Gotta love experimental platforms with tons of heart and cool ideas. I think the controls are a bit awkward and the some stages are pretty frustrating, but like damn the style here is so peak.

It feels weird reviewing this without the full game being finished, but since a new update just dropped I think it’s fair to say how I feel about it.

Potential is how I’d describe the game with just a word. The style is great, the music is… fine, and you can for sure feel the passion (and cocaine) being put into it. While is still rough around the edges in terms of difficulty spikes and the overall simplicity of everything, I still think Friday Night Funkin has a bright future.

Yeah I don’t really have much to say about this game that hasn’t already been said. It’s just worse than the first game in every way with a nonsense story and some frustrating areas. At least it’s short though, and the easy difficulty make this an ideal game to blast through listening to a podcast or something.



Also why is Dante Two-Face??????

Bomb Rush Cyberfunk masters its style, first and foremost. The cel shaded look, graffiti art, and great soundtrack worked with Jet Set Radio still works here amazingly. Gameplay wise the movement is fun, the loop is addictive, and the story while surprisingly relevant does a nice job at bringing it all together, I was enamored with the first few hours.

But as I played more, I realized a deep rooted problem within the game’s systems, that being simplicity. While it’s fun to learn and play, the combo system is way too basic. The tricks and multipliers are missing an extra layer games similar like Skate 3 have. It’s still fun, but as the maps got stricter with movement it only became more noticeable that something was missing.

I still think Bomb Rush Cyberfunk is worth playing, but I think it’s worth knowing that it is outdone by similar games in some ways.

The coolest part of Devil May Cry aside from its style is just seeing where almost every action game staple came from. The story is simple and goofy, the combat is simple but with some neat combos, and there’s lots of weapon variety.

At the same time, some classic flaws of action games can also be seen. The camera is bad, the platforming is bad, some enemies take too long to kill, and while it’s partially a skill issue some of the bosses are really frustrating (Nightmare). Regardless of that though, it’s still pretty fun and worth playing.

As someone who went into this game with no expectations, The Cosmic Wheel Sisterhood really surprised me. Especially compared to other visual novel-ish games.

The larger weight your choices have makes the game super replayable, the deck building is fun and filled with tons of variety, I love the cast, and it tries to explore themes in ways that feel fresh. It really stands out from its contemporaries.

I wish I could say there weren’t any caveats, but there definetly are some issues. Most of them stem from the last half or quarter of the game, where the plot takes a direction that’s… unique? It’s not totally out of nowhere, but it feels way less intresting than the more chill vibes of before. The characters you meet during this part are also not nearly explored enough for how intresting they could potentially be, and I wish they got fleshed out more.

Even considering that, I still wholeheartedly recommend you play this hidden gem. One that I’ll 100% replay in the future.

“This story will eat us alive. This story is a monster.”

It finally clicked. Glimpses of the potential Remedy had to make a game like this definitely existed in Alan Wake 1 and Control, but this game feels like all the pieces came together in the way they needed to.

The lean into horror creates an amazing atmosphere of light and dark, the mix of live action is super cool, and the unique gameplay elements Saga and Alan have make both sides feel unique (even if I prefer the Saga sections a little bit). The sometimes vague puzzles small story gripes I have don’t even bother me that much, just because of how great everything surrounding it really is.

Seeing what they’ve done here makes me super excited for Control 2, and I hope Remedy can continue to make games as amazing as this.

While it’s simple and a little aged, I think Bastion is able to tell a good story in a unique way. It’s pretty crazy to see how far Supergiant Games has come when comparing this to Hades.

Fire Emblem Birthright disappoints me, plain and simple. It’s not terrible at its core, but it all gets bogged down by poor design and wasted ideas done much better in both earlier and later games.

The story is bad and tries way too hard to be serious, the characters feel mostly flat, the maps are too basic, and all the broken units make the difficulty very exploitable.

If you wanted to play a Fire Emblem game with branching paths done well just play Three Houses, if you’re ok with a bad story and just want great gameplay then play Engage, and if you really want to play one on the 3ds just play Awakening. Birthright just isn’t worth it.

Hotline Miami 2 is a game with a strange problem. The ambition, ideas, amazing soundtrack, and powerful ending definitely surpass the original, and with some retooling I can see myself thinking it’s the peak fiction some people claim it is. Unfortunately, the gameplay and foundation it’s built on is just worse than the original.

The level design feels sloppy, having areas waaay too big for a game like this making everything feel a lot more frustrating. It’s buggy and for every level I remember as good 3 others feel like I’m Sisyphus pushing a boulder. I’d still recommend you play Hotline Miami 2 just to make your own opinion on it, but to me while I see where it shines actually playing it feels like a step down from the first game.

Persona 3 Reload is an interesting remake to me, I played Portable not too long ago and while this version is definitely superior I’ve realized that even at its core Persona 3 is both amazing and flawed.

To start positives the game is so much smoother. I could handle the visual novel feel of portable but it was clearly inferior and seeing it all in a modern light is amazing. All the voice work is great, and Tartarus is a definite improvement. Going from tolerable in P3P to pretty fun with all the elements brought in from P5.

However there are some things that held Portable that are somehow still present here. The pacing is still bad, taking waaay too long to get good. The tweaks made to shuffle time make the game way easier, and there simply not enough things to do during the night with only 2 social links and social stats leveling up super fast.

Overall for a first timer, playing this version is 100% the way to go. I still wish it shook more things ups, and both of its sequels feel like better games but you can’t deny how perfectly it comes together by the end.

Now that 2b’s dropped, I think I’ve played for long enough to say how I feel about Granblue Rising, and how much better it is compared to the original version.

While not a bad fighting game, lots of the original Granblue felt a bit clunky to me. From shallow mechanics to poor net code, I never got hooked enough to stay interested despite the potential it had. Rising is a different story though. Now it successfully balances being a simple game with some hidden depth, the net code is solid, and the cast feels diverse with lots of room to keep expanding.

Impressed is a good way to describe how I feel about Granblue Rising. Rather than falling into obscurity like Dnf Duel or (sadly) Persona 4 Arena Ultimax, it’s molded itself into a pretty great option for casuals, veterans, and gooners alike.

As someone who loved the creative style of the CDI Zelda games, I’m honestly just surprised and happy this game exists.
It looks great, the cutscenes are still charming, it feels good to play, and there are lots of extra side quests and collectibles even with the shorter main campaign. There’s definitely some jank with the vague progression, instakill pits, and enemy swarming in the late game, but maybe that’s just committing to the bit. I still enjoyed Arzette and I hope this team does more with it in the future.

Psychonauts 2 does a great job doing exactly what it needed to as a sequel to an over 15 year old game. The controls and combat are better, the levels are consistently solid (the final level was actually good this time), and the story fits nicely in with everything else. I kinda wish they innovated a bit more cause this is pretty structurally similar to the first game, but I still had fun and I’m happy Double Fine got to make this.

Signalis is probably a dream game for lovers of old school survival horror, and even without experience with this style I can tell how amazing it is in some- if not most areas.

The style is sooo good. The ps1 style polygons with sprites, draped in a bleak colors with bursts red and black fits so perfect with both the setting and narrative. I think the story surprised me the most, it gets a bit surreal but in a way that fits the themes nicely. The only parts that struggled to keep me invested were with the gameplay, I can deal with a limited inventory but the enemy swarming and one area where they take away your map gets really tedious.

I still think Signalis is definitely worth playing though, and I’ll try to play more games in this genre in the future.