425 Reviews liked by Demi


I played this for the first time around a year ago during the final days of a period where I was intensely overworked for weeks straight. I had entered into some kind of sleep deprived rhythm, every day doing the exact same thing. One night I had a couple of hours of free time, saw Hotline Miami on sale for 99 cents, and four hours later I was a different person. There aren't even words that would explain how playing this felt after looking at spreadsheets for so long

"I don't think you'll like this." Jokes on you, I'm very boring.

I usually hate turn based combat but this was a breath of fresh air!

I’m so sick and tired of games that just want to rip off Hollywood instead of meaningfully advancing the medium

i think the people who like this one more than the other gb fire emblems just really like brother/sister stuff

which hey! it earns this game an extra star in my book

I fell in love with Dragon Quest at a young age with DQIX. They announced this game not too long after, and I was crazy excited for it - but I didn't really understand that it was a remake of a Super Famicom game, so when the day finally came, I was a little let down by the lack of a character creator and the "downgrade" to first person battles with sprite graphics. I dropped the game for a few months, came back to it on a random night and got absolutely sucked in. Something just clicked - the dream world plot was so mysterious, I realized how huge and grand the world was, and the class system proved to be addicting.

I still have so many moments from this game permanently ingrained in my mind and I plan to replay it again soon. The evil world you visit in that final stretch of the game was so immersive and the whole summoning scene where a demon demolishes a castle blew my mind. Gradually coming to love this game's older style was probably the beginning of my descent into dungeon crawlers

This game basically does what Killer7 does but better written

When a friend first asked me how I would describe Final Fantasy II, I was about half way through the game, and had just met Leila. I didn’t really know how to describe it, it was something I couldn’t compare to anything I’d played before. It led me through the story like an early JRPG but with early WRPG mechanics. It was bizarre and completely threw me off from what I learned in FFI. So much of what I learned from the first game didn’t matter at all now, and what it was trying to teach me seemed almost alien. So of course, my natural response to my friend was a wary, “Have you ever played… Morrowind?”

Final Fantasy II is nothing like Morrowind. Well, it has its similarities, as comparing any game from the same genre to each other would, I guess. I came into Final Fantasy II having only the original Final Fantasy to compare it to… eh, within the Final Fantasy series at least, as I have played a handful of 3rd-gen RPGs before it. Maybe it’s why I ended up thinking of FFII so positively compared to others. Maybe that’s a negative, but I like to think of it as a positive. It keeps me thinking of FFII in the bubble it originally released to, but unfortunately that also lacks me being able to compare it to much else.

One thing I should warn before diving fully into the review is that I did play the game in Japanese, so some of the names for things might be spelled differently from my own personal transliteration vs other later official English translations (wait his name was Josef and not Joseph this whole time?!). The Famicom version I believe is also missing quite a few additions that future versions had added later on, including ones added even a couple years later in the Famicom dual-release of both FFI + FFII.

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From first glance, I could immediately tell that Final Fantasy II had improved drastically from its predecessor. The creators were able to expand A LOT on what they made with the original. Just to list a few:

• You’re now able to fully go into buildings and walk around. You can even see little Firion sleeping in the inn!
• There's a crazy amount of new magic you can learn (which you see early on thanks to Ming Wu).
• You can now see your character’s negative status effects play as a funny symbol on top of them in battle (black glasses for blind, green swirls for poison, they literally turn into a rock when hit with the stone status!). It looks great and makes it easier for players to remember what exactly the current status of their party is just at a glance.
• The character designs are more varied and more detailed, even if Firion is just the fighter sprite from the first game. With Maria, we can now see our first true playable female character in the series, rather than the assumed fully-male cast of the first (or at least that’s how the English guidebook describes the cast which uh, infamously got quite a few things wrong about the game, so take that as you will LOL). You meet a very colorful cast of characters right at the start as well, with a good amount having fairly unique designs (Ming Wu is my favorite)!
• Lastly, the thing I noticed and was so happy to see was that you can now save whenever you want. Well, whenever you’re on the overworld map. But, still! It’s a button that’s always on your menu screen. You don’t have to bank on having a hotel or cottage in your pocket so you can save before a dungeon, which can make expeditions infinitely less frustrating.

The story of FFII is surprisingly engaging for a 3rd-gen game, with it starting out with a 5 minute long interactive cutscene kinda thing. Watching it, you quickly learn that you now have a set story with characters that have a set destiny. You can name them and train them to be whatever you want, but no matter what, the story has a path it will always take with characters you can’t always predict. Oh boy, how you can not predict. About 2/3rds of the temporary party members who join you end up dying! Even NPCs you don’t interact with too often end up dying! But hey, the story does focus around war, and what’s war without loss. Though more realistically, I imagine they killed off a majority of your short-term party members as a way to cycle through different characters and show the player different builds they themselves could evolve on. My favorite non-player characters that I met along the way were Paul the Ninja, and Sid and his son, who offer a shuttle with their flying boat not unlike the one from the first game… hey wait, why does Sid have his clearly underaged son in a bar? Oh well, it works for the story. Just try not to think about it!

There’s little things I can nitpick though, of course. I absolutely hate the new map. I understand this map is WAY bigger than the last, and the illusion of the globe allows them to fit more with less, but holy shit its soooo slow - and if I just want to check what direction I want to go to reach a dungeon, I have to slowlyyyyyyy wait for the globe to turnnn and inchhhh and oooo we’re almost there, baby!!!! Well, this shouldn’t be a problem, right? Final Fantasy I, Dragon Quest, Legend of Zelda are all games that provide a full map for you in the manual to glance at, so there must be one in this manual- nope. Okay, what about the guidebook? You know, the thing you spend extra money on to hold your hand and show you how to get through the whole game- nope. There’s no maps at all actually, even for the dungeons! Remember how Final Fantasy I had big maps for the player to scan through for everything, all within the manual packaged with the game? Well, Final Fantasy II says “Fuck you, why don’t you figure out,” as they hand you Slowpoke Rodriguez’s favorite class globe.

The manual and guidebook at least are very useful in including every little detail about the new leveling system, and also informing the player on what all the new magic does. A stupid complaint, but skimming through this lovely mapless guidebook, I was excited to see Chocobos appear, which are like giant chickens your player can ride on! Unfortunately, I never ran into them once throughout the entire game. They seemed cute, and the book says you can find them in a specific forest if you wander, but I never found one, even when purposefully looking for them. Oh well, maybe I was just unlucky!

Wait, that’s it? Those are the only complaints? It seems like FFII should smell like roses in comparison to FFI after all that, shouldn’t it? Well, it does…! It does, except for one very small, very tiny detail…

GAMEPLAY AND RPG MECHANICS

FFII doesn’t level in the way that Dragon Quest or even the original Final Fantasy do. In fact, the closest comparison I can personally make to a game that I’ve played that came out before FFII is regular tabletop DND. When you want to level up, you have to focus on a specific skill or trait. It’s not as simple as leveling up your magic to improve your magic; you have to focus on what exactly you want to level up in your magic. Did you want your magic attack to be stronger? Then focus on using the specific spell you want to be stronger, as the more you use it the more it levels up. Did you need more MP? Then use more magic to get more magic! Using magic in general also helps level up your magic strength… but specifically your intelligence or spirit which correlate to your black and white magic respectively. See where I got the Morrowind comparison? It’s a lot, but as you can see with my magic example, a lot of it relies on each other, so if you play naturally, you should still level up naturally like you would in FF1.

That would be all fine and dandy, except you don’t level up the way the creators intended. I don’t know whose idea it was to go against the golden rule for JRPGs since Dragon Quest: Allow players to level up quickly with the game requiring more points to level up the further they play. For example, to get to level 2 in… let’s say using a sword, maybe you need to use it 10 times before it reaches level 2. After that, then you need to use it 20 times to reach level 3, and so far so forth. FFII doesn’t do that, and I think that’s where its biggest flaw shows. It requires you to use whatever it is you want 100 times each time you want to level it up, all from the start. It’s awful, to put it lightly. The great thing to remember is all the Final Fantasys on the Famicom are insanely broken! As a result, I quickly found out that you can input a move on a party member and quickly cancel it and do it again. It only takes one move but it still counts the first use, essentially doubling the points I get from it. Do this 50 times, and you just leveled yourself up in one battle. Though of course, it’s just that one thing you leveled up, whether that be a magic skill, your attack, defense, HP, MP, or whatever else you focused on. It unfortunately also can mess with the leveling a crazy amount as well. Ugh, just think! This would be significantly less of a problem if they just followed the guide of leveling-up starting fast only to slow it down the further you go. They did it in FFI, so they must have found an issue to force the mandatory 100 points for FFII… On top of that all, the same issues with magic in FFI still exist in FFII, with a nice chunk of spells being completely broken and not working the way they intended. Most infamously it affects Ultima, a spell intended to be the most powerful in the entire game. The only way to figure out what works and what doesn’t is through trial and error- how horrendous! Thankfully, we live in the future, so I was able to quickly find a guide online that lets modern players know what magic to not waste their time on.

This is the biggest turn-off of Final Fantasy II to players, and I don’t blame them. I especially don’t blame players who had to try and figure out everything without the manual guiding them through this incredibly involved leveling system. I found the manual and guidebook for FFII on Internet Archive, and even with that by my side I constantly had to look at it over and over to remember what exactly I had to do to level-up myself up. Eventually, I just wrote and drew a shitty guide just for myself so I could more easily memorize it. In the end, I got there! Then I had to read and memorize all the new magic spells! Oh, well. As someone who loves journaling and taking notes, I really didn’t mind it, but of course I can understand how unbearable it could be for someone who doesn’t like it. It reminded me, again, of tabletop gaming and how when I play that with friends, I often fill a whole booklet with my little notes. Maybe I was used to it? Maybe I just felt it immersed me better into the story, and helped me feel more understanding of how the gameplay meshed with the narrative. In the end, it helped me gain a bit of an emotional attachment to it all; characters and game mechanics alike.

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Well, how would I compare it to my friend now, after finishing it? I’ve been told the Romancing Saga series takes heavy inspiration from it mechanically, and by the time I finished I could see the Star Wars parallels loud and clear. Obviously, it has its Wizardry, Ultima, and Dragon Quest influences… What didn’t back then? But how would I describe FF2?

It’s broken, it’s unreliable, it’s confusing. But it’s also rewarding, emotional, and easy to get wrapped into. It tried crazy things for both the time and platform it released on, but it found its people, and its people found it.

Final Fantasy II is like Final Fantasy II. You wanna know what THAT means? Well, play it and you’ll find out!

4/5

Princess Peach Showtime was a clever, cheerful, and entertaining game for the Switch late in its current lifespan. It’s a fun game aimed towards a younger audience, but my wife and I thought it would be fun to play together. We had a great time, and ended up really loving this little theater world. It took us about 4 days to play through it all, about 2 hours a day after work. It is a little short, but would be perfect length if it was made for a handheld like the 3DS. I can’t help but wonder if the people who made it were originally making games for the 3DS, and with the Switch being both handheld and a home console, sorta ended having to merge a handheld game into working as a home console game as well. It explains the short playtime, and Nintendo must have been so happy to have an excuse to slap a home console price right on top, too. That is really my only complaint, the pricing, but at this point I guess I should know that Nintendo is Nintendo… ugh lol.

Besides that, I had a very lovely time playing Princess Peach’s Showtime! It seemed to really know its audience as my wife was obsessed with seeing Peach in all her different outfits, and even getting to decorate her look when off the stage. I’m a bit more of a tomboy, but I still had fun! I like Peach (totalllyyyy wasn’t in love with her as a kid, what hm? Who said that?) and it was cool seeing her perform different roles when she’s often been typecast as the damsel-in-distress since day one. Plus, her outfits were pretty cute! I dunno, I liked it! But I can understand complaints people have had as well. Check it out if you really love Peach, but otherwise you’ll probably have more fun with something else.

3.5/5

I don't care what everyone says: it's awesome. It feels the precursor of Tekken. The arcade version surprisingly feels way faster than you would expect. But yes, it's an aggravating unbalanced game, especially compared to the most obvious other 2D fighting games of the times (SF2 and even MK).

EDIT: Sega Saturn version sucks.

This review contains spoilers

Over the past few years I’ve found myself realizing something about myself. I love vocations. Jobs? Yeah, I love those. I would be a great temp recruiter because, apparently, according to the RPGs I love, my favorite thing ever is being given a character and mapping out their career path.

Earlier last year I wrote two overbearing reviews for the mostly-polarizing Fire Emblem Engage, in which both reviews make very obvious that the reason I was able to put 120 hours into that game was because I found the job system to be super dynamic and creative, and something that allows for a lot of exploration and customization. It’s the kind of stuff that has me planning a second playthrough of a game as the credits are rolling, seeing what I can think of to experiment with the next go around. Between my favorite Fire Emblems and other RPGs like Dragon Quest IX, it’s clear what really makes me shiver. Enter Final Fantasy V, a game whose job system is lauded more than anything else and is the sole reason I had any interest in this installment. Come to find out, this game’s job system is basically the same as Fire Emblem Engage. So, well, I had a ball with it.

It’s what kept me engaged in maybe my fifth or sixth try to finish a Final Fantasy game (for realsies), and I had a lot of fun experimenting. I didn’t go for trying to collect a bunch of abilities (I could be fucked to bother with blue magic I’ll be real), but what I did land on made my party members really fun to play with. My problem is that I cannot really figure out if this game is well-designed passed this job system. Which, I will say, the only knock on the job system is if every guide is telling me to use the same two Blue Mage spells and spam !Zeninage, then how well-balanced, really, is the job system?

I was watching a Dragon Quest stream recently and someone in the chat asked what the difference was between that series and Final Fantasy. Beyond my deduction that DQ is “goofy” while FF is “cunty,” the latter is also meaner. So, like, also cunty in the heterosexual meaning of the word. Almost every JRPG has some tricks up its sleeves, but a lot of Final Fantasy games seem to want to make you mad. Bosses feel less designed to challenge your outfit of classes and equipment and more designed to send you to the title screen as annoyed as possible. The only other game in this series I spent meaningful time with was ‘FFX’ and I spent every big boss battle pulling my hair out, trying four times, thinking I was going to give up only to squeak it out, up until I got to the final boss battle and actually did give up! I luckily was pretty overleveled throughout most of this playthrough and got through every boss with a lot less pushback…thanks to GameFAQs! Without the nearly 30 years of information on this game available I definitely would not be able to figure this game out. Shout out to this guide in particular, which was the only reason I got anywhere in this game, ever.

And not because I couldn’t, moreso because I wasn’t having fun figuring it all out for myself. For a lot of other JRPGs, like the older Dragon Quests, I’ll take a peep at a guide once or twice, but with this game I just couldn’t be fucking bothered. Maybe this is me finally figuring out that Final Fantasy is just not for me. Exploration is also tough, too. All these old RPGs hated labeling the maps, but at least most of them had the courtesy of allowing you to memorize the world, slowly, as you explore and get different modes of transportation. Dragon Quest IV does this beautifully, having each chapter focus on a small spot in the world that you memorize and then when the final chapter unites every party character, you know where everywhere is and even some of the NPCs you met in some towns. Maybe two NPCs are remarkable in this world, and every town blends together, AND, to top it all off, the world map changes, twice! It really hit me when I was reading a guide and it told me to go back to a town and I thought, “where?!”

All this to say I may have accidentally turned myself off to this entire series. The spectacle is so grand, and I enjoyed so many of this story’s moments of awe and adventure. I love Faris so much; I always walk away from every one of these games I play with a character to adore (shouts out Yuna, my love). The spritework is to die for, so many enemies and environments look cool as hell and it’s hard to not like the whole vibe of Final Fantasy V. Fantastical space-exploration and ancient mechanisms. I mean, when I wasn't in a battle, I was having the time of my life. I really, really like it, but, it’s just so fucking miserable to play! Every other boss fight after around the 15-minute mark made me want to quit, and most, if not all, required me to do extensive research. Reading the guide for the final battle just made me feel this pit of dread! It seemed not fun! I spent one night giving it a bunch of tries and was not having fun, I almost gave up then, but I didn’t. I spent tonight giving it about seven more tries, and found this spark that I had not felt during this playthrough at all, but did in my playthrough of 'FFX'. I felt I was so close, and that was giving me this rush, but would always get tripped up by something (most usually it was Grand Cross putting berserk on my mages). I would always get easily past Exdeath’s first phase and would get, I wanna say, abour a third of the way through Neo Exdeath before it all fell apart.

No matter how enamored I am with this series as a whole, as I have been for so long, I just can’t see myself trudging through anymore of these games against my will when I have so many other JRPGs from series I’ve never tried, or! already know that I enjoy sitting through, on my shelf waiting to be played and enjoyed. It’s a somber goodbye, for now, Final Fantasy, and even though I didn’t finish this, I do still feel slightly proud of myself for how close I got. I may not try any more of the games in this series (well, except for 'FFIV', because I own 'FFIV', lol), but I definitely see myself seeking revenge one day…

chain of memories is a really interesting game conceptually; it was made as a fairly direct gap-filler to lead into KH2, but it also was in response to demand for a portable version of kh1, and it wanted to make a good explanation in-universe for why progression gets reset from KH1 to KH2. ignoring the fact that the last bit is a very funny reason to make an entire game, this mish-mash of goals creates a very odd playing experience. i felt that the focus in the story on jumbled and distorted memories created a fairly strong justification for the repeated worlds and bosses from KH1, while still recontextualizing those moments in a more interesting way. the semi-randomized dungeon crawler elements are also a really cool way to represent the fickle nature of memory through gameplay, and it's very fun to get limited customization of the room layouts depending on the situation. unfortunately, the focus on memories also extends to the combat system, which is very messy and definitely needed a lot of tuning. contrary to what many people say, i don't actually think splitting actions into cards is the problem here (reverse/rebirth proves this, imo). the bigger issue is the deckbuilding, which feels totally at odds with RPG progression and makes COM oscillate wildly between completely trivial combat and absurdly difficult combat. i tend to be a fan of experimental and "imbalanced" progression systems (the junction system in ff8 is a favorite), but COM's cards feel poorly accounted for; the game offers you relatively few guaranteed cards, and those it gives you are likely going to be pretty far from the cornerstones of your deck. this ends up meaning the boss design needs to account for too many potential playstyles, so you get lots of inflated health bars and lots of bosses that are designed around playing defensively and waiting until they have no chance to counterattack. i think it's actually very charming and cool that many of the bosses play by the same ruleset the player does, but because COM has no idea what cards you have, the only real surefire strategy against many bosses is waiting for them to waste their cards on sleights and catching them reloading over and over. if the progression was not as reliant on lucky pulls from packs, these bosses would be able to have more reliable and interesting counterplay, but unfortunately the systems here just don't allow for that. these incredibly boring and drawn out encounters are most noticeable with the final boss of the main game, where the most reliable strategy i could find was just to parry every attack he throws out with a 0 card, then use the cloud summon to chip at him a few times, repeat repeat repeat. this took about 10 minutes, and might be the most boring boss fight i've ever played.
reverse/rebirth fixes basically all of the issues i mentioned above by just giving you set decks for each floor, which makes most of the fights far more interesting. wayyy faster and less reliant on cheese, i love the emphasis on card dueling.
the story in COM is actually really great by the way. i could personally tell it was written after KH2, but it's still a pretty interesting story that explores the inner psychology of both the protagonists a little bit. there's a lot of cool hints at future games (i think, at least) and the addition of organization 13 is just great. i had found the overemphasis on disney elements in the story of kh1 to be a bit frustrating, so COM's story was a great change of pace.

Fantastic but overrated a bit. It feels like after a while the cast doesn't have much to them and they don't really interact enough or have many moments that really connect me to them like previous or later FF games do.

Ico

2012

Ico is the type of game I dread to play, critically acclaimed, landmark classic of the medium, influenced various games and designers I love. I dread playing those because of a fear I have, a fear that's come true : I don't like ICO, in fact, I think I might hate ICO. And now I will have to carry that like a millstone around my neck, "that asshole who doesn't like ICO". Its not even really that external disapproval I dread, its the very reputation that causes me to second guess my own sincerely held opinions. I thought I liked minimalism in game design, and cut-scene light storytelling and relationships explored through mechanics but I guess I don't. There's some kinda dissonance, cognitive or otherwise reading reviews by friends and writers I respect and wondering if there's something wrong with me or if I didnt get it or played it wrong or any other similar foolishness that gets bandied around in Internet discussions. "I wish we could have played the same game" I think, reading my mutuals' reviews of ICO. Not in a dismissive asshole way of accusing them of having a warped perception, but moreso in frustration that I didnt have the experience that has clearly touched them and countless others.

But enough feeling sorry for myself/being insecure, what is my problem with ICO exactly? I don't really know. Genuinely. I wasnt even planning on writing a review originally because all it would come down to as my original unfiltered reaction would be "Playing it made me miserable". Thankfully the upside of minimalism in game design is that its easier to identify which elements didnt work for me because there are few in the game. I think the people who got the most out of ICO developed some kind of emotional connection to Yorda, and thats one aspect which absolutely didn't work for me. As nakedly "gamey" and transparently artificial as Fallout New Vegas' NPCs (and Skyrim and F3 etc) locking the camera to have a dialogue tree, they read to me as infinitely more human than the more realistic Yorda; for a few reasons. Chief among them is that despite some hiccups and bugs the game is known for, you are not asked to manage them as a gameplay mechanic beyond your companions and well, my main interaction with Yorda was holding down R1 to repeatedly yell "ONG VA!" so she'd climb down the fucking ladder. She'd climb down, get halfway through and then decide this was a bad idea and ascend again.

ICO has been to me a game of all these little frustrations piling up. Due to the nature of the puzzles and platforming, failing them was aggravating and solving them first try was merely unremarkable. It makes me question again, what is the value of minimalism genuinely? There was a point at which I had to use a chain to jump across a gap and I couldnt quite make it, I thought "well, maybe theres a way to jump farther" and started pressing buttons randomly until the circle button achieved the result of letting me use momentum to swing accross. Now, if instead a non-diegetic diagram of the face buttons had shown up on the HUD instead what would have been lost? To me, very little. Sure, excessive direction can be annoying and take me out of the game, but pressing buttons randomly did the same, personally. Nor did "figuring it out for myself" feel particularly fulfilling. Thats again what I meant, victories are unremarkable and failures are frustrating. The same can be said for the combat which, honestly I liked at first. I liked how clumsy and childish the stick flailing fighting style was, but ultimately it involved hitting the enemies over and over and over and over again until they stopped spawning. Thankfully you can run away at times and rush to the exit to make the enemies blow up but the game's habit of spawning them when you're far from Yorda or maybe when she's on a different platform meant that I had to rely on her stupid pathfinding to quickly respond (which is just not going to happen, she needs like 3 business days to execute the same thing we've done 5k times already, I guess the language barrier applies to pattern recognition as well somehow) and when it inevitably failed I would have to jump down and mash square until they fucked off.

I can see the argument that this is meant to be disempowering somehow but I don't really buy it. Your strikes knock these fuckers down well enough, they just keep getting back up. Ico isnt strong, he shouldnt be able to smite these wizard of oz monkeys with a single swing, but then why can they do no damage to ICO and get knocked down flat with a couple swings? Either they are weak as hell but keep getting remotely CPRd by the antagonist or they're strong but have really poor balance. In the end, all I could really feel from ICO was being miserable. I finished the game in 5 hours but it felt twice that. All I can think of now is that Im glad its done and I can tick it off the bucket list. I am now dreading playing shadow of the colossus even harder, and I don't think I ever want to play The Last Guardian, it just looks like ICO but even more miserable. I'm sure I've outed myself as an uncultured swine who didnt get the genius of the experience and will lose all my followers but I'm too deflated to care. If there is one positive to this experience is that I kept procrastinating on finishing the game that I got back into reading. I read The Name of the Rose and Rumble Fish, pretty good reads. Im going to read Winesburg Ohio next I think.

I completed this in a single session. I thought I was coming to 1 chapter down. Not the entire thing. Shame.