Bio
Taught myself to read just to play more video games. Twice.

もっとたくさんゲームをやれるために読書を自学した。二回も。
Personal Ratings
1★
5★

Badges


Shreked

Found the secret ogre page

1 Years of Service

Being part of the Backloggd community for 1 year

Popular

Gained 15+ followers

GOTY '23

Participated in the 2023 Game of the Year Event

Pinged

Mentioned by another user

Loved

Gained 100+ total review likes

Best Friends

Become mutual friends with at least 3 others

Noticed

Gained 3+ followers

Liked

Gained 10+ total review likes

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Drakengard
Drakengard
Silent Hill 2
Silent Hill 2
Mega Man X2
Mega Man X2
Legend of Mana
Legend of Mana
Paper Mario
Paper Mario

488

Total Games Played

007

Played in 2024

283

Games Backloggd


Recently Played See More

Gyakuten Saiban 2
Gyakuten Saiban 2

Apr 17

Trip World
Trip World

Jan 19

Rodea the Sky Soldier
Rodea the Sky Soldier

Jan 18

Super Paper Mario
Super Paper Mario

Jan 15

Ivy the Kiwi?
Ivy the Kiwi?

Jan 11

Recently Reviewed See More

逆裁1はそんなによかったのに、今回はどうして?

ユーモアは確かにある。最初の編はすごいと思う。そこから急降下…
狩魔冥はだるいキャラだ。御剣に比べなくていられなく、冥の方には個人性ゼロ。
ケースを解けたら物語はすごい楽しいが、ケースを解くのは不可能と近い。攻略を使って、正解な答えをわかっても納得できず「この証拠をこの時点で突きつけても意味はなんだろ」とよく思う。逆裁2は多くの場合、自分のルールを構わず、間抜けた命令をプレイヤーにだす。ある尋問、同じ揺さぶりを何度も繰り返したら出てくるセリフが勝手に変わってしまい、ストーリーが進む。理屈パズルゲームがヒントなしでこのような直感に反した解き方を期待するのが許せない。

Shu Takumi's name is spelled "Skill Boat."

This review contains spoilers

Samus controls fluidly, the game flows quickly, the environment changes constantly to limit the enormous maze of ZDR down to mostly manageable chunks, refill stations are frequent enough to eliminate all need for grinding, enemies are appropriately punishing and bosses are fast and tough.
All of Samus' animations in and out of cutscenes are insanely satisfying.
EMMI sections are very effective at reversing Samus' unstoppable momentum and forcing you into a survival oriented mindset, which at first is a very fun change of pace but as the game progresses this becomes flat out frustrating. The margin for error is necessarily thin, but needing to spend so much time tracking through EMMI zones is not satisfying. Thematically it feels like a mostly pointless reimagining of the SA-X: yes, the EMMI are better executed, but this hunter has been hunted before, for the same reason even.
Burenia is a beautiful zone with fantastic music and atmosphere. Ghavoran is visually memorable. Artaria's music is unique. The rest of ZDR is unfortunately very forgettable.

Adam turning heel for the second time in a row is a really weak plot twist, and it's even worse this time since the "all of your successes were actually my plan all along" thing is very last minute and never foreshadowed this time. The final scene of the X parasites saving Samus also falls totally flat and comes across as cheap strangeness for the sake of intrigue rather than any kind of considered plot point. It's as if Metroid villains need to always have some kind of mysterious emotional side now just because the ending of Super was so memorable. It didn't work in Fusion, so they really shouldn't have tried it again here.
Teleporters and strangely placed elevators make separation between zones feel extremely arbitrary as if the machines were primarily solutions to technical limitations or just attempts to make the map harder to understand. Not the game world, the map. I wonder if the game would be more enjoyable with no teleporters.
It's extremely clear that Mercury Steam's first priorities were to create satisfying gameplay that marries Fusion's storytelling ability with a huge expansion on Super's exploration, and to make Samus feel like a badass. They are wildly successful on this front and I don't think anyone will disagree. Dread's artwork is also very high quality. It's a shame that everything else falls flat, particularly the storyline. Metroid 1's story was cut and dry like a typical 80's sci fi game, Metroid 2's twist was subversive and casted doubt on our actions up to that point, Super's twist tosses morality into the mix with a surprisingly emotional scene, Fusion fully explores Samus' change from a ruthless killing machine to something more reserved and empathetic in an extremely interesting role reversal and confirms our doubts about the authority she's been working under up to this point, and Dread... shows us a few Chozo? Gives us Doom Slayer Samus? What was the goal for the story? The reveal that she's "a Metroid" is only exciting for its mechanical implications of a new superpower, because in all other regards she's been a Metroid for 20 years. Why is she working for the Federation again after they directly backstabbed her and proved that they're just as dangerous as the space pirates? What are we supposed to take away from this, the fact that the Chozo are morally questionable? We've been pretty sure about that since we found out that the Metroids were created by them, so like... Is this just what they thought would be a worthy capstone to the story of Metroids? C'mon, guys, this is not even as interesting as Prime 1's plot.
The final moments absolutely stray into Dragon Ball Z fanfic territoy. But for as showy and shallow and ridiculous as it is, seeing Samus finally let out the violence is extremely gratifying.

What was that?
Just a bunch of Cute Little Guys? That's it?