489 Reviews liked by Dreamer


Cool game but when i downloaded genshin on my pc, my mom texted me "me and your dad are going through tough times recently" and then that same night she told me to choose a side her or my dad i chose her and i offically became fatherless.

All it took was the power of door for me to survive an electric twink

Nothing will ever be funnier than robo ky's theme just being an out of tune version of ky's theme and people reporting it as a bug

”What did he do, honey? Lecture you on his theorem of inequality in children’s fighter games?”

Berdley has a Backloggd account.

There would be no better way to shoot yourself in the foot than making a sequel to a game so highly deified and demonized as Undertale, but Toby Fox somehow took the challenge head on and created, so far, a sequel worthy of its predecessor. Playing Chapter 1 for the first time back then, I wasn't expecting to be dazzled by its self assurance and showmanship, and I certainly wasn't ready for how masterfuly it weaponized its nostalgia in the same manner as only Mother 3 could. Beyond just being a spiritual sequel, it was certain that Deltarune would be a continuation of Undertale's message and concepts, and the note it ended on was prime bait I was fully willing to gobble up for the next chapter.

Now living in a 6 year old post Undertale world (!), the surprising brilliance of Chapter 2's subversion is how little of it there actually is. Contrasting with Undertale's looming shadow in Chapter 1, Chapter 2 does everything in its power to make you forget what sequel you are actually playing, taking instead a celebration tone that fully takes advantage of its enormous anticipation and that constantly throws at the screen sheer effort and confidence in its presentation. Establishing a "Monster of the Week" plot, Chapter 2 is a joyful non sequitur passage that expels the darkness bubbling beneath it all to put the spotlight on the main cast, and in the course of 4 hours, Toby Fox demonstrates a full understanding and grasp of Undertale's language that he flawlessly exploits at every turn to create some of the most well crafted comedic setups and pay-offs that could only be possible in videogames.

It's a finely and carefully laid out rug to pull from under us, because at its heart, it is still a story about the escapism and its double edged nature we constantly seek from outside our daily lives. The optional content is a stark reminder that we haven't escaped Undertale yet, and the nature of the Dark Fountains explored here more overtly comment on the artificiality of this universe and its roots. Yet, Chapter 2 just decides to revel in that escapism for a little while, wearing its videogame influences on its sleeve as it gives us the calm rollercoaster of a ride before the storm. Deltarune is without an ending already a much tighter, stronger and more cohesive experience than Undertale ever was, and I'm enjoying immensely the way Toby Fox and his team are setting up the pieces on the board to throw them to the floor further along the way.

From the moment those first notes play in Cyber City and all the way up to that ridiculous genre bending final boss, I was having the most fun with a videogame I have had in a very long time, and I am left once again eagerly and desperately waiting for more. Whether the completed Deltarune experience we perceive in our minds turns out to be a reality or not, I am content with it just being this full of life and joy.

This review contains spoilers

I think this installment invites us to reconsider how we examine this series.

The fact is, Annoying Mouse Room 3 is not the most remarkable room put together by the mice, and perhaps it's focus on dazzling us with new things and all-too-clever subversions of the classic Annoying Mouse Room formula is somewhat misguided, but it is consistently entertaining in an almost effortless way, demonstrating that these mice have an almost singular grasp of the medium of rooms. Each block rotation is a delightful experience, and the mice themselves have never looked better.

The vocal parts of the fandom who uncritically champion the original Annoying Mouse Room, still looking for the complete thematic experience that wowed them so completely in that room will undoubtedly be disappointed, but after Annoying Mouse Room 2 disappointed me (look, don't @ me, the politics of that one are dire and basically inexcusable even if the elaborations of the core rotation loop are good. Don't know what the mice were thinking there), I found this a spectacular return to form.

My only major criticism is that while Annoying Mouse Room 3 delights in the moment to moment experience, it fails to really electrify intellectually, and if you asked me what it was saying, I'd probably just shrug. There's certainly elements that are potentially fascinating but I don't think there's enough to here to make a conclusive reading, so anything I might bring up is sheer speculation for Annoying Mouse Room 4. But I imagine the themes of the series will become far clearer with future intallments of Annoying Mouse Room, and honestly, the day we turn our noses up at a room that consistently delights and entertains as well as Annoying Mouse Room 3 is the day we officially lose our SOUL.

if it werent for how satisfying it is to shoot to the beat this game would probably suck balls but holy shit its so satisfying to shoot to the beat

those gurgling dudes at the end sound like my dog

Terrible game that gives next to no information to the player. It never tells you where the roads lead, whether enemies are alone or in groups, what elements enemies are weak to, what status effects to be wary of, and WORST of all which items are masterworks or not. Would not recommend.

Fumito Ueda didn't die on the cross for you people to say that this game is a "series" of "good boss fights."

used my imagination to play this, pretty good

If you let Tumblr fandoms ruin a game for you, you need to grow up.