huge step in the right direction after x/y, but unfortunately i lost my cart somewhere and i didn't enjoy it enough to replay the fifteen hours i'd put in

first (but not the last) game in the series I started and never finished. it's just molasses-slow all around, which makes it excruciating to revisit these days.

that said, the sinnoh underground was A+++. would get together with a bunch of friends after school and just all fuck around down there.

really loved this one. catch me building the perfect hidden base

great remake of a great game, albeit one that doesn't quite fix the godawful gen 2 level curve. there's just no world in which i want to grind the elite four over and over to get ready for red.

would give it a 4 but the joy of swapping pokewalker data with other kids in ap calc every day adds another half star

(thinking as I write this review) yeah the gameplay was pretty whatever, not sure this is really all that great (remembers the music cues during the end of the game) fuck goddamnit perfect game absolute kino

the only pokemon i've finished since gen 3. making the player go through the main campaign with access to no gen 1-4 pokes was a brilliant move, and even though this is absolutely still a kids' game the story worked really well for me. helps that the soundtrack is bangers top to bottom

I remember very little of the game itself at this point but I can't overstate how hard they knocked it out of the park w/r/t atmosphere. Whoever decided the correct way to do a licensed Bionicle game was Myst deserves an award.

Love the series, but this was probably my least favorite entry. A ton of the operations were lifted from New Blood, and compared to the Wii entries the DS touchscreen felt unbelievably cramped.

Also whoever designed the Sige operations needs to go to their room and think about what they've done

I'm the most popular person in the city. A lot of people need jobs.

It's rare I hit a point with a game where I'm like "there's so much potential here that I almost can't blame it for falling short", but here we are.

In terms of "pressure-cooker survival VN", I think Buried Stars has a fantastic setup - the top five contestants in an idol reality show, plus a floor director, trapped inside a collapsed building, waiting for rescue in six hours, and most crucially still having access to Twitter is just [chef's kiss]. Then it mixes in an "I Know What You Did Last Summer"-style murder threat and you've really got a stew cooking. It's helped by a pretty solid soundtrack and some great production values and art.

But goddamn if the remainder of the game isn't just it kneecapping itself over and over. The conversation system is basically extended trial-and-error; you have no idea what topics will increase your sanity, or decrease it, or increase/decrease your rapport with the other characters, or unlock a profile that you'll need to unlock a rapport event that you'll need to unlock the true ending... etc. etc. etc. Then the pacing takes a massive hit in the middle third of the game, and by the time it recovers you're almost at the end anyway.

When it comes to the story and characters, the game's got a great setup for a story about fame, fandom, social media, and the pressure to be someone you aren't, but except for a few good moments, it doesn't really do all that much interesting with it. I got more out of little flourishes like how the game will let you argue with people on Twitter for absolutely no benefit (and in fact it will damage your sanity meter) more than I got out of some of the main characters' arcs.

But more disappointing than any of that - and worsening all of it - is the localization. It's bad! I feel bad saying that because I know translation and localization is really damn hard, but this is bad in that it doesn't seem to have had any kind of editing pass done on it by a native speaker. There's plenty of sentences that were clearly translated out of context, and many many more that are just flat and awkward. At its worst, the game will throw a timed choice at you where both of the options are almost word salad. That's the exception, not the rule, but it's the kind of thing you only have to see a few times before it sours you on the whole experience. It also makes it harder to connect to the characters when their dialogue is a mess, because it creates a low-level stress of understanding what they're trying to say that makes it tough for any of it to land emotionally.

If you speak fluent Japanese or Korean, I'd recommend this game - I think the production values and strong concept outweigh the pacing issues. If you speak English, well, watch some YouTube videos of the start and decide if you can still enjoy the game as it is.

I always feel a little bad about comparing indie games to their influences, but this game is so aggressively "classic Paper Mario" that it's kind of impossible not to.

That said... it holds up pretty well against classic Paper Mario! There's just a lot to love here - the world is charming, the characters are charming, the art style is charming, it's just a good time all around. That's married with a surprisingly good amount of content (it took about 40 hours for me to clear, doing most sidequests along the way) and a battle system that lets you do some really fun builds once you get far enough in the game.

It's not perfect, though - the "once you get far enough in the game" is doing a ton of heavy lifting in that last sentence. Up until about the halfway point I was feeling pretty battered by the game's strict economy; even a regular battle can take a ton of time and resources, so healing is paramount, but free heals are few and far between, and items are costly enough and money scarce enough that I was always scrambling to stay afloat. Most of the game's interesting build options also don't show up until about halfway through, and then you're limited by how many points you've put into medal capacity. Eventually I found my feet and had a pretty good time with the battles, but I don't blame people who tap out before that.

I do wish the quest and level design was a bit stronger. A lot of sidequests in this game are about running all over the world, and while fast travel options eventually open up that still means a lot of time spent walking through the same few towns and dungeons. And speaking of dungeons, this game is big into environmental puzzles based on positioning and using your overworld abilities, a la Golden Sun... but when everything is paper-styled and there's limited indication of where you're actually facing, it can get real frustrating real quick. There's one puzzle room in the last dungeon that had me gritting my teeth so hard I thought they might shatter, because it was clear the devs had wanted a puzzle that required all three characters' abilities but the result was a frustrating, slow mess where I was fighting the controls and collision detection all the way.

"Wow that's a lot of negatives" you might be saying about now and honestly yeah, but I still think this game is worth it. It's just a solid, fun indie RPG and while it's got its share of headaches, they were never damning for me. Ultimately the joy of this world and the strengths of the gameplay well outweighed the frustration. Strongly recommended.

this game is so fucking good. just a fantastic deduction puzzle experience, with the only real ding being late in the game when you have to deal with the like six guys who can only be id'd by revisiting one particular boring memory over and over again.

agents are let's fucking GOOOOOOOOOOOOOOOOOO

did i have a good time with it? yeah, i guess. did i want that good time to last 100 hours? no, not really

the psp version of this is such a huge QOL leap up from innocent sin it's not even funny. turns it into a pretty darn strong dungeon-heavy jrpg. really, really sucks that said psp version never made it west. also it had a talking cat that wasn't morgana