A game I'm willing to say is nearly perfect. At the very least one of my favorite stealth games and quickly becoming one of my favorite games ever. I just don't have many complaints here.

What you have is top tier stealth gameplay combined with all the delightful strategy of the tactics genre to make for some very solid challenge that will get you thinking creatively through some super tight and polished maps. Every encounter is a puzzle with like a trillion solutions. Every solution felt like my own and none of them unsatisfying.

In fact, I'm going to say every mission is a banger. They strike a great balance between variety while mingling various scenarios together. Maybe some of the smartest ramp up in difficulty I've seen. Especially as you get new members for your party.

Which party wise, I think it's incredible how often you're encouraged to use each character pretty equally and each's set of abilities ensures none of them don't fill a niche. I think my favorite combo ended up being Hector + Isabelle.

Though everyone has at least one that has it's moments, but largely goes ignored. Kind of says a lot that like... 3 characters get a healing option instead of another gadget. The final mission's difficulty can also be so high as to feel a little trial and error at times (or am I too impatient?).

Still, with this incredible presentation (this game is a stunner to me and has a great soundtrack), slick stealth (a genre I will always love the most), and near perfect level design, I'm head over heels.

Also worth noting, there's some very solid replayability with the post-mission challenges and the baron's unique challenge missions that are short and sweet. The game is also adapted pretty well for controllers. Giving you direct control over characters movements and a unique HUD. Fantastic Steam Deck game too.

I wanted to dig a hole. A deep hole. Multiple deep holes even. And that's what I got to do over and over and over and over while the game's performance gradually went lower and lower like my holes until I restart or it crashes on its own.

As far as an idle game goes, it's boring, it's badly optimized, and it just doesn't feel right.

I dunno why I bought it, but I had an itch to play it. It's a repetitive mobile game that was probably meant to shove ads in your face constantly. It's pure shovelware. But I dunno, at least it had an ending state that I was able to get through in the day. I also didn't hate the loop.

But for one of those gather and automate types of idle games.... it doesn't really have much to automate.

2005

Maybe a great example of the 7/10 game. Something that you can see it's intention and ambition but weighted down by what may have been a lack of resources or deadlines due to the launch of next gen systems.

A gritty and gore appearance of a story you expect from the prime days of westerns, a modest (though pretty empty) open world that isn't a huge pain to traverse, a simple but fun combat system. It's got the makings of something that could have been fantastic. It's a game that in a pre-Red Dead Redemption world was really cool back in the day, but it's vision did not age as well today.

While it eventually does land at a better spot with it's depiction of native americans and tries to redeem itself within the story (though it definitely takes a bit of a 180 to get there...), it's still filtered through the lens of the 2000s where America was still openly parodying every culture but themselves and it's very... tropey and downright gross at times. I guess not surprising for Neversoft doing their Rockstar impression, but this is no Blood Meridian when it comes to deconstruction of an ugly era full of the worst types of men. You end up stomping all over yourselves when saying you're depicting the time while you have those subjects dressed like they're in Saturday Night Live costumes. Consider me surprised they didn't go even more hard on the chinese characters...

On top of all of that, despite a very good and star studded cast, the game's story doesn't have enough room to breathe. It often feels abridged and there was a point where I wasn't sure if my game was glitched and missing a couple scenes. I looked up a couple long plays on different systems and no, it is just that way. I thought I had just remembered it being full of sudden changes when I was a kid. Characters come and go at odd times but through the writing you're supposed to understand they have some form of bond/history that developed like entirely off camera while I was looking for gold in the open world. So it never truly feels earned as it presentation suggest. But there's definitely some banger lines here and like all of them from Brad Dourif's character.

Uneven and I don't regret revisiting it. I still think it's a pretty good game. It's largely about as jank as I remember it, but through a modern lens it's not deserving of a remaster so much as it deserves some proper preservation and maybe just a way better remake that is... a lot less racist at it's core.

A quick tip if you're playing the PC version, there's a couple mods out there like a widescreen mod and 60fps mod that aren't too difficult to setup. For the most part 60fps won't cause issues, but there was maybe one or two instances where the game logic was definitely tied to it and I had to go back to 30 for that brief moment. It's not a great port but it's probably the best way to play this game today.

Out of all the vpets I've played with over the years, I think this one is my favorite and has the most potential.

There's a couple draw backs to over the original 20th anniversary namely in a much more limited roster that is broken up across each device (encouraging you to get multiple devices so you can explore the whole thing and jogress). But I think the monster training and quest mode are very strong additions that could really help the digivices expand a lot more mechanically in the future. I also think the XAI dice is a great modifier to freshen up combat. That and the combat minigame is just a lot more fun with the sliding bar over mashing the button of previous games. Each digimon has a different bar and the effect from the XAI dice gives you a little more to do.

Taking care of one pet at a time invests you more into it's stats and evolutionary path so you feel more attached while also giving you the option to actually pause the damn thing if you're gonna be away for a day or more. I also just like a lot of the x-antibody designs. They're just edgier versions of the OG designs that remind me of Deviant Art OCs (something Digimon already runs a fine line on).

Maybe the most polished version of the Digivice to date if you're looking for a more pure experience. There's some great QOL improvements with quicker fresh and in-training stages, being able to raise two digimon at the same time, having all the different evolution trees in one device, and the single player battle mode. In general this device seems geared primarily towards someone who can't convince any of their friends to get a digimon in the year 2023 nor get anyone to stick with it for more than like a week. Being able to raise two digimon at a time and jogressing them together lets you explore the entire device without really needing a second one.

If you're looking for a device to get into, in my opinion this is the place to start.

One of those games I've thought about a lot over the years. I loved it from day one and back when it came out on PS3 I played it hours upon hours just adventuring around even though I never beat it.

The base game itself is a bit on the shorter end by today's standards (though tbh not a bad thing when I think about all the plethora of unending RPGs). The game is a bit unforgiving when it comes to story and questing. It does not tell you which quests are timed events and those entirely missable quests contain key story details you would at most have to pick up through context clues later.

And you know what? that's perfectly fine. The game is extremely replayable from it's campaign to it's class system. A proper NG+ encourages you to experiment and really master it's excellent combat system.

But the real star of the show here, the Dark Arisen expansion. Maybe one of my favorite dungeon crawlers ever offering just an absolutely brutal gauntlet that has you finally making use of all those excess items you've been gathering throughout the game. The amount of enemy variety here puts the base game to shame and the technical expertise of the combat needed here is pretty insane at times. Make no mistake, Dark Arisen is extremely difficult. But it is rewarding in some wonderful ways. This is the real meat of the game after the base game credits roll.

Capcom was firing on all cylinders with this game on the backhalf of a very wonky generation for them. They took all the right parts from their other successful games and mashed them together and for the most part nailed it.

Fair warning about the Switch port, it's got a pretty annoying combat music loop bug that happens pretty frequently. It can be fixed by entering a loading screen (loading doors, towns, major cutscenes, reloading, etc.), but I've found this game also works wonderfully with the music off at times because the soundscape is also very well done.

I've played this over the years and saw how it evolved gradually in order to prioritize ads and in app purchases and I just find myself annoyed at how this could be great. It's a promising concept but it ends up feeling too shallow. It's too easy generally so the game decides to give you some really shitty obstacle spawns that are impossible to avoid. But the grind is so fucking agonizing that you wonder why you're still playing.

Not to mention ads on mobile games have gotten so fucking shitty that half the time they don't even work so trying to revive with an ad is a total crapshoot.

Ultimately Sonic Runners was way better and should have been the one that stuck around if one of these games had to die.

I'm convinced the Silent Hill fanbase is the worse fanbase out there and actively hates anything in the series that isn't their favorite entry in the series. The immediate reactions I saw to this game have solidified this into my brain. To be honest, can it really be helped though? I feel like Silent Hill's impact on the horror game community can't be understated but also to be honest, I don't think Silent Hill as a concept ever really died even with Team Silent or Climax and Double Helix.

The problem is Silent Hill was embraced at a conceptual and inspirational level by Indie devs. Everything you could do with Silent Hill has been thoroughly explored and recontextualized for someone else's personal story. The amount of indie horror games that are very obviously inspired by and even just list Silent Hill directly as an influence is more numerous than there has ever been Silent Hill projects. In the last year we had half a dozen that have high profile coverage (Go play Lost In Vivo and Signalis, they're wonderful) and another dozen of them on the horizon. There basically is no room for Silent Hill to comeback in my opinion because we just sorta never needed it back.

But obviously Konami has been watching all of this and here we are with a new mood board for the franchise following in the foot steps of PT before it. Honestly, it's OK. I don't think it's ultimately worth playing but I think it's really not that terrible or that disrespectful to the series in terms of themes. It's certainly no different than the billions of other Silent Hill fan games.

I think it's biggest problem is it's largely just kind of nothing on the gameplay front while the story isn't done well enough to make up for it. I appreciate what it wanted to do with it's story about suicide, parental abuse, bullying, young love triangles, and vapid obsession with social media fame. I think it was brave to try to tackle these at all in the way that it did (though really not uncommong) and I appreciate how often the suicide hotline messaging comes up. But it's just also kind of... badly written. It's patronizing most of the times and none of it really sticks the landing well either. It feels like the target audience for this story is largely teenagers and that's fine, they need their stories. But there's not much to really chew on here when everything is so upfront.

That being said, I loved the music and loved the monster design. Love to see Ito and Yamaoka doing cool shit. I thought Yamaoka's score had a modern twinge to it that fit the presentation and had some genuinely pretty ambient melodies thrown in. Ito's new monster captures the beautiful tragedy of the character it manifests and I think it's interesting to see a design that doesn't try to be just generic scary but still menacing in its own right. The low frame movement was a neat effect too.

MGS3 is a game that needs really no introduction. It's a masterclass of it's platform using the PS2's limitations to craft something that impresses even today on any platform. There's some of the best cutscenes ever created here full of detail and emotion and energy. It's a type of creation that is ahead of the curve even today.

It's also just one of the top tier stealth games with AI that is both fun to exploit while still presenting a solid challenge for the hardcore stealth players. I've always appreciated that Metal Gear has never let you save scummed your way to a perfect ranking. There's every type of self imposed challenge you might want to put on yourself here while the ranking system accommodates and encourages it all. The pacing of the stealth is also just top notch. I think it's better to slow down a stealth game than to make it super fast and the camo and environment do that wonderfully. I also think the survival elements in this game are a perfect balance. Stamina is never a true annoyance and you never have to spend time scrounging around for resources while curing wounds is also a pretty fun procedure too. The game makes it clear it's something you can't ignore without making it a hassle and I'm actually surprised this never seemed to catch on as a mechanic in other action games including this very series.

If there's maybe one problem I have with this game is that the controls are definitely clunky. They were clunky back in the day and they're more so clunky playing the Vita version. Losing those pressure sensitive buttons from the PS2 required some finagling and the end result is having to press several different buttons at once.

It's one of the top tier games of all time no questions asked. MGS3 Ocelot was a peak character too (in a game already full of fantastic characters). I can't believe how dirty MGSV did him.

You can definitely see the original game's legacy in some of the better open world games today. It's approach to more open ended direction for how you tackle each map is pretty good even today. There is a lot this game does right in terms of exploration and the regions are pretty neat looking.

I just wish this remake was a lot more polished. There's a lot of QOL improvements made to the original but many of it still introduces it's own jank to an already kind of janky experience. I think there was a lot of ground here to improvement movement, gunplay, and UI but it's just all so stiff. I think that jank is a lot of what will turn people off from this.

But if you can work around it, there's a very solid open world game here amongst a world that even with all it's ancient level design looks awe-inspiring.

Also that soundtrack is just fucking great.

Maybe a bit too easy a lot of the times, but it's got (so far) the best level design of the series and maybe the most inventive puzzles of the series. Sacrificing a little bit of the laid back vibes of 1, Pikmin 3 tends to be a lot more faster paced with combat being quicker, the controls being a lot more snappier, and even the story is quite quick.

Which is maybe this game's biggest fault: If you kind of follow the story expecting it to tell you when you can just stop and go gather the rest of the collectibles, you're going to potentially accidentally beat the game. It's very odd how quickly the story itself progresses but yet I still clocked in around 14 hours just casually playing through collecting fruit as I go. But suddenly I've beaten the game and realized there was entire sections of maps I haven't even gotten to (you get water pikmin kind of absurdly late). Very odd.

Still, that polish over the previous two games combined with some very beautiful graphics maybe puts this one just a bit higher than Pikmin 2 for me. Miss the dungeons tho.

I love this as a potential sort of a soft launch of a new era of Mario games. Shedding off the legacy of the NSMB games and understanding what made them pretty solid games while also embracing a new art style, new sound, new vibe was just a good move as a whole.

I love that every level is mostly all the fun gimmick levels especially with the badge system encouraging you to kind of break them. It feels easier to balance for when there's this much chaos often happening. I'm also surprised just how many damn levels there are including secret levels.

I think the biggest fault is the power ups are just not that interesting and bosses are extremely whatever. It's a solid fine offering, but nothing that inspires much.

I think it's better in every way to Pikmin 1 with maybe the exception being level biomes don't feel as varied or interesting as they were in the first.

The dungeons are primarily the focus of this game and I think that adds a lot to it. By focusing more in on gauntlets with more puzzle solving and combat aspects it creates a tighter more consistent feeling experience honestly. I think where the game sorta fumbles with the dungeons is they don't have as much room variation as I wish they did. And by extension of being randomly generated, there were environmental puzzles I just never had to interact with in certain tile sets. They also just don't carry as much visual charm as the above ground areas.

I also seem to remember splitting into two teams being way more important in the campaign too? But largely it's just a convenience more than a necessity.

But still, the bones of Pikmin are strong as hell and charming. The white and purple Pikmin add a fun bonus element to combat with their effects while also helping fill in some holes in your party numbers. They've also just cranked that charm up a little higher. It's always a delight hearing your party cheer and sing as you march on.

This is a fire that burns bright.

An absurdly tight campaign that remains focused from the moment you land on Rubicon to the final cinders drifting in the wind. Including what are in my opinion the best boss fights I've ever encounter (good since like almost every mission ends with a boss). Complete with the things that directly appeal to me: mechs, impossible scale, and bleak brooding tone & atmosphere.

Dodging a wall of missiles while launching your own at what sometimes feels like incomprehensible speeds and breaking defenses with a shotgun the size of a city bus never gets old. The action is always dialed up to 11 and escalation in only a way that creates more shock and awe. Apocalyptic destruction in horrifyingly impossibly large unnatural constructions.

In a year of absolute bangers, there are many GotY contenders, but at the end of the day, they ain't Armored Core 6 baby. Once again, I do not know where From Soft goes from here.