107 Reviews liked by Cardeeson


This game kinda sucks but something about it always stuck with me. Like the sunny vibes, the writing, the setting, it's so good. So fuck it this game rules.

There is still a lot of charm in the humorous writing and wild twists but the tedium is cranked way up thanks to the walking required. Despite having more gameplay than The Silver Case I hesitate to call any of it meaningful let alone fun. I honestly think this game would be better off having less gameplay.

This review contains spoilers

I have no idea what I just played.

Equal parts oddly relaxing, confusing, and frustrating, Flower Sun and Rain really tries to confuse the player above all else. Most of the time, it's a funny confusion, but sometimes it flies way over my head.

I have to let this game sink in for a bit before I really understand what it's about. (Time for a music metaphor) It's kind of like atonal music - where they are throwing dissonant, unresolved chords at you all the time, without a real center or tonic, but still you have a sense of things progressing. It is literally maybe one of the only plots I can think of from a videogame that only works because it's confusing, because it's nonsensical. It works exactly because there is no stability - or just enough to make the nonsense appealing. Interesting too that this game references a lot of composers, mostly for the pleasant (but odd) familiarity of some of the remixed classical tunes. Still I see some parallels of the tone of this game and the works of Debussy, Ravel and the like. Using odd, yet dreamy and majestic harmonies. I would describe the tone of FSR as precisely an odd daydream.

Of course, the game itself is like if you melded Professor Layton with an odd (vaguely) Polynesian and Sinatra-age America vibe. The biggest comparison might be to a show like Hawaii 5-O, only much more postmodern and tongue in cheek. Now the puzzles can be bad. In particular, there are some puzzles that assume that you just take something for granted - in the latter of the game in particular, there is a series of puzzles about a radio. You have to look for a "memory radio station". So the guidebook (where you will look to solve most of the puzzles in this game) has a listing of a station where callers request the songs they want to be played - songs they have memories of. It didn't say anything of memories in the description of the station, so (my probably dumb) self couldn't make that leap of logic.

Yeah, the game also has a lot of walking back and forth, lots and lots of it.

Flower, Sun and Rain can be confusing and sometimes poorly designed. It operates purely on a seeming lack of ground, and is held up only by shocking the player at every turn.

Yet, I'll be damned if I didn't like my time with it. I love the DS version in particular, something so interesting about the grainy, DS-rendered graphics that complements the style of this game. While I think the game was a bit too tongue-in-cheek at points, I also was supremely relaxed by it, and found myself laughing a lot. Mondo is a very witty guy.

I loved this game for the time I spent with it, and I'm looking forward to replaying it! There is a loooot of walking though. It brings me to a good point: the way this game flaunts its faults. I've heard the Grasshopper crew wasn't exactly operating on a million dollar budget during this game. Still, bringing attention to the games faults with Fourth Wall breaks didn't exactly make them less obvious - for example "I can guess you have a lot of walking to do this chapter", or "why don't our 3D character models look like our 2D illustrations?". The game easily could have done without these fourth wall breaks, and it really kind of broke the immersion.

Still, I'm impressed at what the developers were able to do with what they had - I feel like this game could've been an interesting art film (in the best way possible). While it was silly most of the time, I had a hint of some serious themes of derealization, the ways people take advantage of each other, and questioning of ones self and identity. SPOILERS: (see the movie "The Truman Show" or "Synecdoche, New York")

Very lovely, and I usually don't play much of Suda 51's projects because the hyperviolence isn't my thing. I loved this one though. Give it a shot if you want something equally mind-destroying and relaxing.

This review contains spoilers

I'm continuing my journey through Kill the Past, continuing with this one. I initially despised my time playing it, wondering if I could just skip to Killer7. But I found the Suda51 Discord, and they told me to press on, so I did. I'm glad I did. Once the story ramps up, the walking seems like less of a chore and more of a necessity to explore this island and its secrets. Request 14 was a bitch though, requiring you to walk back and forth across the island a total of four times. While you get a bike from the second trip up until the last, it was still tedious and boring. I also encountered a common bug here, where the game freezes at the end of the chapter during the cinema scene. This caused me to play the entire chapter twice, which would almost feel poetic if it wasn't so boring. The entire time you think the island is in a time loop, but by the end you discover that it is actually 16 versions of yourself experiencing each day individually. This twist is quirky and fun, but it undermines the fact that Sumio has memories of each past day. Maybe they're transferred between or something, I dunno. The ties to the Silver Case are massive, with you yourself being one of the Shelter Kids. This means that each version of Sumio Mondo (Sumio Kodai) are each Kamui. But they can't be, because there's only 11 Shelter Kids. It's confusing, but that's Suda51 for you. I wouldn't have played this if I weren't trying to experience the whole story of Kill the Past, and I wouldn't recommend it as a standalone title. However, combined with the Silver Case, it becomes something that both transcends itself and possibly gaming as well. It's a game that needs to be a game, but it doesn't feel like a game.

i've never been more thankful to a youtuber than i am now the game isn't actually dogshit !!

thought it'd be like Rain World and even though it kinda shares similiar aesthetic the game is pretty different and oh boy is it good i was really pleasantly surprised (and the fact one guy made the majority of this too like damn)
truly a game meant to be played apart from the cat chase that is that part fucking SUCKS

i absolutely love animal well. i was expecting to enjoy it, but really i wasn't prepared for just how magical it feels. the map is incredibly dense, the puzzles are intuitively designed and have a great sense of accomplishment, the boss fights (which i wasn't expecting at all) are actually really creative puzzle fights, which i usually dislike.

my only MAJOR complaint is that it does feel a bit railroaded at times, a lot of areas deliberately prevent you from sequence breaking, which is something i find annoying. but other than that, just a ridiculously good game.

An incredible tale that takes a while to come together. The first few hours you will be wondering what the fuck is happening until it clicks once you start unlocking more protagonists routes. The other section of this game, the RTS/Tower Defense, starts pretty boring but ends up unlocking a pretty deep RPG system with upgrades upon upgrades and bonuses and..you get the idea.

I need someone to Johnathan Blow me through my jorts

If I read another Soulja Boy joke i stg I'm going to Jonathan Blow my brains out

Interesting little puzzle platformer, with a very nice looking painterly visual style. Gameplay is a bit basic, and the puzzles are never too complicated, but the twist at the end is fun. A fun, if short, experience.

The dark horse of tactics game and the best JRPG of the year so far.
I had low expectation towards the game. But, that eventually paid off and rewarding with the fun, unique and addicitng tactical gameplay and the heavy customization and management gambit setup for the 60 recruitable characters. The story might not be the most groundbreaking one. it may be a basic plot, but it doesn't take away the fun of lore-building with its "good vs evil force" scenario. it was a pretty well-executed plot with a satisfying conclusion through the endgame.

Here we are with another very clear labour of love and passion from Vanillaware, the studio known for their distinct, charming artstyle and refusal to settle on any one genre of video game. Unicorn Overlord is an RTS-with-pause type of game where battles take place on sections of the overworld map you run around on. You have Valor Points which you can use to dispatch units or use special abilities, and you must direct them around to take over key points of interest and eventually the enemy Command Post while protecting your own. Each unit is comprised of up to five members on a 3x2 grid, and the further you progress into the game, the more soldiers you have to pick from - and boy are there a lot of them.

It starts off following the general premise of Fire Emblem RPS with an FF12 gambit system on each member of a unit to determine who will do what and when. Someone take damage? Have your cleric target the lowest % HP member, but only if they are below 75% if you want to be more conservative with your healing. Or what if an enemy unit has wyverns and knights? Make sure your archer's arrow attacks prioritize the wyverns for maximum damage. There are a ton of conditions to choose from, and thankfully the game will pick out some typical logic for you when a new soldier or ability is unlocked, but those with the know-how and strategical mind could really break things open even on harder difficulties. Most units will have a weapon slot and a couple accessory slots, and maybe a shield plus something extra when you promote them. Of course, most of the good equipment will also come with bonuses to number of actions you can take, or new abilities, or just stat bonuses so there's a lot to think about in that regard too. There's something like 60 named characters in the game to recruit, as well as generic units you can hire and customize at forts as well so there's plenty of room for flexibility in how you want to play. There are definitely some foibles to the combat like manipulating RNG being both trivial and baffling, but as the difficulty curve started to ramp up I found myself completely tearing down my formations to remake them a couple of times throughout the game. Ultimately RNG can screw you over less so long as you make a good unit and put it in the right situation. As someone who is experienced with tactical games but not a genius, I felt like the second hardest difficulty gave me just the right experience.

Outside of combat on the world map, you will find yourself running around from town to town, doing side quests, collecting resources, and restoring towns in your efforts to build up your army. Restoring a town will let you access all of their facilities and station a guard there, and after every battle a stationed guard will collect resources from the region. Some cities will feature boats you can take to secluded shores, as well as taverns where you can feed your soldiers and build up rapport with them for special scenes (think Fire Emblem's support system). Most characters will have 1 or 2 partners who they will have scenes with besides the main character Alain, and Alain has 2-3 scenes with most other characters so there are a LOT to unlock if you want to see them all. In general, I feel like it's been quite some time since I've seen a new larger budget game come out where you are controlling a little guy running around the overworld a la early RPGs like Final Fantasy 1-9. It's charming, and really makes me feel like this was made by people who were really fond of that era.

The overall plot is.. okay. I guess it's partially on me for going in with certain preconceptions of recent stuff I have played, but for the most part, the central conflict is not a tale of political intrigue. The direction of the story is revealed fairly early on, but I would not go into this expecting something like Triangle Strategy, Tactics Ogre, or perhaps even Fire Emblem. I would say the main plot is honestly closer to Dragon Quest than any of those, where you're travelling around the land defeating evil with the ultimate goal in mind of defeating the big bad antagonist. It's totally fine, and admittedly a fair number of side quests do have some meat to them in that respect, it just wasn't really what I was expecting. Still, I will hand it to them for how many characters there are in the game, a whole lot of them are memorable from the charming Knight of the Rose Miriam, to the obsessive Melisandre, to the complicated Tatiana, they really did make a good effort to have most characters feel distinct. I felt bad that I didn't get to have them all deployed in my army at a time. The english dub/dialogue was quite good too, with care put into the distinct styles of speech and demeanour in each country you visit.

Still, for all the plot's shortcomings, it genuinely concludes wonderfully and there's plenty to do outside of it. My platinum trophy clocked in at around 95 hours, and it was just the nice slow burn, evenly paced game that I needed. For fans of tactical games such as those I mentioned previously (or even Valkyria Chronicles), I highly recommend you not overlook Unicorn Overlord.

I can't blame my teammates for choosing bad actions because not only is this a single player game, but I told them exactly to do that bad action.

5/5 would spin attack into a rogue again.

This Game Is Made Of Pure 100% Concentrated Silliness