449 Reviews liked by GhidorahGangGo


I didn't think you could fuck these games up but I've been proven wrong

Probably a 2/5 if you have skill issue.

A sequel to a game that never warranted one. No More Heroes 2 is a decent title in its own right, as the hack-n-slash combat still feels pretty good. However, it feels more flawed than the original game (whereas it should've been a step-up), and the story itself feels a little too in-your-face with its characterizations in lieu of a profound narrative.

Still, there's a lot to appreciate, such as the great soundtrack, unique boss designs, and it overall bares some of that blazing style that Grasshopper Manufacture is known for.

Final boss so bad i watched the ending cutscene on youtube

This game is damn near perfect. With each character having completely different movesets as well as being so deep in mechanics capcom was truly flexing their skills. The weapons, costumes, music, in game mechanics and just everything with the game, shows that KT can do so much more but choose not to.

Going to pick it back up once the final act drops. So far made it to 4-2. My hands hurt so much...

...Played a lot more since then. I don't know folks, this looking dangerously like a GOAT.

If you complain about the Marauder you can get out of my goddamn face

100% completion of both american and european versions on my old PSN account, last December I got the platinum for the european version on my new account!
I really love this game, it really is a hidden gem and sometimes I enjoy playing it again from time to time

What if we made the greatest game on the playstation -some fuck at konami

This is such an insanely fun game with an insanely killer atmosphere! I love the crumbling castles and unique enemies. The platforming is so tight and the amount of freedom you have to explore around the way you wish is great. Early on, you feel like you're wandering aimlessly, but as you explore more and circle back, you start to form a kind of mental map in your head of the general location of some rooms. I love how you can get around puzzles and rooms, many times without the "intended" power up, just with the powerups on hand and your own skill. It's so cathartic. The final boss fight is also a joy to fight. I love this game!

I'm happy that Western audiences came around to liking Dragon Quest... even if it felt late a lot of the time, it was nice to see people get behind this game. It's a really good game, too, a big, fun, and realized Dragon Quest world that I'll come back to sometime. It's regrettable to think about how this is the last true Dragon Quest game now... but thanks for everything. We'll be back.

My second Dragon Quest after 11 and I liked it at least as much, if not a little more. I really liked the style, especially the character designs are top notch. I also really liked the melancholic mood, which is emphasized by the music. Then there's the very fairytale-like narrative, which was quite classic but always motivating. I was glad to have played the 3DS version, as it didn't have any random encounters so you could run through the world in a very relaxed way. I only had to grind once just before the final boss, otherwise the balancing and pacing were very good. All in all, my favorite DQ so far. Oh yes, and the photo feature on the 3DS was great fun, I took lots of little pictures :D

Fucking horrible writing and cast (maybe the state of the translation) but holy shit is this one of my favorite action games ever. Tales walking away from how expansive and open-ended this combat system is one may be kusoge's greatest loss.

How to surpass 11 years’ worth of expectations in one fell swoop. Newcomers to this series are doubtlessly fortunate to not have to go through several of Erikson’s life stages before they can try DMC5 now, but I think it’ll always be harder to appreciate what an achievement this game is if you weren’t subject to the gargantuan wait for it. For this to exist at all is one thing, but to have ended up being the peak of not just its franchise but arguably its genre in so many ways after all that time is something else entirely.

All four of the main characters are drowning in so many unique mechanics that no amount of text really does them justice, but don’t mistake that for bloat or a lack of focus, because it’s anything but. Nero’s new caveman-like attacks and exploding Devil Breakers hones in on his reckless punky attitude and fleshes out his combat options in a way that finally makes him feel like a worthy heir to his uncle, while also helping him step out of his shadow – talk about ludowudo-whatever harmony. Vergil’s revamped Concentration meter, plethora of just frames and seamless weaving in and out of Sin Devil Trigger at no cost if you time it right feels like the fullest realisation yet of the devilishly precise fighting style that originally made him so popular. V’s characterisation as a squishy wizard differentiates him from other action games that have you fiddling about with multiple characters at once. Dante is Dante, no explanation required, but I will say that I hope Quadruple S does for modern action games what instant weapon switching did for them 20 odd years ago – you can’t help but wonder why every game with a ranking system doesn’t actively integrate it into the gameplay itself like this.

All these options wouldn’t mean much if the game around them wasn’t engaging, so it helps that the level design of DMC5 is staggeringly less obnoxious than all of its predecessors. One level might have you in a giant lift that collapses if you don’t kill the enemies on it quickly enough, revealing an alternate path through the level if it falls as opposed to making you start the challenge from scratch. Another presents you with some brief platforming challenges and doors that are about to shut on either end of them, encouraging you to make a quick decision about which way to go but not punishing you too harshly if you decide to take the path of least resistance. One even has a series of optional, demonic skating parks you can make your way through in multiple ways thanks to Nero’s obscene aerial mobility. The interconnected structure of the previous games’ levels has been shed, and yet, the levels have more ways to progress through them than ever; even the obligatory pick-up-this-item-and-put-it-here “puzzles” feel less egregious now that you can usually tackle them in different orders. A superb trade off for the dice boards and rotating towers of this world, to be sure; it's unfortunate that what's so clearly a series best in this regard is commonly written off for no reason other than that some of the levels look vaguely similar if you squint a bit.

This is true of the enemy design, too. Front to back, DMC5 has the most consistently non-annoying enemy roster in the franchise. No clipping through walls, no long periods of invulnerability that can’t be exploited, just every property of the combat system being stretched to the fullest in ways that feel 100% natural. My favourites are the two that get superarmour or teleport away if you launch them, and picking what moves to use against them becomes even more of a brain teaser when they’re accompanied by other types, who are varyingly more susceptible to being stunned or the hidden fear status effect or clashing with their sword or guard breaks or staying in the air or any number of other under-the-hood tools you have to experiment with. Between the campaign, Bloody Palace and remixed enemy placements on higher difficulties, I don’t think there’s any two enemies that aren’t fought together at some point. Not a single ounce of potential is wasted. The most capital G of gamers might feel that enemies could stand to be more aggressive or have more anti-air options to bring your fancy jump cancels to an end, but I don’t care who you are, because you have absolutely been killed by a stray Riot or Judecca at least once.

Similar credit goes to the bosses, among whom there are miraculously no misfires. Gilgamesh might seem to be on the weaker end until you remember that this is the same series in which Arkham, the Saviour, Nightmare 3 and all of DMC2 exist, after which you suddenly realise he’s either inoffensive at worst or actually quite cool. My favourite is Cavaliere, in part because the first and last of these sword clashes sent my dopamine centre soaring to new heights and it’s all downhill for me from here.

He or any other boss in DMC5 would be a standout if you drag and dropped them into most other action games, and the only reason they’re arguably not in DMC5 itself is because they in turn exist alongside Vergil. I used to prefer his DMC3 iteration – he didn’t define an entire archetype of boss fights for no reason – but as I’ve played this more and more, I realise there’s really no comparison between the two unless you put a lot of stock in presentation. There are more ways to attack, defend yourself from, clash or just generally interact with DMC5’s Vergil than in every previous appearance of his combined, down to him responding to your taunts or commenting on your performance. This isn’t to suggest that more is always better, but the key strength of Vergil has always been that he felt almost like fighting another player, and all these layers upon layers of extra mechanics go huge lengths towards simulating that.

The best games tend to be more than the sum of their parts, so it helps that every other aspect of DMC5 is about as strong as how it plays. The art direction is HUGELY undersold, juggling the weird bio-Gothic architecture of the Qliphoth with the most overtly horror enemies since DMC1 and westernised photorealism, marrying it all into a single oddly cohesive package. Bingo Morihashi ᴵ'ᵐ ˢᵒʳʳʸ ᴵ ᵈᶦˢᵖᵃʳᵃᵍᵉᵈ ʸᵒᵘʳ ʷᵒʳᵏ ᶦⁿ ᵃ ʸᵒᵘᵗᵘᵇᵉ ᶜᵒᵐᵐᵉⁿᵗ ˡᶦᵏᵉ ᵗʰʳᵉᵉ ʸᵉᵃʳˢ ᵃᵍᵒ reconciles the series’ trademark themes of family with a metanarrative about leaving red man vs. blue man behind us in ways that cement Nero as just as legendary as either of them. You already know what the soundtrack’s like, but you probably never noticed how underrated Unwavering Bravery is, so listen to that.

As per Dragon’s Dogma 2’s recent announcement, we’re at most a few years away from video games becoming a solved medium, but DMC5 should by no means be seen as just a pit stop on the way there. You can tell Itsuno threatened to quit if Capcom’s higher ups didn’t let him carry out this game exactly the way he wanted, because every last iota of it oozes passion both for the series itself and everyone who's ever worked on it. Dante has a taunt sourced from a Kamiya tweet, and if that isn’t love, what is?

“DMC is back,” and it’s such a satisfying outing that I don’t mind if it never is again.