196 Reviews liked by DasAntihero


I want Fran and Balthier to run a train on me

this is like the anti-sonic forces to me.

the problem with sonic forces is that it's bland, boring and it has extremely little to do. shadow has plenty of levels, hundreds of paths and is ANYTHING but boring.

but it's laggy, unpolished as all hell, extremely edgy in the corniest ways possible, and the level designs are... awful, to say the least. sonic forces, for how much i enjoy shitting on it, is an extremely polished game with so little edge it may as well be a circle.

shadow is better simply because i felt something while playing it. even if that was just laughing at the stupid cutscenes and stupider dialogue, it got something out of me. it also took some risks that, while i don't think they paid off, were at the very least interesting.

bad, but in a fun way.

It's funny that a disgraced 90s rockstar fart has something to reveal about FPS.

We have gone from understanding the space designed for the challenge of navigation and combat to offering it as a scripted process between arenas with action at 2 heights (maybe 3-4)

One of the things I remember about Duke Nukem 3d was the arsenal and the architectural makeup contributed to a slightly more irreverent (and farting) aesthetic that differentiated it from any Doom clone, ironic that forever feels like a frankenstein from the 2000 shooter without nothing that differentiates it beyond his big mouth

This review contains spoilers

Between the roaring success of Warren Spector's Deus Ex and the embarrassing downfall of John Romero's Daikatana, the third pillar of Ion Storm, Tom Hall, managed to find a different fate altogether for his game, that being obscurity.

There's something poetic about these three pieces and how wildly different the history of each one is, but while people talk to no end about Anachronox's older brothers, no one seems to remember this RPG epic.

Cards on the table, I went into it expressely with the intent of finding something to love about it, an approach I've been trying to apply more and more as my understanding of game development deepens over time. Still, I was pleasantly surprised by how, in the end, it didn't really make me dig for that something. There is plenty of good in Anachronox.

Admittedly it's not an amazing game, it radiates the energy of a project spawned from Tom Hall going on a massive Final Fantasy 7 bender in '97 and deciding to make something comparable.
As far as inspirations go, FF7 is sure a great one, but Anachronox doesn't quite stick the landing as elegantly.

Still, if anything, it manages to be extremely unique despite wearing its JRPG influence on its sleeve, being the one true Western JRPG as I like to call it.

Sylvester "Sly" Boots is a washed up private detective living on the alien planet of Anachronox, which is surrounded by a sort of spiked ball that has wormholes at each tip for various destinations across the galaxy.
Being a sort of huge trade center, Anachronox is naturally a pretty shitty place to live, a cyberpunk dystopia of smoke and dark skies where the rich live on an elevated layer from the poor.

While that is almost Final Fantasy 7 verbatim, the tone of the writing here is markedly more sarcastic and adult.
Adult in the "Isn't it fucked old Bertha had to amputate and sell her legs to cover the fees of her nephew's tuition?" kind of way, the way that's hyperbolic yet not far off from what we see here on Earth.
It manages to be genuinely funny in multiple occasions, with some scenes getting the odd belly laugh out of me while sitting alone in my room. Great stuff.

The story kicks in like 10 hours in, in proper JRPG fashion, after leaving Anachronox and witnessing a whole planet get inexplicably rended in half and deleted, our party being the sole survivors of this disaster, destined to become the universe's saviors.

Mechanically, I can make it sound interesting through words, I can tell you that the overworld exploration and progression is handled similarly to a 3D point-and-click adventure game, where reading dialogue and figuring out what to do through logical steps is key and the puzzles make sense, with collectibles scattered around the map.
I can tell you that the combat is FF7 inspired ATB, complete with unlockable limit breaks and a materia-lite system, and that encounters are scripted around the map like Chrono Trigger and not random.

But saying this honestly makes the game you might be picturing in your head sound better than what the reality of Anachronox is, and that's that 3D environments aren't really that fun to explore when all you can do is walk everywhere kind of slowly and regularly take multiple elevators to run errands around the map, and the MysTech magic system is heavily railroaded by characters only really being good at using one specific type, with the combat being very much a formality and incredibly simple.

Despite the game ending up less than the sum of its parts, there is a surprising amount of worldbuilding, and you can tell the people behind it really cared about the universe of Anachronox.
From Democratus, home to a bickering parody of council politics, to Haephestus, inhabited by religious monks who hastily build a theme park after the disaster awakens all the MysTech in the universe and makes it a hot tourist location, the narrative arcs marked by each planet are incredibly strong at making this feel like a truly varied and outlandish universe.

My absolute favorite bit in this whole game was saving Democratus from an invading alien wasp asteroid, leaving it behind as every person in charge of running that planet was evidently an insane democracy fetishist, and then witnessing this feverish scene of the WHOLE ASS PLANET pulling up into the bar you crashed at as a miniaturized version of itself (democratically shrunken down to follow our heroes) and joining your party as a playable character.
This shit just doesn't happen in other games man.

You probably get to know Democratus better than any other party member too, as later on in the story the planet is forced to return to its original size, and your party gets scattered on different zones of the surface, each going through their own solo mini-adventure in the varied locations of Democratus, and I mean truly varied. Some characters get stuck in a desert where soldiers are stationed, others in a forest reminiscent of Star Wars' Endor, or an icy, snow-swept town in the middle of a string of murders. Every party member has a possible substory here (well, except Democratus of course), and you only get to pick 3, so you'll never see them all by design, which is sort of neat.
It's common in videogames that use space travel to generalize a single planet as a sort of monolith, like "this is the fire planet" or "this is the science planet", but Democratus truly escapes this stereotyping, presenting various coexisting facets of the same world, extremely different but all part of the same démos.

I also ended up really liking what the antagonist really is, which, in a development I can't tell if it's giving nod to the original Final Fantasy or not, ends up being Chaos.
The Limbus part of the game lets us confront the forces of Chaos directly, before heading back to Anachronox for the grand finale against Detta, the crimelord turned billionaire that ruined Sly's life years ago, who we need to steal from in order to seal the portal that allows the forces of Chaos to attack the universe.

The saddest part is that, right as the game ends on a massive plot twist regarding one of your party members, and as the battle against Chaos is beginning in full, it ends.
Anachronox was meant to be developed across multiple games, but the collapse of Ion Storm and the failure on the part of Tom Hall to acquire the rights to it leave us with just the beginning of this space opera and the unfulfilled promise of much more.

Not too long ago I asked if Hall himself had any plans to return to Anachronox, and it seems like hope may yet remain.

So let us see if the forgotten third wheel of Ion Storm may one day finally earn the recognition it deserves for its uniqueness and inventiveness, this one-of-a-kind world sprung from the collision of JRPGs and WRPGs. I know it deserves it.

This review was written before the game released

Played the demo. I can't stop playing help.

Boomer Shooter but it's extremely fast, epileptic and you don't understand absolutely nothing. And it's a really good roguelike with a good amount of variation, perfect art style and really fun gameplay. Worth trying and 100% will buy it when it's out.

Charming presentation that doesn't quite make up for being a pretty bad soulslike

The art and writing is unequivocally good from start to finish. "Borrowers" style settings made of everyday objects aren't uncommon, but ACT does it particularly well. Each character and environment is super clever - a standout being the boss who uses a pair of disposable chopsticks as a sword. The puns are cute, but used sparingly enough to not get annoying, and even the story was better than expected. I like the ending's lack of resolution, very dark souls-y.

For awhile, that was enough for me to ignore some... rough gameplay issues. Lots of minor bugs; I've never been so often been thrown into the sky from hitbox overlapping. I was constantly getting stuck in weird geometry crevices. And I did encounter two situations that required alt+f4

But even putting aside technical issues, the combat gets very old very fast. The attacks are floaty and lack impact. Parries and stuns send enemies flying backwards out of your range, turning what's supposed to be an advantage into frequent missed opportunities. Enemies can push you by just walking into you, and their attacks frequently send you flying backwards, which leads to a lot of annoying falling off tight platforms.

To top it off, it's very easy if you're at all familiar with souls-likes. There's not much enemy variety, and many of the bosses are just reskins or return as normal enemies, meaning you're not gonna need to "learn the fight". If you can parry, every fight is a cake walk. They made a baffling choice by having a vitality stat that you can level up AND heart container style collectables. So even without investment, your total health will increase. Quickly realized there was no reason to put points there, or in the magic stat. A little RES investment combined with the easily unlockable skill that lets you repair shell damage and you never really need to worry about defense. Just dump every level up in attack.

I definitely hit a point where I was just playing cause I could tell I was near the end. Slogging through the final areas, fighting the same enemies from the first area. Asking "Why is this a souls like?" There's so much platforming, that part of me wonders if it started life as a mascot platformer/collectathon.

Can't help but put a lot of emphasis on how I had the same reaction to Going Under. Both are games trying to be part of an extremely specific (and particularly difficult) action genre, and both fail. I really like Aggro Crab's sensibilities, but I don't think they have the chops to make tight, interesting, good-feeling action games.

It also doesn't help that they keep releasing at the same time as Supergiant, a studio that does everything they do but better :(

Dissapointed. Went into this game for the channel and I didn't even see Sans once! What do I show the Pope now?

oh god I hope the steak I'm cooking isn't gonna turn out raw

the steak in question:

I have heard that this game is better than sex and indeed, it actually is.

this game would kill a victorian child instantly

This is like if cum had gameplay

Ultrakill feels like it was developed entirely in one night by a dude who snorted a bunch of cocaine, kept saying "you know what would be really sick?" and was right every time

The Devil May Cry format, set up as a rhythm game - and while its not uncommon for the game to fail you for QTEs, the real magic lies in how Hi Fi ties every aspect of the game to the beat. Encouraging (instead of strictly requiring) rhythm promotes a groove within players, a sense that with every action they take they are jamming along with the game - achieving a potent and unbelievably addictive sense of flow when synchronized.

Frankly, I think Hi Fi’s aesthetic would otherwise be a liability for me. Garish color palettes, generic and undiverse enemy design, even the music selection is not my favorite. The supreme, engrossing nature of the combat puts me on a wavelength that elevates every other aspect of the game, I can forgive significant holes in the character writing because I am actually, literally vibing. Any mission thats mostly a gauntlet of enemies is a great time - the opposite of how I usually feel about the genre.

I sure hope Travis washed his hands after saving