186 Reviews liked by LoreW001


It sure was weird to say I love you to the screen

don't know shit about tsukihime but this game is neat
the sprite/artwork and music are all fantastic, and it's just fun to play

i like aoko, she's got a funny outfit and some funny moves

A gorgeously-drawn 2D poverty fighter based on Type Moon's Tsukihime remake, where you play as attractive anime high schoolers/vampires with subdued, yet extraordinary powers in beautiful urban-fantasy stages while listening to an absolutely godlike OST. Type Lumina's systems are expressive, fast and faithful to the original Melty's airdashin' re-beatin' gameplay, but a number of very apparent flaws, from the single player non-tent to the overbearing autocombo and shield mechanics that take a while getting familiar with, to the poorly implemented one-sided rollback netcode make Melty a great game, but a very hesitant recommend.

being a xenoblade fan is the jrpg equivalent of cult indoctrination, which is saying a lot because being a jrpg fan is like joining a cult in and of itself, so really it's like separating into an extremist faction of a larger cult that simultaneously infights at every given opportunity while taunting non-members for not finding Dunban "being over there" ticklingly hysterical even after the 167th time it's referenced in deeply brainrotted twitter circles.

I am allowed to say this and mean it endearingly because I am myself an unfathomably deranged xenoblade fan far beyond the brink of salvation. this game has irreparably changed me. I have been ruined. my brain is broken. I'm not sure it ever worked right, but my xenoblade fandom experience has ensured that it will always work wrong. otherwise innocuous terms such as "44 seconds" or "bestest" have pavloved me into laughing forever. when I see shulk take a bite of a sandwich and that bite does not animate on said sandwich, I emphatically applaud. the mere sight of Juju, a child whose only crime is loving his people, makes me black out with vitriolic rage. anytime I slice a hot knife through butter, I cry. anytime I walk on ice, I scream. when I check the time, all I see is Reyn's face on the clock - it is always Reyn time in my world now.

the other day around Reyn time (lunch) I was slicing open a bagel with a freshly sharpened serrated knife in order to make myself a toasted chicken salad sandwich. delicious. yum. bestest. unfortunately, the bagel slipped out from underneath my hand and I ended up slicing my own thumb instead. despite the alarmingly large amount of blood and even more abundant visceral pain, I luckily did not end up needing stitches. was I relieved? no. grateful? no. all that could cross my mind in that moment was that "your blade... it did not cut deep enough."

I mained Shulk competitively in super smash bros. for wii u because of my love and loyalty for this damned game. for those of you unfamiliar with Smash 4 - Shulk is booty buttcheeks doodoo dogass tier in Smash 4. he is fundamentally fucked. hopelessly hoed. maining Smash 4 Shulk is like marathon training for months only to tie a boulder to your ankle at the starting line, or maining Sharla in xenoblade 1. for four whole memorable-but-not-wonderful years I would mosey to local tournaments having extensively practiced my Arts Landing Lag Cancels and Monado B-Reversals and Purge 50-50s and Airslash Ledge Snaps (in AND out of Jump Art!) only to get utterly dicked and shitted and pissed and vomited on by some iron-deficient 14-year-old Kirby player who sucked the monado into his disgusting mouth hole and used Jump and Speed arts to Run The Fuck Away for 6 minutes. all that suffering to appease the cultish urge to remain steadfast in my xenoblade chronicles brainrot. peak fiction. I hate myself. I live for this game, and therefore want to die.

I am a shattered man. I come to you as a cautionary tale. I love xenoblade 1. it is a good game. some might call it a great one. I could even wager that it's a classic. but it is not worth a total fundamental collapse of the self. this game has significant faults that time has further illuminated. sidequests are trash. the game's third act is a disaster. characters have chemistry but very few have arcs. women don't exist in this game. why doesn't unfinished battle loop in that one fight. juju. I have heard it all. it is no longer cool or trendy or tasteful to praise xenoblade 1 as the jrpg bastion it once was.

I do not care. It is far too late for me to view this game objectively, yet I find I am more grateful to have loved a game to an extreme degree beyond objectivity even if it has cost me an entire lifetime of mental fortitude. I wish Dunban was my real dad and was "over there" instead of "forgetting me because of dementia." Riki eats your favorite jrpg mascot character for breakfast and still has time to canonically fuck his probably-smokin-hot-by-nopon-standards wife before lunch. expert worldbuilding dares to ask "what if we were all on A Guy and we climbed up his ass" and thats raw as fuck. expert OST dares to ask "what would it feel like if ears could cum" and then made my ears uncontrollably bust jumbo nut wads for over a decade running. I am one of the deranged freaks who mained Melia and therefore thinks the combat is Pretty Sick Actually. stop maining Shulk, losers. stop cradling that milquetoast monado like a security blanket and get in Melia's pain train, we're starlight kicking god in his Klaussy.

I don't care if this game is "overrated," or if i'm "scaring the hoes." I don't care if xenoblade 1 is "too anime" or "predictable" or "nonsensical" or "boring" or "not a replacement for proper nourishment." I love this game. I eat it up. I consume it in its totality - characters, world, combat, music, fandom, memes, merch, a decade of irreparably damaged culture and identity. like Shulk, it changed my future. Xenoblade Chronicles ruined my life, and I am forever thankful.

i expected this to be on the tame level of 999 until i actually played this. i got uchikoshi pilled and i was never the same since

No water.

Bad water.

No water.

Bad water.

I thought I was doing so well.

And then WHAM.

Measles.

A snappy, pick-up-and-play 2D rougelike where you gather attribute-modifying accessories and attacking monsters called "lilliputs" to delve deeper into the ruins which hide a mystery of some sort (idk the story isn't that important).
Little Noah's biggest strength compared to other entries in the genre is it's ease of play; while most rougelikes aim to craft a difficult challenge where you must learn what each collectible does and every enemy attack pattern by trial and error to succeed, LN isn't particularly difficult, which encourages you to regularly swap your combat lineup around and experiment, giving you ample offensive (omnidirectional slash, big super move) and defensive (potions, a revival item, a smash-style tech in place) resources to create combos or enhance your survivability with.

This review contains spoilers

I'd say it is a must play jrpg on the 3ds, may not be the best FE one, as it gets kinda easy even if you struggled with early maps. The only complain I got for the story is how perfectly everything plays out at the end (everything works fine so they win with 0 deaths, even Basilio lives).
Pair up is busted later on, and not like the units are preciselly weak xd, music? Absolutely godly, one can't complain about this game's music

It would have been perfect for me if there was just a bit more to the gameplay, or some more interaction with the environment.

But goddamn just talking to all these characters for hours, learning about their lives and the world hit so much harder due to the minimalist direction, with an amazing soundtrack to boot. There's so much neat hidden content too that begs for you to replay it and find everything you can. Highly recommended for anyone into VN's or indie gems.

Pure fun. The game contains unique fun but mechanics that tie into the story's narrative. When going through the story, you're never bored as you're constantly lead to more bits of Zero's character and the world's lore. And each level ramps up in difficulty, leading you to use a lot more strategy every single time. I couldn't truly put the game down. I always came back wanting more, intrigued to see what piece of the story or level came next.

(5-year-old's review, typed by her dad)

You get to go on a slide and at the end you gotta beat Bowser, because you get to MOVE and MOVE if there's turns, and also there's a slide in the snowy place!

[Dad's note: She would use the Wii U gamepad to go do the secret slide in Peach's Castle over and over again, every day for the entire summer of 2020]

This review contains spoilers

Yakuza 0 is a game I've felt a Lot of difficult emotions about. It's a game surrounded by contradictions, horribly offensive content, and great retcons that would retroactively make the older games worse, and all in all I love it. I love this game so fucking much, can I be real with you? It's a game that is known for gay subtext, having healthy masculinity, and anti-conservative thought online, especially 0 and Kiwami 1, but actually playing the game teaches you that is by no means the case, people simply overlook the bad for whatever reason. Yakuza as a series is written by numerous, numerous writers, with few hands outside of the cast ever holding onto the wheel for all too long. That's why you have contrasting depictions of the same thing, some times even the same game, such as the fact you can help a man in 0 as Kiryu who doesn't know if he's attracted to women any more meet a crossdresser whom he falls immediately in love with, tempering some of his horny bastard ways, only for in the same game a trans woman to constantly be misgendered and for Kiryu to forgo an unspoken 'no fighting women' role to whip them to shit.

We open by cutting back to years back and witnessing our two protagonists, Kiryu and Majima, in contexts we'd never expect of them. Kiryu, a pacifict with a violent streak, opens by no-context killing a man in cold blood. Majima, our crazy best friend, is taking hits to his pride and acting so very kind and regular it can't help but set us off. I don't want to sound like a complainer. I don't want to sound like a huge fucking gatekeeper, but I mean what I'm about to say: playing 0 first is a dangerously popular choice nowadays, partly responsible for the way people overlook it's vile content nowadays, and it makes for a worse off experience for the players. Sure, these are good hooks, but the deeper context is completely missing if this is your first time seeing either of them. Plus, I got a thing against Kiwami 2....we'll get to that in my later review, lol. Anyway, I love Yakuza 0 for this. The main plot, overall, has some of the best hooks of the series, combined with a switch up in location and all these new play styles- Yakuza 1-5 feel like you're exploring one world in different ways, and 0 feels like a whole new world.

Stopping the plot talk, I wanna talk a bit about some awkward story progression, and how 0 changes the series' presentation. Most interestingly are these little moments where we cut away to 'stills' with some artistic renderings and some simple voice acting overall stylishly placed words. These are made to replicate the look of 'hard-coded subtitle' placement on the old v-cinema yakuza flicks and exploitation dramas the games take inspiration from. And while the rest of the series is missing this, these being a replacement for high-exposition no voice acting cutscenes, they are a much needed inclusion I'd love to see them use more going forward, somehow someway. They're aesthetically brilliant, while also tame enough to not be overstimulating or tryhard. And to boot, the simple images are striking, rather than the bland cinematography the series can sometimes possess. Not all of it's....better, though? Conversations flow better for sure, I think the reason people fall off when they hit Yakuza 3 is because it's got a lot worse of a flow, but this is particularly easy to read and get into. But the game's full of weird tonal shifts, otherwise reserved for substories, now present in our main plot. They tie the beginning of side-activities to the main plot, but don't force you to continue, giving away to awkward pacing. Not to mention these weird cuts between 4-minute long stylish, greatly produced cutscenes to these no-voice-acting side content jokey short moments right after you killed one of your best friends or something. Yakuza 0 is the best paced Yakuza when these moments aren't happening, but when they are....well, there's a reason this review is 9/10 instead of 10/10.

Now how about the new Kamurocho? Well- the old Kamurocho, but new to you. All these new locations, plus an old town Sotenbori which, while not as well constructed, is full of fun characters to meet! There's a disco, there's new substories, and you get canon explanations for the fall of a lot of these businesses! One thing's missing, though: our beloved Millenium Tower.

All things considered, it's weird to see and say it: Kiryu is the less interesting of the two protags we jump around between. His major side story, Real Estate, is a lot less interesting than Majima's, his moveset is classic Kiryu and less unique than the entirely new playable character, and it doesn't really inform anything crazy about Kiryu the character. It's an 80s adventure with our main boy Kazuma Kiryu, basically an alternate universe story with how little you learn that you couldn't already infer from prior games. Kiryu's dumped into the world of real estate during the boom of Japan's interior industries, and is roped into being a real estate mogul once his yakuza family disowns him. The real estate king, Tachibana, opens up to Kiryu about their shared Weird Pasts, and Kiryu scuffles with his assistant Jun Oda. This trifecta is a fun combo of characters to be the center of a story, especially with how much the other two play things so unpredictably. It retreads some plot ground of Yakuza 1 specifically, the Dojima family disowning Kiryu, etc, etc. But this time without our fav character of all time, Haruka, to act as support. He just barley has Nishiki either to help him, coloring the friendship from before their final bout in. There's even a cute little nod to Y1's light gun shooter portion, too! As much as I'd complain about it in 6 and Kiwami 2, you love seeing Kiryu be forced to find a new found family cuz you're as dumb of a bitch as I am. Every once in a while you have to stop to be forced to take part in the series'.....we'll say subpar minigames, though, which is a shame. Sorry for first-timers coming in who are gonna have to learn about the JCC minigame!

Majima, though, is the spectacle. What's up with him on the cover, you're wondering? What the fuck happened you ask, the second you see him masking those neurodivergencies. Well, Majima has just always been Like That, thankfully. No big backstory, just he spent too long hiding who he 'was' and here he learns how to love people and shit and express himself. From a blind woman he has to protect, to the breakdancers he respects on the streets of Sotenbori, and the old Chinese immigrant couple that he keeps hush-hush about on their illegal dealings, Majima gains some real ass relationships here. Majima is being roped into the Cabaret nightlife scene, much in the same way Kiryu is being wrapped into real estate, and it comes complete with a very engaging minigame. It's half dress-up game, half tycoon game, it's pretty damn fun as someone who doesn't like either of those genres honestly! And Majima plays like a fucking beast, too, when you don't play him for too long.

Every one's got their own little minigames and all the unique ones are lovely. Starting with Majima's extremely in-depth illegal weapon deals tycoon game, where you send different agents to bring you weapons you wanna use. Really fuels Majima's more weapon/gimmick based playstyle, too, and emphasizes in some ways the physical strength of Kiryu when you aren't playing as him. Majima is not as strong as Kiryu. You know this if you play the other games prior, of course, but actually being able to play as both really emphasizes how different they are, and that Kiryu's victories weren't just because you the player were him. Playing as Majima is, for a character action RPG, pretty fucking boring and linear, but I think his overall variety makes up for it in spades. Majima's got the little cabaret game, too, telling you the tale of jealousy in the clubbing business....with some sexist tropes to boot but yeah, it's a lot less problematic than Kiryu's side of things. All the hostesses' have their own side-stories, which I wish didn't end with them all fawning over Majima, but they're all oddly interesting given how this series usually treats female side-characters. it's got the most inspired shit going on in any of the minigames in the series. This compliment extends to Real Estate, too. And then Majima's got his own storyline in the disco minigame....a minigame that pains me to no end, but an enjoyable one. He's also got our favorite guy, Mr. Libido, the only good sex jokes the series has under it's wing! Well, maybe that's a bit of a stretch, there's a few good jokes in this game's substories, but that's really only an honor 0 gets to hold.

Across both characters, we meet a rather vague, not too characterized guy named Mr. Shakedown. We meet several guys named Mr. Shakedown. About 4. They're all pretty boring characters, and they all fight identically, and you don't want to fight them. But they're fun. They're easy money once you get their moveset down, too. They return in Kiwami to much less effect, and it retrospect this makes me realize how much of Kiwami is pointlessly recycled from 0 rather than with thematic purpose. Likely because, y'know, they had to make Dragon Engine in the meantime, so I won't harsh the vibe too much.

In conclusion, having 100%ed the game, or at least finished that lil in game completion menu, I'm proud to say it still remains one of the better entries in the series. It's got a touch of really bad, reactionary politics to it, which sucks, but as an 80s specific spectacle it offers simultaneously a great introductory experience to the setting/time-period for those lacking the history, and a great set of jokes to those familiar with it. Few things that explore a piece of Real History and Science can manage sitting on that line comfortably, so it's pretty damn cool the last thing I've seen that does is this silly action game where every time you punch someone a billion dollars fly across the screen.

RGG finally made a game as good as Yakuza 0 with so much content and stories available with changes to the combat that make it soooo much better. Snake style being introduced in the mix makes fighting enemies with weapons much more bearable, and the parry system with the EX surrender heat actions is fun. Thank god they got rid of mortal wounds from the first game because it really was annoying and didnt bring anything interesting to the table as you desperately try to dodge deadly attacks. Now, it adds in mortal reversals to have a reliable counter against bosses. The buffs to the other styles is much appreciated too; crane desperately needed buffs for it being terrible in the first game.

The stuff to do in the overworld and in the school are gargantuan, but to make it short here is what I thought about the minigames in the clubs. Dancing club is good, Robotics club is kinda bad, Boxing is the best minigame there is, Biker gang is pretty solid, Esports club is literally just "do like to play vf5", Skaters is good aside from the racing (it's Dragon Kart but terrible), and the other 3 (photography, girl's bar, casino) are nonexistent. There are other minigames that are fun, but I wanted to focus more on the school stories since it's the big chunk of content here. Side cases range from pretty generic to pretty entertaining, but the former takes up most of it because a lot of it feels like filler. Amon is as usual the insane secret boss fight that tanks your frames.

I don't have much to say about the story other than as per usual with RGG games it's pretty good. Kuwana carries this shit hard... the best character in this game.

I felt this RGG install was just good as Yakuza 0 but doesnt knock it out entirely. If I were to talk about how much I enjoyed the amount of content here then this would just be an essay so I tried to shorten it as best as I could. Very good game that is better than the first Judgement--had rarely any problems with it.

2021/11/06, I have added a note. But I would like to add it again.

What has shaped the otaku culture we know today?
You'd get a thousand different answers.
If I had to answer that question, I'd say this game.
"To Heart" has achieved two great things.

The first is "the establishment of formality".
The origin of the Japanese novel game is "Kamaitachi no Yoru and Otogirisō", but these two games are sound novels. To Heart evolved from them and established the visual novel format.
"Visual novels are relatively inexpensive to produce, and with a good scenario, still images, and a script engine, they can be made into game software, which is good news for the PC game industry, especially for adult bishoujo games, where many manufacturers have weak development systems."
-The conditions for cultural creation: a cultural production theory study of two-game 'places'-
https://hdl.handle.net/2065%2F27549
In short, "To Heart" was a revolutionary and ground-breaking work that invented the visual novel format and made the financial headache of game development much simpler.

Before describing the second achievement, we would like to make a long explanation of some aspects of the social situation in Japan before the launch of ToHeart. These facts are not the whole story. It is just one aspect.
Eight years before ToHeart was launched in 1997, in 1989, an incident occurred.
"Tokyo-Saitama serial child abduction and murder case"
I will not go into detail. ...This incident had a profound effect on the otaku culture and is a traumatic event for anyone over 40 years old today.
There is a story in an essay cartoon written by a Japanese cartoonist who is probably famous in the English-speaking world, which symbolizes the situation at the time. I will translate it into English. Please excuse my poor English.
*
Author "Why didn't our generation enjoy being nerds as innocently and happily as the youngsters of today?"
Friend1 "There are several reasons, some of which have accumulated since before our generation. It's probably the thing that caused the petrol to catch fire."
Friend2 "What is that?"
Friend1 "July 1989. A female reporter said in a TV report about the otaku who participated in the Comic Market held the following month."
"Here are 100,000 people, Tsutomu Miyazaki." ※

Scene change, recollection, place, gym. Signboards, high school club information sessions.
"The next club activity club explanation is Mr. Hirano, the head of Anime & Comic Research Club."
Author "Well, hello there new students. This club is called the Anime and Comic Studies Club, and we are a manga and anime..."
"Hey, that's the Anime Comic Club."
"Otaku, Otaku."
"Hahahahaha."
"Miyazaki, Miyazaki."
"Hey! Pedophile club! Don't kidnap little girls!"
""""GYA-HA-HA-HA!""""
Author "Fuck...Fuck...Fuck! Fuck!! Fuuuuuuuuucccccckkkkkkk!!!!"
*

"以下略(ikaryaku) Abbreviations: Episode 16, Susumeken," Kohta Hirano
(For the record, here is a supplementary explanation. The above is only one part of the story, and the whole story is a gag manga.)

※ It has recently come to light that this is a long-believed urban legend and not a fact. However, it was a commonplace argument in the weekly press at the time. It is a story that is hardly a complete lie.

Secondly, "it changed the course of time."
The invention of the game format was great, but what made To Heart truly great was that it changed the atmosphere of the times.
Above all, traditional novel games are "dark" and "damp" games. To put it badly, there was only an image of "precriminals" playing them. (Not so! There may be people who say.)
One of the origins of the so-called "moe characters" that have been around since the 00s and continue to this day is in "To Heart".

The game itself is very simple. It's all about reading the text.
There is nothing new about each character.
"Childhood friends", "witch girl", "robot girl", "psychic", "fighter", etc.

summary
While it was DQ that created the standard and format of JRPGs, it is no exaggeration to say that it was "To Heart" that created those of J-novel games.