93 reviews liked by GuyFriday


To go into great detail to describe this game feels like a bit of a disservice to it, but even when I didn't go in 100% blind I still got a lot out of it.

I can see it being very mileage-may-vary, but I feel very seen by this game. One as someone that's struggled to cope with mortality and as someone who is plural. It handles the subjects with a lot of tact and feels different from a lot of "your choices matter" type games that feels like they're trying to be armchair psychologist when Slay the Princess is more a game about having an existential conversation. It doesn't come off as condescending or demeaning, aside from maybe too many dialogue options that are fluff or seem like they just restate the obvious.

It has a lot of clever writing, in terms of interactions and even some of the humor. For whatever it's worth, the final choice I had was probably the longest I've lingered on a dialogue option ever. Simply due to how I have to take apart my brain chemistry and put it back together again. Just a lot of it also comes in the form of prose, which is inevitably going to come off as white noise to some. Which is fine, of course! It's just not a writing style for everyone.

It's so tempting to go back and see what the other options would've been, but again, that feels like a disservice to the game. It feels like it's made to have one playthrough that is definitively "yours" and then leave it, so I might leave it for a while before trying to play it again.

So, I actually played Part II: Remastered. I'm going to be 100% transparent in saying that when The Last of Us Part II came out and after finishing it, I declared it my least favorite game of all time. If you want the reasons in depth, I suggest you read my original review, but to sum it up, the narrative was a mess and the hypocritical nature of a linear game preaching this type of revenge story with no subtly despite trying to add some made Part II unforgivable due in part for my love of The Last of Us Part I.

The Last of Us Part II: Remastered realistically doesn't add much. The narrative is still as hypocritical as ever and the game is still way too long for its own good, but there are changes that make this version of the game a warranted remaster, first and most importantly, its price, $50 for this game, as well as the new side story "No Return" and the promise of a multiplayer akin to The Last of Us Remastered's multiplayer isn't something to be slept on, especially with the new quality of life changes.

First of all, you can make your recital a simple dot. I could end the review there and bump it up as high as I did, but they also included higher resolution visuals and a better frame rate which are actually really noticeable. The load times are no longer atrocious, so you're not waiting 8 seconds after you die to see the tip screen before getting back to the action. On top of that, the new shootout segments that were cut from the original are so good that they feel like completely different games.

Well, what does The Last of Us Part II: Remastered do to fix the narrative issues of the original release. Sadly, not much. The "No Return" free expansion shines light on some of the more cryptic parts of the game, as well as added voice clips during Abby's gameplay portion making her goals more clear made the game better, but it's still the flawed mess that I cannot critique without either being called an SJW or a Nazi depending on if you watch Keffals or TheQuartering.

With that being said, I do feel the new changes and cheap price tag do justify the remaster, especially because Part II came out when the PS4 was already out the door so not as many people got to play it. Is it recommended? Yes. Is it good? lmao

Rating: D
Genre(s): 3rd person shooter, survival horror

It's probably easiest to describe the Infinite Wealth experience by describing my final 90 minutes of play.

The beginning of that block was spent running between every restaurant in town to order, literally, the entire menu on the off chance of catching one of the stupidest conversations conceivable between my party of characters whom I've grown quite attached to. Stupid jokes, everyone piss drunk and fucking up every enemy encounter we ran into, and the sheer absurdity of how much food I shoved down their throats on my quest to max out Kiryu's levels through any means necessary.

90 minutes later I experience the emotional nadir of my gaming career with the abject emotional sucker punch of the game's final musical sequence, an experience that had me in tears. Not to linger of how much of a loser I am, but it wasn't a misty-eyed sniffle so much as a head-in-hands bawling. The clarification is worth it to highlight the emotional capability of Yakuza 8, and for people who have played it, there's absolutely no mystery when it comes to the game's secret weapon.

Anyone who's played Yakuza 7 will sing the praises of its protagonist Kasuga. There's no surprises left to be found in this eighth installment; Kasuga is Kasuga is Kasuga. And what Kasuga is is a supernova of charisma. It's foolhardy to make a claim on the entirety of fiction across mediums, but contained to the realm of video games I feel pretty confident in singling out the writing of this character for excellence. Without going into a full character study, I'll say that the writers have found a successful mix of emotional depth and unwavering moral compass. The latter might imply a lack of growth or arc, but instead it's a constant string of challenges for Kasuga's character to shine through. Even if you know where it's going, it's never not exciting to see him keep on the righteous path despite all that goes on around him.

(This is my first parasocial relationship; how am I doing?)

It's the attachment to Kasuga that enables the emotional climax of the story. What, to me, initially seemed like an unrealistic act of forgiveness became the only logical course of events. Of course he resolved things this way, he's Kasuga. It's difficult to write about without spoiling things overtly, but it's a moment that will stay with me for a long time. One of my favorite scenes I've experienced in fiction.

Something I find fun to speculate is the complete opposite experience one could have while playing Yakuza 8. Infinite Wealth has two protagonists, of course, with the other being series idol Kiryu. I'm a secondary; I'm a late-comer Kasuga stan. For most fans Kiryu is the star of the show, and Infinite Wealth is a (backdoor?) tribute to the character and the series. A surprisingly large percentage of the content is dedicated to sending off Kiryu.

This includes references both overt and subtle to events and characters from all of the previous games in the series. Even random spinoffs like that survival horror zombie game (???) are paid homage. This is contextualized as Kiryu making peace with his life in light of his cancer diagnosis. I'd lying if I said it wasn't alienating for someone with no point of reference, but it's very easy to see that the game is not interested in catering to that group. Most of said content is optional, anyway. It's nice that fans have a chance to participate in a living funeral.

Kiryu has his own arc and spotlight within the game, including a scene immediately following the final boss that strikes me as particularly moving should one be familiar with the character. The notion that someone could have as strong of an emotional reaction as I did for a different character speaks to the quality of the game's writing.

I had been penning this review in my mind as I waddled along what was ultimately an 88 hour adventure. Until the story paid off at the end, I had envisioned most of this would have been written about the design of the open world.

Open world's in games are almost a joke these days. You look at your map, see thousands of icons that don't mean anything, climb a tower somewhere, and click fast travel buttons the vast majority of the time. Infinite Wealth has some of this nonsense, but it was the first time I had felt naturally encouraged to explore a world in a very long time.

Several of the side activities presented in the game are intrinsically fun to work through. Aloha Links, the friend making mechanic, simply asks you to press the dedicated Aloha button in the vicinity of certain people on the street. There's 200 potential friends and you bet your ass I found them all. There's a nice sound effect that plays when you form a link, Kasuga looks like an idiot as he mispronounces "aloha", and everyone on the street is having a good time. It's a pleasing gag that, when combined with watching a friendship meter fill until you make a certified buddy to cross off the checklist, never gets old. Take a taxi everywhere and you'll miss so, so many friends. It's just not done!

Other things you would miss include the photo rally that tasks you with snapping pictures of key locations for extremely minor rewards. But of course the reward is in the fun of the treasure hunt itself, as the items you need to photograph are only relayed to you in the form of small, context devoid image that forces you to suss out where it could be. It's very satisfying to be wandering around only to get a sense of déjà vu from some landmark and realizing it's on your list of to-shoot photos.


I had a lot of fun with these two mechanics, but they are admittedly minor. What wasn't minor was the effect they have on your play through. You walk around more, you fight more enemies, you get more resources, you upgrade your weapons more, you happen across more opportunities to train your team of Pokemon (Yeah), you take some time to do side quests, you find the hidden conversations your party could have only by walking by certain locations, your relationship level rises, you work through the party members' individual quests, and I could go on.

The point is that be tacitly encouraging players to actually inhabit the game world instead of warping around it constantly, the game naturally and smoothly delivers a drip-feed of its systems. In other games grinding of some sort would be necessary. Grind for resources, grind for experience points, grind for opportunities to raise your bond with your party. Infinite Wealth incentivizes and trusts the player the find perfect gameplay rhythm that the developers had built into it. It's very impressive.

When you have excellent, well-considered gameplay alongside a story capable of genuine emotional connection. That's a winner. Yakuza 8 is incredible across the board, and the only thing left for me now is the crushing void felt in its absence.

I've played this game on and off for about six months and maybe have 8-10 of game time that wasn't spent in the pause menu while I was away from my controller making supper, so maybe I'm not "qualified" to talk about this game, but I like it. I actually love it.

I can't explain why I love it besides it's just relaxing to play. It's my Animal Crossing or Stardew Valley, if that makes sense. I know it's a gatcha game designed to steal your money because of cute anime boys and girls, but I'm not tempted by that, so just slashing monsters in a field and not playing the main quest is fine for me.

But as I mentioned, I'm not the best at this game and I don't ever play the main quest, I just slash monsters in the field and make my character look cool. I'm not playing for any reason besides to unwind once every other week for 30 minutes.

Does that qualify me to rate this game this highly? I dunno, but I will gladly give this game praise because I like it. Simple as that.

Rating: A-
Genre(s): Gatcha, Open World, JRPG

In an era where my gaming attention span is notoriously short, often jumping from one game to another without pause, Like a Dragon: Infinite Wealth achieved something remarkable—it captured my full attention, making it nearly impossible for me to consider playing anything else. This achievement alone speaks volumes of its quality, and that's just the beginning. Infinite Wealth ascends to platinum status in entertainment with its exceptional execution, setting new standards for what a video game can offer. The game is a powerhouse, boasting a meticulously crafted combat system, richly developed characters, and a compelling soundtrack that collectively raise the bar for the industry.

The game's combat system is a standout achievement, masterfully balancing the strategic depth of turn-based mechanics with the exhilarating pace of action games. The introduction of tag team features and follow-up moves creates a fluid and dynamic combat experience that keeps every encounter fresh and engaging. Kiryu's combat is honestly a surreal combination of both the turn-based and action-based combat that still boggles me to this day. I seriously am in awe of how well they made it transition into this style. This deep combat system, accompanied by an electrifying dubstep revival soundtrack, propels Infinite Wealth into a league of its own, rivaling even Persona 5 Royal in terms of energy and innovation.

The narrative arc of Infinite Wealth is another of its crowning achievements. While the game's ending may seem rushed, with several plot threads left dangling, this choice appears intentional, paving the way for a concluding entry in what is possibly going to be a trilogy. The ending redemption beats of Eiji's story, alongside the unresolved fates of characters like Bryce, Akane, Sawashiro, and others possibly hints at a larger narrative yet to be unveiled for the future, as these character suddenly disappear. This does not detract from the game; instead, it adds a layer of intrigue and promise for the future.

New characters like Chitose and Eric add significant depth to the game's world, with their development and interactions with protagonist Ichiban showcasing some of the most emotionally resonant storytelling in the series. The game navigates themes of loyalty, redemption, and growth with a deft hand, particularly in the relationship between Ichiban and Chitose. Their journey from deceit to mutual support and atonement is a highlight, underscoring the narrative's focus on character and connection.

And speaking of Ichiban, I have to give credit. RGG Studios created an amazing character in Like a Dragon 7, and he continues to shine in Infinite Wealth. Ichiban's infectious positivity and unwavering determination continue to make him a standout protagonist, his ability to see and nurture the good in others is nothing short of inspirational. This game further cements his status as a beacon of hope, with his actions and relationships demonstrating a profound impact on those around him. I am happy that he has become the new leading protagonist of the series.

Equally compelling is the treatment of Kiryu in this installment. Infinite Wealth not only positions Kiryu as a central figure but continues to elevate him to legendary status. There are key moments revolving him that are treated with the gravity they deserve, capturing the awe and reverence his character commands. The storyline delves deep into the emotional core of his legacy, from the collective distress over his cancer diagnosis to the poignant exploration of his bucket list and memoirs. This nuanced portrayal pays homage to Kiryu's enduring influence, showcasing RGG's deep respect for both the character and his fans. Together, Ichiban and Kiryu's stories are woven into a rich tapestry that honors their past, explores their present challenges, and sets the stage for their future.

Infinite Wealth is a shining example of how a game can transcend the boundaries of its genre, blending exhilarating combat, a compelling narrative, and a vibrant soundtrack into an unforgettable experience. While its conclusion may leave some questions unanswered, this choice feels like a deliberate setup for a grander finale. The game's deep character connections, particularly between Ichiban and the new cast, are its heart and soul, offering a rich tapestry of emotional depth and growth. As a pivotal entry in the Like a Dragon series, Infinite Wealth not only pays homage to its roots but also boldly strides into new territory. It's a testament to the power of storytelling in video games and a solid foundation for the future of the series.

Sega Ages Phantasy Star shows the perfect way to bring a game up without compromising the actual game itself with just the right amount of quality of life changes.

First, let's look at the original Phantasy Star. Within its own manual, you were told about every item, the world, and all the mechanics, and at the end, you were given two very important tips: Note everything down and draw out maps for the dungeons. Luckily enough, it came with maps for the overworld to show where dungeons should roughly be. With those two tips and the lack of story, Phantasy Star comes off as a single-player TTRPG experience, with SEGA acting as the dungeon master. Doing those things was not only essential to getting through the game but also added a lot of time to a play-through. When the game was originally released, it cost adjusting for inflation, roughly 180$ so yeah, I'd hope I got my money's worth out of it. 


The Sega Ages Remaster comes with a lot of quality of life changes, such as an auto map, increased experience and money per battle, and you're able to take a look at every item in the pause menu, see what they do, who they're for, and how much they cost. Lastly, it comes with a modern manual that even warns the player of potential issues like locking a run that you could run into since they kept this true to the original. These changes make the game more digestible without inherently making it easier, which makes for a quicker and more enjoyable experience. These QOL changes are also purely optional, allowing the player to enjoy the original experience. With the auto map feature, the player has a better understanding of where they are and doesn't have to get graph paper out just to enjoy the game, as it still offers plenty of exploration with the auto-map enabled. The increased experience and money do more than you would think on a surface level. Sure,  you have a lot less grind, where essentially, near the beginning, one level would be 10–12 encounters in the original, but now it's only 3–4 encounters. With this cut-down on grind, you don't need to keep notes on what everyone says nearly as much, as interacting with the NPC's and seeing what they say is easier to keep track of in your head because those long gaps of time spent grinding are now miniscule.

On the actual game itself, Phantasy Star has very little story, and that's not why you would play this game at all. Where Phantasy Star shines is figuring out what you need to do and doing it just for the main goal established during the intro of the game. 90% of NPC's have something useful to say, regardless if you know it yet. You're constantly going back and forth, doing new things, and accessing new areas as you slowly make progress in the games world. It's a large puzzle begging to be solved one step at a time, and with SEGA only putting in essentially useful information, you never feel like you weren't told something. If anything, you just can't remember what you were told or didn't note it down and need to look over your notes, items, or maybe even spells. All this brings Phantasy Star together more than any story they could have possibly told on the Master System's 8-bit hardware. Combat is pretty basic and does nothing particularly interesting, but it isn't bad, just not noteworthy.

Phantasy Star is an easy yet very enjoyable game with the right approach, regardless of whether you play the original or the Sega Ages version. Definitely check it out if any of this sounds interesting in the slightest and I hope Sega not only ports but makes more of these remasters.

A mockery of the gaming industry

What is a Konami arcade beat-em-up if it wasn't full of unfair mechanics and a very VERY passive understanding of the source material? The Simpsons arcade game is enjoyable at times for its punchy sound-effects and goofy presentation drizzled with references/homages to the original show (they mostly only had the 1st season to work with).

As a beat-em-up, though, it's not that great, as it's egregious how much they make sure the enemies can suck lives/quarters out of you.

PS3/360 versions are cool, though. They included the Japanese versions, which was actually a little more helpful for the player as it included more items for you to use.

god where do I even begin

This game would've been better as a simple visual novel but instead there's weird 3d platforming gameplay hamfisted into a narrative filled to the absolute brim with unlikeable characters.

On that last point, I know you're probably not meant to like them because they're all selfish and have their stupid petty agendas against each other but there's a difference between a character having unlikable/negative traits and a character being straight up annoying. The cast of this game, including the protagonist, falls into the latter category -- interactions with them were a slog of unfunny dialogue, petty conflicts, and stilted relationships.

Cool setting, I guess. But even that means little to me. Wish I liked it!

This review contains spoilers

I don't think people realize just how many time Danganronpa 2: Goodbye Despair's script was rewritten. Like, there's trivia that is well known amongst Danganronpa fans like how Fuyuhiko was originally going to be Mikan's second victim and Hiyoko was going to get the redemption arc that makes Fuyuhiko the greatest character in the series. It was changed so late in development that in the final game, their is an oversight about Hiyoko's murder, that being there was no murder weapon.

But that just scratches the surface of what the original vision for Danganronpa 2 was. For example, during the leadup to the games launch, Akane was featured prominently in marketing alongside Hajime, Chiaki, and Komaeda. Not only that, there are screenshots from some early version of the game which features Akane interjecting one of Hajime's arguments during a class trial.

Why am I bringing this up? Well, the same reason I bring up the unused content and narrative driven side quests in Fallout: New Vegas. It makes you wonder "How did they manage to pull off so much with so much left on the cutting room floor?" Though, I'd argue that reason Fallout: New Vegas is a masterpiece is because of the talented developers. Danganronpa 2 on the other hand is lighting in a bottle. Every other Danganronpa game fails as not only a detective game, but a narrative driven visual novel. Danganronpa 2, though? Yes and no.

What makes Danganornpa: Trigger Happy Havoc memorable is just how novel its concept was. With Danganronpa 2, the novelty wasn't there. But somehow the game has some of the greatest written character in detective fiction with a setting that raises the stakes with each passing chapter until the final chapter where you learn that one of the most dire consciences to failing to finish the Island Killing Game was just a ruse. Call me crazy, but the bomb in the center of Jabbawock Island being there to simply bring tension amongst the students is such an amazing "GOTCHA" moment that I believe that there was a bigger purpose for it that was cut out. Much in a way a film like Ghostbusters unused narrative elements being filled by narrative Gorilla Glue, I feel whatever ideas they had for the bomb would have never been as good as the final outcome.

Oh right, I'm five paragraphs into a review of a Danganronpa game and I haven't assessed the characters. Well, to be fair, that's because, well... uh... that's because there's nothing worth noting for most of them. Sonia and Akane are survivors but contribute very little to helping the surviving crew finish the Island Killing Game. Other characters like Teruteru, Ultimate Imposter, and Hiyoko clearly had something more that just wasn't delved in on. Even the new mascot character Monomi doesn't really do all too much Though, I will admit that when Monomi randomly mentions that she has a house on the island in chapter 4 but if you come over, you have to leave the door open because Monomi's parents don't like when she brings boys over, I broke. Like, it's so out of left field and never even brought up again... much like actual important, narrative pushing conversations aren't ever brought up again.

To talk about the characters that are well written, well look no further than Fuyuhiko. He exists in the prologue and first chapter to be nothing more a guy who occasionally gets verbally aggressive with the rest of the students. Than a majority of the way through the second trial... everything changes. You learn about his relationship with Peko and you see him breaking down as Monokuma announces Peko's punishment. The over the course of 25 hours, you get to watch this man absolutely torture himself over a death he believes he caused. You also have to remember that Fuyuhiko Ultimate class status is the Ultimate Yukaza, so you can only imagine what he did to himself off screen if on screen he slits open his stomach in front of HIyoko as a sign of sincere apology. Then when characters learn that Jabbawock is a simulation and they could possibly return home with the other students, everyone is excited... except Fuyuhiko, who's very first concern is asking something along the lines of "Peko is okay?" It really doesn't get much more than that.

I'm sure if you're reading this review, it sounds like I'm very unsure what to think of this game, but that's not true. I think that Danganronpa 2: Goodbye Despair is a game that by nothing more than the stars aligning ended up being one of my favorite games of all time. This game is flawed to its very core, but I'm willing to look through the fault and fractures of the game much in the same way the game does its own. I understand why people hate this series. The games are nonsensical and the class trials takes themselves so seriously with solutions that seem asinine to any normal reader. That's not even counting its fandom which I will not go into it, nope, you can't make me, LALALAICANTHEARYO-

Danganronpa 2 is an inherently flawed game. But it makes up for it with its moments of genius sprinkled thinly throughout the 40 hour runtime. I do recommend you check out this game if you have played the first game or watched a lets play of it. This game is something else, man.

Rating: S
Genre(s): Visual novel, puzzle