47 Reviews liked by Kurffy


Any Nintendo fan, if you were to bring up the topic, would most likely talk your ear off about how great or bad Nintendo’s lineup of consoles has been from the NES all the way up to now, with the possibility that you may even get some people who will go out of their way to defend some of their more apparent blunders like the Wii U (it’s me, I’m one of those people). However, if there is one universal fact that most fans of Nintendo can agree on is that, out of all their consoles, the Virtual Boy was the absolute worst one of the bunch. For those that somehow don’t know, this was the placeholder console that was released in-between the SNES and the N64 around the mid-90s, and as you could probably tell by the name, this was meant to be a… ahem, REVOLUTIONARY system! It was gonna implement 3D and VR technology into console games, bringing capabilities that consoles like the SNES and Genesis could only DREAM of pulling off……………. or at least, it was, if it didn’t immediately crash and burn right out the starting gate.

Most of the games that were released for the thing barely took advantage of these capabilities whatsoever, which makes one question why you would even play these games in the first place, and given the fact that every single one of these games could only be played with this garbage red and black color scheme that would do a real number on your eyes, it becomes all too clear as to why this thing only lasted a year before being thrown away by Nintendo themselves. But hey, I will give the system credit, as not everything that it did was completely awful. For one thing, it gave everybody a clear idea on not how to make a video game system, and we did end up getting one or two decent games from the machine, such as with what I would consider the best game ever to be released on the platform, Virtual Boy Wario Land.

It only made sense that we were gonna be seeing more Wario Land games soon after the original game, considering how successful it was, but I never would’ve guessed that the next game in the series would be made exclusively for the Virtual Boy. Granted, that doesn’t make me wanna play it any less, but it definitely makes it hard to recommend to anyone given that fact alone, hence why I never played the game for the longest time until earlier this year when I decided to check it out. It wasn’t that hard for me to get into it, but HOO BOY, you think that staring at the red and black graphics were bad, then you should try what I did, and stare at a bunch of purple, blue, and red graphics that clash horribly with each other for hours at a time, so that was a lot of fun to go through. But anyway, obvious flaws aside, I actually ended up having a lot of fun with the game, and I would say it is really good. I wouldn’t say it is better then the original Wario Land, nor anywhere near as good as future games in the series, but it still manages to be a pretty solid platformer, and definitely the best game that was ever released on the Virtual Boy.

The story is pretty basic for a Mario spin-off like this, where while Wario is chilling inside of a cave in the Awazon region (yes, you read that correctly), he is disturbed by a gang of evil baddies who go on and take all of the treasure of the land for themselves, with Wario giving chase towards them, only to end up getting thrown down through the floor, so it is up to him to fight his way back up, get many treasures along the way, and maybe take down some bad guys as well. Again, pretty standard stuff going on here, but it is still charming and simple enough to where you can easily get invested in Wario’s plight, because not only can most of us relate to wanting to get millions of dollars through any means necessary, but you do wanna see him beat the fuck out of these creatures as well.

The graphics are… well, take a wild guess how they are, but even if we ignore the obvious elephant in the room, we got some really great sprite work going on here, with all the different levels, characters, enemies and so on looking pretty damn great, which makes the game that little more appealing to look at, the music is really good, having plenty of great tracks to hear in there such as this one, but I dunno, something about it doesn’t quite come close to what we had in the original game for me, and the gameplay/control is pretty standard for a Wario game, having everything that you would expect, with a few more bells and whistles attached as well, making for a pretty entertaining time all throughout.

The game is a 2D action platformer, where you take control of Wario once again, go through a set of fourteen different levels that’ll lead you all the way up through this tower, defeat plenty of enemies using your natural brute strength or whatever tools you have at your disposal, gather several different powerups, rare treasures, and LOTS of coins throughout your journey to get as rich as ever and for extra bonuses, and take on several bosses that can actually prove to be quite a challenge, not just because some of their gimmicks can take some time to getting used to, but you will also need to fight to see whatever is happening because of the goddamn screen. Once again, we have all heard this song and dance before, usually without any graphical nonsense holding it back, but it manages to make up for it in plenty of different ways, such as its overall tight design, its infectious energy, and having plenty of genuinely fun platforming challenges to see throughout.

If you had played the original Wario Land, then you pretty much know almost everything to expect out of this game: you run around, you bash these tiny fuckers around to take their money, you find MANY riches hiding around every corner, and you even find plenty of secret treasures along the way, which can change up the type of ending you get. That is pretty cool and all, with all of these elements blending together in beautiful, red-painted harmony, being very fun to play through, exploring around to get all of the treasures, solving the puzzles, finding these different hats that can help you out, even to the point of completely cheesing levels at some points, and even playing the minigames for the chance of getting more coins and extra lives. Most of it sticks pretty closely to the original game, but there is one thing that definitely does set it apart from that other game: the 3D aspect.

Given how this game was released on Virtual Boy, it definitely needed some sort of 3D or “VR” gimmick to make it stand out, and the way that this game does this is by introducing backgrounds, which you can jump to and from whenever you please using these arrow pads that you will find throughout many of the levels. It’s a very simple idea by today’s standards, but it is fun to explore both parts of each level to see what each might be hiding, encouraging even more exploration to see how you can go to and from that background, along with finding all of those hidden goodies. Not only that, but the game does also make sure to challenge you with this gimmick as well, with there being plenty of obstacles that can either sway to and from the background, or even send you to and from it as well whenever you aren’t quick on your feet. Hell, there are even plenty of enemies and bosses that take full advantage of this, leading you to pay close attention to who is gonna do what next, and what you should do from there, making for some somewhat tricky, yet still fun enemy encounters.

Unfortunately though, despite all of the good that is being done with this game, there are definitely some things that hold it back from being as good as the original Wario Land. For one thing, like I mentioned earlier, this game sticks WAY too closely to its roots, not introducing that many new gameplay mechanics, gimmicks, or enhancements on previous formulas whatsoever, with the only exception to this being with the 3D aspect, which can only really get you so far at the end of the day. Not to mention, the game is also pretty short, even shorter than the original game, where four of the 14 stages that I previously mentioned are just boss fights, and it doesn’t take too much time to clear out the other stages either, making the journey over much sooner then you would hope it would be.

And finally, the one last issue I have with it that probably triumphs over everything else…….. the fact that it was released on Virtual Boy. Now, don’t get me wrong, I don’t think that the game is any worse for being exclusive to the VB even to this day, but for a system that primarily advertised itself on being a 3D VR headset in the 90s, having a 2D platformer on it with VERY SLIGHT 3D elements just seems very… out of place. You could’ve probably made this game for the SNES, changed up the 3D element in some way, and ended up with a much more successful and widely beloved product at the end of the day, and yet, here we are. Not to mention, again, given how the game is always constantly black, red, or whatever color your emulator decides to be, it makes me never want to go back to play this again, and instead just watch it on YouTube instead, which is a huge shame, especially considering how wonderful this game really is beyond all that.

Overall, despite a lack of major change, its short length, and the platform it was released on, VB Wario Land is definitely a hidden gem from Nintendo’s library, and a pretty good followup to the original Wario Land as a whole, having very tight and fun platforming challenges to take on, lots of money for you to find in many different places with the powerups, and fun fights all throughout that, when you beat them, makes you feel like you really conquered something……. even if the something in question is the VB’s graphics. I would definitely recommend it for those who are big fans of the Wario Land games, as well as those who are just THAT curious enough to see what kind of titles the Virtual Boy has to offer, because, in my own personal opinion, there is no better option you can choose from other then this one. Not really sure what kind of joke I could end on with this review, so rather then trying to make one, I’m just gonna show you all what the final boss is like here, because he is absolutely terrifying. I would say that he probably scared a lot of kids back in the day, but in order to do that, that would imply that people actually bought this game and a Virtual Boy back in the day, and uh, ha ha………….. that didn’t happen.

Game #588

(Part 4 of the Half Century Challenge, created by C_F. You can read their fourth review here)

Once upon a time, in the glorious and wonderful year that was 1972, there was a little video game that was released called Pong, which was a very simple game about two paddles bouncing a ball back and forth between each other until one managed to score a goal on another. It is probably the simplest video game that we have ever gotten in the history of ever, and yet, despite this, it BLEW UP back in the day. The simple gameplay was just effective enough to where it would attract the attention and money of millions, to the point where despite how simple the game is, it would live on all the way to this very day, with different types of games being released that would update the formula and switch it up in many ways, such as one game that just turned Pong into an RPG. However, before any of those other, creative takes on the formula would come out, people back in the day saw this simple game and got dollar signs in their eyes, to where they needed to capitalize on this simple idea and copy the fuck out of it to ensure they could also have a piece of that Pong pie as well, leading to us getting a fuck-ton of Pong conversions that most people either haven’t played or don’t even know exist.

If you couldn’t tell at this point, this review is gonna be slightly different then all of the other ones that I have done in the past. Rather than solely focusing on one game and talking about it for a good number of paragraphs or so, we are instead going to be taking a look at all of the different Pong clones and conversions that were released in 1973, because trust me, there’s a LOT more of these than you think there are. Most of you might think this is a completely unnecessary thing to do, and a MASSIVE waste of time, but I dunno, something about these Pong clones does intrigue me, making me want to see just how exactly developers were able to take this simple game, expand upon it, and potentially make the game better for players around that time…………. that, or they probably copied the game, slapped a new name on it, and called it a day. I won’t know until I fully check it out, so HERE WE GO!

To keep things consistent, I am just gonna go down the list of games released in 1973 according to Backloggd, so if I miss anything that may have been released back then, naturally, blame the website, not me. So, to kick things off, we have Soccer by Taito, with this actually being the third video game they ever made. I couldn’t find any video footage of the game, but based on some info I read on the web, along with some screenshots, it is essentially just pong with two additional paddles on the sides, meant to represent the goalie, a green background, and even the ability to change the size of the paddles to switch up the difficulty. It sounds like a pretty basic switch-up of the typical pong formula with not that much else going on, but the extra paddle on each side would add an extra layer to the gameplay to make things somewhat more tough, and I do like the idea of being able to change the paddles’ size to “spice things up”. Also, this is apparently the first video game to use a trackball controller, so that is pretty neat.

After that, we have Winner, the first game to ever be made by Midway, and it is more or less just a direct clone of the original game. Based on what I could find online and from this video, the only real difference I can see between the two is that they removed the dashed line in the middle of the screen to separate the paddles…. that’s it. What’s even weirder about this one is that this version of the game was actually licensed by Atari themselves, so that begs the question, why even bother with making another version of the game with a different name if you are gonna change practically NOTHING about it? Fear not though, fellow Pong enthusiasts, because this game actually managed to get a sequel, oddly titled Winner IV, which released later that year, and it featured 4-PLAYER MULTIPLAYER, with two paddles on each side of the screen, and having one person controlling each separate paddle! Now THAT’S the kind of innovation that I was looking for, and I imagine this must’ve been one of the best versions of pong that you could play back in the day, while also subsequently getting pissed off at your teammate when they let the other team get a point by being a dumbass.

Next, we have Hockey by RamTek, a company that you have probably never heard of before, who put their own spin on things by having you control THREE paddles all at once, two that are lined up with each other on the screen, and one more in the back that acts as a goalie. This would be a cool mechanic and all, but the problem with it is that, as you can see in this video here, for some reason, your paddles are placed in front of your own goal, which means that you will most likely end up hitting the ball back into your own goal, making for probably the worst possible conversion of the game that we got so far. Seriously, it’s fucking Pong, not rocket science, so how the hell do you mess something like that up?! (Quick side note here, I couldn’t find any info on Paddle Battle, so I can’t tell how that one is different to any other version of this game, so Imma skip that one. Hope that doesn’t anger anyone, or make them wanna murder my goldfish.)

Thankfully though, we can get away from that mess of an iteration with Pong-Tron, the first video game ever to be made by Sega, which was…….. basically just another version of Pong that had a different name. Yeah, things don’t get too crazy with this version of the game, but if I were to bring up a theory as to why that is, it was probably just for them to test the waters a bit, because whenever they made Pong-Tron II, THAT was when shit got real! Naturally, it features the same basic Ponging action that you have come to expect, but there is also apparently a switch on the machine that allows you to play a one-player version of the game, where you just simply hit the balls into the goal to see how many points you get. It is a nice little feature to add, and it’s good for those lonely fuckers who can’t get anywhere by just simply playing with themselves all the time………….. Wait-

We should probably get back to the main Pong professionals though, just so that we can not only get away from all these CHEAP imitations, but also to see what they can do to expand on the Pong formula. They attempt at this by bringing us Pong Doubles!.......... which is just four-player pong. Again. Yeah, sorry Atari, but it looks like Midway beat you to the punch on that one just barely, even though I do appreciate the effort. To make you feel better, I’ll at least give you some recognition by putting up this video here, just so that everyone can see your GLORIOUS action-packed Pong game in action. While they are occupied with that though, we gotta move onto Leader now, which is probably the best four-player conversion of the classic game that we have so far. Rather than having two teams with two players a piece bouncing the ball back and forth with each other, now it is an all-out free for all, with each player taking up one side of the screen, and bouncing the ball all around towards each other to see who will reign supreme. If I were to have been alive back in 1973, this probably would’ve been the version of the game that I gravitated towards the most, just because of all the… ahem, “chaos” that could’ve transpired from this set up, and I’m sure plenty of people ate it up back then to. Also, here is a little video I found that shows off what the game could’ve potentially looked like……… you know, if it could work properly.

You feeling burnt out yet? Yeah, I get that feeling. Ponging around all over the place like this would definitely take a lot out of someone who isn’t mentally prepared for it. Don’t worry, we are over half-way there, so it shouldn’t take us too much longer to get through the rest of these games. So let’s go ahead and keep this train a-rollin’ with Super Soccer, which has a similar set-up to Hockey where each player is controlling three different paddles at once rather then just one or two. Unfortunately, I couldn’t find any footage or images of this game online, so I can’t tell if this game manages to pull off this conversion in a better or worse fashion then the previous game. I’m just gonna assume that they managed to somehow flub this up even worse, considering that the guys that made this also made Paddle Battle, which I also couldn’t find much info on, meaning that these guys probably REALLY sucked at their job…………. or not enough people care enough to preserve their legacy, I dunno.

Thankfully though, now we have a bit of a change of pace with Tennis Tourney, yet another Pong conversion by the Paddle Battle creators, except this time now you can switch between two-player Pong matches and four-player ones…………. and that’s about it. It’s nothing all that exciting, especially considering all of the other versions of the game we have just covered, but I do like how you can swap between those options, which I imagine would’ve been pretty useful for those who only had access to this version of the game and nothing else. Things don’t get too much better though with Elepong, which is, yet again, another standard Pong clone with no changes or enhancements made to it. I mean, I guess I could let it slide, considering this one is Taito’s first video game they ever made, but I am actually starting to go a little insane from all this ponging. So, just for the sake of ending my suffering, as well as your all’s, I’ll just briefly go over the final game we have here, Hockey TV, which is just yet another version of Pong where you control two paddles at once. Again, Sega, I appreciate the effort y’all are putting in here, but Atari and Midway already beat ya to it, and you’re putting me to sleep here…… even more so than actual hockey does.

And with that, those are all of the different Pong conversions that were released back in 1973……….. at least, according to Backloggd. While this was definitely a giant waste of time, it was somewhat interesting to go back and look at all these different versions of the same game, just to see how these many different companies would try to mooch off of Pong’s success, as well as how they would manage to further enhance the gameplay to attract old and new players back for more. Of course, nothing is gonna top the original classic game by any means, but it is at least neat to see these other Pong variants in action, as well as to try them out whenever you get the chance, just to see how much they managed to milk this cow before it ended up dying in the process. And to those of you out there in the Backloggdverse who are somehow still reading this after all those links and words I just threw at you, thanks for tuning into yet another pretty experimental “review” of mine that I wanted to try out. I am probably not gonna do another one of these kinds of reviews in a long-ass time, or maybe even ever, but let me know what you thought of it and if you’d like to see more reviews like this. Now, if you excuse me, I am gonna go pour bleach into my eyes, so that hopefully I can get the image of pong paddles moving around out of my head.

Game #WhyMustReploidsFight

Not really much to say about this one, as it is essentially just Tetris and Dr. Mario, except they look nicer now. There is a new game mode that switches between the two games as you are playing them against another opponent, but it doesn’t really change anything around to the point where it feels like that much of a substantial addition. Not to mention, the music is butchered compared to the originals, to where it makes me wanna down a bottle of Dr. Mario’s pills, so that I won’t have to listen to it anymore from the fact that I’ll be dead.

Remakes #12 and 13

Played a TON of this at release and climbed the ranks using the ultimate badass: Crustle. If your team doesn't have that nasty motherfucker you might as well surrender.

Look, they'll kill me for saying it, but I fucking love this doofy ass game. I love a MOBA that doesn't require hiring private tutors to grasp (DOTA 2) or a MOBA that doesn't require you be on the sex-offender registry (League of Legends) to play.

What I think I like about it in comparison to other MOBAs is that the cast hasn't been infested with Anime Badass Action Heroes. Because it can't. Because it's Pokemon. All the Pokemon are so visually distinct that you always know who you are up against and what to look out for, instead of every League character becoming a variation of "Shonen Hero" who has 12 different abilities and can't die and also his ultimate is always off cooldown.

Hey, speaking of that. Is there a character better designed than Blastoise? Like, visually, how did they nail that? The original designer probably was nervous to show it to his boss because he was certain that Blastoise had already been thought up, I mean, he HAD to have been. I fucking love Blastoise.

Basically, if I can play as Blastoise I will play your game.

This review contains spoilers

A lot of great ideas, with rough execution. The structure of the game being contingent on visiting your apartment to heal and deposit items meant that the first half was largely a breeze, whereas the second half was both extremely compelling and irritating at the same time. Definitely didn't enjoy revisiting every level over again with Eileen following slowly behind me. Still, I had a good time for the most part, and there were plenty of great scares.

The game's strongest aspect, and the thing that tied the whole experience together in the end, was the story of Walter Sullivan. I found myself completely enthralled with how he was mysteriously established as a cold-blooded killer, and especially how they managed to apply his story, as you later piece together, to the cold loneliness and isolation you feel when trapped in your own apartment as Henry. This was conveyed best in the portion where you're exploring the nightmarish version of Henry's apartment building, and you learn about Walter's past, all set to a haunting and soul-crushing, yet eerily comforting piece by Akira Yamaoka. It spoke to my favourite kind of horror - existentialism. The fear of becoming something you despise, the fear of being isolated, the fear of being forgotten - all embodied in a truly sick individual... that I both feared and pitied.

It's not as good as their previous entries, but it's still far better than almost anything that came after it. Team Silent had such a strong grasp on creating horror, and I fear we'll never experience anything close to their efforts ever again.

Fuck Konami, btw.

When it comes to Final Fantasy VII, I think there tends to be a general fixation on Midgar as a centralized point of identity for the game. And while I do think it's one of the best opening segments in maybe any videogame, what makes it work so well in the grand scheme of things is just how introspective the rest of the game feels when juxtaposed to its explosive sense of grandiosity.

Final Fantasy VII's globe trotting adventure isn't primarily defined by it's sense for theatrics, but by it's mellow tone and somber sensibilities. The towns you come across are oftentimes humble and restrained, carefully crafted with precision point environmental design and delicate cinematography. There's a tender sense of balance to found throughout the whole affair, as it seeks to comfort you just as often as it alienates you. That push-and-pull dynamic it shares with the player is such a key focal point as to what make the worlds of VII and VIII feel so utterly compelling to me, and I can't help but feel that the unquestioned contrast between the science and fantasy elements plays a major factor in how sheerly effective that relationship it is.

Aerith's fate is something I'll never forget, not just because of the effective dramatization found within that one moment, but because of how silent and truly felt her absence is across the rest of the game. A lot of people give this game grief for putting the snowboarding segment not even like twenty minutes later, but the fact that the game just moves on afterwards without dwelling on itself too hard is exactly what I think makes it brilliant. Final Fantasy VII allows its punctual moments to breathe and sink skin deep, and it knows that no amount of self indulgent dialogue commemorating Aerith would ever hit as hard as opening the party screen just to see a missing slot there.

Cloud might not be the person he says he is, but what he becomes through learning to open his heart to other people and show compassion makes him more of a hero than any mere SOLDIER could ever hope to be. He never has any major transformation in regards to physicality and utility, he doesn't have to. Just as he doesn't need to be told by someone that he's finally enough, he always was.

For every magnificent setpiece Final Fantasy VII has, there's a slew of soft spoken moments of beauty that truly make this game what it is, even up to its final moments. It ends the same way it began, a friendly face amidst a writhing future of uncertainty. That faint shimmer of hope shining just as bright as it always has.

Ravenlok é tecnicamente um jogo sem muito brilho. Sua estrutura de missões é repetitiva e se baseia na mesma lógica reiterada de "pegar/ativar/destruir X objetos". É formulaico demais, é pobre, é preguiçoso e sem criatividade.

O combate também é simplório e oferece três níveis de dificuldade. Joguei no do meio, morri algumas vezes, mas mais por não querer defender e evitar usar itens de cura. Pra quem já se acostumou com jogos mais difíceis, aqui é um passeio no parque se você não alterar a dificuldade.

Ainda no combate, a equipe optou por uma ataque um tanto preguiçoso. Ao invés de bolar um combo básico pra impor cadência, o jogador pode amassar sucessivamente o botão de ataque e dar infinitos ataques horizontais com a espada.

A variação de ataques vem por meio de habilidades especiais que vão sendo destravadas ao longo do jogo após derrotar determinados chefes. É possível usar pontos de experiência para aumentar os atributos físicos e subir de nível, o que dependendo da dificuldade apenas torna tudo mais fácil ou mantém a facilidade progressivamente.

Os chefes e inimigos possuem variações de ataque bastante generosas, permitindo ao jogador abusar do ataque simples de forma impune. Parece que tudo foi projetado para jogadores pouco experientes e pouco habilidosos. Como destaquei, optar por um nível de dificuldade maior reduz essa sensação tediosa de combate trivial, mas ainda mantém bem longe de sistemas mais elaborados com combos e timing precisos de ataque, defesa e esquiva.

Abrindo um pouco mais a análise do design, a resolução de quebra-cabeças é um pouco mais interessante e criativa. Colete dicas visuais e pistas no cenário para resolver um quebra-cabeça com elementos de charada e enigmas. Ou pegue um item na metade de uma quest que será usado em outra para acessar novas áreas e lá concluir a quest original que irá permitir acessar uma terceira área. Essa estrutura em camadas é interessante e dá uma quebra bacana no design de fases e eventos.

Porém ela se mistura com missões repetitivas de coletar tantos itens, ou matar certa quantidade de inimigos, o que vai ficando bem cansativo.

Felizmente sua duração é curta o suficiente para que ele não se torne terminantemente irritante ao ponto do abandono. Ajustar a dificuldade ajuda MUITO nisso, vai por mim.

A direção de arte entretanto se destaca um pouco mais. Não é uma temática plenamente original, longe disso, mas ela trabalha em cima de "Alice no País das Maravilhas" e "no País dos Espelhos" pra desenvolver um roteiro inspirado nos livros de Lewis Carroll.

Apesar de inovador não ser, a direção faz um bom trabalho em trabalhar cenários e modelos com texturas bonitas e um misto de 3D com Pixel Art, o que chamamos de Voxel Art. Os inimigos são particularmente bem modelados e com bastante personalidade e esmero.

A personagem principal em si também é bem modelada, e apesar de não ter uma riqueza de animações mais vivazes e expressivas, é charmosa e funcional. De forma geral, o visual todo do jogo é bem chamativo e belo.

Mas jogos independentes costumam não ter tanto capricho em matéria de interface. Os elementos de HUD de Ravenlok não são terríveis, mas também não chamam atenção alguma, já a interface dos menus tem seu charme a ser reconhecido e não destoa da direção de arte.

O texto do jogo, por sua vez, é basicamente inofensivo e clichê, e se junta ao roteiro e todos os elementos gerais pra fechar um pacote medíocre e sem muita inspiração, mas que diverte sem cansar e pode ser um bom ponto de entrada para novatos no gênero.

Eu me diverti mais do que imaginava jogando ele, claro que encarando como ele é e dando o devido desconto aos devs pelo polimento. Mas no fim das contas ele ainda é um jogo que pra muitos será tedioso e desinteressante, e prum estudante de design de jogos é importante ver na prática como apenas reproduzir fórmulas de design não ajuda seu jogo a se destacar, apesar de torná-lo existente e funcional. O que muitas vezes é algo extremamente desejável seja por sustentabilidade financeira, seja por portfólio, seja por experimentação e autoaperfeiçoamento pessoal e do estúdio.

The first "throwback" Mega Man? I know this is sometimes regarded as a step back by folks who were there when Mega Man X changed the game. It's funny to think about that now from a modern perspective, knowing that Classic and X are separate subseries. But I suppose that assurance wouldn't have existed at the time, so, fair enough, I guess.

MM7 definitely feels like it's trying to apply lessons learned from Mega Man X. The presence of an opening stage, plus the increased emphasis on things like cutscenes, hidden power-ups, and narrative themes feel like a deliberate choice to backport X's contributions. In particular, you have that ending, where Mega Man grapples with Asimov's First Law of Robotics. I can only assume this exists here since Mega Man X introduced robots that have free will. Ergo, it stands to reason that Rock Light, for as much as he's presented as a little boy with a strong sense of justice, would still be beholden to Asimov's Laws, at least in part.

...of course, this is futzed with somewhat in the localization, but hey. Incidentally: the reason Mega talks so slowly there is because the text was changed, but the text speed is consistent between versions. The original script simply had him say "...", so that slow speed effect would've been impactful. Having Mega speak a full line of dialogue at that speed, not so much.

It is insane to me that this game was developed in three/four months. If this was another NES title, that would still seem too short - Mega Man 2 had a hellish 8-month dev cycle, remember. But effectively having to build a game and its engine from the ground up in half that time? Yet by all accounts, the team had a ton of fun making this one! I guess it made for a fun challenge, kompressing development time and working to meet the challenge?

With this in mind, while I do have some criticisms, I actually find that there aren't any I specifically pin on this crunched dev cycle. Maybe how a couple of the stages (Slash Man, Turbo Man) are a little lackluster, despite how high-concept they are? But, like, the ridiculous difficulty spike of the Wily Capsule is clearly a deliberate decision, not a consequence of crunch. The Super Adaptor's implementation is a progression of existing Rush Adaptor ideas from 6 more than anything unique to this game.

Heck, the team was able to sneak in stuff like secret moves and boss fights, despite the crunch! Commendable for sure.

But for me personally, the game's biggest impact will always be Bob & George, and the downstream consequence of the sprite comic scene coming into existence out of Mega Man 7. True, Neglected Mario Characters predates Bob & George (and was a personal favorite, at least in its heyday); true, Mega Man 7 is relevant to Bob & George more out of coincidence than anything; true, sprite comics probably would've come into being anyway. Doesn't matter; I cannot look at a single main character sprite from this game without thinking about the long, long history of sprite comics and recolored OCs to stem from its iconography. I can't really rate the game based on that, but I'd be lying if I didn't mention it.

Aside from the Music & Cute Art for the game, don't think I enjoyed this all too much. Level design and enemy placement felt extremely random. The main form of dealing with problems just being suck the enemy up and blow them out. Repeat. Wasn't all that engaging. It may just be the lack of the copy ability that's getting to me. Cute Game, would recommend just cause it's so short but there really isn't much too it (which is totally fine, I've just played other GB games just as short which I've enjoyed much more).

This review contains spoilers

Do you know how fucked it is that you cannot legally buy the greatest turn based RPG ever made? That even the emulator to play the only platform it was released on is actually illegal and is now only fleetingly available to download on mirror websites that haven't been wiped from existence. A dizzying exchanging of a legally deemed nuclear football, all in service to prevent anyone from experiencing unique games that defy the tedium of its genre and defies limits on how brutal a game can be.

It's like the game itself achieved its own True Ending: wiping itself from existence as the cycle of death it represents is doomed to repeat infinitely.

This is the kind of shit that terrifies me about media laws and the fucked state of injustices that exist in every pocket of the legal systems that govern us. This earth shattering motherfucking CLASSIC is at the mercy of being remembered by those who jumped through the hoops to emulate it.

Nintendo is that fucking Minotaur. Beyond its watch, lies ruins of neglected software; and a underground that advances in defiance of its own imprisonment.

May the Minotaur never find and DMCA you

If those eggs were fertilized, this would be the darkest game I've ever played. Thank goodness they're not!

...Right?

ok as a concept of a babysitting game, but constantly doing the same things gets tedious after a bit

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes… Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game… Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity… wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse… like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight…

The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above