2122 Reviews liked by AllstarBrose


I tired to like The Silver but couldn't. I did not like Silver Case. So I wanna start off by saying I pre-ordered the Switch version. I was genuinely looking forward to trying it out. And I wanted to play some Suda51 games before No More Heroes 3 came out cause I'm hyped. But yeah...ended up kinda disappointed instead.

You know I originally wanted to go through this trilogy. But in all honesty. I cared so little for Silver Case that it pretty much wiped any interest I had in playing Flower, Sun and Rain and the 25th Ward.

I felt Silver Case started interestingly enough but the more it continued the more confused I started to get. And the more confused I started get the less engaged I was getting with the plot. And I also realized part way through that I wasn't caring all that much for cast of characters either. This game talks about solving riddles and such. Well this whole piece of writing is a riddle. I just felt like the more played and read the more it become unintelligible word vomit. And it reminded me of when I was in high school, forced to read a book and there would times where I'll read an entire page and had no idea what happened on that page. I just did not like it's way of writing at all. I also found parts of the dungeon crawling aspect pretty tedious. Like going to room 402 repeatedly in case 2. Or having to check every floor in case 5. Overall I had hard enjoying The Silver Case. I really wanted to. The aesthetic is really cool. The soundtrack is moody and atmospheric. I'll give it points for that. But the in the end I just felt both frustrated and confused. I don't mind a story being complicated. I enjoy stuff like 13 Sentinels and Xenogears after all. Heck I'd say there parts of those stories where I didn't fully understand or found it confusing. But there were still other aspects of them that I liked, that I look can look past that and enjoy them regardless. I just don't feel the same about The Silver Case. As much as I would want to like it. It just didn't do anything for me. And that kinda does bum me out. Perhaps I'm just too stupid to understand The Silver Case I can accept that. No, I wouldn't consider it "bad" but it's definitely not for me at all.

I'll probably still play 25th Ward at the very least since it was bundled on Switch but needless to say I'm not looking forward to it and when I do play it, it probably will only be after playing No More Heroes 3.

This game is a true FEAR successor once you remember that every sequel to FEAR sucks

Came for the twins, stayed for the Kingdom of Elgado!

Monster Hunter Rise is often compared to its very popular predecessor MH World and I don't think a comparison between those two games is fair, as it's really just a case of apples and oranges. For the sake of explaining it, I'll give a rundown of the differences between the two entries though.

First of all, this game was designed for the Nintendo Switch in mind. Given the portable nature of this hybrid console, Rise streamlined the gameplay loop a fair bit in order to make it more accessible to a pick-up-and-play gamestyle. This includes faster hunts, monsters being instantly shown on the minimap, increased traversal options with the Palamutes and the ability to pause the game anytime when you're not playing with others - a very nice feature to have (which was missing in World)! As a tradeoff, it doesn't have the expansive ecosystem or the tracking of monster footprints from World, so it's less immersive in that regard. But those gameplay changes aren't necessarily bad, they're just different. I for one appreciate the fast-paced and direct nature of Rise; it's a welcome change after spending hundreds of hours with the slower gameplay of World. Rise's combat specialises in the usage of the wirebugs, they serve as a mechanic to either perform special skills (similar to the ones in Generations) or can be used for easy movement as a grappling hook. Getting used to these little fellas can feel weird at first, but once you know your way around them they're just a ton of fun to use and can totally change the way you approach certain monsters. As an example, the flagship monster Magnamalo inflicts a special debuff that can only be cleansed through wirebug usage, so you need to keep the bar in mind and use the dash whenever you want to cure the ailment. Alongside Magnamalo, most of the other newcomers in Rise are great to fight aswell! Goss Harag is probably my favorite new addition, love his Yeti-inspired design and the fight in general. Looking forward to many great fights in Sunbreak too!

The Village quests ease you fairly well into the game, even though the first set of ranks were quite boring for someone acquainted with the franchise. Still a good introduction for new hunters and even allows you to skip the entire Low Rank of the Hub quests. Speaking of the Gathering Hub, it's rather... desolate these days on the PC port. Atleast there's the Better Matchmaking mod, which removes the Region Lock and helps you find matches a bit faster, but having to rely on a mod for something as basic as worldwide play is quite a bummer. Note that this is not an issue with the original version of the game on Switch and was only added to the PC port for some strange reason, so the game itself can't really be blamed for this. Another cool mod I can recommend is RiseTweaks for removing the framerate cap on cutscenes - another thing that should have been in the PC port from the start! Anyways, finding multiplayer matches over join requests isn't that hard for key quests (good luck finding a partner for event quests on PC though) and you should be able to reach Master Rank in no time. I can't really comment on the Master Rank content yet, as I just started Sunbreak yesterday, but it's pretty amazing so far!

My final thoughts? Rise is another wonderful Monster Hunter game and I had a great time with the base game on PC despite the aforementioned strange issues with the port. Liked it so much that I got the Sunbreak bundle on Switch as well, so make of that what you will. I think you'll get a great experience on any platform, just pick between the eye candy version (PC) or the one with the thriving playerbase (Switch). Can't go wrong here!

The NieR of Sonic games...? What?

I never played a Sonic game before, but after reading Phantasm's review and having heard Wheatie advocate for this game for quite some while now, I decided to finally check out the series with Sonic Adventure - and I'm glad I did!

To make sense of the weird opening one-liner, Sonic Adventure is a game told through the eyes of six different characters - which means you need to play through the story six different times to fully understand what's going on. Each character comes with an unique gimmick and win condition, ranging from collecting Emerald Shards as Knuckles to catching a pet frog as Big the Cat. The narrative itself is nothing groundbreaking, it's fairly standard fare with Eggman trying to use an ancient evil named Chaos to destroy the local Station Square and rebuild it under his management. Chaos is an interesting villain though, since he functions basically the same as Resident Evil's Nemesis and you fight him several times with different characters in different power levels, as he grows in power each time he consumes a Chaos Emerald (you see, the name is as straightforward as it gets). As for the individual character stories themselves, you're free to approach them in any order you'd like, as long as you met the character in Sonic's story and the game will notify you when a new story is available. Only after completing all six story modes, you'll gain access to an epilogue and be able to fight the true final boss.

The levels themselves have some interesting mechanics, and they especially get to shine in Sonic's levels (as he's not a gimmicky character), I'll take the Lost World level as an example. While Knuckles can just crawl up the walls here with his moveset, Sonic has to rely on switches that allow him to walk on certain anti-gravity tiles on the wall or use mirrors to shine light on mirrors to illuminate a dark path. But it doesn't always have to be so complex, sometimes snowboarding down a giant mountain with an avalanche in the background is all you need. Even if I had a fun time with most of the levels, one of my biggest complaints is still the rebellious auto camera, which especially hates Sonic zooming through the zones at lightning speed and then jumps to some nonsensical angles, causing you to have no clue what's going on and miss your inputs. I'm not particularly mad at those camera shenanigans (would be lying if I told you it wasn't funny), but there are times where the jank goes from charming to annoying territory. Another thing I'd like to address is the strange progression sometimes outside of levels in the hub worlds. Thankfully there are red hint orbs in the game telling you where to go when you're feeling lost, but even then, sometimes the hints are so vague that I still found myself resorting to GameFAQs guides in order to locate where to head next. This would hardly be an issue on replays, but I couldn't find the raft for the life of me the first time I had to use it.

Sonic Adventure is a very ambitious game for the time it released and it's not only reflected in the level design, but also in the soundtrack, which covers a variety of musical genres and also uses higher quality instruments as opposed to a MIDI soundfont, which was possible thanks to the Dreamcast's advanced audio hardware. My favorite song is Amy's theme, My Sweet Passion, but I'm also particularly fond of Tikal's Theme and Mechanical Resonance. The Egg Carrier Theme needs a shoutout for itself, just for how catchy it is.

In the end, Sonic Adventure was a nice little departure from all the JRPGs I've played recently and I'm now eager to try the acclaimed Adventure 2 and other Sonic games in general - this includes the Steam version of Sonic Adventure DX, where I'm hoping to go for 100% when I get to it :D

I'll keep the introduction short this time and get straight to the point. Phantom Liberty is the best DLC I've ever played.

Dogtown being a closed-off and compact district makes it feel more personal and memorable than a lot of Night City. It being a run-down, bleak area definitely makes it stand out among the rest of the world - characters and lore tidbits always describe it as this hopeless, brutal place and I believe the overall design is quite fitting for that description.

Now, the supporting cast is more grounded and morally grey here than the companions in the base game, which I personally think is great, because it fits the moody vibe of the narrative and makes them more interesting. Each character has their own intentions and it's up to the player to decide who to trust and who to avoid - Phantom Liberty's narrative alone has four endings, depending on your choices throughout the expansion. Don't overthink this aspect too much, since the points where your choices change the storyline are very clear and not your run-of-the-mill dialogue options. If you're a completionist and want to see all endings in a single playthrough, just make a backup save file right before those choices and you're good to go. Speaking of those endings, they're really impressive and you'll definitely think about them for a while.

Aside from the narrative, Phantom Liberty also adds meaningful side content to Cyberpunk 2077. There are ten new gigs, like a dozen new side quests and an entirely new skill tree. I really liked those gigs, because they weren't just "get to this PC" or "kill/spare this person" like in the base game, but all felt like little side quests on their own. The skill tree is not as expansive as the standard ones, but it adds some nice perks for melee combat and an alternative to headshots with the weak point gauge.

You see, I almost entirely forgot to mention the setpieces in the DLC. My bad! Everyone likes a good setpiece and the spy movie setting is definitely on point here - you infiltrate a casino, a triangular-shaped club and a bunch of unique spoilery sceneries where I wouldn't like to ruin the surprise. Make sure to look for the several character cameos in the casino mission!

If you're looking to spend more time in Night City, Phantom Liberty is a must-buy. In my opinion it's everything I wanted from a final arc in Cyberpunk 2077 and I really just enjoy how thought-provoking it was overall. Fantastic DLC.

Here's my review for the base game!

"Just focus on tying up all your loose ends - then you and I are leaving this city once and for all." ~ Judy Álvarez

For many, Cyberpunk 2077 will always be remembered as the game with arguably the worst launch next to No Man's Sky. It was a bugfest and the console experience was so bad that refunds were provided from the developers themselves. But I'm not here to talk about the launch - instead I would like to share my personal experience after ~100 hours of playing and getting all available endings, entirely in patch 2.1 and right off the bat with Phantom Liberty (which I reviewed already).

Cyberpunk really shines in terms of presentation. The vibes are incredible, Night City nails the feeling of a dystopian and futuristic metropolis perfectly. You know, flashy neon lights and advertisements are plastered all over the city and the streets are always busy. Another thing that really helps the immersion here is the lighting. An often overlooked aspect, but it's probably the best ambient lighting I've ever seen in a game alongside Red Dead Redemption 2. Do yourself a favor and cruise through Night City on a rainy night, you'll see what I'm talking about. By the way, this is without Raytracing. RTX enabled is a whole different beast, but I didn't keep it on for long, because it was taking a serious toll on my frames and I'm a person who likes to enjoy games with a smooth framerate over graphical fidelity all day.

The main story is solid, albeit not very long. You could probably finish it under 20 hours in total if you're beelining the main quests and ignore the side content. Despite the short runtime, you'll find yourself in a lot of cool setpieces and get acquainted to many great characters, each with their own individual questline. I would definitely recommend playing those quests, since they're a lot more personal than the overarching narrative and really help understanding the struggles and personalities of V's friends better. Speaking of those friends, I think the fluff text messages you get every now and then are a great feature. Makes the world feel more alive and it's always nice to see characters being relevant outside of their own contained substories. Romance is also a neat little mechanic - I really like how CDPR provides extra text messages for your partner, so they ask about V's life every now and then. There's an unique quest where you can also hang out with them at your apartment and talk about stuff, this is repeatable, but unfortunately the dialogue repeats after the first time. Just use your imagination here and you're golden.

Cyberpunk's side content is mainly divided into two different mission types - gigs and side jobs. Gigs are one-time missions where you do a quick job for a fixer of choice, like breaking into an apartment to retrieve some data for a client. How you handle those missions is entirely up to you (unless there's an optional objective you'd like to complete), so you could opt for a stealthy approach or just shoot your way through the enemies. Combat in general is very diverse, you can have Mantis Blade implants inside your arms or blind enemies with hacks - there are so many possible builds. I went with a Netrunner/Gunslinger build, since not many games offer you the opportunity to weaken your opponents by just hacking them! And pistols just feel like the most comfy ranged option to me - a silenced one for stealth and another unsilenced one for loud combat. If you're still unsure on a build, I'd recommend testing some of the iconic weapons (basically the "legendary" weapons of this game), since they come with unique perks. There's a lot of them, so I'm sure some of them will appeal to you. Now, I didn't go in detail about the side jobs, but that's because they're more narrative-driven quests. Some of them feel like the Stranger quests in RDR2, while others have more complex tales to tell. So basically they are a great pastime if you're looking for more worldbuilding in Night City.

If you found yourself asking the whole time "But what about the bugs?", while reading this, then I'll gladly answer that for you. In my 97 hours of playtime I only had a single crash happen (right before writing this review ironically), but since the game autosaves often enough, it was a loss of like 3 minutes only. I haven't encountered a single game-breaking bug, just some small immersion-breakers every now and then, alongside two "real" bugs. This includes various items clipping into the hands of NPCs when they were supposed to put them away and NPCs in general teleporting on rooftops where they aren't supposed to be. The "real" bugs were my V glitching through a wall after a character crashed my car into that wall in a scripted cutscene (had to reload my save) and I've also had enemies walk through a closed garage door once - but that one was rather funny, despite being unfair. There's another problem I'd like to address, but I'm not entirely sure if it's a bug, so I'm not going to label it as one. It's related to quests starting through calls of certain characters. The game explicitly tells you "Wait a day until this character calls you back." and then sometime they just don't call at all, despite 24 hours having passed in-game. Worst offender was when I tried to start the follow-up mission to the companion mission "Off the Leash", the quest giver was supposed to call after one in-game day but it took me two real-time hours (after several virtual days passed already) for that character to call. For your own sanity I recommend doing other gigs or side jobs inbetween, because I'm very sure the calls will come on time if you don't just try to exploit the waiting feature to skip to those quests instantly. Try to let it play out naturally.

Are you a fan of the Edgerunners anime? Well, good news for you! The world of Cyberpunk 2077 also includes small nods to the series, like the graves of the deceased characters at the cemetery. There's also a side job where you can get David's iconic jacket and you can find Rebecca's famous shotgun out in the world too (if you remember the spot she left it in the anime).

The final point I'd like to address in this review is the soundtrack. (Yeah, there are other songs besides I Really Want To Stay At Your House.) While the OST in The Witcher 3 had a calmer, more comforting vibe, Cyberpunk's music fits the high octane combat accordingly, but some of the best tracks come from the sad and serious moments in the game. For car rides, the different radio stations allow you to listen to your music genre of choice. Speaking of the cars, I find it a lot more satisfying to drive to quest locations than to just quick travel there (which I regrettably did a lot in like the first 20 hours of my playthrough). It's just a lot more immersive and driving feels great if you have a car you like. (My personal favorite ride is the Outlaw, great speed and handles well.)

I have talked a lot about this game now. That's because I love it. So if you would ask me if Cyberpunk is worth it, I would definitely recommend you to pick up the base game on sale sometime and go for Phantom Liberty if you want to spend more time in this fantastic world. It's pretty much in a fixed state now and if what I described in this review seems interesting to you, why not give it a go? There were very few moments where I was actually bored, even the beginning is great and brings you pretty fast into the action (unlike a certain cowboy game I have named several times in this review already).

That's all I wanted to share - thanks for reading.

I really loved Catherine Classic, which is why I decided to grab Full Body on an eShop sale that was just about to end, so I could compare the two releases back-to-back (and since I was eager to see how Rin fits into the story). After beating the game's new route, I'm glad Full Body lived up to my expectations. But now the real question: Is this version the definitive release of Catherine? Probably.

I'll try to not repeat myself on the things I already established in my Catherine Classic review and will be going over the additions in Full Body instead, starting with the rerelease's poster girl - Rin. Since she's advertised as a third possible love interest, I expected her to be a lot more involved into the original storyline than she actually is, but I ended up liking the role they gave her there. Rin never actually interferes with the story events of Classic, the major beats still play out all the same. She's a pretty passive character if you don't actively pursue her route and serves more of a supporting character if you're heading down the Classic Routes. Even as such a supporting character, I believe Rin plays a pretty big role in shifting the tone of the game compared to Catherine Classic. The original game was quite gloomy and Full Body contrasts this by adding her to balance it out, resulting in the game feeling more laid-back overall. This is accomplished with the lighting changes in the bar and a new jazzy rendition of the bar soundtrack. Speaking of the bar soundtrack, many of the Shin Megami Tensei songs on the jukebox were replaced with modern Persona tracks, including some really great ones like Beneath the Mask from Persona 5 or Snowflakes from Persona 4.

As far as gameplay changes go, Full Body doubles the amount of puzzles and adds a mode to skip those entirely (if you're only in for the story). The new Remix mode is a great change of pace (especially if you're coming from Classic), since it adds various kinds of Tetris blocks to the puzzles, changing their solutions from the original game. Some of the smaller gameplay tweaks like the backwards camera or outlines for ledges just make the game more enjoyable to play overall. The undo and retry system has been completely overhauled, the collectable pillows no longer give you a set amount of retries, instead you'll get a singular undo action added to the "undo queue". Like in normal mode you start with 3 undos at the beginning, but if you collect a pillow during a level you can actually undo your actions 4 times in a row until you reach the pedestal. I think it's a pretty good incentive to collect pillows now, since I basically had 99 lives all the time by the end of Classic and there was no real reason to go out of my way to get them anymore. However, the lives system has been removed entirely in Full Body and you can no longer die unless you run out of undos. While this sounds like it entirely trivializes the game, it really doesn't and just lessens your frustration of having to restart a level for a single misinput. I had multiple cases where I had to retry from the start of a level, since I tried some strategy that didn't work out in the end and I had no undos left to return the blocks to their initial state. It's also worth mentioning that the undos can no longer be abused to reset the combo timer, so you'll actually have to watch out for that if you're going for a Golden rating. Overall, I believe those balance changes alone make Full Body better in the gameplay department than Classic (despite Classic feeling so great already) and I could actually enjoy the final boss in this version, since I didn't have keep worrying about some random homing attack, just to die with the pedestal in sight already (yeah that actually happened to me in Classic). Although I must admit that the tension is definitely not on the same heights as the original here, the dread of having to restart the entire level if you took a wrong turn was really something special...

Full Body's narrative is pretty much the same as in Classic (unless you go for Rin's Route), but with new cutscenes and pictures to help the characterization of the original girls. Personally I think it helped Katherine's characterization especially and I found myself looking forward to the flashbacks involving her and Vincent each time. Sure, that's pretty neat, but Rin's Route is the part that actually impacts how the story plays out. Contrary to popular belief I found the handling of the themes in this route fairly good executed and had a great time with it! There are some really good messages in here. A common complaint is that this route goes a little off the rails in the end and I can see how that's offputting for some, but I found her finale to be some pretty cool stuff, especially in regards to the scenery and stakes there. Not everyone's cup of coffee, but a nice bonus after doing the 'ordinary' routes with Katherine and Catherine.

My main complaint about Classic were the transphobic remarks at times, so I'm glad to see Atlus addressed this in Full Body. Most of the transphobic dialogue has been replaced entirely, except that one exchange in Katherine's True Ending for some reason. But considering Full Body feels more modern and progressive in terms of writing, I'd say Atlus is on the right track with those changes, maybe they just forgot to remove that very specific conversation in that ending. You know the meme that goes "He's a little confused, but he got the spirit"? That's Atlus with this game.

Unfortunately my time with Catherine in general has come to an end (unless I decide to tackle the Babel levels sometime). I wish people were less negative about it online and embraced the positive aspects more - there's so much to love here. Personally I can only recommend Catherine to fans of puzzle games or Atlus games in general, especially the Full Body version (but you can't go wrong with Classic either if you want the vibes™). This review was particularly fun to write, so thanks for reading!

Katamari has always been on my "want to play this someday" radar, but I never actually delved further into it - all I've known for many years is that it was supposedly about rolling up stuff to roll up even more stuff. But when I saw it for 4€ on sale the other day, I decided to just give it a try.

Surprisingly, Damacy Reroll already managed to set a record within the first 5 minutes in gameplay, where I was ready for nominating the game for the "worst controls of all time" award without even having finished the tutorial levels. Thankfully the award didn't go to Damacy and it didn't take me long to get used to the controls and enjoy the game properly. The twin-stick controls are really unique and simply describable as "easy to learn, hard to master", there's an additional layer of precision when you get the hang of them and it's quite satisfying to see.

The core gameplay is as straightforward as it gets - in the main missions, the Katamari (the ball you're rolling) has to reach a certain size within a certain time limit. Everything you roll over gets glued to the Katamari, so you'll have to start with coins and fruit first and when things get rolling (I'm sorry), you can roll over increasingly bigger things to a point where it's comical. It's so ridiculous, but Damacy Reroll does a great job at creating a sense of scale in each individual level. The side missions are also fun little challenges in the way that their main goal isn't having the biggest Katamari possible, but rather collecting a certain amount of something or having to guess your Katamari's size.

In terms of soundtrack, the dreamy songs fit the fever-dreamish vibe of the game's direction really well and are easy on the ears. Do yourself a favor and listen to Lonely Rolling Star. I think it's rather silly that the music is so cheerful and pleasant when there's a weapon of mass destruction mowing down everything in sight, but that's definitely part of the charm for me.

There's... not much else I have to say, except that I'm looking forward to playing We Love Katamari! Currently pretty engaged with Tekken 8, so my progress in Persona 3 Reload has been paused for the moment, but I'll get back to it soon. As always, thanks for reading my reviews!

I have never actually finished Portal before, but this game has plagued my Steam library for years, so eventually I gave in this evening to see for myself why it's so universally loved. And now I can see the appeal!

It's a very straightforward puzzle game with the origin of one of the most iconic gimmicks in gaming - the Portal Gun. It's like the coolest thing you can have in a game besides grappling hook mechanics; sometimes I'd just shoot portals and walk through them continuously for fun or freefall for a bit. Portal also wastes no time with cutscenes, it's basically uninterrupted gameplay from start to finish (loading screens obviously excluded). In general, the puzzles are pretty clever and often require you to think out of the box (well, literally). A personal highlight for me were the snarky comments of GLaDOS - an AI assistant that accompanies you throughout the facility. I found the weakest part of the game to be like halfway through, where you have seen a bunch of mechanics a couple time already, but the game does little new to innovate them - before the ending segment, that is. The entire final sequence was a blast to play and felt fresh again after the tedium of some previous puzzles. That's the innovation I like to see.

If you're a puzzle fan or just need something you can beat in one sitting (if you're dedicated), Portal is a great time and I would very definitely recommend it for the low price you can get it on various Steam Sales. Really looking forward to playing Portal 2 soon!

I've actually been dreading to write this review for a while now, since I feel like Catherine's overall reception is... not so good for the most part (from what I've read atleast). That didn't stop me from having a blast in my time with it though and here's why.

As for the gameplay, the puzzles are fun, controls are simple and responsive. Once you learn a bunch of techniques as you play through the game, you can really feel how your skills improve (like in a fighting game) and this knowledge will carry over to each of the puzzles you do. Getting the hang of the mechanics just feels very satisfying and being able to master dealing with certain blocks you once had problems with is great. Overall it's genuinely some of the most fun and unique gameplay I've experienced (...Final Boss aside, but more about that later).

Catherine doesn't only excel in the gameplay department, it also has a great art direction and a very fitting soundtrack. It's really cool when the main menu reflects the characters' personalities already without actively spelling it out to the player. Katherine is being shown sitting in the shadows with Vincent being chained to the wall by her side, while Catherine herself appears in the foreground in the menu and changes her position depending on your navigation through the menu, presenting her "freedom" and being able to do what she wants. Maybe I'm interpreting too much into this and it wasn't the intention of the developers at all, but the fact that a menu even allows me to make those theories is good enough to me. Main menu aside, the entire game has a gloomy mood overall that's conveyed really well. I don't know if it's the lighting in the bar, the soundtrack, or the characters Vincent meets along the way. It's hard to describe and yet it feels like everything's at the right place somehow.

The story itself is actually pretty simple, but it was also intriguing enough for me to always look forward to what would come next. As a semi-Megaten game, Catherine features a "morality meter", and it basically works just like the alignment system in the Shin Megami Tensei games in a way that your answers to the characters will affect Vincent's morality and the further course of the storyline. However, you shouldn't just worry about how Vincent's doing, because other familiar faces are having the same nightmares as him and if you're not willing to listen to their problems properly, they might meet a sudden end...

Everything I said has been quite positive so far, but I'd also like to address some aspects that bothered me and... could just have been left out entirely. Let's start with the boring complaint first - I didn't like the Final Boss. They were too RNG-based for my likings and the sudden random homing attacks and the move that pauses you mid-movement (really great when you're standing on a trap block!) got somewhat frustrating after a few tries. In defense of the game, I could have just used the provided checkpoints to make it a little easier for me, but I wanted to get the Gold Prize for the level, so I had to do it without any checkpoints at all. This resulted in the final stretch before the last goal being one of the most intense parts in gaming for me (the music really elevated that feeling). Skill issue? Maybe.

My second complaint is the use of absolutely unnescessary transphobia in two scenes. This is an issue many other people are also having with the game, so I think it's really important to address this problem. Erica, one of the characters in Catherine, is a trans woman who has been friends with Vincent's gang since high school and works as a waitress at the bar. I don't even want to go in detail about what exactly is said, since I feel that's rude, but basically one of the scenes in Katherine's True Ending (which is a good ending by the way) has a character suddenly deadname Erica and making a rude remark about her. Got me rolling my eyes and pretend the scene just never happened (since it bears no importance on the story anyways), so I could just blank it out and not let it affect my overall enjoyment of the game I love so much for all the other reasons I mentioned.

Anyways, I just picked up Full Body on an eShop sale yesterday and am really looking forward to experiencing this game again in a new coat of paint (and especially to see how Rin is integrated into the story). Persona 3 Reload is also coming along nicely, almost done with it now. Speaking of Persona, did you know Catherine was originally a tech demo for Persona 5? That would make it the best tech demo I've played since Portal. In any case, thanks for reading.

Buckshot Roulette really respects your time - once you load into it and kick down two doors, you're already introduced to the unnamed dealer, who's gonna be your enemy in a game of life and death. The core mechanics are simple, you just have to shoot the dealer with live rounds or shoot yourself with blanks in order to get extra turns, so you can deplete the opposing health bar and win a round. After the first round, random items are introduced, which can give you advantages, like being able to see the current bullet or deal double damage for a turn, but the dealer is also able to use his items against you! After you beat the third and final round, you're already done with Buckshot Roulette, no strings attached.

I really appreciate how simple this game is kept and that there is no "hidden lore" or anything at all, it's just a cool concept packaged into a 3€ game and is all about the gameplay. You also unlock an endless mode after beating a normal run, where you can just play more for the sake of it, or try your luck for a bunch of achievements - in my opinion it's a good inclusion, so you get some more bang for your buck(shot).

In conclusion, if you're interested in this game, go for it! It might not be long, but the experience is definitely an unique one.

A great little collectathon you can beat in one sitting. The launch of Celeste 64 caught me entirely by surprise and the fact that this game was made in just a week is astonishing. Not much to say about it except that it's a lot of fun (despite the janky camera) and translates the gameplay elements of Celeste into 3D fairly well. Wish it was a bit longer, but I'm not really complaining since it was made in such a short time - maybe this concept will be fully realized one day if the reception is positive? Only time will tell.

Final stats (taken from the results screen):
🍓x25
💀x089
⏱47:55:455

Bloodborne is an excellent game in many ways - especially combat and atmosphere.

No other Souls game forces you to be so aggressive and it's honestly a very refreshing take on the already established formula. The various levels are amazing in structure and nail the gothic aesthetic, also I love how they used the connected level design instead of linear progression, really makes unlocking shortcuts feel satisfying. The weapons have some really unique gimmicks and definitely offer a playstyle for each individual player.

Something I really liked about Bloodborne is how I actually could piece together the story after just one playthrough - I was never able to do this in a Souls game before! And the background lore is actually great, Fromsoft did a fantastic job with the worldbuilding here.

Now, my only flaws with this game would be the vial system and some bosses. While the latter point is somewhat subjective, vial farming can be an absolute chore (without using chalice dungeons) if you're stuck on a part and definitely puts the pacing to a halt. Also it's very easy to just outheal bosses if you just spam some of the twenty vials you're given - not the most optimal solution, but it somehow works most of the time anyways.

My final verdict? This is a definitive must-play if you just so happen to own a Playstation. Hoping for everyone it will be freed from the PSN shackles one day. Until then, fear the old blood.

im...im...im... a suda fan and i need my diaper

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Kill the past, Or embrace it. Choice yours and yours alone.

This game is about people that couldn't move on their pasts and their solutions to "dealing with it". So, we, the players, see these events from own eyes and make our own judgment. For the question, the ideology of the "Past". You, the player that seen everything. What do you do with your past? Embrace it? Or kill it? Or move on from it?

Choice is yours and yours for truly. Game is here for one thing and that is giving you multiple perspectives for this ideology and every case is here to support that fact.

I wish gameplay itself was cool as it's concept tho. Since trying out the ps1 armored core games, I didn't thought I would felt this feeling of "just looking of the cover brings me pure FEAR of playing" again.

Because movement sucks ASSSS. Puzzles sucks ASSSS. Mail reading sucks ASSSSS. Sorry, I went a bit rude at there, but really... I have a lot of problems for this game's mechanics and maybe I have even more things to count.

Yes I know the existence of holding skip makes everything go faster but even with that, exploration so damn annoying with tank controls with the inclusion of hard to see interaction symbols also with the combination of finicky interaction mechanics, playing this game feels like a chore to me.

You know, just for this reason I thought about leaving this game couple of times. Especially near the end where every mission just wants you to go around and rub your face to every goddamn wall to find and read trillion amounts of documents or finding millions of interactables to progress.

Excellent character writing stopped me from doing so... Sumio and Kusabi's daily friendly fights... Morishima's anger about his poor life conditions... Hachisuka and Morikawa's unending discussions and How red goes "..." And then goes "....." Really fun dialogues to experience dare I say. Also murder filled detective cases and journalist cases are cream on the cake too with how these two different segments support each other with the "question" part and the "answer" part of it.

But in my opinion, reading a pure visual novel format of it sounds to me more fun experience than playing itself ever again unfortunately.