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The Devil May Cry format, set up as a rhythm game - and while its not uncommon for the game to fail you for QTEs, the real magic lies in how Hi Fi ties every aspect of the game to the beat. Encouraging (instead of strictly requiring) rhythm promotes a groove within players, a sense that with every action they take they are jamming along with the game - achieving a potent and unbelievably addictive sense of flow when synchronized.

Frankly, I think Hi Fi’s aesthetic would otherwise be a liability for me. Garish color palettes, generic and undiverse enemy design, even the music selection is not my favorite. The supreme, engrossing nature of the combat puts me on a wavelength that elevates every other aspect of the game, I can forgive significant holes in the character writing because I am actually, literally vibing. Any mission thats mostly a gauntlet of enemies is a great time - the opposite of how I usually feel about the genre.

"I often think about that old metaphor, the one that says we are all islands on a wide sea. Especially these days, now that things are more difficult than before and the world appears to be harsher than we once imagined it to be. We are all like islands, the philosopher said. Perhaps it's true. Yet I cannot help but remember an older saying, scratched on a cave wall somewhere by a long-forgotten prophet: in the end, the sea will claim everything."

If you've read any of my recent reviews lately, you might be able to tell that I've sort of been in a pickle. I've felt a bit restless yet exhausted trying out different things only for nothing to seemingly stick; Deus Ex is always just a bit too much for my tired mind after a long day at work (and I suck at stealth), Skies of Arcadia looks and sounds so cool but right now it feels a bit too drawn-out for my fickle being, Muv-Luv is filled with these loud characters that seem to just act at their own whim, the older Ys games I've tried have been pretty fun but haven't lived up to Origin or Lacrimosa of Dana, and party game weekend was lightning in a bottle that quite frankly, I'm not sure I really ever want to go through or attempt to capture again. And it makes me wonder, where I went wrong to make gaming feel less like a hobby and more like a chore. But playing through Root Film recently got me thinking that maybe, I should just go back to the classics for a bit.

I don't usually take the time to replay older games I've enjoyed. My backlog is bursting with titles (and only gets larger when my friends dig up yet another dusty title that they played back in the day), and I'd like to think I'm past those days of mindlessly comboing CPUs in Rivals of Aether to instrumental music. And even if I were to revisit some favorites, point and clicks don't tend to fall on that list; they're great for a quick fix of adventure and simple puzzle solving, and you move on with your day, never to play it again because you've seen it all. That said, The Sea Will Claim Everything continues to stand out in my memory, so... why not revisit it to find out why?

This is probably one of the harder reviews that I have had to write; I can usually pin down exactly why I like or dislike certain games due to specific gameplay elements and features, and as such most of my reviews tend to be more mechanically focused. But how do you even begin describing a game like The Sea Will Claim Everything? It is about as barebones as a point and click adventure game can get. There's no dragging items to and from an inventory for interaction; the usual motley of "verbs" for interacting with objects have been replaced with 4 buttons describing the human senses. Most of the game involves clicking and reading text with no voice acting or animations, and many of the "puzzles" could be simplified as straight fetch quests. And finally, there really aren't any forced "gameplay" execution tests to be found here; what you see is what you get.

And yet, I am confident that this is still the most distinct point and click adventure game I've ever played. The game will outright start by telling you that time behaves differently in the Land of Dream; it warns you that if you try to interact with things at a similar pace to our world, you might find the whole experience outright unpleasant. So take your time and just soak in the moment, observing all you see and can click on. And it's absolutely worthwhile to do so; embedded in the game are tons of silly references, jokes, narratives, flights of fancy, and much more. The game walks this tightrope between being too other-worldly versus being too rooted in reality, but it just understands how to capture its wistfulness well without feeling too heavy. It's not afraid to break the fourth wall every now and then alongside its philosophical tangents, but it's also subtly daring in how it tightly constructs its surrealist world with so many varied and colorful locations and individuals. There's a lot to unpack from speaking with everyone in this evocative and unfamiliar world, and plenty of bright and whimsical moments to be found alongside the pangs of yesterday. And despite this world feeling so unknown, it's deeply humanizing in how it emphasizes connection and reminds us all that there is so much we share despite our differences. It's such a mood that I've never quite experienced to this extent in any point and click adventure game I've ever played, and maybe any video game I've played to this day.

Fun fact by the way, did you know that this is written by Jonas Kyratzes, one of the writers of the Talos Principle? Or that Chris Christodoulou, the composer of the Risk of Rain soundtracks, handled the music for this game? I only just found out about this now, but it's such an interesting collaboration between two greats that have handled such different works in video games. (Go check out Jonas Kyratzes' other works by the way, they're all just as strange and as fascinating as this one!)

So I'm left with not enough words and not enough time to really decipher exactly how to put it all down. The fanciful hand drawn graphics, the contemplative tinkering background tunes, the flurry of silly jokes and references scattered across the dreamy landscapes, and the messages sent and felt through the window; it all comes together almost seamlessly and I can't imagine how it would play out any other way. You just have to experience this for yourself to really capture an understanding for what makes this seemingly innocent title so powerful. It's fantastical yet familiar, simple yet layered, and nostalgic yet unafraid of the future. I think we could all learn something from The Sea Will Claim Everything, in that it never forgets to emphasize how important it is to enjoy the now and then; I sure know I won't be forgetting about this anytime soon.

Absolutely great setup for this kind of game. There is an infinite amount of creative situations that the Nonary Games' setup allows for, and the rest of the game doesn't disappoint. It is extremely rare to find a mystery this well-crafted. I managed to actually just straight-up anticipate certain reveals without them being obvious at all, that's the mark of really consistent writing imo. Also the escape rooms are really fun. I think there's a couple of minor issues (text speed is way too slow, some of the number-related twists at the very end are a little goofy and i feel like getting the true ending without looking it up would be pretty rough) but yeah this is a really good game. NieR Automata if it was good fr fr

Played this when I was a teenager and was sick with a fever for like a week. Honestly this time around it wasn't as fun. It's not a bad game but I also don't think it's great. The writing and voice acting definitely prop it up out of the mud. And have to give it credit for giving us a great anti-hero way back when. Now it's such a treat to hear our boy Simon Templeton when he talks to Raziel. "Ohhh it's him."

1/5 of "BC relives his teen years and plays all of LoK"

some of the best voice acting in the medium of videojames.
the gameplay is not as good as the story being told and that really is such a shame, Vae Victus.

It's still good, but having F2nd as a starting point for this series really spoiled me. There's several songs I adore in here, but most of it is just okay. The Nyan Cat song can't save this setlist for me, I'm afraid. At the very least, they're all fun to play. I appreciate the Diva Room stuff as a distraction for when I'm feeling burnt out on the rhythm game, but I don't ever want to play a virtual rendition of rock-paper-scissors ever again. Whoever thought it was okay to give that minigame a best 3-of-5 win condition was off their rocker.

I mean, why not? When Nobunaga ruled part of Japan, and was asked for his reasoning to go after the rest, he simply went "because it's there". I'm pretty sure he said that, I was alive for it. It was essentially the same mindset I had with finishing the Advance Collection.

Known as "Vampire's Kiss" for our PALs, "Dracula X" could only be assumed to be meant as "Dracula's Hug" rather than some attempt at the 2Xtreme movement of the 90s. You see, because in here Dracula gives you a nice little hug and a peck on the cheek, all before he kicks you down a hole in his dilapidated humble abode. It makes one wonder why Dracula would even bother with floors in general when he's more than capable of flying everywhere, especially if he's already figured out that the best defense against Belmonts is to simply either make them walk up stairs, or dare them to hop with their cement-infused boots across magical levitating platforms. Where these platforms are coming from is a mystery, but I assume it's where all those holes in Dracula's throne room came from, or perhaps that's the origin of all the gaps in the grand hallway where one slip up means Richter falling into an alternate stage that denies him the ability to rescue Maria's now completely useless ass.

"Wow, thanks Richter! Good luck on your quest, I'll make my way out now."

Bitch.

It's really intriguing how a final boss fight can completely overtake discussion, and it's quite telling what the legacy of the Dracula's Smooch version of the climactic finale leaves behind when there exists an entire guide on GameFAQs dedicated to it. A useful one at that. Part of me wishes the Game Gear version of Sonic 2 would have something like that for it's first boss, but I guess there's not much to be helped there beyond "I sure hope the balls don't hit me". To say that the fight with Dracula X is a slog would be shorting it a few hundred didgeridoos, because man I could've made some tasty pancakes in the time it took trying to wait out his ass to get into an advantageous position to hit his godawful hitbox along the pillar system he installed in his throne room prior to him calling in an assist from Devil Kazuya. Kaiser Sigma from X3 would puke at all the times I uselessly cracked my whip across Dracula X's forehead and had it not register, because Konami designed this game from the ground up with anti-blockbuster rental countermeasures instead of waiting for it to come out to us, thus destroying all potential goodwill it could have found as a demake later during the age of emulation, with an audience less upset at being bamboozled out of a more faithful and less mean-spirited retelling of the beloved PC Engine classic. Instead, Switch owners will be annoyed they have to deal with this while Requiem continues chilling as a PS4 exclusive nearly six years later.

Baffling, though not quite as baffling as the censorship where they kept the blood on the title screen, but got rid of Death's Mortal Kombat Deception-style Hara Kiri where he decapitates himself with his own scythe, meanwhile Richter in our version apparently explodes into a pile of flour for Dracula X to make his cookies from.

What cookie would Richter be? Puzzling...

My opinion was ever so slightly improved from forcing myself to replay this for completion-sake, but the most heartwarming thing I get out of Dracula's Kiss personally is seeing the font used at the bottom of the title screen for the copyright, and being reminded of a childhood banger in Konami's Biker Mice From Mars which uses the same thing, so I guess I'll go play that now instead. Ciao.

Finished Sonic World. This is a showcase for what Sonic Adventure could have been on the SEGA Saturn. This is proof that the Nights engine was truly capable of doing beautiful 3D environments with little performance issues. This is a proof of concept that could have been dismissed, but kept as a bonus for Sonic fans wanting a full 3D adventure. This is Sonic Team bringing new SEGA fans into the series with 4 classic games. This is...Sonic Jam!

Pretty solid even if you don't understand Japanese. I think the combat is pretty enjoyable and if it was localized would draw more people in but the story being spread across multiple movies doesn't really help 💀. I think exploration is less of a focus in this game and it feels way less interconnected than previous games due to the time travel aspect. Ultimately, it's a fun experience but I think it lacks in the sheer volume of content as it's predecessors especially in terms of, again, exploration but is still a meaty experience WITH the dlc.

Basically all of what I liked about the first one but iterated on more. Basically feels like a more confident, bigger version of the first game that I also liked. Pretty Good.