201 Reviews liked by Limp_Mantis


Kingdom Hearts is a fun game with little things that hold it back personally, but I 100% see why people would give it 5 stars. I know some seem to write off the plot, and while simple, it's still very enjoyable and heartfelt, definitely not bad by any means. A misconception that I had and others might have is in regards to the Disney and Final Fantasy characters. While it could drive some away, I think it should be known that they could have easily replaced any of them with original characters, and the story would play out the same. They're fun cameos, and it's entertaining seeing them react in these new scenarios, and even the characters from movies I haven't seen were still great.

Combat is very fun and is more than just mash X; it can give you plenty of challenges. A complaint I do have though is the camera being a bit close, which can cause things to become disorientating, and you can feel like you're getting hit by things not on screen, but it's something you can easily work past. Someone can correct me if I'm wrong, but with the Final Mix release, they actually removed the feature to go through your menu with the right analog, and I feel that should have been at the very least an optional control scheme, as using a claw grip when needing to use the menu is really uncomfortable and has messed me up at times. I feel that how fast you unlock abilities / combo strings is a bit slow and that the game could have benefited from giving the player more power faster. 


Overall, it's a great game, making it a must-play. Those who return to this game will be greatly rewarded, as you will have plenty to do and plenty of challenges.

When I heard that this thing ended on a cliffhanger, I expected that to mean the central mystery wouldn't be fully resolved, not that the credits would roll with our hero seconds away from being punched in the face. Of course, "our hero" here being David Young, a bubblegum-chewing, bad fake Boston accent-having, amnesiac PI who time-travels to the past via his bathroom mirror using objects called "mementos," and his assailant being Phillip Cheney, a British (?) airline steward hopped up on Real Blood, a drug that may or may not give its users superpowers and also may or may not have caused the death of the late Mrs. Young (jury's still out, and will never be back in.) If that all sounds stupid, that's because it is, endearingly so. In fact, my interest in these wacky characters- essentially suspects from Ace Attorney but with the cartoonishness dialed up to eleven- far eclipsed my interest in the actual Case of the Dead Wife. Not that my preference here matters, as neither has the chance to shine- or, really, even get started- before the game is cut short. Likewise, the mechanics had potential but never reach their stride, as it attempts to gamify the investigation sections from, again, Ace Attorney, with the inclusion of a stamina meter. The idea is that you have to logically strategize about which elements of the environment you're going to search for clues with your reward being more pieces of the puzzle at hand. It doesn't work, as the important stuff is supremely obvious and every other bit of info just ends up giving you in-game currency that you can use to buy maid and nurse outfits for the female characters, but the vision is there. Though, a mere vision, tied to these two-and-a-half-episodes of an unfinished season, is all that will ever remain, and, unless you're perversely curious about a solid demo of a game that will never fully release, it's impossible to recommend. But, on the other hand, the

you thought halo ce aged poorly?

...then how the hell was bungie utterly outshining that game's level design a whopping 7+ years before it was even conceived?! for a game of so many firsts in first person shooters, it's unnerving how little recognition marathon gets. not to mention how many of its pioneered ideas are often wrongfully attributed to the likes of half life; health stations, friendly npcs and narrative drive, to name a few

more than anything being falsely credited however, i'm upset that this melee combat hasn't been actively replicated by literally every succeeding fps. typically when playing a shooter - especially on harder difficulties - most people start pissing their pants as soon as they fire their last clip. doom with fists only? duke with his shoe? sure, it's been done for challenge's sake, but is it ever optimal?

it is in marathon because your fists don't deal static damage - rather their power increases with speed. on total carnage, the most standard enemy can eat 6 whole pistol rounds before he croaks; that's trivialized to 3 quick meetings between fist and face if you know what you're doing. simply put, punching dudes till they explode is insanely addictive. tell me this isn't the sickest shit and i'll rightfully call you a liar

a few of the levels here would make halo's library check the fuck out (colony ship for sale and pfhoraphobia most notably) but despite the sadism, i'd call most everything here pretty well designed and memorable thanks to some solid puzzles and smartly-placed save points. weapons are fairly basic, but the alternate firing modes (another bungie-birthed fps mechanic - go figure) help vary things up a good bit. shoutouts to the fusion pistol, flamethrower and whatever the fuck that alien gun is in particular - especially the alien gun because i adore it

narratively, there's definitely stuff of interest being brewed and i'm more invested here than i ever was in the original halo's plot, but i can tell things are just getting started. so onward i go - to durandal...

for being such a black sheep, you'd think it'd feel a hell of a lot less like doom!

sure, it's a more 64 oriented take than what most fans are comfortable with, but absolutely deserving of the moniker nonetheless; way more so than that qte-laden quake knockoff 2016 reboot, anyway

it's one thing not to like doom 3's pacing, corridor-driven structure and how it distributes enemies; it's another thing entirely to dismiss anything and everything designed outside shooter norms as "dated" - as if the lighting in this game isn't still impressive or completely and totally deliberate. that "duct tape" mod wasn't an ingenious feat of fan programming that fixed a broken aspect of a woefully mismanaged fps; it just went against the game's intended design

and call it a symptom of half life's popularity if you want; i feel the mars base introductory sequence is more atmospherically dense and to-the-point than black mesa could've dreamed to be. unlike quake 4, which has a lot narrative stop-and-go, the action in doom 3 is almost completely uninterrupted throughout. it's story-driven compared to its maze-y predecessors, but most of that happens via in-game radio chatter. never once did i ask myself "where's the next thing to shoot at?"

hell - if anything i'd say this may be the core doom experience to a fault. the way enemies are dispatched doesn't differ much from their DOS-based counterparts. there's a lot of strafing around projectiles and shotgun kissing. like - a lot. and that's great, but i'd be lying if i said i didn't get seriously tired of needing to back away from every door i opened to prevent getting jumped by an imp's otherwise unavoidable lunge attack. granted, this wasn't because it was cheap and unpredictable or whatever - much the opposite - all it took was running up to the guy when he stood up and blowing his ass away with a single shotgun blast

oh and since i've opened a can of controversy by even mentioning the shotgun, i'll just come out and say that it - along with pretty much every other weapon - is really good. yeah yeah, spread is bad, whatever. the maps are set up in small to medium sized corridors and arenas. so it's not hard to get up close and kill most enemies in a single shot. too far away? that's what your other weapons are for. i'm not sure where the strangely common ammo complaints come from either. i played on veteran and used most guns in equal measure (though i favored the shotgun and used the chainsaw religiously) and i often had max ammo for everything minus the bfg

my biggest problems with the game structurally, besides its oft stale monster closeting, are more retrospective than anything. the whole experience is lots of fun, but it ramps up so much more in the second half that i can't help but wonder why it doesn't get there sooner. why is so little time spent in hell and the nether regions of mars? why does the enemy variety take several hours to spontaneously expand beyond primarily shooting imps and marines?

i don't wanna mince words here: this is the best depiction of hell in the whole damn franchise. it's so grandiose, grim and genuinely fucking evil. the level design also feels much more in line with what i'd expect from a classic doom title and has brilliant lighting which forgoes any need to even use the flashlight. it's perfect but most of y'all probably didn't even see it because you dropped the game about six hours too soon

apparently resurrection of evil is a lot more akin to the second half so i'm expecting that to be great as well. whether i'll play that or prey 06 next, i'm not sure; what i am sure of is that id tech 4 goes hard and doom 3 is pretty fuckin' awesome. i'm not surprised to see that the common consensus of a post-quake id software game is wrong once again. at this point i probably wouldn't be surprised if rage was the best game ever

Prey

2006

the epitome of every common id tech 4 complaint; a show-offy tech demo with not much to actually show

prey seems to be far more concerned with its novel-at-first gravity shifting, portal hopping and other gimmickry than it is with delivering a fun shooter. almost every weapon feels pretty weak, enemies are as generic as they come and the level design is frustratingly boring - especially when it teases its potential so irritatingly often

there's some really cool aesthetic direction here - sometimes. the sphere's strange fusions of human civilization and mechanical-organic hodgepodge future tech that's reminiscent of quake's strogg is REALLY FUCKING COOL. but it's actively sidelined and little more than something to glance at in passing during the actual levels - steel halls with constant gravity walks, enemies popping out of portals and the occasional vehicle sequence. it's lame!

tommy's kind of an annoying jackass for most of the story. he embodies "Fuck off I don't believe in that made up nonsense" and constantly whines about how his heritage is a bunch of superstitious gobbledygook... even while he's literally talking to his deceased grandfather in the afterlife. though i guess i can't really blame him for not giving a shit, because his supernatural ability amounts to little more than being able to walk through forcefields and push the buttons behind them (usually to turn said forcefields off)

oh and to never die - tommy's really good at keeping his soul alive via 10 second bursts of spiritual whack-a-mole. i guess that works out because it means none of the dull shooting ever needs to be gone through a second time, but i'd have gladly taken some guns that actually felt satisfying instead. out of his arsenal, which is primarily driven by different flavors of machine guns, the only weapon i found especially great was the leech gun. i guess the weird caustic paint-splattering shotgun is kinda neat too. the grenades look cool but are functionally reminiscent of quake 2's, which is not a compliment at all and i barely touched them because of it

narratively, things pick up substantially in the last four missions. considering there's 21 of them, that's not a fantastic ratio, but it ended on an interesting enough note for me to wish prey 2 wasn't cancelled. so that counts for something

still, i find it hard to believe that a sequel to this would've been nearly as good as arkane's 2017 release

despite the complete overhaul done to right its wrongs, razors edge will forever be overshadowed by the disastrous status of its roots. which, is an absolute shame! because ng3:re is perhaps the most underappreciated action game from a beloved franchise. it is upright insane how only 15% of people owning the game have finished the "normal" difficulty alone, clearly people are extremely intolerant to give this game another chance, or move beyond the stigma that everyone constantly brings about the inferior version. like, okay, its definitely not as eloquent as the previous titles, it definitely plays into a lot of 7th gen tropes, but, it still stands out from the crowd for the way it implements it into the gameplay, especially when the quick time events are incorporated in such a way that it doesnt feel distracting during the combat definitely reminds me of god of war a lot. the steel on bone mechanic is such a satisfying, gnarly move to pull off during combat as the body splices in half really makes you quiver your feet like a little girl! eeeeek!
anyways, from all the pc ports weve got. this is the best one from the bunch, unfortunately we dont have clan battles, 1v1 and co-op arena because they decided to port these games without the multiplayer included. either way, its very much a serviceable effort for an underappreciated classic. by the way, this game is seriously the most ruthless one out of the trilogy when it comes to its combat, ive never struggled this much in my life, ninja gaiden 2 really comes off easier compared to this! and the way enemies constantly block really makes the game a tough nut to crack. . . dont listen to all the blind hate! give this one a go.
mask of the regent is one iconic character too!

Quake

1996

"wait - you haven't played quake?"
~almost everyone who i've gushed about this to game in the past few days

a little about me: i'm partial to industrial grit, my favorite doom games favor grimly edgy atmosphere over 80s thrash worship, i'm a big NIN fan and the downward spiral is one of my top 5 favorite albums. so this should be a no brainer, right?

well - yeah, actually. that's exactly right. throughout my playthrough all i could continually ask myself was, "why the fuck didn't i play this sooner?" and rightfully so. i think the reason quake has eluded me for so long is because its holistic reputation is eclipsed at this point by a diehard multiplayer community that i frankly don't give a shit about. i'm not much of a multiplayer enthusiast for anything - let alone tech-y arena shooters - and honestly i probably would've continued ignoring this absolute fucking masterpiece if not for my pressing curiosity towards trent reznor's involvement

that'd have been a huge mistake; quake is easily the best boomer shooter i've ever played

this is where i could talk about how i adore the weapons and their balancing, the general focus on straightforward maps with powerups everywhere, the difficulty being largely driven by how easy it is to kill yourself in tight spaces - or even the god tier ambient score that has just the right amounts of otherworldly screams and metallic chords strewn about - i COULD go into those things and we could be here for a considerable amount of time - but instead of doing any of that, i'm just going to say that the shambler is one of the greatest enemy designs in any fps. in fact, my feeling towards quake 1 can be summarized roughly with my thoughts on the shambler; he's absolutely perfect. i love this giant, dopey, teethy foreskin man in all his fleshy (not furry - fuck you) glory. and i haven't even begun to MENTION his timbs yet

my mans butters be outright otherworldly

SH2 is mid but this mod is one of the best I've ever seen. Completely remasters the game for modern PCs which makes playing it feel absolutely sublime. Hope 3/4 get something like this in the future.

This game is so fucking good I don't know how anyone ever thought this was bad. 99% of the complaints even by people who defend LoD are half baked at best. Only issue one could have is the n64 controller itself shafting this game a bit. Play it on a real controller and that issue is gone.
Here are my bindings for a PlayStation controller.
A=Circle=Jump
B=X=Attack 1
C Left=Square=Attack 2
C Right=Left Bumper=Collect Items
C Up=Dpad Up=Change camera
C Down=Triangle=Item Attack
L=Right Bumper=Werewolf Attack
R=Right thumbstick press=Lock on
Z=Left Trigger=Crouch
Map Dpad to right stick

i've had a rocky relationship with this one to say the least

it may go without saying, but i'm the kind of person who thoroughly adores absolutely everything about this game's initial concept and presentation. i didn't grow out of my 'edgy phase' - it wasn't one. this shit's cool as fuck. it was cool as fuck 20 years ago, it still is today and it will be forever

shadow the hedgehog is a game carried by ideas, but they're executed to mixed results. this permeates the plot, script and gameplay. nothing's completely unscathed

narratively, it's incredibly ambitious - especially for such an obviously rushed game. the route structure is somewhat insane, even if the endings do split into 3-4 similar templates - almost all of which have really awkward line deliveries (shout out to 'journey to nihility' though - that one goes hard)

scriptwise... man, it's a mess. black doom is the biggest issue. he's effectively a caricature of a shounen antagonist who never shuts the fuck up. conversations tend to be pretty stilted across the board, but this dude just amps it to fucking 13. i contemplated dropping a half star here just because of how annoying his presence was during the final episode. in fact, i better stop fucking talking about black doom or else this game might be a 2/10 by the time i'm done

...on the contrary, shadow himself is thankfully as strong of a character as ever and the ability to constantly jump between routes really suits his whole mysterious/badass/what-the-fuck-is-he-thinking demeanor. that said, his stages could easily give you a positive or negative impression depending on which of those paths you end up on

personally, i started with the pure dark route... then after a neutral-only palate cleanser, pure hero - this was a fucking mistake! depending on your whims as a player your first run could consist of varied but mostly straightforward objectives, or menial tasks such as combing through multi-pathed environments for torchs to light and killing exactly specified quantities of enemies (it'll be a cold day in hell when i replay lost impact)

at his best, shadow disappoints as the star of a sonic game but actually excels as a shooter more akin to gamma's role in sa1, boasting faster movement and a solid variety of weapons that all feel fun to shoot - which is especially important because this game wants bullets to rain constantly, as it actively rewards killing enemies of both alignments, encouraging the ambivalent carnage no matter which route you're aiming for

in fact - i feel like this game would've likely gone over better with some fans if its A-ranks were stricter in places. you can basically hold forward and pass any normal mission with flying colors, but beyond that there's tons of room to optimize runs via effective usage of shadow's chaos blast and especially control powers. definitely a missed opportunity here!

with a few more months in the oven, some slower bits axed and some added speed to shadow's spindashing, homing and walljumping, this'd be a classic for sure

as it stands, it's pretty confused. i've come to enjoy the chaos quite a bit, but i'd only recommend it to someone who wished gamma had more of a presence in sa1. if you go in expecting sa3, then everything's all over before it can even start

the soundtrack, however, i can - and will - recommend to literally anyone with or without a pulse

feels like i played this alongside my six year old self. we did it lil' buddy, we finally beat the one game we had no chance in hell of finishing without a gamecube memory card

as with sa1, there's really no point in arguing about this series since the detractors have long made up their shitty minds. sa2's an interesting beast though because it manages to excel just as much as its predecessor... in very different ways!

the speed stages are great, albeit nothing like sa1's. maybe you prefer these more linearly driven, setpiece-focused levels, but i might be partial to having a spindash that can blaze me across entire courses in a matter of seconds. i like going places i shouldn't and being rewarded for it. there's some of that here, but it's not nearly the same. that said, there's no city escape or final rush in sa1 so we'll call it a draw

treasure hunting is improved tenfold. i definitely prefer the newly limited radar system (it makes finding shards early super satisfying) and the overall increased difficulty. especially after knuckles' previous story was an absolute cakewalk. rouge is basically knuckles on hard mode and i generally prefer her side more for that. love her music too, though i wish it was more lyrically driven to better contrast knuckles

shooting's a more mixed bag. tails reps one of the best stages but also most of the worst. eggman on the other hand for the most part lives up to gamma's gameplay well enough - especially once he gets his booster. there's def a sense of flow to these that i feel a solid chunk of people don't give deserved credit because they just wanna go fast and grind rails

...which is a sentiment i don't completely identify with because i feel sa2 is more than the sum of its parts. the narrative is genuinely great and actively shifts moods and gameplay styles accordingly. you're always listening to a banger, you're never on the same sort of stage for more than a few minutes at a time - and you're always pushing closer to one of the greatest fuckin' finales you'll ever find in video games. the quality of direction really skyrocketed here. the last episode's preview alone completely solos every single scene in sa1

one strange oddity though: there's a surprising lack of shadow gameplay here. maybe the devs weren't so confident in him as a newcomer and didn't expect him to be such a hit?

if they knew what was good for them, sonic team would've just made a whole ass game where you play as shadow the hedgehog...

EDIT: after careful deliberation (replaying the shit out of everything) i've decided that i have 0 significant issues with this game. i'm not even standing by what i said about the speed stages before. they're all fuckin' fantastic and i think i might actually prefer these to sa1's (granted i need to spend some more time with that game too for confirmation)

on top of all of what i've said - i've still barely scratched the surface of the chao world content and that on its own is pretty impressive for being in an already tightly-packed game to begin with. how the fuck did this get made in two years?

i also learned last night via the extra video that city escape was inspired by sonic team constantly receiving parking tickets while living in san francisco. that's worthy of some merit on its own

and maybe this is cheating to mention since it's largely battle rerelease content, but i don't care: the multiplayer is some of the most fun i've ever had with a 2-player game

you know what - fuck it, 10/10

EDIT 2: got all 180 emblems. basically a perfect game

a litmus test for gamer sentience

maybe also the all-time least interesting game to have a debate about? if you think this game is badly designed or that it controls poorly, then i'm genuinely not interested in hearing it. i strongly recommend running it back - without the bitch in your ear yapping out all those cookie-cutter tier arguments

this game is fun as hell when u dont have a b in ur ear telling u it sucks

I DONT CAAAAAAAAAAAAAAAAAAAAAREEEEEEEEE
i love this game, coop is extremely fun, and the extra modes are even more fun
mercenaries is amazing
and i love the story of each campaign, especially chris's
its still good when playing solo, very fun