17 reviews liked by Archibold


finally, the stanley parable for girls

edit (13/11/23): this review sucks. lol

I don’t understand Pokémon fans. When Sword and Shield released in 2019, it was understandable that Pokémon fans were quite upset. To start off with, the “graphics” at the time were considerably worse and when it was revealed that some Pokémon were not going to even be in the game, the game received heavy backlash from fans and was regarded as one of the most weakest mainline entries.

Then we got Pokémon Legends, which most fans agreed was a major improvement with it’s new formula of catching Pokémon out of the wild. However this also received some backlash as well, with a common theme running that the plot was shallow and the.. gameplay wasn’t fun? Wait, hold on, Game Freak has just changed the entire meta of the game for you and you’re still complaining. The fights were too easy? The graphics were too ugly? The characters are too one dimensional? It’s hard for the common Pokémon fan to find what they enjoy.

And as of now, Pokémon Scarlet and Violet have released (although it leaked a week earlier if you know what I mean). And as of now, although a lot of positive comments, Pokemon fans are still complaining! The frame rate and performance is actually so bad now because you guys bullied poor Masuda into trying to produce good ones on a console that has the same specs as a car battery. The fights are too easy? The characters are too one dimensional? You want the mechanics back from a spin off game, even though some of you DIDNT EVEN LIKE IT????

You can hate this game. If you genuinely just don’t like this game or anything in it you are perfectly fine to criticise whatever you want, we are a website that criticises everything for god’s sake. What I just don’t understand is the Pokémon fans. Why do you guys stick with this series for so long if you do nothing but rag and complain about how bad they all are? Pokemon is a series dedicated to putting out low budget titles that appeal to 10 year olds and adults who can never seem to grow up, of course the fights are too easy and everything looks shit. And maybe if you’re favourite Pokémon didn’t make it into the new game, take it as a sign that maybe it’s time to move on and try new things. Go outside and take a nice walk.

I’m a few hours in, I’m enjoying the game. I like the fruity duck starter and the evil team leader’s a baddie so hey good job Game Freak 4 stars!!!!!


I chose Burnt Bridge Redemption​​, and I'm a little disappointed in myself. That's the least challenging option, the one that would prompt the smallest amount of conversation and certainly not an argument. I could justify it and say that I chose the one most suited to my dad, but I think I'm just a coward.

This review contains spoilers

If there's one single piece of praise that I can grant this game (and trust me, i'll be dishing out a lot of it), its that everything it served felt absolutely necessary.
Every character feels like they have a purpose to serve and a place to be within this world and every sound has relevance, whether it be atmospheric ambience, a welcoming song of safety or the noise of a lurking threat to keep you on your toes. Every power-up is utilised to maximum effectiveness and none are obsolete, same for charms, while some are more situational than others, no charm is without its practical uses. Every area is vastly unique, interesting and inherently tied to hallownests' narrative and history - and then each of them are all masterfully interconnected to create a much more expansive whole.

I think in many ways, Hollow Knight has subverted my perspective on the medium as well as my preconceptions and tastes. I have always valued games with a sense of linearity and comfort, straying too far outside of my comfort zone in a game was usually something I found stressful and frankly, undesirable. There have been some exceptions, but none that ever tested me like this game. This sense of frustration and not wanting to step too far outside of my comfort zone is, I think, the inherent reason why i've found myself quitting at some games before i've really given them a proper chance. Because I didn't think I had the will or the patience or, I don't know 'something' to allow me to push past my inhibitions and conquer a significant challenge, I simply never went there.
In Hollow Knight, I live for the tension and suspense, I embrace the challenge and am even left wanting more, constantly seeking out the next, even bigger challenge. The prospect of a new, unfamiliar location with incredibly challenging enemies, platforming, bosses & secrets was not something I shied from, but something I rushed head first into. This game has had me by the BALLS and it still hasn't let go as i'm writing this right now. 2 days ago I spent a good 90 minutes to 2 hours on the trial of the fool in the colosseum, a brutal challenge of wave upon wave of enemies. Yesterday I beat Grimm and then immediately after, I spent over 3 hours on the path of pain, easily the most ball busting platforming challenge i've ever faced in a video game - but I am loving every last second of it.

There's no one single thing that makes Hollow Knight a masterpiece, it is the sum of its parts and each part is a masterpiece of design on its own. I said before that every aspect of Hollow Knight feels 'necessary' - and this is only achieved through thoughtfulness and love poured into its design. There is such clear consideration for every part of this game shown in the end result, like how good it feels to just generally move around in, how precise yet natural the difficulty curve feels as you progress as well as the intelligent writing and deep running lore of Hallownest and all of its inhabitants. This game is such a labour of love and the fact it was funded via kickstarter, started as a tiny flash game and was made by a considerably small team of people is mad to me.

So yeah, I think I like this game hahaha. The day after I started playing it I played it for 9 hours, the day after that, I played it for over 11 hours, from midday to almost midnight with very few breaks. Infact, it has been 6 days since I started it I think and i've played it for over 35 hours and am quickly closing in on 100% completion. A day and a half of the last 6 days has just been me playing this game, that hasn't happened since P5 royal lol, and I had other stuff I was playing, I just fancied trying this out and it escalated and escalated. The way Hollow Knight is always throwing new things your way, be it a new area or ability or challenge, or simply a whole lot of secrets to be found through exploration is simply mesmerising and addictive to me, it's like a drug. Not to mention this game's stunningly beautiful artstyle, charming and memorable cast of characters and sometimes adrenaline surging difficulty kept me hooked on what to expect next. I remember first arriving in the city of tears and just being intoxicated by its beauty, it was a cold and rainy night outside while I was playing on the switch in handheld mode. The environment matched the city of tears perfectly and hearing that music for the first time is like, an indescribable feeling. Seeing what remains of this once great capital city and the small amount of life that still settles there, fighting a real difficulty spike of enemies and exploring the various secrets that lie within it, perfection.

I've heard this described about soulsbourne games and I know how similar Hollow Knight can be to that formula even if it does go in some wildly different directions - but Hollow Knight is a lonely game that isn't always lonely. Thematically significant from the moment you enter dirtmouth and the moment you venture into the unknown that you are specifically warned against - you know that what awaits you will be up to you and you alone to face. With this said, you are certainly not without help. But while the npcs that you discover certainly assist you, they always have their own motive. This comes back to this thoughtfulness and necessity for every aspect of the game - cornifer has a passion for exploration and wants to document the world in his work, the seer guides you and rewards you because she regrets that her ancestors forgot about their creator, the Radiance. Characters are far more than just faces, they are significant and have an actual role to play, though many recognise their role pales in comparison to that of the knight. I even felt a strong kind of connection to this little knight that I was controlling, they are unnamed, forgotten, 'tiny' (which many comment on) and silent, and yet, I just felt like their grand task was truly my own. Any great challenge posed was something to be overcame and nothing ever felt unobtainable, totally unfair or irrelevant and the knight is us, the player, ready to conquer whatever comes our way! Sounds cliche but it's absolutely true.

What an unforgettable experience.

Don't even fucking dare post a review here until this comes out. I'm only posting to tell you guys to not.

The original Spyro is definitely the "purest" Spyro game in that it has less of the backtracking and gimmicky minigames for extra collectibles that future games would have, there's a nice simplicity in going into a level, collecting all of the gems in one run and just knowing that you're done with that level.

Because it's the first one though, there's a few things it clearly hasn't figured out yet. Namely boss battles, all of which are a total joke which usually come down to you hitting an enemy once, watching them slowly move to their designated next platform so you can hit them again and repeating until they're dead with no challenge having ever been posed whatsoever. The dragons you have to free are also obviously supposed to function as helpful tutorial-givers as well as a progression objective, but by the late game they've clearly run out of stuff to tell you so they just pop out and say shit like "yeah cheers Spyro!" and then immediately fuck off and it feels really abrupt, LOL

Future Spyro games would build out in terms of charm. They'd have NPCs who you talk to every time you enter the level and give you some background about the place and likely why it's overrun with bad guys. Spyro 2 has opening and ending cutscenes for every level, Spyro 3 has way more characters and cutscenes etc.

Lacking these things, Spyro 1 feel comparatively a bit empty? You go in, get to the end, maybe collect all the gems in a level, that's it, and like I say - towards the end the dragons aren't even saying shit to you.

It has a lot less fluff than its sequels, but honestly Spyro 2 & 3 are rare games in that I think their fluff is generally actually really good and helps make those games more charming and enjoyable. Without them, Spyro 1 feels like it's lacking something, but it's still a fundamentally enjoyable game with some fun gameplay. Harmless and unspectacular compared to its sequels.

The biggest thing Spyro 1 has going for it is some really dope level themes, both musically and artistically. This is by far the most fantastical and whimsical the series would ever get - particularly in the late game, and I kinda miss the fairytyle-style words that felt like they were really reminding you that Spyro is a dragon. Lofty Castle and Haunted Towers will forever be favourites.

In a Q&A I attended for one of his movies, Gaspar Noé once told the audience, that his first ever trip was watching 2001 by Kubrick when he was a kid. I absolutely knew what he was talking about.
I had the same feeling while being sucked through the screen in the last 30 minutes of this game.
It feels like an interactive art installation with a narrative that metaphorically evolves on a cosmic scale. If you tried to sum up the premise of this game, it’s: a moody saxophone-ridden noir detective thriller in which someone dear to you gets shot and you try to stop it by reversing that shot, the loud Big Bang.
And that’s were it’s connected to our universe, because in order to do so you travel through the very fabric of everything.
The experience never lets you off by getting too comfortable. The perspective, the way you interact with what is shown on screen, EVERYTHING that happens changes constantly, there is no way to describe it universally. Some of the puzzles are a bit finicky and unguided to the point, it ends up being a little frustrating, but still: It’s unique in the best sense possible and not something I will forget soon.
Genesis Noir is testament to the power videogames as a medium have, as it transcends genres and defies expectation time and time again.
I can only recommend playing through this experience with good headphones, a great and big screen and the patience you need to let it all pay off.

LiEat

2016

Interesting, beautiful, clever, and captivating.

You go through the game with a protagonist that changes face and personality, accompanied by a little girl that was born from a dragon egg. Her power is to eat lies, and the mechanic is more or less just like a normal RPG with moves and attacks when fighting the lies. The fun in it is figuring out which enemy is a lie or not. You can roughly figure out which enemy is a lie based on the end screen in order to give you context clues to the 3 chapters to come.

The only reason this game is not 5/5 is the limited soundtrack (though beautiful) and limited playtime (3 chapters, roughly cleared in less than a day). I feel as though a lot of information was pushed into the last chapter in order to conclude the story, and the only other downside is that I assumed the neutral ending was the true ending (I had to look it up). The true end concludes beautifully, but it feels rushed regardless. I assumed we would go through 5 worlds, but I am happy we got such beautiful pixel art for 3.

The characters are loveable, the lore is interesting, every person in each chapter has their motivations and development fleshed out. The most endearing part is the bond between the protagonist and the dragon girl. You switch between them in order to fetch information, and some characters will only ever give information to one of the characters, so it pays off to talk to everyone.

Additionally, exploring every item and clicking on every corner may yield you legendary items that really cheese the game (this becomes necessary later). Grinding is fun, fast, and doesn't take much effort once you get to a very high level or you find the legendary item for the area.

A cheap, clever, and emotional RPG with gorgeous pixel art and mild horror/gore aesthetic. The most interesting part is character development and interaction, but also the world in which the characters live in. We get a limited amount of knowledge, but from what we get, everything we see and hear makes sense and evokes more curiosity. I really wish the game would get a sequel or additional in-between chapters, since I adore the concept, artwork, gameplay, and the ideas used to create a narrative. Like I said, the only sad part and reason this game is not 5/5 is because it was so short, and I was hoping to get to know more.

If you enjoy the classic GBA pixel art, soundtrack, and miss the old school graphics that would classify games as retro games, this is the perfect experience for you. For the first time in years, I got to play a game that took me back to my childhood when the peak of my day was turning on my gameboy and playing pokemon silver or yellow. It's worth it just for the experience to throw you back into a world no longer that present in modern games.

LiEat

2016

A cute RPG Maker trilogy about a charlatan and a lie-eating dragon loli solving mysteries in a unique fantasy setting, with some great character- and world-building. The artstyle, CGs, and animations are great, but the RPG side is pretty shallow and there's no option to read previous text; LiEat is short short, so get it on sale, and if you like the first one, you'll like the others.

rpg maker can definitely deliver some gems.

this is so unique and must be a must play of every single gamer out there, expecially those who love those type of games.

it just feels so well written, so original and you just will love the main character so much that it will HURT to do the right choice at the end.

amazing.