106 Reviews liked by JabroniAbuser677


VIILLAGE is a great upgrade to the some-what lackluster 7, fixing a few of its primary issues such as its pacing not drastically going down as the game progresses. Adding a layer of Resident Evil 4 was a good idea as it blends well together, you'll notice a LOT of Resident Evil 4 stuff, the most obvious mechanics being the briefcase and the merchant (Which kinda makes me sad thinking all these assets are for a future RE4 Remake). The level design, for the most part, is the highlight of the game, some sections, such as the castle are great. The enemies? They're alright, not a lot of variation but they're way better than those mud-shitters from 7 and the antagonists are some-what memorable.

It overall left a good aftertaste. Definitely a move in the right direction, and I hope it keeps getting better from now. Who am i kidding, it's the usual Capcom Resident Evil rollercoaster.

Kunio Soccer is sick. You play as Kunio, the team captain. The goal is to get to the World Cup, which requires you to win around 16 times.

It's a real-time soccer game, but the "real" doesn't carry any realism, there's a lot of crazy tsubasa stuff going on and penalties are really rare, you can elbow or kick your opponent in the face without any consequences. There's stuff such as changing formations, swapping out players and weather, the latter having a significant effect on how matches play out.
The frustrating part of the game can come from some teams being cheap, having unblockable shots and Shaolin Soccer tier goalkeepers, but as you learn more tech and understand the game, you'll rarely put yourself in those situations and work ways around it. And talking about tech, there's so much crazy stuff to do. i'm sure i haven't seen all of it.

You can also play VS or the story-mode with a friend, one player controlling Kunio and the other controlling the Goalkeeper, giving commands to the team.

I wish Blaze the cat(Playable Character) would Sonic Jump on my cock

Dolores please come back I swear I've changed

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I won a game because despite not getting any of the gems/stars, not being the one that won most of the minigames, I was the one that got the most rings. I'd be mad as fuck but I won so it's based

Alf

1989

Ascend to heaven, return to where you belong. Heaven will be Alf.

The world is against you and you only have a piece of salame by your side, do you have what it takes to return home? That I cannot answer, but what I can say is that, whatever you do, do not read books.

Mega Man 11 is (original) Mega Man's 12th game. It consists of 8 main levels which are capped off by bosses, which are followed by an extra 3 levels (ok, in this game it's actually 2), which are then capped off by a boss rush and a final boss fight which will go through two phases. Stop me if you've ever heard this before.

Mega Man 11 is in the awkward position of being the revival game for a series that already had two revival games that preceeded it, so it's understandable that they wouldn't go the same route as 9 and 10, but at the same time their decision to stick to formula this strictly makes everything really bland. The level design is fine, even though I notice that in this game levels last a bit too long, and the basics of Mega Man gameplay are still fairly fun, just like they were 30 or so years ago, but considering that the only curveball thrown into the mix is the Double Gear gimmick, which is kinda interesting in theory but broken at best and a non-factor at worst, it makes the game feel very by the numbers, which is never a positive feeling.

At the end of the day Mega Man 11 is a game for the diehard fans that stuck through the complete drought in content that the series has gone through for almost a decade, and they will be satisfied to see that Capcom hasn't (yet) screwed up anything about Mega Man gameplay, which means that ultimately it does its job. I just wish they aimed for slightly more than "passable game that will be completely forgotten about as soon as we announce/release the next Mega Man game", but beggars can't be choosers. I guess.

Valfaris is an indie game made in the years between 2015-2XXX that is a 2D action-platformer without being some sort of metroidvania and/or roguelike. And it's pretty solid, making it even more of a rarity.

The game feels kinda like a combination between Contra and Ninja Gaiden (NES), with the frantic pace, above average difficulty, and emphasis on constant forward movement. There's some tricks of its own that the game pulls, like an interesting checkpoint system that can be tied to your HP/ammo gauges, and a parry system which can be finicky to use at first. Every level is generally well designed and telegraphed to the player, and if the player pays attention they'll see tons of subtle good design choices, like putting a more complicated enemy that you haven't faced in a while in a neutral area to refresh your memory before throwing lots of them in an upcoming platforming section.

There are some sloppily designed segments, mainly around the end, and for every boss that is a hit there's also another one that is underwhelming and/or annoying, but what I think holds back this game from being really good or even great is the actual variety in the level design. It's all of decent quality and gets progressively harder, but after about the first half of the game you've seen basically every enemy type and every obstacle and every object and they're not really mixed or shaken up much. It's fun, but how many times can the game make me climb a wall or grab onto a flying enemy while turrets are shooting at me before I notice?

If you're looking for a modern game that tests skills that are very different from its contemporaries, or if you're just missing games like the ones I described earlier, you can't go wrong with Valfaris. It provides a few hours of solid, pattern memorizing, violent fun, and if you're new to the genre it might even make you want to play the great ones.

First time I ever talked about this game with someone outside of my friend groups it was at a Royal Farms in Baltimore around Christmas time of 2018 and a skinny little black girl with glasses who overheard my conversation kind of butted in and talked about how she watched NicoB's playthrough of this game. I had no clue who the fuck NicoB was before that day.

Royal Farms western fries are fucking dope, try them out if you ever come to the God forsaken state of Maryland for whatever reason.

Yea I don't have anything to talk about this game that hasn't already been said before. Its aight

So many fun times as a kid but even then I knew how low quality this game was. The amount of times I got soft locked beats any other game I've played. Movement speed is all over the place and aiming is impossible. Only neat thing is it's wide range of characters that can be used to replay levels.

Doom

1993

DOOM is a game that needs no introduction or explanation. Everyone knows what it is, everyone knows the legacy it left behind, and it's one of those games that everyone takes for granted. Between mods, sourceports, sequels, reboots, questionable DOOM games with the number 3 on their title, there's enough DOOM to last anybody a lifetime, to the point where I wonder how many people even played vanilla DOOM and how long ago most people did.

The good news is, on its own DOOM is still a really fun, well designed game. It's impressive how not only did id Software essentially invented a genre here (Wolfenstein 3D notwithstanding), but also how much they knew of the strength of their own mechanics. It's very rare that developers figure it out this quickly, usually there's sequels that iron out whichever issues pop up, but what you get here are three pretty good episodes containing still some of the greatest layouts in FPS history, and generally great examples of how to design FPS levels (hence the countless WADS, lots of them even better than what's on display here). They're varied, well paced, there's tons of little things to discover, and you probably won't even notice you've been playing the game for 3 hours in a row. Not every level is a hit, especially a couple of later ones where the game becomes less a shooter and more a game of guessing which transporter will bring you where, but even in these lesser levels the strength of the movement, shooting, and basic design principles still show through.

Obviously, DOOM should be played at least once by every shooter enthusiast. It may be a game that's been bested since, both in terms of gameplay depth and level design depth, but the core fundamentals are so sound here that it's easy to see how this little game spawned an IP, a whole genre of clones that will later on oversaturate the market, and maybe most importantly a passionate community of modders, designers and just people that are still playing this game almost 30 years later.

Fatther climbs back up cliff and is now mad
Son is now an evil bastard
Father enters tournament to fight his son at the end and get revenge .... again
Father wins and tosses son in Volcano to really make sure he's dead this time
Father makes a goofy ass smile.