2016

Imported from my Backloggery:

Beautiful, simple, and emotionally effective and moving. It's very light on gameplay, but the scenery and music more than makes up for it.

Imported from my Backloggery:

This game is so fast, fluid, and complex in its combat. The story is interesting, but very light, which serves the rest of the game very well. The QTEs add to the rest of the game and makes the game feel more exciting as a whole. Bayonetta's character is oozing with charisma and is so fun to watch shoot, slash, and kick her way through angels. Platinum nailed the action genre once again. The only complaint is that the loading screens were so short on PC, I didn't have any time to practice combos

Castlevania was a simple and good time! It got me to remember that I actually really enjoy 2D platformers, I just lost touch with them. The music was fantastic was the big standout for the game. The visual aesthetic was great at most points, but missed sometimes. I enjoyed the level design as well, honing my skills to be able to clear a stage was satisfying and rewarding, even if there were some annoying and unfair sections. The checkpointing was the standout for the game, however. It made me so happy to see actual checkpoints in an NES game. It made it much more palatable while maintaining the difficulty. Overall fun time!

Imported from my Backloggery:

This game was amazing. The level design was amazing, and it always subtly told you where to go and what to do. The voice acting, music, and atmosphere were impressive. The game has emotional moments, which are rare, but hit hard. This game is insanely replayable too. This game is a masterclass in game design and is a must play for anyone wanting to learn more about game design or even someone who just wants a good game to play.

This game really impressed me, especially for a game made in less than a year, it's really impressive that they managed to make the bones of this game feel so fantastic. I loved unlocking each power up and watching all my movement open up one by one. The movement captured my imagination, and when I was able to use it in fun and interesting ways, I had such a good time. The music, the atmosphere, the graphical style, it all clicked into a package that only got better and better as I got power ups.

Although that is the case, I found this game hitting all my weak spots when it comes to playing games. I get lost, a lot. Even in linear games, I seem to miss details that have me searching for 30 minutes looking for the one button I have to hit, or one box I'm supposed to attack. It's really frustrating and something that I experience a lot. I feel Pseuregalia really exacerbated this for me.

There were many times I was exploring, and I would get lost due to the pace of movement and the actual way the maps were designed. I would find a spot that I needed a power up for, and would keep it in mind. Once I found that power up, I went ahead and tried to retrace my steps back to the place I remembered, only to be left almost never being able to find it. It was a really tiring experience after a while, not ever being able to find out where I needed to go, and I spent a long portion of my time wandering around, hoping I would find the thing I needed. I would say I spent about 65% of my time playing wandering, and I think I took a lot longer on this game than many other people did because of it.

I think one way this could be alleviated is if there was more focused visual design and level design. In many ways, I think the maps are really excellently designed. I found myself pushing my moveset to the max and finding ways to get up ledges earlier than felt intended, which was really fun. It felt cool to 'break' the game in this way and be rewarded with early power ups and stuff. It made me really happy.

On the other hand, I feel as though the level design kinda melded together, many of the areas aside from the music kinda blended together, as there are 3 castle areas and the underground area is so expansive and samey looking you can get lost waaaay too easily, which led to me running in circles over and over again. I wish each level had more unique visual design and landmarks to help me orient myself more, it would be very very helpful and would make it so a map feature wouldn't even be needed.

I think a map would be an easier fix for it, but I appreciate it doesn't have a map atm. I'm pretty sure it's getting an update to add one, which I guess will fix my main hangup with the game, but I feel it's a bandaid on a bigger problem.

I think this game is an excellent start, and I hope it can be expanded on in a sequel, because the bones here are mindblowingly cool.

Still a great DLC, but never ended up fully finishing it, due to thinking Fume Knight was the final boss. I enjoyed the verticality of the map and loved fighting the fume knight. It was also a cool area, with the ash looking like snow. Great environmental storytelling, but not as fun as the Sunken King.

Imported from my Backloggery:

What a fun DLC! Throughout the entire journey, they find new ways to vary up the gameplay, and keep you on your feet. The environments are consistently interesting and beautiful, and the areas are fun to explore. I loved all of the bosses, and having Gael as the final boss of the entire series was insanely satisfying. This is one of my favorite pieces of Dark Souls, and was a great way to wrap up Dark Souls 3. Can't wait to play it again.

Imported from my Backloggery:

Crown of the Sunken King was definitely the best of the DLCs, and possibly the best part of DS2. Toward the beginning of the DLC, I loved the Zelda style switches that you had to hit with bows or swords. I loved all the bosses, Elana was my favorite gank fight of the whole series. It wasn't too hard and was never unfair. Just a great time save a few areas.

This review contains spoilers

I was shocked to see how much DNA this game shares with Supergiant's other games and how much stuff mechanically ended up carrying over to Hades later down the line. Honestly, this game feels like such a relic from the time it came out, being pretty early on the wave of games like this, low to mid budget nice looking 'indie' games from tiny studios on XBLA.

The writing in general is good for sure, but it's not really anything super exciting. I think there are some really good touches, the attention to detail on the narration and the pure quality of voice acting as well, is really an achievement. When it comes to environment design, I can't help but feel as though it's beautiful simply to be beautiful but not really much else. It's not really something that feels super well thought out beyond looking pretty. I mean, it sell an aesthetic but I'm not sure to what end. I also don't really find the main character's model to be particularly aesthetically pleasing.

I was also really shocked to see how existential and high concept it ended up getting by the end. It was certainly interesting conceptually, but Dark Souls has done a similar thing narratively to a greater effect. I didn't find it really all that satisfying in general, but I think the music helped to bolster it tonally at the end. I think there are some really interesting pivotal moments, but I think honestly the details are the most interesting parts of the design in the game, the singer only speaking at the very end of the game, things like that were really inspired choices.

When it comes to gameplay it was certainly viscerally fun and didn't overstay its welcome, but nothing really more than that, I think the foundation is really excellent, with the upgrades, god challenges, weapon challenges, etc, and I'm SO happy they decided to iterate on it later down the line.

I also forgot to mention the soundtrack and the general soundscape of the game. I think it's overall competent and Darren Korb's work is stellar as always, I think a lot of the sound is weighed down by stock effects that I see used a lot in other stuff. It's really distracting to me, especially due to how often you hear them. I think some of the music has this problem too, I think it's the combat track iirc. The soundtrack has some really stellar songs, especially at the end, that final track is just mindblowingly great. It's made me so happy to be able to see this studio grow.

But overall, I think bastion is a lot more interesting as a piece of history to me than a game. I'm feeling positively about it, but not sure I'd really recommend it to anyone.

2010

Imported from my Backloggery:

Despite a relatively dry beginning and slow start, I found myself absolutely transfixed by the end of NieR. The combat left a lot to be desired, in addition to being repetitive, I found that I was having a better time if I was overpowered for each encounter. The story is basic, but it becomes quite a unique narrative 10 hours in. I found myself highly invested in the narrative, even if it did come across as sadistic to the point of comedy at times. NieR is highly flawed but very special.

Imported from my Backloggery: (Used 7th Heaven mod on PC)

This game was nothing short of incredible. It has been so long since I had a game that actually captured my imagination and brought me back to a time where game worlds felt so big yet so familiar. There was so much to explore, it felt like there was actually mystery for the first time since Dark Souls. Combat was engaging and fun, and the art was incredible, and the soundtrack sold it. The emotional beats hit hard, and despite a few strange lines, it has aged great! Absolutely essential.

Imported from my Backloggery:

Va-11 Hall-A was a big surprise to me. Beginning to end, I absolutely loved it. The way that the characters were written was extremely believable, and you felt attached to each and every one of them. The different endings were seamless as well, and it seems as though there are some interesting secrets in it as well. The way that the world was conveyed was interesting, and made it all feel believable. I enjoyed the themes as well, and got really emotional at points.

Imported from my Backloggery:

DS2 was a mixed bag. On one hand, it reached heights that may have even surpassed other FromSoft games, but has lows that are way below any of the other games. DS2 is way too reliant on inventing new, unfair ways to kill you. Many of the open areas are frustrating and have many enemies spammed in a location. Most of the bosses aren't memorable as well due to being either too easy or just unfair. There's some cool story and great NG+ mechanics as well. DS2 is really growing on me, idk why.

Imported from my Backloggery:

This one was my least favorite of the DLC. It was an awesome area, and had some great spectacle, and some great enemies, but didn't have any bosses that I enjoyed. I didn't like Aava, her hitbox lingered longer than my i-frames and was just unfiar. The Ivory king was fun once I got 3 extra summons. Without that, I wouldn't have enjoyed a 2v6 gank fight. There were great things about it, but plenty of things to sour it too.

Imported from my Backloggery: (Beaten on Normal)

What a blast this game was to play! Although ME had combat that felt floaty, playing on a lower difficulty alleviated this problem. What works so well is the pacing of the main story. Every time you touch down on a new planet, a 1-3 hour story plays out, which has an engaging beginning middle and end, which feeds into the main story. It's an excellent way to keep you constantly engaged. I also liked getting attached to characters in your party, I just wish they expanded on that part more.