This really holds up quite well. Feels like it's from a totally different era of indie games where they were devs were translating what used to be ambitious flash games to full releases that felt like passion projects.

The core gameplay of this is still fun. Setting stuff on fire never really gets old and the combos are a great way to get you to experiment and drive your progress. Some objects and combos are definitely much cooler than others where as some are just blatant fodder to help get you some quick cash. It can be a little disappointing when something cool sounding just ends up burning with zero fanfare.

Also man does that fire still look really damn good!

On the Steam Deck emulating on Prime Hack. Highly recommend if you want to play with more up to date controls and HD visuals. Surprisingly it doesn't compromise the gameplay at all.

Metroid Prime is one of those games that just nailed it on the first try. With it's dev history you really wouldn't have thought it would, but damn did Retro just knock it out of the park. Great sense of level progression and exploration even if you still do a lot of kind of tedious backtracking. Great combat that almost just feels like a first person Zelda with it's lock on targeting and strafing. Even with dual analog controls, I still used it a lot just for the extra abilities it gives. There's a great flow to this game that just has not aged.

If there's like maybe a couple things that are a problem, boss fights are a little too long and platforming is still kind of frustrating regardless of what control method you have. Falling to the bottom of a vertical shaft in this series has just always really sucked and this is no exception (in large part because you're doing so much backtracking).

Still, the game was pretty perfect when it came out, and it's still pretty perfect now.

Definitely too long and definitely gets pretty repetitive, but definitely one of the better games to come out of Sony's recent prestige gaming bullshit. Probably helps big how wacky any kind of mythology is.

Story wise, a great and satisfying follow up on Kratos post the original series. Love what they did with the character and love how they explore his growth. It's a shame Atreus' sorta changes moods and attitudes which then get resolved too quickly. He's generally a pretty solid character and boy howdy did they also find ways for me to really find him annoying. Just like real kids. But overall, a wonderful cast of characters from Mimir the talking head to the two dwarf brothers. Also incredible scope and scale.

Gameplay wise, the combat should be really really fucking good but this game's biggest problem rears its head constantly: the camera. The camera is way too zoomed in for combat to actually feel truly satisfying. Getting juggled and taking hits feels bullshitty which leads to some incredibly frustrating deaths. I think the moment you're introduced to the surround indicators, it becomes clear the camera angle compromised the combat too much. They created workarounds to fit the camera rather than just going the easy route and pulling it back. I think they also locked TOO much behind the skill tree so you just don't get encouraged to use the various combos and techniques as much as you really should. As far as enemy cast goes, it's alright. Not as much great variety to it as I'd hope and several of them are just more annoying than fun to fight. Great bosses though. Valkyrie fights are incredibly worth it just for the fun.

I really really fucking wish they got rid of that stupid fucking boat though. Too much boat. It sucks, it's boring, even with how fast it goes it's still super slow, and it's tedious. Exploring the lake eventually stops being worth it because you level out of gear (this game did NOT need to be an RPG, awful idea) just by doing the side quests or even just playing the game casually. The boat stories are the most fun part of it.

Still, the parts of this game that shine show some real care and some real talent and cleverness. Wonderful world, great ideas with the combat, and some fun level design tricks to minimize some of the more repetitive bits.

That one shot camera approach though, I could take it or leave it. To be perfectly honest I didn't even think about it half the time nor did I find it ever REALLY impressed. It just didn't add much to the game or the story. It was a stylistic choice at most.

The game is absolutely thick with atmosphere from the moment it begins to the moment it ends. From the visuals, to the music, to sound design. It's constantly playing around with style and always pushing around it's own reality. I fell in love instantly.

As for the gameplay? I feel a modern game has finally made true on the classic survival horror revival while also modernizing in some smart areas. Inventory management is an absolute must and it feels smartly designed for you to never be a walking power house unless you make distinct sacrifices to do so. Enemy placement is smart and generally give you an option to sneak around, try and run past, or shoot your way through. A certain mechanic later on gives you more options to weigh on rooms you know you might be frequently backtracking though. Also the guns just feel great.

Puzzle design is never annoying and often either has a great "ah-ha!" moment or just a fun solution. There's a great balance between small short form puzzles and a larger area with enough of a bread crumb trail to follow that you don't feel rail-roaded into solutions.

In addition to multiple endings that are based on your playstyle, the game's scenario just has a lot of solid replay value for how good it feels to play.

For what this is, the game has a lot of good solid meat to chew on. It's extremely well crafted and lovingly made and I'm excited to see whatever this team does next. I love survival horror games, but this made me re-fall in love with survival horror.

Pretty interesting if stretched and inconsistent feeling.

The combat mechanics are great and maybe the best part of the gameplay which makes up for a lot. There's a lot of great visual design and the graphics are all around quite pretty. The game really excels at pushing an oppressive and restless atmosphere making an initial walk through areas feel just right.

However, the game ends up getting pretty repetitive. There's a lot of very clear attempts to stretch the gameplay and it ends up hindering the pacing and the scares more than it helps. There's a lot of weird retreading through the same handful of areas one after another. The game will make you go through a new cool looking area at least 4 more times before it changes it up again.

Some of the level design is also a direct hinderance to the combat too. Switching from third person to first person comes with the cost of not being able to see what's around you as well and you end up getting stuck up against a wall or piece of furniture which can lead to some annoying encounters with more aggressive ghosts.

Also this game for as tender as the characters are, is just kind of annoyingly horny. The rain model on the clothes looks fantastic, except it also comes with the addition of making the character's clothes hug every curve of their body and it's pretty convenient that the two main female characters are wearing white shirts. In addition to some really absurd jiggle physics, it really kind of takes something away from these characters.

Which there should be way more of, but the story of the game sorta is and is not there. Things just sorta happen often and it again leads to a lot of repetition. You get back from the mountain and IMMEDIATELY go back to the mountain. It's some real Benny Hill bullshit.

Still, there's a good amount of stuff I liked about the game. There's some good solid emotional moments, the fatal glances are sick as hell (and have a great found footage presentation to them), the atmosphere is thick, the combat is great, and when it's not wasting time, it's a good solid horror game.

It just needed some reeling in and a bit of TLC to give the story and level design a better polish.

This game is like ALMOST really good, but it's constantly buckling under the weight of it's ambition and it ends up being just a very scuffed experience.

It's like an alternate universe Resident Evil game and it's surprising how close they got in a lot of ways. The game has some pretty cool and strong ideas with the reload and healing mechanics or even a short lived infection meter. It looks fantastic visually (mostly). Hell they even tried to have full on cutscenes and voice acting.

But again, that ambition ends up really knee capping this game. There's some very lackluster enemy variety, the placement of save rooms are incredibly sparse and poorly placed, enemy placement is incredibly cheap (seriously why the fuck did anyone think it was a good idea to hide enemies RIGHT around corners where you can't see them?), the voice acting is insane in how inconsistent and usually pretty bad it is, things just sorta happen in the story, and the english translation is incredibly awkward. Like I said, super fucking scuffed.

I respect what the game wants to be. I really REALLY want to see what more this team can do. I love seeing games like this punching far above their weight class. Just not a true hidden gem like I hoped it would be.

I loved how this game started and by the end of it I felt very... bittersweet.

Conflicted emotions are at every corner of the story and it's clearly intentional. Once you put it together it's still leaves a very uneasy feeling. I don't think it's bad, it's just not what I'd call a clean happy story even at the best of times. It's constantly giving your mixed signals and you kind of just have to roll with it and accept them.

Really this game's biggest issue is some of the puzzle design is just infuriating. It teeters some fine lines between moon logic and inconsistent. I never felt stupid when I had to end up looking something up so much as just frustrated that it "makes sense", but the game is bad at communicating the steps. And some of the puzzle designs are just dumb and needlessly require several instance of backtracking or shit you're just not going to remember.

But still, the presentation is great. I liked the idea of the dungeon crawling style hallways and kind of wish there was more interactivity with it. Even though there's nothing out there in those halls with you, you're constantly feeling watched or like there might be something just around the corner. Though some of the overworld music gets pretty tedious and annoying in the back half, the spookier/moodier tracks (complete with the almost toy like sound to the synths) is great and really helps set the mood of just how miserable and dreary the underground base you're trapped in is.

I'm also surprised this contains a remake of the original game. Pretty stacked package for a point and click game.

2022

Incredibly cute game. Reminds me a lot of cozy 6th console gen games like Chibi Robo, Finny the Fish, or A Dog's Life.

Charming and atmospheric. A lot of great solid visual design combined with thoughtful exploration. Absolutely incredible music too. This might quickly climb up in my personal rankings.

This game feels very self contained and controlled without getting overly ambitious.

However, one pretty distinct low point of this game for me was the pretty mediocre stealth sections. They over stayed their welcome (unlike the rest of the game), and just didn't really feel great for the style of game this is. Not the best final level gimmick to close the game out on.

Easily my favorite of the series for a multitude of reasons. But I think the bigger impossibility was done here: the best JRPG party. I'm sorry, that's just the new bar everyone.

Monolith closes out this saga with a bang and maybe their most political yet. I think one of the most powerful things this game hones in on not just a generalized hope, but a genuine care for humanity and how we carve out a future. It's explored through the cast as they learn it all first hand. Characters actually grow. And in general, I think it's just incredibly special that this game just actually cares about humanity and wants you to care. I don't think that's really explored at this same level outside of maybe Death Stranding. The meaning of connecting with one another even worlds apart and understanding the power you have to essentially take down those who want to oppress and control (Fuck 'em amirite?).

I think where this game stumbles is the usual Monolith stumble points: There's a TON of build up and intrigue that just takes forever to really materialize. You always get a satisfying conclusion but man is the constant edging sometimes just agonizing and frustrating. I also find the main antagonist themselves to be sort of a let down.

But gameplay wise, this game has it fucking going. I enjoy how hectic battles appear and how fast combat can be while never being overwhelming. It's always giving you something to do and gives you tons of options both in the moment and during planning. The class system is great and flexible and doing the hero quests to unlock them was well worth it. The world design is wonderfully vertical and areas are giving you plenty of scenery to chew on and marvel at. Monolith's sense of scale never ceases to amaze. Exploration is always a strong suit for this series and I think this was my favorite to explore by far. Constant reminders of the wars needlessly fought scar every land while you still get that constant reminder that despite the scars the world keeps moving forward. It's all very Thematic.

All in all, this game while still as messy as all of Monolith's games, shows deep emotion and compassion. It plays its swan song and lets it be heard and it's a beautiful melody.

Cute little tech demo to basically replace a control manual for the Steam Deck. It's like roughly 30 minutes long and is entirely guided.

I would have appreciated something more like a little test room to play around with though. It doesn't really show off THAT much. But it's witty and charming.

Truly one of the realist ones out there. I'm sad there's never been a follow up or a successor to Vanquish and we'll probably never see one. It's almost too bold and daring. The game is constantly at it's very limit and just about to buckle.

But it always finds a way to keep things moving. It bursts through with ambitious creativity for a third person shooter. I'm always impressed every time I play the game.

It's absolutely got problems sure. The game can be a little clunky, the enemy AI isn't the brightest, the story (while I'm pretty sure I understand where it's going and what it's saying) feels like loosely connected nonsense, and the game can definitely be repetitive (it's also short).

But baby, when the bullets start flying, the boosters start running, and the thrills keep coming, I'm extremely happy.

Also I lied, there is a successor. It was Kid Icarus: Uprising on the 3DS (at the higher difficulties). I'll defend that hill until I die.

Beautiful step through the emotions of Kid A and Amnesiac. Audio visual bliss and honestly more atmospheric and unnerving than most horror games.

I love the idea of virtual art exhibits. This could have been low effort, but it's lovingly crafted and expertly showcases the engine.

Definitely one of the best Star Wars entries in a good long while. I really liked exploring the backwoods of the universe. It fit the Dark Souls esque pacing well. Also one of the better new casts of characters.

It's a shame the game is super glitchy even all this time later. Lot of needlessly missed jumps and some audio visual bugs (on PS5 anyways) that required me to reboot the game to correct. I'm starting to think Unreal 4 is kind of a pile of shit...

The combat flow was great, loved all the abilities you get and the more you invest into force powers the better it gets. Biggest problem however is it feels like the lightsaber has the shortest reach. There was a lot of instances I'm just SLIGHTLY out of reach or just swinging at air. Hit detection overall could have used some polish.

Still, a very commendable effort by Respawn and I really look forward to what they have in store for the series.

Honestly, apart from Killzone 2, it's one of those games I think about a lot. It's a pretty unique feeling game even today. Who would have thought a cover shooter could work this well in a top down format?

It's definitely not perfect. The terrain can sometimes be a pain and the auto targeting frustrating and lead to some bullshit feeling deaths, but I'm overall very surprised how well this held up years later.

The levels are tightly paced, combat is a great balance between challenging and action packed, the AI is surprisingly pretty decent and will try and flank you or keep you moving. It's weird, but it reminds me a lot of older metal gear games when you decide to gun your way out of an alert phase.

Be forewarned though, there was a free chapter 5 that was release for the game via the killzone website that you can't download anymore. There's archives out there that are easy enough to get running on an emu or a PSP, but apparently it's impossible on Vita. It's not THAT crucial, but it's a real fucking bummer that's basically lost by any official means.

Visually and audibly, a real fucking treat. Wonderful art design combined with an absolutely stellar soundtrack.

Great combat as a whole, though sadly ends like right as it truly starts to find its stride... The final chapter is sick as fuck.

One complaint is the controls take some fine tuning for sure, but I never quite felt like I had something that felt as smooth or snappy as other twin stick shooters.