362 Reviews liked by LukeGirard


If you had a dream for an entirely original game concept, how much would you be willing to compromise your vision for more sales? If it was possible to quantify such a thing, imagine that making it more appealing to the mainstream by 5% would also increase reception and sales by 5%. Would you stick to your guns and create a completely uncompromised game, even if it meant a Metacritic score of 50? Maybe making it just a little easier or a little more direct would be enough, just so you get to the 70 range and a trickle of word-of-mouth sales. It wouldn’t be a best-seller, but if someone was interested enough to buy it, they would be likely to finish the game with a positive experience.

Rain World decided not to compromise even 1%. This game wants to make a statement about nature, and saw the tiniest bit of compromise to make it fair or predictable as antithetical to the message. For starters, you play as a lonely Slugcat, a defenseless rodent trying to locate the rest of its kind in a journey across an industrial zone overtaken by nature. While predators can snap you up in one bite and machines can crush you effortlessly, all you’re able to do is pick up stuff, throw items, climb, and eat. Your journey is a progression from water lock to water lock, hiding each night from a torrential flood of rain which also kills you instantly. To not starve in the middle of the night, you need to have at least four stocks of food, and surviving a night increases your progression meter by one. Filling this meter to a certain level is required to open the doors between the major areas, but dying means the loss of two levels. This means that to progress to a new area, you have to scour for food sources on a time limit while avoiding unpredictable instant-kill predators and any mistake means you have to repeat the process at least two more times. Once you get to a new area, there isn’t always an immediate water lock, so you have to quickly explore and avoid the new predators after spending most of your time just entering the area in the first place. While those are just the basics, it gives a taste of just how brutal the survival in this game is. I quit the game three times before pushing myself to finish it, and even then I wasn’t exactly having fun.

The reason I'm belaboring the point of just how little fun I had in this uncompromising murderscape is twofold: firstly, to let you know what you’re getting into if you do decide to buy it, which you just might when you hear that secondly, all the pain was worth it. It all paid off. The slow reveal of the game’s themes was absolutely magical. The ending was a perfect mesh of story and gameplay satisfaction, where I felt like I accomplished something and really learned something. It’s the most satisfied I’ve ever felt when completing a game in my entire life. It’s probably going to end up in my top ten games of all time. If all this sounds intriguing to you, and you think you can handle the pain, I’ll be cheering for you every step of the way. Stay dry, Slugcat.

This Review is an excerpt from my recently-published List of the Thirty-Five Best Games I Played in 2023, so if this strikes a chord, there's more where that came from!

Now...On with the Show!!

As the sort of guy who spends his nights mulling over weird Pasts and Bad Futures, Sonic CD’s gameplay fantasia is a gift. The dream of loop-de-looping into ancient history, nipping the seeds of evil in the bud, and returning to find a kinder, more harmonious world…that’s something I think we all deserve to have at least once in our lives.

The Past

I’ve heard it said that those who played Sonic the Hedgehog games as children, because of their lack of money and therefore choice, persevered past their learning curves. They, unlike so many detractors, didn’t write them off for their quirks, didn’t fling them back in the bin for failing to immediately satisfy their need for speed. Well, not me. The “classic” Sonic games were some of my first, thanks to the Mega Collection on GameCube. I fell for every beginner’s trap, failed every skill check, ran out of lives and went back to Lego Star Wars. They did not survive the purge.

But I’ll give Sonic credit, he’s more patient than his idle animation would suggest. Waited the decade it took for Mania to teach me how it’s done. You can’t enjoy a Sonic the way you might a Mario. These aren’t games about charging forward through obstacles – asserting your presence with power-ups and projectiles – but going with the flow, allowing the geometry to carry you where it will, dexterously reacting to keep the ride going. The challenge of harmonizing with progressively jagged, unfriendly zones is not just the point, it’s the joy. After that, Sonic 3 & Knuckles became my favorite, and I figured that was just about the end of that. In 2017, I concluded that the highs of Sonic’s dynamic movement are fantastic, but it’s dependent on the strength of its level design, and those lows are just distracting enough to take it down a peg. An ideal Sonic playthrough occurs as a single unbroken thought, and a big enough blunder can compromise the current.

Fans will tell you that 3 and Mania represent the series’ most successful “balance” of forward momentum and exploration. I bought that; it’s the reason I prioritized those games. Here’s the thing. Why burden either one of these goals with the needs of the other? If the issue is that these level designs become unfocused, draw themselves out, fail to wholly satisfy either inclination…well, why not have one built entirely around speed, and another based on explor– OH WAIT THEY DID??

The Present

Last year, I called Mario World a great alternative sequel to Super Mario Bros. 3. Today, I’m crowning Sonic 2 its true successor. I play Mario 3 for the action, for its perfect jump and P-speed antics, and Sonic 2 takes that premise even further – a character whose movement is determined by his relationship to the environment. Even conceptually, Sonic's mechanical direction is inspired. Where 1 didn’t have the know-how to play to its strengths, and my previous favorites interrupted themselves with major gimmicks and a needless mess of boss fights, Sonic 2 is confident in the power of its physics – rolling through concise multi-tiered stages, darting from start to finish without a moment wasted. It's endlessly responsive to experimentation, filled with hidden shortcuts and dynamic skips. I spent ages fiddling around with a loop near the end of Chemical Plant Act 1, being sure to keep Sonic on his feet to better control his trajectory, taking off at just the right angle, through a one-way gate, to finish the stage in under twenty-five seconds. The thrill of tearing through the high route in Aquatic Ruin and Mystic Cave, of picking up speed shoes to launch high above Wing Fortress, bouncing off of a suspended monitor and landing DIRECTLY in front of the boss, is priceless. Emerald Hill Zone’s opening riff doesn’t get enough love, it’s up there with DaiOuJou in its ability to hook me in from frame one. Appropriately, it's as close to an OutRun-like physics platformer as we’ve ever had. It's one of the greats because every frame of its forty-five minute run fizzles with potential energy. Ignore the Emeralds and go.

But friends, I had played Sonic the Hedgehog 2 before the year 2023. My love for it has grown to ridiculous size (Thanks in no small part to Sonic 2 Absolute), but I've respected it for some time. Even finished it. This is not a review of Sonic 2.

How ‘bout I take you down to Quartz Quadrant.

The Good Future

Sonic CD shares 2’s place at the top of the heap. Given its reputation, I could not believe how well it clicked. Overly wide, exploratory level design in action games isn’t my thing, but here, it’s less a matter of “exploring” for a number of key objects, and more about enjoying the breadth of what Sonic’s physics are capable of – shooting through massive cascading loops and rebounding up and around towering, dreamlike worlds. Coming off the heels of the first game, with an entirely separate team from Sonic 2, it’s ridiculously forward-thinking. CD preempts the conceit of Mario 64’s 3D game design by a whole three years during an age when every year played host to wild innovation across the medium. It celebrates Sonic's unique movement mechanics like nothing before or since.

I called a perfect Sonic playthrough “unbroken,” but I didn’t say “fast.” Whether you’re flying high or barreling through badniks, movement is its own reward. And while that would’ve been enough for me to give it the thumbs-up, CD does not rest on those laurels. Hit a signpost and maintain top speed, and you’ll time travel between any of three eras of the same stage. Must be the best take on Mario 3’s P-Meter there’s ever been. Smash a robot generator in the past, and you’ve earned a wonderland of a future. Hunting generators is the way the game is designed to be played, and I refuse to ever run the game without them. Beyond the fact that they encourage the intended playstyle, the consequence for failure is too tangible, too well-executed to ignore.

I have to wonder if there was a kid in 1993 whose immediate inclination was to hurl Sonic into the future. When this child finally managed to do this, the coolest thing they could possibly imagine being able to accomplish in any game – Making Sonic the Hedgehog Time Travel into The Future – they wound up in an apocalyptic hellscape. The Bad Future so starkly different, so loud and raucous, that it almost feels like a joke. The stakes are clear; Sega put in the work to make you want to care about the world you're trying to save, if only to find out how great the Good Future's music must be. It'd be sick enough to have this two years ahead of Chrono Trigger, but even now, I can't think of another action platformer that attempts anything like this.

And don’t believe what they tell you, there are no bad Zones (Wacky Workbench is fun, I promise). I could swear the Japanese Soundtrack makes its already vibrant colors even more evocative. It’s exactly as complex as any game in this series should be. Its opening cutscene is everything to which Sonic should ever have aspired.

The Bad Future

Another 2D Sonic game released in 2023. We don’t have to talk about that one.

On release, Wonder was quickly crowned the new king of the 2D Mario series by legions of folks who’d been burned deeply by the New Super Mario Bros. tetrology's hollow aesthetic. I was there. I’ve played all of these games. 2D Mario games are important enough to me that I will play them on a TV, even if it means passers-by can look in and clearly tell that I’m not filing my tax returns. I finished Wonder with 100% completion on the weekend of October 20th, 2023 (unless you count the standees. I don’t). I’ve replayed all of its levels at least twice, with and without grabbing each Wonder Flower. You know I like this game a heck of a lot. Nevertheless, I’ve got a lot to say, not all of it good. This is gonna sound a bit dry.

On Super Mario Bros. Wonder (OR — "No Country for New Super Mario Bros.")

Visually, Wonder is closer to my Dream Mario than any other this side of Yoshi’s Island, and I do hope the next one commits even harder to the cartoonishness of this aesthetic. My first impression was that it had the best control of any game in the 2D series, and in most respects, I do still believe that. The “New” games carried with them this lumbering heaviness that I’m glad we’ve shed away. The Elephant power-up is a bit undercooked, but the other two additions appropriately shake up the player's relationship with enemies and the environment. Just being able to jump into enemies from below while at a full sprint makes the Drill a treat, even without considering its burrowing ability. The removal of a flight-based power was likely due to multiplayer, but in principle, it helps the game stay centered squarely on running and jumping, and encourages creative use of the Bubble Flower (which, yes, is more or less a retooled Bubble Yoshi from off of NSMBU). The Demon’s Souls online feature is welcome; I didn’t see myself playing as a guardian angel in a Mario game, but here we are. Badges are a solid addition too, especially for newcomers. I can play as Daisy. Awesome stuff. Promising. Shame that, to my taste, there’s a lot left on the table here.

Every stage of this game locks its enemies and visuals and stage gimmicks down almost completely; you’re not likely to see much crossover. There’s one rolla-koopa stage, one hoppycat stage, one condart stage. These guys are stuck in their zones. It results in an impressive level of variety, but also prevents the game from meaningfully building on concepts from stage to stage. You don’t get that blending of flavors you’ll find in the series’ earliest entries. In this respect, it’s arguably even more formulaic than the games it’s trying to subvert. Each level’s gimmicks undergo a similar arc before being put away, each of them with a Wonder Flower to find which activates a minigame or setpiece. Nothing so plain as the well-documented and scientifically-proven "Four Step Level Design" of New Super Mario Bros., they just remembered to add the sugar. Would people still be talking about Mario 3's Angry Sun if you had to pop a regularly-mandated Wonder Flower to activate it? I don’t think it helps that these stages are threaded together as loosely as they are.

Playing into its save feature, Super Mario World invited its players to revisit levels for alternate exits and hidden secrets. Wonder doubles down on that attitude, with a wide-open map and only a single file per user. You’re meant to dig around in these levels and scour the world, but there isn’t really a whole lot to find. Yes, there are large coins to collect, tops of flagpoles to grab, but – and I hate to grumble – these pale in comparison to the discovery of warp zones, unique power-ups, and routes which alter the trajectory of a playthrough. I think they’d have been better off hiding badges within full stages than keeping them in shops or bespoke levels on the overworld. I’m of the opinion that collectibles should feel immediately tangible and exciting. Wonder sidesteps the checklist school of design for the most part, but I’d like to see it drop outta these games completely.

Here's what I'm getting at – I don’t think Wonder is adept at curating its adventure, and I don’t get the impression that its developers made that a priority. There’s a sort of halfhearted effort to add a single story beat to each world, and it's unconvincing. Possible plants just don't tend to pay off. The talking flowers never do. Stages are clustered together with respect to difficulty and theming, but any pretense of a “flow” between them, that levels together form an arc, is rarely suggested. A level is an island unto itself. It’s because the game isn’t concerned with its own replayability, actively obfuscating the option to start a New Game. It’s because Wonder isn’t all that interested in blending ideas between stages. It’s because the “Wonder” gimmick, ironically, requires each level to follow the same general beats.

I came for an album, and what I got was a collection of singles. They’re good, even great singles, but I don’t think it comes together as a whole game in the same way each of the old classics did. I hope Wonder is a sign that Nintendo is open to getting even more experimental with the conventions of this series (maybe cut out the world map next time, have one continuous game of back-to-back platforming levels), and I’m glad it was well received. You can feel those seasoned designers stretching their legs with this one — it beats out the New Super Marios on charm factor alone — and I squeezed every last drop I could out of it. I believe greater heights are within reach for this series, but if this is the last for a while, I'll still be more than appreciative that Wonder got its moment in the spotlight.

(...if you'd like to see where this falls on my list of the Thirty-Five Best Games I Played in 2023, you can check it out here. Thanks for reading!)

No greater indictment of the gaming press than the scorn for one of the most innovative games to come out since Demon's Souls. It's a game all about intrinsic reward as really most platformers are but in something like Super Metroid there is a reward in the way of powerups, the reward in Rain World is simply living to the next area and seeing what practical joke will be played on you.

I haven't seen a game that showed this much restraint since Ico. The game could've given you upgrades, a final boss, a significant crutch, a more present story, really anything your usual metroidvania would do but it didnt. The few concessions to minimalism like the map and the titles of the areas being shown never dampened the extreme immersive quality this game granted me.

Despite being quite game-y, this game probably bridges the cold reality of the world to the player in the best way possible, not simply because the game is "unfairly designed" but because it does actually feel like a real breathing ecosystem, the scavengers or lizards arent just obstacles for the player to engage in, they act like how animals would in real life, they go on living their life independent of the protagonists existence.

Very sad that in the mid 2010s indie game hype wave, this genius title comparatively got left out. I had only learned about this game in 2019 from Matthewmatosis and put it on the backburner till now.

political quadrant of types of guy u can be in 2024 and it’s sopranos dune nge and seinfeld

can’t believe twenty year old meme vn understands the series better than most,,, rlly lovely backgrounds in this too !!

Some of the most fun I’ve had with a game in years was learning how to kill lizards in Rain World. In my entire time with the game in my first playthroughs, I’m not sure I ever intentionally killed one of these beasts. I saw them as impossible foes. But in order to reach many of my goals in Downpour, I had to learn how to conquer them. The first kill feels like a fluke, like luck, and in a way it is. But each spear that pierces their hide feels more real, more earned. They never stop being terrifying. They never stop being a threat. But I had to learn how to take them down anyway, backflipping, juking, stabbing, feasting. I had to learn how to slay dragons.

I have a brand, and part of that brand is that I really like Rain World. In all my poetic waxings, I often am remiss to mention what makes playing Rain World itself actually so cool. So for once, I’ll try to offer an admittedly vague explanation. I’m sure you can find no shortage of mechanical rundowns, so I’ll keep this brief: Rain World is a unique game where you play as a little slugcat trying to survive and find shelter before the devastating rain comes. It’s quite a difficult game where challenges may often feel insurmountable. What makes Rain World such a unique game is its emphasis on emergent and procedural systems. The vast majority of these systems are not explained to the player at all, and as such have to be learned by experimentation and exploration. The behavior and animations of all the predators and creatures you encounter is unpredictable and dynamic. The game is a bountfiul garden of consistently surprising gameplay.

The result, for me, is something unlike anything else: a constantly exciting game. It’s always a thrill playing Rain World. Even dozens of hours in, I find myself yelping and gritting my teeth. I can get into specifics but I don’t want to dispel the magic of experiencing it yourself. I adore this. It can also end up making making the game agonizing. This is why initial critical response was negative, and why many players will find the game simply too hard or too cruel to even play let alone enjoy. But that agony is a part of the experience, or at least my experience, and it’s part of what makes the slugcat’s journey so beautiful.

So what about Downpour? This is an expansion that adds a litany of new features. If you just want a straight recommendation, I don’t advise going into anything related to the expansion before playing the base game. It’s not a required expansion and frankly is extremely geared towards die-hard fans. Most of my time was spent with the new slugcats, but they also added co-op, Expedition mode, challenges, and other stuff. A major addition to the game was Remix, a suite of new options that is available to owners of the base game. This alone makes recommending Rain World significantly easier, because it now comes with a big list of checkboxes that can help you tailor the game to your own needs. (If you want help figuring out what to use, check out my forum post here.)

Now, there is a criticism that Downpour in many ways actually distorts and weakens the unique core identity of Rain World. I’m torn on this. On one hand, I think it’s a bit paranoid. Even with an expansion (which is still optional!), Rain World remains a singular game like no other. Hunter and Monk were already additions and didn’t distort that vision. On the other hand, this game has a lot of things in it. There’s five new campaigns, a bunch of new game modes, and major additions to the map. There’s a chunk of community easter eggs, which frankly rubs me the wrong way, and the involvement of fandom in art can get ugly fast. The expansion also ends up adding a fair bit to the lore and narrative, and I don’t have simple feelings about some of the choices. (I won’t get into it for spoiler reasons, but there are some big swings that I don’t love.) It’s so much that I couldn’t possibly cover it all, and all the implications and complications in this review; even what I’ve written here is longer than I wanted. I wanted to just talk about the lizards, but this is too dense with content that I can’t just leave it at that. I would never go as far to say that Downpour ruins or fundamentally changes Rain World, but it does definitely add a lot to the mix.

There’s a reason for all this. Let’s talk a bit about the history here: years ago, some Rain World modders began developing the More Slugcats mod, which would add new playable slugcats to the game. Eventually, Videocult took these folks onto the team directly and made the expansion official. This, perhaps, explains why there is a sort of eagerness and lack of restraint to the expansion. The developers have announced intent to continue working on Rain Word, though I get the sense that this will mostly be the Downpour team and not the Videocult duo. I won’t lie that this concerns me; I don’t necessarily want to see this game endlessly expanded. I’m still waiting on the Signal project, and I want to see what else these teams are capable of putting together.

I think part of this comes from the fact that I don’t really engage with games in the way a lot of others seem to. For some people, Rain World is there forever game. I don’t want a forever game. I don’t generally seek to play a game for an indeterminately long amount of time. When I see credits on a roguelite, that’s generally when I stop playing. I am so puzzled when I see people gripe about growing tired of something after several hundred hours in a game. Even my favorite games of all time I generally do not return to ad nauseaum.

But that’s sort of why Downpour ends up making me happy. In spite of some of my concerns and gripes. A messier Rain World is still Rain World, and Rain World is good. And at the end of the day, Downpour gave me a reason to play one of my favorite games again. It gave me a reason to learn how to slay dragons. And that’s worth a hell of a lot.

I'll confess that I've only played about 20 minutes of this game, so I'm not really reviewing it for myself, but for my best friend who passed away in March. We lived together so we would hang out and talk about video games almost everyday and before he passed away THIS was his favorite game, full-stop.

It's hard to describe how much I miss chatting with him about Rain World, it made him passionate about game ideas he was programming and passionate about games in general, it was exciting to see him have that spark for making art again. It's cringey, but I wish I could message the developers and let them know how much it meant to my friend that this game even EXISTED, let alone that it was this amazing to him.

The last conversation I ever had with him he was telling me about the lore for Rain World, how he beat every piece of content in it just to learn more about the story, and to my surprise, I found in one of his journals pages of him deciphering the lore and studying it on his own for fun.

It'll be a long while before I'm able to play any of his favorite games again, but I'm going to rate this a 5 on his behalf anyway, as I have no doubt in my mind it's what he would have given it. I'll never know why he chose to leave, but I at least have this game that spoke to him in a way you wish all art could, and as much as I wish he was here to tell you why it's a 5-star game, you'll just have to take my word for it. This was a perfect game to him, and he had way better taste than me!

Score raised by one point because being so bad it leaves me speechless is a great use of ludonarrative

I would recommend playing this game blind if possible, so before reading, know that I give it my highest recommendation, though I have tried to keep this light on spoilers.

---

Experiential games seem to have a troubled relationship with their mechanics. Most games I've played that aspire to convey deep emotions or truths primarily rely on techniques established in other mediums such as cinema and literature. While these are obviously powerful and effective, it bothers me that they aren't really leveraging their key distinguishing feature: their interactivity. Either the mechanics are clumsily grafted on to a tangentially related narrative experience, they only resonate along some dimensions, or they simply aren't engaging enough to hold attention. Even when a game does mostly succeed, it's hard not to see it as an incomplete realization of its own potential.

Rain World does not struggle with this.

Slugcat is simple to control on a basic level: movement stick, jump button, grab. But the influence of momentum, some intricate Mario 64 esque techniques, and a pinch of QWOP style soft body physics makes quickly maneuvering around uneven terrain tricky, especially with the heavy gravity. There's a real physicality here: you'll feel it when you scramble to clamber Slugcat's body over a ledge, or when your frantic hopping gets stopped stone-cold by a crack in the ground. Holding objects will weigh Slugcat down, which subtly changes the arc and height of jumps, and landing a spear throw on moving targets is easier said than done.

This is paired with a dynamic creature simulation that you'll need to constantly adapt to. A Lizard's bite is deadly, but their bulky bodies have even more trouble maneuvering than you do, and they'll switch focus if threatened by something else. Creatures eat and hunt and flee based on their needs and what information is available to them, something you can work around and exploit by pitting them against each other, or taking advantage of distractions. Death is common and can be punishing, but the yellow flower, which negates this penalty if you can return to where you died with it, rewards those who show caution and savvy.

This is simply to say that the mechanics in and of themselves are intrinsically engaging; there's a good reason this game has extensive modding and speedrunning scenes. But what makes Rain World truly special is its unflinching, all-encompassing commitment to its most central idea: inducing the experience of an animal within a natural world. Developer Joar Jakobsson repeatedly mentions in this interview that the game was conceived as a simulation foremost, with no special privileging of the player character within the game's systems. Every single mechanic exists precisely to push you to behave as an animal would: eating, fleeing, seeking shelter.

Bats flitter, lizards prowl, vultures swoop. Everything needs to eat, not be eaten, and hide from the inevitable rain; they roam within and between screens to these ends. Where a Slugcat fits in is simply a function of opportunity and happenstance. Almost all other games would make some sort of concession to "fairness", but not this one. Sometimes you'll wake up and find a lizard staking out your way forward; other times a usual hunting ground will be empty and silent. That's just how this world is: that's life.

Seeing animals wrap and squish around the terrain, pushed and pulled by their own muscles or outside forces through procedural animation, conveys a certain life-like feeling. There are fundamental physics in this world, even if they are different from our own, and everything must obey them. Struggling with the controls is reflective too: we are born unfamiliar with our own body, and grow into its capabilities with time and knowledge.

It's the game's tremendous success in immersion, only possible through holistic devotion to its goal, that allows it to meaningfully ask you questions about nature, and for you to feel those questions. Why is nature so beautiful? Why is nature so cruel? How much are we animal? What does it mean to be animal? What does it mean to be part of nature, and know that you are part of it? These are thoughts etched deep into our psyche across millennia, which have only recently been allowed to slip from our minds.

In some regions of this world there are colonies of tentacles that coat surfaces and feed by pulling in anything that comes near. Touch only a few, and you can easily rip free; touch too many, and you'll be swiftly sucked in. But touch a handful, and you'll be locked in a futile struggle: you're strong enough to resist their pull, but not strong enough to escape. For the game to immerse me so much that it's able to convey even an inkling of that real situation, of a doomed animal desperately trying not to die, is a monumental achievement.

The clarity of artistic vision in Rain World makes its predecessors look almost primitive by comparison. If there is any justice, this will be looked upon in time with the analysis and praise it deserves, among the highest echelons of the canon. For my own thoughts, it's simple: there is before Rain World, and there is after.

the ps3 wasn't a great console, but it's an excellent prison

In that primordial placeless origin, through the mist-veil of time, since man first airbrushed Merlin smoking a pipe on the side of a van, there, you can feel it in the noosphere, a moon-lit dream, The Dream, a call in the heart of the human soul. Some have seen some small part of this dream- The Legend of Zelda, The Elder Scrolls, Ultima, Dark Souls, Adventure, Dragon Quest, King's Field, Wizardry, among innumerable others, nameless here forevermore, all have failed to reach The Dream. Perhaps cruel circumstance chained them to Earthly bond, perhaps cowardice stayed their hand, perhaps they lacked the naivety and earnestness necessary to behold a waking dream. Whatever their individual situation, the results have always been, like Lion of Gripsholm Castle, a mutant, an aberration, at best a passing resemblance. Dragon's Dogma is The Dream, forged in the furnace of the heart, it is not visually plain- it is clean, it is not halfbaked- it is too goodly to exist totally in a world half-evil, it achieves the promise of videogames, and proves that creative endeavour above all else is the greatest goal humanity can strive for. it is the twinkle in the eye of Merlin smoking a pipe airbrushed on the side of a van.

"Devil May Cry's a Rockin, don't come a knockin baby yeah!"

So for a long time this was my favourite game ever and was the start of my solidification into a hardcore Capcom fan which has continued to this day. When this came out I was around 18 and a friend had bought it. We played it together and seeing a leather clad biker girl smash through a bar, a gothic castle and uppercutting a marionette with a sword then juggling it with dual wielding pistols was, at the time, the coolest thing ever. I knew this game inside and out speed running it, learning every move, or collecting over a million red orbs because I could. One weekend when I had the house to myself that same friend came and stayed over playing all night by setting up two PlayStation 2's next to two TVs so we could both play Devil May Cry on our own saves hunting S ranks until we had every one on every difficulty level including Dante Must Die. I loved it.

The thing is I'd never played a game like this before. It's roots starting as Resident Evil 4 before changing into it's own series are pretty evident in aspects of it's design. The gothic horror atmosphere slightly underlining it's occasionally camp and over the top exterior gelled for an extremely unique experience. I've seen a lot of reviews on here being pretty negative about it and you know what? I get it, I do. The static camera angle and controls built around it for people who having not played it during that era wouldn't care for or have the patience to learn would feel dated. The thing is though, the game is built around it fundamentally when you learn how to use it on it's terms. Enemies even off screen give audio attack cues, the controls are built around directions and angles in relation to the camera but are also designed for angle changes when you know how. It's a clever game for it's time and the mixture of basic exploration, puzzles and scattered battle arenas was just a fun mix as the game understands the importance of downtime.

It's also an impressive looking and sounding game. Remember this came out only a year after the PS2 launch and has these large levels, detailed character and enemy models and insane boss fights in which each feels like a real event to behold. I love the enemy designs such as shadow cats that launch spikes, incorporeal grim reapers and giant lava spiders. Though the boss fights do repeat they are such big spectacles and some of the hardest challenges in the game with some insane music. Speaking of which whilst the later soundtracks went a lot more metal with vocal tracks the original game has this mixture of gothic haunting melodies that could easily be in a horror game to sort of electronic rock tracks and just stands out a lot more from it's later sequels due to it.

Coming back to this in 2012 for the remaster and all the trophies then playing it again now and I still love it. Yes it's terribly cheesy with laughable lip synching, yes it's fixed camera can make the action feel unwieldly and yes it's probably one of those games you had to be there for....

....but it's the best Devil May Cry game though.

+ Horror and action roots mixed.
+ Combat and boss battles are exciting.
+ Great music and visuals.
+ Sometimes funny, sometimes intentionally.

- Fixed camera angle can take getting used to.

Haven’t played yet but he erased his deadname? I’m so happy for his transition