If I'm being honest, Simon's Quest isn't that bad. There are really only two major moments where I had to look up a guide, which was surprising. Unsurprisingly, both moments were caused due to the game's poor translation. There was no way for me to know that the holy water broke certain blocks, or that crouching activated the magic crystals. Once I know that those were two elements of the game, I was able to intuit when and where to use them, which is proof to me that Castlevania II isn't as bad as it's made out to be.

Castlevania is a stone cold classic. While simple in comparison to it's successors, this first entry has come out fully formed in the series' main appeal.

The game peaks in stage 6, especially in the hallway before the Death fight. The combination of medusa heads and axe knights creates an incredibly dynamic encounter that was always engaging to fight through.

Pikmin 4 has successfully achieved mass appeal. It's the most successful Pikmin game by far, and I'm glad that this series is finally getting the recognition it deserves! It just isn't the series I fell in love with anymore, so to speak.

Sorry for being dramatic, but I'm just being honest. Even though I did enjoy my time with Pikmin 4, almost none of it has stuck with me post credits. We've gone full 3D collectathon, a long 30 hour string of small dopamine hits and fun references. Once that dopamine made its way out of my system, I haven't given it much thought.

I remember this one being better?

Pikmin 3 still has a lot of things that I really enjoy. For one, I love the rock Pikmin, an absolutely stupid design that I can't help but adore. Also, the design has fully focused on one of the halves from Pikmin 2. Pikmin 3 is completely about expanding upon the surface gameplay from 2, but now you have access to 3 captains.

There are a few things holding this back. Firstly, the game is oppressively linear. Progression in Pikmin 3 is made through reaching an area's boss which happens the same way every time you play the game. Secondly, Pikmin 3 is near frictionless. The game is extremely easy, in no small part due to the new lock on that the Switch version has added to the game's detriment.

That leads me to my core thesis. In Pikmin 3, good time management is no longer a necessity, it's an ideal. A player can play Pikmin 3 at a relaxed pace due to the pseudo day limit, or one can attempt to collect all the fruits in the shortest time possible. This isn't a bad thing! Sometimes a series changes it's target audience, and I'm glad that this eventually paid off.

I really love how cruel Pikmin 2 can be. If the player isn't paying attention, the majority of your squad can die in an instant. It's downright hilarious at points. I remember one cave's gimmick, where the entire challenge was dodging a seemingly endless onslaught of bomb rocks.

However, I think Pikmin 2 is split between two different identities. On the surface, the game is about multitasking, using the new second captain to split your work more effectively. The caves in contrast limit your Pikmin and turn up the heat on the challenge. This made the game feel dissonant, where the development in one half felt irrelevant in the other. I never split work between Olimar and Louie underground, and the above ground segments were never very challenging.

That being said, Pikmin 2 has stuck in my mind ever since I beat it. Despite it's flaws, I found the game consistently engaging and I'm excited to play the game again sometime in the future.

I remember this game feeling distinctly threatening to me when I was young. I wasn't used to making precise movements under pressure with the Wii pointer so things were rough for 8 year old me.

I think because of that history though I've grown very fond of Pikmin 1. I love the atmosphere, how the game is willing to only use ideas once, and how it encourages multiple playthroughs.

Playing through it again without any form of motion control, I've also found myself in love with controlling the Pikmin themselves. They're distinctly clumsy and disobedient, and the game uses that friction brilliantly. Managing your Pikmin is like herding cats, and the frustration that causes? That's where the soul is, the soul in the code!

My admiration for Pikmin 1 grows each time I replay it.


Oh hell yeah Gravity Circuit owns dude. I need more games to take influence from Zero in X4 please.

It's overall an extremely well done package, but for whatever reason it didn't fully come together in the end like the best of it's genre. I honestly don't know why? Maybe there is more soul in those terrible X4 cutscenes than people would like to admit.

masochism (noun)
mas·​och·​ism
: pleasure in being abused or dominated : a taste for suffering

A couple of months ago, I went on the first vacation I've been on in a few years. I've been too busy with work or school to take the time off and travel. Since I was itching to play DMC3 on it's higher difficulties for the first time, I downloaded the HD collection on my laptop and chewed through a complete playthough over the week.

So much of this game's qualities were heightened over this playthrough. The arsenal still stands as one of the greatest of all time in variety and depth. The enemies are extremely unique, creating a good balance between combo fodder and more specific threats. The levels often put Dante in strange and uncomfortable positions during combat. Forcing the player to consider methods of play that may not seem natural.

I came home, playthrough finished, ready to dive into Vergil, bloody palace, rank hunting, difficulty scaling, to really take this game for everything it is on my PC.

The DMC HD collection doesn't support cloud saves.

I'm not even mad.

I find it fun to play devil's advocate in discussions about art. I like trying to see the good in a piece that's consistently criticized, and vice versa.

I'm not committed to the bit enough to go up against Shadow of the Colossus though, are you kidding me? I'm not stupid enough to go up against that! It's Shadow of the Colossus!

Mascot horror gets a lot of criticism for good reason; most of the games in the genre are pretty bad! You can't convince me that Garten of Banban isn't a deep satire of the entire genre and indie game development as a whole! I refuse!

Small rant aside, My Friendly Neighborhood is a solid title that really knows what it wants to be. It's charming, the puzzles are welcome, and on higher difficulties it actually requires thought out resource management.

Is it scary? Not really, but then again how could it be? I think having a hard edge like that would go against the game's core conceit. Sometimes it's better to wear your heart on your sleeve.

Oh hell yeah!
The movement? Incredible.
The level design? Sublime.
The Combat?

I'm gonna keep coming back to this one every once in a while for a speedrun. Good times all round.

No More Heroes III is kept on a razor's edge between absurdism and mundanity. There are frequent, extreme tonal shifts and style changes. However, most of the game is spent fighting the same batch of enemies in the same batch of arenas.

Load a fight.
Kill the enemies.
Drive to another fight.
Find a generic collectable along the way for a dopamine hit.
Load a fight.
Kill the enemies.
Enter the boss fight.
Watch a cutscene about the conventions of role playing games.
Serialized TV outro.
Netflix.
Miike.
No More Heroes III.
Is it all worth it?

A lot of people have really strong criticism of Kiwami, that I can't really confirm or deny. I haven't played the original Yakuza (or Yakuza 2 for that matter), so I can only view Kiwami within it's own context.

It's fine! I like Kiryu, I like how he feels to play. I enjoyed the story well enough. It just didn't wow me like 0 did, and I felt the unique systems for Kiwami (Majima everywhere, Kiwami actions) were really annoying.