211 reviews liked by AlasEarwax


Albeit left with a super messy toilet roll dropped more times than I have or ever will drop a toilet roll in my life, overall, I enjoyed this peculiar one-man Switch project that even 7 years in stands out as one of the most inventive uses of the Joycon to date. It often presents a real challenge, which by the end I found amplified by the extra traction on my ravaged toilet roll and the exhaustion from moving the heavy box that was the only suitable surface I found, yet the simple satisfaction of completing precise manoeuvres in overcoming imprecise controls encouraged me to persevere. The world needs more creative and experimental games like this.

I just refunded this because of Sony's shitty actions, I feel sorry for the devs of this game, you can tell that they poured their hearts and souls into this game.

Edit: Holy shit Helldivers, we did it, we made Sony backtrack. I'm gonna buy the game back now lol.

These monkeys get really tiring trying to catch. Especially when they get so fast.

Pros:
It feels great to just move, impressive for a game sold mainly as a way to show off a new controller.

It looks great with some really nice colors
The Monkeys are funny
Very forgiving death system
bizarre, interesting game concept for dual analog sticks

Cons:
This game is the annoying kind of difficult where its not actually that difficult but there's going to be that one monkey where you have to do a platforming challenge perfectly fast enough to catch it, otherwise you'll have do it again, and again, and maybe a few more times.

The movement, while great, has a slightly wonky double jump. if you pass the halfway point of the jump even by a little and try to double jump it doesn't. On some jumps it expects you to wait out the 2nd jump to get more distance but not too long so it wouldn't trigger. This has led to several falls.

4/10, just play the sequels they're much better

Didn't enjoy it as much as I hoped, didn't play it when I was younger so don't have a nostalgic attachment to it and the controls were frustrating

As much as I love the 2nd and 3rd Ape Escape games, I couldn't remember if I'd ever played the first one, let alone beaten it. Having played through it in Japanese now, I can say quite confidently I had never played it before XD. It is simultaneously quite surprising how similar it is to Ape Escape 2 and also shocking just what an improvement the sequel is by comparison despite how little overall is changed. It took me like 8 or 9 hours in total to get all of the Specter Coins and all of the monkeys.

Story-wise, Ape Escape 1 is much more grounded than its sequels. There's a big monkey park run by The Professor, and one day their star attraction monkey gets his little hands on one of the experimental new Monkey Helmets. It corrupts his mind and gives him super smarts and telekinetic powers which he then uses to build monkey helmets for all his monkey buddies. Now dubbed Specter, he attacks the Professor's lab, and uses his time machine to go back in time and rewrite history to make monkeys in charge of the world instead of humans. It's up to our intrepid boy hero Kakeru to catch all those monkeys messing up history and stop him!

I say it's more grounded, but that's mostly in terms of the locations and the villains, as the Freaky Monkey Five are an invention of the sequel. Your main rival here is your childhood friend Hiroki, whom Specter has brainwashed into being his servant, and even then the rivalry isn't that present up until your final encounter. You could also say the story has somewhat of a point of strength not being about power (and by extension, technology), and technology itself being a potentially horribly corrupting influence, as is at least implied to be the case with Specter's relation to his original monkey helmet. Regardless, it's a 3D action platformer from late-ish in the PS1's lifespan, so the plot isn't really the most interesting thing here.

The most interesting thing is capturing those monkeys, and the game does a pretty good job of that. This is the only game I know of on the PS1 that outright requires the dualshock controller to work, and was clearly developed as a vehicle to convince people Sony's new controller was worth the upgrade. The D-pad handles camera direction and the face buttons change your weapons. Movement is handled by the left joystick and your attacking is done by the right joystick. Compared to the sequels, it takes a bit of getting used to with how you attack, as there isn't any tracking in how you swing your baton or your net. This does have the effect of making the baton a far more useful weapon, as trying to catch a feeling monkey with just the next is far harder to do with how much slower and less accurate your net is in this game.

Other than that, the overall formula of the game is really similar to how the mainline games would go on to do. You start a mission, you gotta collect so many monkeys in order to pass it. There are some slight differences such as there being hidden Specter Coins in each stage to also collect, but they're just an extra thing to collect to unlock some extra mini-games. Other than that, it's just Ape Escape on PS1.

However, being Ape Escape on PS1 DOES carry with it some unfortunately conditions. The game has a pretty poor draw distance which can make navigating some levels a bit of a pain when you're hunting for monkeys (even with your monkey radar). Even worse, some levels have really significant slowdown, and it makes the already somewhat clunky/awkward controls even worse by affecting the latency (especially for jumps). I was beginning to think my controller was broken because the button delay was so bad for jumping, but no. That's just the slowdown. That slowdown is the main reason I would say this game might be difficult to stick with for fans of the PS2 games like I was. However, it's not all bad. The game looks quite good for a PS1 game, even despite the low polygon count. The music is also good, and I'd say even better than the sequels, as well as the VA being excellent as well (at least in Japanese).

Verdict: Recommended. Somewhat clunky controls and fairly annoying slowdown aside, this is still an excellent game. Good music, good gimmick, good level design. It's all things that are improved in the later games, but they're still really solid here as well. If you're a fan of the series or a fan of 3D platformers in general, you can certainly do better than the first Ape Escape game, but you can easily do a lot worse as well.

Saviorless captivated me for his simplicity: i felt like i was playing some old game from 90's. Quite at the beginning the game seems to be dull, but the narrative unwind grows in an unique way, showing for what it was made for. The soundtrack is so comfortably cohesive and beautiful. And the strongest point is it narrative. It has a peculiar cadence, which moves you forward as the story progresses.

p.s: to die in this game makes you feel... HOW? It just doesn't make sense! And then you starting to get it all!

had a free week on steam/was free to keep through amazon so i figured i'd play a bit since my friends were on. its, uh, it sure is fallout!

tried to do the main quest and it bugged out at the first real conversation and locked me out of progressing. tried leaving the room and coming back and didn't fix it so whatever. adding npcs to this actually probably made it worse. bethesda cowardly adding them in after people complained feels like a misstep--its pretty much impossible to care about anything narratively going on when it's so blatantly just an excuse for the gameplay.

but what about that gameplay? at the end of the day it plays nearly identical to every other bethesda game released in the past 20 years or so, lol. only took me like an hour to get bored of it, and probably 20 minutes of that was me trying to make david lynch in the character creator.

what new was here though i feel isnt very compatible with the nature of this game, at least as far as the learning curve goes. unless you and all your friends begin at exactly the same time you'll all be at different points and have different levels of understanding of the systems, so if you're late to the party it can feel like you need to rush to understand stuff like how you should optimize picking special cards or in what circumstances you're supposed to base build and how persistence even works on that. these are things that i could easily google but i don't want to do that, i want to play the video game. i think that mightve worked ok in a single player setting, being introduced to them sequentially and having time to digest them. but fo76 just throws you into all these mechanics with no more than a 3-minute-long hallway walk as a leadup. for me that just makes all that stuff seem kind of too annoying to learn to bother with, especially for a game i doubt my friends will be playing a week from now.

also not a fan of the servers being mostly occupied with randoms. this is a general problem I have with mmo adjacent games but there just isn't anything special about the adventure you're on if you're constantly reminded that other people are doing the same shit as you. i think you can set up private servers if you pay up but i'm not doing that lol.

overall, it's doubtless been said before, but it just feels like a worse version of Skyrim Together.

Highly original first-person shooter that plays more like a tactical turn-based game than traditional FPS. Everything moves only when you move and at the same speed, and your job is to predict enemy movements and take them out one at the time. Most of the time you are surrounded and at great disadvantage. Gameplay is crazy fun, and with more depth could carry a much longer game. It's really more like a tech demo than a fully realized game, and story mode takes about 90 minutes to complete.

"The world once shaped by the great will has come to an end.
It was a foregone conclusion. All is preordained.

If in spite of this you still have the will to fight, now is your chance to prove it."

This is a particularly difficult game for me to write about because I want to greedily compare and contrast every ballhair with the first title’s, just so I can diagnose exactly where my issues with it lie - why a game that is functionally so similar in DNA to one of my all-timers doesn’t hit the mark. Personally speakin, the long & short of it is that Dragon’s Dogma 2 is something of a sidegrade to the original title that distances itself too much from what I found spectacular about it to begin with.

Possibly my favourite element of Dragon’s Dogma 2 is one that could be felt from the moment you first gain control of your character. There’s a palpable heft to character locomotion, complimented by the multilayered textuality of the land itself & the threats of wrong turns into the unknown or slipping off a slick cliffside to your untimely demise - it leans wonderfully far into the concept of traversal being a battle unto itself. As was the case with DD1, being tasked to travel from safety to a marker deep into the fog of war is never a simple request. Goblins, ogres, harpies, and whoever else decides to grace you with their presence are waiting in the bushes to act as regular speedbumps to be carefully considered and planned for accordingly.

Where DD2 slips at this for me is in how little it reciprocates for what it demands. This is a sequel that has ballooned itself in scale to a dizzying near 5x the original map’s size, but hasn’t developed the enemy roster nor the environmental design acumen to make use of it. Take for instance that DD2 has fifty caves strewn around its tectonic world map, and I don’t think a single one is as impressive as one that could be found in DD1. Where the caves/dungeons in DD1 were concerned, there would be special objectives relevant to the overall story, a person you were going there on behalf of who represented a town or group, they would unlock shortcuts for faster world traversal and upon repeat visits you’d notice the location’s role in the world change for the denizens. They would be densely designed so that every corner was worth being scanned to the best of your ability for pickups, shortcuts, levers, climbing points - lending to the almost DnD-esque adventure core followed passionately by the game’s design. Hell, the locales would generally sound and look different too, built to purpose so as to become plausible enough to justify their utility in the world and lend credence to exploring them.

Compared to that, DD2 has shockingly little of this. Its myriad nondescript caves wallhugging the world could scarcely be five prefab rooms tied into a loop to house a few potions, or some equipment you could find at a store. No unique gimmicks or trials, only populated by a handful of gobbos and maybe a midboss as a treat. I feel that Dragonsbreath Tower was supposed to act as something of a callback to Bluemoon Tower from DD1 - it being a perilous journey across a handful of biomes towards a crumbling hanging dungeon that houses a flying peril, but it’s so bereft of pomp and confidence. A truly memetic core routine that made me think less of adventures and more of waypoints and upgrade materials. I want to use a Neuralyzer to remove BotW shrines from the face of the earth. And god why is none of the new music good.

DD2 implies at a big story, but to me it felt like nothing came together. I had no idea who anyone was supposed to be beyond Brant, Sven and Wilhelmina. DD1’s progression from Wyrmhunt -> Investigate the Cult -> Kill Grigori -> Deal with the Everfall -> Confront the Seneschal was great, and throughout all of that you kept up with characters like the King and got to see his downfall. The writing and delivery of the cult leader and Grigori himself far surpasses anything in DD2, despite having very similar subjects. Outpaced by DD1 in setpieces and pop-offs and thematics. There's barely any antagonistic people in the game and once you get to Battahl it feels as though the game trails off like it’s got dementia.

It's a completely different kind of design that, sure, encourages player freedom - but communicates it in this really loose way that I just don't care about. I spent much of my playthrough having no idea what I was doing besides wiping off the blank smudges of world map. What expounds this problem is that quest discoverability is astonishingly low here, oftentimes made worse by restricting itself to AI astrology, time of day, relationship levels (??). The duke could stand to commission a farcking quest board imo!!! I won’t kid myself and say that the quests in DD1 were even a bronze standard, but they worked and communicated exactly what they needed to do while also leaving open ends available for interpretation. But in DD2, they’re just awful, I absolutely hated the experience of trying to clear up Vermund’s quests before pushing Main Story progression and at this point I wish I cared as little as the game does. What need is there for almost all of them to have a “return to me in a few days” component in a game with such limited fast travel, do you want me to throw you into the brine? Frankly the game is never as interesting as when you're doing Sphinx riddles.

Combat’s good enough, I do enjoy how the interplay of systems would present the player with all sorts of unique situations, but even these can and do begin to feel samey when a very slim enemy pool on shuffle. What makes these emergent conflicts even less impressive to me is how I can't help but feel as though the ogres, trolls and chimeras in particular have had their difficulties neutered. The hardest time I had with the chimera was during a sidequest where you had to get the poison-lover to be doused in chimeric snake venom. They're barely a threat otherwise, and can either be chain stunlocked with well-placed shots or slashes, or get too lost in their own attack animations to really hit anyone. Comparing these enemies to DD1 where climbing was far more effective at dealing damage encouraged the player to get real up close to them and it felt like their AI knew how to deal with that. Like when I fought the Medusa it felt like they didn't have any idea where the party even was. I think if the hardest encounters the game has to offer is Too Many Goblins we have a problem. (Dullahan is very cool though)

I’m not miffed no matter how miffed I sound. When do people like me ever get sequels to games they love? I’ll tell u dear reader it’s Never. Dragon’s Dogma 2 is full of wonder & delight and I think anyone less fatigued by SCALE and SANDBOX than me has a home in it. I feel a little left behind, having spent 12 years wasting away in the waiting room rotating in my head the concepts DD1 confidently wields, and its further potential as a foundation for a sequel. A game that was absolutely 'for me', course correcting into sick-of-this-already airspace. I’ll be excited to see whatever news, expansions or the like the future holds for DD2. Right now, though? I think DD1 has a stronger jawline.

Has very quickly become my go-to "I have fifteen minutes, lets gaming" game. The matches are just the right length for a pick-up-and-play session and the combat has just the right level of depth to reward smart-not-hard play.

The initial tutorial feels incredibly intimidating, but it's pleasantly surprising how quickly the combat triangle begins to make sense; it's a very intuitive and execution-light version of the fighting game attack-throw-overhead wheel, with a bit of Counter-Strike knife duelling thrown in for good measure. The beauty of the system is that while it rewards solid execution and micro-tactical decision-making, the game is still more than happy to reward you for stepping outside the tryhard metagame to hurl a broom from 100 yards away or drop a barrel down a bottlenecking staircase like you're a fucking Ye Olde Donkey Kong. When I stood on top of a trebuchet hoping to physics-glitch my way to the front battlements, I was overjoyed to realise the game had fully expected players to do that and played a unique voice line and animation. Just pure dumb multiplayer joy from start to finish.

Not only is the game really fun to control, it's also really fun to just experience and take part in. The developers have fully embraced the stupidity of their quasi-medieval setting and crammed this thing full of himbo heraldry and ironic-macho chit-chat about the indignity of war and middle age(s) life, which ends up giving the whole thing an almost Terry Pratchett vibe. It's hard to get mad about being decapitated when it prompts your opposing number to do a thuggish Eng-er-land football chant about pissing down your neck. And even when you lag at the bottom of the leaderboard, chances are you'll get to see five guys 300mph ragdoll away from a catapult boulder or watch someone's head whizz off like a golf ball when it's struck by a warhammer. Bladdy 'ell my liege/guvna!! More of this "OTT Euro 2020 fanzone gone wrong" vibe, please. Long may it continue. Chivalry is not dead.

(FULL DISCLOSURE: At the end of a quick play match I got a connection error but my XP bar continued to fill for 25(!) ranks, presumably because the XP filling is somehow tied to an animation or the match itself ending. This accidental XP/gold bribe may have influenced my perception of the game. )