36 reviews liked by DinkleberryDonut


Still can't get over the fact that this game's aesthetic is "Star Wars: Episode I meets Underwater Rave at a Cheesecake Factory". Absolute God-tier experience from start to finish

Final Fantasy X is The Room of video games.

Hands down the funniest, most honest and charming video game I have ever played, perpetuating its inseparable awkwardness in every corner, proudly displaying its clashing hits and misses everywhere while being always entertaining along the way. From some Quandale Dingle character designs, to the unfinished yet peculiar Blitzball, to the irredeemably frustrating dungeons, to the messy yet sometimes Lynchian cutscenes at every corner, it more than compensates the ride by surprisingly always finding a way to make me care about what’s happening. The amount of times in which I ended up laughing at a supposedly serious moment while still feeling invested in knowing what outcome it will take, is too much to even consider counting.

Absolutely no other title would make me waste almost 2 hours restarting a completely bullshit poorly explained optional RNG minigame just to see Wakka, a character I barely knew anything about at that point, holding a shitty Playmobil looking trophy and giving a short fiddly speech for 50 seconds. All because the way in which he told me, with the world’s straightest face, that he never actually won a single match in 10 fucking years, was simply hysterical.

When someone compared it to Tommy Wiseau’s masterpiece, it became one of those weird sentences that sounds right, so you agree first, leaving you to ponder whether or not it actually makes sense a couple of minutes later. Most of the time, Final Fantasy X portrays expressions and sentiments in a way that nearly always feels off, at one point even accidentally recreating the iconic shop scene with O’aka in a scene that was supposed to be nothing but mundane. Not only that, but also odd stylistic choices (say thank you Nomura Based God), subliminal pre-rendered interiors of houses and shops, bizarre hyper fascination with the fictional ‘soccered-up’ water polo and some mixes of postmodern economical practices in a world that by all means shouldn’t need them. To properly talk about the loveable sincerity of it all, let’s talk about what FFX’s really famous for.

Tidus laugh scene, is an absurdly famous bit in the gaming community, because of how bonkers the voice acting is, in that one specific moment. Late 00’s gamer culture fabricated the notion that Final Fantasy X was filled with uncanny valley moments that failed to understand how human beings communicate and feel, which was the standard for the amateurish voice acting present in the previous early 3D generation, in particular the english translated ones from japanese titles. The loveable yet amateurish delivery from Resident Evil and the outlandishly cartoonish cutscenes from Sonic Adventures, live rent free in our nostalgia filled hearts, just like this one continuous string of Haha’s. What fails to be stated is that unlike the previously mentioned ones, this iconic moment is legitimately a great scene despite it all.

If you watched the segment fully without playing FFX(spoilers ahead btw), everything feels weird, even if the laugh was to be a normal one. The scene kicks off with Yuna trying to impress THE BOUNCER the protagonist by whistling for whatever reason, and once she realizes he’s sad, she replies with “Wanna scream?”. Without the proper knowledge that he tried to teach her how to whistle if she got in danger (to which she failed previously), and that he screamed out of frustration after his current time travel situation finally kicked in, their relationship even before the meme properly starts feels outlandish and perhaps even childishly written. After that, Yuna does a small info dump and tells him to laugh his problems off, to which he glamorously does, only for her to reply with “You probably shouldn’t laugh anymore.” and immediately joining in with the ridiculousness of it all. But why?

Having full context of her speech and the mortal fate of those who follow the pilgrimage, the way in which she states “I want my journey to be filled with laughter” and even the reason to which she tried to mimic his horrible pattern only to repeat the same words about protecting each other by whistling, just hits different. The rest of the party is probably aware of the situation, but all they can do is stare, fully knowing that despite being marked for certain death, Yuna still tries to demonstrate companionship for someone she just met. Whether she knew that Tidus had no idea of what’s in store for her is irrelevant, as they both seem to be having a great time in the journey together, and that’s what matters in the end, right? That being said, the unnecessary camera movement, lack of context for some sentences, and the alien sounds being emitted as laughs, really add up, perhaps connecting your neurons to remind you of a certain scene that also fails in the same ways.

Some people like to refer to artistic projects as being soul or souless, usually talking about the intent of the ones behind it trying to express themselves in their own artistic ways more than to just generate profit. When I referred to FFX earlier as being the most honest, I meant that a lot of elements that the game gets it wrong come from the fact that choices were made to prioritize the title having a unique identity throughout the years, to which they completely nailed it. Early titles for a console have to be different to cause an impact for the newer generation to come, both from the console and from their developers, after all, if it’s just more of the same, why even bother? This title was a lot of people’s first Jrpg back in the day, and the overall reception being overwhelmingly positive for its impressive attention to care set the standard for what the ones born into the 6th generation of games would enjoy in the genre for the foreseeable future.

When you combine every area that wasn’t as fully realized, it’s impossible to not look back with a smile, for just like an actual ride, the only important part is being an unforgettable experience. Glancing back at the laugh scene once again, aren’t you glad it is exactly how it is? No boring back and forth camera wise, no run of the mill voice acting, no usual clarity in dialogue, just two friends that just met having an awkward talk. Exactly how it is, exactly how it should be.

Intention over execution is sometimes all that a piece of art needs. It’s the reason movies like Southland Tales or albums like Metal Machine Music, despite receiving mixed and polarizing ratings by critics and fans alike, are still discussed to this day: They have a strong and memorable identity in their remarks. Most people would rather endure through a fun mess over something whose production is decent, but not even close when regarding uniqueness. Movies like House are such a delightful unexpected journey to see even with the dated effects because of its untamed artistically wild originality, while others like Morbius will need (at least) a pirated webcam movie rip, 8 friends or enemies on vc, and a hellspawn creature that keeps making jokes about reverse morbing for the entire fucking movie like oh my god it’s been 1 hour stop already you’re accidentaly spoiling the movie c’mon.

Final Fantasy X isn’t the best at anything it does when compared to others from the series (it’s not even my favorite final fantasy to discuss), but when you combine everything that it displays, it’s hard not to just immerse yourself fully in this world, embracing the well crafted pre dystopian religious world to its limits. I wish Final Fantasy X had a way to go back to previous areas, had a better realized blitzball system, had puzzles that were less annoying, had non cheesy/grindy ways to beat the final boss, a better Al Bhed dictionary system… and the list could go on forever. But you know what I don’t wish was changed? The Second Life characters designs, the tight unilateral areas, the cutscenes that always look wet for some reason, the superfluous affection system, the wiggly dialogue angles… and the list could also go on forever.

Appreciating the title nowadays may be harder as our goblin gamer brain has less and less attention span, but it’s an effort totally worth trying. The game plays out like a 1 hour and 30 min animation that cuts 80% of the adventure in a 3 minutes bonding scenes montage, but here we are treated to it in its full narrative, with plenty of foreshadows along the way. I’m glad to have devoted myself to participating in Yuna's pilgrimage, while also closing the game glad that it was all over for them in that way. The magic of X, is managing a yin and yang of competence while making sure you never feel bored, fully embracing the early 2000’s tropical bling that the period had to offer.

It absolutely blows my mind this game was released in 2001. Remedy have once again proven themselves to be masters of their craft - to have writing, art direction, cinematics and voice acting of this quality in a game that's 23 years old is just wild. The gameplay was a bit clunky but it never got to the point where I feel like it was unplayable or unfair in any way.

This is an excellent neo-noir shooter and I can't believe it's taken me this long to play it. Can't wait to start Max Payne 2.

Signalis felt like a mind-bending experience that I was unable to completely wrap my head around on my first playthrough. It is exceptionally atmospheric in all of its senses; the music and sound design are both beautiful and haunting, and the visuals stylistic and creepy. Not to mention the use of language! English, German and Japanese mixed together fit the world of Signalis very well in my opinion.

Comparatively, the puzzle elements of Signalis are much stronger than the combat aspect. I concede that the game would feel a bit empty without combat, but it was quite annoying to wade through hordes of enemies in tight spaces while emptying clips that did seemingly no damage. The puzzles are so incredibly original and fun, though. Signalis creatively combines all kinds of stimuli into its puzzles, so that the player feels rewarded by completing them. I personally loved the radio mechanic, which is something I have never seen so cleverly used in any other game to date.

Aside from missing a key from time to time, the puzzles were never unclear due to convenient "lore letters" revealing information about core concepts, such as how to operate certain puzzle mechanics. In other words, players that are interested in reading background information are rewarded with hints. All this information is stored and easily accessible later, so getting stuck is never frustrating either.

In the next couple of days, I will be looking into the lore of Signalis a little more to hopefully increase my understanding of the story. This game is very interesting, to say the least. Fans of Resident Evil will surely get a kick out of this, seeing as Signalis greatly resembles that playstyle.

Forget about misplaced film analogies, I’m starting to think Resident Evil 4 might be the Abbey Road of video games - not just a title that shook the industry and course corrected everyone even thinking about flexing their own creative muscles in its wake, but also arriving fully formed after years of refinement and experimentation, effectively acting as a thunderous mic drop for their creators and the years of work that preceded it. In fact, this game has been so universally and thoroughly praised, that the idea of picking it apart critically feels futile.

Don’t worry, I’m not about to denounce a modicum of this game’s quality here. Anything I say for the rest of my mortal life that resembles intense negative criticism of RE4 ought to be interpreted as a cry for help, and the authorities should be alerted of my status immediately. What I am suggesting though, is that its monolithic status in the industry has likely steered away modern critics from really digging into the systems to discern what really makes the package sing. “Resident Evil 4 is one of the greatest games of all time” is a sentiment that’s as natural as breathing to most (myself included), so why even bother trying to justify that notion? I won’t be challenging that instinct today, as breaking down every positive element to RE4 would be an exercise in futility at this point, but there is a single ever-present thread that permeates through the game’s massive campaign that I would like to discuss today.

Call it a theory (a game theory, if you will) but I think many modern “gamey” games have taken RE4 and its sneakiest qualities for granted, or just completely missed certain brushstrokes that brought the game together. It’s hard not to love everything here, obviously, but something that really stood out to me on my numerous recent playthroughs was how RNG influences every corner of play across the game’s massive campaign.

We all know by now how masterful Resident Evil 4’s restricted control scheme is, but in my eyes, the reason why is due to everything else surrounding the control scheme. Say for the sake of argument you’ve just cornered yourself in a room with a dozen Gonados. A fate worse than death in a traditional action game, but it shouldn’t be too scary here due to Leon’s plethora of ranged options, right? If you’ve played RE4 before (and if you haven’t, what the hell are you doing here?) you know that encounters rarely play out in such a breezy fashion. Enemies and their movement patterns are erratic, their attack options are multifaceted and frequently require different countermeasures, and the silent difficulty scaling that pulls the strings on normal mode means you always have to stay on your toes to fight for your survival. This dynamism swings in your favor too, with critical hits and item drops occasionally feeling like the determining factor between success and failure during bouts. Even in the most ideal of circumstances you always have to stay on high alert, with every layer quickly crumbling with the slightest of breeze and collapsing over your plan near constantly. It’s miraculous how you can play one room over and over again with a vague route in mind, and things can still go wrong.

The item drops are another point too: while the game gives you far more ammo than you could ever need, relying on one weapon will all but guarantee its depletion, forcing you to fall back on other options until you find more ammo. It’s easy to rely on the shotgun due to its range and power, but it feels like for every encounter where you want to fall back on it, another harder fight is sure to come soon. Despite the clearly uneven power scale between your arsenal of weapons, the game somehow remains near-perfectly balanced for an entire playthrough as a result of these micro-decisions you’re forced to make every 5 seconds.

Loot drops from villagers and the economy as a whole also go great lengths towards affecting Resident Evil 4 long-term, but it's revealing to me that even on the highest threshold of difficulty, it's something you never actually need to engage with. Due to the strength of universal options like the knife and invincible melee attacks, combined with the breadth of ways to use crumbs of ammunition for even the weakest guns, you always have a strong chance of survival. The core gameplay design is so tight knit that even the addition of an in-game shop that lets you sell every weapon and item in your arsenal simply exists as a way to mix and match gameplay styles on the fly, and try out distinct strategies in a way that feels totally customized to the player and no one else. If you want to sell everything just to max out the Killer7 at the very end of the game and kill the final boss in 8 shots, you can do that! If you want to kill off the Merchant entirely and only use the tools the game is guaranteed to give you, go for it! You’re all but directly encouraged to do so. That’s true dynamism.

Considering everything at play, from Leon’s limited control to the intense variables that shift the playing field with every passing second, it’s fair to say the outcome of the game is at the mercy of RNG in some way. Generally speaking I’m wary about this flavor of design - I always like to have control over my inputs and consequences if I have the dexterity to overcome a challenge, so the idea of a spinning wheel of numbers guiding me towards (or away) from victory isn’t something I normally want to engage with. This may be why I’ve gravitated towards fighting games as a competitive outlet over the past decade, as their mechanics are so cut and dry that the only thing standing in the way of success is my own skill (and often, my hubris).

Resident Evil 4 isn’t like the other girls though. The core mechanics and encounters are so good on their own that the designers didn’t need to weigh down on the player in other more heavy handed ways. It doesn’t need to randomize the shape of rooms to differentiate encounters, weapon stats are never clashing up against the power level of enemies in a way you can’t be expected to work around, and the player is still largely in control of their success at all times despite factors that are genuinely out of your control. Even an enemy randomizer, something that has been proven through ROM hacks to still add to games in meaningful ways, is simply unnecessary when you have a campaign so tightly packed with variety and interesting scenarios. The unpredictable elements that do come into play simply follow the player and force them to engage with the mechanics in cool and interesting ways - no more, no less. It’s one of the more elegant threads of randomization I’ve ever seen, and is a clear sign from the designers that they absolutely knew what they were cooking with. Capcom created perfectly optimized systems around the simple act of pointing and shooting, and could be as hands off from the player as possible to let the design of this suplex of a game speak for itself.

this game ruined my life in the best way possible

The slimy worm monster boss was one of the most infuriating things I have ever come across in a video game. And I'm not rating this game so low just because it made me rage quit, I thoroughly believe that this is one of the laziest sequels ever made. It's the same as its predecessor but objectively worse in every conceivable way, from its protagonist, story, combat, all the way to its inventory system. I'm not going to circle jerk my disliking for this trash any further by saying that it's racist because that assessment is stupid and shouldn't be taken seriously, but just because it isn't offensive doesn't mean it's good in any way.

This was certainly a game.

Its hard to give a rating since I played it in coop which definitely made it a lot more fun. The game itself isnt bad, its just very mediocre. Most of the time the fun came from playing it together. The gameplay is pretty wonky and a lot of the bossfights or quicktime events are super tedious and annoying. The normal levels are pretty fun tho. Story wise there's not really anything here, even the main characters like Chris and Sheva arent really anything, its all just very generic. Wesker was pretty cool tho, he's just so overdramatic which makes it pretty entertaining.

4 Made me think that action resident evil games could work but 5 made me scared for 6.

Compared to the previous entries, I gotta say that I thought it was mediocre. My rating would probably be lower if I didn't play co-op, as that was the only redeeming part of this experience. The story was okay, it's very predictable. The gameplay was clunky which is especially bad since Resident Evil 4, 5, and 6 are action games.

A clever little engine of feedback and reward lampshading hilarious racism.