25 reviews liked by ExquisiteTaco


A good start but I think the sequel can explore more complex mental health issues: heroin addiction, the dissolution of the USSR, killing a spouse and repressing the memory, etc.
The possibilities are truly endless

Highkey a banger video game. It's basically a game where you run around these circuit-like levels leaving behind dominoes to make them fall on specific designated trigger points, and when all the points have been activated, the levels are over. Linger in a level for too long, and Mr. Domino perishes. Each trigger spot has a designated space that knocks over any dominos that happen to be on it, so the sauce in the game comes from trying to manage the perfect run of setting everything up perfectly on one lap and watching the fireworks unfold on the second. There are also spaces on the levels that do things like change Mr. Domino's speed, replenishes some time, or hard resets the entire level. My only major gripe comes with how Mr. Domino controls; the levels are laid out on a grid and theres a sluggish heft in how he shifts between lanes and lays down dominoes, and if you don't grasp both the learning curve of how the game works and how to actually handle Mr. Domino, the game can certainly be frustrating. Once it all clicks though, this game rules and is incredibly satisfying to learn the levels and play through. I'd normally be upset about how this game has a limited continue feature, but since the game is for the most part entirely about memorizing the level layouts and there are only 6 levels it's not hard to get back to a previously game-overed level. If played well this game only takes like 30 minutes to clear.

Some might wager that this game has a misleading title, as in playing this you will find that through the myriad of obstacles that can and likely will slip you up, Mr. Domino is in fact actually one of the most stoppable characters in video game history. I wager that the title isn't necessarily a statement but rather an end goal; by learning and getting good at the game, with your efforts nobody will ever be able to stop Mr. Domino. If the ending is anything to go by, the only one that can truly stop Mr. Domino is himself. May he live on in our hearts forever as a true pioneer of dominokind. dominento mori

If it had more tracks it would easily be my favorite Mario Kart, but I will say that to me it feels the best to control and it's the most satisfying to get better at over time. But if you factor in CTGP.... then yeah. Best Mario Kart.

Blowheads can’t stop catching W’s

You know how it is. The most an artist's death has gotten me to cry in a long time - the infectious creative energy I've felt lent down to me from his work is something that'll never leave me. And just like everyone else, I've found myself pouring through dozens and dozens of heartfelt tributes to the man's legendary career. But reading it all got me thinking...ain't the meat and potatoes reputation Dragon Quest has earnt itself kind of like, an error? An impossibility?
So, lemme ask you a question: when's the first time you saw something that made you think "Dragon Quest is cool"? I couldn't tell you what mine was, but recently finishing a full playthrough of the original NES Dragon Warrior pulled me back into the correct reality in which this series was not "generic", but an outlier in style. Toriyama's enthusiasm to play the hits puts the personality on display in its monsters maybe 20 years ahead of the curve. As an aside, I also recommend to anyone playing any older Dragon Quest to look up some scans of the old manuals; the effortless coolness of his artstyle had already bled into DQ's identity.

You could call this game a "grind", but the grind is the gameplay and the gameplay is good. Each individual battle is simple to solve in a bubble, but enemies are split between the ones you can defeat with or without expending resources - instantly spiraling the world into an ever-evolving puzzle to solve. Planning out a trajectory of travel immediately prompts a dizzying amount of dice rolls in your head: how many resources should I spend to gain EXP? How much should I dice roll running away, and how much magic will I have left to heal myself up considering both the expected and unexpected outcomes? Inner workings filled with perfect math to never quite satisfy things with a clear answer; but what raises this from good to great is how through my entire time playing the game, I always undershot my potential. Enemies that are apparently stronger than you can be taken down with perfect resource management, finding consistency in a haze of lottery tickets that makes you feel genius every time you take one down and keep a little more magic for the rest of the trip than your last encounter with the same guy.
And in comparison to how grinding is often characterized as a boring chore-like task, I think playing this game is way closer to exhausting - you can do a good run, and do another, and then lose to a Skeleton you've already defeated 10 times and now half your gold is gone. You probably haven't even made it halfway to the level you want yet! But for every moment of flighty confusion, there's also a moment where you get to level 3, gain heal, and kill the first slime you see in one hit.

and that's how they get you

Random encounters are most frequently characterized as one of those unsavory bits of RPG we chop off, but playing this helped click into place how much texture can be applied to identical floor tiles simply by the difference in looming threat. The invisible encounter sheet constantly shifting under your feet giving cool and hostile sensation to each step, and when you realize you can kill something that once scared you off, the level design changes. Reinforces the process of seamless non-linear exploration with an information game unique to the format - a grind made engaging by the real question being where to even grind in the first place. This is an RPG with no vestigial limbs. Every single part of an RPG you've questioned the integral elements of is present working in perfect harmony with each other; last year, I found myself actively frustrated playing a newly released turn-based RPG in which the mindlessness of each individual encounter serves no purpose. Without long-term resource management, of course random encounters are boring! Or, in contrast to RPGs where levels feel like guided progress, here, lower level enemies to begin to run away, breaking the consistency of previously successful sources of experience and gold. Now, with every moment of newly found strength matched by a push out of my comfort zone, I'm like "ohhh i get it now"

and they got me

This is all coming from a relatively young person's perspective (i turned 22 around when i wrote most of this happy birthday me :D ), so there's this tough balance to reach when it comes to simultaneously embracing that sometimes, traits of oldness are endearing to me, and making sure I don't sound like I am looking down on something, or it's a novelty.
In the past few months, I ended up playing a bunch of games from the mid-late 2000s, and it was easy to lose yourself in a sea of fifteen year old Gamefaqs threads, and chat with people just a bit older than me who experienced all these things organically in their childhood. Especially due to growing up with games from the same era, it was easy for me to imagine myself playing these as a kid, wondering how this could've effected me sooner. Dragon Quest on the contrast is for a bit older of a generation than me, especially with some of its strongest cultural imprint existing beyond language barrier. I played this alongside someone close to me - we honestly couldn't stop gushing to each other about how satisfying the sleuthing was as we kept a million notes marked down. There's a great moment in which a secret that's visibly hinted to you in one of the last towns has an equivalent but invisible secret in one of the first towns; this is one of the oldest games I've played with a strong design language. Things like this got us close to that ideal you hear of pen and paper hint tracking. Eventually, it became natural to feel like playing the game like this was making me fall into the past footsteps of someone else; it's hard not to romanticize it like we were 2 little kids playing the game lit by nothing but the humming static of a CRT. And even though I've literally known people not even a decade older than me that grew up with this game, it's immersing myself in a distinctly different time-frame from usual that makes that era feel so far away. It's that solidarity with a perspective just out of reach that starts positively haunting the game with the ghost of lived experience.

Cannot support a game that glamorizes not tipping

Metal Gear Solid 2 is one of the most bombastic and epic in scale games to actually utilize the medium to its fullest extent. So many of the characters, set pieces, and utterly insane scenarios this game showed me are inevitably going to stick in my mind for years. I think this game more than earns its status as a masterpiece and I can't wait to play it again in the future, as I think there are so many layers here that will become clearer among more playthroughs.

After years of mastering Mario Kart 8, Double Dash kicked my ass into the dirt and demanded I improve my playing even more. This game is much more punishing, but there's a lot to be said for the charm of this more chaotic Mario Kart experience, and I adored my time getting to know each of these tracks and slowly getting better and better. (Played with my girlfriend <3)