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This review contains spoilers

Spoilers for Trails: FC, SC, (maybe The Third, I forget), Zero, Azure(I think), CS1, and of course, CS2.

If you're reading my review of a game that you haven’t played yet because you like my reviews, or because you’re just going to skim through it, I ask you don’t read any further- and especially, please do not like the review unless you’ve read all of the review. The entire franchise is worth a playthrough, and this review especially is tailored to people who have played the entire franchise up to this game. This review is not worth getting a bunch of cool moments spoiled for yourself.

Cold Steel 1 is a game that is mostly panned by the fan base, and one that is usually staunchly at the bottom of trails ranked lists. With such low expectations, I was blown away with how much I enjoyed it. I hadn’t been so immersed in Trails at that point(nor for any JRPG since I first played Persona 5 nearly 5 years ago. It was exactly what I wanted, a cozy slow burn that had a great ensemble cast.The field studies that the game operated on provided all the characters ample screen time, each with their own struggles. Jusis the bastard child, Alisa and her poor relationship with her mom, Elliot with being forced into Thors, even Rean, not knowing where he belongs, what he should be, all beneath a veneer of superficial trope characters. This was not to mention the plot, either. The civil war between the Noble Alliance and the Reformist faction that was brewing, alongside the events of Azure playing out at the same time, it all sets a stage for a great ride. It might not be the most exhilarating adventure ever, but when I look back on it, I just find myself in love with the adventures Class VII went on, the struggles, all of it. Hence it is my favorite Trails game.

With all this in mind, I had been banking on Cold Steel 2 for a while. It’s a running joke in my group about how I’ve never started it, after many points, even in reviews stating how it would be next. And other games just kept getting to me faster than Cold Steel 2 could. Took me forever, but I finally did it. Not sure where to even start. There’s so much to go over. You know the drill. New added section this time: aesthetics.

Characters: Fun fact, about 6 phantom thieves voice in this game! The best characters here are definitely Rean and Crow. Seeing their relationship evolve over the course of the game, how much Rean really cared for Crow, it was a great time. Especially while he’s dying, I don’t know what it is about Crow but he’s always been so wise, got me to tear up while he told Elliot to keep pursuing music and for Alisa to patch things up with her mom. Elliot’s been super relatable to me throughout the entire Erebonia arc so far. Initially he didn’t really want to attend Thors and only went because he didn’t really have any other choices, since his dad’s an extremely decorated military captain. Throughout the game Eliiot realizes just how important Class VII and Thors is to him. This hit me hard, cuz two years ago I also felt forced into the college I attend, but as I look back at it two years into my program, I’m incredibly grateful for all the people I’ve met and opportunities I’ve had. I somewhat related to Emma’s arc as well, though not as much. I mentioned it in my last review, but the strength of Class VII as a cast is how diverse their problems and flaws are, you can find a piece of yourself in every character. And while this clearly isn’t everyone’s cup of tea, compared to the tight familial bond of the SSS or Estelle and Joshua covering each other’s weaknesses, I think it’s a great approach to the story it’s trying to tell. Class VII feels like one big group of friends more than anything else. And while there is less development for each character than in CS1, I still am more than satisfied with what I got. It’s more so Class VII flexing their character development muscles from how they developed in the first game rather than further developing, which I’m okay with. I love McBurn, Duvalie and Vita Clotilde as well. pls step on me Vita

Music: There’s a lot of great themes here, especially the battle theme, boss theme, Blue Destination, and of course To Gamble All or Nothing. God, that song is so fucking raw. I love Blue Destination too, perfect melancholy vibes that fit the Crow Rematch as well as that fight. Has the exact same vibes as Silver Will. Aside from these few themes though, the CS1 OST definitely beats CS2. Tons more memorable Town and dungeon themes, and frankly better boss themes too, with the exception of Blue Destination. I don’t like saying it, but most CS2 exclusive tracks are mediocre.

Aesthetic/Vibes: I never mentioned it in the CS1 review, but the aesthetic these games have is gorgeous. Something about the art style has a distinct low budget charm to it that makes it really pretty. It pops in areas like Nord and the Vermillion Apocalypse Castle. The character models are also very 2000s anime which I find really cool. Trails seems to have had a really good transition from the spritework of the first 5 to this style, and from the few screenshots I’ve seen of the PS4 era games, it transitions there well. I don’t know what it is about these PS3/vita entries but they're straight up breathtaking.

Gameplay:As for gameplay, many things remain the same from CS1. A few additions I liked were more frequent Divine Knight battles, since that battle theme is goated and the spectacle is always super fun. That being said, I found the game relatively easy on normal mode. Being that this is the second game in the series with a battle system I liked(due to the nature of the orbments in previous games, see those reviews for more detail) I'm surprised I found myself thinking the game was too easy. So I guess I’ll be graduating to hard mode with CS3. Most bosses are easy on normal too unless you go in with less than 200 CP, which I didn’t find myself doing. That is with the exception of 3 bosses. The Crow/Vita fight was quite hard, took me about an hour of tries to get through and was exhilarating seeing everything fall into place. That’s what I love most about Trails’ battle system, when everything falls into place it gives the greatest dopamine rush, trying to find the best turn buffs to use your s-breaks in, saving up CP and banking on it. I even found myself enjoying building my orbments near the end of the game. My Laura, especially, was goated and incredibly strong. Another fight that was difficult was that fight, still took me about 30 minutes of retries and even grinding out some sepith. There was one more fight that was incredibly challenging, with no other fight in the game getting to this level of intensity. This fight being none other than Loa Lucifera. The amount of rebuilding and strategy I had to do was not simply incredibly fun, but perhaps the most fun I’ve had with the series’ combat system so far. Everything from fine tuning my party’s orbments and quartz, what party members would be best, and even what moves to use and when. All incredibly fun and a worthy finale to an incredible game. I wish I could say the same about the story that’s featured in this section.


Story/Lore:God… If not for the ending being overly extended, it might have been my favorite Trails story so far. So as anyone who’s played both Sky and Cold Steel would know, the parallels are strong between both games. With FC/CS1, there was the same story beats of travelling across the continent with a political uprising playing out in the background. Not to mention both have characters with mysterious pasts who are eventually revealed to be not who they were meant to be, as well as ambiguous relationships between two leads. In SC, this was Joshua and Loewe. In CS2, this was Rean and Crow. Before I go any further with this, though, I’d like to talk about the rest of what I liked prior to these parallels. First off, I loved the operation mission structure, something I was dying to have back after the mediocre opening hours. The operations were reminiscent of field studies and always gave me such hype moments. I talk more about the gripes I have with this game’s structure in the next section though. Other than that, I thought a lot of the Reformist vs Noble faction struggles were handled well, and Class VII’s motives equally so. The slow technological advances continue, in this game we see more and more characters get access to phones. The tech evolving in these games is definitely one of my favorite parts. Anyway, I’d mentioned how I was flabbergasted that C was revealed to be Crow, when in hindsight it was completely obvious. The same can be said for Crow’s death, I was so hung up on if they would be able to give him a proper sentence in prison or not that it flew right over my head, even with the parallels to Loewe so blatant. So again, it took me by complete surprise when Crow ended up dying, because characters rarely die in this series. At least those introduced in “modern times”, any characters a character was related to in the past have about a 50% chance to be dead lol. Illya didn’t die, off the top of my head. Rean’s Dad didn’t die. And yet, they killed off Crow, the rare occurance makes it powerful. I think it was a beautiful ending. Especially ending on the reveal Osborne’s death was for a fakeout, and that Rean is his son. The credits animation was also really emotional.. That goddamn 50 mira coin, and god the song, too. My vita didn’t show the ending credits tho, so I had to actually watch it on youtube lmao. Except… that’s not the end. That’s right, we’re back in Crossbell, baby! God, the way they drip fed this sequence to you after the ending was pure genius. From the voiceover slowly getting the player to realize who’s talking, to the camera pans that just barely miss the SSS building, to eventually landing in the Geofront. From there, you take control of Lloyd Bannings… and my god, when Get Over the Barrier played as the battle theme, I lost my shit for a good few minutes. It made me realize how much I miss Crossbell and its characters. Lloyd being voiced by Robbie Daymond feels perfect to me as well, it’s almost exactly how I imagined him. I wonder if this is what partially got him the role as Akechi lmfao. Anyway, the realization slowly dawns on you that you’re actively fighting against Rean and Erebonia, too. It’s all masterfully done, and especially the final fight, dude… where Blue Destination plays and you fight against Altina and Rean… the way it tugs at my heartstrings dude. Both Lloyd and Rean are some of my favorite protags, and yet they fought. The whole sequence is a masterful reintroduction to Crossbell in HD and I’m glad it’s in the game. I also absolutely adore the way Rean is characterized, you see how much pain he’s in, how angry he is… god the Crossbell Interlude is probably the most thankful I’ve ever been that I played these games in order. If the game had ended here, it would be a 10 in my book, and definitely my favorite Trails game. I’ll expand on why the true ending fumbled the game for me in a bit. That being said, I did like the ending that took place after Loa Lucifera’s fight, it definitely made me cry, however, that whole bit’s existence muddies the game’s mood thematically. I think the game would be better off without it.




Biggest Gripes: I feel like my biggest problem with the game is that it does not know where to end, to its detriment. I think, despite the challenge and satisfaction Loa Lucifera provided as a final boss, the game, thematically, and logically, had a much better stopping point after the Rean boss fight, with the final scene being Class VII walking back to the academy after Rean gets back from Crossbell. It would have been perfect. After the death of Crow, the wonderful ending track I’ll Remember You plays, and curiously, someone unfamiliar starts speaking. “What?” you think, as you wipe your tears. Suddenly you’re thrust into the shoes of Lloyd once more. The game tugs at your heartstrings with all the references to Crossbell, name drops of other SSS members… and then it pits you against the protagonist of the Erebonia arc. Blue Destination plays, you reluctantly fend off this god long enough, only for him to summon an ancient machination you or Rixia have never seen before… Utterly decimating the computer you fought your hardest to protect, you must run away. You ask him, what is his name? And he stutters, no… he’s not Rean of Class VII anymore. He’s Rean Schwarzer of the Provincial Army, fighting against the free state you desperately want. Then it cuts again, Rean snaps at Claire, and Rean is reunited with Class VII. Excuse the somewhat long recounting of events, but this ambiguity, this melancholy, not knowing what to do with anything you’ve learned… Rean is the enemy, now. It would have all been the perfect note to end on. And yet, the game insists on continuing. I rolled my eyes when the Old Schoolhouse opened up again. CS2 had a perfect ending, but it just… threw it all away. Yes, I cried again when Class VII split up, and yes, I liked the challenge of Loa Lucifera, but the extra, unnecessary dungeon and boss does ruin the ending thematically. I also feel like reuniting Class VII was rushed. Everything after you get the Courageous is perfect, but before that, I was really struggling with it. It was just one person after the next, reunions never felt earned. I feel it would have been better to lean harder into SC parallels and have you travel on foot to find them, rather than using Valimar to do a 5 hour jaunt that didn’t really feel earned. It felt like they were rushing to the part with the Courageous because that’s what they really wanted to tell. Another gripe I have is the party system. For 95% of the game your party isn’t forced like it was in CS1. Not only does this lead to less character development and interconnectivity between Class VII, but it also makes gameplay really a breeze. A lot of the challenge(and fun) in CS1, for me, came from being forced to use certain party members. Like, when I don’t have my boy Elliot for half the game, I have to figure out how to heal without him since I can’t fall back on Resounding Beat and Holy Song. But in CS2, especially the latter 75% of the game, where you can choose 6(of 11 characters) as an active party, your strongest never have to leave, which breaks the game. By endgame my Laura was doing 200k damage per S-Break and with her build, and I guarantee that could’ve easily surpassed 500k if I minmaxxed even more. There were some attempts at characters being forced tagging along, but it was a single character, and the same character was rarely forced during that Part’s operation. Even then, they were more a nuisance being forced than anything else because their build was not as good as the others since I rarely used them. Overall it’s not the biggest problem, that still goes to the Old Schoolhouse integration. Also, Angie. Still one of the worst characters in the series.


Final Thoughts:So I'm at an impasse. On one hand, Cold Steel 2 is everything I’d hoped for and more. Great emotional peaks, and even unexpected parts like Crow’s death and playing as Lloyd again. On the other hand, the ending is thematically ruined for me because it didn’t end after the Crossbell portion. It reminds me of Zero a lot, where everything was peak after peak after peak, and then it missed the mark by recycling the Weissman archetype with Joachim as a villain. Cold Steel 2 pains me, it was going to stick the landing gracefully, but at the last second decided to jerk the proverbial plane upwards and then bumped a bit. It was a fine enough ending, but the ending would have been so much better if it cut off beforehand. I don’t know, maybe I can ignore that portion and give it a 10 like I want to. But my heart doesn’t have it in me, if it doesn’t have the perfect ending like CS1 did. I think I’m going to need to give CS2, unfortunately, a 9. I’ve seen CS3 is a toss up depending on who you are. Could be a 10 or a 1. Whatever CS3 brings I don’t want to overhype myself and I’m sure I’m in for a good time regardless. Stay tuned for that one!

quick note, i got this from @duhnuhnuh 's list of free steam keys. very nice of em. the only requirement was a review, which i already do. go look through it if theres anything you want. i see classic doom's still not taken, which i'd totally recommend.

peakdeus or poodeus?

i cant tell! seriously, this game is such whiplash for me. on one hand, its got the worst unlock system ive played in any shooter, has some of the same aesthetic problems as doom 2016, and also shares a lot of gripes that i have with doom 64. on the other, when the game fully leans into its strengths, and you get in a good groove, it rocks.

so first off, lets talk about the shitty shop system. try saying that 10x fast. in keeping with the classic doom tradition, theres a heavy emphasis on exploration of levels to find secrets and stuff. this means that the game's currency, ore, is scattered around levels and you have to find them to unlock certain guns and abilities. by itself, this wouldnt be a big issue. my issue comes from the fact of just how much ore you need to collect for these upgrades. for the SSG and energy gun, you need 15 ore each. if youre someone who likes exploring everything, you can probably get these within the first 5 or so levels. but for me, i prefer linearity in my shooters. so it took me about 75% of the first map to unlock. when i say first map i dont mean first level, theres a kinda dnd system where you have a mini guy that moves around a map to access levels. theres like 4 of these total in the game, 3 of which are relatively short. so when it takes me that long to unlock an energy gun/SSG that kinda pissed me off. whatever, ill just grind out the ore to get what im really after: the dash and double jump. after using a guide replaying many early levels to find all ore, i was able to get the SSG. great, just gotta replay like 5 more levels or so and ill have enough for the dash/double jump. except, thats not the case. those things cost more than the ssg/energy gun. this peeved me off. i decided fuck it, ill play the entire game like 2016 instead. because i didnt want to waste another hour replaying levels for vital tools of your moveset which should have been unlocked through gameplay.

note: the next paragraph had to be rewritten cuz i lost about 30 minutes of work on it. i don't like this draft as much as the initial but what can you do?

hell, even if they didnt, at least make them the first thing you can buy from the shop. when casually looking for ore, it took me about 12/22 levels to unlock the dash. that's way too long in a boomer shooter that clearly takes more from eternal/dusk than it does 2016 in its design. the level design in this game is weird tho. nothing in the game requires you to use the double jump or dash, but it's clearly begging you to use them. this puts it in a weird limbo, where the game ends up feeling incredibly easy, since most encounters are designed around only sprinting and shooting, but made significantly more fun when using the dash and djump. about 90% of levels i beat with 10 deaths or less, and about 50% of levels i beat with 5 deaths or less. i played on hard. the games also easy bc of the way respawning works. in most shooters, when you die the enemies of that encounter reset. the nexus points in prodeus make it so that if you kill it once, it stays dead. this whole system makes the game braindead and i wish encounters could simply reset with you. again though, this decision might have been made bc of how its the game's design doesnt rely on shop unlocks, so if someone collected zero ore, then it might be pretty difficult for them to get through encounters without the enemies staying dead. yet another reason the fucking dash and djump should have been unlocked in levels. the djump i had only unlocked before the penultimate level this leads to another thing. my muscle memory to use both the dash and djump was never developed due to the game not requiring you to use them, and also being incredibly short. by the time i was finally getting into a groove i was already basically done. this shit sucks, bc the game would probably be A LOT more fun if levels were fully designed around djump and dash. but idk, bc of the easy gameplay it leaves it feeling not satisfying.

there is one level that denies this philosophy, though. the "final boss". the final boss is just a huge gauntlet that kinda randomly ends and supposedly the story will get finished in the dlc. hopefully with a real boss too. anyway, the gauntlet requires you to move like there's no tomorrow, and is the only relatively challenging fight in the game due to no access to the nexus points. this fight is where the game shares a huge amount of dna with doom 64. in doom 64 the final fight is complete ass and i only beat it bc of spamming BFG shots at the end. here, the enemies are a bit more bearable once you get used to them, but even with the djump finally unlocked it was a bit of a struggle to find my footing in that fight, constant projectiles and hard to see whats what.





as for the gunplay, it feels incredible even with all these setbacks. not only do the guns feel powerful, which ill talk about later, but when you get into the groove with enemies its awesome fun. however, it does fall into that trap that many shooters experience. rocket spam, and no gameplay reasons to have most weapons. in the later half of the game, theres plenty of rocket spam, which if you know me youll know i hate in shooters, why make all these fucking weapons at all if in late game you just end up spamming rockets and shotgun? not every weapon needs a "set" purpose like in eternal, but at least something like ULTRAKILL where every weapon and every alt type of weapon has a fun use. like with ULTRAKILL its so fun to keep swapping and killing everything in crazy ways. in eternal you need to swap to stay alive. but in prodeus, i hardly see a use at all for the pistol past even the first level. i dont see a difference between using the energy blaster and the machine guns. i think the MGs are hitscan, but you rarely end up out of ammo to swap through everything. except a few cases where your ammo supply is bone dry and its incredibly hard to kill things. why do the fists exist? honestly they shoulda just made the pistol the default weapon with infinite ammo. i just dont see why half the weapons in the game exist. rocket spam does exist for a reason tho, and thats just cuz it still is fun as fuck to jump around the map shooting rockets, even if not the most engaging.

as for the ost, it really surprised me,seeing how im not the hugest hulshult fan(or so i thought, being how i didnt remember most tracks from his eternal dlc work or dusk). in reality, i found his work on prodeus insanely good. i think he just put a poor taste in my mouth with dusk bc that was mostly atmospheric stuff which i dont care for. i love reflections of violence off dusk. hes great here and i think its primarily because of the dynamic(? dunno if thats how to correctly describe it) ost in prodeus. you got your BORING atmospheric ambient tracks but they seamlessly transition into crazy good heavy metal tracks during fights. some favorites include cables and chaos, spent fuel, and dark matter. i definitely wanna give his doom eternal stuff another shot when i happen to replay it, whenever that is.

lets talk about the aesthetic. i mentioned in my first paragraph how it shared some problems with doom 2016's aesthetic. the aesthetic in that game is mostly just orange and brown, which leads most things looking samey. the same is true for prodeus, but the game has an ace up it's sleeve, the sprite work and sounds. the level of artistry to make every sprite at every angle is insane, i honestly think it cancels out how everything in this game is either red, blue, or black. like seriously the aesthetic rocks, cuz the sprites make it unique and stand out. thats not to mention the gore and blood effects which further make it stand out. in doom 2016 and esp eternal the gore was relatively cartoony and over the top, but in prodeus it's dripping with this edginess that isnt present in the doom games. it looks insanely good while you melt down rows of enemies with the machine guns... and dear god do they got the sound design on point, too. the reload noises for each weapons is great, and you feel the impact they bring. the energy gun, too. impact of every weapon is nice and meaty, the only one i didnt initially like was the SSG sfx, but it definitely grew on me.

i feel im going in circles now so i hope you can now see why im at an impasse with this game. i had a lotta fun at points, but at the same time, there's a lot holding it back from its true potential. i think im gonna give it an 8 for now, but could very well change.

While I understand the notion that P-06 is "the best Sonic game", I can't agree with it. This is an amazing fan project, and it fixes so many issues with 06, and I'm eager to see what else is in store - the full game isn't ready -, what's here is incredible.

But in my opinion, there are still just some things about 06 that I'm not fully on board with. Namely, I hate the boarding sections of Sonic's levels and the messy mach speed sections.

Let's start with the boarding sections. Plain and simply, these are just unfun to control. It felt like I was either always overshooting where I was trying to go, or it was a fight to turn at all. Jumping is incredibly clunky, and you'd think successfully doing a jump would reap you the rewards, but collecting the ring/life boxes or landing on rails after jump was so inconsistent. Mercifully, there are only two boarding segments of the game; the one in White Acropolis is pretty easy and I feel like doesn't ultimately affect the total score of the level all that much. Crisis City's really sucked though, and was incredibly poor to control.

As for the mach speed sections, I just think these are pretty fundamentally below average. I imagine this fan remake (I haven't played the original) makes these parts much more bearable, but I still can't tell you how many times I was sent careening into an obstacle and lost all my rings, or how many times I would jump a bit too early or too late and, because of how long these jumps are without being able to land early, drop right in front of something I couldn't avoid. You can get a pretty great sense of speed during these, but it's not really worth the trouble. Every mach speed section is the ending to the level its in which is incredibly frustrating. You might be doing pretty good and have a lot of rings, but something unforeseeable makes you lose your rings and suddenly you don't have an S rank anymore.

Those two things only affect Sonic, however, and besides those portions, Sonic's levels are a good time. And Shadow plays pretty much the same except slightly more fun combat, and vehicular combat which was a decent shakeup. Silver had a learning curve, but once I got the hang of him... well, I still preferred the other hedgehogs, but he was fun.

Then there are the friends, most levels have you hop between multiple characters. Tails, Knuckles, Rouge, Omega, Blaze, and Amy. To be honest, I consider all of these characters to be less fun than playing the main three, with the exception of Blaze and Amy. Maybe it's just because they played like Sonic and broke up Silver's levels, but I found those two to be a lot of fun. Hell, Silver's Dusty Desert actually ended up being one of my favorite levels of the game because of Amy's part (which is kind of funny cause that level is pretty infamous in the official game).

Highly recommend trying this one out, whether you hate 06, never tried it, or like it. It's still missing the final story, hub worlds, boss fights, and other ins and outs, but it has the most important parts of the game and the most fun parts.

How can I explain a game that I got the platinum trophy for and found every item, egg, candle, and everything it asks you to get yet still have no idea what’s going on story wise and barely scratched the surface as far as finding all the secrets? A game where I feel like I know so much about yet somehow know very little. It is hard to explain but I also think most people that have completed it will understand.

Animal Well is a uniquely wonderful experience that was made for serious gamers as it doesn’t tell you anything and refused to hold your hand or coddle you. If you’re new to Metroidvanias this is not where to start but if you are experienced in the genre I can’t recommend this game enough.

The number one thing that in my opinion this game does better than anything is it’s very unique clever puzzles. Very few games have made me think to myself “damn that was a clever design” but I felt I was thinking that in every few rooms in Animal Well. The puzzles and traversal forces you use not only your brain but every item at your disposal. Some puzzles make you use multiple in quick succession at the proper timing. Some have many solutions. Some will have you so stumped you start believing you don’t have the correct item yet. But every single one is designed wonderfully. The mystery in this game is unbelievable. Every single small detail seems to have a rhyme and reason to it. Nothing is wasted. Yet still the game remains a mystery even as the credits roll. The maker of the game has said it may take years before everything in this game is figured out and while that sounds crazy I believe it. Another thing that stood out to me was the art. I understand it is devolved graphics but that doesn’t mean anything to me. It just feels right for some reason. It fits with the mystery and I honestly feel like better graphics could possibly take away some of the things that make this game great.

The only real negative I have is a few of the items are absurdly difficult to find. But at the same time it adds to the mystery so can I really count that as a negative.

There are many games better than Animal Well. There are even many Metroidvanias that are better than Animal Well. For me this a rare case of a game though. It isn’t so much about how good of a game it is. It isn’t about the gameplay, or the art, or the music, and it surely isn’t about the story, as again, seriously wtf is going on. What Animal Well should be judged by to me is less the game and much more an experience. I know a lot of my feelings on this may sound like a mix of cliches and confusions. I hope I’ve made some sense. But it really is a game that’s a lot easier experienced than explained. One thing that I am certain of is you owe it to yourself to experience Animal Well.

Spooky, atmospheric, charming, and clever. Might be my GOTY.

The game is good, but I feel like the praise I'm seeing for is hugely disproportional to my experience with it. Maybe if I went in with lower expectations I would have felt differently?

A gloomy little metroidvania. Upon first glance I didn't really think much, but I stuck with it and was impressed with the minimalistic level design. the games focus on building out your movement options is a really smart way to make progression feel natural. I beat the main game and don't plan to go any farther, but I'm excited to watch a breakdown of all the insane puzzle solutions once they are all figured out.

I did really like it, just wish it took me longer to reach the credits.

So many cool discoveries to be made while exploring the world & interacting with the items & mechanics & it never lets up. On top of that, the atmosphere feels one-of-a-kind thanks to the amazing sound design & unique presentation of the neon pixel-art.

Masterclass in puzzle design, i intend on finding all the secrets
Edit: i got all the eggs and the true ending saw what's left for layer 3 with the bunnies and shit. Im out

Real fun and solid combat, beautiful environment, somewhat predictable but fun story. Definitely glad i didnt skip it

This game is REALLY good. I was actually nervous about it because when it was first revealed everyone basically called it a Nier knockoff and I... do not like Nier. But this game isn't a Nier knockoff. It's Nier improved. Almost every complaint I had with Nier is either not present in this game, or not a big enough complaint to hamper it. The combat is immaculate and only gets better the longer you play. The side quests are wonderful and cover a large amount of repeat NPCs who you'll grow a bond with the longer you're around. The world is gorgeous (even if I do wish there were more area "archetypes"). The level layouts are wonderful and really encourage exploration, while not feeling like a checklist of menial tasks. The lore of the world is superb. The boss fights are REALLY fun, especially in the back half of the game. The customization is phenomenal. The story is... fine? I don't think it's one of the best, most compelling stories I've experienced but I was invested enough, and the twists left me pleasantly surprised. I think my biggest gripe is the characters. Our playable character and two supporting cast members are unfortunately pretty flat. They do sort of have an "arc" but it always feels more like it's happening in the background. It's something that gets brought up on occasion and the characters sort of talk about it, then drop it, over and over until the climax. I do think EVE, your player character, is still the best characterized after seeing her interact with a lot of the side content, but in the main plot she feels like... well.... like a slightly more expressive 2B.

Usually, for me, a game is carried by its characters. This is the rare exception where everything else about the game is just SO damn good that I can overlook our main cast being a bit flavorless.

If you want a game that's sort of a blend of Sekiro and DMC, get this game. But just expect the story and characters to also sort of fall in line with those games, too.

11/10 Tragic Yuri.
"This feels like a PS2 Game" is one of the only ways I can describe this game, and I mean that in the most positive sense. There are so many mechanics and tidbits in this game in all aspects of its game play that some aren't even explained and you just have to try and learn it yourself. It gives me the feeling of devs who understand what their working with and want to push the envelope in just how much more they can fit into their game.
The story is pretty short, sweet, and to the point. It's a cool sci-fi story that's in a way is focused more on the characters rather than twists and turns. And I think that works in that the short, individual stories of the cast help build towards central ideas rather than feeling like you have a bunch of story lines that may or may not contribute to central themes.
Also, it's Yuri??? Just straight up women being affectionate and tender with each other with no strings attached of how they're totally just friends or anything of that sort. Totally unexpected but completely appreciated.