13 reviews liked by ArmosNights


This review contains spoilers

My immediate thought after finishing this game is that it is underrated. Not because of the graphics, which had frequent quality drops, or the plot, which we will certainly get to. It’s because of the gameplay.

This game added new lightsaber stances for Cal that gave players more opportunities to customize how they play the game. I liked the crossguard stance, which extended the length of the lightsaber to make it more like a claymore or greatsword. The blaster stance was also a wonderful addition, which made me feel like a cowboy out on the prairie.

The plot of this game isn’t bad by any means, it just isn’t good. Characters come and go as Cal and his crew race against disgraced high republic era Jedi Dagan Gera for a compass to a hidden planet called Tanalorr. The motivations of all of the characters are blatantly stated over and over in case you forget as you play, and in an effort to double down on everything from earlier in the game.

Tanalorr is nothing at the end of the day. It is an uninhabited planet, that Dagan discovered thousands of years ago, and is far out of reach from the Empire. Cal wants the planet to hide himself and his friends on. Dagan wants it to build an army to fight the empire and take over the world. Cere wants it to add to the hidden path, a rebel network that hides people from the empire. Bode, a new and arguably the best character, wants it so that he can raise his young daughter Kata somewhere far from the Empire’s reach.

All of these characters are willing to do atrocious things in order to reach Tanalorr, which is mind blowing considering none of them have even seen it, and the planets your on for most of the game don’t have all that much to do with the Empire. Push comes to shove, Dagan gets himself killed, and Cal and his team are ready to head to Tanalorr when Cal suddenly has a change of heart and decides that he does want Tanalorr involved in the hidden path after all, and will continue to fight in the war. Everyone is excited about this, except for Bode who immediately betrays the entire team over to the ISB (Star Wars gestapo) and tries to make a run for Tanalorr with only his daughter. It’s also revealed that Bode was also a Jedi who survived order 66, which pisses me off.

Ultimately, Cal, Bode, and Merrin (who is kissing cal now) face off on Tanalorr, where Bode refuses to stand down and live on Tanalorr with the hidden path, so he dies. In front of his daughter. Now I understand that Bode is super into protecting his daughter from the ISB, but the lengths he’s willing to go (including letting hundreds of rebels and 2 Jedi die) to get to live on Tanalorr alone seems ridiculous.

Ultimately, the story isn’t anything to write home about, but the combat and gameplay sure is.

Thought it was pretty fucked up when the first boss said he was going to inject me with a vaccine containing autism.

Cute set of games with good level design which is a big compliment since I typically don’t enjoy exploration based 2D platformers. Not sure if the original was this way or if it’s just a result of the remake but both my partner and I found the grabbing mechanic a little finicky at times which was frustrating. I also think the original game’s art design is better in the PS1 release, but other than those minor gripes it’s quite easy to recommend this collection.

I seem to have enjoyed this more than most of the community. While I think the plot and symbolism in the environments are a little clumsy, it’s an earnest attempt to tell a story around the impact of social media on mental health. Some of the late story beats come out of nowhere though, and while they are unsettling I don’t think they develop Anita as a character.

Despite my issues with the plot I really enjoyed some of the other elements here. The use of live action footage was unique, the environment and monster design were pretty good, and while the one puzzle they include is very simple I appreciate that the entire experience wasn’t just walking.

My god though, I’m so exhausted with horror games using enemies that chase you and insta kill you if you get too close. In every single game that uses this enemy type, the first encounter is tense and then as soon as you die the first time you don’t care and it just becomes annoying. The last chase sequence here is amongst the worst I’ve ever played.

Expectations were pretty low for this one, especially when it was announced beside two dream games for me in P3R and the re-reveal of Re Fantasy. Gotta say though, it was pretty fun!

The plot is similar to the other spin-off games like Arena or the Q series. The cast is pulled into a mysterious world in the middle of the main game’s plot and everything gets wrapped up nicely so that it doesn’t impact the original story at all. It’s no different here, but Toshiro and Erina have a good arc. It helps that the Phantom Thieves aren’t fighting for screen time with SEES and the Investigation Team like in PQ2.

Gameplay is really fun here though. I haven’t dabbled in many TRPGs outside of Fire Emblem, but the closest comparison I can think of is Mario + Rabbids. Stages are pretty short and the challenge can be low, but the way mechanics like One More and All Out Attacks were integrated here can lead to wild combos that extend your turn and are satisfying to pull off. The short levels help with pacing and creates a pretty addictive gameplay loop.

Enjoyed my time with this one more than I thought I would and would recommend to fans looking to fill some time before P3R launches. Maybe check it out on GamePass if you’re on the fence.

Great narrative, environments, and atmosphere. Really impressive from a presentation and graphical fidelity perspective. Environments are packed with detail and character models are excellent, plus the usual Remedy live-action footage intertwined with gameplay is still interesting and unique. There are a few set pieces that I’ll never forget, just incredible moments.

The combat is pretty weak. Gunplay feels very standard, the dodge mechanic is sloppy, and enemies just hit like a truck. Thankfully there’s not a ton of combat. The game is much better when you’re exploring and experimenting with the mind place and writing mechanics to shift environments and solve puzzles. Seeing entire rooms change in the blink of an eye was really cool, and jumping from the mind place back to gameplay instantly was always impressive.

My god though, the over reliance on jump-scares became so grating. The first few times are fine, but one of Saga’s chapters is so unrelenting in throwing them at the player every 30 seconds that they become a nuisance rather than scary. It’s a shame too because the settings and enemy designs do a good enough job of building a sense of dread as it is. Easily my biggest gripe with the game.

I’m a New Super Mario Bros. defender but Wonder is such a delightful game and easily the best 2D entry since World. It doesn’t quite top that for me, but the creativity seen in nearly every level is so much fun. I love the art style they went with and the animations are fantastic. My only real complaints are that some of the levels feel too short and the local multiplayer can be frustrating with the game constantly switching which player is in control. Excellent game, highly recommended, and Switch GOTY.

I’m not sure if it’s nostalgia bias but I miss the sense of isolation and time-pressure to get tasks done. Granted a lot of this changed with 2 and 3, but 2 at least had brutal caves and 3’s characters were far less in number and way less chatty. The opening hours of 4 were off putting with how many tutorials there were and how little freedom Nintendo wants to give the player. Weird decisions like limiting how many types of Pikmin you can have at one time or how I hit the first credits roll and still wasn’t able to bring 100 Pikmin soured me.

There’s still plenty to like here though. The core gameplay of Pikmin is great and the addition of Oatchi and the tower defence-like night missions were fun. The new camera system also showed off how nice this game looks, easily one of the best looking Switch games. Good sound design as well, the environmental ambience was fantastic. I mentioned earlier that the caves in 2 were brutal as a positive but I actually prefer their implementation here. They feel like little dungeons that are fun to navigate and provide a decent challenge.

Good game that I’m sure newcomers will enjoy and I’m not upset with what we got, but it is another modern Nintendo entry in a franchise I love that I’m not convinced is heading in the right direction for my tastes.

Best campaign from 343, and a nice course correction after the disaster of 5. I don’t think the game benefits much from the open world, as a lot of the objectives feel like busy work outside of the main missions. It also hurts the pacing and some of the variety that the linear structure of the previous games afforded. There’s just a sense that some of the old mission tropes, like a sniper mission, vehicle mission etc. are lost. The open world tries to make up for the vehicle sections but it doesn’t hit the same.

That said the main missions are fun! The sandbox is really good. The grapple hook was an awesome addition and the other abilities fit in well while still feeling like “core” Halo. Feels more focused and not chasing CoD trends like the series has been.

Multiplayer was a mess at launch but it’s in a much better state now.

Playing this as a first time player in 2023 is challenging, but once you get past the extremely obtuse onboarding there's an enjoyable experience here. This is my second MMO ever, and while it's very outdated I respect a lot of the design philosophies here. That doesn't mean I like them, but I respect them.

The best way I can describe FFXI is that it is a very literal translation of the classic FF experience into an online game with a focus on immersion, with all the pros and cons that come with that. Combat isn't interesting until you're nearly at level cap, and even then it's slow, zones are huge and a chore to navigate until you get mounts and learn how to efficiently warp, and the interface is incredibly clunky and slow. But I did really enjoy how dungeons feel in this game. They feel pulled right out of FF games of the era. Especially coming from this as XIV player, where dungeons are extremely linear and formulaic, getting to the end of a dungeon in XI felt like an accomplishment.

The plot of the base game is nothing special but I don't think that's the point. The appeal of the game is exploring the world, connecting with other players, and overcoming challenges together. Of course I didn't get to experience that aspect of the game but I can imagine how cool it would have been to experience in 2004. But in 2004 I was 11 years old playing Crystal Chronicles on the other console.