126 reviews liked by Aleyceps


Onslaught has been insanely fun and an extremely rewarding activity. Pantheon will be coming out next week and I really cannot wait to do boss gauntlets that seems amazing. All in all a great lead up to TFS

Massively amazing update with a fun activity and great loot that I will continue to keep playing until The Final Shape.

Super Mario Kart, but better.

I’ve always had a soft spot for this one, but I haven’t even touched it in a decade, so I was curious to see if it held up at all. Despite being simplistic (this ain’t Mario Kart 8), I find Super Circuit more visually attractive and overall enjoyable to play than Super Mario Kart.

Gameplay and scale-wise it feels like a cross between SMK and MK64, although the drift feels wrong at first. Item balance and AI rubber-banding is fairer than both of its predecessors. Obviously they’re mode 7 style tracks so the courses can’t really be as dynamic as Mario Kart 64, but the backgrounds and environmental themes are gorgeous and relatively varied.

The new levels are also way better than SMK, but including remastered versions of every Super Mario Kart track is a huge W.

Age of Advent is a collection of four minigames, one based on each member of hololive's group Advent. It's free, so I just decided to check it out to kill some time.

After booting up the game, you're greeted with a very stylish title screen: a big neon sign with the title on the left, various hololive references are scattered in the background. It pains me to say that this title screen was, in fact, my highlight of the game. I played the minigames in order - right off the bat, Bijou's Bejeweled was fun a few minutes, until the initial novelty ran out and it just became Bejewled with a fancy skin. Nerissa's cooking minigames features movement similar to Crypt of the Necrodancer, while also having the mechanics of Snake at the same time, as the ingredients you collect follow your lead until you dump them into the pot. It was alright. The next game was the most boring out of the bunch for me, Shiori's horror farming simulator. The PS1 styled aesthetic of this mode is well done and fits the vibe they were going for, however the actual gameplay here is... not fun. It's a walking simulator, where you can ironically barely see where you're walking, because of the darkness and amount of treestumps everywhere. The fourth and final minigame in Age of Advent is based on the twins and controls like a two-player Donkey Kong minecart section. This one is actually my favorite of the bunch, because it's so simple in execution, but the two-player perspective keeps you on your toes. (I actually don't know if you're supposed to play it by yourself, but it was a fun challenge nonetheless.)

While it wasn't as enjoyable as I would have hoped it to be, Age of Advent clearly has a lot of love put into it from the fans who made it and in the end it's ultimately a passion project - which I respect a lot.

When I was a kid I had no idea that the kanji for “gaiden” was part of the title, so for a long while I thought this was called Ninja AME

initially I thought this was going to be some boring card game but I was so wrong. This game is one of the most addicting roguelikes I have ever played. I love the art style, visuals and aesthetic of the game. I really like the feature where you have a chance to make your own cards because you can make them super op. Ultimately, this game made me appreciate card games and it's super fun, that's why it's 5 stars.

[Revisitation of my Childhood, Part 2]

Okay, what..? This was honestly a crazy experience for me because my whole life, I was thinking that this game was definitely the better out of the two LEGO Indiana Jones games. But this is...much worse. Not saying it's actually bad, but there is a clear drop in quality from the first game. The best way I can describe it is "undercooked additions, baffling exclusions." Example: Hub world. Definitely the most notable new feature of this game from it's predecessor, the hub world is probably the biggest example of an undercooked addition. Everything besides playing levels, including unlocking characters, vehicles, bonus levels, and actually going to the story/treasure levels is done in the hub world. And uh...it's not fun. The minikit equivalents are basically dropped, and everything is unlocked through the hub world, which gets VERY annoying after a while, because of how much slow transportation you have to do during it. Another example of this game motto of sorts is the shorter levels. All of the levels in the game are shorter than they are in the previous game, and while many would argue that doesn't mean a drop in quality of those levels, in this case, it most certainly does. Oh, also, after you beat the story of an episode, in the hub world there is now treasure levels(basically replaying the story levels with changes to the level design and sometimes appearance of the stage) and bonus levels(custom levels made in the level builder VERY LOOSELY based off of moments in the story not in the story levels, which just comes off as lazy of all things) to do as well, which means a total of NINETY levels to do, EXCLUDING the stupid million stud levels. Other examples of this are the level builder, and the vehicle levels. Oh god, the vehicle levels. Not only are they super annoying to actually play, but the True Adventurer stud counts are stretched SO FAR that you're better off just going for that after you've gotten stud multiplying red bricks. The only new additions that I actually enjoy are end-of-episode boss battles. Most of them ROCK, like Raiders, Temple of Doom, and Crystal Skull 2 and 3. Also the Green Brick extra "Snake Whip", all my homies love Snake Whip.
Also, THERE'S NO BOULDER TEMPLE LEVEL IN RAIDERS STORY. HOW DO YOU HAVE RAIDERS WITHOUT BOULDER TEMPLE

My annoyance is that it's not really a choice-making experience as it has been highly promoted, it's actually more of an interactive comic book. By the end of it you'll be surprised of how little your choices influence your gameplay.

Well, the start of a loong journey begins. Ratchet & Clank is a game series that really needs no introduction, and the first game was always something I used to play as a child but never fully finished. For some reason I always used to get to Quark’s Fortress and stop, but (15 years or so later) I’ve finally been able to complete it! So, here are my thoughts:

With this being the first Ratchet & Clank game, it's key to see Ratchet’s development. He initially starts out as very self centred, quite cocky & uncaring towards Clank, giving a certain edge to him that isn’t seen in later titles. Clank sadly doesn't have much of an arc with his character, minus one scene that was pretty touching, but he still has a lot of charm! The story isn’t something that hasn’t been done before, but it's the personalities of all of the characters you interact with that help flesh out the story that's being told, which is mostly trying to show how corporate & greedy most of the inhabitants are. This is what makes Chairman Drek an enticing villain to the storyline as he’s basically the epitome of said greed, and this is all told through great storytelling that doesn't treat kids that would’ve been playing this like idiots.

I can imagine being in LOVE with something this ambitious back in 2002, as I still am now. The scope of this game is no small feat, and they did an amazing job at making unique worlds that vary enough from one another that really sells that idea of exploring a galaxy of planets, even having multiple paths you could take in each level. Even the backtracking to previous worlds when you possibly didn’t have the gear yet never felt annoying either because it always opened up a new path that wasn’t explorable before. This great design paired with the gunplay and platforming, it feels like it opened up the genre to more experimentation than what was previously tried with Crash, Spyro & Jak & Daxter up to this point.

And ooo boy the game's soundtrack is a chef's futuristic kiss, it really does feel like every loop was built around trying to fit the atmosphere each world was going for. There are genuinely haunting soundscapes for Planet Orxon & the Gemlik Base but when going to Planet Kerwan I'm surprised at how well it fits the bustling city of Metropolis, EVERY world has their own distinct sound that compliments so so well. I also loved how separate paths sometimes included a deviation of the original song depending on what you were doing. David Bergeaud knocked it out the park with these tracks, and it's a shame that the modern Ratchet & Clank OST’s don’t have that same level of specialty he brought to the table.

So I think looking at the good, it’s clear R&C does a fantastic job at unique level designs, solid writing, & great exploration, but there are definitely some mechanics that could’ve been tweaked to be smoother or, well, maybe haven’t aged the greatest personally.

Speaking of the gear, it’s decent, but isn’t Insomniac's most creative collection like you see in the more modern titles. You have your typical machine gun, rocket launcher, bombs, etc etc, which whilst fun to use, especially weapons like the Visibomb, aren’t very distinctive. Some even feel pretty useless compared to others as well, I’m pretty sure in my whole playthrough I never used the decoy glove or the mine glove once, so whilst there are various ways you can tackle something, some lack the punch others do. But overall, it's a pretty solid collection to start things off alongside the gadgets (even though I wish they were on their own separate wheel).

I think depending on how much I enjoy the weapons also has something to do with how this game’s controls. For starters, the aiming can be awkward depending on what you’re trying to use, and whilst I give respect to Ratchet & Clank for being the first to merge shooter mechanics with platforming, it doesn’t feel as smooth as what I’d like it to sometimes, especially getting into the later worlds where it can start to push these mechanics to their limits, which can even start to hinder the platforming and make you realise how floaty it all feels. I also wish selecting items on the weapon wheel was a little faster as sometimes I try to switch weapons mid-fight and since the game doesn’t pause or slow down I end up taking damage in the process which always got on my nerves.

Another annoyance, grinding for bolts! Now I know the RYNO is meant to be obtained through multiple playthroughs, but that aside there were still a considerable amount needed for the more expensive weapons/upgrades like the tesla claw and the improved health, so I ended up doing grinding the giant clank fight for the most bolts which was definitely the most tiring part of this game.

Honestly though, whilst these complaints did dampen my experience they’re very minimal when looking at the entire journey which I'm very impressed by for a first outing. I can definitely understand why people were underwhelmed with the 2016 remake as whilst it might feel better to control and have better weapon progression, I think it lost the charm and style that made the original what it was (especially on the writing side where they made some very weird changes to the story) and doesn’t stand out near as much as what it did 20 years ago.

Overall, I highly recommend checking this out if you can, I think out of all the PS2 platformer mascots Ratchet & Clank to me had the strongest first entry from what I can gather, even with some bumps it has along the way. I’m very excited to continue playing through the series and seeing how the others stack up as I’ve only heard greater things!