value decreases and eventually levels off when used more and more). Instead, the main key to getting points is increasing the multiplier by utilizing unique features of the stage: that is, leaning into tight corners on grindable rails, wall-riding billboards, and going up half-pipe ramps (which are improved over the original game since you can manual up ramps and then air boost off into manuals/rail and wall-grinds, so they can function as part of a combo). The key word is "unique," since utilizing the same set-piece in a held combo will not give additional multipliers, and the same goes for graffiti spots that can now also be resprayed as one-time trick bonuses during continuous combos. As a result, the trick and multiplier staling incentivizes players to fully explore and utilize every set-piece present upon the open stages to create massive combos, made easier thanks to the mid-air dash (which also lets you alter airborne momentum once) and the manual. The only downside here is that the game's circumstances never become difficult enough to necessitate this trick optimization; the story crew battles are pretty easy and I was leapfrogging them using the above strategy (i.e. while other crews were floundering around several hundred thousand, I was well beyond a couple million in score), so unless players are trying to crack the tougher post-game score barriers for optional characters/achievements, they may never need to lean on these strategies at all.

The lack of difficulty serves as a microcosm of this game's unfortunate trend: Bomb Rush Cyberfunk certainly innovates upon many features from the Jet Set Radio games, but I find a few to be undercooked or lacking in execution. The combat's one example: it's not a bad idea in theory (using tricks to both deal damage and maintain score/momentum) and in fact has been proposed before, but its implementation leaves something to be desired. Attacking enemies feels like it has little impact because of the muffled sound-effects, akin to slapping a wet sock on a table. Also, most enemies can be defeated with a single grounded attack into an immediate "corkscrew" jump and then spray-painted in the air. While this graffiti coup de grâce never gets old, it does feel quite difficult in practice comboing in and out of this linearizing technique (since you need to be standing and off your skates to execute, breaking any combo potential), so combat never really flows and the mandatory combat sections in-story feel somewhat superfluous.

Adjacent to this is the heat system, a spin on original Jet Set Radio's enemy escalation during story stages. As your character goes about spraying graffiti, police forces begin to spawn in tougher waves: for example, wave one consists of simple grounded officers with batons and pistols, wave two activates turrets that home-in on the player with chains and slow their movement, and wave three brings in armored forces that can block attacks. I found most of these enemies to be mere nuisances: you can easily skate around and dodge most attacks (except for the turrets, which can be easily disabled with a single attack + spray), and since enemies can't be easily comboed for points and will respawn continuously upon defeat anyways, it's best to just ignore them as is. Again, this is fairly similar to original Jet Set Radio's strategy of outmanuevering enemies since foes there were active time sinks, so this doesn't bother me greatly. Unfortunately, this creates friction with Bomb Rush Cyberfunk's exploration, and not just in the sense that enemies will impede progress. The game requires you to swap between the three different types of movestyle for their different abilities: skateboards can ride on extendable fire hydrants to extend them vertically and reach heights, inline skates can skid on glass to shatter specific ceilings, and bikes can open special garage doors. The only way to switch between characters/movestyles is to go to checkerboard tiles and dance, but the game prohibits switching when there's "too much heat." Thus, you have to de-escalate the heat gauge by entering orange porta-potties (unmarked on the map, so hopefully you remember their locations!). However, they also lock up after a single use, so players have to either outright leave the stages or find a different porta-potty elsewhere to reopen old porta-potties for enemy despawning. I think this could have easily been improved if the heat gauge slowly decreased over time from successful enemy evasion.

Even with my criticisms, Bomb Rush Cyberfunk was definitely worth the three year wait. The story isn't anything mindblowing, but it's got some nice twists that are conveyed via these surreal platforming sequences that are a cross between the time rifts from A Hat in Time and a Psychonauts fever dream. I'm pleasantly surprised by a good chunk of the soundtrack too: Hideki Naganuma's three contributions are the obvious highlights, but other tracks like 2Mello's I Wanna Kno and Sebastian Knight's Feel the Funk more than hold their own weight. It's a good mix of upbeat sampledelia hip-hop and chill ambient tunes, with my only real complaint being the lack of guitar-heavy rock tracks like Magical Girl or Statement of Intent... RIP Guitar Vader. Finally, I more than got my playtime's worth out of 100%ing the game, considering all the hidden areas and collectibles to find and just how much fun I had figuring out new ways to string together ridiculous combos. Despite the game's various areas of improvement, I find Bomb Rush Cyberfunk to be a fantastic fresh take upon a beloved franchise that isn't just a homage to Jet Set Radio, but a love letter to classic Y2K counter-culture and skating games as a whole. If you're not a prior fan of the franchise, this might not be the game to change your mind, but if you are, then I see no reason why you wouldn't find some enjoyment out of it. It's no surprise that fans absolutely ate this up, with excitement for the franchise reaching a new fever pitch. Your move, SEGA. Let's see if you guys still understand the concept of love.

After hearing the news that the 3DS/Wii U's online services were shutting down, the first thing that popped in my head was replaying this game's online one last time.

Back in 2015, I remember seeing the trailer for this game and thinking it looked really cool. I never played an online shooter in my life, but this one actually interested me with its colorful art style and interesting concept. The day of release, I ask my dad if he could pick the game up on his way from work and when he came home, not only did he have the game..he had an Inkling Boy amiibo as well. That basically kickstarted my Amiibo addiction around that time but that's a story for another time. Anyways, I ended up enjoying Splatoon a ton. I remember the day after I got it, I had a relatives party to go to and I could only think about playing this game. This game consumed my whole summer, I loved it so much. Playing every Splatfest, seeing every update as they roll out, I was hooked for a couple months. Part of that is because I had no school of course, because once September arrived I didn't play this game nearly as much as before. Still, May-August 2015 was the summer of Splatoon and I'll never forget it.

Anyways, time to actually review the game lol. I think the most striking aspect is just how stylish this game is. From the different outfits you can wear, to the more experimental soundtrack, to the unique art styles that appear in the sunken scrolls. I've seen people compare this game to Jet Set Radio cuz of it's sort of counter culture type attitude and ofc its stylishness and appeal to the younger demographic and I can totally see it. It can be really influential playing this as a young lad, and it certainly worked for me.

Speaking of the music, I've seen some individuals on this site specifically call it bad and I just don't see it. Sure, it's not everyone's cup of tea but the OST is really well done honestly. Splattack! is of course a classic and Ink Me Up brings me right back to participating in Splatfests all day. Those are my two favorites but the whole OST is great. I think Splatoon 2 is great and all and probably the objectively better game, but if there's anything I prefer more in 1, its the soundtrack.

The meat and potatoes of this game however is it's online matches. This game doesn't have as much content or modes as 2 (and god it was pretty barebones at launch I'll admit that) but it's still a ton of fun to play a match or two. I was able to play a couple turf war and ranked matches and they were still fun. I remember raging so hard whenever I would lose on ranked matches, I had issues lol. Still, I wish Urchin Underpass and Saltspray Rig were in future games, I miss em lol. Sadly couldn't play them during this last play session but I remember they were some of my favorites.

I did also replay the campaign, and it's still fun as it was back then. Sure, it's no octo expansion and probably worse than 2's, but I always enjoyed it personally. I don't know if it's weird to say but I kinda get Mario Galaxy vibes from it. Just going from section to section using the launchpads and seeing the really cool backgrounds in each level. Always got that vibe. It does get a bit formulaic having every 5th and 6th level be the same level type, however overall, I really enjoyed the single player. At least you can still play that even with the online off.

This game may have been a bit obsolete in the eyes of a lot of people once 2 and eventually 3 came out. However, 2 I never got into nearly as much so my memories of 1 really outshine it. It's not perfect but this game will always hold a special place in my heart and is one of the first things I think of when the year 2015 is brought up. Rest In Piece Splatoon 1 online and the 3DS/Wii U online in general, I loved you dearly.