I have lots and lots of thoughts on this game, so many that it’s tough to know where to start. I will say this though: while this is a far from perfect game in every area, I feel pretty confident in saying that the full scope of this journey is significantly more competent than you might expect looking at its individual elements.

FFVII Remake is a game that I have relentlessly defended since I first played it in 2020. Where many criticized its admittedly overbearing padding and certain choices regarding the ending, I fell head over heels for its combat system and expansion of its world and characters. It’s not without its issues, but I’ve always believed it deserves to stand head and shoulders alongside the greatest action RPGs.

So it was extremely strange for me to start playing FFVII Rebirth and immediately get struck with the feeling that everything on offer was an immediate downgrade. The presentation is noticeably weaker than the last game, the opening chapter is quite poor in my opinion with lots of unnecessary dragging moments, and the open world was seeming to be far too big and generic for its own good. My first 10ish hours with the game were a fairly large disappointment.

And I want to hone in on that open world now, because it’s one of the strangest I’ve ever seen in the sense that the whole thing isn’t actually an open world at all. Regions are distinctly separated, the map feels like it’s tricking you into thinking each area is far larger than it is, and the first region is by far the largest in the game. The whole thing almost feels like it’s begging you to believe it’s a big open world that can compete with the expectations of AAA games today, when in reality its scope is much more controlled.

I really could’ve done without all the Ubisoft-esque World Intel… some of it like the protorelics and combat challenges were worthwhile and fun, but most of it just felt like checking off a checklist just because it was there. This was the biggest factor of my initial disappointment. Compared to Remake which is a linear rollercoaster without many chances to break off the main path, Rebirth has a significantly more open structure with way more side activities. And during that first section, I felt like I wasn’t making any progress and just wasting time filling out a meaningless checklist, and I hated that feeling.

However, the further into the game I got, the more this feeling disappeared. Call it Stockholm syndrome I guess, or maybe just bc I was so engrossed with the world and characters being presented, but I began to slowly cherish every moment I spent with the game. Exploration never did much for me but I loved seeing the enemies, doing the side quests (which are MUCH better than Remake’s I have to say), even all the minigames, there’s something really special about just soaking in everything this game has to offer.

And I have to stress that this is the game’s single biggest strength. There is SO much to do, and most of it is a ton of fun. It’s so varied, it rarely dips into copy/paste territory, and it really goes a long way into injecting this world with a palpable sense of life that I haven’t felt from a single-player entry in this series since Final Fantasy X… and I really mean that. Combine all that with the gorgeously expanded towns and in its best moments, FFVII Rebirth brought me back to the magic I experienced on my initial run throughs of all those classic FF games, a feeling that I thought the modern industry just wasn’t able to deliver.

As for the parts of this game that are an actual adaptation of the original game… it’s a mixed bag. Some sections are pretty incredible and I couldn’t stop smiling the entire time I was playing them out, such as the Upper Junon parade, the Gold Saucer visits, and the climactic trek through the Temple of the Ancients. The game excels when it’s cranking up the fun, the charm, and the spectacle, and all of these sequences are loaded with those.

Other parts left me disappointed and feeling like they were missing lots of the weight of the original game, like the opening sequence in Nibelheim, the scene with Barret and Dyne, and most unfortunately of all, Aerith’s iconic scene in the game’s finale. It’s not even that any of these are bad sequences on their own, they just feel sanitized and lacking compared to the hefty impact they all left in the original, and that’s pretty disappointing to me as the story of the original Final Fantasy VII is one that means a lot to me.

So even as a straight adaptation of this story, this game doesn’t quite match the original where it really counts. But as anyone who’s played this game or its predecessor would know by now… this isn’t a straight adaptation. And initially I found that exciting! It wasn’t what I wanted, but I was intrigued by the new direction and excited to see where things went. And that’s exactly why the direction of the original parts of Rebirth’s story confuse me so much…

I won’t get into specifics, but Rebirth has a significantly less ambitious story than I expected. The ending of Remake made it seem like they were gearing up for Part 2 to have loads of changes and spin off into an entirely new thing by the end of it, but that’s just not the case at all. Rebirth plays it very safe in terms of its overall structure. If you’ve played the original game, it’s going to hit every beat you expect and outside of a few brief moments that honestly don’t affect the outcome of things very much, there aren’t many surprises.

I won’t spoil the ending, but I will say that it leaves the game in a position where Part 3 is likely to take an extremely similar approach and stick to the original game beat for beat until the very last chapter where it goes completely off the rails in a way that ultimately pretends to have way more of an impact than it actually does. It leaves me in a position where I can’t understand what the point is because it feels like the new story adds absolutely nothing to the experience and just alienates the parts of the fanbase that would’ve preferred a faithful remake.

So story wise… yeah the direction of this entire trilogy is a mess and I sincerely doubt the third game will save it for me. But I know without a doubt that I will be there day 1 when Part 3 comes out because I do still LOVE these games despite not liking how they handle the story. It’s carried by everything surrounding it, the characters and their countless interactions, the incredible combat which has only been further refined here, and above all else the unbelievable scale and life of this world.

Although I was initially disappointed, ultimately I came around to like this game even more than Remake which surprised me. I went out of my way to do everything I could, it took me comfortably over 100 hours, and the grand scope of my whole adventure was a seriously entrancing experience. It helps that it has some really strong post-game legs too, I was immediately beckoned to come back for more once I hit credits, and now that I’m just one hard mode playthrough away from reaching the platinum trophy, I can very confidently say I don’t regret any of the time I put into this.

For reference, at the time of writing I’m nearly 130 hours in, and by this point in my Tears of the Kingdom playthrough I was starting to get pretty tired of the game and only continued to trudge through because I was so close to the end. I’ll surpass that mark pretty soon and I have no signs of fatigue or even wanting to slow down. Not saying this to dog on that game, just to show that this one has serious staying power for me.

It’s not as well realized or polished as something like FFXVI, but I still ended up preferring this in the end because of the massive beating heart at its core. FFVII Rebirth is deeply flawed in execution, even more so than its predecessor, yet it’s an unforgettable experience underneath it all.

Just to get this out of the way - the rating is for the experience as a game itself. I have some gripes with it as the third rerelease of this game, but on its own this has some of the strongest gameplay and story I’ve ever seen in a video game. This is a new all time favorite for me.

Persona 3 is a game I’ve had a very complicated relationship with over time. The first time I played it years ago, I was honestly quite disappointed with it. I felt the pacing was terrible, the gameplay mechanics were counterintuitive, and the story was underwhelming compared to 4 and 5 which had recently become two of my favorite games of all time. For years after my first playthrough I championed it as my dream remake, something with amazing ideas that needed the further refinement that would come in its sequels.

Over time, something strange has started to happen. As I’ve gotten older, my perspective on games has changed a lot. Aspects that I previously wrote off, such as the tactics system or Tartarus in general, I grew to appreciate as unique design decisions instead of just artifacts of the game’s age like I had initially assumed. In short, I realized that during my first playthrough, I wanted the game to be more like its successors and less like itself.

And so by the time Persona 3 Reload was finally announced, I found myself oddly unenthused, especially considering it had been a dream project of mine for years. The absence of the FeMC from Portable and the noticeably budgeted visuals only added to my lack of enthusiasm. Future trailers definitely started to look better, but I had finally arrived at a position internally that I would have scoffed at years ago: “why bother remaking Persona 3? FES is fine as is, it just needs a remaster.”

Actually playing the game for myself though, while I was originally pessimistic, I was won over extremely quickly, sucked into the inescapable gameplay loop of Persona once again. I was loving the new combat, the more refined social mechanics, everything about it really. Jump to 80 hours later, and I’m staring at the credits through my tear stained glasses, realizing I’ve just experienced what is now one of my favorite games of all time.

And so my position on this project has changed one last time: Yes, Persona 3 was fine as is. But this is better.

But unfortunately, some parts of Reload are almost inarguably NOT better than the original, specifically regarding the game’s presentation. For some reason I will never understand, the entire soundtrack was re-recorded, and every single song is quite easily worse than the original. Atlus is clearly aware of how much these soundtracks mean to their fans, so their decision to overwrite it without an option to use the original is pretty baffling to me. The new songs are pretty great though!

In terms of visuals, nearly everything is overbrightened for seemingly no reason. Turning the in game brightness down definitely helps quite a bit, but it also makes certain sections that take place in dark areas nearly impossible to navigate. On top of that, the anime cutscenes are all noticeably less creatively directed than the original, some having been replaced entirely with in game cutscenes.

By far the two worst offenders come right at the start of the game, with the first Apathy Syndrome victim and Awakening being so much less striking that it’s impossible to ignore, and generally leaving a horrible first impression. The game is never this bad again, but it only makes the presentation of these scenes more perplexing.

For what it’s worth though, I found the key emotional moments of the game to hit harder here than they did in FES (I went back to rewatch to confirm I’m not misremembering, and I still feel this way). Specifically, the events on October 4th, November 22nd, and March 5th were all rendered with the game’s 3D assets, but despite this I found the overhauled presentation of these scenes to be quite effective and made the emotional punch hit harder for me personally.

In general, I found it pretty easy to ignore the presentation issues the further I got into the game. Partially because I just got used to them, but I think mostly because I was so engaged in everything else to care.

The gameplay here is a staggering improvement over the original. I feel like this remake generally strikes a great balance of keeping the mechanics that made the original P3 unique (split physical skills, three social stats, etc) while also cutting the fat in certain areas that were more annoying than anything (fatigue). It hasn’t been homogenized to play like 5 is basically what I’m trying to get at which I think was the right call, but it still takes some of the best cues from 5 (baton pass!!!).

Tartarus has been expanded a lot in a very good way, I love how different each block feels now, I love the monad doors, I love the reworked shuffle time mechanics, I love managing Twilight Fragments, basically everything. It all felt so much less monotonous than before and even by the very end of the game I was never bored of it.

The story is recreated extremely faithfully, beat by beat there will be no surprises here if you’re familiar with the original. Very refreshing seeing as how lots of recent remakes, even some of the best, don’t stick to the original script nearly as much as they should imo. That’s not to say the story hasn’t been altered at all though, as the new additions in the forms of link episodes are extremely strong and suit the story in a very natural way. Shinjiro’s was especially powerful to me.

But honestly, most of the reason I found myself so much more engrossed in the story this time around just comes down to me being a different person now than I was all those years ago. I think being in college now has helped me to connect with a story about dorming students with time in their hands and no overbearing parental figures. I think my revised expectations helped a lot, when I wasn’t expecting an episodic structure I didn’t find the pacing nearly as glacial. And I think the maturity and nuance of these characters appeals to me now a lot more than it used to, everyone here is exceptionally well written.

Another thing I came to appreciate much more this time is how Persona 3 has by far the most developed main theme in the series. As often as people make out P3 as the edgy one obsessed with death, it’s really all about life and appreciating the time that you have. For as sad as this game can be at points it’s so much more hopeful than anything else. When framed this way, it’s so obvious that this was the game in the series that invented the social link structure. Every day matters, and you won’t get to do everything you want to, but that only makes the time that you do spend with everyone all the more important and meaningful. Life can end at any moment, so don’t waste it.

I’m so happy to say that I unquestionably LOVE Persona 3 now. It was always an outlier in quality in my head but that couldn’t be further from the truth at this point, and while Reload is absolutely my favorite version, I really don’t think it would be all that different if I went back and replayed FES, which I intend to do someday. Absolute must play of a JRPG if you have the time to commit to it.

Just to rip the band-aid off here I really don’t think this game would have much of a legacy at all if it weren’t for the admittedly well executed ending.

The gameplay is generally pretty fun but is not exactly the best thought out at points, there’s a lot more randomness than I would like and some mechanics are flat out useless (SP). I appreciate the reworking of the Materia system though and I imagine that going after all the missions would encourage you to engage with those mechanics on an appropriately deep level.

The game is very clearly a relic of the PSP era, but honestly? Nothing wrong with that! If anything playing this just made me miss when there was a dedicated space for weird experimental spin-off titles like this designed around short but fun play sessions rather than constantly chasing immersion to rope you in for multi-hour play sessions. Definitely enjoyed my time playing this even if it wasn’t blowing me away in any capacity.

Story-wise…. man. This is really rough. I will say they won me over on Zack, even with his awful recasting I understand why he’s such a beloved character now. But everything surrounding him is, without mincing words, pretty bad. Playing this served as such a stark reminder of how bad the Compilation of FFVII idea was, there is such a strong disconnect between the tone, themes, and writing style of the original game and Crisis Core. That’s not to say that a spin-off shouldn’t have its own distinct identity, but it just feels like the writers room here had never played the original game.

On top of confusing and ridiculous Nomura-isms in both plot and dialogue, I just didn’t buy the connections between Zack and anyone else. Zack and Aerith like each other because the plot demands it. Zack and Cloud are friends because the plot demands it. There is absolutely no understanding of what made any of these characters compelling originally and they come off as caricatures of themselves.

The Nibelheim incident is expectedly reconstructed here, but feels hastily shoved in last minute because they suddenly remembered they had to, they even shoved in an original character for seemingly no reason. Even the ending, as praised as it is, is dramatized to the point of completely undermining the chilling brevity of the same scene as shown in the original game. These direct connections to the original come off as forced, and I honestly would’ve rather they just told an original side story about Zack that predated all of that entirely.

But the original stuff here sucks too!! The original characters weren’t compelling in the slightest to me, and the plot they followed felt like an absurd fanfiction. I mentioned the dialogue earlier but it’s especially bad here, there’s so many unintentionally hilarious moments that are only made worse by Zack’s awful voice actor.

What could’ve been a simple but fun handheld footnote to FFVII’s legacy ended up being just another example of why the Compilation of FFVII was such a big mistake from the start. The original game never needed any of this expansion, and to this day it’s still best enjoyed while completely ignoring all supplemental material. If anything it made me appreciate Remake even more for nailing the tone and representation of the world/characters, despite all the fate ghost stuff.

I know I’m in the minority here as most fans seem to really enjoy this one but I just can’t connect with the story on any level and it drags the whole package down for me.

This is simultaneously one of the most magical gaming experiences I've ever had and one of the most frustrating. The game has multiple fantastic moments especially towards the end, and the bosses especially are much better than BotW. Unfortunately tho that's my only problem with that game that I feel was completely fixed. I really liked half of the dungeons here, the other half were mediocre. The story is better but they went out of their way to reuse the memory shit which is just about the worst way to tell a story imo, I checked out fast. I know some people love the ability to do things in whatever order you want, but it made certain parts of the game so much less impactful than they could've been for me personally. Every single issue I have with this game is a carry-over from BotW which is disappointing to me as I really hoped this game would fix my issues with it.

But god they really took this opportunity to take BotW's strengths and further improve on them. The open world is immaculate and even denser than before, I was shocked how much the sky and depths added to this world. The scope is larger than ever physically, and even that expansion is miniscule compared to the mechanical scope of TotK the new abilities take an already wide open game and make it significantly more freeform in every way possible, I'm convinced you could find multiple solutions for every single puzzle in this game which is really cool. I've heard this described as the closest thing you can get to a sandbox game with an actual structure, and I think that's accurate. It's not the kind of game design that blows me away personally but I have to respect how ambitious it is, and how remarkably solid the final build of the game is despite the incredibly complex systems at work here. This is what will make the game for most people.

What I wanted out of this game was an experience that built off of BotW's mechanics while telling a more engaging story with unique and satisfying dungeons. I got about halfway there on each. The story is better for sure and the ending is truly incredible, but the majority of it still feels under-developed and it being told through memories took me out of it almost immediately. I was convinced I was getting what I had hoped for during the first five hours or so, but the moment I saw that first dragon tear the disappointment came crashing down hard. The dungeons were hit or miss, and there was only one I felt could stand up to the average Zelda dungeon.

It's not the sequel I wanted but this is still a really great game in its own right, even tho I was let down in multiple areas I can't bring myself to say the whole package was a dissapointment. I'd be lying if I said I didn't absolutely love playing this game, because I really did. I do think the praise for this game is a bit blown out of proportion, at least for now people are extremely quick to dismiss the flaws on this one which isn't really fair. But I'd rather not focus on all that. It wasn't what I wanted but it surprised me in totally different ways.

I’ve been playing more survival horror games than usual lately, and this managed to clear absolutely every single one of them. Where the horror in a game like Resident Evil comes from its harsh mechanics, the horror in Silent Hill comes mostly from its story and aesthetics. The story is interesting and creepy, and while it may not reach the heights of SH2, it’s still pretty good. Where this game truly excels are the aesthetics and especially the environmental design, it’s truly unreal. There are areas here that look and feel completely unlike anything I’ve ever played, and I mean that in the best way possible. The game is incredible at getting under your skin with its suggestive design. I was consistently impressed with every single area. This is arguably the best looking game on PS2, it holds up remarkably well especially playing on original hardware. Sound design is also excellent, as expected coming off of SH2. The atmosphere in this game is meticulously constructed in every single area, completely impossible to replicate. This is right up there with its predecessor as a must-play experience for any horror fan.

A whole year already? Maybe the wait for the next one won’t be as bad as I thought.

Look, this is up there with the games I’ve talked the most about already, there’s so many things about it that I love and so many things about it that I can’t stress how much I despise. But given this game is still very important to me, I figured it was worth putting my updated thoughts out there (with the caveat that I have not actually played the game since my near-100% playthrough one year ago).

I’m gonna say the quiet part out loud that so many others seem scared to admit: Tears of the Kingdom was a disappointment. It did not live up to Breath of the Wild or its own series legacy, and most disappointingly of all, it is one of the worst sequels I have ever played. None of this is to imply that the game is bad, and honestly, that’s part of what frustrates me about this game so much. It pisses me off so much all while still having the gall to be, almost undeniably, a really good game in its own right. But I think we’re at a point where we just need to admit that this game was not nearly as good as it could have been or as it should have been.

When the game came out, I said that the story was better than Breath of the Wild’s. I no longer agree with this. In fact, the more I think about it, the more I feel that it’s actually quite significantly worse. For as much as I disliked BotW’s story structure, the story was built around that structure, it wouldn’t have made sense any other way. TotK’s story feels retrofitted to that structure, and so nearly every player will watch chronological events completely out of order. It’s got a singular great moment, but even that is completely undone by the time you reach the ending.

The dungeons I still feel pretty similarly about, which is to say that I believe they are better than Breath of the Wild’s but still far below the standard set by Zelda games of the past. I can articulate my disappointment better now though. Every individual puzzle is good, but they all feel incredibly disconnected from each other. There’s no through-line, no consideration of multiple elements working together at the same time, no logical sense of progression, because the developers feel that being able to approach these in whatever way you want is more important than any of that. I have to wholeheartedly disagree.

And this leads into a more general point I have on the design philosophy of this game. Freedom made Breath of the Wild exciting. The exploration and appreciation of Hyrule was front and center, with dungeons being secondary pieces. I wish they had made the dungeons more important, but fine. It fits with the game’s vision. However, the most critical flaw with Tears of the Kingdom is that its priorities are completely unbalanced.

Let me explain: Tears of the Kingdom approaches freedom in a completely different way. Instead of searching out what you want to do, you get to decide how to do it. BotW dipped its toes into this pool but TotK dives in head first. That’s why you have these incredible abilities that I still think are a remarkable technical achievement. However, if they were going to shift directions like that, they needed to change up much more than they did in every other area.

That goes for the dungeons like I mentioned, but more damning to me is the fact that this game is completely toothless in how it handles Breath of the Wild’s world. Everything is damn near identical, with extra additions in the sky and depths coming off as supplementary and relatively unnecessary. Where are the towns? Where are the interesting memorable locations? They’re on the surface level, and nowhere else. So the vast majority of the content is in the same space as it was in the map from the previous game.

Don’t get me wrong, BotW’s Hyrule is incredible, but it is a map built for exploration and discovery. It is NOT a map teeming with unique content or interesting ways to use all the new mechanics in play. So if you try to play TotK like you would BotW, focused on exploring Hyrule, you’ll almost certainly be disappointed by the lack of changes. I think it’s fair to expect more significant changes than a town being covered by mushrooms or sludge this time around.

Because this world was not designed with these mechanics in mind, things get extremely repetitive extremely quickly. Many can attest to giving up on being creative as soon as they discovered the popular hoverbike technique, but even as somebody who never saw that, I also began using the same copy/paste techniques over and over throughout my playthrough. The more time you spend with this game, you realize how little you’re actually encouraged to use the mechanics that everyone loves so much. It’s not even fun in a sandbox sense because there’s no sense of permanence to your creations whatsoever. Why bother being creative when it’ll disappear the moment you want to go do something else?

The game is a lot better when you gun it to each major quest objective and try not to explore much, but that’s insane to me because the vast majority of content in this game is completely optional. In a game that took me 130 hours on my first playthrough, it’s inexcusable that I’m sitting here saying I regret at least 100 of those hours. There is so much unnecessary fluff in this game, more than any other game I’ve ever played. The shrines are admittedly quite fun, but I can only take so many mini-challenges when there’s so few chances to exercise these mechanics in a properly demanding environment.

It’s so frustrating to imagine that all of these problems could have been solved with an entirely new environment. I had so much fun with the opening island because it seemed like it was going to be everything I wanted from this game! But as we all discovered one year ago today, the rest of the game wasn’t like that first island. I don’t mind the Breath of the Wild formula, but I do mind how lazily it was reused here. These games will NEVER work with repeated maps, and this game was the ultimate proof of that.

Tears of the Kingdom is a good game because Breath of the Wild was a good game. It has a great open world, great mechanics, great atmosphere (even if it is a bit worse now that all the towns are uglier), etc. But it is NOT a good sequel. It blatantly reuses elements without considering how they would be recontextualized with the new mechanical focus. Its new additions content wise are lackluster at best. And because of this it is completely unable to separate itself from its predecessor in a way that every Zelda prior has done with flying colors, even the direct sequels. Hearing this game compared to something like Majora’s Mask is legitimately insulting.

Having had my thoughts develop over the course of the last year, I have come to the unfortunate conclusion that this is my least favorite 3D Zelda, despite everything it has going for it. Nintendo should know to do better. We should know that Zelda deserves better.

So glad I got to squeeze one last banger in the year

This game is SO much fun, seriously regret putting this off for as long as I did. Never played any of the Jet Set Radio games but this game makes me want to, movement feels insanely good and there’s such a strong addictive quality that led me to fucking around way more than I needed to, probably could’ve rushed through the game in almost half the time it took me to beat it. The sense of style is pretty insane, this thing has sixth gen written all over it and I love it. Pretty amazing soundtrack too I was really surprised to find out it’s almost all licensed music. One of the most slept on games of the year for sure

Glad I finally experienced this but this has aged WAY more than the rest of the series. The biggest issue is complete lack of any calibration settings, which means if you don't have a CRT (I don't) you have to learn to play just the right amount off-beat. On top of that the hammer-on/pull-off system is extremely finnicky and way too faithful to a real guitar to be reliable. Both of these things make the game way harder than it should be so it's a good thing the game itself is quite easy, the timing window is incredibly forgiving and charts are generally not difficult at all, there are even multiple sections which have been notably dumbed down in an effort to keep things more simple. All that being said I find great charm in the game's simplicity, career mode is barebones but the series signature humor and absurdity is still here although more tempered than what it eventually becomes. The setlist is pretty good with lots of recognizable songs and they did a shockingly great job recreating all these since this is still the era of the series where every song is a cover. Probably won't revisit this but the core gameplay is just so fun that I still had a good time, not really worth revisiting unless you're a big series fan though.

For years now I’ve never been able to get into roguelikes, but this is the one that finally clicked with me. I’ve played through the game a couple times at this point and each time I’ve had a different set of mysteries to explore, different events/endings in the mysteries that I did repeat, different character builds, and a totally fresh experience each time. The game can be a lot to take in at first, the UI is pretty dense and it can make for some information overload, but once you get into the rhythm of it all you realize it’s not actually all that complicated. The best part of the game by far is the aesthetics, the whole game looks ripped straight out of a Junji Ito manga with tons of Lovecraftian elements and it makes it super easy to get immersed in play sessions. The mysteries I’ve gotten have all been really interesting too, and I’ve even found that there’s some crossover in between stories to make this horrific town even more well realized. The RPG mechanics and combat can be unforgiving if you don’t know what you’re doing but they do a good job of keeping you on edge the whole time, and since one playthrough is only around an hour long messing up isn’t too big of a punishment. This is a super creative horror game that’s genuinely unlike anything I’ve ever played and I can definitely see myself coming back to this in the future

This will probably sound very silly to MMO fans who are used to expansions of this scale, but to me this felt much more like a sequel than a DLC. New areas, new jobs, entirely new story, new dungeons, new everything, it's all a pretty incredible scale. It's almost a running joke in the FFXIV community that Heavensward is where the game finally "gets good," but having finalyl experienced it for myself I have to say I agree! This is a significant step up from A Realm Reborn in every way.

The story is probably the most staggering improvement. ARR was a slow build that was more focused on developing Eorzea than it was any of its characters, a move that I personally feel was the right one given the live service nature of XIV in general. You're going to be spending LOTS of time in this world regardless, so having that early space to really flesh it out and make it believable worked for me, even if that plot was largely lacking in stakes.

By the time we arrive in Heavensward though, all of the core worldbuilding is out of the way and so we finally start seeing legitimately interesting developments. Characters are challenged in new ways, stakes are high, and on top of it all we're still seeing more and more of this beautiful world they've created.

The new areas in this expansion sweep everything I've come to know from ARR. They're significantly bigger, not split up into loading zones, and just generally way more interesting from both a design and visual standpoint. Dungeons now all feel important as they are smartly tied into key points of the main narrative. Bosses are a huge step up as well in terms of spectacle and mechanics.

Even as I have yet to tackle the patch quests that were added post release, I've really enjoyed my time with Heavensward, I'm really starting to understand why this game is as acclaimed as it is and I look forward to seeing where the story takes me next. I'm not sure this will ever be peak FF to me like it is to so many others, but I can absolutely appreciate what the game is going for and I have tons of respect for it.

This is a pretty cool and unique game, puzzles were interesting to solve especially in the last third, presentation is great for the DS, it checks all the boxes. The most notable thing here is the story, starts off pretty simple but quickly reveals itself to be much more complicated than it lets on. Despite a few brief moments where character actions/motivations didn’t completely make sense, this was actually pretty great and extremely interesting from start to finish. It ended up going in directions that I never expected but it all ties together quite nicely, very fun time and a pretty great mystery that never becomes stale or predictable. Tons of charm in every department, definitely a cult classic for a reason, glad I checked this one out.

This is the first Final Fantasy game I’ve been able to play on release, I followed it closely for years and now that I’ve finally finished it I’m so happy to say it’s really fantastic. The one real issue I take with it is that there are a few filler quests within the main questline that have no relevance to the story and should’ve been side missions, they tank the pace of the game at a few points. I also wish they had incorporated more RPG mechanics, specifically elemental affinities. Other than that though, absolutely no complaints. Combat is fun as hell, super fluid, and I love the amount of abilities you can play with. Customizing your layout is lots of fun and never got old. Presentationally speaking of course it’s top of the line in every aspect, it’s exactly what we’ve come to expect from mainline FF. Boss fights are a consistent high point, the spectacle here is absolutely off the charts and arguably the best I’ve ever seen in a video game. The best part of this game to me is the story, it spans a whole 18 years and is incredibly complex but the new Active Time Lore feature makes it really easy to keep up with it all. I really loved this from beginning to end and the final scenes absolutely floored me in the best possible way. Thinking back to the “four pillars” that the dev team laid out wanting to focus on, they absolutely nailed all of them. This is a phenomenal game and easily the best in the series in decades.

Still one of my favorite games… formulaic for sure but that doesn’t matter to me because of how much everything is elevated by being able to embody the best playable version of Spider-Man yet. Movement, combat, swinging, everything feels perfect in this game. It would’ve been a cool game regardless just because of that but attached to it is one of the best Spider-Man stories we’ve ever gotten. Perfect renditions of so many iconic characters, my favorite incarnation of Peter Parker, and a fantastic plot line that humanizes its villains super well and ultimately ends up pretty heartbreaking. Absolutely nailed this take on the character and the world, can’t wait for the sequel.

It’s really bittersweet to me that this is easily the best sonic team game in over a decade, on the one hand it feels like they’re genuinely trying again which is awesome but on the other hand, this is really the best we can do now? It’s so painfully obvious that this is a mid budget game trying it’s hardest to mimic high budget games and as a result it feels incredibly unpolished and downright unfinished at points. Presentation is unapologetically cheap and you can’t go five minutes without feeling like something broke, this feels like a beta build of a game. Cyberspace is terrible, a bunch of reused level designs with the worst controls in the series, I skipped these whenever I could. But honestly the open zone was a lot more fun than I thought it would be, the speed here is fantastic and there’s something so enjoyable about just freestyling your way to a destination. It’s kinda like Mirror’s Edge but a lot faster and with less focused level design. The boss fights are as janky as the rest of the game but they make up for it with the awesome scale and intensity, these are new high points for the series. This is definitely one of the better Sonic stories as well, I think the characterization was pretty well done here (especially Eggman) and the general tone is such a departure from the previous titles in the best way. This is definitely a step in the right direction but this series still has a long way to go before it’s back on track.

Unironically pretty great, I was pretty surprised by how quickly things go completely off the rails but it was so much fun to watch everything unfold so rapidly in such an absurd way. The soundtrack here is so charming and there’s clearly a lot of genuine effort placed into this area of the game, the gameplay itself is seemingly super simple but the freestyle mechanics are pretty unique and give the game a really interesting twist. Super short but a great concentrated shot of fun with near unmatched personality and energy