Jord
BACKER
2007
DOUBLE SPINNING EDGE! DOUBLE SPINNING EDGE!
Every Xenoblade game brings some wonderful QoL to the table, and Future Redeemed brings a BOATLOAD that improves the flow of base Xenoblade 3.
Exploration is a bigger focus than ever, with nearly EVERYTHING you find in Aionios resulting in the direct growth of your characters.
New enemy? Take it out to fill in the Enemypaedia and score some free points for your skill trees!
Pick up an item? Throw it in the Collectopaedia, returning from XC1 and offering some more AP for your skills!
Treasure Container or find a spot to craft? Free AP on top of whatever loot was in there!
There's also a brand new completion tracker included on the map screen! No more wondering if you've explored everything a section of the map has to offer, you can just take a look!
As someone who willingly gets lost for hours in any Xenoblade game, this change is a dream come true.
The story, without spoilers, gives depth to events in XC3 that weren't given much detail, while also serving as a finale to the trilogy of games. If you've played all the entries up to this point, Future Redeemed offers a lot of fanservice in the form of returning locations, characters, and references to previous events in the series. The protagonists, Matthew and A, are wonderful additions to the series. Their dynamic with each other, and the previous protagonists of the series, put a smile on my face throughout the whole journey.
While this expansion is full of welcome changes that I HOPE get brought into the next game in the series, there are aspects that definitely should not have been locked behind 30 dollar DLC. (Certain character backstories being a huge one.)
Sadly, this DLC doesn't fill in the important character plotholes that XC3 has, and the hole it tries to fill just doesn't tell the whole story.
Overall, I really enjoyed this expansion! With so many good changes to the series formula, it's shot up pretty high in my ranking of the Xeno-titles that I've played. Short for an RPG, and does not overstay it's welcome in the slightest.
Every Xenoblade game brings some wonderful QoL to the table, and Future Redeemed brings a BOATLOAD that improves the flow of base Xenoblade 3.
Exploration is a bigger focus than ever, with nearly EVERYTHING you find in Aionios resulting in the direct growth of your characters.
New enemy? Take it out to fill in the Enemypaedia and score some free points for your skill trees!
Pick up an item? Throw it in the Collectopaedia, returning from XC1 and offering some more AP for your skills!
Treasure Container or find a spot to craft? Free AP on top of whatever loot was in there!
There's also a brand new completion tracker included on the map screen! No more wondering if you've explored everything a section of the map has to offer, you can just take a look!
As someone who willingly gets lost for hours in any Xenoblade game, this change is a dream come true.
The story, without spoilers, gives depth to events in XC3 that weren't given much detail, while also serving as a finale to the trilogy of games. If you've played all the entries up to this point, Future Redeemed offers a lot of fanservice in the form of returning locations, characters, and references to previous events in the series. The protagonists, Matthew and A, are wonderful additions to the series. Their dynamic with each other, and the previous protagonists of the series, put a smile on my face throughout the whole journey.
While this expansion is full of welcome changes that I HOPE get brought into the next game in the series, there are aspects that definitely should not have been locked behind 30 dollar DLC. (Certain character backstories being a huge one.)
Sadly, this DLC doesn't fill in the important character plotholes that XC3 has, and the hole it tries to fill just doesn't tell the whole story.
Overall, I really enjoyed this expansion! With so many good changes to the series formula, it's shot up pretty high in my ranking of the Xeno-titles that I've played. Short for an RPG, and does not overstay it's welcome in the slightest.
2006
2016
i try to not shelve/abandon games normally
but being stuck between "boss that command grab instakills you" and "long boring level that has instakill electricity and if you die you replay the entire fucking thing" makes me not want to bother finishing it
the dash mechanic pisses me off on any encounter that isn't a boss (and even then some bosses like Avi are just not fun to fight)
who knew making an AIRDASH required to kill enemies would make platforming feel like dogshit? especially when it's over pits?
maybe one day i'll come back and finish it, but also why would i when i could play like 30 megaman games that don't actively piss me off?
but being stuck between "boss that command grab instakills you" and "long boring level that has instakill electricity and if you die you replay the entire fucking thing" makes me not want to bother finishing it
the dash mechanic pisses me off on any encounter that isn't a boss (and even then some bosses like Avi are just not fun to fight)
who knew making an AIRDASH required to kill enemies would make platforming feel like dogshit? especially when it's over pits?
maybe one day i'll come back and finish it, but also why would i when i could play like 30 megaman games that don't actively piss me off?
2021
somehow Megaman controls in a bullet hell works surprisingly well! also the schmup segments were fun!
the bosses in this game were cool, and because you have infinite lives none of them feel BS
i liked the Curved Shot upgrade as well as the Bomb mechanic
im not really sure why some of the reviews here say there was a difficulty spike, it felt like a gradual climb throughout the game
there was really only one room that felt bad, but it was a lot easier than most of the annoying spike falls that megaman has
it's worth noting that I haven't done the extra stage yet, will make an edit if it changes my opinion
the bosses in this game were cool, and because you have infinite lives none of them feel BS
i liked the Curved Shot upgrade as well as the Bomb mechanic
im not really sure why some of the reviews here say there was a difficulty spike, it felt like a gradual climb throughout the game
there was really only one room that felt bad, but it was a lot easier than most of the annoying spike falls that megaman has
it's worth noting that I haven't done the extra stage yet, will make an edit if it changes my opinion
2021
2003
pretty solid remake of the NES originals + some cool "postgame" content after you beat Mega Man 1-3
definitely worth checking out if you love early classic mega man, but also be afraid of it being such a faithful remake that some of the flaws were remade as well
my only real gripe is that i think the music has less punch compared to the NES original, but it's not bad imo
definitely worth checking out if you love early classic mega man, but also be afraid of it being such a faithful remake that some of the flaws were remade as well
my only real gripe is that i think the music has less punch compared to the NES original, but it's not bad imo
1992
not bad but not very good either
it's crazy how this game has pretty good difficulty until the 2nd half of the game where Dust Man's and Spark Man's stages just are so long, tedious, and full of tight platforming over bottomless pits
Wily's Stage is super super long but thankfully has an easy final boss to make up for it
overall i'd say it's weaker than the two that came before it, purely because it seems like it wanted to go for more of a demake vibe than the previous two, which really really tried to do their own thing
it's crazy how this game has pretty good difficulty until the 2nd half of the game where Dust Man's and Spark Man's stages just are so long, tedious, and full of tight platforming over bottomless pits
Wily's Stage is super super long but thankfully has an easy final boss to make up for it
overall i'd say it's weaker than the two that came before it, purely because it seems like it wanted to go for more of a demake vibe than the previous two, which really really tried to do their own thing
1987
1991
2001
The funniest part of Ikaruga is that there's ongoing lore that the game just never tells you. The less funny part is when the game goes straight for your jugular right away.
This game starts balls hard on Stage 1 and it only gets harder from that point on. If I wasn't playing on infinite continue mode I would have never been able to beat this, but holy shit it is SO much fun to look at when it's going.
I was dying constantly but it was the kind of death where you can't help but laugh while it's happening, you know?
This game starts balls hard on Stage 1 and it only gets harder from that point on. If I wasn't playing on infinite continue mode I would have never been able to beat this, but holy shit it is SO much fun to look at when it's going.
I was dying constantly but it was the kind of death where you can't help but laugh while it's happening, you know?
This game is much more than just a simple demake.
Mega Man: Dr. Wily's Revenge aims to combine elements from Mega Man 1 and 2 to create a unique handheld experience, and it could have been a lot worse.
It takes some strange design choices from both games, such as reeaaaallly spaced out checkpoints, lengthy lengthy Yoku Block platforming over spikes (no Item 2 to help you this time!), as well as the NOTORIOUS issue that plagues Mega Man 2!
Said issue being one boss ONLY being damageable with one specific weapon, and if you run out of that weapon you are just screwed! This time it's Phase 2 of the final boss! Incredible!
beating this game without save states would have been much easier if I didn't keep accidentally hitting the Stage Select button instead of the Continue button, leading me to replay BOTH Wily Stages constantly instead of just playing the second one after each game over (which there were a lot of)
Mega Man: Dr. Wily's Revenge aims to combine elements from Mega Man 1 and 2 to create a unique handheld experience, and it could have been a lot worse.
It takes some strange design choices from both games, such as reeaaaallly spaced out checkpoints, lengthy lengthy Yoku Block platforming over spikes (no Item 2 to help you this time!), as well as the NOTORIOUS issue that plagues Mega Man 2!
Said issue being one boss ONLY being damageable with one specific weapon, and if you run out of that weapon you are just screwed! This time it's Phase 2 of the final boss! Incredible!
beating this game without save states would have been much easier if I didn't keep accidentally hitting the Stage Select button instead of the Continue button, leading me to replay BOTH Wily Stages constantly instead of just playing the second one after each game over (which there were a lot of)