Limp_Mantis
1996
πππ πππ ππππ πππππππ ππ πππ
πππ ππ ππ
πππ ππππππ
π π΄ π πΈ π³ π΄ π½ π π΄ π πΈ π» (1996)
π³πππ π πππππ πππ π³πππππ’ ππππππβ’οΈ πππππππ ππ πππ π°πππππ’ πππππππππ πππ ππππππ π ππππππππππ’ π πππ πππ’ πππ πππππ, πππππ πππππππππ ππ‘πππππππππ πππππππ ππππ’ πππ ππππ, ππππππππ ππππ ππππ πππ ππππ πππ ππ πππππ. π ππππππ ππ
π π· π΄ π π π π πΈ π π° π» π· πΎ π π πΎ π
πΎπΏπ΄ππ°ππΈπ π΄π:
πΉπππ π ππππππππ: π.π.π°.πβπ ππππ’ ππ π ππππππππππ πππππππππ, ππ πππππππππππ πππ ππππππππππππ π ππππ.
π²ππππ ππππππππ: π·π πππ’ ππ πΈπππππππππ πππ πππππππ ππ πππππππππ’ πππππ πππ πππβπ πππ ππππ ππππππππ π’ππ ππππ πππ πππππππ‘πππ ππ’πππππ π πππ π°πππππ.
As rain pours and lightning strikes, our heroes inch closer and closer to the Spencer Mansion, within itβs hollowed rooms linger the living dead, the result of man playing God, a very specific, dying, fascist man for whom the mansion was named after, carrying on the pathetic legacy of his Fuhrer and comrades using any means necessary, recruiting fleeing Nazi WW2 scientists In a bid against time to fight against his very own withering mortality which leads to a hare-brained search for the myth of immortality in all itβs forms, the desire to be One and All resulting from his inability to accept death is what essentially kickstarts the entire series.
The tight progression and the gameplay flow is the strongest part of the series and is what makes it so infinitely replayable, it very much is present here in the seriesβs first outing and it arguably is executed a lot better than most of the later titles too! Getting more and more used to the Spencer Mansion and memorizing itβs every hallway alongside the quirks (like the ruined doorknob) is quite an enjoyable process, youβll be dashing by every room in the blink of an eye without even knowing it!
πππ ππ ππ
πππ ππππππ
π π΄ π πΈ π³ π΄ π½ π π΄ π πΈ π» (1996)
π³πππ π πππππ πππ π³πππππ’ ππππππβ’οΈ πππππππ ππ πππ π°πππππ’ πππππππππ πππ ππππππ π ππππππππππ’ π πππ πππ’ πππ πππππ, πππππ πππππππππ ππ‘πππππππππ πππππππ ππππ’ πππ ππππ, ππππππππ ππππ ππππ πππ ππππ πππ ππ πππππ. π ππππππ ππ
π π· π΄ π π π π πΈ π π° π» π· πΎ π π πΎ π
πΎπΏπ΄ππ°ππΈπ π΄π:
πΉπππ π ππππππππ: π.π.π°.πβπ ππππ’ ππ π ππππππππππ πππππππππ, ππ πππππππππππ πππ ππππππππππππ π ππππ.
π²ππππ ππππππππ: π·π πππ’ ππ πΈπππππππππ πππ πππππππ ππ πππππππππ’ πππππ πππ πππβπ πππ ππππ ππππππππ π’ππ ππππ πππ πππππππ‘πππ ππ’πππππ π πππ π°πππππ.
As rain pours and lightning strikes, our heroes inch closer and closer to the Spencer Mansion, within itβs hollowed rooms linger the living dead, the result of man playing God, a very specific, dying, fascist man for whom the mansion was named after, carrying on the pathetic legacy of his Fuhrer and comrades using any means necessary, recruiting fleeing Nazi WW2 scientists In a bid against time to fight against his very own withering mortality which leads to a hare-brained search for the myth of immortality in all itβs forms, the desire to be One and All resulting from his inability to accept death is what essentially kickstarts the entire series.
The tight progression and the gameplay flow is the strongest part of the series and is what makes it so infinitely replayable, it very much is present here in the seriesβs first outing and it arguably is executed a lot better than most of the later titles too! Getting more and more used to the Spencer Mansion and memorizing itβs every hallway alongside the quirks (like the ruined doorknob) is quite an enjoyable process, youβll be dashing by every room in the blink of an eye without even knowing it!
2005
Reached 90% completion and saw there was yet another Golem mission so the game can fuck right off with that shit. All that aside itβs an exquisite and punishing yet fair brawler, everything available to the enemy is also available to you and that amps up the ferocious and varied gameplay, the animations are so beastly youβll be feeling every snap and crack. Did not really enjoy the weapon focus and I wish the game had less of it.
Story:
At the very center and core of the story is Maki Sonomura, whoβs the literal subject of multiple Jungian Archetypes, the Self (real Maki), the Shadow (Aki & Pandora), and the Persona (ideal Maki) it is later revealed in the story that through a connection with the DEVA system, Maki created her βidealβ perfect world, but as Jung said βA man who has not passed through the inferno of his passions has never overcome them. Whenever we give up, leave behind, and forget too much, there is always the danger that things that we have neglected will return with added force.β Makiβs shadow selves manage to emerge and wreak havoc upon Makiβs ideal world, and now the teamβs forced to face the reality of the situation after defeating Kandori, they go through more dungeons and eventually reach the soul world, which is yet another literal manifestation of Carl Jungβs ideaβs, the Collective Unconsciousness, itβs where the ideal Maki confronts and changes the real Maki, whoβs revealed to be a pessimistic loner, but that pessimism eventually manifests itself into Makiβs most dangerous incarnation, Pandora, who wishes to destroy the world and everyone in it, but fortunately is defeated by Ideal Maki & Co.
Ultimately Persona 1βs story is one of self-discovery and hope, hope for the present, hope for the future, and hope for humanity.
Gameplay:
It is incorporated into the essence of the story in such a manner that can only be deemed as genius, requiring the usage of multiple Personaβs to overcome difficult encounters, alluring to the Jungian Archetype of the same name.
Itβs easy to get into and very addictive, the grid system is my favorite JRPG gameplay mechanic, allowing you to further strategize by having the placement of characters matter to what they can and cannot hit, demon negotiations are as fun as ever and perhaps my favorite in P1, each character has 5 dialogue options to choose from, while the demons possess 4 main emotions you can trigger, it all makes for varied and fun negotiations
Graphics:
Due to its strong art direction (god bless Kazuma Kaneko) it manages to still hold up to today, with impressively colorful and emotive character sprites, decent animations, and a not-so-bad world
βThe smiles you wear are no longer false masks, you may find yourselves troubled or suffering or lost in the future, but there is nothing to fear, look to your soul for your true self, no matter what trials you may face, that will be enough for you to weather the storm, now go forth, into your bright futuresβ
At the very center and core of the story is Maki Sonomura, whoβs the literal subject of multiple Jungian Archetypes, the Self (real Maki), the Shadow (Aki & Pandora), and the Persona (ideal Maki) it is later revealed in the story that through a connection with the DEVA system, Maki created her βidealβ perfect world, but as Jung said βA man who has not passed through the inferno of his passions has never overcome them. Whenever we give up, leave behind, and forget too much, there is always the danger that things that we have neglected will return with added force.β Makiβs shadow selves manage to emerge and wreak havoc upon Makiβs ideal world, and now the teamβs forced to face the reality of the situation after defeating Kandori, they go through more dungeons and eventually reach the soul world, which is yet another literal manifestation of Carl Jungβs ideaβs, the Collective Unconsciousness, itβs where the ideal Maki confronts and changes the real Maki, whoβs revealed to be a pessimistic loner, but that pessimism eventually manifests itself into Makiβs most dangerous incarnation, Pandora, who wishes to destroy the world and everyone in it, but fortunately is defeated by Ideal Maki & Co.
Ultimately Persona 1βs story is one of self-discovery and hope, hope for the present, hope for the future, and hope for humanity.
Gameplay:
It is incorporated into the essence of the story in such a manner that can only be deemed as genius, requiring the usage of multiple Personaβs to overcome difficult encounters, alluring to the Jungian Archetype of the same name.
Itβs easy to get into and very addictive, the grid system is my favorite JRPG gameplay mechanic, allowing you to further strategize by having the placement of characters matter to what they can and cannot hit, demon negotiations are as fun as ever and perhaps my favorite in P1, each character has 5 dialogue options to choose from, while the demons possess 4 main emotions you can trigger, it all makes for varied and fun negotiations
Graphics:
Due to its strong art direction (god bless Kazuma Kaneko) it manages to still hold up to today, with impressively colorful and emotive character sprites, decent animations, and a not-so-bad world
βThe smiles you wear are no longer false masks, you may find yourselves troubled or suffering or lost in the future, but there is nothing to fear, look to your soul for your true self, no matter what trials you may face, that will be enough for you to weather the storm, now go forth, into your bright futuresβ
2023
I will refrain from rating this game because as much as I enjoyed it, I genuinely cannot, in full conscience, dare to call it a well-designed game. Now I know what you must be thinking reading this, βBut what matters is if you enjoyed it at the end of the dayβ and right as that statement is, I feel like Iβve hit a wall with it. When do we stop, draw a line and say βYeah, we deserve better than this, because we got better than this a fucking decade ago and what we have now has no excuse being worse than what we got beforeβ
What 4R attempts to do is capture the same kind of design RE4 (and subsequently 5/6) had, and modernize it, and to say that it falls flat on its head and miserably fucking fails would be a gross understatement, they removed the one thing all of those games were balanced around, and what made them so satisfying and unique compared to other shooters in the market in the first place, proper enemy feedback which leads to consistent stuns, youβre crowded? You quickly shoot a zombie in the shin or head and perform a melee attack, thatβs your bread and butter for proper crowd control, for christβs sake, it is so tightly designed to the point where RE5 has a difficulty mode where you go into danger status in one hit, one goddamn hit, and it still comes across as a fair, balanced and enjoyable challenge. Imagine the sheer amount of confidence you must have in the systems that you designed to put in a challenge mode like that into the game. Meanwhile in 4R you find yourself at the mercy of the RNGods which is exasperated by reticle bloom, a mechanic pulled from 2R and put into this game just to make you constantly beg, plead and pray for a stun to get yourself out of one tight situation out of a dozen. To at least stagger an enemy thatβs running straight at you with a pitchfork, or to grab you, and speaking of grabs, the balance regarding that single move alone is busted to an unbelievable degree, enemies love to spam it and it happens to be ambiguous in how itβs telegraphed to the player, thereβs a form of the grab (close running grab) that you pretty much cannot react to. so on-top of an inconsistency in stuns, you also have inconsistency and vagueness regarding the enemy attacks themselves, and for some reason the grab damage doesnβt work like in previous games where the danger comes from messing up the mashing QTE, getting grabbed in itself is a danger because it happens to do insane damage simply at the startup, for example sometimes thereβs a delayed reaction because you and the enemy are so close to one another, you shotgun the zombie but in a very short frame it happens to grab you, you are not rewarded for your sharp reaction time because half your health depletes from that startup alone.
The fact that the game design and balance feel like an afterthought despite having a decade of action RE before it to pull from, add on and improve upon is so disappointing that I canβt help but ask the eternal question what were they thinking? All in all, I hope Capcom learns from this gameβs shortcomings, but given all the lavish praise it received, I doubt that will be the case.
What 4R attempts to do is capture the same kind of design RE4 (and subsequently 5/6) had, and modernize it, and to say that it falls flat on its head and miserably fucking fails would be a gross understatement, they removed the one thing all of those games were balanced around, and what made them so satisfying and unique compared to other shooters in the market in the first place, proper enemy feedback which leads to consistent stuns, youβre crowded? You quickly shoot a zombie in the shin or head and perform a melee attack, thatβs your bread and butter for proper crowd control, for christβs sake, it is so tightly designed to the point where RE5 has a difficulty mode where you go into danger status in one hit, one goddamn hit, and it still comes across as a fair, balanced and enjoyable challenge. Imagine the sheer amount of confidence you must have in the systems that you designed to put in a challenge mode like that into the game. Meanwhile in 4R you find yourself at the mercy of the RNGods which is exasperated by reticle bloom, a mechanic pulled from 2R and put into this game just to make you constantly beg, plead and pray for a stun to get yourself out of one tight situation out of a dozen. To at least stagger an enemy thatβs running straight at you with a pitchfork, or to grab you, and speaking of grabs, the balance regarding that single move alone is busted to an unbelievable degree, enemies love to spam it and it happens to be ambiguous in how itβs telegraphed to the player, thereβs a form of the grab (close running grab) that you pretty much cannot react to. so on-top of an inconsistency in stuns, you also have inconsistency and vagueness regarding the enemy attacks themselves, and for some reason the grab damage doesnβt work like in previous games where the danger comes from messing up the mashing QTE, getting grabbed in itself is a danger because it happens to do insane damage simply at the startup, for example sometimes thereβs a delayed reaction because you and the enemy are so close to one another, you shotgun the zombie but in a very short frame it happens to grab you, you are not rewarded for your sharp reaction time because half your health depletes from that startup alone.
The fact that the game design and balance feel like an afterthought despite having a decade of action RE before it to pull from, add on and improve upon is so disappointing that I canβt help but ask the eternal question what were they thinking? All in all, I hope Capcom learns from this gameβs shortcomings, but given all the lavish praise it received, I doubt that will be the case.
2023
Had to sit on this one for a while.
___________________
Played on Hardcore
___________________
Iβm wholly disappointed by many things this ended up doing, it changed too little in places and too much in others, the gameβs biggest flaw is still there, thereβs a significant decrease in overall quality between Village, Castle and Island while the Castle had some rather major improvements, half of it was still the same olβ badly designed mess and I would even say they fare worse in 4R, and thatβs what I meant by βchanged too muchβ, for some god forsaken reason, someone at Capcom decided itβs a good idea to give 2Rβs reticle focusing mechanic, one that was crafted for a more meticulous, slow, low enemy count game and give it to 4R, which happens to be the complete opposite of that, so now the game is not as snappy and responsive as the original and ends up In a really awkward place at best, while it sinks to greater lowβs than the original in the worse sections of the game.
___________________
Played on Hardcore
___________________
Iβm wholly disappointed by many things this ended up doing, it changed too little in places and too much in others, the gameβs biggest flaw is still there, thereβs a significant decrease in overall quality between Village, Castle and Island while the Castle had some rather major improvements, half of it was still the same olβ badly designed mess and I would even say they fare worse in 4R, and thatβs what I meant by βchanged too muchβ, for some god forsaken reason, someone at Capcom decided itβs a good idea to give 2Rβs reticle focusing mechanic, one that was crafted for a more meticulous, slow, low enemy count game and give it to 4R, which happens to be the complete opposite of that, so now the game is not as snappy and responsive as the original and ends up In a really awkward place at best, while it sinks to greater lowβs than the original in the worse sections of the game.
1999
Itβs stupid, was likely all thought of in one evening where the higher ups were on multiple mind altering drugs, badly written, mechanically broken, the romance between the two main characters is forced, Squallβs development in the middle of the game is sudden and random, no one else gets any development, its a complete waste of budget and Uematsu, Nomura, Amano and everyone else that worked on its FMVβs, graphics and environments talent, yet in spite of it all I canβt say i hate it, not in a guilty pleasure way, fuck that term, but the game feels so genuine in its stupidity, as in it buys the shit its peddling, that it becomes entertaining to go through, and I canβt say I didnβt enjoy the incredible environmental and musical works, pieces like The Man with the Machine Gun, (especially) Ride On, Force Your Way, Eyes on Me and many more Iβm sure i neglected to mention, being able to move while FMVβs were being played is something i still marvel at, itβs incredible, the FMVβs themselves are also very well done and I especially liked the ending sequence one where it got all wobbly and fucked up. Insane game.
2007
This review contains spoilers
"You think im gonna sympathize with you?"
I absolutely adore the way NieR manages to present its themes. Nier, despite being his own character, has a reason to be nameless. He's pretty much a stand-in for your average video-game protagonist and subsequently, the player as well. Before the true theme of the game begins unravel itself, during the entirety of the first play-through, the Shade's dialogue falls upon deaf ears. Whether or not Nier can understand what they're saying is irrelevant, he does not care because he is completely committed to his own preconceived self righteous notions regarding the conflict, with no regards to the lengths he'll go to.
As to why the player isn't informed, it's to completely immerse you in the mindset of Nier, because ultimately it is as much a criticism of him as it is of you, the player, and your preconceived notions on what constitutes as good and evil. When, during the finale, the camera cuts to a first person view to Yonah and she proclaims "It's you... isn't it?" everything begins to click in that split second, it's a gut-wrenching condemnation of your every self righteous belief held during the entirety of the first ending, and the lengths you went to in order to enact them.
"This girl loves her brother too. just as much as I do."
I absolutely adore the way NieR manages to present its themes. Nier, despite being his own character, has a reason to be nameless. He's pretty much a stand-in for your average video-game protagonist and subsequently, the player as well. Before the true theme of the game begins unravel itself, during the entirety of the first play-through, the Shade's dialogue falls upon deaf ears. Whether or not Nier can understand what they're saying is irrelevant, he does not care because he is completely committed to his own preconceived self righteous notions regarding the conflict, with no regards to the lengths he'll go to.
As to why the player isn't informed, it's to completely immerse you in the mindset of Nier, because ultimately it is as much a criticism of him as it is of you, the player, and your preconceived notions on what constitutes as good and evil. When, during the finale, the camera cuts to a first person view to Yonah and she proclaims "It's you... isn't it?" everything begins to click in that split second, it's a gut-wrenching condemnation of your every self righteous belief held during the entirety of the first ending, and the lengths you went to in order to enact them.
"This girl loves her brother too. just as much as I do."
I think thereβs something to be said about how this game handles Itβs open world, while your typical βopen worldβ game consists of a large, barren map thatβs there for you to walk from A to B on and occasionally be met with a fetch quest, cancerous collectibles or a βpick your poisonβ deal from towers and etc, and Itβs all there to bloat up the gameβs length (see Dying Lightβs 2 500 hour ad) meanwhile side activities In SA are widely varied and exist to service the gameβs world and help Immerse you Into It, ranging from pimping, Lowrider bouncing, racing, burglary, to gambling, pool, dancing, basketball, shitty arcade games, and gang territory. Itβs really fun and helps give a sense of realness to the gameβs world. The game also reacts to what you wear although Itβs mainly In regards to other gangs or regular NPCβs praising/making fun of you, and you can respond either negatively or positively.
All this aside another thing I am fond of Is the mission variety In this game, for a game with a 100 missions Itβs hard to say It ever gets mundane with missions going from drive-byβs to bombing planes from the inside or stealing advanced technology from a military base, my only qualm Is Rockstarβs typical aversion to non-linear ways of solving missions, you either follow their Instructions to a T or you risk quickly failing a mission, shitβs lame. As for the story, the main plot Is okay, where the writing really shines Is the characters, as theyβre all unique and hysterical like Woozie, Truth, Toreno and more, even characters with 30 second screen-time end up memorable like Tony the Parrot.
All this aside another thing I am fond of Is the mission variety In this game, for a game with a 100 missions Itβs hard to say It ever gets mundane with missions going from drive-byβs to bombing planes from the inside or stealing advanced technology from a military base, my only qualm Is Rockstarβs typical aversion to non-linear ways of solving missions, you either follow their Instructions to a T or you risk quickly failing a mission, shitβs lame. As for the story, the main plot Is okay, where the writing really shines Is the characters, as theyβre all unique and hysterical like Woozie, Truth, Toreno and more, even characters with 30 second screen-time end up memorable like Tony the Parrot.
2009
A short and fun experience where the gameplay Is all about the power fantasy of being an Incredibly busted being, It has so many movement options and even more combat abilities and both leave the door open for an exhilarating combat system that makes It so you can approach the same situation In 10 different ways, which leaves me surprised to see so many people resort to playing It like Generic Third Person Shooter β’οΈ , Ace Combat or Battle City for the NES. And Itβs a great Venom wish fulfillment game.
Venom
Adrenaline momentum
And I'm not knowin' when I'm
Ever gonna slow up and I'm
Ready to snap any moment, I'm
Thinkin' it's time to go get 'em
They ain't gonna know what hit 'em
(W-w-when they get bit with the)
Venom
(I got that) adrenaline momentum
And I'm not knowin' when I'm
Ever gonna slow up and I'm
Ready to snap any moment, I'm
Thinkin' it's time to go get 'em
They ain't gonna know what hit 'em
(W-w-when they get bit with the)
Venom
Adrenaline momentum
And I'm not knowin' when I'm
Ever gonna slow up and I'm
Ready to snap any moment, I'm
Thinkin' it's time to go get 'em
They ain't gonna know what hit 'em
(W-w-when they get bit with the)
Venom
(I got that) adrenaline momentum
And I'm not knowin' when I'm
Ever gonna slow up and I'm
Ready to snap any moment, I'm
Thinkin' it's time to go get 'em
They ain't gonna know what hit 'em
(W-w-when they get bit with the)
This has to be the gayest story ever penned, how do you get any gayer than falling in love at first sight with a fellow freak, talking to a hot psychiatrist in-depth about the positive effect he and his actions had on you, how he made you feel less lonely, and then passionately singing a Christmas love song that resembles what you think of the relationship you have with him. Yeah itβs safe to say dudes in 2013 werenβt ready for something this based
2010
Ironic that a game whoβs plot is about breaking your programming and going against what would be expected of you ends up with a reputation that takes what it presents at face value and twists what it actually is so it could fit the mold of what people expect 7th gen games to be, and this game faces no critical re-evaluation to this day, simply look at that disgrace of a description, in-fact thereβs only one other person who appreciates it for what it is and he is the one who recommended this to me in the first place, it seems everyone else is still stuck up on taking the first 45 minutes of this game as gospel for representing everything else it has, failing to recognize that the game acknowledges the doubts a person could have about sci-fi military shooters of that gen because it begins with a section that canβt be anything other than a parody to GoW. Shed away all of that and you have a fantastic shooter underneath with a heartfelt sci-fi story, the variety of weapons on display here are nice and fit whatever playstyle youβd want to go for, thereβs also the fact that you can combo with your partner to unleash some devastating attacks, it all flows into one, fluid gameplay system.
TL;DR, itβs not a fucking GoW clone or a cover shooter.
TL;DR, itβs not a fucking GoW clone or a cover shooter.
2010
A spy game that has more to it than simply shooting people and sneaking around buildings, succeeding in knowing whoβs your ally and whoβs an enemy is even more vital than the aforementioned gameplay aspects, and serve to largely influence what happens in the plot as they help in various different ways, be it offering to spike the cocaine of a drug lord so when you have a boss fight with him you completely deny his second phase and he gets knocked out from the spiked coke, pulling the veil away from major plot twists before itβs too late and they bite you in the ass, or unveiling information you can use to your advantage. Speaking of that, information is truly key in this game as you can use whatever character secrets you acquired to influence, blackmail, taunt characters out of hiding and into their death and so on, this game is quite open in how it can be approached as Iβm sure many of you have heard before and is easily its strongest feat, even the story missions can be played in different orders which alters some things that happens in them.
As for the shooting and sneaking itself, It is honestly quite over-hated, itβs essentially a more polished up version of Deus Ex in terms of how the RPG aspects intertwine with the shooting aspects but with good enemy feedback, I love the way they react to your bullets, sometimes they stumble over and fall, other times they panic and spray-fire all over the place, it does itβs job well. As for the accuracy, simply focus your points into one or two weapons (preferably pistol as its the best weapon in the game, AR is great too) and donβt spam-fire, wait for the reticle to recover from recoil and youβre good to go, although its best to focus the shots when it comes to pistol, you can fire faster and more accurately with AR, and I recommend having both on you as they suit different needs, you absolutely should stealth some missions and even go through them non-lethally since not every enemy you face can be killed without consequences (civilians, regular cops and other American agents for example). This is overall quite an immersive experience and I heavily recommend it to RPG or Espionage fans.
As for the shooting and sneaking itself, It is honestly quite over-hated, itβs essentially a more polished up version of Deus Ex in terms of how the RPG aspects intertwine with the shooting aspects but with good enemy feedback, I love the way they react to your bullets, sometimes they stumble over and fall, other times they panic and spray-fire all over the place, it does itβs job well. As for the accuracy, simply focus your points into one or two weapons (preferably pistol as its the best weapon in the game, AR is great too) and donβt spam-fire, wait for the reticle to recover from recoil and youβre good to go, although its best to focus the shots when it comes to pistol, you can fire faster and more accurately with AR, and I recommend having both on you as they suit different needs, you absolutely should stealth some missions and even go through them non-lethally since not every enemy you face can be killed without consequences (civilians, regular cops and other American agents for example). This is overall quite an immersive experience and I heavily recommend it to RPG or Espionage fans.
2000
A wonderful game that is ruined by TRASH ASS GAME DESIGN, you never feel bored since it switches from lightgun section to beat em up section to being a sort of punishing fighting game boss fight, now those boss fights are not my problem at all, oh no no no, they're ok to great. My fucking PROBLEM is this game relying on vertical progression, you have 5 things you need to upgrade and they are the following
- Gun
-Armor
-Sword
-Kung-Fu
-Serum
neglecting to upgrade anything that impacts Blade's dmg means Blade will do piss-poor dmg in the next level, and your money doesn't fucking reset when you die, for example i upgraded kung-fu, blade and armor, neglecting gun which meant now my gun did piss-poor dmg in the mandatory gun stage and i just rage-quit this bitch. Oh and i forgot to mention they lock the stages you finish previously so you cant even go back to grind them for moolah
- Gun
-Armor
-Sword
-Kung-Fu
-Serum
neglecting to upgrade anything that impacts Blade's dmg means Blade will do piss-poor dmg in the next level, and your money doesn't fucking reset when you die, for example i upgraded kung-fu, blade and armor, neglecting gun which meant now my gun did piss-poor dmg in the mandatory gun stage and i just rage-quit this bitch. Oh and i forgot to mention they lock the stages you finish previously so you cant even go back to grind them for moolah