255 Reviews liked by Konic64


I very much enjoyed playing this game. Great combat, great graphics ( I played on balanced ), incredible soundtrack, and found the story to be fine.

Combat is probably what I loved the most in this game, parrying and dodging feels very satisfying, and the final few bosses can genuinely be hard.

Soundtrack is incredible, hanging around the camp and hearing the music just feels very nostalgic for some reason.

I liked the level designs, but felt that it peaked with the first area ( Eidos 7 ). Character designs are great, and I love Eve's outfits.

I played on balanced mode, and while the levels are mostly 60fps, in the main hub and in like two boss areas, the frame drops can be pretty noticeable.

Story is fine, but a bit on the shorter side. Can definitely complete it in about 10-15 hours.

This happened to my buddy Eric

Hades

2018

Ares in the streets, Dionysus in the sheets

Balatro cracks the code of what a good, simple, and addictive video game should be. I've already lost more hours to this in the span of a few days than I care to admit, and I'm sure to spend many more collecting all 150 Jokers to complete my Jokerdex. That isn't even a joke.

If I could file one minor complaint, it's that Balatro isn't the greatest at explaining the finer nuances of its design; you're bound to lose a few runs in frustrating fashion while learning the ropes. One particular confusing element is that there are three separate facets of the game that all use the term "hand" - the number of hands you can play per round, your current hand of cards, and the hands of poker you score with. So when I came across a blind that said "You can only play one hand" I mistakenly assumed it meant "one type of hand" (ie full house, two pairs, etc.) and not "You get one hand to play, beat the score or lose the whole run." It's a minor frustration to be sure but one that could be mitigated with a little more clarity.

Now someone please make this game but with mahjong instead of poker and I can die a happy man.

Nintendo fans have been waiting years and years for Peach to finally get the spotlight starring in her own console game. It's finally here, and was the wait worth it?

Princess Peach Showtime is overwhelmed with spectacle. So much spectacle which unfortunately leaves little room for substance.

The game is pretty much a Action/Adventure in the most restrictive sense, where I'm almost inclined to call it an on-rails game. Coming from the freedom and fun that was Super Mario Bros Wonder, Princess Peach Showtime is the antithesis of that where your hand is held the whole way through and are forced to partake in scripted segment after scripted segment.

Levels are structured like stage plays, each one having their own genre, where in each one Peach gets a cool transformation to suit the genre of the stage play. Cowboy, Ninja, Chef, Mermaid and much more. At a core level, all stages are 2.5D platformers, but some stages gimmick involve more unique gameplay like cooking or singing.

Showtime's biggest strength is in it's subtitle. The game is filled with glits and glamour. So many cool and amazing looking segments, I could swear the game had a bigger budget than Mario Odyessy. Unfortunately most of these cool segments you find in each stage barely qualifies as gameplay and is more of a cutscene where you are lucky if you're even given the opportunity to press a button.

I honestly feel like this game was targeted towards an even younger audience than the typical Mario game for all ages, which is fair, but honestly Peach deserves better.

One top of all of this, the game somehow runs even worse on the Switch than Tears of the Kingdom did which is baffling considering that this is a much smaller game in scope.

Princess Peach Showtime is one of those games I'll play through once and probably never pick up again. Once you've seen everything spectacular about it, there's no reason to go back and experience again as the gameplay itself barely has anything to offer.

It's still a well made game however... maybe this game was not made for me, but something your younger sibling might enjoy.

Hades

2018

Amazing art, good character building and fun gameplay! Really enjoyed it and excited for sequel.

This game is lightning in a bottle. It's telling that almost every Star Fox entry is compared to this game, and ultimately never sizes up. While I don't know how Nintendo managed to capture such an "it" factor with this game, I don't think they know how either.

what if instead of resident evil it was called lesbian evil

You pretentious haters just loathe the idea of innovation in the RPG scene. Maybe if they added the legendary hero, slimes or goblins the turnbasers would eat this shit up. I think you're all just mad because this game is about getting a job and you feel called out. https://careers.mcdonalds.com/

The first like 2/3's of this game are fucking awesome. Great graphics, great soundtrack, awesome moves compared to the first Shinobi game, it's just an awesome time that makes you forget you're playing a Genesis game. The latter part of the game though it starts to fall into some design pitfalls that I feel hold back a lot of similar games from this era. Overall, pretty great especially if you like older platformers. It made me really wanna check out some of the more modern entries.

I think it's pretty easy to take for granted how much official controller support can add to a game. I'll give you an example: Rollercoaster Tycoon 3 on the Steam Deck is an unmitigated nightmare that, at best, is barely playable unless you have a mouse and keyboard plugged in. But the version for the Nintendo Switch works surprisingly well. Further case and point: anyone who has ever tried rebinding the buttons on a controller so they could play any of the three S.T.A.L.K.E.R. games developed and released between 2007-2009 probably came to the same realization that the developers of System Shock 2's canceled Dreamcast port did: there just aren't enough buttons on any controller for this shit, man. Unless you want to sacrifice your ability to lean around corners, turn on your flashlight, change the firing mode of your weapon, or have quick access to healing items, trying to play the PC versions of S.T.A.L.K.E.R. with a controller is inadvisable until further notice.

Like Rollercoaster Tycoon 3's Switch port, what drew me to the Legends of the Zone Trilogy bundle currently on sale for the Xbox and (surprisingly) PlayStation isn't that I had never touched these games before, but I was genuinely curious to see how a franchise that has never had official controller support before would handle the task of running on console hardware. And surprisingly, it works. It works about as well as you would expect it to, anyway. It is still a little finicky in some regards: sensitivity between aiming regularly and aiming down sights differs to a distracting degree, the weapon wheel doesn't pause or slow the game while you're using it, and navigating the inventory without a cursor slows things down, which isn't aided by the fact that using the inventory, too, does not slow or pause the game for you. Some of that clunkiness aside, though, these control fine and are perfectly adequate ways to experience the vanilla versions of these games if you've either never played them before or simply want a reason to play them again. They've added achievements to all three games, as well, which is always a nice touch. Multiplayer modes aren't present, but it should be common knowledge by now that multiplayer doesn't tend to carry over when an older game gets re-released unless it was a notable part of the package (and here, it was not).

This is sort of reminiscent of that time they ported Half-Life 2, FEAR, Far Cry, and Doom 3 to seventh-gen systems to accommodate for the fact that neither the PS2 nor original Xbox could manage stable/struggled to manage stable ports of either, except they've done it two console generations later. I don't really mind that though; I find this sort of re-release nostalgic. On the subject of this being released on last-gen hardware rather than current-gen systems, perhaps they didn't have the resources for that? That distinction does make this feel a bit lazier than it should to prying eyes, but on a PlayStation 5, it emulates just fine, looks great in 4K, and feels fine enough with a DualSense. I am a bit bummed that they didn't consider porting this to the Switch, but I can see where technical barriers and monetary incentives would have prevented such a port from happening. Oh well, maybe next time.

There are a couple of interesting differences I've noticed so far:

- The Energy Drinks you'll find in-game now have the branding/product placement that they apparently did in the original European releases.
- They've done their due diligence, and the Chernobyl in Shadow of Chernobyl is now spelled in Ukrainian fashion, with an O instead of an E. They've also gone ahead and done this for S.T.A.L.K.E.R. 2, so it's not too surprising, but what is is that they've gone ahead and edited the original menu images to accommodate for this change.
- As has been common with these re-releases since Whoopi Goldberg introduced the Looney Tunes (probably), there's a disclaimer in here about these games being historical artifacts (no pun intended). While you could point to something like the use of the R slur in these games for that disclaimer, the most likely explanation for what they're referring to is that these games have never had a particularly positive outlook on the Ukranian military. Preeeeetty bad timing for that, I'd say.

ETA: Easily the roughest bit of transition from PC to Consoles is that I don't think any of these ports allow you to quicksave. Given that S.T.A.L.K.E.R. has always been firmly in the camp of "quicksave every five minutes in case you die instantly", this means that your manual saves will fill up quickly. There's also the fact that these being straightforward ports means that there are no quickslots for any game that isn't Call of Pripyat. Prepare to be sorting through that inventory a lot just to use one energy drink! That being said, I stand by my assessment thus far: these are accessible ports that mostly work out of the box. If that's what you're looking for, it's forty bucks well spent.

ETA2: Lowering my score for this by a star. Everything I said is true, but the faithfulness of these ports also extends to their notable technical shortcomings, including crashes, bugs that have never officially been patched, and inconsistent spawning/despawning. These games are still playable and fine, evidenced by the fact that I just spent 22 hours in Shadow of Chernobyl with very few issues. But if you're coming in expecting these ports to have been polished for consoles beyond their controls and presentation, they're somewhat disappointing, although the likely explanation is that there might not have been much to work with.

Probably my favorite of the non-classic Battlefields. This is the only game I can think of that has an intro that makes you feel bad for playing it.

The sniper rifle is a plague on multiplayer shooters and I cannot imagine Sir Joseph Whitworth, inventor of the malicious device, is none too pleased.

Whoever made Mushroom Peaks probably deserves to get their programming ability and/or fingers forcibly removed but aside from that it's probably the best racing game ever made.

The good news is that Persona 3 Reload is a faithful remake of a fairly landmark game, retaining what's great about the original while adding smart quality-of-life features that streamline the experience, making it much more enjoyable to play. The bad news is that Persona 3 Reload is a faithful remake of Persona 3 original, meaning much of the later P3 content has been largely ignored, and aspects of the game's design feel trapped in the era in which it was conceived.

To the credit of Atlus, they've done an admirable job of trying to fill in some gaps created by the dissonance of what Persona games were in 2006 and what they are now. Combat, in particular, is where most of the QOL features can be found, with full party control and baton passing now standard, along with the addition of super attacks called Theurgy (which can kinda trivialize battles at times but at least they're fun). Pulling up your item menu in battle also defaults to the item you most likely need in that situation, which blew my mind; if your ally is poisoned, the curing item goes to the top of the list, or if the enemy is weak to fire, then here's the fire gem. Why don't more games do this?

P3 was also very limited in scope in terms of its world and activities, but there are some new ones here sprinkled in, and engaging in them with your party members can also unlock new passive abilities in combat. Anything that reinforces the core theme of these games that the bonds you form with people are your strength goes a long way with me. Still, much like the originals, you'll probably find yourself lacking in things to do toward the end of the game, defaulting to a lot of the same activities and locations over and over.

That feeling carries over into the core gameplay loop of Tartarus, which has also seen changes - but ones I don't think go far enough. Sometimes random little events would spawn on a floor to keep things interesting, and they've spliced in new ones like giant rare hands to chase down or side paths you wander in to fight harder enemies for shiny loot. They even gave every block of Tartarus a facelift, and your party regularly engages in conversations to help distract from what is largely the same tedious grind of the original P3. It's not that I don't enjoy a good dungeon crawler, and Persona's excellent combat system goes a long way in mitigating the monotony, but Tartarus still comes up well short of the standard set in Persona 5 with its bespoke, handcrafted dungeons. And there are still too many damn floors.

I know perhaps it was unrealistic to expect a full overhaul to bring Persona 3 closer in line with what Persona 5 offered, as their goal was rather to present the experience largely as-is, just with a modern coat of paint. There's value in that, but it's frustrating to think that even with Reload, you still cannot say with absolute certainty this is the definitive version of Persona 3. You're always going to have to qualify that with "Yeah, you should play this one, but..." I know it would have been a lot of effort but the Portable campaign with the female protagonist should have been here. Hell, that arguably has the better social links, and while Reload does offer a replacement in terms of its Linked Episodes (featuring new storylines for the party members who don't have social links), it's still absolutely baffling that half your party is missing from what is the core conceit of these games.

All this is to say that yes, Persona 3 is still a great game, with a strong story featuring an extremely well-developed cast and the continued gold standard for turn-based combat. Reload does an excellent job of capturing what you enjoyed about the original and presenting it in a more accessible form. However, it's still a shame this era of Persona remains as convoluted as ever, and if someone ever asks me what version of 3 they should play, I'm likely to throw my hands up in the air and walk away.