43 reviews liked by Chowder


Without a doubt, I feel like this is a perfect videogame. Everything that this game does, it does perfectly, and at times it feels like it does more than it needs to, but it all just adds together into something amazing. Years ago, I was planning to play this as my first entry into the series, and I’m so glad that never happened, and I started at the beginning instead. The build up and improvement of each subsequent game made Devil May Cry 5 an absolute masterpiece.

Of course I’m already a bit biased here, I love Hack’n’Slashes. They’re easily one of my favorite videogame genres, what on the surface looks like thoughtless slaughter of enemies is actually thought out, rhythmic, all to counter each enemy and raise that combo rank even higher. I’d be lying to say that this gameplay loop isn’t addictive. DMC5 may just be the pinnacle of this, it’s ridiculously stylish in presentation, and I’m left in awe at the end of each and every battle. I think this was the DMC title where I got the most S ranks in normal battle. And the fact that the music builds and changes as your rank increases from D all the way to S is immaculate. I absolutely adore this feature, and it makes each of the main music tracks so memorable because of it.

And I adore the main playable characters of the game. I didn’t play as Vergil so I can’t really say what he plays like, but Nero, V, and Dante are super fun characters. Nero is both mostly the same as how he plays in DMC4, and also drastically different. His main shtick, Devil Bringer, is completely replaced with Devil Breakers and they’re amazing. Being able to switch between different arms that can have unique effects is really fun. Though I’ll be honest, while playing I barely lost any of my Devil Breakers, so for 90% of the game, I just had 3 of the basic ones, too afraid to destroy them as I’m afraid of losing resources. The fact that Nero can just grapple enemies to force them into the air, or just bring them closer to him is really fun.

And much like Nero, Dante is about the same as DMC4 too. He has his styles, and he has his weapons which you can switch with the triggers (I don’t remember if switching weapons like this is new to DMC5 or if it was introduced in a prior game, but if it is new, I adore this change). Dante is sort of the gold standard of hack’n’slash combat to me, no matter what he’s always ridiculously fun to play as, and he was my favorite character to play as in this game generally.

And V is really unique compared to the other 2. He’s more of a summoner, conjuring spirits to attack enemies for him, but he has to be the one to finish enemies off. There’s a sort of balancing act, where he can’t stay far away from enemies forever, either to help recharge his summons, or get in for the finishing blow. He was the character I got the most S ranks with, without a doubt, though he’s not my favorite to play as. That being said though, whenever they do a DMC6, I really hope they have a character that plays like V, his playstyle is refreshing compared to the likes of Nero and Dante.

There’s also just so many nice little things in the game. Practically every level in the game has a boss for it, which is always one of the highlights of a hack’n’slash. And the fact that nearly every boss is completely unique is amazing, and I’m so glad they were able to pull something like this off. As well, the game features a sort of multiplayer, where you can see other people playing a different character’s perspective if there’s an overlap. One level someone’s playing as V when you play as Nero, but when you play the same events as V, someone else is playing Nero. Sometimes even, the game will record you inputs and play that back instead, which is really cool.

But of course because of the multiple playable characters, and how perfect they feel to play, I already think gameplay-wise 5 is the best of the series. But where I think DMC5 goes to propel it to being a perfect videogame is its story. It’s the grand culmination of 4 games before it, all leading up to this grand sort of conclusion to this arc, and showing us what comes next for each and every character. I know that’s a bit grandiose and vague, but there’s of course reason to my madness. I don’t want to spoil a game that I love, so why would I say exact events or plot beats for a story here, even if it’s pretty well known what happens in it. The journey to get from Devil May Cry 1 all the way to 5 may be rough in the beginning, but it is no doubt worth it.

Yet again, I must reiterate, I think Devil May Cry 5 is a perfect video game. There is zero wrong with it, and every moment I played of it, I was absolutely amazed. I don’t know how many times I said, “Dante is so cool”, but it’s true, in every single instance. I’m so glad I finally got to experience this game, and the entire story with it, it was so worth the wait.

The movement is excellent but now I know there exists such a thing as a metroidvania that's way too open.

It used to be that if you ever wanted to play SH2 the intended way, you'd have to either get your hands on a PS2, or deal with some emulation issues.
It is not the case anymore, while Konami may shit all over this game with remasters and remakes that should have never existed to begin with, this is the definitive way to play Silent Hill 2 for first time players and those who have mastered it.

Combat is turbo ass, it's a little buggy, and the game needs a map. Other than that the movement is flames and I loved navigating the areas (when I knew where to go). This expanded into something fully fledged would be amazing.

this is one of the most creative games i've ever played, i'm shocked that it hasn't gotten more attention

Why does nobody talk about this game?

Probably feels a little smaller now than it used to, but man, this was the first game I ever truly fell in love with.

Vivid art direction, incredible voice over, thoughtful story about the limits and repercussions of empire; just a story of a kid, a hammer, and the end of the world

Writing about Immortality is extremely challenging. It's unlike anything else out there, and discussing its gameplay too much could spoil the experience. Rest assured, I'll steer clear of anything that might ruin it for you.

I can begin by explaining that Immortality is a blend of a game and an interactive movie, featuring real people.

The game begins with a video featuring an actress on a talk show. Within the first few minutes, you realize that by pausing the video and selecting a person or object, a new video will start, similar to your selection. Your task is to unlock new videos by doing this.

As you unlock new videos, you're introduced to the life and career of Marissa Marcel, a talented actress. Her story is compelling and well-crafted.

I can't reveal much more, as even how to progress in the game is a spoiler. It's not very clear to the player how to move forward. At some point, I felt satisfied with the experience and understood what I needed to do, but still struggled with how to finish. Towards the end, I became fatigued and eager to complete it.

I played the iOS version and found the controls to be unreliable at times. There was a particular video where I knew what I needed to select, but it took me about 20 minutes to do it correctly. I wouldn't recommend this version, to be honest.

One more thing to note is that the game contains explicit scenes, including nudity and sexual content, so be prepared for that.

In summary, Immortality offers a unique experience despite some minor issues. I wish the game offered clearer guidance on what the player needs to do and was a bit shorter. Nonetheless, I recommend playing it on a PC or console, avoiding the mobile version.

Pseudoregalia is a game that absolutely blew me away, it’s easily one of the best Metroidvanias I’ve played. I honestly think it’s a near perfect game, I’d honestly say there’s only one major issue that’s preventing it from being completely perfect. Regardless, I absolutely loved playing Pseudoregalia.

I think outright the best aspect of the game is the movement. When it comes to Metroidvanias the aspect I love the most is all the movement options you can get. Having so many ways to traverse the level feels great, and Pseudoregalia does this in strides. Sybil’s main move is her air kicks, where she can kick off of walls, or in the air. The game limits you to three air kicks while midair so its never broken. I think what makes me think of the air kicks first is the sort of learning curve that comes to properly using them. At first, they feel weird, and difficult to pull of properly. But as you progress through the game, and learn how to use them more and more, they feel so good to properly pull off. This already feels great, but there’s so many upgrades to Sybil’s movement that are absolutely amazing. By the end of the game, I was quickly blasting through rooms, pulling off awesome maneuvers.

And as well the game is built so perfect for Sybil’s movement. There were so a lot of challenging platforming sections that I absolutely loved trying to figure out. I’ll be honest, I don’t know if I did any of them in the correct way. Sometimes it feels like I did things correctly, while sometimes I feel like I cheesed my way into the solution. And honestly, I really like that! The fact that there’s so many ways to clear a platforming challenge is really something, and it made each one really fresh.

The game does feature combat as well, though it’s very simple combat. While some may be bothered by that, I honestly prefer the more platforming-centric design of Pseudoregalia. Yet again, when the movement it satisfying like it is here, all I want to do is move, not fight. There’s only 2 bosses in the game as well, and neither of them were really difficult. In fact, I never died at all during my time with the game, though I did get close on some occasions. I honestly found the final boss to be run too.

And god, Pseudoregalia is a visually stunning game. I absolutely love when games try to emulate the style and look of N64 or PS1 games, and Pseudoregalia does this amazing well. And to add to it, the music is amazing. Tied with the fact that Pseudoregalia hs a very dreamlike aesthetic, everything fits so perfectly well. Each environment feels great to explore, and the aesthetics of each major area are amazing. The first that immediately comes to mind is the solemn atmosphere of the Empty Bailey. The Library and the Theatre are amazing locations as well.

But as I mentioned, I think there’s one thing sorely missing in Pseudoregalia. And that simply is a map. It’s so easy to get lost in Pseudoregalia. The game has so many intersecting paths that it’s easy to end up in an entirely new location rather easily. I don’t need a map to know where I’m supposed to go. Rather, I need a map to remember how to get to where I’ve already been. I really do think that a map alone would make this game perfect to me. And mentioning this, I’ve heard that there will be a future update that includes a map, alongside other bonuses which is amazing to hear. I definitely plan on replaying the game once the update with the map releases, so we’ll see what happens then.

Regardless though, I absolutely adore Pseudoregalia. It’s such a good, short and sweet little 3D Metroidvania. The movement is top notch, and it feels amazing. There’s so much that it does right, this game is just simply amazing. I’m probably going to wait for the update to release, but no doubt I will be replaying this game. Please play Pseudoregalia.

I love Kiryu

It's been an insane journey going from Yakuza 0 to now and I've enjoyed every moment of it, I've enjoyed all the time I spent with Kiryu and this game is a love letter to all those memories, and a love letter that pays respect to the legend himself without being cheap or sloppy. The entire game is beautiful in its execution and I'm so so happy I got to spend time the series again and more now than in a long time look forward to the future

We'll see each other again you Dragon of legends