20 Reviews liked by AleF2050


Devo dire che forse l'ho preferito a Yakuza 0, non so se la lunghezza ha inciso oppure il fatto che per finire 0 ci ho messo troppo tempo (diversi mesi) mentre questo l'ho finito in tre settimane e quindi me lo sono goduto meglio. Forse anche il combattimento è più soddisfacente, non saprei. Comunque gran bel gioco, amo quanto può essere super serio e allo stesso tempo mega stupido.

Excellent souls game on par with the FromSoft originals. Souls-likes generally have a bunch of quirky features to try and differentiate themselves from one another but this one follows the FromSoft design very closely which works in its favour since I love those games.

This means the combat is difficult and satisfying and the ambience is amazing. It feels very familiar in a good way, but with some refreshing adjustments. Unfortunately it also means that a number of typical annoying mechanics also carry over such as multi-phase bosses, a variety of debuff ailments, camera issues and a bunch of NPC fights which I have always found to be miserable. Still, this game generally leans more on the side of QOL when it comes to implementing these ideas, for example I actually enjoyed the swamp level in this game.

There are still remarked differences though. The level design is much more linear, there is exploration but it is relatively limited. The story is a bit more direct and while the characters are often goofy, the tone is still dark.

The most significant change from my perspective is the combat, it is much more parry focused. From what I can tell, it's more like Sekiro than souls but I haven't played that one yet. It's very satisfying and well designed but also more 'game-y', boss fights leaned slightly more towards pattern memorisation and rhythmic inputs instead of rewarding a slow and cautious playstyle. This isn't necessarily a bad thing, and in fact FromSoft has also been moving in the same direction of fast action combat for the past few years. I'd actually go as far to say Lies of P does a better job for the most part, the rally mechanic is so well implemented to reward aggression and the boss fights are difficult but very fun and engaging. The linear nature of the game also helps a lot with the difficulty balancing and consistency, I felt considerably less frustration playing this game compared to Elden Ring for example.

As for my main problems with the game, the camera was not great in some situations, better than Elden Ring but still not ideal. As I said before, I really don't like the NPC fights, especially gank ones but thankfully they aren't too difficult and there is some cheese potential. I also don't know why attacking costs stamina in this game (outside of realism), I think it would flow better without that. The final area of the game was somewhat half baked but that seems to be a tradition with these games.

Overall then, I like this game a lot and I think it's a great addition to the genre. The visuals, sounds and performance is fantastic and the combat is satisfying and well designed. A+ from me.

HAL Laboratory had just finished work on Kirby Triple Deluxe, and they had a question on their mind. What if Kirby was interesting and fun? They immediately got to work and ended up making Dedede's Drum Dash Deluxe. Planet Robobot is a close second, though.

I play Splatoon for the story. I can't make myself be consistent with any kind of online game, even one in a franchise I love as dearly as this. And thankfully, Splatoon 3's Story Mode (titled "Return of the Mammalians") didn't disappoint. I don't think it's as good as Octo Expansion, but it took the best parts of that and combined them with parts of 1+2's base campaigns to give us the best base game campaign in the series so far.

The multiplayer is still fun as ever, with a number of QoL changes that shake things up a bit, but I've probably put less hours into it than any Splatoon game thus far.

The best way I can describe Bloodstained: COTM, if I were to try selling it to you in as few words as possible, is that it's Castlevania 3, made in a modern lense and without the CBT inducing difficulty the Western release was strangled by.

Bloodstained's as NES Castlevania as you can get; single way jumps, subweapons, knockback, the whole shebang. To narrow things down though, it's explicitly pulling from CV3's partner system, allowing you to choose whether to bring the extra cast members along or to just kill them in exchange for an ability to vary up your playthrough and achieve a different ending. Likewise, the modern hardware afforded to the game now allows the player choosing to bring them along the ability to switch between all of them on the fly! It's an excellent way to freshen up the formula of a traditional Castlevania, and again, adds a fair bit of spice to the idea of multiple playthroughs. Small QOL improvements are abound, with things like different coloured lanterns for hearts VS subweapons, meaning you don't have to worry about picking up a lesser subweapon from the one you have right now, and you can swap to another character entirely to walk right over it.

The game's also a fairly easier affair than most actual Classicvanias, with a casual mode allowing infinite lives, and the partner mechanic not only essentially giving you four health bars of varying sizes if you can maintain, but also not considering a life to be lost until you lose all 4 characters on that single life. It'd likely be a good bet for anyone starting out with the series, in the event Castlevania 1 or 3 were a bit too much for a newbie to take in at once, though I'll also acknowledge that a Castlevania veteran would probably think the game's total cheesecake.

But don't take the constant mention and comparison to the original series Bloodstained is so obviously aping to be anything even close to a negative! That's the best thing I can say about Bloodstained. It's the Castlevania that Konami won't give us. It looks great, sounds great, plays great, and is great. Give it a shot if you've got a Classicvania-shaped hole in your heart, cause Inti Creates were more than able to fill one in mine! It's great to see they're still, in fact, able to make great retro throwbacks when that dipshit Keiji Inafune isn't breathing down their necks.

This game set the foundation for a new genre, but it has aged terribly. I'd recommend its remake for a way better experience.

Omori

2020

It's physically impossible to describe the true splendor of this game without me spoiling, but just know it's really good.

Basically all the issues I had with Dream Land 2, from its boring level design to its annoying 100% completion which is only accentuated tenfold, but damn if that art style ain't fire.

It honestly was a big letdown seeing screenshots and all the interestingly weird and obtuse architecture and then finding out that it's Getting Over It with but with no physic gimmicks or mechanical depth.

I played the demo when it first released (who knows how long ago that was, the date I set is just a guess)
but yeah, if this ever gets completed, it’s definitely gonna be one of my favorite games
a cross between Earthbound and WarioWare? thats like my two favorite things boi!

he said itll be done in 2023 fingers crossed!
https://twitter.com/kncklsndwch/status/1618864496210231296?s=12&t=jHifbvxj4hqCOhHAxzg5SA

I don’t think any Kirby game is gonna be able to beat this one for me just cause of two things.
1. Pick up and play
2. Replayability
This game is always a blast just to run through quickly on a weekend or just get through one of the many game modes. The music has been greatly enhanced from the original, the graphics greatly enhanced from the original, EVEYTHING was greatly enhanced from the original. This is one of the best remakes I’ve ever seen. I just wish more companies took note of it when trying to remake or even improve an older game.

It’s short, simple, knows what it is and does all of it amazingly. Highly suggest it to anyone looking for a starter Kirby game just as a general intro to the series.

I am making this review after finishing the first world (not the space station). Initially I was going to write this after finishing the second world but an issue happened that made me want to write a review now. I will also compare it to genshin a bit as some of my criticisms of genshin are actually made better in this game.

First, I want to start off with what this game excels at. The presentation is simply fantastic. From the moment you are at the title screen, it's very clear the devs were very passionate about this project. Everything is oozing with personality and soul. The environments, despite being small and somewhat linear, are clearly distinct and unique from each other in ways that aren't arbitrary. In ways that make sense.

The music is actually not generic chinese orchestra for once. A thing I hated about the music in genshin is that it felt so generic and soulless. There wasn't that much variance between regions. It wasn't until sumeru when genshin devs decided to try new things. Meanwhile, in hsr, not only are the exploration pieces distinct from each other, they are also extremely memorable and good to listen too. Combat music I'm a bit iffy on. Some of em are kinda catchy, but others become repetitive real easily.

There is also a lot of content for this game given the fact it's just starting out. There are plenty of sidequests, daily goals to meet (other than a battle pass and level up rewards), as well as a rogue-like section that refreshes rewards daily. Plenty of stuff to do!

Character design is also a massive improvement from genshin. A big issue I had in the design philosophy for genshin's characters is that, for the most part, the designers only cared about making them hot. While that's all that's needed for the simple minds of gacha addicts and annyoing weebs, a lot of the designs, especially early on, lacked general purpose and meaning, making it feel empty. Hsr, on the other hand, the designs make sense and have purpose. While the design philosophy of "make them hot" is still there, it is kept in check so as to not needlessly add or remove aspects of a character. It's also really refreshing to see a character's color palette not be immediately tied the element they use, which also allows for more freedom in designing a character. Even the npcs end up looking more unique and distinct from one another than in genshin, although the old balding men npcs look ugly as hell.

Character writing is probably the biggest improvement I've seen in this game. Up until sumeru, most genshin character's personalities were extremely flat. Most everyone has a small tiny variant of the bland nice person personality. Any nuances a character had, if at all, were NOT shown in the character's interactions with the mc and the world. If there was a nuance shown, there was a 50% chance it was done horribly (the most prime examples being xiao and ayaka). Meanwhile, from the first moment you can start the game you can tell every character is different. Every character has their own unique personality and unique way of viewing and interacting the world. It is especially fulfilling how well these personalities blend together with the writing and interactions. Even the different npcs in the different sidequests are unique and almost feel like an entirely different character.

The writing itself in regards to the plot is pretty decent. It's interesting to an extent and leaves enough mysteries to make one engaged and want to move forward, though some of this stuff isn't exactly treading new grounds. The writing lowkey shines more in sidequests as you get to experience now how the people in these different environments act and react. No sidequest feels recycled or repurposed. Currently, though, there is one gripe with the story I have. I'm not gonna spoil plot points or names, but I need to explain the bullshit that made me want to write this review.

In the first world, there is a character who's entire arc and journey is about searching for truth and confronting a hurtful reality. However, at the their arc, they decide to tell a bold face lie for the sake of safety. First off, this type of trope is fucking stupid. I've seen it so much in media and it makes no sense. Let's just ignore the fact that the idea that some lies are necessary is a stupid and objectively wrong message to begin with. If you wanted to portray that message, then why, for 95% of the story, would you portray discovering and relaying the whole truth as a good thing? It just doesn't make sense and makes the character development useless. At least, based on how this game seems to be formatted, we won't have to think about the situation of the first world in a long while.

At this point you might be thinking how this game has 3 stars if I have only said one mildly bad thing about it? It is because, the one aspect of this game I do not like, is the aspect that is at least 50% of the game's focus: the combat.

This game is a turn-based rpg that is inspired by Persona 5 (the devs said it themselves). That by itself is a red flag. This game's combat is the most disappointing, boring, bland bullshit I have ever experienced in a turn-based rpg.

First off, the bosses and stronger enemies just suck. Genuinely. The weaker enemies do suck as well, but they are weaker enemies and mostly meant to be fodder. There is no excuse for stronger enemies and bosses. They is no unique difficulty that comes with them at all. There is no unique strategy one needs to go by or unique danger or threat the enemy/boss possesses, despite the fact there are numerous different enemies and bosses. Fighting any of them is just a long as fuck slap-fight until the boss pulls out some unexpected bs because it is at 1% health and the game realized it was too easy. Except, instead of making the difficulty actually interesting, it just destroys your entire team with either an attack that the enemy has not done at all, or the same attack except for some reason it does more damage. Even the final boss fight in the first world, despite being spectacular in presentation and plot progression, was no better than the fights before.

Second off, buffs and debuffs in this game genuinely do not matter. It is a somewhat common thing to have buffs and debuffs not make that much of a difference in turn-based rpgs, but what makes it ridiculous here is that the mechanics are designed to make you think they matter. Every character has a different Element and a different Path. A Path is basically a label that details what the character specializes in. For example, those in the Hunt Path are specifically made to dish out damage at single target enemies. Meanwhile, someone in the Nihility specializes in debuffing the enemy. Based on this you'd think that there would be a greater emphasis on the usage of buff and debuffs than in other games (especially since this game is inspired by Persona 5, a game that comes from a series that is renowned for how important buffs and debuffs are made to be). Yet there isn't. All you ever need are 3 good dps characters and one healer. I have been using that format ever since I got a healer and it has genuinely been a cakewalk. I haven't had trouble with any fight whatsoever except one, although that one was challenging become of specific mechanic issue that was easily resolved after my 2nd attempt.

Third off, and my biggest gripe with this game, and the one that supposedly is what hoyoverse is utilizing to make this game distinct from other rpgs: Toughness. Toughness is a 2nd bar above the health bar that every enemy has. The only way to deplete this bar is to hit the enemy with one of its weak elements. The goal is to get it low enough to to trigger a Weakness Break and reap the rewards. What are the rewards? According to the wiki, the rewards are Break DMG, Dot (damage over time), and a additional debuff based on the element. According to how the game actually functions, none of these matter at all.

The Break DMG is negligible at best and a waste of time at worst. There is little gap between Break DMG from an attack and the default damage of the same attack. DoT only has uses in killing an enemy when it's their turn and they're on a sliver of health... or giving them a sliver a health instead of just killing them. Simply make your character and their attacks stronger. The additional debuffs also do not make any significant difference except for the three in the game that can delay the action of the enemy. For everything else, it doesn't matter. Not only because there are barely any useful rewards to reap, but also because an enemy recovering from break is a free fucking turn. Most of the time, you either one shot the enemy, or you're actually struggling to lower the enemy's hp and toughness bar because they have such a massive pull of health. By the time you finally put in the weakness break, it'll be the enemy's turn in which they immediately fully recover and continue on with doing their bullshit attack. Apparently, the weakness break itself does delay an action, yet I have barely seen this happen at all. At most, it moves it's turn down one and puts you back in the cycle, that its why only imaginary, quantum and ice matter. What weakness break should be doing instead, to make gameplay actually fucking engaging and not a sleepfest, is have the enemy take more damage from character while in the state and have them waste a turn recovering from break. You know what is the most fucked up part? Freeze, which is the debuff effect of ice, actually fucking does one of those things. The enemy actually wastes a turn being unfrozen. Great fucking design. Fucking stupid, to lock that shit behind one element of all things.

This is a game that is good on all fronts except the one thing they are focusing the most attention on. So while 50% of the time you are experiencing soul, the other 50% you are experience dogshit boring ass gameplay design.

good songs, shitty console. Playing on oni with joycons is worst thing ever happened to my hands. Even the fucking touchscreen is more convenient than those joycon buttons.

Frozen and Evangalion next to each other is the rhythm game equivalent of whiplash

The most bang for your buck single player DLC I've played a long time. Cut out the fluff of the main game (the subpar run and gun stages) and left you with nothing but boss fights where the "worst" are still better than some of the more mid tier ones in the base game. Contains MORE TOTAL FRAMES OF ANIMATION THAN THE BASE GAME and it shows.

I'm not the biggest fan of Miss Chalice's dash auto parrying, I've had it put me into disadvantageous situations more times than I would have liked and I never really used her invincible roll but she's the perfect middle ground for people who struggled with the base game to play a character that's easier without seeming too overpowered making the game's difficulty too trivial. My only real complaint is that the new songs don't stand up to most of the base game's.

Also, was that a Silhouette Mirage reference I spotted in the secret boss fight? Normally I would chalk it up to coincidence, I don't think it's too original a concept that nobody else could have thought of it on their own, but considering these devs, I wouldn't doubt it!