17 reviews liked by KasperN


initially was going to convey this in a meaner, snarkier way for the bit but with how this game tied into trigger closer to the end i decided not to. the game is not subtle about how it feels having to follow up a dream team project like trigger and a certain set of characters basically have to refrain themselves from explicitly saying serge ruined chrono trigger, and because of that i would honestly feel kind of bad bringing that kind of attitude with this review. regardless, while i played chrono cross, the main thought that went through my head was "how is it that people thought cross didn't live up to trigger rather than the other way around?" but as i finished the game and write this review i feel as though cross didn't need to live up to trigger and that hinging its value on whether or not it does is a very childish way of looking at things.

to me, chrono trigger is a game that is held back by how near perfect it is. there's so little wrong with it that at least to me nothing really stands out anymore. there's nothing to grab onto, no imperfections to make it feel "complete" to me and as such i feel as though its reverence, while not necessarily misplaced, is harder for me to grasp because to me a "perfect" game without imperfections, as contradictory as it sounds, will never be perfect to me. meanwhile, chrono cross i found to be an amazing, thought provoking, mesmerizing game that pushed the playstation to its limits aesthetically, a game with so much to say about what it means to live and exist, what it means to dream. chrono cross is messy and imperfect in such beautiful ways, it knows its following up chrono trigger and while it still intends to be a continuation of a work like trigger it doesn't care what kind of shadow its living in and intends to be its own experience, flaws and all.
whether or not it lives up to chrono trigger is irrelevant, the arguments surrounding such are just attempts at insecure and childish posturing because these games, while connected are so different that its hardly worth comparing in that sense. i understand that nothing exists in a vacuum, let alone a sequel, but maybe it would do some people a lot of good to both understand the context of something like chrono cross while also letting it be its own experience.

More of a board game than a mystery, but the art direction carries it further than the sum of its parts.

Love the density of clever systems, but drawing encounters, stories, and available items from essentially a stack of cards, combined with the sort of autopilot story progression, didnt do as much for me as I'd hoped.

Completed two playthroughs, died a few more times.

EDIT: Knocking this up to 4 stars from 3.5 because my experience of playing has only grown more fonder with distance. Really truly more than the sum of its parts.

Played this with my son (5). I've always been of the mindset that I wouldn't give my son any shovelware or licensed junk, and just limit him to actual quality titles. I was pressured into getting this for him by his mother, and I gave in. My son and I spent maybe three hours on it, and that was to 100% the game. The game is beyond basic, and just involves running around and picking things up. The game is horribly made, and there was multiple times that our characters would turn invisible, or fall through the world. The fact that this game is priced at 40 dollars is ridiculous.

All of that being said, my five year old who loves Bluey really liked it, so I suppose that makes it worth it.

In a 1999 developer interview. Keiichiro Toyama says “What is it that sets Silent Hill apart from other games? If I had to answer that question in a nutshell, it would be the atmosphere, which I suppose is vague and ambiguous. However, if you play the game, I think you will understand. Silent Hill is an orthodox game with no outlandish or innovative gameplay mechanics, but it is suffused with a unique atmosphere and mood, not only in its appearance but also in the story and sound.” - Director of Silent Hill 1(SH1).

I couldn’t help but come to the same conclusion as Toyama’s answer of ‘atmosphere’ as the final credits rolled in my blind playthrough of Silent Hill 1. The atmosphere permeates throughout my time running through the titular town full of dense fog. As I controlled the main character. Harry Mason. An everyman who has no special titles, or special powers, is neither rich nor an individual who has super connections of note. He is simply a regular dad desperately searching every house and street for any clue, to recover his missing daughter Cheryl after a car crash gone wrong. And so begins our journey, as he battles/evades otherworldly creatures all while unknowingly trying to survive in this horror-filled place.

Storywise, I found his journey to be a cross between safe storytelling mixed with a jigsaw puzzle. Looking back I can construct how the narrative is achieved by effectively omitting key details. By the time I had all the pieces, I could complete the ‘puzzle’ so to speak. In doing so I was treated to a relatively safe journey in regards to not throwing my suspension of disbelief into smithereens while spreading the plot breadcrumbs interesting enough to lure me further into the mystery. In spite of the slow threads in the beginning. Be that as it may, once I hit my stride in schools and hospitals my will to continue deepened further. Enabling me to question everything and everyone within the bounds of not delving too outside the box to conjure. The regular who, what, where, when, why whodunit. Kept my brain tingling for morsels of information to seek the answer to my relentless inquiries. And thankfully the ending I received satisfied me to a measure I cannot help but applaud for. Well at least for receiving the ‘G+’ ending. And while there are other endings I’ve seen on YouTube. The overarching narrative felt uncommonly used amongst the other horror games I've played thus far. I wish I could give more concrete examples, but that would inadvertently lose the magic and surprise.

The atmosphere toes the line between the unknown and frightening to an absurd, but realistic degree. As I traveled deeper into the mist surrounding the locations of Silent Hill. Taking inspiration from Stephen King's The Mist among other influences. And to its credit, the close draw distance to maximize fog nearly in our faces works cleverly to hide the technical limitations of the PS1 era. The missing inhabitants while replicating a small town out in the country oozes with mystery in a sort of “Will there be something?” is teased mercilessly. I enjoyed exploring to my delight and wasn’t scared too much despite the oppressive silence and lack of inhabitants. Instead, I found otherworldly creatures prowling the dead of the day. Hairless malformed dogs prowling the streets, as winged creatures fly indiscriminately above Mason’s head to claw at him. To the nurses and doctors who are out of their freaking mind looking like a zombie at times. I admit to being scared and simply ran away from these ghastly enemies. The dense fog adds to the intrigue with incessant questions in the back of my mind. “What's happening? Where is Cheryl? What should I do? Why is this happening? How can I survive? Am I dreaming? Is this real?” These questions and more will inevitably pop up as you stumble & struggle.

The struggle is real. As I cautiously checked for enemies in rotten corridors, clean hallways, and entering empty rooms splitting the real and unreal. Confusing me, yet a handy map can be found nearby upon entering a new location. Making backtracking painless. Allowing me to easily strengthen my will, admire the presentation and reference what I had already been to. The map updates as you explore making it a vital tool to utilize. Reinforced by how simple the mechanics are. Mason can run, walk, use guns, and melee weapons, and interact with objects in the environment. The radio too helps as a sort of sound radar for nearby enemies. Helping us to prepare for what's to come. As a result, no gimmicks or very innovative systems at work as Toyama stated above. Focusing on other elements brings the core strengths to the front and center for players to devour. Grayish mist compliments well with the dead air of the soundtrack while feeding breadcrumbs to the player early on to piece and make their deductions. It is fascinating if not slightly stressful since I am playing a survival horror game. Yet I wasn’t all too bothered by the gameplay formula.

Puzzles felt adequate without being too complex. The simple systems lend themselves again and again. Becoming cyclical as you progress further in new buildings without feeling like a drag. Encounter a mysterious item? Maybe we can use this later to open a door or slot into a mechanism to open a path. Hmm, bottle? Must be some liquid I need. Keys? Oh, a locked door I couldn’t enter before surely will this time. Every puzzle I found difficult had a nearby solution to help players give off clues to solve their current dilemma. And usually, they may connect to another component, solving a dilemma could be a key to finally removing an obstacle. Out of all the puzzles I encountered. Only one of them is incredibly difficult. This was the only time I felt compelled to check a walkthrough and once I found the solution I couldn’t help but smack myself silly. So here’s a helpful tip. Check your surroundings to make sure of any missing pieces, having a separate monitor or paper on hand to visualize text hints can offer a different point of view. There are puzzles here without a hint so visuals and any patterns as delicately as I can vaguely say will prove invaluable to the naked eye. Don’t overthink, sometimes the easiest and most gut feeling may prove to be the right one.

Combat I wasn't fighting every step of the way like tank controls. Instead I embraced the simple fighting system and abused them to my advantage. Harry can equip one weapon at a time. Utilizes a multitude of melee and ranged weaponry. From pipes to knives to a pistol, shotguns, etc. The armaments helped tremendously like a hammer and the shooting mechanics aren’t all too complicated due to the absence of a reticle. As long as you focus in the direction of the enemy. You can shoot them with extreme prejudice. And man does it feel good to lay them out on the floor and kick em when they're down. Go close to an enemy? Eat a full round from my shotgun. Enemy closing in? NOPE. Time to run in a zigzag and not look back. Dying in about one blow? Excuse me while I chug a kit and some bottles without a required animation to take effect. See several mobs? Yeah forget that, Ima run past them. Pick your battles, don’t fight everything, to conserve ammo.

Felt the resource collection and using my stockpile satisfactory. Supplies are spread throughout the town so you’ll have to do some exploring off the beaten path to see any health kits or bottles to replenish your vitality. I had a surplus of bullets and avoided combat where I could to save ammo. Didn’t need to heal every time, only when I needed to. I wasn’t hindered by any inventory limit, nor was there any sort of stamina meter. He does have a health meter once you enter the menu with a press of the button. Making the lack of any real user interface where you would traditionally see one noticeable, albeit not necessary to see. I didn’t find any major issues with finding resources.

I’ll talk more about this later, but for now, I'll praise the tank controls. The mechanic where you move the player is similar to the process of how a tank moves. And this is a process you’ll need to contend with throughout the entirety of a playthrough. Nevertheless, as I became more familiar with tank life(This was my first time experiencing the phenomenon.) I found it weirdly satisfying to look at the element from a different angle. The controls accentuate certain camera angles to invoke a sense of anxiety and unease. The combat adds to this which I didn’t mind at all considering the game doesn’t shout to the high heavens to play for the fighting module. This in turn creates anticipation and tension adding to the already unsettling atmosphere. So I like it. For adding depth to the combat and fleeing.

Honestly, this emphasizes cutscenes when they play by displaying different camera angles while the dialogue occurs. And boy do I have some good news. I’m surprised by how little text there is in the conversations. Thereby not slobbering players with text logs or lore logs. Though as a lore nut, I firmly believe as long as you have enough relative lore in hand it could prove beneficial. But that is neither here nor there. Words and phrases are used sparingly as if to uphold a sacred tenet that fewer words equals good. SH1 for example follows this rule to a T. I did not see any wasted text. Puzzles and hints are included. It's like a subtly minimalist Chekhov's gun here. And oddly enough I am praising the usage of short conversations between Harry and whoever is speaking to him to excellent effect. Why? This adds mystery and intrigue to the central locations while increasing tension, fear, etc. Reinforcing the enigmatic atmosphere Toyama envisions. Seriously this is great stuff preserving minimal, but essential text to have players piece their own conclusions. Showing us, but not telling us.

In a 2015 interview from Factmag Akira Yamaoka(composer of a majority of the Silent Hill series) talks about the franchise's soundtracks and why it continues to be as influential as ever. “One of the greatest ways that Yamaoka enhanced Silent Hill’s fear building is by using music and effects in ways that run against what you’re expecting. “I wanted it to be unpredictable: maybe during a big scare I cut everything out, and maybe if nothing was happening at all there would be a lot of sound.” You have an empty hallway? Layer a few sirens and mix it in the red. You have an establishing moment with a villain or environment? Use only the sound of a sharpening knife.”

This unpredictability by Yamaoka works to an impressive degree throughout the entire soundscape. Where I felt the absence of regular conventional instruments in favor of creepy silence, air vibrations, the beating of unconventional items like banging of doors, the scrapping of blades, and the heart-pumping scratches and fluctuating radio frequencies awakens dread. Some examples I’ll pull from the OST have silence integrated well such as: ‘Downtime, never end, never end, never end, alive, nothing else, justice for you, heaven give me say, far.’ These tracks accompany many of the gameplay segments and cutscenes in a congenial manner yet interlaced wonderfully facilitating differences from the usual effects we often hear. Creating an unsettling tone to repeat for days on end as you boot up the game. Not to the point of over-use since a lot of tracks differ in tempo, rhythm, and how untraditional sound works. Seriously listen to any of those tracks and see how it differs from classical instruments. The names of these tracks also share similar connotations. Giving off a break if you will. Or time of rest. By comparison, there is another layer. And that is the panic tracks. Imagine low drums combined with a background of haunting wails or cries of ghastly echoes.

While the foreground is immersed with a layer of banging utensils harshly being hit on steel walls in a pattern that evokes slow encroaching terror. Yeah, terrifying isn’t it? Try listening to these tracks: Die, ain't gonna rain, half day, dead end, ill kill you, bitter season, don’t cry, for all, devil’s lyric, over, until death. I had to stomach through the OST again and it is incredible if not spooky. Yet thankfully enough here’s a secret to lessen the tension and anxiety. Lower the volume, no shame in doing so. I admit to doing so! The naming sense also is interesting to note again, with most of the tracks I chose from a small sample conveying notions of death, threats, and bittersweetness. I could’ve added more, but you can see the rest here and suit the tracks in other patterns. Regardless, I want to focus on a pattern. The silence tracks and panic tracks from the ones I listed earlier follow a theme, eh? The former inhabits an eerie vibe throughout yet doesn’t go to the steep lengths of making the player run to the hills. In my ears, I felt they were used to excellent effect, conveying a tingle of mystery as I ran to new rooms and buildings. By comparison. The latter displays the rush, the unbearing suspense mixed with a persistent rhythm forming an incessant need to get out. Run faster and get the hell out of traps and dead-ends. As a result, the panic tracks I think work in its favor and complement the silence to a proportion, I find myself fascinated by the two accompanying themes.

However, a third and smaller portion of tracks not of the two kinds emerges. And this brings to the forefront the classical tracks to a shotgun-filled bar full of emotions and relief. These tracks finally make use of classical instruments like the guitar strings. For example in the track ‘She’ I felt they provide a profound degree of closure. Some may see this as an abrupt slap of whiplash, on the other hand, I found it comforting. In the near silence and panic-filled corridors of ambiance. I found at the end of my main character’s journey and to my great satisfaction a longing feeling of contentment and tranquility. It is apt and so powerful to hear classical instruments shine so bloody hard. I am amazed how different Yamaoka's style conveys so uniquely and so beautifully to listen to. Granted, the effects on the unused may be perceived as annoying to hear repetitive noise effects. Although, I think it works to its benefit. Complementing the game to magically transport the player into the Yamaoka’s soundscape. Like a puppet master controlling how we feel. Just wow. Very different from other Japanese composers I'm familiar with listening such as Nobou Uematsu, Keiichi Okabe, Yasunori Mitsuda, Yoko Shimomura, Hitoshi Sakimoto, Masashi Hamauzu, Masayoshi Soken, Keiki Kobayashi, Kota Hoshino, Falcom Sound Team jdk, and Xenoblade composers. The OST manages to ride the fine line of not being either bombastic or slamming us with gentility. Filling the player with enough suspense to not overflow in sheer terror while giving enough intrigue to the limit of genuine courage. It is as Yamaoka talks about earlier. Unpredictable in building fear.

As much as I could continue praising and analyzing every morsel. I must talk about my mixed feelings. These are neither positive nor negative, but simply some things that gave me pause, could be better and perhaps a hot take down below.

First tank controls for the unused can make it difficult to achieve the right balance in the beginning. When Harry moves in a single direction, turning becomes difficult. So you’ll have to swerve to the right or left before coming around. Takes some getting used to. I was never familiar with these types of old movements and considering it was my first foray into it. My first 15 minutes were clashing onto walls. I understand it's a product of its time. And while some may say it adds tension and anxiety, which I agree to a certain extent. More often than not I crashed into walls and wished it controlled better. Could be a dealbreaker for some. I’ve heard the newest entries after the first have better controls. Though for a first entry, it's not something I'll judge too harshly. Once an hour passed by I became used to them. To help, quick-turn using L1+R1. Helped immensely for my playthrough and thankfully the game’s runtime isn’t too long or medium to deal with. HLTB estimates put this at a short length.

Second, this might be a hot take. But I think going into the game blind completely would be a mistake. I tried playing blind for 95% of my experience and while I did have a good time, once I removed some tips to know beforehand along with some of my friend's advice I would’ve unknowingly struggled. Please check out some tips. I'll put some links further below to help newcomers. Therefore to prevent further suffering. Not required, but it doesn’t hurt to know ya know? For example, Running away from enemy mobs in the streets to conserve ammo. Quickturn if you hit a dead-end and I abused the hell out of that to counter the rough tank controls. Furthermore, going blind may inadvertently cause players more trouble when trying to achieve certain endings. They can be strict. Without going into concrete details of spoiler territory. To get the G+ ending, players need to somehow pick up a liquid in a hospital and use it in a boss fight. Not the last one. There’s a bit more, but I'll let Before I play handle that. Highly recommend referencing that in hand while you play. I hope that’s vague enough to say. I am not advocating for everyone to achieve that outcome, rather I think it would help in the long run when thinking about the game as a whole. It is simply a suggestion.

Third, boss fights I think could’ve been improved a little more to induce more puzzley in design without reverting into too gimmicky territory. As vaguely as I can say. I usually evaded their attacks, then shot bullets during appropriate moments. I’m torn on this point since I think this ties into the combat not being a true highlight to look forward to. I didn’t come to SH1 to be amazed by fighting. Yet unironically Toyama in another interview back in 1999 echoes similar sentiments by saying how “The action part of the game is really just something to create the horror.” A medium to enhance the horror if you will. Although, I still can’t help but add my suggestions on how this could be remedied to make boss fights more horrory. Off the top of my head: More on escaping, instead of traditional fights. Destroying objects in surrounding environments then switching to a different weapon like melee. Surprise me with dialogue maybe and if I answer wrong, game over. Taunt me while chasing me. I wouldn’t say they're bad by any means. The first, second to last boss and final boss do a decent job.

Fourth, I wish there was more interaction in the environment instead of literal observations anyone can make. When exploring anything of relative interest in his surroundings. Harry will make a direct, blunt phrase. “No useful books.” “Nothing unusual.” “Drugs? Better leave it.” “Just a wall.” Granted, there are plenty of notes, diaries, letters, and documents to give some relevant lore or plot hooks so it’s not all bad. Feels weird though. Why not have him say different lines like “Cheryl would’ve loved this book.” or “Ah I remember this drug from long ago my wife used to use.” See how those suggestions would’ve changed some of the stale observations? Makes me wonder if the other installments made some changes to his inspection.

Ultimately I found Silent Hill 1 to be largely a leap of faith as one Ubisoft franchise likes to say. While it does have some dated mechanics like the tank controls which may vary from person to person. And the story may not resonate with everyone. Along with my other mixed feelings. In the end, hidden beneath these varying qualities I found the everyman plot to be equally as satisfying as my time in Signalis. I can only leave pretty positive after my ten hour playthrough. And oddly enough, I regret not playing this title back then in my childhood. Never played any other entries in the series either. And yet for a PSX title released in 1999, I am pretty impressed how much it holds up. Stands tall amongst the other horror games I played. Sure the title doesn’t boast the Lovecraftian edge Bloodborne grasps. The excellent pacing of The Last of Us. Great lessons from Omori or hitting the fine balance of horror and action in the Evil Within series and Metro 2033. Nor does it provide richly diverse cast to the gills like Shadow Heart and Koudelka.

Rather, Harry Mason’s troubled venture to recover his daughter is a powerful incentive to keep in mind. And the feelings of “annoyance, anger and incredible kind of powerlessness” evoked by the protaganists voice actor Michael Guinn moved me enough to see what happens in the end. Strong to witness amongst the clever backtracking, colliding with interesting and well-thought-out puzzles. Constant showing, not telling, and remarkable use of minimal dialogue I found in contrast to Parasite Eve. Demonstrating how much this little gem can achieve in a concise manner without padding. I wasn’t bombarded by useless cutscenes or tearing my suspension of disbelief a new one. Beyond the palpable unique atmosphere, intriguing everyman story and excellent sound design lies something special to anyone who has never played Silent Hill 1. I’d even go as far as to say the game has made me appreciate horror much more than I thought.

8.5/10

References & Additional Material:
1st interview - Shmuplations translated the 1999 interview with Toyama and others
Wiki links - Everyman - Inspirational works of Silent Hill - Tank Controls - Chekhov’s Gun - SH1 OST - Soundscape
2nd interview - Akira Yamaoka interview
3rd interview - Another interview with Toyama back in 1999. Different from 1st.
4th interview - a 2018 interview with none other than the original Silent Hill voice actor for Harry Mason. Michael Guinn. Fair warning does contain spoilers for SH1 & SH3. I only read the SH1 portions.
Silent Hill 1 Before I Play Tips
Silent Hill 1 manual
A short history article on the origin of Tank Controls - Cool TIL tidbits.
My spoiler thoughts on Silent Hill 1 - Heavy spoilers from beginning to end of the game

So the narrative might just be a series of proper nouns. I could not, gun to my head, tell you the plot.

But who cares, Cvstodia is a great place to raise a family.

Would it surprise you to learn that there are no crucifixes in this game? The makers understand that what haunts most Western minds about Catholicism isn't the Jesus part. It's the obsession with the arcane, the centurys-dead history, the bones of saints placed under glass, the body and the blood, eldritch horrors that have been hidden away since Roman times. So we get a Bizzarro Roman Catholicism that remains just at the edge of recognition.

And...thank the High Wills there's a parry system! It's the key to my enjoyment of metroidvania games, and sorely lacking in so many of them.

Myth is a unique series in the annals of the strategy genre. The factors that make it unique limit its appeal to what I imagine to be the typical RTS fan, but they have also granted it an enduring cult status in the eyes of the few (enough, at least, to secure updates to modern systems in the form of Project Magma, though not enough to save it from the abandonware limbo). They superficially resemble RTS games that were popular at the time, but any base building or unit construction has been stripped away. There are no resources to manage other than your units, which number in the low tens at most, and there is no opportunity to replenish them during a mission (outside of scripted reinforcements, which are rare). It goes without saying that each unit is therefore very, very precious. Myth also boasts of an innovative engine that treats each projectile as a separate physics object, subject to gravity and weather effects. All of these factors together place overall gameplay emphasis squarely on battlefield tactics: formations, positioning (to take advantage of terrain as well as avoid friendly fire), and various kinds of tactical maneuvers. The number of unit types is not large, but there is no redundancy, and nothing really missing aside from a scout-type unit which could add a thin layer of strategic depth.

In typical Bungie fashion, there is a lot of effort put into story presentation in the campaign. Granted, it is typical dark fantasy shlock. For, uh, mythical reasons, an army of undead is on the march, set to annihilate the human race. Hope is, naturally, all but lost. Thankfully, the actual missions sell this scenario as much as the impressive narration and drawings that introduce them. The campaign is notoriously hard, confronting the player with overwhelming amounts of undead resistance from an early stage. Early missions have a good variety of objectives, and the player is well-advised to choose their battles wisely in completing them. As the campaign drags on, however, more and more missions force the player to hold a position while fighting off wave after wave of opposition, or march from point A to point B while killing everything in between. These become extremely punishing, with the last mission in particular being a brutal slog where all but the most minor mistakes force a reload. Mission briefings are more about storytelling than anything else, so success becomes a matter of memorizing opposition forces rather than any kind of strategic planning. The game's tutorial basically tells you to savescum, so there's that.

Soulblighter is a strict upgrade over The Fallen Lords, but the games share technical flaws like shoddy pathfinding (Soulblighter's is way better but still) and a camera that is too close to the ground (which also tends to limit the terrain depth promised by the game's physics). Soulblighter's map design is much better as a whole, but should you for some reason want to play The Fallen Lords' campaign it's been ported to Soulblighter as a mod.

As a single-player experience Myth has a lot going for it: a strong theme and unique playstyle that is accessible to non-strategy fans, but challenging enough to take some dedication to get through. It's certainly not deep, but there's a reason I've kept knocking my head against it over the years. Multiplayer Myth looks like bloody chaos in the best way possible, but unfortunately I have been unable to get any of my friends to be interested in the game. Miraculously there are still servers running for online play, so maybe I'll hop onto one of those at some point.

Calling Swampstar "A brief meditation on the broken swamplands of Louisiana's future." sums it up quite nicely. You can "play" Swampstar for free on itch.io and being called a vignette or micro-narrative there hits the nail on its head, I think.

I'm not entirely sure where to put Swampstar in the ludography of Geography of Robots, like if it is a demo before or along the way the development of Norco, their first full release, but it kinda sets the mood for that nicely with a text monologue over some pixel art.

You press a couple of times to activate and continue the text, multiple choice at the end all leads to the same animation. Hardly two minutes and Swampstar is over. For that reason I won't rate it.

Swampstar seems to have the same melancholic origin as Norco and therefore underlines my understanding the latter is more focused on ambience than gameplay or even a very tight narrative.

It's a bonus, so I take it. It's art, so you can't hate it.

Actual hell to play

Beat this one on normal difficulty again, and oh my god it's so difficult. This is LEAGUES harder than the first Super Star Wars, an already difficult game.

This game isn't hard for the right reasons, it hard cause of jank and bullshit. You have to take a lot of leap of faiths, enemies throw stuff at you that is virtually impossible to avoid, the hitboxes on both platforms and enemies is super janky, the levels are just way too long, bosses have way too much health, and it feels like beating bosses is just strokes of luck, as sometimes you win the fight, and other times you lose the fight, despite doing the same thing on both attempts.

The Mode-7 Sections are probably the best parts of the game, specifically the Hoth battle, it's the most fun you will have playing this. Immediately after this section though, you get a 2D Hoth battle that really sucks.

The enemy spam and placement is seriously just a nightmare, it feels like the devs didn't playtest it at all. Even when you figure out how to progress and beat everything, it feels insanely tedious and annoying.

Same as first game, the graphics and audio are superb, but the actual game sucks. fucking 70% of the enemies and bosses in this game aren't even in the actual movie, it's stupid. There's a lot of filler levels and every level feels super long, this game feels way way longer than the first.

Luke having force abilities is cool though lol.

Despite improvements in mode-7 levels and in character abilities, the level design, enemies, and bosses make this game worse than the first one. It is flat out not fun to play. I will never replay this one lol.

(See all my Star Wars Rankings and reviews on my profile here, the list is titled "Star Wars Ranked.")

I didn't think a game, no matter how compelling and mechanically sound it is, could not trigger a feeling of antsiness and desire to finish it around maybe the 50 hr mark. Most games I play I get a little ready to be done at the 75% point or so, and longer games I feel that even harder. But Elden Ring just kept me on the conveyer belt, trodding onward to sometimes samey features, but under a backdrop of some really compelling setpieces and plot hooks. I was at 120 hrs before I felt any slight twinge of fatigue. I believe this was before I had properly explored the consecrated snowfield.

I wish I had the brain to absorb the lore off of the item descriptions and piece things together, but thankfully there's Vaati for that. But the glimpses into the tapestry revealed in the game were still interesting. I was the most conscious of the lore of this vs. other fromsoft games I've played so far, and it did lend itself to an overall richer experience, even if I need a video to fill in the gaps and make sense of it.

There's a weird veneer in the action games they make that is sort of ugly. I would imagine that's intentional, but it sort of fooled me prior to me getting it(finally on sale) when I heard people comment on it being beautiful. Like people wanting to just wander through the environments to soak it in. I didn't see what they meant from viewing screenshots or clips of the game really. Still looked like it had that inherent ugly layer that, while things can still dazzle with their aesthetics and art direction choices, it just stopped my brain from associating beauty with it.

But in some of the smaller caves, the luminescent rivers running through, shimmering like edible glitter in a drink, illuminating the lush green ferns and lichens on the cave floor. The starlit underground cities, the lava floes, the erdtree itself. I had a hard time fighting the final final boss for a few goes because of just being mesmerized by the look of it and its attacks.

I've now finished Demon's Souls, Bloodborne, and this(with a decent chunk of 3, which I will someday return to) and by far Elden Beast was the one that gave me the most trouble as far as a final boss. Overleveled as I was.

Which returns me to one of the biggest takeaways I have for it, that it was fun and compelling through every moment. Beating your head against an enemy, stomping through each little map marker that you turn yourself towards. "So there's a little red hole on the map here, gonna head that way and work around this ridge". So on and so forth.

It is wonderful that you can largely suspend anywhere, so you can step right back into it upon resuming. Perfect for the Steam Deck as well, which is how I was able to play so much of this on lunches at work and at friends' places.

Some of the more confusing areas were a little hard to navigate, as the game does have its few flaws. I was a little dismayed to see that the framerate catch-up thing that I heard about in a podcast from its release still happened, and it's probably something that doesn't affect everyone broadly, but it was still occasionally a little frustrating. Not terribly so, but. Sometimes its multiplayer could be a little annoying to navigate too, especially with level sync and however it chooses to gate this. Playing with a friend could stand to be a bit more seamless. Nothing damning.

First bug I saw was around the 130 hr mark I believe. An enemy glitched into the environment after I had been called in via blue ring. Pretty entertaining, and impressive for this kind of game.

I loved the little details that while pathed and so on, felt very additive to the world as a whole. The procession of the items in coffins pulled by two giants djd a lot to make the world feel active, and bridging things together in ways that feel lived in but service the gameplay. There maybe could have been more of that, to really seal the seams between the islands of interesting things in the map, but I felt there was enough of it or visually explained things that it does ease the few areas that felt a little sparse. But for a majority of it, it's extremely dense.

I so wish there were completion stats at the end of the game, to show things like runes lost, times died, and especially an overall % complete. I went deep in most areas, and I feel like I still maybe didn't break 90%.

Loved the Ranni questline. My furry ass had to cosplay Blaidd the rest of the game. The Volcano Manor one was also super interesting, and a fun side thing at that stage of the game. I even had a little roleplay story in my head for my character that I developed coinciding with my builds and re-birthing at Raya Lucaria, which is unfortunately unsual for a lot of roleplaying games.

Speaking of Raya Lucaria, some of the gear in this has been my favorite of the series. The weird stone wizard masks, and masks in general in this are all pretty fun. And the armor and so on is largely more aesthetically pleasing than the prior games. Still only had a few of what I personally love, which is the goofier looking stuff, but it was enough that I enjoyed it.

Wild enough that Elden Beast was the hardest final boss, I think I've either just tapped well enough into the series or this one is significantly easier overall. Some things I expected to give me trouble I would clear first time. I'm not particularly great at games or anything, so sometimes I would be genuinely surprised at how well I was doing.

Alright, ramble over. Loved the game. Excited for the DLC.

Was pretty good until the profoundly Kojima last act. Jesus Christ dude, why don't you just take the subtext and decapitate me with it?