318 Reviews liked by KJoeyy


if you rated this game below 3 stars you have no friends

Bro released the game a second time 😭😭😭 still ain’t no point to the game, all you do is jump on shit 😭😭😭

Blowheads will never stop catching W’s

Currently playing it

Realm: US-Faerlina
Class: Paladin
Spec: Retribution
Character Name: Gyrø

I have a dream that one day my children will not be judged based off the color of their leaves but the quality of their dandori

This game's combat system is like watching your neighbor masturbate though the window

Like a Dragon: Infinite Runtime

Forever an infinitely difficult series to review without turning it into a minefield of spoilers, I'll tread carefully in my Infinite Wealth review and provide a fairly short writeup for a game that is as cavernously deep as the eigth-ish-ninth-ish (main) entry in the Yakuza/Like a Dragon franchise. Like a Dragon: Infinite Wealth was a game that despite being a tremendous fan of the series' heart wrenching moments, delicately web narratives, and impeccable lived in worlds, I was timid about actually playing. The gargantuan length of its immediate predecessor and slower grind-heavy gameplay took a lot out of me, even if I was a pretty big fan of the story being told. From what I'd heard through media outlets and friends alike, Infinite Wealth had made the game even larger and more grandiose, and after playing it myself I can verify that to be true.

LAD 8 is the first title within the series to take place significantly outside of Japan, this time having the bulk of its gameplay (mostly through Ichiban) taking place in the fiftieth American State: Hawaii. Previously I thought this would be a significant boon to my enjoyment of the title because I thought the series could use a fresh start outside of its typical close quarters Japanese city streets where you're shoulder to shoulder with pedestrians and throwing down in alleyways. It turns out that I actually wasn't a fan of the transition in the slightest. Never having been to Hawaii myself I can't verify this to the actual existence of the city, but much of Infinite Wealth's streets felt almost too large and full of empty expanse. With the series prior, I'd grown use to the almost claustrophobic feeling of having too much to see and too much to do around you. However many of the games taking place in Kamurocho be damned, I took to a significant liking of the familiar sites and sounds. As the series grew and expanded to Okinawa, Osaka, and Hiroshima, I felt like Sega and RGG did a pretty good job at introducing the player to new locales that played into the DNA of what players knew. Hawaii felt big and... interestingly empty for a Yakuza/LAD title. I didn't feel connected to the valley-like wide roads and emptiness between buildings... the beach and the town didn't really feel inviting to me, for whatever reason nothing took. In addition to this, the enemy placement for such an expansive entry was abnormally dense. It felt like I couldn't run my party more than a few feet without turning myself into an engagement. I understand this is probably beneficial to levelling up characters and jobs, but man does it make for a disrupted and un-rhythmic experience. I was dodging streets and pulling detours to a far greater level than I ever was in the beat-em'-up titles that came out prior.

On the topic of not being able to buy into the new world put forth by RGG in Infinite Wealth, the voice acting and languages used came off as a bit... strange. I understand that Like a Dragon: Infinite Wealth is a Japanese game that takes place in America, and in an American state that has a significant Japanese population, but I didn't understand the rhyme or reason behind how many characters spoke and understood English or Japanese. It seemed like the language spoken altered based on narrative convenience rather than a logical sequence, which made some characters that spoke in a broken English like the American born Bryce interesting. This doesn't really matter to anything in the long run but it made buy-in to the locale a little more difficult for me.

Now outside of the map being not my fancy, what actually rubbed me the wrong way? Mandatory fungames! I didn't buy Animal Crossing, please don't subject me to three days of woo hoo tee hee ha ha silly Animal Crossing on an abandoned Island in an otherwise (mostly) serious game. I didn't enjoy going from chasing disappearances and trying to dissolve Hawaii's gang violence to talking to the Western Kentucky mascot Big Red and cleaning trash so I could raise tourism to a location I did not want to be at. When I found out I couldn't leave at my own will, I looked up at the sky like that one gif of Willem Dafoe from At Eternity's Gate. Adding this on to the two forced moments in which you have to participate in a Roguelike a Dragon and I was (sarcastically) livid with several moments of the game. I get why you include these things, and in the long run its good for people trying to get the most dollar per hour value out of the game, but my plead with RGG going forward is that they strip this out of what the player has to do and leave it up to what the player could do. Rebirth made this same mistake and I'm wondering why this trend is proliferating in the modern JRPG space.

This review comes off as overtly negative, and for honesty's sake it kind of is... but there is a lot of Yakuza charm once again present in this title. There are the silly moments from Ichiban and company that have you (metaphorically) rolling on the floor in laughter, and the gut wrenching moments minutes later that the series is known to inflict. I was a fan of... about one half of this game and those were the sections devoted mainly to series mainstay Kazuma Kiryu. It's not necessarily because he's the old guy who we've grown accustomed to over the last few decades, but because his story felt more focused and mature. I do really enjoy Ichiban and think he's a perfect protagonist for the series henceforth, but the segments focused on him felt a little all over the place narratively and didn't hit me as hard as what we see the Dragon of Dojima go through. Familiar faces hit hard, and the cast in Infinite Wealth can go toe to toe with just about any game out there, I just wish they were employed in a more uniform and focused plot.

I usually wrap up my reviews with a plead to either play or not play the title based upon its expectations from the player base and my enjoyment of the title overall, but I feel like people looking to play Infinite Wealth and continue the story of Kiryu, Ichiban, and company will do it regardless. I didn't enjoy this title nearly as much as I did LAD7, but I'm glad we got to ride out with the crew one more time.

If you hate Nintendo and love this game you are bbeing played my ... they ar e the same team. they are working together in your walls. it's like clone wars

Van Arkride is the greatest to ever do it.

Hades

2018

only so many times I can go thru the same floors with the same enemies and the same bosses and the same weapons and the same everythings. for something so lauded I expected some variety. I'm sure some bozo will tell me "umm actually curse, there's six billion lines of bespoke artisinal stone baked dialogue" but you can blow it out your ass if the whole thing's contingent on slaving away in the metalayer currency mines for hours on end

every room seems to go on forever man. imagine if in isaac or monolith you cleared a room and then it filled back up with the same shit five more times. what the fuck guys? you have like four enemies per zone, you don't need to rub it in. is the expectation that I'm basking and luxuriating in these encounters? I'm not. I'm bored before I hit the third floor

maybe it gets better once I suck up to every NPC and collect all the gizmos and upgrade the weapons and upgrade the dungeon and upgrade the shop and upgrade the trinkets and fill out my pokedex, but I'll never know. I fuck with greek mythology when it's about cronus eating his kids and perseus cutting heads and severed testicles goin in the sea, but I don't think I'm the target audience for this kinda snarky post-tumblr young adult stuff. I'm glad folks like jacking off to it, I guess?

probably beats playing it!

I was wondering why this game had a reputation for being way more brutal/grindy than it actually is but then I saw that the Starmen.net guide I was used recommended that you grind to a level where you one-shot enemies at a point where you're already safely two-shotting them and remembered that the average Nintendo fan can't be trusted to know shit about RPGs

I don't think I'm ever going to get around to finishing this game, so now's as good a time as any to do a write-up.

Breath of the Wild is my favorite game. It got me back into gaming after putting it down for a few years, and back into Nintendo games after not caring for nearly a decade. I was excited as anyone for Tears of the Kingdom. The early marketing was excellent, presenting an ominous, Majora-esque asset flip of the more melancholic BotW. I imagined deep crevices carved into the ground, exhuming all sorts of long-dormant horrors, forever altering the Hyrule with which I was familiar. I had faith that the long development time would be used to add all sorts of interesting content and well-designed dungeons.

My initial impression of the game was good. I enjoyed the tutorial island. Helping the overpacked Korok get to his friend was cute. On the surface, one of the first caves I found was the Majora tree stump cave. I remember feeling excited by the Japanese aesthetic for the shrine housing the piece of Fierce Deity armor, and wondered what other kinds of ancient architecture I'd find. Diving into The Depths for the first time was thrilling.

Disappointments, however, quickly crept in. The oddly specific over-packed Korok scenario quickly became contrived as I found dozens more. The tutorial island turned out to be the most interesting sky island by far, as the others were sparse and often copied multiple times. The tree stump cave turned out to be one of the few interesting caves, with most of the others largely using the same mossy aesthetic, with the same Horriblins and the same Japanese architecture housing the same BotW DLC armor. The Depths turned out to have a dearth of interesting content, my time largely spent stumbling around in the dark, avoiding the same enemy camps that absolutely litter the surface.

My biggest problem with TotK is how much it mindlessly copies from BotW. For BotW, the developers went back to the drawing board, and thoughtfully reconsidered all of the rote Zelda tropes that had accumulated in the series since Majora's Mask, like so many fleas. All of the pieces fit together. Take the memory system, for example. For BotW, the developers smartly crafted a smattering of nonessential vignettes, where the order in which you found them was not important, because it suited the open world structure of the game. Anyone with a brain can see that this structure does not fit the essential, linear story that TotK wants to tell. It felt like watching a movie with its scenes out of order. It also leads to big problems like Link spending all his time "trying to find Zelda," when he already knows exactly where she is, but doesn't bother letting anyone else know.

No one held a gun to Aonuma's head and said he had to use the same damn Korok seed inventory system, or shrine health and stamina system, or combat durability system, or memory-based narrative, or music. BotW was great in part because of how new everything felt. But Aonuma's team is already resting on its laurels, and I fear BotW's revolutionary template is already ossified convention.

The worst is how TotK handles BotW's map. Many previous points of interest are utterly devoid of content, including Thundra Plateau, Gut Check Rock, Hyrule Castle Ruins, and The Forgotten Temple. Areas with affecting environmental storytelling in BotW like Fort Hateno are downgraded to dumps littered with ugly brown-gray sky island slabs. I was baffled and offended when I made my way to Akkala Citadel, only to find an inexplicably generic monster cave where the citadel entrance should have been exposed. They really should have made sure there was enough to do on the surface before bothering with the dull-as-dishwater Depths.

Speaking of environmental storytelling, how bad is TotK's? What's the point of introducing another heretofore unmentioned technologically advanced ancient civilization? What happened to the Shiekah tech from BotW, including the army of laser-spewing spider robots and Divine Beasts that devastated the countryside for 100 years? I don't think they're even mentioned once. It almost feels like The Calamity didn't even happen. This created a huge disconnect from the world for me. All the ruins that felt so meaningful to explore in BotW felt like they belonged in a different game in TotK.

I haven't mentioned Ultrahand until now, because it felt largely superfluous to my experience with the game. On the tutorial island, I learned to my great disappointment that walking more than 50 yards from a boat I'd built to cross the first lake caused it to despawn. I was further let down after my first exhilarating flight on a wing part was cut short by the extremely stingy 30-second use time limit.

Ultrahand is barely integrated into the game. It feels like someone took the building mechanic from Garry's Mod, shoved it into BotW, and dumped a bunch of Lego parts everywhere. The game almost never requires its use outside of scripted events like the Death Mountain approach or boring green crystal sky island shrines; it's often faster and more effective to deal with the game's many enemies using the vanilla BotW combat.

So many elements of the game disincentivize its use. The building mechanic itself is finicky and time-consuming, and the distance and time limits are even more demoralizing. I was lucky to find auto-build early in the game, but the heavy Zonaite cost kept me from using it much. Maybe it wouldn't have mattered if going in to The Depths was fun, but mindlessly mining Zonaite felt like the worst kind of grindy MMO filler. I think the biggest tell is how many people complained when Nintendo removed the duplication glitch from the first build of the game. I normally side with Nintendo in these instances, but here, I think it exposes just how unfun and stingy the game is with resources.

I'm just scratching the surface of TotK's serious flaws. The "dungeons" are lackluster, and their "press these 5 or so buttons in any order" design uninspired. The repetitive sage cutscenes after the fairly enjoyable but too-easy boss fights are pathetic. Shrines are often just tutorials for Zonai parts, and can often be cheesed in unsatisfying ways. Sage powers are horribly implemented.

I'll balance all the negativity I just wrote by saying that I recognize that TotK isn't a bad game. If I hadn't played BotW, I'm sure I would have enjoyed it more. Maybe my expectations for the sequel of my favorite game were too high. And there are truly excellent moments that incentivized me to push through all the middling content, like launching off the roofs of sky ships into the eye of a snow storm, or exploring the super interesting Gerudo underground shelter, or fighting a Boss Bokoblin squad for the first time. But I can't deny that I resented most of the 100+ hour grind I put into this game, and I regret ever buying it.

THEY'RE REMAKING DRAGON WARRIOR VII WITHOUT THE 3 HOUR INTRO YOU CAN'T DO THAT! AND NOW THEY'RE MAKING DRAGON QUEST VIII WITH ONLY BATTLES, WHAT'S GOING ON?

The fifth best Final Fantasy XIV expansion, a modern Final Fantasy IV: Final Fantasy XVI is a game that I understand why people like it, but I cannot really conceive of how somebody would love this game. And don't let me stop you from loving it if you truly do, there's certainly moments of beauty within FFXVI that feel meant for somebody with much different sensibilities than I, it just remains a pretty thoroughly underwhelming affair to me personally -- both in what the game promises and in what it fails to deliver.

Mechanically adequate, systemically superfluous, and structurally mundane, but where Final Fantasy XVI really fucks up is with its thoughtlessly derivative narrative and dull characters. The way CBU3 have plucked concepts, backstories, and characterizations from popular shows like Game of Thrones isn't necessarily the worst thing they could do on the face of it, it's just how little those aspects end up mattering outside of being familiar tropes that the player can quickly identify. The same could be said for the game's attempt at a more serious tone with a focus on geopolitical affairs. The game starts off with two sequences that are almost identical to ASOIAF/GoT's Winterfell introduction, which is then followed by a Red Wedding-esque event to make sure you understand how fucked up this world really is. Except, that's kinda where everything stops being like that, they copied GRRM's homework, now it's time to be Final Fantasy!

Which like, if they wanted to copy Game of Thrones, you'd think they'd be a little more confident about it. Like, the way Final Fantasy II, Final Fantasy IV, and Final Fantasy VI cop shit from Star Wars (and I guess a bit of Dune and LotR) feels like expert craftsmanship in comparison, because they also fairly accurately replicate the tone of space operas (just, you know, in the form of pseudo-sci-fi medieval fantasy). They sort of try to keep up with the underlying geopolitics aspect throughout the game, but it mostly falls apart by the end and Valisthea never really ends up feeling like a real place to me. So post-GoT-esque intro, the first third of the game's tone plays out like a more linear, bootleg Witcher 3, in a kind of unflattering way.

The remaining two-thirds of the game do feel pretty distinctly Final Fantasy (with a pretty weak undercurrent of half-baked Matsuno-isms) with structure identical to a Final Fantasy XIV expansion. The latter aspect was comforting at first since I kinda enjoy the simplicity of a fresh FF14 expansion, but it's easily the worst part about the moment-to-moment experience of Final Fantasy XVI, making the game much more prolonged -- and much of it being coated with the tasteless grey sludge of live service content creation habits -- than it really needed to be during its most important narrative escalations. The former aspect is what keeps the experience feeling adequate, but it really just doesn't do enough to differentiate itself from most of the series in terms of character dynamics, overarching themes, and fantasy elements. Really feel like most people who aren't allergic to turn-based combat are better off playing Final Fantasy IX or VI for most of the stuff XVI is trying to pull off. There's even this point where the characters decide to embark on this Final Fantasy V/Final Fantasy VII-esque quest to save the environment, and that also just kind of goes nowhere as the game buckles under concept bloat and is wordlessly replaced with a different thing later on.

The funniest part is the last third of the game is so clearly bogged down in its own bullshit that they had to add this NPC that feels like she was ripped out of Dragon Age Inquisition or something to explain the plot to the player because there isn't actually enough deliverable gameplay moments or constructive skits to bookend all the threads the game has set up by this point. I guess it's more disappointing than funny in the end, there were moments in FFXVI that made me wanna feel that it's all somehow worth it, but so much of it is just unearned or passively malicious in what it's conveying to the player.

The thing that almost makes the whole experience worth it -- a pretty common opinion -- is def the eikon fights, though I can understand if they're too spread apart and too mechanically fluffy for somebody who wants more substantial action gameplay to sink their teeth into. They're carried by their presentation and spectacle, as the gameplay interaction ends up feeling pretty junk food-y, but fuck they rule. Even the one towards the end that everybody I hates, I love that one too! Though maybe it's because I'm permanently a sucker for CBU3's boss encounter design, even if it's gotten a little stale in Final Fantasy XIV itself lately.

The combat design might be another story unfortunately, like, it's not bad, I actually kind like it because I have the issue with my brain where I enjoy performing class rotations in MMOs, but slapping that kinda shit onto DMC5-lite was not the move I think. There's just not enough going on here to be having a cooldown-based system integrated with kinda barebones action gameplay, and I don't think the individual eikon abilities themselves are interesting or cohesive enough to make up for the lack of both strategy and truly engaging action. Glad to see the stagger system here, but I kind of almost would've preferred if CBU3 had copied even more from the FF13/FF7R dev team's combat ideas.

The game is clearly designed around the fact that you can only play as Clive, and it only adds to that dynamism that's sorely lacking from most of the characters; if you're not going to show me enough of who these characters are in the cutscenes themselves, you could at least communicate it through gameplay, like other games in the series do. Clive's solipsistic streak feels pretty fucking forced compared to protags like Zidane or Cloud, Clive is just way too fucking reasonable of a dude most of the time I don't really buy it! And that's fine, I like having nice protagonists sometimes, but they spend the entire game trying to convince he's this brooding lone wolf! It doesn't help that in the game's pursuit of copying and pasting elements from other FFs, it also steals their mistakes: like Clive's main motivating factor being resolved like 5 hours into the game just like Cecil in FF4 and forgetting to make any of the women actually characters, also like Final Fantasy IV.

Like, I wanna say on average Jill is better written than FF4 Rosa, but at least you get to play as Rosa! Sure, both Jill and Rosa are treated as fragile baby birds who are forced to stay at home while the men go fight, but at least Rosa gets to defy that notion when it counts. It's just kinda pathetic what's happened here, like, CBU3 doesn't have an amazing track record with women characters, but at least they do get to do things and have individual motivations for participating in the story in Final Fantasy XIV. Even compared to the FF14 expansion that preceded the start of FF16's development, Heavensward, it feels notably regressive.

It'd be bad enough if it stopped there, but the two other women in the main cast are probably treated even worse. The first one's whole characterization is how she manipulates men with sex to gain power, with the writers using threat of SA as a motivating factor for her transformation into an eikon. Actually fucking vile! They even just straight up copy a panel from Berserk! And the other one's main character trait is she's an evil mom (basically just Cersei Lannister without any of the actual interesting parts). There's one secondary woman character towards the back half of the narrative who's probs the only woman with a personality, which is a shame! Jill especially had a lot of potential as at least Clive's best friend and confidant, and it's just wasted on a character who sits there and placidly stares while bloodlessly agreeing with everything Clive says and does. They can't even make her interesting as an extension of Clive, let alone as a person with actual interiority.

I don't really hate Final Fantasy XVI as much as this review would make you believe: I love adventures and I love action RPGs, and it does a pretty decent job of both. It's "comfy", but it could've been so much more with the kind of talent that Square and CBU3 have on hand, but consistently have failed to utilize to their fullest, outside of maybe Shadowbringers. Like the soundtrack is the best microcosm of all of this; Soken has an insane pedigree, and while his work here is mostly high quality, it feels like his strengths are being misutilized to adhere to a specific vision that maybe should've gotten a few more complete redraftings. Final Fantasy XVI half-heartedly commits to aesthetic ideals and tropes that were already outdated years before it released, in a way that feels almost Final Fantasy, but is ultimately never really elevated into its own cohesive identity.

Anyways, play Asura's Wrath instead. It's got the same misogyny per capita, but it's basically like if you cut out all the rest of the bad parts of Final Fantasy XVI and then also made it way cooler at the same time. 'Star Wars x Fist of the North Star x Buddhism and Hinduism' clears 'Spark Notes of A Song of Ice and Fire books 1 thru 3 x Buzzfeed Article History of Final Fantasy Series' any day.