220 Reviews liked by LuluKachoo


What Splatterhouse initially started out as was a rough and tough, yet still satisfying horror-themed beat-’em-up that had plenty of gory action to satisfy any fan of horror, along with the simple, yet effective combat right beside it that kept the player going. However, when it came to Splatterhouse 2, the series fell into a state of stagnation. While it certainly wasn’t a bad game by any means, it did absolutely nothing to enhance or change up the gameplay of the original title, going for the “more is good” formula, which in this case didn’t necessarily help things out for it. So it was clear that, if this series was going to keep splatting away, there needed to be something done to shake things up, or else people will move onto other titles. Thankfully, Now Production thought the same thing, and thus, just one year later, we would be given the next unique installment in the series, Splatterhouse 3.

Much like the other games in the series, I hadn’t played this one before doing so for this review, and I thought going into it that it was gonna be more or less the same experience as the last two games, except with updated visuals and the like. However, instead, I was given a game that heavily updated the way you play one of these games, while keeping things relatively similar to the other titles to remind you that you are still playing a Splatterhouse game. While it wasn’t much, this ended up working extremely well in its favor, as I would definitely call this game the best of the original Splatterhouse trilogy. It isn’t too different from your typical beat-’em-up of the 90s, aside from the blood and gore, and it definitely has its issues, but for what it’s worth, I did end up having a bloody good, albeit frustrating at points time with the game.

The story this time around is a little more complex than the previous two, detailing what happened to Rick between this and the last game, but it primarily focuses on how his wife and kid, Jennifer and David, are set to die by the hands of monsters, so it is up to him to once again slaughter the beasts and the Terror Mask once and for all, which works well enough for the plot, and there are even cutscenes with digitized actors that detail more of what is going on, so that is nice. The graphics are pretty good, looking pretty similar to the last two games, but still having that some gory look to it, while having the most impressive sprites and cutscene images in the series so far, the music is fairly basic for this kind of game, not really being anything too special, with no real tracks standing out, but it isn’t bad either, the control is fairly similar to the previous titles, although you are now capable of pulling off a lot more moves that I will get into later, so that is cool, and the gameplay is also fairly similar to the previous titles, but given more depth and range to make it more accessible and fun.

The game is a horror-themed beat-’em-up, where you take control of Rick once again, go through a set of six different levels throughout the floors of your mansion, defeat all of the different bloodthirsty, disgusting and terrifying creatures that have swarmed the place using all manner of attacks that you can pull off, gather plenty of different health items, power items, and weapons to help you slaughter the vicious beasts that lay before you, and take on several grotesque bosses that will definitely provide a challenge, testing how good you are with your reflexes and combat skills. In many ways, it is essentially the same as the previous two games, but in many other ways, this game takes that basic formula and evolves it into a much better experience. Not to mention, it also has plenty of the same blood, gore, and guts that fans have come to love from the other games in the series.

First off, there is actually a Z-axis this time around, where you move around the stages in a way much more akin to a typical beat-’em-up, rather than being stuck going from left to right. It isn’t any different then any other game of the genre, but hey, I’m just thankful that it is here at all, as it allows for much more room for you to do anything in. And speaking of much more room, this game is also completely non-linear. Yeah, you are strongly encouraged to go a specific route, which is what you will mainly be doing for most of the game, but you are able to fully explore the mansion you are in, going to many different rooms and defeating all sorts of baddies in the process. It isn’t much, but hey, the option being there at all is nice to see.

In addition to this, Rick is now able to perform a lot more moves then he previously could. You can still punch and kick like your life depends on it, but now you can pull off several special attacks, throws, grabs, and all the stuff you would typically see in a beat-’em-up, but once again, just having these abilities at all in this game is much appreciated. Adding onto this is the addition of a Power Meter you have, where upon filling it up, you can then transform into a much more monstrous version of yourself, able to deal out much more damage and pull off some freakish special moves that help out greatly when the moment calls for it. Not gonna lie, it isn’t the best Super Mode I have ever seen in a game, as it isn’t as reliable as it could be whenever you use it, but it can still be useful at points, especially against bosses. As for the combat itself, it does feel pretty satisfying to pull off, with crunchy sound effects accompanying you whenever you beat up whatever freak in your way, making you feel powerful as you keep defeating more goons.

One of the biggest changes this game introduces, however, would be with how you progress through the levels, and how the plot changes. For every stage in the game, you are given a specific objective, such as saving your wife or your son, and depending on how well you do in completing this task not only changes what happens in the plot, but it also determines what ending you get in the end. For example, in Stage 2, you have to defeat this Giant Boreworm to help save your wife from getting devoured by a boreworm, told to you in excruciating detail. If you succeed, you manage to save her of course, but if you don’t, she ends up dying and transforming into a mindless beast, and she will stay dead for the remainder of the game. This choice of story progression allows for a lot of replay value, seeing what different kinds of story paths you can take and how you can get all four of the endings, which is always great to have.

A lot of changes to the formula are nice to have, yes, but none of them can hide the fact that the game still has several issues worth addressing. While it does update the gameplay formula into something more accessible and familiar for players, it ends up becoming more generic as a result. It plays pretty much like your typical beat-’em-up, except for the fact that it is spooky and gory, and if you aren’t sold on either of those elements, then you won’t be getting much here when compared to other similar games in the genre. That doesn’t mean it is bad, but if you are sick of beat-’em-ups, this game won’t help that feeling go away. Not to mention, it gets pretty fucking hard as you keep going, and while there are difficulty options that can help give you an easier time, it still manages to get pretty ridiculous as you keep going, especially in Stage 5. Also, the second phase of the final boss can eat my dick, it is so frustrating.

Overall, despite a lack of change to the genre and the difficulty really getting in the way at times, all of the changes and improvements made in this game definitely make this the best entry in the Splatterhouse trilogy, and makes it a pretty good game to play through. I would definitely recommend it for those who were fans of the original Splatterhouse games, as well as those who are fans of beat-’em-ups in general, because this game still keeps the gory, spooky nature in tact, while still being a good time for those willing to face the demons head-on. Nice to see that we ended off this trilogy with a bang rather than a whimper. Although, it is rather embarrassing that none of these games came close enough to the same level of quality that Wanpaku Graffiti had. That is just sad.

Game #445

I started Chrono Trigger a couple days ago but decided I'd also play a short game here and there on the side as to mix things up. The first ones of these I decided to play was Jumping Flash and I gotta say, it was a really nice time.

This is one of if not the first 3D platformer to come out (I dont think its actually the first) and the way it goes about being an early 3D platformer works wonders. The game is a first-person 3D platformer which is already kinda unique. Whenever you double jump tho, the camera changes to look directly below you and for a game like this where you're mostly jumping on floating platforms and your jumps are crazy high, it really does work well.

The game's also pretty atmospheric with its early 3D goodness. It has a sort of liminal space feel in certain levels and its really neat. The OST is also surprisingly good. I can't remember a single song on the top of my head rn but the whole game had some groovy tunes.

The bosses for the most part are decent. They would have been better with a strafe as without it, you're mostly just messily jumping on their heads but for the most part they're passable. The doom-like levels also weren't my favorite because again, no strafe. They felt awkward without one unlike the regular levels.

The game also has several different sets of extra remixed stages but I didn't play them. They just seem to be harder and you move faster and have 5 jumps instead of 3 but other than that, from what I've seen the actual level layouts are the same.

Yeah this was a fun time man, definitely a lot better than you'd expect for such an early 3D platformer! Also is it bad to say I think I unironically liked this more than Mario Wonder? Lol

beat it in one sitting, I felt so smart and was extremely satisfied. also am a sucker for the Macintosh palette

"Bro this game is so outdated!!! Just play Zero Mission instead and skip this!!!!!!!!!!"

why don't I skip over your bad takes how about that

shoutout to HPRshredder and his guide for getting me interested in playing Metroid 1 again as well as The Geek Critique for revisiting the game and shedding a more positive light to it. I haven't seen U Can Beat Video Games's video yet but his Castlevania II and Dragon Warrior ones were really great so this one's probably worth checking too, okay I'll actually talk about the game now

there's something about the original Metroid that has this cool...."uniqueness"? yeah I'm not sure what's the right word for it, but there's a unique feeling about this one that none of the later games quite have. now I agree that every other Metroid game I played is better than this one (every 2D one besides Metroid II GB, a decent portion of Prime 1), but I'd say that this is comparing a collection of gold trophies to a singular dusty gold trophy that could use a quick feather duster to shine again. what I'm saying is that this game's good

what's cool about the original Metroid's story is that there's nothing to precede it. none of the familiar lore of the later games is here so what we're given is in this one (which isn't much) (that's cool though) is all we really get. basically a powerful species known as "Metroids" has been captured by the Space Pirates, they're like criminals but in the space alien variety. The Federation Police sends out some bounty hunters to Planet Zebes, which is the Space Pirates hideout, to stop them from using the Metroids as a dangerous weapon however none of them were able to succeed. as a last resort they send Samus Aran, a cool cyborg dude (please don't get on my case I'll bring it up later) who gained a famous reputation for completely bounties most others thought would be impossible. naturally it would make sense for them to send the best of the best, so now Samus Aran must now traverse through Planet Zebes, explore and find the items and abilities left by it's previous civilization, defeat the two leaders of the Pirates (Ridley and Kraid), and eradicate the Metroids before they destroy the galaxy! for the first game, there's still a pretty decent amount of backstory and is still much more than a majority of games that came before it, so it's cool that there's a reason why you're there as well as an actual world you're in that isn't just a bunch of nameless disconnected levels, that's pretty nice for a game made in 1986.

Metroid is an exploration game, everyone probably knows it. what everyone always knows as well is that you're aren't just going right the entire game (cue a lengthy explanation on how a first-time player goes right until a dead end, only to go all the way back to the left and find the Morph Ball so they can go through the tiny corridor they couldn't before). your ultimate goal of the game is to defeat both Ridley and Kraid so you can access the final part of the game you encounter the Metroids as well as the final boss, however the way you go about doing so is all up to you, to the point where you can choose whether to face Ridley first or Kraid first. now you could immediately head straight for their hideouts and take them out as soon as possible, but an inexperienced player will no doubt get their ass handed to them, which makes sense since Zebes is a pretty hostile planet, so they'll probably want to stay around in Brinstar (the beginning section of Zebes) for a while and gather items to power up and prepare them for the tougher parts of the game. some of the items you can get are Missiles, which not only are a powerful offense, but can also help you open the Ketchup and Mustard Doors that can't be opened by regular shots. Energy Tanks not only increase your health by 100 but it also fully restores your health too, there's 8 of them in the game but Samus's health is maxed out after 6 of them, so it'd be a good idea to save the remaining 2 for when you need to regain some health quickly. now for actual upgrades, the Morph Ball (or Maru Mari as the cool people call it) lets Samus morph into a tiny ball to get through small passages, and the Bomb allows Samus to make bombs in this form to help defeat small enemies and get through blocks that otherwise can't be destroyed. the Long Beam makes Samus's shots long ranged which can be good for dealing enemies from far away, but it's not too important of an upgrade so you can to skip it if you want. the Ice Beam lets you freeze almost all the enemies in the game which also can turn them into temporary platforms before they thaw out which can helpful if you don't want to deal with them or if you want to do a few helpful skips, it can still be used as a regular weapon. the Wave Beam is a beam that pierces through everything and is decently powerful, however it overrides the Ice Beam which is needed if you want to defeat or get away from the Metroids in the final area so it's actually even more skippable than the Long Beam, if you plan to use this then make sure you pick up the Ice Beam again before you head to the final area. the High Jump Boots let Samus just higher, not much to say other then it helps Samus obtain the Varia Suit easier. the Varia Suit not only changes Samus's armor to a bright pink as a symbol of power, but it also halves all damage taken, making it very useful when it comes to traversing beyond Brinstar. lastly the Screw Attack, probably the best upgrade here, lets you perform a powerful shock whenever you diagonally jump, which instantly kills most regular enemies in the game, not only that but it's possible to get the item before you even face Ridley or Kraid, I cannot justify its power with what I'm saying here so you really need to get it yourself so you can understand what I mean.

once you're powered up and have defeated the two Space Pirate leaders, you can head to the upper left corner of Brinstar and gain access to the final area, Tourian, where the Metroids and final obstacle of the game is awaiting you, "Mother Brain". you better conserve your missiles for the end, and I don't mean just for Mother Brain, but to even get to her you'll have to destroy regenerating barriers that can only be damaged by barriers, they don't regenerate if you can manage to destroy them thankfully. the Mother Brain fight is weird, she doesn't attack you at all but the Rinkas (floating projectives that aim for you) and the cannons in the battlefield are very plentiful, so you'll be spending your time getting hit by those a lot thanks to your big hitbox, and whatever you do, DON'T fall in the lava in front of Metroid Brain, try to keep your distance by being on the right edge of the final pillar so you don't fall in the lava and instead land on the safe platform to the right of the pillar. after defeating Mother Brain you've now completed the ga-- SIKES YOU HAVE TO DO A SURPRISE ESCAPE SEQUENCE but it's kinda easy outside of the platforms being a bit small, the layout is also repeated a lot so it really shouldn't be a big deal once you memorized it. when you do that only then do you get the ending and here's when the fun part comes in. depending on how fast you beat the game, you might be able to discover Samus's true identity! if you manage to finish the game under five hours, Samus takes off the helmet to reveal....HE WAS A SHE THE WHOLE TIME?!?!?!?!?! yeah everyone and their mother knows Samus is a female nowadays (unless you don't so if this is how you find out then I'm terribly sorry), Nintendo themselves only kept it a secret for this game in particular, but for 1986 this was a pretty cool hidden twist, especially considering that Samus is one of the first female protagonists. yeah Ms. Pac-Man predates her by about four years, sorry Samus! if you finish the game in under three hours Samus goes down to a leotard which also lets you play as in that form after the credits (or by a password if you don't want to do all that), and under a hour has her go into a bikini. she must be the most cocky and confident bounty hunter ever if she's taking down an entire planet wearing nothing but that under her suit. if you didn't beat the game under five hours, you can always try again and see how faster you can become with more experience and knowledge of Planet Zebes. it's a pretty short game so that along with the incentive of getting to see Samus in a 8-bit bikini makes the replayability of the original Metroid pretty high.

Metroid's graphics are very simplistic, but I think this actually benefits toward the game's favor. normally having a black background for the entire game would be kinda lame, but for here it works. you're venturing inside a dark and hostile planet, if the background was blue or something then the entire atmosphere would be thrown out of the window. speaking of atmosphere, I think this is the first game in my opinion to successfully pull off a tense one. the realistic looking enemies compared to other games at the time having stuff like Goombas or Moblins makes you feel like your dealing with a much more genuine threat, though a lot of them are actually easy to face against especially once you have enough upgrades. all the dark scenery likes the faces you see next to the elevator that takes you to Ridley as well as the iconic face in the corridor just before Kraid's room makes you feel like you really don't belong here, thankfully you're playing as Samus though and no one is more capable for this job than her.

if you need something to boost the atmosphere, then the soundtrack's got you covered. the Title Theme starts off simplistic and foreboding but if you stick around long enough then it transforms to a much more hopeful melody but looping back to the menacing drones again. the Start Jingle and Brinstar continue this optimism with an upbeat and heroic tune before you end up wandering into a Secret Area that brings back the droning from the beginning of the title screen but with a more neutral and mysterious tone this time. if you're lucky and happen to come across the statues that grant you upgrades you get this Item Jingle to signal that not only did you gain a new ability but that you're on the right path to victory. though if you hear this near an elevator and choose to go down, you'll instead hear this foreboding tune of Norfair which while also signifies you're on the right part (to Ridley in particular), it also means the game's no longer messing around and you face a huge threat of getting killed if you haven't prepped up enough before. go down even further to Ridley's Hideout and get to even to hear this game's "you will die" theme. if you choose to go to Kraid's Hideout, you instead get this really rad and groovy ass theme that I can't believe was composed back in 1986. it's insane how bopping Kraid's theme is, it almost feels out of place in a way but I'm not complaining, this is the best track in the game and I will not be argued otherwise. once you face Ridley and Kraid or just venture into Tourian, you get this pretty threatening theme once you ignore the goofy bubble sounds that play during the whole thing. by the time you get to Mother Brain there are no more melodies, there are only deranged 8-bit noises to describe the terror that is Mother Brain, and by Mother Brain, I mean everything else that's inside her room. the Escape Theme starts off with a "you need to get out" vibe but after the first 30 or so seconds it insteads transforms into a "you saved the galaxy, just one more push!" vibe. then there's the Ending Theme which is a full on melody that goes from menacing to triumphant then just starts going all out after that first minute, okay this might rival Kraid's theme for the best track in the game.

so yeah Metroid NES is epic especially for its time and I feel the smaller majority that still thinks this game holds up, though it is rough in a couple of places I'll admit. lack of a map, similar looking rooms, enemies being able to hit you while you're going through doors, starting with 30 energy after a game over, the entirety of Mother Brain's room, it's a little rough to get into, especially on your first or second playthrough when you have no idea what to do. if you have the courage to come back to this game though and learn everything about it, it becomes much more enjoyable and dare I say....fun. even with Zero Mission being arguably a better Metroid 1 experience, I still can't bring myself to say this game can be easily skipped. Zero Mission may take place in Zebes, but otherwise it's a full-on remake with completely different room layouts as well as reworked bosses and gameplay elements, a very great remake I have to add, but I do have the courage to tell you that you will indeed be missing out if you don't give the original a deserved shot. despite all my praises, this is somehow still the weakest Metroid I've played but a 7/10 being the weakest goes to show the exceptional quality of the Metroid franchise, heck I might change my score to a 8/10 later down the line because that's how neat I think Metroid is.

so yeah that's it, play the game, git gud or something do people still use that phrase

Absolutely perfect game. PEAK Trails. If your friends are telling you to play Trails in release order, this game is why. It's the culmination of 9 games for a reason, it's massive narrative payoff of seeing characters, new and old, finish their arcs and begin a new one.

NieR

2010

Back in 2017, I bought this game alongside the Digital Devil Saga duology and Vagrant Story. I happened to find it at a convention and knowing I had just played Automata that year and loved that, I figured I'd pick it up. I honestly didn't even know there was a NieR game before Automata at the time, so I was pretty surprised. I started playing it, got up to seafront and had no idea how to fish and then promptly dropped it. Fast-forward to 2021, I see that a remake of the version with Brother NieR was releasing soon and I decided to go back and actually beat this game. I play through the entirety of it (besides ending D) and thought it was great, though I did have some issues with it that held it back from me loving it more than Automata. Fast-forward again to this year, I had planned to replay Automata for a while now and decided that November would be the month to do so. Before that though, I decided I wanted to replay Gestalt and see if I ended up liking it more now. Well seeing my updated rating, I'm sure you can see how I felt. This game is honestly not objectively perfect but it does certain things so well and I love it so much, that I can't give it anything less than a 10/10.

So the thing people like about NieR the most is the story. When I played it in 2021, I thought the story was good but overrated. I also somehow missed the gestalt documents at the end of the game, so that plus appreciating the story as a whole a lot more, made me realize it really is peak. A big part of the story being amazing too, are the different endings you can get. Ending A is great but the game really comes together when you go through route B. Some things get revealed to you at the end of Route A, and so there's a bunch of little changes in Route B that flip your perspective on what was going on and I just love it. You're basically replaying the 2nd half of the game all over again but because of all those little changes, I had no issue with it. There's also ending C and D and the route for those is basically the exact same as B, only the ending changes. The endings for those are great (especially ending D, holy shit does that ending feel impactful) however I can see how it would get tedious for someone playing considering it's pretty much all of the same content as route B. Either way, the story is just fantastic I think and definitely better than I once thought.

Though, the story is not actually my favorite aspect of the game. My favorite aspect is the main cast. Honestly may be my favorite cast in any game ever tbh, I love all of the main 4 so much and think they complement each other perfectly.
Weiss and Kaine are always throwing insults at each other, Weiss is always complaining about NieR's tendency to just help someone no matter what, Emil has a great affection towards NieR as seen later in the game, Emil and Kaine get along well because they both see themselves as outcasts...there's a lot of different character dynamics going on and when it's all 4 of them together they just make the perfect JRPG team imo.

The other big thing I absolutely loved was the OST. When I initially beat the game, I realized that the OST was really good but as time passed, I kept coming back to certain songs. I was listening to Gestalt's soundtrack more than Automata's and now that I've beaten it again, I can confidently say I 100% like it more than Automata. It's honestly just perfect and probably in my like top 3 Game OST's ever now. Stand out songs for me are Grandma, Emil Karma and it's other variant, Song of the Ancients, Shadowlord and more. The music is just top tier.

Another thing I really love is the gameplay changes that happen throughout the game. Besides your normal combat, there's also little sections that change things up. There's several 2D sections throughout, there's a forest area that plays out like a Visual Novel, the first visit to Emil's Mansion is basically Resident Evil with its semi-spookiness and fixed camera angles, Emil's Mansion's basement gives you this top down view that plays like Diablo, not to mention most of the bosses area bullet hells. There's just a lot of variety in the gameplay and really makes the game feel fresh.

Speaking of the core gameplay though, let's talk about the combat and the other "flaws" I see this game having. The combat...compared to more flashier, fast paced action games is lackluster. I remember it was a big issue to me when I initially played the game, but honestly it grew on me a bunch and I learned to enjoy it now. I don't think the game ever really needed super flashy complex combat and so I think it gets the job done. Plus there's something I enjoy about how chunky the combat can feel, idk I said the same thing about Yakuza 1 and the same thing applies here too.

My other biggest issue back then, and this was purely just a me thing, was I didn't like the world and it's aesthetic nearly as much as Automata's. The post-apocalyptic world in that game was my absolute favorite aspect when I played, and so to go from that to this was disappointing back then. I still much prefer Automata's world but I honestly do enjoy Gestalt's now. It's far from my favorite gaming world, though I also don't play it for that so it also gets the job done I think.

A couple small issues I did actually have with the game this time around were the bloom effects in some areas and the Exp system. I think the bloom in seafront and the fog effect in the northern plains can look kinda ugly at times, I'm sure that's probably fixed in the remake so that's really only a Gestalt issue. I also disliked how if Kaine or Emil got the finishing blow on a normal enemy, you missed out on any Exp. I hope that got changed in the remake because it can kind stink when playing here. I can also see why people would dislike all the backtracking, hell I was getting a bit burnt out myself going for ending C and D lol. But overall, I think the backtracking to old areas isn't as bad as people say. The area you go back through the most is the junk heap and even then, that area isn't too long and has banger music so I had no problem going through it several times.

Last time I played, I only did a few of the side quests that were needed to get every weapon for the latter endings. This time around, I did every single one...and while they could get very fetch-questy, I enjoyed them overall. A lot of the time there's some voiced Weiss/NieR dialogue that makes the entire quest worth it imo. The best quests overall were I Facade I thought. Most of those were very memorable, alongside the lighthouse lady ones of course.

I did also get a chunk of the trophies I was missing before, the big one being the Lunar Tear one. That definitely took a bit of effort on my part but once I finally got it, it was pretty satisfying. I still have the speedrun trophy and the weapon upgrade trophies to get so maybe I'll do those on my next replay who knows.

So yeah, is the game perfect? As I pointed out, there are some issues I can see others having and there are even some things I still wasn't a fan of in this game. But the absolutely peak story and especially peak cast and OST, just makes me want to give it a 10 and that's what I'll do for the time being. The game has a lot of heart and I think it's worth playing if you haven't already.

Anyways, next is Automata and it's been even longer since I last played that so I'm hyped to see if I'll still love it as much as I did six years ago!


Also sorry if this review is incoherent at all, writing this at 3 AM randomly lole.

The day after Christmas 2016, I got my PS4. A couple months prior, I finally got back into Playstation gaming after strictly being a Nintendo Fanboy for years. With my PS4, I got the Uncharted Collection, Uncharted 4, Skyrim, Little Big Planet 3 and Final Fantasy XV. I couldn't wait to dive into all these games I wouldn't have even given a chance years before. Fast forward to early April, I decided on a whim to pick up Persona 5 only a day after it came out. I knew almost nothing about Persona besides my one friend always recommending the series so I took a chance, and ended up loving it. Fast forward to May 2017, I pick up NieR Automata. That one friend who recommended the Persona series, would also show me gameplay of the original NieR. At this time I was still in the middle of playing Persona 5, but knowing I took a chance on that and was loving it, I took a chance on Automata as well. I didn't start it until June and didn't beat it until August of that year, but from my memories of 6 years ago I remember absolutely loving it. Fast forward to today and I decided I wanted to replay this game finally. I was wondering all this time if I'd love this game as much as I did back then, because 2017 was my absolute favorite year ever...at least that timespan of like April-August and it could have clouded my judgement. Well my thoughts are complicated but as you can see by my score, I do indeed still love this game overall.

When I first started this, I decided to replay it on hard. It had been 6 years since I played it but I figured I could do it. After dying 10 times in the super long intro, I decided to bump it down to normal. It might be a skill issue but I didn't find it fun to die in 2 or sometimes even 1 hit. I played the entire game on normal and I don't feel bad, I just wanted to have fun. Though tbh, on my first playthrough through Route A...halfway into it I kinda wasn't having much fun. My main issue was, I kept comparing every little thing to Gestalt which is the consequence of playing this immediately after that. I kept missing the main cast of that game and just wasn't digging Automata's cast much. By the end of route A, I was disappointed in the game...and disappointed in myself for feeling this way. I absolutely adored this back in 2017...did I change? Was I too cynical now or something?

My main reason for being disappointed was because my favorite aspect of Gestalt, the cast, was not even comparable in this game I felt. My favorite character was 9S and his best scenes don't even happen until the later routes. The cast of this game is solid I'd say but doesn't come close at all to Gestalt's main cast, at least for me. That was my main hangup during route A, and is still even now the biggest downgrade this game has compared to Gestalt.

During route A, even though I was disappointed by the end of it, there were still plenty of things I liked about the game and several improvements compared to Gestalt. The combat for one is definitely improved overall. Yes the combat is not on par with something like Bayonetta or DMC, but it's still flashy enough so that it feels good. You have two weapons at once and it feels good to switch between both. You also have these Pods that act as the Weiss of this game. You can switch abilities with them, and some of the abilities are straight up ones from Gestalt which was cool. Same with the weapons, some of them were ones from Gestalt so you know I had to use my beloved Beastbain. I also really loved the movement in this game compared to Gestalt, dashing around this post-apocalyptic world...especially in mid-air on top of buildings, god it feels good.

Speaking of the post-apocalyptic world..this a bit of a running gag in my discord server that I have a major hard on for it. And that's correct, I still absolutely adore the world in Automata. The world is not as fleshed out as actual open worlds, but that's partly why I love it. I think the world is the absolutely perfect size for a gaming world. It's small enough where I don't find getting around to be a chore, even if you can fast travel...and big enough where it's fun to actually explore and take in the amazing locales. Goddamn I love the aesthetic this world provides. The starting area is a ruined city overgrown with plant life and that aesthetic is like my #1 aesthetic now thanks to this game. You also have a massive desert with a whole city half buried in the sand at the end of it. You have an abandoned amusement park full of celebrating machines. There's more ruined buildings on the coastline. There's a forest area that leads to a grassy castle. Right before that area, you go through a little shopping center that's full of overgrowth. There is no area I dislike going to because every single one has such a cool aesthetic which really does it for me. The world/setting of the game was my absolute favorite aspect when I first played (besides the OST) and even now it's still probably my favorite aspect. If there's any single one thing that this game destroys Gestalt on, it's definitely its world.

Speaking of the OST, it is still fantastic 6 years later. While personally, I do prefer Gestalt's OST by a fair margin...Automata's is still awesome. Back then my favorite themes were all the area themes and while they're still great, I really like a lot of the battle themes now. Grandma Destruction and Emil Despair, obviously because they're remixes of Gestalt songs but A Beautiful Song may be my favorite totally originally Automata song now, it's fantastic. The OST is indeed objectively amazing but I think the reason why I don't like it as much as Gestalt's now is because the songs have way more going on in them while Gestalt's are more simple. Automata's songs are also generally more epic and fast paced vs Gestalt's more elegant sounding songs. I still do love Automata's OST tho and it's definitely one of my favorites ever. Honestly tho I think Gestalt might have my favorite OST ever in any game, at least as of now so ofc that would be hard to top but Automata certainly isn't that far off.

Something I definitely loved this time around was the Gestalt connections I wouldn't have ever gotten when I first played. Like certain lines reminiscent of Gestalt, or really obvious things nowadays like how the desert machines all wear Facade-like clothing. There's a quest in the desert that even has you finding hidden items that were all connected to Facade which was amazing to discover. Speaking of quests, I honestly think they were a lot better in this game compared to Gestalt. Sure, you don't have the amazing banter between NieR and Weiss. However as a whole, I found there to be less fetch quests and more memorable quests that felt somewhat impactful towards the worldbuilding. Obviously, the single best quests are the Emil ones for me just cuz they connect to Gestalt so heavily but that was gonna be a given. Oh yeah, Emil is back...his side quests were awesome as stated before but besides that he's only really here as a shopkeeper which is okay I guess. If he didn't have either of the side quests, he would have been a big disappointment but those salvage his appearance I'd say. Also up to the end of Route A, I'd say the bosses were solid overall but none of them really wowed me besides Simone who was amazing. That's partly because A Beautiful Song plays during it but still. Also Also, I forgot to mention I did do every side quest and of course upgraded all weapons to max. For what you get from doing that, which is some of the best content in the game imo, I think it's worth it.

Anyways, a lot of things have been improved from Gestalt but the big downgrade being the cast hampered my enjoyment of the 2nd half of Route A cuz I kept comparing the two games the entire time. I established this before, so you'd think Route B would be even worse because it's pretty much a retread of Route A except with small changes here and there, kinda like Route B in Gestalt except not nearly as good. Well here's the weird thing, I honestly enjoyed myself more with Route B than A. That's weird because usually people hate Route B from what I've seen but idk I digged it. Maybe it's because I was playing as 9S who I enjoyed a lot more than 2B. Or maybe it was the addition of hacking which I honestly quite enjoy even tho I know many others don't. Idk but once I beat route B, I was definitely enjoying myself more than I did at the end of route A. So I don't get when people say Route B is bad, it's different enough that it's fun to play through again. Then Route C is next and that's where the story has it's peaks...and where the game definitely won me over again.

Route C is totally different from A and B and that's a huge change from route C in Gestalt. There it was the exact same as Route B except with two new endings so Route C in Automata is definitely a big improvement. There's tons of twists, reveals and heartbreak and it's 100% the best route no question. I still don't think the story elements or character interactions come close to gestalt in its ending, but they're definitely very good. I think story-wise, I like it less overall then Gestalt's just because of the inferior cast but it has some really emotional singular moments and so I like to think I love the moments in this game more than the entirety of its story which is opposite of Gestalt. Going into those moments though, and they both happened in Route C, they were the final super boss that you access by getting every weapon to max...and ending E.

The final super boss I knew would get me because of its connection to Gestalt, and they are huge connections, but I didn't think the waterworks would flow as hard as they did. Even more surprising was ending E. I still remembered what happened but idk man it really got me. When that certain part happens and you hear the choir, I broke down. This is THE moment I'm giving this game a 10 for now. I was contemplating whether to actually drop it to a 9, and I still might eventually who knows, but the fact I cried to something that had no connection to Gestalt really...that made me realize I do still love this game even without the Gestalt shit.

I may not be in love with the game's story or cast, and I think the OST is somewhat of a downgrade..however. The combat being improved, the still wonderful OST, my favorite world in any game and the worldbuilding and connections to Gestalt I do love. And so as of now I'm going to keep this at a 10, again I might drop it down eventually but Ending E won me over for now. I do definitely love Gestalt more now as you already know, which is so weird because I once had this at a 10 and Gestalt at an 8 lol. Funny how things change.

This game feels like the skeleton of a Mario game. The pieces are there, it moves the way it's supposed to, it hits the beats. But there's nothing of substance holding it together. I wish I could pinpoint exactly what it was that made this game feel like such a slog to play. I think ultimately it just comes down to this game being boring and completely lacking in charm. I guess we had to make some sacrifices to get a game as good as 3D World. Don't bother with this one.

Fuck it I’m a Simon’s quest defender now. People are way too hard on this game. Yes, it’s cryptic and not often clear about what you need to do next, but is it really that much worse than other games of the time period? I say not. And as a trade off for being confusing, the actual gameplay is extremely forgiving, especially compared to the first game. Honestly, this game deserves a play through just to bask in that castlevania atmosphere and listen to one of the best video songs of the era.

In a 1999 developer interview. Keiichiro Toyama says “What is it that sets Silent Hill apart from other games? If I had to answer that question in a nutshell, it would be the atmosphere, which I suppose is vague and ambiguous. However, if you play the game, I think you will understand. Silent Hill is an orthodox game with no outlandish or innovative gameplay mechanics, but it is suffused with a unique atmosphere and mood, not only in its appearance but also in the story and sound.” - Director of Silent Hill 1(SH1).

I couldn’t help but come to the same conclusion as Toyama’s answer of ‘atmosphere’ as the final credits rolled in my blind playthrough of Silent Hill 1. The atmosphere permeates throughout my time running through the titular town full of dense fog. As I controlled the main character. Harry Mason. An everyman who has no special titles, or special powers, is neither rich nor an individual who has super connections of note. He is simply a regular dad desperately searching every house and street for any clue, to recover his missing daughter Cheryl after a car crash gone wrong. And so begins our journey, as he battles/evades otherworldly creatures all while unknowingly trying to survive in this horror-filled place.

Storywise, I found his journey to be a cross between safe storytelling mixed with a jigsaw puzzle. Looking back I can construct how the narrative is achieved by effectively omitting key details. By the time I had all the pieces, I could complete the ‘puzzle’ so to speak. In doing so I was treated to a relatively safe journey in regards to not throwing my suspension of disbelief into smithereens while spreading the plot breadcrumbs interesting enough to lure me further into the mystery. In spite of the slow threads in the beginning. Be that as it may, once I hit my stride in schools and hospitals my will to continue deepened further. Enabling me to question everything and everyone within the bounds of not delving too outside the box to conjure. The regular who, what, where, when, why whodunit. Kept my brain tingling for morsels of information to seek the answer to my relentless inquiries. And thankfully the ending I received satisfied me to a measure I cannot help but applaud for. Well at least for receiving the ‘G+’ ending. And while there are other endings I’ve seen on YouTube. The overarching narrative felt uncommonly used amongst the other horror games I've played thus far. I wish I could give more concrete examples, but that would inadvertently lose the magic and surprise.

The atmosphere toes the line between the unknown and frightening to an absurd, but realistic degree. As I traveled deeper into the mist surrounding the locations of Silent Hill. Taking inspiration from Stephen King's The Mist among other influences. And to its credit, the close draw distance to maximize fog nearly in our faces works cleverly to hide the technical limitations of the PS1 era. The missing inhabitants while replicating a small town out in the country oozes with mystery in a sort of “Will there be something?” is teased mercilessly. I enjoyed exploring to my delight and wasn’t scared too much despite the oppressive silence and lack of inhabitants. Instead, I found otherworldly creatures prowling the dead of the day. Hairless malformed dogs prowling the streets, as winged creatures fly indiscriminately above Mason’s head to claw at him. To the nurses and doctors who are out of their freaking mind looking like a zombie at times. I admit to being scared and simply ran away from these ghastly enemies. The dense fog adds to the intrigue with incessant questions in the back of my mind. “What's happening? Where is Cheryl? What should I do? Why is this happening? How can I survive? Am I dreaming? Is this real?” These questions and more will inevitably pop up as you stumble & struggle.

The struggle is real. As I cautiously checked for enemies in rotten corridors, clean hallways, and entering empty rooms splitting the real and unreal. Confusing me, yet a handy map can be found nearby upon entering a new location. Making backtracking painless. Allowing me to easily strengthen my will, admire the presentation and reference what I had already been to. The map updates as you explore making it a vital tool to utilize. Reinforced by how simple the mechanics are. Mason can run, walk, use guns, and melee weapons, and interact with objects in the environment. The radio too helps as a sort of sound radar for nearby enemies. Helping us to prepare for what's to come. As a result, no gimmicks or very innovative systems at work as Toyama stated above. Focusing on other elements brings the core strengths to the front and center for players to devour. Grayish mist compliments well with the dead air of the soundtrack while feeding breadcrumbs to the player early on to piece and make their deductions. It is fascinating if not slightly stressful since I am playing a survival horror game. Yet I wasn’t all too bothered by the gameplay formula.

Puzzles felt adequate without being too complex. The simple systems lend themselves again and again. Becoming cyclical as you progress further in new buildings without feeling like a drag. Encounter a mysterious item? Maybe we can use this later to open a door or slot into a mechanism to open a path. Hmm, bottle? Must be some liquid I need. Keys? Oh, a locked door I couldn’t enter before surely will this time. Every puzzle I found difficult had a nearby solution to help players give off clues to solve their current dilemma. And usually, they may connect to another component, solving a dilemma could be a key to finally removing an obstacle. Out of all the puzzles I encountered. Only one of them is incredibly difficult. This was the only time I felt compelled to check a walkthrough and once I found the solution I couldn’t help but smack myself silly. So here’s a helpful tip. Check your surroundings to make sure of any missing pieces, having a separate monitor or paper on hand to visualize text hints can offer a different point of view. There are puzzles here without a hint so visuals and any patterns as delicately as I can vaguely say will prove invaluable to the naked eye. Don’t overthink, sometimes the easiest and most gut feeling may prove to be the right one.

Combat I wasn't fighting every step of the way like tank controls. Instead I embraced the simple fighting system and abused them to my advantage. Harry can equip one weapon at a time. Utilizes a multitude of melee and ranged weaponry. From pipes to knives to a pistol, shotguns, etc. The armaments helped tremendously like a hammer and the shooting mechanics aren’t all too complicated due to the absence of a reticle. As long as you focus in the direction of the enemy. You can shoot them with extreme prejudice. And man does it feel good to lay them out on the floor and kick em when they're down. Go close to an enemy? Eat a full round from my shotgun. Enemy closing in? NOPE. Time to run in a zigzag and not look back. Dying in about one blow? Excuse me while I chug a kit and some bottles without a required animation to take effect. See several mobs? Yeah forget that, Ima run past them. Pick your battles, don’t fight everything, to conserve ammo.

Felt the resource collection and using my stockpile satisfactory. Supplies are spread throughout the town so you’ll have to do some exploring off the beaten path to see any health kits or bottles to replenish your vitality. I had a surplus of bullets and avoided combat where I could to save ammo. Didn’t need to heal every time, only when I needed to. I wasn’t hindered by any inventory limit, nor was there any sort of stamina meter. He does have a health meter once you enter the menu with a press of the button. Making the lack of any real user interface where you would traditionally see one noticeable, albeit not necessary to see. I didn’t find any major issues with finding resources.

I’ll talk more about this later, but for now, I'll praise the tank controls. The mechanic where you move the player is similar to the process of how a tank moves. And this is a process you’ll need to contend with throughout the entirety of a playthrough. Nevertheless, as I became more familiar with tank life(This was my first time experiencing the phenomenon.) I found it weirdly satisfying to look at the element from a different angle. The controls accentuate certain camera angles to invoke a sense of anxiety and unease. The combat adds to this which I didn’t mind at all considering the game doesn’t shout to the high heavens to play for the fighting module. This in turn creates anticipation and tension adding to the already unsettling atmosphere. So I like it. For adding depth to the combat and fleeing.

Honestly, this emphasizes cutscenes when they play by displaying different camera angles while the dialogue occurs. And boy do I have some good news. I’m surprised by how little text there is in the conversations. Thereby not slobbering players with text logs or lore logs. Though as a lore nut, I firmly believe as long as you have enough relative lore in hand it could prove beneficial. But that is neither here nor there. Words and phrases are used sparingly as if to uphold a sacred tenet that fewer words equals good. SH1 for example follows this rule to a T. I did not see any wasted text. Puzzles and hints are included. It's like a subtly minimalist Chekhov's gun here. And oddly enough I am praising the usage of short conversations between Harry and whoever is speaking to him to excellent effect. Why? This adds mystery and intrigue to the central locations while increasing tension, fear, etc. Reinforcing the enigmatic atmosphere Toyama envisions. Seriously this is great stuff preserving minimal, but essential text to have players piece their own conclusions. Showing us, but not telling us.

In a 2015 interview from Factmag Akira Yamaoka(composer of a majority of the Silent Hill series) talks about the franchise's soundtracks and why it continues to be as influential as ever. “One of the greatest ways that Yamaoka enhanced Silent Hill’s fear building is by using music and effects in ways that run against what you’re expecting. “I wanted it to be unpredictable: maybe during a big scare I cut everything out, and maybe if nothing was happening at all there would be a lot of sound.” You have an empty hallway? Layer a few sirens and mix it in the red. You have an establishing moment with a villain or environment? Use only the sound of a sharpening knife.”

This unpredictability by Yamaoka works to an impressive degree throughout the entire soundscape. Where I felt the absence of regular conventional instruments in favor of creepy silence, air vibrations, the beating of unconventional items like banging of doors, the scrapping of blades, and the heart-pumping scratches and fluctuating radio frequencies awakens dread. Some examples I’ll pull from the OST have silence integrated well such as: ‘Downtime, never end, never end, never end, alive, nothing else, justice for you, heaven give me say, far.’ These tracks accompany many of the gameplay segments and cutscenes in a congenial manner yet interlaced wonderfully facilitating differences from the usual effects we often hear. Creating an unsettling tone to repeat for days on end as you boot up the game. Not to the point of over-use since a lot of tracks differ in tempo, rhythm, and how untraditional sound works. Seriously listen to any of those tracks and see how it differs from classical instruments. The names of these tracks also share similar connotations. Giving off a break if you will. Or time of rest. By comparison, there is another layer. And that is the panic tracks. Imagine low drums combined with a background of haunting wails or cries of ghastly echoes.

While the foreground is immersed with a layer of banging utensils harshly being hit on steel walls in a pattern that evokes slow encroaching terror. Yeah, terrifying isn’t it? Try listening to these tracks: Die, ain't gonna rain, half day, dead end, ill kill you, bitter season, don’t cry, for all, devil’s lyric, over, until death. I had to stomach through the OST again and it is incredible if not spooky. Yet thankfully enough here’s a secret to lessen the tension and anxiety. Lower the volume, no shame in doing so. I admit to doing so! The naming sense also is interesting to note again, with most of the tracks I chose from a small sample conveying notions of death, threats, and bittersweetness. I could’ve added more, but you can see the rest here and suit the tracks in other patterns. Regardless, I want to focus on a pattern. The silence tracks and panic tracks from the ones I listed earlier follow a theme, eh? The former inhabits an eerie vibe throughout yet doesn’t go to the steep lengths of making the player run to the hills. In my ears, I felt they were used to excellent effect, conveying a tingle of mystery as I ran to new rooms and buildings. By comparison. The latter displays the rush, the unbearing suspense mixed with a persistent rhythm forming an incessant need to get out. Run faster and get the hell out of traps and dead-ends. As a result, the panic tracks I think work in its favor and complement the silence to a proportion, I find myself fascinated by the two accompanying themes.

However, a third and smaller portion of tracks not of the two kinds emerges. And this brings to the forefront the classical tracks to a shotgun-filled bar full of emotions and relief. These tracks finally make use of classical instruments like the guitar strings. For example in the track ‘She’ I felt they provide a profound degree of closure. Some may see this as an abrupt slap of whiplash, on the other hand, I found it comforting. In the near silence and panic-filled corridors of ambiance. I found at the end of my main character’s journey and to my great satisfaction a longing feeling of contentment and tranquility. It is apt and so powerful to hear classical instruments shine so bloody hard. I am amazed how different Yamaoka's style conveys so uniquely and so beautifully to listen to. Granted, the effects on the unused may be perceived as annoying to hear repetitive noise effects. Although, I think it works to its benefit. Complementing the game to magically transport the player into the Yamaoka’s soundscape. Like a puppet master controlling how we feel. Just wow. Very different from other Japanese composers I'm familiar with listening such as Nobou Uematsu, Keiichi Okabe, Yasunori Mitsuda, Yoko Shimomura, Hitoshi Sakimoto, Masashi Hamauzu, Masayoshi Soken, Keiki Kobayashi, Kota Hoshino, Falcom Sound Team jdk, and Xenoblade composers. The OST manages to ride the fine line of not being either bombastic or slamming us with gentility. Filling the player with enough suspense to not overflow in sheer terror while giving enough intrigue to the limit of genuine courage. It is as Yamaoka talks about earlier. Unpredictable in building fear.

As much as I could continue praising and analyzing every morsel. I must talk about my mixed feelings. These are neither positive nor negative, but simply some things that gave me pause, could be better and perhaps a hot take down below.

First tank controls for the unused can make it difficult to achieve the right balance in the beginning. When Harry moves in a single direction, turning becomes difficult. So you’ll have to swerve to the right or left before coming around. Takes some getting used to. I was never familiar with these types of old movements and considering it was my first foray into it. My first 15 minutes were clashing onto walls. I understand it's a product of its time. And while some may say it adds tension and anxiety, which I agree to a certain extent. More often than not I crashed into walls and wished it controlled better. Could be a dealbreaker for some. I’ve heard the newest entries after the first have better controls. Though for a first entry, it's not something I'll judge too harshly. Once an hour passed by I became used to them. To help, quick-turn using L1+R1. Helped immensely for my playthrough and thankfully the game’s runtime isn’t too long or medium to deal with. HLTB estimates put this at a short length.

Second, this might be a hot take. But I think going into the game blind completely would be a mistake. I tried playing blind for 95% of my experience and while I did have a good time, once I removed some tips to know beforehand along with some of my friend's advice I would’ve unknowingly struggled. Please check out some tips. I'll put some links further below to help newcomers. Therefore to prevent further suffering. Not required, but it doesn’t hurt to know ya know? For example, Running away from enemy mobs in the streets to conserve ammo. Quickturn if you hit a dead-end and I abused the hell out of that to counter the rough tank controls. Furthermore, going blind may inadvertently cause players more trouble when trying to achieve certain endings. They can be strict. Without going into concrete details of spoiler territory. To get the G+ ending, players need to somehow pick up a liquid in a hospital and use it in a boss fight. Not the last one. There’s a bit more, but I'll let Before I play handle that. Highly recommend referencing that in hand while you play. I hope that’s vague enough to say. I am not advocating for everyone to achieve that outcome, rather I think it would help in the long run when thinking about the game as a whole. It is simply a suggestion.

Third, boss fights I think could’ve been improved a little more to induce more puzzley in design without reverting into too gimmicky territory. As vaguely as I can say. I usually evaded their attacks, then shot bullets during appropriate moments. I’m torn on this point since I think this ties into the combat not being a true highlight to look forward to. I didn’t come to SH1 to be amazed by fighting. Yet unironically Toyama in another interview back in 1999 echoes similar sentiments by saying how “The action part of the game is really just something to create the horror.” A medium to enhance the horror if you will. Although, I still can’t help but add my suggestions on how this could be remedied to make boss fights more horrory. Off the top of my head: More on escaping, instead of traditional fights. Destroying objects in surrounding environments then switching to a different weapon like melee. Surprise me with dialogue maybe and if I answer wrong, game over. Taunt me while chasing me. I wouldn’t say they're bad by any means. The first, second to last boss and final boss do a decent job.

Fourth, I wish there was more interaction in the environment instead of literal observations anyone can make. When exploring anything of relative interest in his surroundings. Harry will make a direct, blunt phrase. “No useful books.” “Nothing unusual.” “Drugs? Better leave it.” “Just a wall.” Granted, there are plenty of notes, diaries, letters, and documents to give some relevant lore or plot hooks so it’s not all bad. Feels weird though. Why not have him say different lines like “Cheryl would’ve loved this book.” or “Ah I remember this drug from long ago my wife used to use.” See how those suggestions would’ve changed some of the stale observations? Makes me wonder if the other installments made some changes to his inspection.

Ultimately I found Silent Hill 1 to be largely a leap of faith as one Ubisoft franchise likes to say. While it does have some dated mechanics like the tank controls which may vary from person to person. And the story may not resonate with everyone. Along with my other mixed feelings. In the end, hidden beneath these varying qualities I found the everyman plot to be equally as satisfying as my time in Signalis. I can only leave pretty positive after my ten hour playthrough. And oddly enough, I regret not playing this title back then in my childhood. Never played any other entries in the series either. And yet for a PSX title released in 1999, I am pretty impressed how much it holds up. Stands tall amongst the other horror games I played. Sure the title doesn’t boast the Lovecraftian edge Bloodborne grasps. The excellent pacing of The Last of Us. Great lessons from Omori or hitting the fine balance of horror and action in the Evil Within series and Metro 2033. Nor does it provide richly diverse cast to the gills like Shadow Heart and Koudelka.

Rather, Harry Mason’s troubled venture to recover his daughter is a powerful incentive to keep in mind. And the feelings of “annoyance, anger and incredible kind of powerlessness” evoked by the protaganists voice actor Michael Guinn moved me enough to see what happens in the end. Strong to witness amongst the clever backtracking, colliding with interesting and well-thought-out puzzles. Constant showing, not telling, and remarkable use of minimal dialogue I found in contrast to Parasite Eve. Demonstrating how much this little gem can achieve in a concise manner without padding. I wasn’t bombarded by useless cutscenes or tearing my suspension of disbelief a new one. Beyond the palpable unique atmosphere, intriguing everyman story and excellent sound design lies something special to anyone who has never played Silent Hill 1. I’d even go as far as to say the game has made me appreciate horror much more than I thought.

8.5/10

References & Additional Material:
1st interview - Shmuplations translated the 1999 interview with Toyama and others
Wiki links - Everyman - Inspirational works of Silent Hill - Tank Controls - Chekhov’s Gun - SH1 OST - Soundscape
2nd interview - Akira Yamaoka interview
3rd interview - Another interview with Toyama back in 1999. Different from 1st.
4th interview - a 2018 interview with none other than the original Silent Hill voice actor for Harry Mason. Michael Guinn. Fair warning does contain spoilers for SH1 & SH3. I only read the SH1 portions.
Silent Hill 1 Before I Play Tips
Silent Hill 1 manual
A short history article on the origin of Tank Controls - Cool TIL tidbits.
My spoiler thoughts on Silent Hill 1 - Heavy spoilers from beginning to end of the game

I sometimes worry that my words won't accurately convey what I want to say while writing reviews, which leads me to write massive walls of text to make sure I eliminate as much of the possibility of being misunderstood as I can.

I don't think I can justify doing that here - I have nothing more to say, other than 'it's a perfect 10'.

i havent even finished it yet. but i absolutely must. say. something about it.

this game. this fucking game. this is one of the best games i have ever played. this easily, some of the most fun ive had with a game. its incredible, its fun, its engaging, it has so much variety, so much player expression, the combat is fucking awesome, fast paced, makes you FEEL powerful when it should and at the same time kicks your ass super fucking hard at moments where you definetly need to realize youve been using the same stupid build 90% of the time and should probably try different shit

over the course of two weeks, every single day i got to experience a new, fun, different play style with this game, some new weapon, maybe a new leg type, a faster mech, something more close range, long range, an absolute tank with massive, constant firepower, maybe something more modest that only takes very few hits, but if it gets close it melts the enemy HP, maybe something more balanced, a mech that hovers above everything and snipes shit out, a fucking spider ass mech with a gatling gun missile launcher bazooka and sniper all at the same time

and best of all, there are, definetly, more efficient builds, but none of them are the most efficient for everything. each mission, each fight, will need a different build if you want to do your absolute best in it. the game rewards creativity so much, and in such a noticeable way. the theory crafting of what should be most effective against a boss or to finish a mission quickly, exploring around the mission to find secrets, studying and memorizing the opponents you face during each mission to come up with the best possible solution, building your mech and testing it out, heck even just how much you can customize the mech, and then trying it out and seeing as the you fold a boss that absolutely obliterated you in half, or you, once again, are kicked in the balls and have to do the entire process again

its all
so
satisfying

makes me want to play this again and again and again. makes me not feel pissed off or annoyed or frustrated at seeing a D, C, B or A Rank, but instead feel motivated to keep trying, to memorize enemy locations, to try out new stuff ive never used before, see if it's more effective

its such an engaging gameplay loop that hooked me so goddamn much man

and the best part of it all is
i get to experience my awesome mech piloting girl fantasies

Armored Core VI: Fires of Rubicon isn't just a game; it's a pulse-pounding adrenaline rush that'll leave you breathless and begging for more. From the intense battles to the sweet taste of victory, every moment is a reminder of why we love gaming. And trust me, mastering this game isn't just about skill; it's about passion, dedication, and a touch of insanity. So grab your controller, buckle up, and get ready to dive headfirst into the most exhilarating gaming experience of your life. See you on the battlefield! ૮꒰ ˶• ༝ •˶꒱ა ♡

You guys are lame this was fun