70 Reviews liked by JDubb


What a game.

I thoroughly enjoyed my time playing this. It has great music, nice locale variety, good level and game design with creative moments to keep the experience fresh, solid combat and mechanics, good humor/self-awareness, and just enough to capture your attention with the characters.

The only downsides would be game length (felt like it was dragging toward the end), and a somewhat abrupt ending.

Aside from that, I really enjoyed practically everything else about it. An easy game of the year contender.

Is this remake a shameless cash grab by a greedy mega-publisher? Yes.
Is EA Motive made up of talented devs who clearly love the original and have made a great game? Also yes!
Stellar horror game for both fans of the original and newcomers. The side quest material adds to the game, and while I'm not huge on some of the rewrites, they don't do much to spoil the mystery and intensity of what occurs on the Ishimura. It's not a remake that was needed, but I'm glad it happened.

Amazing RPG experience. From Space exploration to Finding your journey to become a starborn, never ending Fun. Sarah Morgan Is the Fucking Goat

Good games leave you melancholic because you're done with them, you've got a void to fill.

That's what I'm feeling. I guess I'll pour one out for the blackest sea.

"A mile wide and an inch deep" has been the go to design philosophy for Bethesda for a long time now, and nothing changes with Starfield. This is the most I've been able to enjoy one of their games outside of Skyrim, but all the cool features are clogged up by thoughtless, antiquated design decisions and inconsequential writing. I still had a lot more fun than I thought I would, and I probably would have loved this game more had it come out in 2016.

In an IGN interview conducted last year, when asked about Armored Core VI’s approach to difficulty Masaru Yamamura(director of AC6) replied “...What we wanted to focus on was really intense and tough mecha battles. We have generally tried to keep it on the challenging side, but it's not to say that it's a flat difficulty line throughout. We wanted to have some nice tempo changes and some nice mix to the difficulty and the level of challenge.” My dude. You did it! I can’t get enough of these clashes! Intense 1v1 duels. Where overwhelming forces meet nimble mercenaries evading missile barrages and bullets galore. Minibosses are spared no expense either. Feeling menacing and tough to beat. Without the right setup, I probably would’ve sweated buckets straining my body and mind to the very limit. I’m so engrossed to the extent, I am reminiscing the good old days from AC Last Raven(ACLR) and AC For Answer(ACFA). Already completed everything I could within three playthroughs. Now I’m soaring across Rubicon’s skies again in my fourth run. Armored Core is back! Blazing, burning, and brightly across nearly all points. If that’s not enough to get your engines running hot, remember Rainn Wilson from ‘Mechless Mutual’ has you covered. Dude seems familiar… probably from some Office tv show.

For those who don’t know AC in general. It is primarily a third-person mecha shooting game. You control a silent protagonist who pilots an Armored Core(AC). Accepting corporate contracts, building up funds, and in doing so, retool their mech when needed. The story is not the strongest you could entice anyone to dip in my opinion. And the IP isn’t renowned to resonate with everyone due to mediocre scores. Outside of outliers. Yet despite all odds the latest installment blasts beyond the mediocre to land among the highest of highs. Penetrating through the nicheness of a twenty-six year long legacy. And still retain the number 1 spot in the UK. Proving without a shadow of doubt, FromSoftware has clearly learned from their past mistakes.

ACVI is no different from its predecessors. But there’s a catch. For the second time in the series, we're not on Earth huh? We're on Rubicon 3. So a new playground awaits us. Coral, a substance found on the planet, is discovered to be both an energy source and a data conduit. Becoming a hot item to advance humanity further by leaps and bounds in the technology sector. Perfect! Our plans proceed on the transhum- until their research causes the Fires of Ibis to occur, combusting the surrounding systems to flames. Fifty years later Coral has been detected once again on Rubicon. And so begins the rush of corporations heading there. To utilize Coral and restart their selfish endeavors regardless of the planet's inhabitants' wishes. As Augmented human C4-621, callsign Raven. You follow orders from a handler named Walter, accepting contracts in the hope you will become free someday. That’s the gist you need to know to get started.

ACVI's story pulverizes its way to being one of the strongest I’ve witnessed in the franchise. And it means a lot compared to previous plot beats. Past games in the story department are usually presented in a simple manner. With hardly any cast to back the main character. Offering no connections, no relatability and no personal motive in conjunction to the protagonist. Recent entries try to break the mold, but more or less most missions are too short and disconnected offering no before or after action report to connect both main/side cast to the narrative. And main objectives all too basic and not noteworthy for a mecha story. For ACVI in comparison, they have all those opposite qualities in spades. Not so much to expect from other powerful games with enthralling story hooks to tell. Here, no hand gently feeds the player, instead we must piece it together from the text given. 621 is offered choices on what divergent missions to accomplish. Therefore, impacting the outcome of the narrative. Equating to three different endings. I find it hauntingly similar to how the Nier series implements them. But not the same. Beyond the corporate duties is a slice of trans humanism and more I won't say due to spoilers. The beats detail unfamiliar roads the first path did not tread. So its a good incentive to keep going past the end credits and see what the rest have to offer. Personally I found it a must to see the fights, new dialogue, new mission structures etc. I like witnessing all the endings and the progression is slightly altered via the storytelling. If I were to rate them. I’d say NG++ = NG+ > NG. The NG is still good in my books. I’ll talk further later since I feel it is an improvement, but there are a few things to be concerned about.

A satisfying gameplay loop emerges in a multitude of factors: the extensive customization in equipping light, medium, and heavy parts to outfit your robot killing machine. Think of it as post-apocalypse deadly legos. Except building a mech twenty to fifty times the size of humans. Become a bulky tank capable of withstanding the hardest of blows. Go for a tetrapod Think crab legs and hover in the air taunting peons below who can’t reach you. Go bold and embrace the small and nimble builds to become an ace. Ace Combat?? Close man. Except you can pilot it, and shoot any kind of weapons you can think of: plasma blades, shotguns, gatling guns, rifles, missiles, bazookas, shields, etc. Forget the robots of the past. Moving at a sloth’s as if you’re a Mechwarrior. No man. Front Mission? While I’m excited we're getting FM2 soon. No sir! Not turn-based! Well, how about Xeno mechs? Getting warmer my friend! What Armored Core excels beautifully is the sheer mobility you can outfit in nearly any direction. They’re the only franchise I’ve played thus far within the genre to go insane in movement. Whereas others take a different approach going for heavy mechs. AC has no qualms about letting you fly like a Gundam or Macross unit and I for one am here for it! Combat is frenetic, chaotic, and incredibly dangerous. Show no mercy against hordes of mechanized enemies, head into a facility to wipe out pesky spider units. Blast foolish laser bugs in the air. Fight epic duels versus other mercenaries to the point of being outgunned and outmatched. Not always though. Face off in epic David vs. Goliath meets Shadow of the Colossus robot-type battles. Yeah, I kid you not. Look up at the big machines dwarfing your size to the point that if they land on you, the aftermath will show nothing but bent, broken machine parts lying on the ground.

Building on the older blueprints in the series, there are so many callbacks. AC2 to Verdict Day. And probably more from AC PS1 games, but I still need to play those one day I'm quite astounded at the sheer effort FromSoftware crafted. Not so much to inject nostalgia bait, but carefully done so I'm not in a reference-filled theme park. Taking lessons in the Soulsborne aspects, Sekiro and heck Daemon X Machina(DXM) An anime-like AC game in all but name, is spared no expense! And the result is quite remarkable. Sekiro’s posture and stagger are reformed. Called ACS(Attitude Control System) Once any enemy craft accumulates enough damage they are left in a ‘staggered’ state. Becoming immobilized and any incoming damage transforms into critical hits. Effectively harming the unit a great deal. After a short period, they can regain their normal status and thus you must break their ACS again. A wonderful rule to abuse against foolish adversaries. Personally haven’t seen such a regulation in older titles. Fights escalate becoming strategic and wary. You are not exempt from the rule. So watch the ACS bar! Moving on. Felt DXM inspiration. Which is ironic since they look at AC for inspiration heh. Mainly the banter and colorful cast. Full of interesting personalities and a pleasant range of voices to keep them distinct. Hearing Michigan’s voice akin to a drill sergeant praising you while delivering lines of “Maggot!” Lives in my head rent-free. Rubbing steel arms with fellow mercs. Becoming buddies. However every so often certain individuals are slow to the point of snails and irritating, bringing all the arrogance to show their superiority to you. Yet this doesn't detract from the personable buddies, which is such a rare sight to see in an AC. I love it! A better attempt than past operators sounding your ears off in a monotonous voice.

Repair kits are awesome and something I never expected. But holy moly after using them, I’m 1000% onboard. Should be a mainstay in the franchise. Please, Hidetaka Miyazaki, I'm begging you. Granted pilots only hold three charges and no we can’t upgrade them like in the Souls IP. Like ten in our pouches to chug. Honestly I’m still in disbelief, we possess essentially mecha estus?! What?! A WD-40 mixed with an elixir of life?! But hey I’m not complaining. The inclusion of the feature works wonders to recover your extra armor points(AP) to live. Also, Human Plus is back, kinda. By defeating opponents in the Arena you gain operating system chips to buy and upgrade your mech. Granting passive skills you don’t need to equip except core expansions. Amplifying the damage done in various categories. Kinetics? Sure. Plasma? Sure. Explosions? Buddy… Sign. Me. Up! There’s more to unlock, but suffice it to say outside of these elements. All upgrades you buy are permanent. Meaning I see no reason not to undertake the Arena to finish off all opponents. And in turn, upgrade your body. Trust me. Increasing repair-kits recovery is a godsend. Moreover, missile superiority is packing heavy blows. Reminding me of AC2 missiles, fascinating villain presence makes a triumphant return. And solid variety in missions. Demonstrate consistent superb points across the board. To the extent objective parameters are given fair treatment: Defend against waves of enemies, stealth tasks, escaping a map, etc. My nostalgia is somehow stroked. Alongside certain themes cheekily reappears in another fashion. AC Nexus isn’t spared either, the soundtrack gives off the extremely high-quality tracks I'm already listening to outside of playing.

AC FA Primal Armor makes a wonderful return now called Assault Armor. Want to surprise attackers by making a 360 degree explosion around your AC? Boy oh boy are they in for one hell of a wake-up call. ACV and Verdict Day scan mode is by the gods gone. No longer a mandatory function, Instead serving as an optional scan mode to display details in your surrounding environment. Highlighting foes, caches for weaponry, data logs, etc. Last-generation games feature a resupply option called ‘Workshop sites’. Now reconfigured whenever a long operation occurs you can resupply and regain all ammo and AP. No cost is necessary.

Level design has changed to incorporate a denser, larger area to cover. Maps are wide and brimming with intricate detail. Broken machinery litter landscapes and factories in production continue to function even if a tourist is snooping where they shouldn’t. Complemented well by smooth transitions into small pathways, corridors instill a claustrophobic nature. Bringing spice to the environmental eye candy. And hell you might see a surprise or two when you see advanced setpieces. Ambushed by an AC duel outta nowhere!? Receive enemy reinforcements partway through a job or encounter divergent objectives throughout. Not all assignments are long to beat. A careful balance emerges to complete levels in less than five minutes or greater depending how many times you reload a checkpoint or comb every inch of a place. Simple objectives in the beginning, gradually increase in complexity as you delve further in a playthrough. Nudging the player to overcome challenges, testing them thoroughly to prove they have the skill and fortitude to go beyond. If one lacks in talent they can make up for it through different builds and playstyle. Of course, results may vary. Just because I had a fine time, isn’t the same for others. In addition to open zones, there are plenty of data logs to find. Detailing lore on individuals in the world, combat logs by defeating mobs of opponents. And I must say the opponent variety is plenty, so you won’t get bored seeing #1 then #2 then #3. No complaints about their design after fifty-nine assignments. I’m hungry to defeat anything in front of me.

The soundtrack composed by Kota Hoshino, Takashi Onodera, and Shoi Miyazawa is just as marvelous as their predecessors. Evoking senses of Bladerunner, Portal and The Division. Hearing Things and New Era convey robust unity and constantly reinforce the numerous allusions and references I found to excellent effect. Inserting Elden Ring vibes into the mix sneakily. I’m astounded at the level of quality. Post-punk, trance, monosynth, and dark synth waves combine in an unexpected product resulting in an eerie, yet soulful and tranquil sound. A consistent flow in haunting rhythms I found to be oddly mesmerizing. Luring me deeper to embrace not only the twisted sense of tension throughout, yet doesn’t detract at all by transforming the whole soundtrack into pleasant humming heavens. A small number of tracks are jazzy and uplifting to the beat. A wonderful surprise, providing a nice change of pace in the otherwise somber and atmospheric themes permeating. Overall, I believe the soundtrack largely succeeds in conveying a “sense of loneliness, nostalgia wrapped in a dark old sci-fi feel.” Well done!

Very satisfied with the console port on my PlayStation Four Pro. Had one crash in my 3rd playthrough, but the rest of my runs have been smooth. So maybe an outlier. Did not experience any bugs or glitches. Which I am super thankful for. And I am extremely impressed by how fast menus load. ACV and ACVD took their sweet time from the starting screen to the main menu and the following notifications popping up. Connecting to the internet and adding unnecessary filler. Thankfully none of that bull is here. Enter the menu and bam! We're in the garage! Sick!

Despite all the praise I've been endlessly pulling, I must talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll state them below. First, the implementation of new game cycles could be better. Players need to take certain missions in a manner to achieve the NG/NG+ ending. Taking the opposite operations in the 2nd run for the others. Once these two requirements are met a new path will emerge to unlock NG++. It should be noted, starting a 2nd playthrough upon beating NG. Reinstates the protagonist right after the tutorial. Requiring them to complete old missions and adding more than a handful of unfamiliar assignments included. Finishing NG+ rewards extra exclusive missions to complete. I had to follow Powerpyx’s guides, for all endings and one to make sure I finished all the engagements correctly in a manner leaving no doubt for me to head to the final route. I highly recommend looking up a guide for both to not mess up. I feel the punishment for not going in the manner intended will cause possible frustration. To restart and play an unnecessary fourth operation. During my time playing, I was ruminating possible alternatives. Highlight completed ones, and include a warning or another tutorial to inform mercenaries of the unique quests. There are no multiple saves to rely on. You get one save, so make it count. Unless you like backing up your save constantly. Wish the method was easier to prevent accidents. Therefore, allowing anyone to start a fresh operation painlessly.

The illusion of safe ‘difficulty’ throughout is blown to bits upon encountering the 1st boss. The devs have little sympathy whatsoever for throwing you to the pits. In one of the hardest fights in the beginning and asked us to defeat them with starting equipment. Imagine an armed Megatron versus a no weapon Bumblebee. Such a decision seems to be deliberate to convey how future encounters can be, aligning with Yamamura’s decision earlier. And he does succeed. Since I’ve read countless rants, criticism, angry responses, and complaints ad nauseam. The developer team's intention doesn’t always pan out to the masses. So what's the solution? Another mode? Easy mode? Hmmm. Doubt it. Soulsborne + Sekiro and AC I’ve played don’t contain those options available. So what’s next? Well, they contain an in-depth tutorial archive alongside training quests to bring fresh pilots up to speed. And I found their inclusion to be extremely welcoming. Easy accessibility to refer to the archive and see mechanics I can take advantage of. They specifically mention changing your build, if you’re having trouble. Past entries had players accruing debt. Now it is not possible any longer. Retry errands to your heart's content to earn sufficient funds. The added checkpoints, assembly of parts, repair kits, and passive skills via ‘OS Tuning’ create a fair parameter to redo engagements. Lessening the tediousness and frustration by starting square one again. In effect, the quality of life features make the hard-as-nails bouts fairer than before. I still maintain Last Raven is the hardest entry in the franchise. ACVI by comparison hits the halfway point to the zenith of ACLR. Moving on, to remove any misconceptions I am not defending Yamamura’s decision, merely trying to explain there are avenues within to help consumers interested in buying or trying out the newest installment. I didn’t come out unscathed either. The 1st boss and each chapter's end baddie demonstrate a higher ceiling to break through. So I’m worried the latest title might be a little too hard. Nevertheless, I am not saying ‘git gud.’ I hate the phrase a lot when a person who needs help asks genuinely and is given a troll/meme response. Let us be better and lend a helping hand to those who wish to pilot an AC alongside us. Who continues to struggle. Responses such as I wish you luck! Keep on trying! Don’t lose hope! Change your builds. Sell equipment and try other weapons. Replaying operations is a great way to earn money and some can be done in less than two to three minutes. These are far better responses.

Arena I think could’ve had more substance. Felt it was lacking compared to previous ones. Push the AI to its limits to challenge us further. Expose us to similar adversaries like Z, N, K, J? or throw a big wrench and add 2v1, 3v1, or 4v1 conflicts to truly test a player's capabilities. A boss rush mode to practice against arduous enemies. Instead of having to restart from the beginning during a task before combatting the big baddy. Additionally, I wish multiplayer was expanded instead of 1v1 or 3v3 duels. Grant us co-op missions online/offline, and set up super bosses, and SOTC-like robots. In ACVD we faced off a version of Motherwill as a team. Why can’t we do the same in the latest title? I’d love to face our previous opponents beside my teammates. DXM had co-op super clashes to tackle and I thought they were incredibly eye-candy, altered elements and most of all were not present at all in the regular story. They push pilots to cooperate and in doing so defeat them. Makes me think much of the effort was in the single-player portion. A factor I deeply appreciate.

In the end all of these hurdles, doesn’t diminish the sheer strengths too much. AC6 takes all the best qualities since its inception and hones the edge of its moonlight blade so hard I am in awe of it. Bear witness and see how ravens fly above blood-red skies fearlessly. Embracing stronger than usual story, gratifying content in both gameplay options and combat, an excellent soundtrack, and worthwhile quality-of-life options, rides the fine line of integrating nostalgia, but has enough to stand on its own. Expansive levels to explore, fight, and discover hidden secrets. Memorable cast. Both likable and destable. Fair, but challenging difficulty next to an expansive number of customization options for your robot body. High replayability and little to no performance/bugs/glitches mishaps. All collide to a must-play for any newcomer or veteran. Easy recommendation to fans and enthusiasts within the niche genre to see all endings. Overcoming multiple tall walls to reach what I firmly believe is one of the best AC entries I've played thus far. A return to form by FromSoftware. Bravo Masaru Yamamura and his team. Looking forward to your future works as director! This title boldly demonstrates there is still a thriving market for the genre in the videogame industry and I for one am standing right beside them waving in my cheerleading outfit to ask other devs to achieve similar levels of greatness. And while there are plenty of mecha titles to watch out for. I for one highly anticipate a sequel since history has shown evidence to import our equipment and continue the storyline. Good chance to expect one. Excuse me, while I play Armored Core VI: Fires of Rubicon for a 4th bloody time!

9/10

Additional Material:
Z N K J - names & somewhat spoilers throughout the series. With final thoughts on the endings of AC6 - MAJOR spoilers on the endings.
Slight Gundam Witch from Mercury similarities
All Endings guide
All Missions List
VaatiVidya - Souls Lore Guru Makes an AC6 Beginner's Guide?!
Advance Tips from Vaati on AC6

Edited 9-9-23 & 10-20-23 - Adding a proper story section, cleaned up some text formatting, replaced a word.

Old and butthurt Final Fantasy fans will tell you that there hasn't been a 'true' FF game since X or even IX. But I've never been one for the 'No true Scotsman' fallacy, and on a core level I believe that not only does XVI play about the same as any other Final Fantasy -- especially the ATB focused ones -- I would also argue that every aspect of this game is what the series was going for from the start.

First off, the ability system in this game is said by director Hiroshi Takai to emulate that of the job system in V.
The second thing is that that turnbased gameplay where people stand around trading blows was always supposed to represent more high octane action -- fidelity just wasn't there yet so the cool action had to stay in your imagination.
The third thing is that the action is really easy. like, HEINOUSLY easy, and the hard mode isn't unlocked until the New Game+, which is one of my big gripes. There are mid-fight checkpoints, said checkpoints restore all curatives, and doing any meaningful amount of side content will make you so far overleveled that you can just turn off your brain. In this aspect, it fails to be a very tense action game because its hard to fail, unlike in FFVIIRemake where you have to actually be good at videogames. This gives XVI an opportunity to shine in other departments though, even just sticking to the combat. by the time you're ten hours into the game, you will have so many different abilities always coming off cooldown that the game ceases to be a hackandslash (Final May Cry as I heard some calling it before release) and becomes more like a cooldown management simulator, like Kingdom Hearts III.... or Final Fantasy IX. or X, for that matter. All most FF gamesboil down to is spam Attack or make every character use their optimal moves for a given fight, and heal when you take too much damage. Sound familiar?
Yes, XVI lets you move in a 3D space, and the enemies throw attacks at you that you're supposed to dodge, but its not really on a level of a typical action game. nothing does any meaningful damage to you, and curatives come in abundance. Nothing can stop you. any real action this game has is more akin to the tactical maneuvering in XII or the holding down one button forever in XV.
So yeah I think XVI has combat that is in the spirit of the most well loved era of FF games, and it does it with much more style and player engagement than VIII every could with its timed button presses.
In aspects outside of the combat, XVI also shines. the world is very fun to explore, the side content is worth doing, the characters are well fleshed out and I enjoy getting to know them, the music is on par with XIV's quality, and Clive is the best FF protag since Zidane. I enjoyed the hell out of this game.

Great story, a little too much exposition and dialogue at times. In my top 3 games of all time.

the game was so good my power went out in the credits so i had to do the last mission all over again

Finished this game a few minutes ago. It is such an underrated masterpiece made by SEGA.

There's a big of jank with a few minigames (Catfighting with it's pure RNG and baseball which made no sense.. even using a controller.), graphics are good for its time and sometimes the lip sync looks hilarious, but that's not all it has to offer.

With some amazing side quests, it fits in nicely with the main storyline. I would most definitely recommend using a controller, operating with a keyboard with a Japanese game is a no go.. I did however, switch to using a keyboard + m for the telephone game and the karaoke.. Purely because that's what I'm familiar with. The final thing I'll mention is theres a fighting style for everyone.. I don't really want to include spoilers, so you'll find out for yourself.

I'll end off by definitely recommending this game.. It took me 70ish hours to do the main story + a few sidequests, it's definitely worth it though!


dame da nae.

THIS GAME IS FUCKING PEAK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

59

Maneater is a game you’ve played a hundred times before. It’s similar to the average Ubisoft game, or any game really— that’s sole purpose is making you check off a list of mindless activities, with no real depth found anywhere… buuuuuuut I still really liked it. It’s a fun collectathon, one of those games where you can switch your brain off and play while watching something in the background or on a second monitor; mind you, this wouldn’t be an easy recommendation if it was stretched into 50+ hours like most Ubisoft games are, it definitely helps that it’s short— never overstaying its welcome— keeping it fun and simple throughout— knowing exactly what it wants to be and never straying away from that; effectively becoming one of those smaller games you play in between something bigger, or use as a palate cleanser, and that… is an easy recommendation.

It annoys me how there’s a very straightforward way to turn this game into something that isn’t a basic map-marker simulator, and that’s to just make it a full-blown RPG; there are hints of that here, with its levels and rarity-based upgradeable mutations, but it never fully commits to the genre— instead only dipping its toe with certain elements and mechanics. I don’t think the game ever gets stale per say, but I was definitely starting to feel repetition by the end, which could’ve been fixed had there been more variety with shark builds— like fuck it! Go full out! Give me a fire shark (don’t tell me that wouldn’t make sense, who cares!), give me a zombie shark, give me a robot shark, give me all the fucking sharks! But they don’t… they limit it to four/five different builds, and most are incredibly safe and boring. It would honestly surprise me if most people didn’t stick with electricity for the majority of the game, seeming as it’s the best for almost every situation. The progression in general is inconsistent: starting off slow, ramping up till about the five-hour mark, then remaining stagnant throughout the remainder of the game. It was getting to the point where I had everything upgraded and couldn’t dump my points into anything, which is painful when you have copious amounts; it would’ve made the game more rewarding if it had base stats that you could gradually upgrade, things like swim speed, damage, health, etc, instead of it all depending on equipables.

If it had done all of that, plus had varied enemies, this would’ve genuinely been a great game; but sadly you’re forced to fight a bunch of humans that are all carbon copies of one another, and vaguely similar sea life to the point where it doesn’t really affect how you engage with them. Some of the later infamy bosses (which is a boring, repetitive, grindy system by the way) get really tanky too, which literally made my fingers hurt from having to press the same buttons hundreds of times, they could’ve just implemented a simple hold-down feature.

In terms of narrative, this is a simple revenge story about a bull shark going on a killing spree after witnessing the death of her mother at the hands of a despicable human. It works. I liked it. I enjoy the loose threads that Maneater tries incorporating in between its ridiculous gameplay moments, and it’s serviceable; don’t expect too much besides some light satirical social commentary on certain issues regarding the ocean, and that’s fine for a game like this! I will say that the narrator misses 80% of the time, by saying either incredibly unfunny puns, or just constantly repeating the same shit. He was running out of lines by the end of the game, and my playthrough was on the short end, seeing as most people spent around 10-16 hours getting 100%. I can’t imagine how annoying he gets when you’re on your 10th or 15th hour… it’s cool that you can turn him off though. I also really dig Scaly Pete, his character has a nice little arc throughout the game and I like the actor's performance. Seeing the cycle of violence pass through generations is always an interesting theme that I’ve come across in movies and games alike, and it’s done pretty well here.

BUT MAN… This game is a nightmare to run, I have a powerful PC and the framerate was constantly fluctuating between 50-160, which I’m guessing is thanks to Denuvo and not the way it looks (because it doesn’t look that good, except for those underwater environments)… and my god do I hate this anti-piracy bs, when it literally doesn’t do SHIT since the games get cracked in a week or so anyways. It doesn’t help that Maneater doesn’t have too many settings, meaning I can’t cap the framerate… It’s actually a bit funny how every game I end up playing on PC has either terrible optimization, or just a lack of settings when that’s one of the most important things you should absolutely focus on when developing a PC game. Anyways, good game, shark go brrrrrrrrrrrrrrrrrr.

Playtime: 7.7 hours

Every Game I've Ever Played - Ranked (By Score)
2020 - Ranked

The game that started it all. Pokemon Red & Blue are the foundation of the Pokemon franchise no matter how much people may dislike Kanto. As the first ever games on a GameBoy the games were done very well. From a roster of 151 pokemon all with different types and moves there's a lot of customizability for the team you want to craft. The story isn't anything to write home about but is a fun adventure of taking down an evil organization using Pokemon as tools for business. Even for the GameBoy the soundtrack being 8 bit is still able to have many memorable melodies composed. There are a few inconveniences that make it hard to play the game nowadays like no move deleter and HM moves being permanent but the game is still enjoyable.

Pretty neat for what it is, which is basically just a Castlevania game with a cute gimmick where every enemy can drop an ability that you can use.

I like the combat, the music's great, and you can have a lot of fun with the abilities once the game opens up. It feels like there was a lot of heart and thought put into the game, but maybe they just didn't have the time or budget to really polish things up.

Things I like:
- The characters are fun (the few of them that there are), and I like that the game has a sense of humor
- The freedom to choose a truly customizable loadout from hundreds of abilities
- All of the neat little extra features, like speedrun mode, a built-in randomizer, alternate character modes

Things I don't like:
- Most of the abilities seem pretty useless, I ended up only sticking with a few that seemed obviously useful from the get-go
- There's only like three sidequests, and they all repeat like 20 times with no extra lore, just literally the same dialogue every time
- There's so much grinding. And the crafting system is cool in theory but it all just feels like such a chore. Why am I killing the same enemy over and over again for a specific material instead of actually playing the game?

Honestly, the core formula that this game is going for is really solid, I think. And I feel like if they ever make a sequel it could actually be pretty sick.

This game released the same year I was born. Once I got a hold of the gold cartridge on my (sister's) console, I could not be stopped. Funny story, I actually played the fully remixed version first, and never knew there was something else until years later.

Edit: I made my name ZELDA the first time I ever played it, and the internet wasn't a thing is what I meant by remixed...