7 reviews liked by Lethal


I sobbed like a baby at the end of this game.

I can't believe RGG managed to make a short game that bridges Kiryu's story between LAD 6 and 7 this damn good. Kiryu is one of my all-time favorite characters in gaming and fiction as a whole, and getting to play as him again after so long was so nice. The combat was as good as it's ever been and the final boss fight was a satisfyingly tough fight that I really enjoyed. The new characters were all great and the story, while short, did a great job at explaining what happened between 6 and 7 before Infinite Wealth comes out next year.

I love this series so fucking much, and this is up there with 0, 6 and 7 as one of my all-time favorites. Kiryu is such an amazing character, and I truly can't believe how much of an emotional gut-punch the ending was; I don't often cry at games but I feel like I've invested so much time and emotional energy into this man's journey that it almost felt cathartic to cry. This was a such a special gaming experience and I'm so glad I got to play it.

When I was younger I had 3 Yu-Gi-Oh games on DS - This one, Spirit Caller and World Championship 2007. For years I've had the opinion that Spirit Caller was my favourite. After replaying both that and this, I can say my memory did this game dirty.

Duel World mode is exactly what I want in a Yu-Gi-Oh game. It isn't really a story mode, it's sort of just maps with duel monsters that you can duel, who use a variety of decks generally focused on themselves as their key card. But what makes it great is that there's a ton of little gimmicks in each world. For example in the very first world there's a colosseum where you use structure decks (based on the ones from the real world at the time) to duel the AI with another random structure deck. It's a great way to earn the in-universe currency early on when your own deck would be lacking since you have 13 ready-made decks to use. And if you win with all 13 you get an extra reward, which is a single copy of every Amazonness card! Though admittedly that reward sets a standard not really met by any other challenge in the game. You can get cards from actions in the duel world, but it's generally just a single copy of a random card and never a full playset of an archetype. For example in one world there's a monster who is being "burned" by some fire-related card, and if you win the duel you can save him and get that card. There are chests in some maps which could contain a card (usually chest-related), fight a mimic monster, have DP (the currency of the game) or nothing. Even just winning against random duellists have a change of giving you a card related to them/their deck.

Other fun challenges in these worlds include things like duel puzzles, consecutive duels where life points carry over, having to use a monster-only deck, in one world every duel is a tag duel, and many more.

Not everything is a gimmick duel though (except tag duels in the 4th world). There's plenty of spirits around to have regular duels against, but these additional challenges are just a fun way to shake things up and get you to try out different decks.

As I said though the rewards are never as good as the colosseum makes you think they'll be. Generally they'll give you an anime character to duel in "World Championship" mode. The mode the game is named after. IN that mode you can...just kinda duel opponents and nothing else. It does eventually unlock 8-bracket tournaments, but otherwise there's no real difference from dueling here to dueling in duel world. Of course the opponents here are different (beating a spirit in DW mode 5 times unlocks an "upgraded" version of them in WC mode, so like beating Skull Servent 5 times with unlock King of Skull Servants. And as mentioned there's anime characters here who aren't in Duel World).

Depending on how much completion rating you feel like doing the game is actually super non-grindy. I think you only ever need to beat every opponent once each to get to the end. Of course unlocking more stuff will have a bit of a grind. As mentioned unlocking opponents in World Championship mode will involve beating everyone in Duel World 5 times each. Beating X opponents in WC mode unlocks packs too. You DO unlock packs every time you reach a new world so it's not like doing the bare minimum would leave you stranded with your starter deck, so it's really just rewarding the grind with more options.

Actually getting DP in this game is a little different than Spirit Caller. In the latter, along with all regular bonuses post-duel you got a big bonus every time you levelled up where you'd get DP = to your new level x 100. In this game there is no levels, so instead you get DP equal to the amount of total duels you've had divided by 10. It starts very slow but eventually you'll start getting a lot of money for every duel. However there's also a consecutive win bonus. Let me say this right now - if you want to cheese the system just save after every battle and do a reset to the menu whenever you lose a duel. You can effectively go the whole game with a full consecutive win bonus which will result in massive amounts of cash the further you get. I was too dumb to do that, but if you want to cheat your way through a 16 year old game in a very niche franchise, there's your way.

Anyway that's all I have to say. Duel World mode is fun and much better than the dragged out story modes of Nightmare Troubadour and Spirit Caller.

This was the first Zelda game I ever beat way back when. I remembered so little of it that I couldn't even remember how much I liked it or not, so this was less of a "does it still hold up" and more of a "was it even good?". Turns out, it's very good.

I love the art style of this game, it's so vibrant and colourful. The shrinking mechanic also leads to some incredible pixel art when you end up in "close up" view so regular items are drawn as towering over you. Even when not in a close up view, I love how Link is just a few pixels on the screen, with the indicator of where he is by a speech bubble with Links head in it.

It's a relatively small world, but it's packed with so much content, so many secrets, so many reasons to re-explore old areas with new items that it doesn't waste a single bit of the small size.

I'm a big fan of the dungeons and item selection in this game too.

My only real issue with the game is that they didn't let you assign an item to the L button, meaning you have exactly 2 buttons for all of your items - one of which is your sword so realistically you're working with only 1 spare button most of the time. Luckily switching items from the menu is very fast and it never felt pace-breaking to me; I just find it weird they had an entire other button to use and just ignored it.

Some of the things for 100% are also tedious. The figurine "quest" is a very slow, very grindy process. Then there's the Kinstone fusions, an idea I love with how they can give you more heart pieces, expand the world by adding characters to areas, or even progress little plotlines of their own. But they stuffed too many of them in, and as a result a lot of kinstone fusions just lead to more kinstones which is like the epitome of padding.

This review contains spoilers

An obviously divisive game where if you ask someone their opinion I wouldn’t be surprised to hear anything from 1-10.

I personally found it a mostly enjoyable experience, but a very flat one. The loop of exploring islands never gets any different from the very first one, and even that one isn’t too exciting. Like the mini-games you play to unlock the map fragments range from appropriately enjoyable bite-sized chunks of entertainment, to weirdly easy like “walk through these rings with a time limit so high you could run around the map before doing it, to downright pointless challenges like “parry the bullets 3 times”. If you didn’t know, parrying has no timing to it in this game. You just hold shoulder buttons, wait to be attacked and get the parry. It’s overpowered in combat, so as a “challenge” it’s hilariously bad, like, it’s literally the game asking you “can you press L1 and R1?”.

The other main challenges you’ll find in the world are the cyberspace levels. These generally (or all?) take the layout of past Sonic games. Sounds like an ok idea, if a huge derivative of Sonic Generations, but Frontiers has a unique physics in these stages that just feels horrible. It’s so slow and heavy. And for some reason despite taking levels from the series history, there are a total of 4 level themes used for every cyberspace level. So I guess if you wanted to play a really bad version of Sonic Generations, this game is for you!

Movement in the actual open world areas is pretty fun, especially as you upgrade your speed - which tbh is kinda pointless since getting max rings will automatically put you at top speed. Losing rings outside of big fights is hard, and even if you do? Well just use the loop thingy and run in tiny circles for 30 seconds and you’ll get infinite rings to get back up to top speed. But anyway, even though the movement is fun, there’s little substance to it all. Most of the time in these islands you’ll just be going through auto-play segments where you bounce on springs and grind on rails. Very occasionally you’ll find a structure that will require you to perform actual platforming, those are neat.

Some islands though has this horrible gimmick where they have 2D sections just forced in to them when you hit a specific point in the map. You can only exit them by leaving one of the invisible walls that mark the start and end point of this section. So often you’ll be moving forward, accidently enter a section, killing your momentum and throw you off the track you were going.

Enemies are a pretty strong point of the game for the most part. Even basic enemies have some thought put in to them and require different uses of Sonic’s moveset to beat – though it feels like they’re too scared to assume players have unlocked any of Sonic’s extra moves, even late game enemies only require a starting moveset of basic attacks, cyclone, stomp or parry.

Guardians are my favourite though. They’re mini bosses that all have their own mechanics. Could involve an on-rails running section where you dodge projectiles until you catch up to the enemy, or a literal rails section where you have to colour the rail by grinding on it, and once it’s fully lit up you can attack, and many more.

Bosses are basically just big gurdians, but now you play as Super Sonic. I feel like they generally work worse than guardians since a lot of them have an overreliance on the overpowered parry move, or quick time events.

The funniest thing has got to be how the true final boss takes the form of a mini-game you’ve played about 3 times to that point. It’s not a particularly bad mini-game (it’s a bullet hell shooter), but it’s funny that the very final challenge of the game forgoes the main mechanics to focus on something you’ve barely done which is completely different to the main gameplay.

The thing I love most about this game overall is Sage. As a design, as a character and as a way to develop Eggman. If there was ever a time to let Eggman stop being a series wide villain and become a more neutral character, if not side with Sonic, it’d be…well Sonic Adventure 2, but now’s a good time too.

The story in general is serviceable, but not too interesting. I’m not a fan of how it’s all laid out though. Collect some of this islands tokens (which are scattered literally everywhere), run to the next story point, listen to 2 minutes of dialogue and then repeat. Maaaaybe play a mini-game if you’re lucky. The game has “side stories” which take the form of this exact method, the only difference being they don’t advance the plot, they’re just optional bits of dialogue Sonic can have with his friends/Sage. I mean they’re fine enough if you want to see the characters interact, it’s just weird to me that the main story is progressed in the exact same way you get some minor conversations.

The game does have a reputation of being a more mature Sonic game, where cheesy lines are forgone. It’s kind of true, but you’ll still hear such phrases as “Well, that just happened” or “Those were definitely words you just said”.

In general I found the story to be mostly fluff. There’s some nice bits of dialogue between Sonic and his friends here and there, and one good cutscene, but I found Sage and Eggman’s relationship to be the best part. And THAT was largely reduced to voice memos found in a freaking fishing mini-game.

Is it the best 3D Sonic game in the last 10 years? Maybe actually, I haven't played a single one since Generations lol. But I definitely don't think it comes anywhere close to that game.

This review contains spoilers

After loving Dead Rising 3, despite it's lukewarm reception, I was ready to really enjoy this game too despite knowing people hated it. Unfortunately this games flaws are either too big to ignore and/or there's not as many saving graces as 3 had.

Every time I start a Dead Rising game I swear I feel like the controls are shit and think "Were they always this bad?", then I get used to them which is what I assume allows the cycle to happen every time. But I never really got used to 4's controls. Could it be that they are just worse than the rest? Or maybe I've just grown standards...

The game is a buggy mess. One bug that kept popping up was Frank just not moving. It happened a lot and it just freezes him for like 5-10 seconds.

Admittedly some of the most common complaints don't bother me too much. The lack of the game being a giant timed mission is whatever (since when did games most hated aspects become something people demanded?). There's still no escorting survivors, which actually started in 3 (funnily enough escort missions are another thing people hate in other games). I know escorting is a big thing in the first 2 games, but I did feel like it wouldn't fit as well in the more giant open world, with faaaar more zombies on screen, of 3, and I feel the same here.

Also Frank has apparently been ruined as a character but I don't see it. He's still a snarky, sarcastic zombie killing journalist, but now with 15 years experience in a zombie infected world.

The lack of psychopaths is a change I definitely did not enjoy though. They instead have been replaced by "Maniacs", which still have the fun identities (a crazy Santa, evil pirate, cultist scarecrow etc), but they lack introductory cutscenes and are way too easy to take down. They are no longer big events like they were before, but are now minor distractions.

The game has simplified a lot of things too. Food now has its own inventory, and all food heals exactly the same. So a chocolate bar heals the same as a med kit. You can no longer get drunk from drinking too much alcohol etc.

Though weirdly it also un-simplified some things from 3. Like in that game all weapons had a strong and weak attack. The "strong" attack is now a command you get after getting a certain hit combo. It also only works for combo weapons, as regular weapons will just do a usual cutscene-type kill. I don't mind this change as it gives you a reason to use the regular attack, while in DR3 there was no reason to do anything but spam the much better strong attack except for weapons with very context specific movesets.

The worst part about this game missing its potential is that the actual world its set in is fantastic for Dead Rising. DR3 had a big town, but it was very bland and all areas looked the same. This game makes Willamette a huge zombie killing playground, with locations varying from malls, farms, shopping districts, residential areas, dams and more. It's such a damn shame that such a fun map is ruined by such mediocre gameplay.

It's just kind of a shell of a game with nothing to really do but go through the boring story. Killing zombies doesn't even feel fun anymore since a lot of weapons feel weightless. Plus there's far too many zombies on screen at once - something that also originated in Dead Rising 3, but at least in that game the majority of stuff took place outside with lots of space, and vehicles and overpowered combo weapons were a huge element to dealing with these crowds. Both those elements have been toned down, and a lot more of the game takes place in cramped places. The game also includes a lot of very dark areas to force you to use the cameras new night vision mode, which just makes you move slower, be defenceless and unable to see your inventory for managing weapons. Fun.

This review contains spoilers

Everyone is calling this a breath of fresh air for Pokémon, which is true, but it's a shallow breath that can't even help the game get to its own finish line before it's exhausted itself of everything there is to do.

I'll start by talking about what I like though. There's a fantastic flow when in the field of this game. You can be throwing a Pokémon at a wild mon while throwing another of your mons at some resources and it's all so quick and fun. Plus getting a back strike on a wild mon feels so satisfying.

The game does a great job at matching locations in the game to where they are in the modern Sinnoh map, as well as putting in some bonus details, like showing how the Spear Pillar got destroyed.

Ride Pokémon somewhat make a return from Sun and Moon, unlocking a new one after each area, so you can explore more and more of the terrain. It is fun to go back to old areas with the ability to cross rivers or climb up mountains. There's a few niggles I have with the system though, like for some reason you can ONLY throw Pokéballs on Basculegion, so if you're riding Wyrdeer you have to keep getting off every time you want to catch something or gather material. It's a small thing since getting on and off is as fast as a literal button press, but it's still pretty immersion breaking.

The game did what is basically expected of most modern mainline games (except you, BDSP) of adding new forms and evos of old mons. Some are a miss, but there's a lot of ones I love, like an actual evolution of Ursaring. Not even a regional Ursaring, just a regular old evolution. I hope at least that stays in future games.

There's a whole bunch of sidequests here. While most of the quests are nothing too special, and most of the rewards you get from them are just general items you can farm, one thing I loved was how beating a quest keeps updating the town. If you do a quest involving giving someone a Pokémon, you'll see them around with that Pokémon from now on. It gives a sense of progression to the world and really makes you feel like you're helping out. Some of them are also pretty fun story-wise. I particularly liked the one where I had to find a guys Spheal that had rolled down a hill, and at the very end of the quest it rolls down again. So yeah, quests are a little repetitive in terms of being fetch quests or just "show me this mon", but they have some fun elements around the storytelling of the quests.

The battle system is something I'm very mixed on. It's completely different from the other games in many ways. The first is the obvious agile and strong style moves, which funnily I found were the least impactful addition. Like I never seemed to get extra moves from agile style unless I was so high above the enemy I'd be guaranteed a one shot anyway. On the other hand I'd ALWAYS lose a turn from strong style, which was never worth the 10-20 extra base power unless I knew it would kill.

Stat buffs have also been changed. Anything that raises offense or defence raises both now, meaning calm mind and bulk up are the literal same move, rather than being tailored for special or physical. From what I can tell each buff can only be applied once too, so no more stacking 6 buffs - and they also run out after a few turns.

Some status effects like sleep and freeze have been changed.

The entire damage formula seems to have changed this time, I don't know exactly what it is, but things seem to hit harder, regardless of level. It's not unusual to be able to one shot something with a type advantage when you're 10 levels lower.

Another thing is the fact that turn order isn't reset when a new mon is sent out. If the opponent has had their turn and killed your mon, it will be your turn next no matter what (unless they used agile style or something). It's very strange and ultimately makes trainer battles even easier than they've EVER been because it's just a roundabout of you sent out a mon to hit their mon, they sent out a new mon to kill yours with a SE move, then you get a free chance to kill theirs etc. And that's only if they can even kill you since it's so easy to over level in this game. The only challenging fight in the entire game is a post-game one and only because it's essentially an 6v8, so those free turns your opponent gets can really turn the battle in their favour.

Alpha Pokémon seem terrifying at first, but with all the battle changes above, they're really not scary at all. Sure they'll one shot the first mon you bring out, but since you're guaranteed some turns anyway you can easily take them down with some super effective moves. This is a stark contrast to past games which would have a level 40 sweeping your entire level 20 team by out speeding it every turn.

All these battle changes, along with stuff like the removal of abilities, items and a huge list of moves, generally make the game very unga bunga and just hitting each other hard. It's fast paced but zero depth, which I guess was the point to match the pace of catching mons.

It's fine for this game, but I really really hope they don't keep this system in future games.

And that's not even all the changes in battles - that's basically just the actual mechanic ones. For example you can now walk around in battles and freely control the camera. This is...basically pointless because you can't DO anything while controlling your character except flee the battle (which can be done anyway - plus that reminds me, fleeing is a guaranteed escape now so you'll NEVER have to worry about whiting out as you can just run on your last mon). You can't even get hurt from enemy attacks despite them clearly hitting you. It'd have been so much cooler if you had to manually move out of the way of the fighting Pokémon attacks to avoid your trainer blacking out, or be able to position yourself behind a wild mon to get a back strike in battle.
This would at best just make the feature fun and immersive but pointless, but in fact it hurts the animations a lot. Pokémon has never been known to have good animations in the first place, but some of the stronger moves, and especially signature moves made good use of a forced camera to make them little cutscenes. Now everything has to be shown in real time making all the moves animations feel very lacklustre. Basically everything now is on the level of generic moves from other games like rollout, razor leaf, water gun etc, even if it's the god damn God of Pokémon's special move, Judgement. I understand that it's faster, but I think there's room for both. Like having the fixed camera angles for important battles to make them feel more grand.

I really enjoyed the system of having a movepool you can constantly switch between on the fly. The games have basically got to this point anyway with the room reminder being free, but it's nice to not have to travel to do it. Although getting new moves is a lot easier now, just having a guy in the hub town that will teach your mons anything on his list for a small fee, and less rewarding than exploring and finding TMs to strengthen your team. Kind of ironic really that this game boasts exploration as far more of a selling point but generally had less rewards FOR exploring.

There are some things I think are just straight up bad. The most obvious is the graphics. EVERYONE has talked about it so I won't go into too much detail, but it's beyond just bad, it's straight up ugly as shit and has some really weird things (like white pixels around your character in caves).

The locations all feel very barren of anything interesting. They're almost all just some theme with the same hills, mountains and rocks everywhere. The only one I found to be a slight exception was the coastlands, which had a few differing points of interest, like a beach, a haunted shipwreck, a wide open sea, a volcano, and a memorial for the old noble Pokémon on top of a cliff. Pretty much every other area is just boring to explore and you'll probably never care to realise where you even are on the map unless it's something like a rare Pokémon spawn. I did also think this area had the best story for its noble battle.

Speaking of noble Pokémon, they do something very unique with their battles. In the sense that they're not Pokémon battles. Huge missed opportunity there to have real boss battles in Pokémon akin to the totem mons. Instead you get a lame bag throwing minigame where everything you've trained doesn't matter because you'll have the same "move set" and same health for every one of these encounters.

They could even use alpha Pokémon more sparingly to be boss battles instead, but nah they're just plastered around the world, with a dozen guaranteed spawns, so you can easily get a team 30 levels ahead of the current area.

Catching Pokémon, while fun at first, does become quite an old and boring process long before the end of the game. And by the time you get razz berries and ultra balls you can basically easily catch anything, including alpha Pokémon, in a single throw. It doesn't help that the game tries to get you to do this up to 25 times per Pokémon to 100% the dex. This is far from a requirement, but research tasks in general just seem way too bloated and clearly exist to try to force extended play time. Not to mention that unless you beeline for the story (which the game doesn't necessarily encourage by giving you a huge checklist of shit to do with every new thing you find and catch), you're going to very overlevelled way too fast. Not that it really matters when the game gives you so few opportunities to use the Pokémon you train in an actual battle.

Between a very worn out catching system, and a battle system, which you rarely even get to use, but that exists to get you through it as fast as possible with sheer unga bunga, I really hope this ISN'T the direction the games go in in the future without a huge overhaul. It's kind of fun at first, but by the end the whole process becomes so monotonous and you realise how simplified it is that it can't carry itself with such little content. Keeping the general idea here and the catching system, but bringing back the old battle system and making trainer fights more prominent would definitely help.

Doom Eternal takes the 2016 game and cranks it up to eleven. Everything good about the first game is in here, like the fast-paced gameplay, rewarding upgrades, the variety of weapons that all have their use and all feel viable even in the endgame.

Many of the things it adds do come with a downside though. While it can definitely make the original feel lacking in features, this one feels more like they didn’t put much thought into what should or shouldn’t be added and just threw in anything they could think of and just didn’t do any trimming to make them actually work properly.

I do like all the new combat options which complement the even more chaotic battles. The ice grenade and flame belch add a whole new layer to how you play the game and manage resources. The chainsaw is now much more utilised as an ammo refresh.

One of the things I mentioned above about adding things without properly sculpting it to fit the gameplay is the extra lives system. It makes sense to have them I guess to fit the more difficult game. The problem is that they don’t refresh either on death or reloading checkpoints. In other words, let’s say you get to a really tough encounter with 3 lives, but lose all your lives and die near the end, at that point you’ll respawn at the start of the battle with zero extra lives, meaning that the game was basically handing you extra lives to say “We acknowledge you may need this extra help to survive the 10 minute warzones all over the level, but if you die during one of them we expect you to somehow succeed the second time with even LESS lives”. Just seems like a crazy system.

They also added some extra strategic elements to many demons. Unfortunately this is another 50/50 feature because while it’s nice that some enemies have weak points that you can destroy, the gameplay just does not give you the breathing room required to properly aim at specific portions of an enemies weak spots. You’ll be overwhelmed in seconds if you try to aim at a manucbus’s arms to slightly lower his damage output rather than just unloading into his fat stomach which you can do much easier while avoiding the other 70 demons in the room. Some of them though, like shooting a grenade into the cacodemon to instantly stagger them, work well.

Then there’s the additional enemies. Many are great, many are annoying. The marauder completely changes the playstyle of the game and is near impossible to properly fight with the other demons in the room. The arch-vile is just a pain in the ass, being a bullet sponge, teleporter, area of denial-fire user, summoner and buff totem all in one.
It feels like for everything the game adds, it doesn’t take 2 steps back so to speak, but each step they take isn’t as finely tuned as it should be.

As for the story… I don’t like the way Doom handles story. 95% of it is told in collectable codex’s. Unfortunately these contain so much lore-specific terminology that it’s near impossible to read any of them without constant cross-referencing with the other (missable) codex’s. I kind of just gave up after a while because not only is it a huge pace-breaker to try to read these in the middle of a mission, but trying to piece anything together when half the words they use require the knowledge of something else you need to find became a chore. If you’re going to have this much backstory why not actually use it to tell the story, and if you’re not going to use it why bother making it up? It’s the worst case of telling and not showing I’ve ever seen.

Even the stages didn’t feel any different from before, despite the massively improved potential of being on Earth for some portions of this game. Hell, Mars and Earth all feel too similar to each other. It actually seemed like it’d go in the opposite direction at first, I seem to recall feeling like the first 3 levels had their own unique style, but then it devolved into fire and brimstone everywhere with random destroyed buildings or ruins.

I will say this though, the platforming never once bothered me. I actually found it kind of fun. There’s some other things that were a pure net positive for me too, like removing challenges for runes. I never liked how the original would force you to use specific runes to master them. Now you can just set what you want and go. I’m also a fan of the fact you can unlock cheat codes that let you both go on a power trip and make re-runs through stages to do missions and get collectibles much faster.

So throughout the entire campaign I was fighting with myself whether I preferred this version to the 2016 game. Half the time I’d feel the benefits of the new things, and half the time I’d feel the frustration.

Then I tried the multiplayer. Instead of any kind of fun, balanced standard FPS deathmatch multiplayer we have a single asymmetric gimmick mode.

Battlemode is basically the equivalent of coin smash in Smash Bros. It’s something that should be an extra, something that you see on a menu and go “huh, I wonder what this is?” then maybe play it a few times for the novelty then forget about it and go back to stock smash. Except now there is no stock smash. Or time smash. Or anything, there’s only coin battle.

How they went from a perfectly functional multiplayer mode in 2016 to this travesty is baffling. If you only care about single player, Doom Eternal is an improvement on the original even with some questionable additions, but if you count multiplayer then Eternal falls flat.