29 Reviews liked by IsaacAdept123456


Quality superhero films may be the norm these days, but in hindsight it’s strange how little we’ve gotten in the way of narratively-equivalent video games. Sure, there’s the occasionally great movie tie-in(+), but outside of the Arkham and Spider-Man series, you could count on one hand the number of solid story-driven titles out there.

It’s a shame, then, that Guardians of the Galaxy reportedly underperformed as it’s the kind of game I felt the industry really needed with regards to the comic book genre, and what makes it particularly amazing is how it manages to craft its own path whilst still staying true to the characterizations of the eponymous film. See, compared to Batman and Spider-Man, where their numerous iterations have made audiences open to new versions, Guardians is different in that most people are liable to only knowing the characters from James Gunn’s flick, and so the writers at Eidos-Montréal had a tough task before them: how do we create our own version of the team that concurrently pays homage to the comics without alienating any cinephiles?

Well, I’m not sure what their thought process entailed, but the end result was taking the core personalities personified in the movie and combining it with an original backstory, namely one in which every Guardian was a veteran of a conflict known as the Galactic War. Each member played a different role during the war, and the way such information is divulged over the course of the game goes a long way towards distinguishing its cast from their cinematic interactions. Yes, Quill is still comedic, Drax a literalist, Rocket a loudmouth, etc…etc…, but their experiences have led to them developing varied demeanors towards society as a whole. Gamora, for example, seeks some form of redemption for her support of Thanos; Rocket & Groot are purely about surviving, and Drax hunts for honor over his inability to protect his clan.

Found familyhood was cited as a major inspiration behind the tale, and I can safely say the writers successfully accomplished this task via the sheer amount of dialogue they crafted for the game. Seriously, fans of the Mass Effect or Red Dead series may find themselves in awe at the innumerable conversations typed-up for every chapter; convos that go a long way towards establishing relationships, lore, scenarios, and general camaraderie. Hearing Drax repeatedly call Gamora an assassin, seeing everyone snicker at Quill’s attempts at self-aggrandizement, or catching Rocket’s reactions to Groot’s various statements truly render the Guardians as three-dimensional people who’ve had a lot of laughs & cries along the way. No matter their disagreements, there’s a basic-level of respect amongst each peer, and while you occasionally have the option to interject with a unique response, both choices ultimately contribute to that looming amity.

I’m not exaggerating when I say GOTG has a ton of impromptu chatter -- your main hub of a ship spouts the lion’s share of these, with characters either speaking to each other out of their own volition, or engaging in ones triggered by unique items found during missions. Both moulds give-off a big Mass Effect vibe, and I was constantly amazed whenever I discerned some new interaction, whether it be petty, dramatic, or (in most cases) downright amusing.

None of this is even taking into consideration the outside convos in which characters often shout unique battle cries or make special observations should you be standing in a specific place. One of the best things GOTG does is resolve TLOU Problem I’ve had with certain narrative-driven games wherein your hero is meant to progress forward in stark contrast to the gameplay encouraging dicking around; it breaks the game’s immersion to see your next objective or companion kindly wait on you as you do whatever it is you feel like doing. By having the other Guardians actually remark on Quill’s strays off the beaten path, it goes a long way towards maintaining GOTG’s atmosphere.

In some ways, all the dialogue can get a little overwhelming, particularly for people (like myself) who suffer from FOMO: there’s a solid chance you’ll unintentionally cut-off or outright miss at least 15 percent of the optional scripting here, and that’s just something you’ll have to contend with should you wish to play the game.

Of course, no one would’ve cared about these palavers had the voice acting not been good, and that’s thankfully not the case here. Guardians of the Galaxy is interesting in that it opted for an entirely unknown cast -- I consider myself pretty well-versed in the voice acting industry, and I honestly only recognized a single name here (Andreas Apergis, and even then that was mainly because of his recurrent roles in the Assassin’s Creed franchise). That said, their unknownness doesn’t impede the project in any way as they are all terrific, embodying their characters fully as they wander amidst a full spectrum of emotions. Like I noted with the script, there was a difficult balancing act required in terms of making sure these takes on the Guardians were both similar and dissimilar from their movie counterparts, and all the actors proficiently did-so whilst rendering their characters their own. All cards on the table, I actually preferred most of these takes over the celebrityhood of James Gunn’s enterprise: Jason Cavalier grants Drax far more tragic introspective depth than Bautista ever did; Alex Weiner removes that atrocious Gilbert Gottfried inflection Cooper gave his Rocket (RIP Gottfried, but I was not a fan); and even Robert Montcalm manages to provide Groot a more-variegated personality than the one Diesel was limited to.

Given the strong vocal bounce between the characters (Rocket & Groot standing out as the best), GOTG deserves further acclamation for its robust ADR direction. See, there’s a good chance the actors did not record their lines together, and so their ability to resound like they had good chemistry owes a lot of fealty to the narrative directors for providing the appropriate context for each delivery.

There were only two voices I had issues with, the first being Jon McLaren’s Star-Lord. This may come as a surprise given that Quill is the lead protagonist and only playable character, but I did not like the inherent stoner-esque gravel McLaren provided him. Don’t get me wrong, the performance is otherwise solid; however, more often than not, I found myself thinking of a Seth Green character over a Marvel superhero.

The second is Emmanuelle Lussier-Martinez’s Mantis, though I don’t hold this against her as it’s evident the writers were going for this crazed NPC wrought with constant knowledge: the problem is, rather than do a Dr. Manhattan-type performance, they opted to portray her like Omi in that episode of Xiaolin Showdown where he gets infused with factoids from the Fountain of Hui (and yes, for the uninitiated, that’s a bad thing when done in spades).

Regardless, everyone’s performance was successfully transposed into the game via top-quality facial capture, rendering their squints and frowns through phenomenal animations. When you visibly see pain and happiness on your characters’ faces, it does a lot for the execution of the overarching story.

On that note, the narrative has its pros and cons. As I harped on earlier, the scribes do a phenomenal job developing the relationships between the Guardians: while this version of the team is already well-acquainted, it still takes place in the early part of their formation, meaning this is where you see them go from world-weary associates to the makeshift family we all know-and-love. In terms of the grand adventure you’re set out on (i.e., the campaign those interactions fall under), your mileage is going to vary. The entire game is full of heart, and there are some emotional moments that genuinely touched me to my core, but getting to those moments means engaging in standard superhero schlock wherein you’re charged with saving the universe from despair. Yes, other comic book games like Arkham Asylum and Shattered Dimensions indulged in similar premises, but I’d argue the difference is those titles were carried by their villains and a sense of mystery towards uncovering said villain’s plot. GOTG’s problem is that it’s upfront about its secrets from the get-go and, more importantly, lacks memorable antagonists: the main one, in particular, being a generic evil shroud akin to such classics as the Rising Darkness from Constantine, Galactus from Tim Story’s Fantastic 4, and Smallville’s version of Darkseid (yes, this is sarcasm). A couple of the secondary adversaries like Lady Hellbender fare a bit better, but, as they’re not a constant presence, this is a game you’ll largely be playing for the protagonists.

For the record, I had a good time with the story -- it’s well-told, has minimal pacing issues (save the end++), and would’ve worked well as an officially-published graphic novel. It’s just, post-completion, you won’t recall the majority of the chapters (the interactions within, yes, but not the events).

Thanks to James Gunn, the GOTG franchise is also permanently associated with comedy, and on that front the game works quite well. Whereas Gunn’s films were more about gags and one-liners, Eidos goes for a more situational style-of-humor wherein you’re witnessing how a coterie of charismatic individuals with sharp comportments would behave when placed in an enclosed dwelling. I wouldn’t call it laugh-out-loud, but more-so chuckle humor: you’ll smile and giggle like a schoolgirl, yet rarely twist your stomach out from hooting, and I think the tactic works great. There are times when the game tries to mimic the Gunn route; however, those scenes fall very flat and are thankfully few-and-far between(+++).

Of course, Arkham and Spider-Man didn’t get popular solely from their narratives or witticism: they had phenomenal gameplay systems to back everything up, and on that note, Guardians of the Galaxy is pretty dang good. It’s interesting that I made the comparison to Mass Effect earlier as the similarities between the two even extend to combat: you control Quill while his comrades are AI-guided, each of whom can be called upon to use a special attack against a foe or foes. Quill himself is equipped with his fists, dual blasters (primed with elemental shots obtained during set story beats), and a batch of special moves ranging from electro mines to the iconic jet boots. Much like the original Mass Effect, ammo for every tool has been replaced with a cooldown period, and there is no cover: if you’re not on the run, you’re likely to get swamped quickly (similar to Control).

With the exception of the final slot (garnered through story progression), every Guardian’s super attack has to be unlocked by way of good old-fashioned experience points gathered from combat scenarios, lending the game a bit of a lite-RPG schematic. Supplementing this are a heap of 15 additional perks players can add to Quill’s stockpile via select work benches scattered throughout most chapters, the only catch being that you have to scavenge the requisite components in the world (akin to TLOU).

Overall, fighting is fun if a bit repetitive - not every Guardian attack is practical, and their icons (save the final one) weren’t distinguished enough to avoid confusion between the useful and the useless. It also suffers from being too easy for its own good due to a number of mechanisms present even on the hardest difficulty: the option to do a one-hit KO team combo(++++) once an enemy’s health has been whittled down enough; the Huddle -- a unique feature wherein Quill can pause the skirmish, call over his team, and give everyone (including himself) an attack boost/HP recovery; and a third one I’m going to avoid stating for fear of spoilers(+++++).

Besides brawling, you’ll be conducting basic exploration involving simple puzzles that solely come down to figuring out which Guardian to employ against which obstacle. It’s a shame more wasn’t (or wasn’t able to be) done as the novel abilities specific to each alien could’ve led to some really cool environmental enigmas. In fact, part of me wonders if that was the original plan as there’s an immersive sim aspect here in the form of Quill being able to leap around and ascend most structures, only for it to not lead anywhere.

That said, the minimal scavenging didn’t bother me too much in light of how gorgeous everything is. This is one of those titles where you can tell no expense was spared, and that probably had to do with Square and Eidos’s well-intentioned belief that the GOTG IP was fertile enough for mass profit.

Well, we’ll talk about the reasons why the game faltered later, but for now, let’s at least appreciate the sheer production value on display. Guardians is interesting in that it occupies that same Jim Lee aesthetic Arkham Asylum imbibed apropos to toeing the line between photorealism and comic book poppiness (i.e., the game is liable to aging better than some of its eighth gen brethren). When it comes to the graphics, their beauty originates from three major areas: clothing, character modeling, and texture streaming.

With the first, GOTG arguably has the greatest textile work I have ever seen in a video game -- courtesy of the camera mode, I was able to zoom-in on various suits, and not a single one was shortchanged as far as detail or composition. From the individual stitches on Star-Lord’s jacket to the wear-and-tear knee creases of security guard latex to the overlapping of plate metal & linen on Gamora’s byrnie, there were so many wonderful subtleties in the wardrobe department that to list them all would drag this review out by several pages.

That same effort was continued over into the modeling, where humans and aliens alike boast pores, wrinkles, and follicles upon closer inspection. Ironically, though, it’s Groot and Rocket who deserve the most acclaim if only for the virtuosity of their respective hides: being able to glean splintered bark and singular bristles of fur on each member’s skin respectively was absolutely mind-blowing when you consider just how much easier it would’ve been to draw a single layer (what TellTale did back in 2017).

Environments maintain this quality by matching the diversity with appropriate texturization. Eidos leaned heavily on the comics and their imagination when devising the areas to throw players into, and while some of them are admittedly a bit standard (the red deserts of Lamentis; the frostbitten scape of Maklua IV), the majority do take you to some pretty sweet locales ripe with filled-in gubbins and walling. The golden-lacquered Sacrosanct and magenta-strewn matter of the Quarantine Zone are predisposed to being fan favorites, but for my own tea I personally adored the cyberpunk vibes of Knowhere where sleaze, soft lighting, neon signs, and lite-smog blended together into an evocative site.

My last major bastion of praise goes towards the personalization facets, and not in the usual sense of the term. In the past, I’ve praised devs for crafting unique spaces you could tell were tenanted by a standalone persona -- what GOTG has done is take that template and extrapolate it for the mainline species here. Heading into a Kree ship, for instance, gifts you a shelf of books with Kree rune titles, clean pipes with the Nova Corp insignia, and a general sense of orderliness. Compare this to Lady Hellbender’s gladiatorial planet, chockful of broken glass, spilled beer, and cobbled food. As you explore alien terrain, you really get a sense of prior lives and civilizations that mysteriously vanished over the course of evolution, leaving behind such remnants as hulking monoliths, structures, and carvings. It’s all superbly done.

Other miscellaneous graphical feats include unique lunge animations for each Guardian when jumping gaps, cold air breaths in subzero climates, natural finger movements when rotating examinable objects, Quill putting his hands up when approaching fiery pits, reflective surfaces from puddles, gold tiling, and tiny mirrors; the pose algorithm during 1-on-1 counsels being very organic (compared to Valhalla’s constant arm-crossing), character subtitle names boasting different colors, how Quill turns his head towards the current speaker, and, most vivid of all, the entirety of Kosmo -- this is a psychic dog you’ll infrequently run into during the course of the game, and I have to imagine someone at Eidos either grew up with golden retrievers or put mo-cap dots around a real one as, as any dog owner will tell you, everything about his canine behavior was pitch perfect: the constantly darting stare, twirling of his tale, twitching of his eyebrows, the effervescent panting -- for all his ESP, he may ironically go down as the most accurate dog in video game history.

I did have some complaints, but they concerned relatively minor stuff like the lack of footprints on powdery exteriors, Groots root bridges clipping the ground, and Quill occasionally acting jittery during dialogues.

SFX, unfortunately, was the sole area undercompensated by the devs in that it’s inconsistent to a trained ear. For starters, not much went in the way of footstep differentiation, with ice & metallic platforms, and beds & tile floors bearing the same din as their paired twin. There were times where I’d hear the crunch of snow pellets on surfaces they were minimally scattered on, while the bulk of each Guardian’s abilities (save Quill’s) were sonorously indistinguishable. Effort did go into individuating every team member’s movements, and jumps did come programmed with that distinctiveness I sought; however, it was otherwise rather basic for a game of this caliber. Don’t get me wrong, nothing’s distracting, you just won’t be immersed in any planet’s auralscape.

Finally, the OST by Richard Jacques (which, by the way, was much harder to find than it should have been courtesy of Eidos opting to promote the licensed mixtape instead) is solid, if a little derivative. Let me explain so I don’t come off as pretentious or condescending: ever since Alan Silvestri pioneered that massive symphonic sound in The Avengers, a lot of Marvel-based composers have incorporated aspects of that into their scores. It’s certainly a wise decision with regards to maintaining a familiarity to audiences, but it does come at the cost of that uniqueness we used to get in superhero music pre-Avengers. As a result, you’ll hear a lot of recognizable motifs despite the soundtrack being its own set of arrangements -- I’m talking electric guitar riffs, Greek-inspired choral harmonies, pounding brass, and crescendos galore. Thankfully, Jacques does give us one of the best comic book themes to come out in a while; however, in respect to the rest of his compositions, they’re good at the expense of not rising to that same level of memorability.

Per my earlier remark, Eidos spent a lot of money licensing popular 80s hits that you can either manually play on the ship or randomly hear during those aforestated Huddles. I know there have been, and will be, a lot of people who enjoy the substance, but part of me wonders whether or not it was a good idea. As I keep harping on, GOTG was clearly an expensive game to make, and considering how little you’ll hear the music (being off-ship/infrequently using Huddles), it begs the question of how much money could’ve been saved instead by hiring a band to create 80s-inspired tunes.

Then again, maybe it wouldn’t have helped much considering most critics blame the poor reception of the Avengers game for GOTG’s financial disappointment. It’s a tragically valid connection, and combined with the game not releasing adjacent to any of the mainline movies, it sadly wasn’t able to stand on its own. Zack Snyder got a lot of sh!t for his flavor of the week comment years ago, but the fact of the matter is he was right to an extent: certain characters only achieved profitability because they were specific versions crafted in the Marvel Cinematic Universe. Outside of that ecosystem, it was always going to be a struggle for any hero not named Batman, Spider-Man, or Wolverine to succeed.

It’s been almost three years since GOTG released, and with no signs of a sequel, we have to accept the game for the unique specimen it was. It’s rare we get superhero games of this quality, and will be even rarer as the MCU goes through a post-Bubble period, but let it be known that, for all my complaints, this was an exquisite product well-worth your money.



NOTES
-Before addressing anything else, I should mention that there is a choice system in the game, but it’s more akin to the first Witcher or Deus Ex wherein it impacts the flow of events rather than causing multiple endings. When it involved hard gameplay, I was fine with it; however, there was an instance in one of the story climaxes where it ruined the moment (you’ll know it when you see it).

+Spider-Man 2, X-Men Origins: Wolverine, Batman Begins, and, heck, I actually liked the Iron Man one.

++Without spoiling, basically it indulges in the cliche fake-out tactic that’s been overdone by this point. You don’t even get a proper end boss, though not that it would’ve mattered as the boss fights here are mediocre: not Arkham Asylum bad, but arguably lower than Insomniac’s first Spider-Man.

+++The worst involves a scene where Quill has to do improvised karaoke (trust me, you’ll know it when you see it).

++++The finishers themselves aren’t that exciting, being a series of hard cuts of each Guardian doing an attack on the target. A little strange considering standard melee combos often result in your Alien brethren actually conducting a coordinated strike alongside Quill.

+++++All I’ll say is it involves Groot’s final unlockable power, its essence simultaneously diminishing a certain “emotional” story beat.

-Similar to Metroid Prime, Quill’s visor enables him to examine enemies and environs for pieces of supplemental data, but the game unfortunately doesn’t pause background conversations for the latter, meaning you’re forced to read them quickly lest you get interrupted.

-The writers created their own profanity for the characters to gleefully indulge in.

-Why does Mantis have Hela’s garb?

-Tell me Gamora’s VA doesn’t sound like Leela from Futurama?

-There’s a glowing red digital billboard in Knowhere that displays ads for a McDonald’s rip-off. I bring this up because I actually saw a similar hoarding in Shinjuku albeit for a Wendy’s, making me wonder if it was inspired by that?

somehow more boring than 2? Achievement of all time!

An amazing videogame, ruined by bots and zero support by Valve after 2017.

finally. true italian representation

i struggled with the controls for maybe an hour or so before deciding to calm down and stop pretending its worth my time. i sat and thought, what was i doing this for? what am i, a masochist? did i have nothing better to do? what was i proving to myself? no, i dont have to suffer through this. i am in control of my own destiny. goodbye

why the hell are nes fighting games so good. this is the studio ghibli food of nes games fr

Doom

2019

Doom is in the top 5 most important games of all time.

FPS and modern gaming as we know it would not have been here without this and Wolfenstein 3D. I haven't played Wolfenstein 3D but that also deserves credit when talking about Doom, as it came out before. I hope to play that too in good time.

This review contains spoilers

I had such a great time with Tears of the Kingdom ❤

The new mechanics introduced in that game are so crazy that you feel like they're going to be game-breaking when you unlock them for the first time!
The Ultrahand added so much depth to the gameplay. I was already blown away by the different puzzles & game design in BOTW, especially inside the shrines. But this is on another level here.
You can do basically ANYTHING. So much freedom in the way you approach puzzles.
The way I was solving the shrines often made me laugh. For many of those, I could definitely tell I wasn't doing what the developers intended.

I tried as much as possible to take advantage of all the game mechanics offered by the game. I used Ultrahand and the Zonai devices everytime I saw an occasion to travel faster using vehicles. Surfing on my shield is also extremely satisfying, it never stopped being fun.
After I finished Breath of the Wild, I regretted not using the abilities at my disposal as much as I should have, so I'm glad I set things right in TOTK.

What I liked about the fuse ability is that it made beating stronger enemies really worthwhile, as you can use their materials to make stronger & more durable weapons.
I wasn't a fan of the weapon durability system in BOTW, but this new feature made me completely forget about it !

The game has so many movement features that it felt like I could go literally anywhere at anytime. I could always use the Travel Medallion, Paraglider, Tulin's vow, the rockets, the springs or the wings to reach far away places. If you thought BOTW had a lot of movement options, they went above and beyond with TOTK !
What's cool is that you don't even feel like doing all the shrines you see to unlock more teleporters, because you can already travel anywhere very quickly.

This time, I didn't make the mistake that I made in BOTW: trying to do as many side content as possible, trying to get all the Koroks, Shrines & Side quests at all costs.
Instead, I simply focused on the main story, and I only did a little bit of side content, but not too much. I got rid of that completionism itch 😅

I enjoyed the recurring missions, like the ones where I had to prevent the Hudson signs from falling off; escorting the musical troupe in front of the great fairies so they can perform their song; joining the monster-control-squad to defeat several Monster Forces; investigating with Penn at all the Stables, etc...

The ascent of Wind Temple was pretty epic with the music and the jumps on the ships to reach the top of the cyclone.
Colgera was an amazing first Boss. I wish the fight wasn't so easy tho, because everything else about this Boss is great.
The fact that you fight him while being high up in the air, maneuvering with your Paraglider, surrounded by tornados, and having to hit its weak spots using the bow in slow-motion. Idk, it just felt freaking epic.

The reason that fight was so easy is because of Bullet time, this mechanic is absolutely broken. It slows time tremendously, and it lasts forever. This really trivialized this Boss fight... I used this mechanic as little as possible for the rest of the game.

Vow of Tulin proved to be very useful during the rest of the game, whether it's his wind power, or the fact that he was actively participating to all my battles. He has perfect aim and dealt good amount of damages to enemies. All the sages proved to be very useful in battle. The sage abilities aren't as fun as the Champions abilities in BOTW tho.

It was fulfilling to help every race while progressing in the main story. First, I helped the Ritos getting rid of the blizzard in their region; then I managed to free the Gorons from their spell; after that I stopped the sandstorm in Gerudo Town; and finally I got rid of the Black Sludge in Zora's Domain.

The mini Bosses were really exciting to fight. It felt rewarding to beat my first Battle Talus in early-game. Having to use the Ultrahand & Recall abilities to defeat the Flux Constructs was also hella fun. Same when defeating Master Kohga in the Depths, and other minor Bosses like Frox & Lynels.
It was also nice to rematch the major Bosses in the Depths (Colgera, Marbled Gohma, Mucktorok & Queen Gibdo)

About the side content, there are still those Korok seeds to find throughout all of Hyrule, and there are even more this time around: 1000 instead of 900 !
Even though I ignored them most of the time, I have to admit the few I did were really enjoyable to get. I precisely remember an instance where I had to build a boat and bring the Korok on the other side of a lake. This was extremely cool! And there were other instances where I could build devices to propel the Koroks directly towards their friend using rockets.
Building a vehicle and seeing it work as intended is one of the most satisfying aspects of TOTK !

Moragia was another freaking epic Boss. You have to fly a plane and shoot Yunobo directly at each one of the Bosses heads. The ingenuity with all those Bosses mechanics is just crazy.
The Boss of Fire Temple, Marbled Gohma, was just as good as Colgera. It's impressive how consistently great the Bosses are!
Same thing again with Lightning Temple, Queen Gibdo being extremely fun to fight, and one of the most challenging Bosses in the game.

I was very happy with the Temples overall. They don't have the huge scope of the dungeons in previous Zelda games, where it can take up to 2 or 3 hours to complete one single dungeon.
But the puzzles you'll find in those Temples are high quality regardless. It's just less stuffed with content, and shorter.
In games like BOTW and TOTK, having less time-consuming Temples doesn't bother me at all, considering the amount of content these games already have outside the dungeons.
And I have to say the Bosses of these dungeons were absolutely amazing, much MUCH better than the Blight Ganons inside BOTW's Divine Beasts.
I just wish some of the Bosses offered more challenge.

It felt so good teaming up with the 4 sages to beat up all the enemies on our path inside Hyrule Castle.
You feel so powerful at this stage of the game! I was able to fuse a shit ton of weapons with all the monster materials I got on my way. I was running out of weapons before exploring the castle, and after that, I had over a dozen of weapons with +60 or +70 attack damage.

The game-design never ceased to amaze me... The 5th dungeon where you have to fight the hordes of enemies & the Seized Construct Boss using Mineru's own Construct was fire.
The cutscene we see at the end of this dungeon has to be one of the best moments in the game: "Years from now, someone will appear with the sword that seals the darkness. A swordman with the power to defeat you, Link. Remember this name.." That was amazing!
And a few moments later, we are able to recover the Master Sword in a beautiful scene on the Light Dragon's head.

The Final fight was definitely a lot more fun than Dark Beast Ganon in BOTW. The swordfight was actually quite challenging, it took me a few tries to get the timing right on the parry & dodge.
The last face off between Demon Dragon Ganon and Light Dragon Zelda was majestic.

In the end, I'd say I had more fun with TOTK than BOTW. This time around, I was playing more comfortably overall. Looking back on the way I played BOTW, I can tell I wasn't as practiced with video games as I am right now. I wasn't taking advantage of all the features offered by the game, and it definitely played a part in my overall appreciation of the game.
Of course, it's not the only reason I prefered TOTK. I'd say the 2 best aspects of the game were the freedom in the exploration (mainly thanks to the Ultrahand & Zonai devices), and the Bosses were so much better.

----------Playtime & Completion---------

[Started on February 25th & finished on March 18th 2024]
Playtime: 75 hours
I finished the main quest, and I didn't do a lot of side content.
50 shrines completed, 40 Korok Seeds collected, all dragon's tears collected, and I only explored the Depths a little bit with 35 lightroots lit up.

I played the Wii version on Dolphin emulator, using a Gamecube controller.
The game has 2 storylines, and you have to make a choice when you begin your adventure. You either start playing as the Princess Momohime, or the Ninja Kisuke.
I completed the entirety of Momohime's story, and then played about half of Kisuke's story, but I grew tired of the game before I could finish it and get all the endings. So I watched the rest on YouTube.

Muramasa is a Hack and Slash set in feudal Japan, with an absolutely gorgeous artstyle.
The characters all look so pretty, and the animations are extremely stylish whenever you run or swing your sword around in battle.
Slashing hordes of enemies from left to right, sending them into the air, and cutting through all of them at the same time using the quick draw is so exhilarating.

It would have been great to have more enemies with different patterns to make the combat less repetitive. Some of the environments & layouts are also recycled, stressing even more the repetitiveness of the game.

That's weird how they handled the regular encounters.
When you die during a fight, you respawn immediatly, but the enemies don't. So the game deprives you of all this exp, which is required to earn spirits & souls to unlock more weapons.
I'm still not sure how to feel about it. On one hand, it's a bummer to miss out on this exp, but on the other hand, it allows you to progress in the story more rapidly.

I really dig the use of japanese folklore. Muramasa is full of those myths & traditions, with kitsunes, spirits and onis.
There's an evil spirit taking ownership of Momohime's body during most of the game. The NPCs often mention ghost apparitions, possessions, and you even travel through Heaven & Hell. There are also mentions of Buddha and Amitabha.
All these legendary elements made for a really fascinating adventure.

The soundtrack is pretty nice overall, and it does have some heavy hitters. I loved "Womanizing", "Dim Twilight" and "Deep in Mountain and Valley"

Now that I've seen the 2 storylines more or less, I think I enjoy Kisuke's story more. I wonder if I would have prefered starting the game with him. There are more interesting moments during his storyline, and I liked the encounters with Torahime a lot.

I'll try coming back to this game later on to do the DLCs 👌

----------Playtime & Completion----------

[Started on January 22th & stopped on February 3rd 2024]
Playtime: 12 hours
I finished Momohime's story and stopped halfway through Kisuke's story, at Sayo Boss fight. I watched the rest of the game including the endings on YouTube.

Another video game from my childhood !
I originally played the Wii version "Prince of Persia - Rival Swords". It's a different name that is exclusive to the Wii release, but it's exactly the same game.
I remember spending more time watching my father & brother play it, rather than playing it myself. It was too hard for 10-years old me. I don't even remember if we ever finished it.
Tho to be honest, I wouldn't be surprised if playing with my Xbox controller made the game considerably easier than playing it back then with a Wiimote & motion controls.

The PC version is janky and I had to do some workarounds when I started the game.
Setting my controller correctly was troublesome, and there was an issue with the graphics:
When you set the special effects to "High" the game has an extreme bloom effect that makes it considerably less pleasant to look at.
But if you set the special effects to "Medium" or "Low" your character's shadow turns green (don't ask me why).
I chose to stay on "Low" cause the bloom effect is just terrible.
The audio is also fucked up. In several cutscenes, there is a delay between what you hear and what's happening on screen.
Despite all those technical issues, the game was definitely playable. None of them were too much of a nuisance.

I was very happy with the gameplay. The controls are intuitive, and your character's movements are very fluid. He jumps far and he climbs ladders & ledges quickly.
It was a lot of fun to hang onto those curtains, and traverse the platforming sections full of traps. You need to have good timing, and dodging all those contraptions is really satisfying. The Prince definitely feels super agile!
The rewind mechanic was also welcomed. It was an interesting way to justify having a few extra chances upon failing a jump, and it also serves a purpose in the story & the Prince's character development.

The combat was engaging for the most part. There is an infiltration aspect to it, with an execution QTE everytime you manage to land a surprise attack. You also have plenty of combos, and you'll need to be clever to defeat some of the enemies. For example you can insta-kill the dogs if you attack them while they have their mouth opened.
You can also avoid direct confrontation. Whenever there is an enemy encounter, you aren't locked with them, and you can actually ignore them entirely by rushing to the next platforming segment (well, most of the time).
Another option if you want to avoid fighting is to knock the enemies over the rooftops. It works like a charm!

I wasn't a big fan of the Dark Prince transformation. I understand the idea of forcing the player to play more agressively to change the pace a bit, but it was kinda stressful to lose HP constantly. It's like having a timer, which I've never been fond of. And the combat itself isn't exciting. You can just spam the whip over & over until every enemy is dead.

The game has well designed Boss fights, and all of them are really challenging:
- The 1st Boss fight in the arena was great, I like that it relies a lot on platforming.
- The 2nd Boss fight against Mahasti was equally good. It involves a lot of melee combat with the use of parry & the Dark Prince transformation to get rid of her. Plus she has a sick chara design!
- The 3rd Boss fight against the Twin Warriors was probably the hardest in the game. But fun nonetheless.

Games that ask you to choose a difficulty before beginning your adventure, but don't let you change the difficulty again afterwards are a big no-no for me. I don't recommand starting the game on the highest difficulty if you ever decide to give it a try.
I keep thinking that if I started the game on Hard, maybe I would have never made it to the end 😅

The endgame areas were my favorites. I love the atmosphere in the Hanging Gardens.
After that, you have to make your way through the Palace's old well, and it's just as good. After a tough parkour segment, the Prince finds his dead father, and he finally manages to take control of his alter ego. It was a really cool story moment!

The final Boss fight, just like all the other ones, was very entertaining. It mixes melee combat, platforming & QTE, and it was so rewarding to defeat him.
When I thought I had finished my adventure, the Dark Prince reappeared out of nowhere to try and get rid of us. The end consists of a final platforming segment in the Prince's psyche, and the visuals were pretty neat.
Honestly, the last hours of the game went so smoothly, it was such a satisfying ending.

I'm surprised I enjoyed the game so much. The fact that Prince of Persia isn't a huge franchise that isn't talked about a lot, and the fact that the game came out in 2005.. I didn't expect it to be so good. It holds up really well!
I'll definitely play the first two games of the trilogy in the future: Sands of Time & Warrior Within.

----------Playtime & Completion----------

[Started on January 14th & finished on January 15th 2024]
Playtime: 14 hours
Main story complete.

Fantastic, absolutely fantastic
Único coisa ruim desse jogo é a demora no loading, mas isso não diminuía a qualidad

Dropped after completing Castle Eggman Zone as both Sonic and Tails. I’d like to start off by saying the art style and presentation kick ass and are very faithful to the source material. However I don’t feel the same can be said about the overall control and later level design. Say I have a skill issue all you want but I don’t feel the Speed Thok is a comfortable method of closing gaps/attacking enemies at all in the way the air dash or homing attack in the official 3D games are, combined with how slippery Sonic himself feels to control as is. I’m sorry but these physics do not feel meant for precision platforming period.

Boss fights are also incredibly awkward to get through with the aforementioned control issues along with the uncooperative camera while using the Thok as your only reliable means of attack, and bosses seem even worse trying to attack without it using someone like Tails, who can either only rely on a normal jump or hitting an enemy’s underside with his namesakes.

All in all, Sonic Robo Blast 2 makes me wish I was playing Sonic Adventure instead. Maybe there’s just something I’m not seeing considering how massive the community for this game is and the fact it got an awesome kart racer.

12 years ago I experienced what I’d consider one of the highest points of gaming for me. I opened my Christmas present under the tree and it was Cave Story 3D. My auntie has been more like an older sister to me. The gifts she’s given to me felt like some of the most major events in my life. That may seem like a stretch, but one of the many gifts before and after this was the gameboy advance SP, which was the first system I, myself, owned that was truly mine and mine alone. It’s been so long that I don’t even know if I asked for it, I have no idea how she knew but she knew to find the game I never knew would be one of the greatest immersive experiences for me. The disconnect between generations is a huge gap within a lot of variables so it’s hard to truly understand what the other is feeling. I never really felt this with her because no matter what, she understood. Gaming and music has been a huge part of my identity. This is a gaming site, so obviously I’m not here to talk about music. Playing Donkey Kong jr on a strange controller that was essentially a compact emulator with 200+ games is the second most vivid memory I have as a child, so nobody can tell me different on what the first game I truly played was. I was young, but I remember it like it was yesterday. My first playthrough of cave story will never be erased from my mind. I was so engrossed with it I felt true passion for the first time. I’m not into too many things, the typical “nerd” shit that people used to consider a couple years ago. Gaming, anime, manga, comics, reading, listening to any and every genre, etc. Thats who I am, and that’s who I’ll always be. Cave story hit a deep spot for me. The music, the aesthetic, the story, the characters, the art style, the gameplay.. everything was what I ever could’ve asked for and then some. Undeniably it’s one of, if not the biggest, milestones for indie games. It set a precedent for everything that followed it. A solo dev that did pretty much everything on its own. Nowadays Toby fox, the creator of undertale, is what the general public of gaming know that as.. but no pixel did it first and he will always be a legend to me and many others that cave story has reached. I’m not here to talk about the game or the story or the characters. I usually do that but I have no intentions or desires to. If you read up until this point I want you to experience it for yourself. It may not hit you nearly as hard as it hit me but I hope you at least enjoy it. To me it’s fun, immersive, and completely sets itself apart from any other game. Not because it really did anything creatively first in a breakthrough type of way.. but because it clearly has its own identity. It’s something to me, that you’ll never forget, and it sets itself apart from any other game ever made. Something that is meant to be played blind multiple times. You will discover things you never seen before if you do things differently, and if you play the newest version of it? You’ll be greeted with so many bells and whistles compared to the original freeware release. I can go on and on and on about the history of this game, but maybe you already know that. What you don’t know is that me and a bunch of other people have felt what I’d like to think is the vision pixel wanted players to see. I hope you give this game a chance and have fun with it, I’ll keep playing forever until I’m 6 feet under, and I hope I can get more to enjoy it even a fraction as much as I have.

This review contains spoilers

After having been disappointed by how close Plague of Shadows is to Shovel of Hope, man am I glad to have a DLC campaign that feels truly unique. Specter of Torment is great, starring a very fun to control character, fun level design that takes advantage of said character's enjoyable mechanics, and a surprising amount of expansion into the lore and characters of the game. I'm thinking Specter of Torment is better than the base game, honestly, but we'll see if I still think its the best out of them all once I beat King of Cards and wrap up this Shovel Knight marathon I'm on.

The gameplay is better than Plague of Shadows by default just by actually having level design of its own. I was so glad I didn't have to go through what's basically the exact same levels again, lemme tell ya. The titular character, Specter Knight, has a really fun play style that seems to be speedier than both Plague Knight and Shovel Knight. He's not as weird to play as Plague Knight, but also not quite as simple as Shovel Knight, and his movement feels less floaty than both in my opinion. The main things that set Specter Knight apart are three unique abilities he has: he can position himself through slashing enemies or obstacles (when you're in the air there's a little slash that appears on enemies to indicate when you can propel yourself to cut through that enemy), grind on rails, and very briefly run up walls before falling off if you don't reach the top. The rail grinding is very situational since some levels don't have them at all, but you will need to familiarize yourself with his weak wall-run and positional slashing for every level since a lot of it is built around those mechanics. This contributes to Specter Knight generally feeling like a speedier character who gets a lot of use out of his movement options. Of course, he also gets a wide variety of Curios with spooky undead themed effects from giving red skulls to Red in the hub. They're basically just like Arcana from Plague of Shadows, except the meter used to use these spells is instead called Darkness. You get more Darkness and Will (health) from finding containers located in every level that have either Will or Darkness spirits that Specter Knight absorbs, and I found these weren't very difficult to find. If you miss any, you can just buy them from Missy in the hub; I only had to do that for two of the spirits. Speaking of the hub, I didn't talk about it much in my previous review, but it is worth noting that Specter of Torment ditches the whole Super Mario Bros. 3 overworld map system that both Shovel of Hope and Plague of Shadows had; instead, this campaign goes full Mega Man by letting you pick directly which level + boss you wanna fight in any order you want (except for the Tower of Fate levels at the very end). Instead of having to go to Zelda II style villages to get upgrades, everything is just right there in the hub for you to grab before you set out to fight the next knight. The mode generally feels much cleaner and more streamlined as a result in my opinion, there's no need to fumble with an overworld or anything of the sort and you can just go straight to the next stage. Overall, the gameplay is significantly better than Plague of Shadows, and, although its a tough pick, I think I would say Specter of Torment is also better than Shovel of Hope, the base game.

I feel that Specter of Torment was the first of these campaigns to really try to focus on the story and characters. Perhaps that's because this is a prequel that sets up the events before both Shovel of Hope and Plague of Shadows, although seemingly not King of Cards since, from what I've heard, that one takes place before all the others. Nonetheless, I think it did excellently, showcasing Specter Knight's tragic and interesting story as well as fleshing out a surprising amount of characters, like Black Knight and Reize (I never mentioned the latter in my reviews so far because he's just a random traveling boss who was completely irrelevant before this game). You can kinda already guess what Black Knight's true motivations were by the end of Shovel of Hope, for example, but here you see them get expanded upon through Black Knight's connections to Specter Knight and the dialogue they have throughout the story; Black Knight serves the Enchantress as a front because he hopes he, or someone else, can get through to her and turn her back into Shield Knight (of course Shovel Knight ends up being the one to do that in Shovel of Hope). As for the actual plot, it gets pieced together mostly through flashbacks that Specter Knight has throughout the game. As it turns out, he was a thief named Donovan in life. He had a close connection to another thief named Luan (he's also the father of Reize), and the two went to the Tower of Fate to steal a magic amulet because they believed it would keep Reize safe from the perilous adventures he would try to go on some day. That amulet is actually the Phase Locket, the infamous invincibility Relic from Shovel of Hope and the same Relic that Specter Knight is guarding in that game. When Donovan and Luan raided the Tower of Fate and successfully reached the Phase Locket, Shield Knight stopped them, warning that it was too dangerous to be used. Luan hesitates, but Donovan assumes that she's only saying this because she wants to take it for herself. Boss fight happens, then the tower starts to crumble, and in a very rash decision he would soon regret, Donovan takes the locket and attacks Luan for trying to stop him. The ground gives way and Donovan falls, nearly dying. That's when the Enchantress arrives and persuades him to join her in his dying breath; she stabs him with a scythe to raise him as an undead. As the newly created Specter Knight who wields the same scythe used to kill him, Donovan's goal is now to find eight knights across the land to recruit to create the Order of No Quarter, for which his reward will be an amulet that grants life, presumably so he can bring himself back to life. After a bit of progress in the game, Reize appears, much to Specter Knight's horror. The Enchantress easily defeats Reize and corrupts him with dark power, and now he barks orders at Specter Knight under the Enchantress's authority. Near the end of the game, Specter Knight seizes the opportunity to fight back against the Enchantress after Black Knight appears and reveals that the Enchantress is actually Shield Knight. That was the last straw for him to break free from her control, since Donovan blames Shield Knight for everything and loathes her. In the end, Donovan fights a monster version of Reize created by the Enchantress, and Donovan ultimately gives up his freedom in servitude to the Enchantress after using the amulet to restore Reize back to life. He finally fulfilled his promise to protect Reize, but at what cost? The end credits scene shows him leaving the Phase Locket in a chest, hoping Reize will find it...though, as we all know, Shovel Knight goes and steals it after defeating Specter Knight.

So, yea, I'd say Specter of Torment is excellent. I'm kinda flip-flopping on if I think its better than Shovel of Hope, but I think I would ultimately give it to Specter of Torment. A great expansion to this game. Earns 5 stars from me.

This review contains spoilers

Spoilers only discussed at the very bottom

Resident Evil is a frustrating classic, its various systems a conglomeration of deliberately obtuse design. Back in 1996, I can definitely see where the appeal came from; however, the years since have not been kind, and in hewing so close to that original blueprint, Shinji Mikami’s remake fails to be a worthwhile endeavor.

The rot sprouts chiefly from the gameplay, its tendrils manifesting in multiple ways, beginning with the lack of genre certainty. Resident Evil made headlines back in the day for pioneering survival horror, yet you’d be hardpressed to guess that in light of the confusion on display. See, survival games entail avoiding enemies as much as possible whilst conserving ammunition; RE, on the other hand, gives you NO method evading foes for most of your playthrough: you can't hide, you can’t distract, you can’t even stealth past. Instead, you’re stuck facing zombies in cramped corridors that, 90% of the time, provide no wiggle room for maneuvering around, forcing you to either take a hit as you try and squeeze past them or, you guessed it, shoot the bloody bastards. If that weren’t enough, you’re often privy to enemies (Crimsons, Dogs, Hunters, etc…) who are significantly faster and consequently warrant constant skirmishing. Combined with the plethora of available handgun magazines (on normal) and you’ll never be at a loss as to which strategy to employ.

Some of you may be thinking well Red, what’s the issue with RE being more action thriller than tiptoe nightmare- if it works it works. Sure, but the problem is Mikami was not interested in going that route either courtesy of the number of handicaps he’s put on the combat. For starters, zombies take a lot of firepower to knock down, and unless you get lucky with a critical shot (+) or waste inventory space (much MUCH more on that later) on gasoline, you’ll inevitably have to redeal with them when they revive. Shooting in tight spaces with slow discharge speeds also gets infuriating as zombies are very liable to reaching you before you break them down. On top of all this, the pistol is utterly useless against the stronger variants described above, meaning you’re heavily obliged to pull out your stronger weapons if you wish to avoid a premature death; weapons with nowhere near the amount of collectable ammo as your sidearm.

As you can see, when both halves come together a strange in-between is catalyzed that’s far from enjoyable for either side -- the survival horror is too action-oriented, and the action horror too diminutive; you can’t go in guns-ablazing nor play hide-and-seek; enemies must be engaged with yet that engagement is crippled. It’s as though the creators didn’t know what schematic they were going for and opted to throw in a bit of everything, only to unintentionally spoil the broth- you’re not playing Doom and you’re not playing Clocktower, but their deformed offspring.

Credit where credit is due, every location after the initial mansion does greatly open up to the point where you can dash about (specific) enemies, but considering you’ll be spending at least 2/3s of your time in the iconic manor, it’s slim pickings in the long run.

Still, I might’ve been able to tolerate all this were it not for the sheer number of quality-of-life deficiencies that had NO business being there considering the GameCube’s hardware. The first thing you’ll notice are the many many MANY loading screens -- every single door, I kid you not, every SINGLE door prompts a fade-to-black animation as the game renders the next space, the limning taking a good 4-6 seconds EACH time. Should this have occurred between locales or even wings, I would’ve understood, but why the bloody hell do I have to wait for the f!cking closet next door to open? For a title released the same year as Sunshine, Wind Waker, and Metroid Prime, it’s inexcusable and feels like it was done purely as an authentic (read- outdated) throwback to the OG release.

Next are the short backpack slots I alluded to above. Now, as everyone knows, inventory management is an integral facet of most survivor games; however, REmake unfortunately makes this aspect more aggravating than tensive by way of mandatory occupation: that is, you’re only granted six slots and four of them are replete from the get-go -- your pistol, clips for it, a secondary ordnance, and ink ribbons, leaving a meager two for ALL REMAINING quest items/collectables. Why are those four compulsory? Well, I’m so glad you asked- on account of the unavoidable combat, you need your revolver; on account of brawnier foes arising out of nowhere you need a stronger weapon; on account of [weaker] enemies taking five shots/piece you need extra bullets for at least one gun; and on account of typewriters (RE’s version of checkpoints) not always having an item box nearby, you need ink on hand lest you wish to risk losing your gleaned progress.

As you may expect, all of this feeds into the third worst feature of the game; the sheer amount of backtracking. Having to run between chests and rooms turns into routine clockwork as you’re essentially only working with two free spaces, neither of which are sufficient for the countless quest items you’re required to pick-up, and I just don’t understand why the devs didn’t bother creating a separate placeholder for such trinkets. Inventory management should ideally be relegated to vital resources (healing herbs, mags, weapons/tools)- putting a cap on that whilst allowing unlimited slots for the others would’ve gone a long way towards making the game enjoyable.

Nonetheless, I know plenty of people will argue any horror stockpile must encompass every collectable, in which case there were still other options available like stationing multiple item boxes on a floor or giving players the ability drop objects (seriously, I don’t understand how this wasn’t a thing- include a disintegration contingency if you really wanted to discourage this).

We’re not done with the backtracking complaints. One of the grand innovations of REmake is the presence of locked doors with their own keys and unique loot, meaning you’ll often come upon chamber upon chamber that you cannot access until a later point in time. That’s all well-and-fine, but the problem is the map doesn’t indicate which key unlocks which (or even which room is which), meaning, unless you explicitly jot it down elsewhere (or rely on a guide like moi), you’re going to be darting everywhere like prime Usain Bolt.

Fourthly, there’s the fact that there're, as stated earlier, checkpoints, and not just checkpoints but checkpoints with limited save slots. I’ve never been a fan of their presence in non-2D platformers due to it being an antiquated carryover from the arcade era that doesn’t accommodate the lives of adult gamers; however, even if I accepted it as a critical component of the RE experience, throwing in a finite amount of tokens that waste inventory space struck me as vexing for the sake of being vexing. I get the intent was to avoid save scumming, but considering the backtracking and number of cheap deaths here, such a measure would’ve significantly counterbalanced things.

Finally, we need to talk about the fixed camera angles, a style that made RE stand apart from the crowd but appears out-of-place by modern standards. All cards on the table, I didn’t have an issue adapting; however, the shifting slants do get tiresome during firefights as the constant cuts can change your field-of-view to the point where a previously visible enemy is rendered hidden. I have no idea why Mikami thought singular rooms needed 4-5 perspectives when 1-2 would’ve sufficed: for fresh acolytes out there, expect the Taken 3 fence experience during exploration.

Puzzles constitute a large part of RE’s experience, and while not bad, the lion’s share of them falter in funness due to the aforementioned flaws -- some necessitate backtracking to get a key sited elsewhere, others contain lethal consequences for inputting the wrong combo (a particularly degrading factor in light of save states and healing material being few and far between).

Much has been made about the horror atmosphere REmake pioneered, and unfortunately even on that front things remain mixed. Because of the aforestated annoyances with the zombies I personally found myself more nettled than thrilled- having to dance around a table with a biohazard as I pushed an armoire or instantly evading a foe via clicking a door, for example, weren't scary in the slightest.

Still, I’d be lying if I said there aren’t some genuinely creepy moments and superb jumpscares out there, and I believe a large part of that has to do with the score (++) by Shusaku Uchiyama, Makoto Tomozawa, and Misao Senbongi. If there’s one thing Mikami and his team did masterfully, it was the sound editing as the music beats are superbly integrated into the game. You’re not hearing a constant treble in your journey, but rather specified cues that play depending on certain triggers (i.e., location, story beat, status, etc….). The tracks themselves are excellent, walking that fine line between unsettling harmony and sense of discovery (boss tunes being the exception of course), with morose bass instruments seeing a lot of usage. I was a particular fan of the trio’s save room melody, which sounded like a warped rendition of the Zelda theme from Ocarina of Time.

SFX is a lot more limited in non-cinematic scenes, with the baseline zombies boasting that stereotypical yawn pop culture has come to associate with them. Other enemies don’t fare any better, and I can’t say anything stood out: things are adequate, not exemplary.

Still, it’s miles above the horrendous voice acting here, which, alongside, the script, truly comes across as AI generated, and I’m not just saying that to make a relevant techno reference. Literally listen to any scene on YouTube and it’ll resound like one of those artificial conversations some user-generated algorithm concocted. Part of the reason I began this review with the gameplay is that there really isn’t anything to talk about with the story- a security ops team is sent in to find their missing comrades who disappeared after investigating cannibalist occurrences in Racoon City. Arriving at the venue, the members find their comrades dead, before hauling ass to the adjacent manor after attracting the attention of several Cerberus hounds. Following this, the group decides to split up, with you having the option to take control of either Jill or Chris; their stories offering some, but ultimately inconsequential, differences as they uncover the secrets of this abode.

It sounds like a decent premise, but the reason I say there isn’t anything to talk about is because of how awful the storytelling is. Your protagonist wanders around seeing and learning about the horrifying stuff that went on, but doesn’t bother commenting on it, reporting on it, or outright suggesting they call-in back-up and get the f!ck out of this place. It also never made sense to me why Jill or Chris were wasting time uncovering the secrets of the chateau when it becomes clear something dreadful is occurring and that their teammates are not who they appear to be (+++). I kid you not when I say the game has less than 20 lines of dialogue total, a good chunk of that deriving from the intro cinematic: no one phones in anything, no one acts like a professional, heck no one seems human.

And it’s a shame because the lore you find strewn throughout residence is absolutely enticing, chockful of stationary detailing a juicy backstory involving some inhumane experimentation and mentally ill scientists. If there was ever a pristine example of how to divulge a game’s mythos without being overbearingly expositiony, it would be REmake without question- I just wish Jill would have responded to at least ONE of these journals as they deserved some canon reciprocity.

Regardless, it goes without saying that I don’t recommend the Resident Evil remake. Outside of the above lore drops, there really isn’t anything enjoyable- the combat is irate, survival horror nonexistent, and QOL failures abundant. It seems clear the majority of the production budget went towards the visual redux as this truly is a stunning title that holds up in 2023: textures (at a distance) are stringent, interior design immaculate, and the character animations exact- I’m not lying when I say REmake may have the most naturalistic poses for its figures as your protagonist moves, climbs, and holds firearms like an actual human being would.

But graphics only go so far. Reading the Wikipedia summary will garner better delight than playing this title.

NOTES
-I cannot stress enough how beautiful the game is. Enemy animations, foggy grounds, and decaying wallpaper add to the atmosphere.

-Some artisan at Capcom found the time to program jiggle physics for Jill. Wish that same effort had been put towards alleviating at least one of the flaws.

+Yes, I know a shotgun aimed up can do a one-hit KO at close range, but that takes up precious slugs and serves to highlight the insipidness of the combat system- there’s even a part in the story where Jill (the person I chose) learns about crushing zombie skulls as a means of permanently stopping them and does EXACTLY that in a cutscene, only to be unable to do it during the actual gameplay (on that note, what was even the point in having an aiming system when it doesn’t help 90% of your weapons?).

++The hall of mirrors always left me uneasy, even when I got past the point of no enemies, and that most definitely had to do with the accompanying arrangement.
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SPOILERS
+++So it turns out Wesker and Barry were both traitors working with Umbrella to kill off all S.T.A.R.S units deployed to investigate. My question is, why didn’t they bother offing Jill and Chris during the MANY opportunities present to them? It made no sense to let them meander about Umbrella’s halls on the off-chance of unearthing the truth.

I will also say that Wesker’s voice actor (Peter Jessop) is actually quite good compared to, well, everyone else, but given his minimal lines (the majority of them delivered before his death), it’s ultimately a waste.
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