598 reviews liked by GirlNamedYou


almost wrote this off because it looked a bit wholesome games baitish and i'm not into that generally but i'm glad i gave this a go. it was very charming and sweet without being in an annoying way.

enjoyed the progression of the three cases as they not only increased in complexity (not a ton, obviously) with the mysteries involved but also added little touches to the gameplay itself too. the scooter in case 3 also getting a little THPS styled mini-game was a treat.

would absolutely play another one of these or something like it.

Check it out, it's 14-year-old me with a GameBoy Advance speaker pressed against his ear canal, mouth open while he pipes the most goopy-ass version of Scrap Brain Zone directly into his skull.

You can add Sonic Advance to the growing pile of reviews where I state, "I haven't played this since it came out." It's in good company, the Burger King Trilogy is in there. It's been so long that abandoning my previously held opinions on Sonic Advance and going in with no expectations was easy enough, though I did assume the consensus from my mutuals would be that Advance is among the best and most cherished of Sonic's handheld outings only to find it's pulled around a 3/5 average. A little surprising considering some of those mutuals think more highly of Sonic than I do, but now that I've closed the 20+ year gap... yeah, 3/5 seems about right!

Congratulations to Sonic Advance, because that practically makes it the best "traditional" handheld Sonic I've played.

Like the Game Gear games, Sonic Advance doesn't match the pace and feel of the Genesis titles, but the better hardware does allow for a much closer approximation, one that's pleasant enough in hand and which is only noticeably off to the kinds of people who are entirely too invested in this stuff. Like me. I just bought another copy of Sonic Mania, I'm up to five now, so I'd like to think I'm qualified enough to say that the way Sonic and his friend make contact with destructible objects and how they bounce off them doesn't quite pass the sniff test with me but it hardly ruins the game.

In fact, Sonic's physics feel perfectly in place with the way levels are designed, and that's really the most important thing. For the most part, stage design is pretty good. There's a nice mix of platforming and speed and plenty of routes that are made or less accessible depending on who you play as. The game does completely hit a wall and burn most of its good will by the time you get to Angel Island, though. The introduction of numerous bottomless pits, many of which the level directly funnels you into, is aggravating, and it's a problem that persists into the two single act zones that follow.

Also, not a fan of Amy. Dislike playing as her immensely. She felt bad in Adventure and she feels even worse here. These zones aren't improved by shafting you with a character that has a lower speed cap and movement abilities that purposefully feel bad. I'm sure there's some lunatic out there waiting in the wings who has dedicated a significant portion of their time to perfecting Amy's tech and will insist that it's not the game, it's the player. I don't care, I'm putting Amy in the contraption now.

Despite Sonic Advance's sloppy end game, I was pleasantly surprised with it overall, and that maybe says more about my insanely low expectations for a handheld Sonic than it does the game itself. Uh, end of review.

Nothing on display here in terms of gameplay is exactly novel or impressive or even what the average gamer would consider "good video games", but it is a pretty polished and cute Wario World x Live A Live-style collection of miniature cinematic-ish gameplay experiences for young children who really like Princess Peach, or idk, just wanna play as a princess doing a bunch of cool shit in general. Don't really feel like there's a whole lot of learned skill expression to squeeze out of the experience; most levels kinda play themselves, and that's almost certainly by design. It's far from what *I* would want out of a Princess Peach game, but I'd say next to Super Princess Peach it's a step in the right direction, at least if you just want Peach's games to stand out from other Nintendo fare.

The swordfighter levels are like a baby version of Bayonetta, with its own little fucked up witch time and all -- super cute, loved 'em. The ninja level had really great music that caught me way the fuck off guard, did not expect a few of the tracks to be such bops in general, especially since a lot of the other music can feel generic to an almost grating extent. Mermaid levels were really cute and interesting for what they were; detective levels had me snoozing for real, but I guess you need to have babies not getting stuck, since as far as I can tell all the non-basement levels are required to beat the game.

Really wish the overworld dress up options weren't so lame!! Like the unlockable patterns are def cute, but feels like a big missed opportunity after all of Peach's lil outfits in Odyssey's post-game to just stick to her normal dress when she's not in one of the level-specific costumes (though I only made it like halfway through the game, so maybe it gets better later). Also my cat really hated all the loud ass buzzer noises between loading screens, if I still did scores I'd take off at least half a star for that...

As far as if this game deserves to be $60 or whatever they charge these days, honestly idfk. I don't buy Nintendo games, I simply "borrow" them from "friends", but for once I could honestly see adults who played this game as a kid being nostalgic for this game in 20 years in the same way a lot of current adults are overly sentimental about games like Luigi's Mansion or Yoshi's Story nowadays. There's def a bit of a focus-tested vibe to it, but I also wouldn't consider it devoid of artistic passion -- in a way Showtime feels more creatively ambitious than something like Super Mario Wonder, despite the former's far tighter scope and budget. Kinda shitty that Nintendo felt the need to bury the fact Good-Feel were the devs inside of the game's credits, it's not like they're Arzest or whatever. Good-Feel is basically just a lesser Treasure, if they were like, forced at gunpoint to only do Mario adjacent spin-offs.

Anyways, I had the day off, so decided to spend the afternoon playing this while my cat took a nap on my chest; also I kinda feel a general sense of duty to check out games where Nintendo is trying to market to the girlies. Probs not gonna bother finishing unless I get the sick urge to do so cuz it's def on the babier side of Nintendo stuff -- I could feel myself slipping away as early as the first world lol -- and I told myself I'd actually keep playing Pentiment this weekend (also the last Good-Feel developed title I actually bothered completing was Wario Land Shake It when I was like, 16). It's pretty cute!! I like playing as princesses in video games!! But I'm sure Backloggd users will come up with some nefarious spins on why this game is actually a moral and game design travesty, can't wait to see the takes. <3

Crusader Kings 2 was shat out into the world about 12 years ago. By the time its successor came out it'd developed a reputation as a game that was barebones without any DLC but was a gripping and indepth time-abyss if you had most/all of it.

Crusader Kings 3 decides to iterate on its predecessor by being a game that's barebones without any DLC, and still barebones even with all the extortionately overpriced DLC.

It is an inevitability in first-party Paradox titles that the player will eventually stumble into a period of empty space where all they're doing is advancing time at 5x speed until some events pop up and let you do something. Even Stellaris, the game that most often has you actively doing things, tends to fall into it at some point.

CK3 is sadly the worst for it, in part due to numerous under-the-hood changes that at first seem beneficial but in reality seem drab. Paradox's approach this time round involves dissuading players from attempting to colour the map as in past games and instead focus on a small corner of the world - whether it be a kingdom or an Empire, they don't want you playing with adult colouring books this time.

Instead the focus this time is on roleplay and/or kingdom management, with hefty penalties to expansion and harsh limits on how much you as an individual can control directly before needing to shove things onto your vassals. The game, including its tutorials, not-so-subtly nudge you into grabbing hold of a title and clinging to it. New and reworked mechanics like culture/religion/councils/language and more with DLCs all add to this; the focus of this game is in finding a place and staying there.

Unfortunately this focus results in a lot of waiting, as almost all of the mechanics up above boil down to clicking a button and waiting for a scheme to resolve. The much-praised Tours & Tournaments and Royal Court DLCs are much the same despite their praise, simply offering you more buttons before the wait begins rather than just one. It's all rather at odds with the intent to make you more actively partake in your realm's management, because in practice it's all very passive.
Further dulling matters is that many events often boil down to very static, very predictable stat checks. Oh, someone's trying to murder your son - who is 9th in line to the throne and has more defects than limbs? It's just a passive intrigue and scheme power check. Duelling? Martial and Prowess stats.
Much of these additional stats like Prowess were added to make the game less binary, but given how they scale it's relatively easy to stack the deck in your favour unless you gimp yourself...

But even then, this game's biggest problem is that it's easy. Metagaming is no longer required to stack ridiculous bonuses in your court, especially given the relative prominence of random lowborn courtiers with insane stat spreads. CK3 tries its damndest to have consequences for this, but what use is a hit to your legitimacy when you can pump out children that're functionally immune to rebellion, assassination, or the perils of inbreeding?
The DLCs just make this worse, as most of them are nearly consequence-free. Tours & Tournaments is a series of easy resource/stat boosts for relatively low risk, Royal Court is the same and both of them make socializing so much easier. Northern Lords supercharges a lot of the northern factions, and-

You know, CK2 had a bit of a problem with Eurocentrism, to the point where most non-European factions needed a paid DLC to be playable. Even then, it was almost always the titular Crusader King nations/cultures that got all of the updates and boosts.

CK3 seemingly averts this by having everyone on the map be playable, but it doesn't take a genius to notice that the non-European factions feel distinctly undercooked. Muslims can't even observe Ramadan. As expected from a CK title, Paradox sell the fixes back to you via Fate of Iberia and Legacy of Persia, but even these feel half-hearted and empty compared to equivalent CK2 packs. Go even further East and it's like wading into unfinished content.

I think what really broke this game for me is the lack of impact anything has. The first time a council member blackmails you with your own incest/kinslaying, it seems like a grand obstacle to be surmounted, but oftentimes it's a total non-issue. In my most recent game, everyone and their mum tried to expose me for pulling a Habsburg on my bloodline, but the end result was a few minor opinion penalties that were easily swept away by holding a Grand Wedding. It feels a lot like playing a mod for CK2 that's perpetually in beta; wowed by all the options available until they fire and you realize that you've functionally just skipped a stone across bathwater.

...Also I realized halfway into my conquest of Britannia as the Irish that the devs had forced a Legitimacy mechanic on me and that I couldn't meaningfully engage with it without forking out money for the recent Legends Of The Dead pack. Hurray!

The best way to experience this game is to read people's (probably made up) campaign stories on Reddit, for much of this game's remaining appeal is in doing stupid shit like banging the pope, and for once that's attainable without touching the game.

It's been four years and CK3 still feels as hollow and unfulfilling as it did when it came out.

I'm not sure what's more insane, the fact that this was pretty much Naganuma's first soundtrack or the fact that he hasn't really done much after this came out. But everyone already knows how much of a stylistic gem Jet Set Radio is, so instead I'll go into some of the lesser appreciated details that makes it a great game and try to keep my humming the bassline to a minimum. It's a game that sucks until you're good at it, which is probably the best kind of game there is. It's a real shame that the definition of "intuitive" has switched to "stuff that I get instantly" from "stuff I can pick up on easily," because I much prefer the latter. I really don't want to know everything right off that bat- the act of learning how to do things is what I'm interested in, and is one of the biggest reasons why I like video games as a medium in the first place. Jet Set Radio's rival encounters aren't only an engaging way to make you feel like you're expanding the size of your gang but also a clever method of cluing you in to shortcuts and tricks that you might not have figured out yourself. It's really fulfilling to observe them in a contained setting and then try them out in a real mission, and it's also exactly how watching someone else skate would play out in real life. The maps are initially given to you in bits and pieces, making it satisfying to use your full mastery of the physics and controls during the final few missions which each contain a full map instead of just a section. DJ Professor K is also a particularly genius inclusion. He's great at establishing and then perpetuating the level of energy that the game requires, but more importantly narrates in an aggressively present tense, propping up the setting and your active role in the story in a way you really don't see that often. I like this game too much to do anything but gloss over its pretty glaring problems. The enemies and health system are underdeveloped (they're hazards more than enemies and most of the time your best option is just tanking damage), there's a decent amount of technical problems (there's zero difference between walls you can and can't wall run on), and one really misplaced flashback section (not to mention the lamest final boss ever conceived). By all accounts, it meets my definition of a flawed masterpiece. But who cares? ROCK THAT SHIT, HOMIE!

i dig the murky daze and heat waves of the first hotline miami, and how the small scope gives the story a kinda psychological drama vibe as we watch jacket go down the rabbit hole and lose touch with reality. the story is interesting as hell. however, i prefer hotline miami 2 in pretty much every other way, especially the soundtrack (horse steppin' aside). the beats here are almost... squeaky? i find it grating.

I don't ever wanna hear anyone ever say "Oh Redfall was pretty bad but not as bad as Gollum or that King Kong game", mf this game is worse then both of them and I've played all 3 so I know what I'm talking about.

Now is Gollum and Kong "objectively" worse than Redfall, yes; but I don't like viewing art in objective terms. So let me say it like this. Gollum and Kong were both made by smaller middle budget studios given a minuscule budget and an even smaller time frame to release said game. In the case of Kong it's just boring shovelware that somehow got popular on Twitter and Youtube, and in the case of Gollum it was the victim of a studio way too passionate and not nearly as talented giving an impossible task and as a result an interesting if not flawed idea turned into one of the biggest jokes of last year causing everyone at the studio to lose their jobs.

Redfall is neither of those. Redfall is scum. Redfall is the result of higher power taking a quick glance at popular trends and then tasking an extremely talented team to make something they're not trained or know how to make. So the game pretty much languishes in development hell for years causing the studio to bleed all that amazing talent from their past games, and then the higher powers decide they got cold feet and no longer want the game they asked the studio who knew nothing about this genre of game and know want them to make it like all their other games, unfortunately that's not how game development works and they were too far in to backtrack now and too much money had been sunk into it so now it has to be a patch work job where the devs need to work around the game they spent 3 years making in order to please the higher powers. Then the higher powers get bought out by an evil power hungry mega corporation and now Redfall is not just "a new game made by Arkane '' but rather "a new game/reason to buy an Xbox". It's now been put on a pedestal by Xbox and Bethesda executives as the next big AAA Xbox release and now the patchwork game that barely works and should've been canned years ago needs to match up to the high echelons of not just the studios past games but also a brand that is comprised of franchises like Halo, Gears of War, and Blinx The Time Sweeper.
So the game released and it's a complete disaster, not because it's a buggy barely functioning game, but also because it's a big fat load of shit.

As looter shooter go Redfall does pretty much nothing new with it's systems and mechanics that have been in-play since 2012, and as a FPS it's somehow worse than Prey 2017 which is funny since the guns in that game were better than Redfall's and that was one of Prey's biggest faults. Enemy variety is piss poor even after all the updates the AI is still dumb as shit. Missions and objectives try to do the usual Arkane immersive sim pick your own path style but since it's an open map and not handcrafted levels the mission designers can't go crazy with path ideas so as a result it's very bland and basic. Character are the most annoying "how do you do fellow kids" shit I've seen since the Saints Row Remake and it really didn't do the game any favorites that the character I picked was probably the most annoying one out of the lot. (Her tagline was The Telekinetic Threat in Student Debt :T) It probably also dosn't help that the story of the game is told not through cutscenes but rather through still framed of model with narration in the background, I've seen Xbox Live Arcade games with more unique cutscenes and animations then this what the fuck??????

Redfall is a products and I mean that in the most demeaning way imaginable. Almost every aspect this game has does nothing new and feels like a hollow attempt to ride the trends of other games while not understanding what made them good. I shit you not I genuinely think the Gollum vs Sméagol argument system is a more original and fun idea then anything in Redfall, yeah sure it didn't work properly and was kinda goofy but the idea for it showed the devs knew what they were working on and wanted to try something that was inline with Gollum as a character and it's a more original idea then anything in Redfall. By the end of Redfall during the final boss I had lost most if not all respect for the game, and then the game hit me with a basic enemy gauntlet and a final (press E to kill the final boss). After doing that and seeing the last cutscene deadass I was like this for the rest of the night My honest reaction.

I hate this game, it's everything I hate about the AAA gaming scene and it's borderline anti-art.

Fuck Redfall.

If you think about it, this game is technically the closest thing to a Don 3 (with SRK) with how different it is from the movie. I just beat this game while watching my friend stream the movie for the full immersive experience. And funny enough, today (Nov 2) is Shah Rukh Khan's 58th birthday. Happy birthday to the guy, I did this for you.

This has been a dream game of mine for so long and while it doesn't follow the story as accurately as I wanted it to, it's still really good on it's own and actually made the story more interesting and compelling not knowing if they will or won't when it comes to certain plot points. It's really cool seeing a lot of locations from the original game here and fleshed out. The amount of work and detail put into every tiny little corner of this world is astounding and never found myself getting bored even during the side quests. Lots of funny mandatory mini-games all throughout as well and more competently playable this time. This is definitely my game of the year, I still prefer the original FF7 but Rebirth is no doubt a huge step up from Remake in every conceivable way.

Thirty-five odd years ago, the first Metroid proved that game design wasn't an exact science. Corridors that led to nothing, rooms that looked identical, enemies that could damage you in loading zones. All horrible ideas, stuff that would end up making the game understandably impalatable to the modern tongue, but also important, essential, even, to characterizing a truly hostile world. Later entries in the series significantly neutered this feeling, creating environments that players weren't only comfortable traversing, but staying in for extended periods of time, meticulously collecting every health tank and missile upgrade. It seems apparent that trying to make something genuinely alien will always be at odds with "good" game design, which typically revolves around the familiar, the intuitive, and the satisfying, but it's still a shame that the original Metroid's vision never wound up fully realized.

Until now, that is, and from Adult Swim of all publishers. The Rain World mantra is simple: you don't belong here, this world owes you nothing, and it will give you nothing that you don't take for yourself. You probably won't beat this game, and you definitely won't get 100% map completion. You'll have to excuse the obvious hackery of mentioning both Metroid and Dark Souls in the same review, but it's enchanting the way a first playthrough of Dark Souls is enchanting. A world as harsh as it is beautiful, with the desire to learn more about it your only motivation through its crushing difficulty. But, by comparison, even Lordran offered more kindness. At least, there, stairs were built for your feet and ladders for your arms. There are no bonfires in the rain world, instead your only points of safety constrained, metallic cages, as if complete isolation from the outside world your only true protection from it. Play perfectly for an entire cycle and you still might die to something outside of your control, right before getting to the next shelter. That's bad game design, just like any unfair mechanic is, but Rain World has loftier ambitions than being a well-designed game. Traditionally, unkillable enemies exist to be defeated later in a cinematic, cathartic payoff, but here, predators never stop being terrifying. Neither do heights, neither does the open sky, and neither does rain. Terrain should subtly guide you to where you're supposed to go next, and entrances to new regions definitely shouldn't be unceremoniously hidden in plain sight. We wouldn't want players to miss something important, would we? My only nitpicks come from the few concessions to this mentality. Mainly, the map, which too often serves as a nondiegetic crutch for players to lean on. It's hard to imagine anyone being able to complete the game without it, but that really only reinforces my argument. What's less understandable is the inclusion of the yellow ghosts, which seemingly show up when you're playing badly in order to patronizingly point out food and enemies.

But assessing Rain World's flaws truly puts its monumental strengths into perspective. Because what's possibly more impressive than everything that went right is the sheer amount of things that could've gone wrong. The game could've used upgrades to create a concrete sense of progression, an artificial way to counteract being at the mercy of your environment. The experience could've been cheapened with side characters or a more explicit narrative. If the enemy AI was even slightly more predictable, or the creature design not consistently haunting, then the exhilaration of a chase would've been greatly diminished. If there wasn't an enormously deep bag of tricks to figure out, both regarding how the game works at large and what your character is capable of, then it wouldn't be able to require so much creativity in its minute problem-solving. Things might've gotten stale if every single region didn't have a distinct way to throw you even further out of your element. And none of this stuff would've mattered if each and every screen wasn't individually memorable in how it tests a specific part of your skills, and yet meticulously constructed to feel naturalistic. Locations effortlessly fit together to paint a world where you don't belong, but also one that you can conquer if you're clever, persistent, and lucky enough. As it stands now, Rain World is a supreme balancing act, its resounding success as improbable as the survival of a slugcat in the wild. Undoubtedly one of the premiere achievements of the generation, and, hopefully, one of the most important.