750 Reviews liked by MarlBocks


A weaker opening act than chapter 1, because it feels like it needlessly reintroduces some elements. But a stronger closing act due to the ability for a second chapter to pick a more central character/focus. Though I prefer chapter 1 more as it can serve as a standalone narrative. Whereas this chapter definitely leaves some stuff that will probably be tackled later. I will probably put my overall thoughts down in my review for the final chapter.

Unless I'm mistaken, I don't believe Gear and Fascism were in chapter 1 though. And those are wonderfully crafted songs. Without this soundtrack as its backdrop, some of the scenes would not evoke the emotion it would have otherwise. I'm curious to see if and how the soundtrack expands in the future.

Despite being a shorter “bonus” chapter, there is still a lot to like here.

Having a point of view mostly disconnected from the usual cast and setting allows the reader to experience Hinamizawa from a refreshing new angle. Having the story structured this way might make the reader question different aspects of the narrative, and come up with new answers for previous questions.

The cop procedure is a very fun read, seeing a properly executed action scene was enjoyable. I also quite liked the Mahjong scene, obviously.

The new song Dancers #5 is a very good detective tune. Whilst plenty of other new songs awaken their own emotion. From the mysterious “days of children #3” to the panicked and tense “meditation”. Lots of good stuff here.

Even if it might feel very disconnected, it still manages to weave a strong ending using the reader's pre-existing knowledge.

Its like someone put every single one of my favorite toppings on a pizza, to create the perfect junk food pizza. Some of the toppings are on the higher end, whilst others are toppings that I know are bad, but like anyway.

And there are days I'd rather go for a pizza than a fully fledged meal.

If Yakuza 3 has a million of fans I am one of them.

If Yakuza 3 has ten fans I am one of them.

If Yakuza 3 has only one fan that is me.

If Yakuza 3 has no fans, that means I am no longer on earth.

If the world is against Yakuza 3, I am against the world.

This review contains spoilers

If Yakuza and Higurashi chapter 6 showed me anything, it's the fact that I'll need to find myself a friend good enough to fight me to death on a rooftop.

Sheep Counts

Going into this from chapter 5 I was expecting another 'Alternate POV' retelling. Whilst I like chapter 5, I felt that it was ultimately on the predictable side of things. Luckily chapter 6 goes its own way, and tells its own story whilst not missing out on answering questions that were had prior.

Night When the Invisible Scares You

Teetering on the edge of truths, untruths and paranoia, the story woven here embraces the strongest aspect of its main counterpiece, Onikakushi. What is real? What can be trusted? Does the truth lie in cult? curse? something more? something less? something inbetween? Both rewarding and discouraging in the hunt for answers, the characters' alliances keep you guessing as more information becomes apparent.

Wandering Words Lead to Heaven

Throughout this entry of the series Keiichi and Rena grew on me a lot. I already really liked Keiichi as a protagonist I 'get', and this chapter further solidified that. Rena is a character I also deeply adore, and she proved herself to be the strongest supporting cast member to me in this chapter. Any scene where they share their spotlight together can blow almost anything else in the series out of the water. The final scene is easily the strongest part of the series so far, and I am very curious if Ryukishi will manage to top it in the remaining chapters.

I'll put some trust in the answers.

Tartarus ainda é cansado, mas melhorou muita coisa no jogo 👍

Dragon's Dogmeh

I feel like I've been collectively gaslit by the gaming world for the better part of a decade after finally getting to play Dragon's Dogma: Dark Arisen. Throughout the past eleven years post release, I'd heard of Dragon's Dogma as this legendary cult classic from Capcom that championed a great game filled with the Western approach to wizardry and fantasy. A process unlike myself, I bought DD before really looking into anything about how it played or what made people so excited for its incoming sequel. I figured that as a fan of Capcom's marquee titles and RPG's rich in scope and lore in general that I would take to it, but I did not. It's like ordering a Whopper because you thought you were going to get a succulent juicy hamburger like in the photo, but instead you got two patties enveloped in year old mayonnaise and someone's Burger King Foot Lettuce.

This is genuinely one of the worst looking games I've played, and I will go as far to say that playing Metal Gear Solid (a 1998 release) for the first time a year or two ago, I'd rather look at the four polygons that make up Otacon's face than half the characters in DD. Everyone looks so... off, a far cry from how great Capcom's facial and character design would look a few years down the line. In terms of the character elements of DD, the VA is real real real bad, which is unfortunate because there are some recognizable names, most notably David Lodge, but the title simply feels bad to listen to.

The narrative is... boring, effectively not existing until the latter half of the second act, and then materializing moreso in the third. Nothing really inspires you to care about this drab and boring world. Even Shadow of the Colossus, a game I absolutely despised at least looked more interesting and had more intrigue into its boneless landscape, Dragon's Dogma's world and capital city of Grandsys just kinda feel like Diet Water. For how much you have to run in this game, which is a lot, the world does little to nothing to engage with the player. Recycled enemies placed in locations just simply because the devs felt like they needed enemies, which breaks the rhythm of travel, made traversal feel worse than it already did. Because the devs don't believe in fast travel, something ultimately too convenient and useful, you have to run from point A to point B and then back to point A every time. This feels awful the first time you do it, and then the second time, and then the third time, and so on and so forth. Add into the mix that you're operating off of a scant stamina bar outside of hub worlds and your perception of getting anywhere in a reasonable amount of time crumbles to dust.

My real favorite part about Dragon's Dogma is how the damage is calculated. In most RPG's, and many games outside of the genre, you have a clear progression route for weapons and gear. You start weak and then upgrade your way to bigger and better items. In a game like Dark Souls for example, you have clear points in which you realize you should probably be levelling up your weapons, it's those moments where you're conceivably doing less damage to enemies and bosses than you feel like you should. You can still conquer any foe, but you have to put in more and more work when the world becomes stronger and your weapons relatively become weaker. In DD, your weapons at a certain point simply do not hurt the enemy. This concept is so laughably flawed that I found myself doing the Jackie Chan meme face from like fifteen years ago at my computer screen on multiple occasions. I get having a sign of "maybe you should upgrade your weapons" but getting into it with a group of bandits or goblins and slapping Sauron with a literal wet noodle that didn't even touch the health bar was incredibly bad game design.

I'm adding another miscellaneous complaint here about silent protagonism. I love having this emotional and lore heavy moment going on and my character is just standing there, mouth agape like she was waiting for a bowl of Golden Grahams with a little itty bitty scoop of milk included. For a game that relies upon the actions of your character and how they shape the entire world at large for the infinite future, there is a resounding lack of feeling important in Dragon's Dogma.

I can't recommend this game for anyone, and it solely (along with dev comments about fast travel) made me take any interest in the sequel away. It's ugly, it plays ugly, it's dated, it's Dragon's Dogmeh.

Stardew Valley feels like coming home.

I can't remember which playthrough I'm on, which is a rarity for me. I've revisited childhood favorites like Zelda and Mario countless times, cherishing each experience. However, as an adult, this happens less frequently. Maybe it's because modern games don't resonate with me as deeply, or maybe my gaming habits have simply changed over time. Yet, whenever I boot up Stardew Valley, it hits all the right notes. Whether I've talked with the residents of Pelican Town dozens of times or played through its events repeatedly, the game retains its magical allure. It feels like a nostalgic return to childhood gaming, a comforting experience I can enjoy every time of the year.

What's truly remarkable is the developer's commitment to continually expanding the game with substantial updates and expansions, all provided for free. Stardew Valley brims with passion and love. Despite its status as one of the most successful indie games of all time, the developer continues to pour his heart into it, enriching the experience for players. I deeply respect and appreciate this dedication, which unfortunately is no longer a given in today's gaming industry.

I could honestly ramble endlessly about this masterpiece of a game. Nearly a decade after my first playthrough, it still holds a special place in my heart and it probably always will.

dreams are big, and subtext is for cowards

have you ever wanted to be a taxi driver? what about a bear hunter? what about an idol? what about a guy who has money?? what about a ex baseball pro??? well guess what! with yakuza 5, your dreams (wink) canm come true!!!!!!

yakuza 5 does have some littol flaws that keep it from being a 5/5 for me, such as the encounter rate which made me want to have an encounter with falling off the side of a cliff :3 there's some plot issues but tbh they are not so bad that they bring down the game much, if at all, for me.

the new characters make me ascend higher than the highest highs!!!!!!!!!!!!!!!!!!! takasugi and shinada 4 lyfe <333333 i think also this game in the series is one of the first to really dig deep into self reflection, and using dreams (wink) to showcase characters flaws and goals in such a beautiful way oh my god, very good very well done rgg i love u

i also think the antags are very good and i'm so happy that yakuza 5 did not fall into the same tropes that have been going on for 4 games in a row. good job yakuza 5

yakuza 5's themes are dreamlike (wink), i think they really do well at weaving the protagonists stories together, and make the finale section of the game genuinely superb writing. there's something so special about these larger than life characters, who often times literally and metaphorically explode off the screen, have wishes that are so human. dreams (wink) are so big and huge, yet the humans wanting them are so small, but can still be a constant inspiration for those around them

yume think i'm exaggerating, but i wouldn't dream of it, this game is sheer peak, and i cannot wait for more of the story to come <3

Jin was already one of my favorite characters in Xenoblade 2, but this game adds a ton to him. On top of that, it gives characterization to Adam and Lora, builds onto Mythra's backstory in a great way, and fleshes out Brighid and Haze. The core story isn't as strong as base game 2, but it's a great backstory, and really gives you a new appreciation for the events of the base game.

A lot of the issues with base 2 are smoothed out, and there are some great QOL improvements here (especially with the tutorials). Combat's also really fun and streamlines 2's ideas really well, although I do prefer the base game's simply because it gives you a lot more options. Having less does work for a game Torna's length, but it's not necessarily my preference. In terms of level design, Torna itself is fantastic while Gormott is really just a lesser version of the base game's Gormott Province (which isn't saying much because I adore Gormott Province). I actually don't mind the Community requirements because I think the sidequests integrate really well with the story. Plus, it's how I play Xenoblade anyway, although I can see it being an annoyance for other people.

Overall, a fantastic DLC, even if it's not quite on the same level as the base game. I heard someone say (I think it was about Witcher 3's DLC) "If all DLC was this good, EA would be my favorite company." And yeah, that about sums it up.

Four years...
It took me four years...
But I have it

No matter how many times it's been said in the past, Persona 4: Dancing All Night may just be one of the strangest decisions Atlus has ever made. To take their critically acclaimed murder mystery and turn it into a rhythm game, complete with professional dancers, tons of different artists providing remixes for old songs, and, uh... Hatsune Miku. And to somehow make it good?

I won't speak on the Story Mode since, again, it's been four years, and I remember none of it, so the most I can do is talk about everything else.
The music is the best out of the Dancing series, giving spotlight to even some of the more obscure Persona songs that you don't tend to see talked about, like the opening to Persona 4 Arena (the first one), and even extending some other songs with new lyrics. I'm not gonna try and act like I understand the deeper meaning behind "yeah, flooded apple pie, left out 'til somebody cries" but I still think it's nice to hear more from one of my favorite soundtracks ever.
Gameplay is surprisingly reasonable, though there are some charts that can be a little wonky. The hitsounds are satisfying when timed right, and the controls are smooth enough to feel fun. I'll add, though, I played the entirety of the game by scratching with the analog sticks instead of L1/R1, I just can't see how those two buttons feel comfortable with everything else. I'd maybe understand it if it were L2/R2, but sadly that just isn't an option. I find my fingers to be a little too close together on the former.

I feel like I'm repeating myself, but I can't stress enough just how weird it is that this worked so well. Even weirder how the other 2 dancing games that came after fucking sucked LMAO
Proud to finally have my FC on every song in the game, 9/10.

"Don't say stuff like that, it's depressing"
- Sora Kingdom-Hearts (2013)

Two weeks after the day I began the game, I have finally finished Final Fantasy VII Rebirth, my most anticipated game of 2024. What I imagined would be my surefire GOTY runaway pick, with Final Fantasy VII Remake being a game I beat three times, ended up being something I couldn't even smile at in completion. The ramifications of a changing games industry on Square Enix have been plentiful, with a large creative downfall since Final Fantasy XII hit the late-stage PS2 in 2006, the series has had a handful of ups and a plethora of downs. For every Final Fantasy XVI or VII Remake, there were three FFXIII's and a Crisis Core in tow. Quantity beseeched lack of quality, and the legendary fervor the series had invoked for decades previous had largely escaped. With the aforementioned XVI and VII Remake, it seemed like Square had finally righted the ship, creating action-rpg experiences with their familiar franchise that were quality in both narrative and mechanical scope... so what happened with Rebirth? I will divulge below.

I'll start with the good, and to give credit to the Rebirth team there is quite a bit of positives about this title in its entirety. The most immediate and obvious boon to Rebirth and the legendary world of Final Fantasy VII is... the world itself. Shortly after the completion of chapter one the game opens up to a faux open world (in reality, this is open zone) that beckons Cloud and the rest of Avalanche's splinter cell to roam across it. Throughout the fourteen chapters of the game the world and environment are thrown at the player to ooh and ahh at, beautiful beyond words especially in contrast to the 1997 title. Historical moments from twenty seven years ago are brought into HD in a manner that not even I could imagine, with my mouth agape at so many of the backdrops and cities recreated within Rebirth. Familiar places (of which I shall not divulge in respect to spoilers) blew me away. For a game that was developed effectively in four years, it is almost impossible to believe how hard the team led by Naoki Hamaguchi must have worked to not only create, but faithfully bring back to life, a world that was rich back then into the modern gamescape. As I motioned throughout Cloud's journey and came across familiar sites, my brain superimposed the 1997 titles' pre-rendered backgrounds and polygonal Cloud in front of me. There's a significantly delicate line that had to be walked across to be faithful to what was originally imagined and entered into the annals of media history by Yoshinori Kitase while also putting together an engrossing and interactive world for the zeitgeist of pop culture, and yet they found success. Colors pop, the world is filled to the brim with flora, fauna and perfected asset-placement to make it feel lived in. Each biome/locale is visibly different from the rest, granting a linear benchmark for players to cite where the memorable moments of their journey lie and how far they've come... it's impressive and one of the better done worlds that I've experienced in recent memory.

Character writing remains another highlight that carried over from Remake, with some of the original titles' most heart-gripping and serious moments taking place in Rebirth. The nice thing about having a thirty plus hour experience and the events that took place after Cloud joined the squad in Midgar is that the party is very familiar with one another. Barrett takes a more mature role, often playing the voice of reason to Cloud's ever-growing disillusionment. Aerith and Tifa become best buds gushing over the blonde bombshell's buster sword skills, while also careful of his Sephiroth-borne fragility. Red becomes a trusted confidant, friend, and much more than the lab-rat you find him as in the tail-end of Remake. Couple these in with new crew additions like Yuffie, Vincent, Cid, and Cait and you've got a colorful crew (mostly) ready to save the day. They all play off each other well too, keeping the focus on the effectively apocalyptic nature of the world they're in but not allowing the fear and anxiety to overwhelm them, often quipping with one another on their route with jokes and aimed gags. The lightheartedness of the in between moments in Rebirth gave this game legs that are very hard to convey without voice acting and simply as text upon a screen. Aerith, Red, Cloud, and even asinine characters like Cait are legitimately funny throughout this title. My only real gripe about the character writing is that Yuffie, a completely optional character in the Original FFVII talks WAY too much about Materia and how EVERYTHING has to be excused for her involvement because it could result in a cool-hip new materia for Wutai. That got old real quick, but thankfully tapered off in the game's final few chapters. There were a few moments where the tear ducts wanted to rev up, all moments that originated in 1997 but didn't come to emotional fruition until 2024. Moments like these drive home how special this remake series is, not only to FFVII itself but also for the history of gaming at large. The ability the Rebirth team has to bring these special scenes to life is going to do a lot for people who have grown up knowing Cloud and the gang for as long as they've been around.

Per usual I won't speak on the greater narrative at hand, but I do strongly believe it does a great job in not just remaining faithful to the original vision developed by Kitase, but expounding on the landmark moments as well. As I touched on in the previous paragraph, the VA work and modified writing a great job on their own, but the longform dedicated cutscenery is the right hook to the emotional network of Rebirth. You can tell this game was expensive to develop for a lot of reasons, but for the sake of this point its most evident in the advanced effort put into the CGI. I was yet again pausing ad nauseum taking screencaps of characters faces, beautiful backdrops, summons, cool moves, and epic fights. Because everything looks so damn good, it makes the moments that were so narratively impressive in the first title even more so in Rebirth. Character deaths, story arcs (Red's and Barrett's in particular) are tear-jerk extravaganza's because of the visual sheen that everything has.

Other miscellaneous congratulations to this game are in order for having an actual enjoyable card game (the first since Triple Triad in FFVIII) in Queen's Blood, and for also having one of the best introductory chapters in any title that I’ve ever played. To echo the former, I didn't realize how cavernous the minigame content would get within Rebirth, but Queen's Blood kept going, and it felt better and generally more fun with the more cards I got. I found myself restarting matches less and thinking more creatively against advanced opponents, it was cool!

Unfortunately that is where the good within Final Fantasy VII Rebirth generally stops for me, in the Final Fantasy VII of it all. The moments they re-created and breathed new life into were f** awesome, but what the team added and engulfed the title into was largely fluff work that waned my enjoyment of Rebirth greatly.

There's a real power in having a concise game, in a linear narrative or a controlled game that beckons the player to complete it in a structured manner. Now if you've read my reviews thus far this may seem like it combats my affinity for player agency, but it really doesn't. The best games are once that allow players to meld their playstyle to a journey that doesn't waste their time or ask them to embark upon completion of side content that exists without point. My favorite Final Fantasy titles are FFX, FFXVI, and FFVII Remake... some of the more "linear" titles that the series has to offer (XIII was not good, I choose to forget about it.) These three games push the player through loss, intense conflict, entire character arcs, and changed worlds without forcing the player into sidequest hell. This is where Rebirth falters so greatly that I could hardly believe what I was dealing with, even so much to think I was being pranked early into chapter two of fourteen. I rolled my eyes so hard that they almost fell out of their socket when nobody's favorite AI Chadley mentioned the "TOWERS" that Cloud would have to find across each region to map out the other sidequest chains. You go to a tower, of which there were probably six to eight for each of the game's major regions, and these towers would shine light on the location of special fights, lore spots that decreased the power of the area's summon, protorelic locations that involve a major sidequest line with a secret boss, and scavenging hunt locations. All of these suck by the way, none of them were enjoyable.

The Ubisoft-ification of the industry at large plagues open world titles, forgoing the legitimate interest these massive lived out zones can have in favor of map markers that are nothing more than things to complete. You backtrack, climb, hide, slide, and glide all over Final Fantasy VII Rebirth just to tick a checkmark and get on with your marry way. Where XVI and VII Remake succeed is that the only side content that involved, are sidequests of which there aren't really that many. People had a qualm with the volume of XVI's side quests, but Rebirth's feels as if it were tripled, especially with the length that these have. It was fun to become engrossed with the populous of these new locales and fulfill their requests as you do in Remake, however the vast majority of these end with you fighting some big bad monster at the end to right all of their wrongs. This got old REAL quick, as you enter a new area ready to become engrossed in the legendary narrative and beautiful world just to be met with a litany of orange "GO HERE FOR TOWERS" and green "MONOTONOUS SIDEQUEST" notices with a full on checklist to work through as soon as you arrive. My major qualm here is that there's a legitimate power into letting players breath and become involved in the world that has been meticulously laid before them. When I get to [insert location] I want to be wowed by the overwhelming forest and beautiful greens and blues that bring it to life. I want to meet the characters that will guide Cloud along his journey and the troubles that are soon to follow before I'm beckoned to engage with recycled mechanical content that feels more like a chore than a game. I wouldn't've had as much of an issue with this if it was lower in volume or didn't persist for as long as it did... but for ten of the games first twelve chapters (2-11,) I was doing a thousand yard stare as I powered through tower after tower and fought fiend after fiend to quell whatever concern villager after villager had. I became tired, and that's something that let me down more than anything else with Final Fantasy VII Rebirth.

And while I'm complaining about the Ubisoft plague on Square Enix' household, can we talk about those Moogles? like... what is this? Why is this? Who is this? Remember that one story of the Composer for the Resident Evil Dualshock edition who gave us the butt trumpets because he convinced everyone at Capcom that he was deaf, but he actually wasn't and had absolutely no idea how to compose video game music? Do we have a certain situation with the design of the moogle here? Moogles by the way were another genuinely awful minigame mechanic within Rebirth, forcing you to round up five or so moogles into a round pen while they throw a cacophony of mysterious attacks at you. Cloud does this inside of a moogle chief's mushroom house while nightmare fueling music plays. The hero of a resoundingly serious narrative in which the fate of the world as we know it and the entire population within is on the line, is running in circles pushing these Lovecraftian creatures together so he can buy some... books? It sucks and it isn't even the worst of the side content that you as the player are asked to complete because it holds rewards that make you and your party stronger.

The other is the completion of the protorelic questline, rewarding you with the ability to transmute top of the line gear and a summon that is stronger than most of the ones you'll receive. None of these protorelic questlines are fun, and there's one again for each major region that Cloud finds himself in. Four times the player in these areas will be asked to engage with a certain minigame to get closer to retrieving a protorelic. In the first area this is Queen's Blood which is... doable. In the second it's Fort Condor, raise your hand if you had ANY fun playing Fort Condor in the 1997 title or in the Intermission content for Remake. See? I don't even need to know who you are, what you look like, or where you are to know that ZERO people in the world are raising their hand. With Fort Condussy in mind, another region asks Cloud to learn how to play Battle Bots to obtain this gear... for what reason? Couldn't tell you! Is it thematically relevant to the narrative or world at hand? No! Is it fun at all? No! Does it make you, the player, feel like you've used your time accordingly? Absolutely not! But hey, there's useful gear hidden behind this questline so you better do it! The worst offender doesn't materialize until the last chapter of the game in which you are asked to play "Cactuar Crush" with a goblin named Kid G. Do yourself a favor right now, if you don't care about a minor sidequest spoiler, and look at what Kid G from Rebirth looks like. You'll want to wish you never read that sentence. Cactuar Crush is a minigame in which you have to kill a certain amount of nobody's favorite Final Fantasy recurring Cacti in a restricted time span. The kicker is that these cactuar have varying resistances that force the player to switch up their strategy to combo and kill. In theory this sounds like an engaging minigame to take part in, perhaps getting creative with movesets and attack combos. In reality though you're using Yuffie and Aerith to frantically take out these repulsively loud enemies in an awfully short period of time, stressed to hit a score that is definitely too high for the amount of time given and the ease it is to be docked points when you're hit. Add the awfully repulsive volume and frequency in which these cactuar make noise and you'll wish it was never a part of the game. That's my take on sidequest and tertiary content of FFVII Rebirth. You could offer the rebuttal to the above of "just don't do it," but there's unfortunately a sizable amount of useful material, gear, and experience stowed away within.

Not far removed from the amount of fights that these minigames and secondary content throws you into is my qualm with the combat and weapon upgrading at large within Rebirth. Final Fantasy VII Remake largely got it right, with fights that could be repetitive but it was pretty well split between humanoid enemies within Shinra and fiends that were found within the world. Bossfights weren't recycled for the most part, and they weren't perfect, but they were doable and outside of the Rufus fight... pretty easy to get through on your first go. Rebirth flips that one on its head and says "how about we bring a lot of those boss fights back, make you fight the same people two, three, maybe four times, and make the combat harder just because." Too many times to count was I getting hit by room-wide AOE's that I had to pre-plan for, of which could wipe my party to zero. Too many times were Barrett and Aerith being targeted by moves that they legitimately could not dodge out of because their i-frames don't exist and their rolls take them three feet one way. You'll get hit by everything and it'll hurt. Now I beat Remake three times, zero of those on hard, but I never felt that the game was too difficult. I didn't per se with Rebirth either, but every boss fight took WAY too long. Enemies felt like sponges and the stagger/pressure conditions on most of these boss encounters were infuriating. Add that into a reused offering of the special foes you fight, the frequency of which you do so, and many of these fights having pause points where you can't do damage because the boss needs to get a voice line/cutscene/move in, and you have an exhausting endeavor. That's my major gripe with this title, it's exhausting in all the wrong ways. I don't have an inherent issue with long games, pointing at Red Dead Redemption 2 and Persona's 4 and 5 for example. What these games do is give you ample moments to rest between monotonous moments of grind or boss-fighting. Rebirth throws it at you for effectively the entire ninety some hour runtime. Fights are long, against bosses and world enemies alike, and you never really feel... strong, an issue which may sound doltish to complain about but damnit after spending the entire first game being a badass SOLDIER with a crew of badasses, I want to feel like a badass! There was never a point in which I felt like I was amply handling world or story enemies with ease, despite being appropriately leveled. Sometimes you do just want to gun down a room of Shinra soldiers and get on with it, you don't always need to hit Yeoman First Class-Kun with forty buster sword hits to fell him. Simply, I felt like you as a powerful character who is tasked with destroying one of gaming's most sinister villains never actually feel as strong as you should and it removes some of the buy-in I had to the narrative pacing of Rebirth.

Another element to this game that made the character power of this game feel off was the way character levelling is done. Gone is the "yeah that makes sense" of Remake in favor of an obfuscated sphere grid that puts emphasis on party synergy over physically endorsing the strength/power of each character. I get that the larger cast makes this make more sense as an approach to take, but man does it just... not feel good. Remake's Intermission episode that came out with the Intergrade release forecasted the inevitability of Rebirth putting an emphasis on team-based combat, so I knew this was coming, but I think Rebirth goes about it the wrong way. Instead of letting you choose between stronger individuality and a cohesive team approach to combat, you're effectively forced into the latter. Even then though, it's just giving your party members more capabilities to synergize with each other and execute maneuvers with more and more members of your team. Once more, I understand why they did this but I think it throws the heroic power that the narrative beckons for into the gutter in favour of a misaligned execution of party mechanics.

Add these issues in with other slight complaints like the Kingdom-Heartsification of how FAST enemies move around the arena, and also an entire chapter where you play as Cait Sith for too long (longer than one minute) and you have a title I wish I liked a lot more than I did. It pains me to say, with how much I anticipated Final Fantasy VII Rebirth that the Final Fantasy VII parts were largely the only things I enjoyed about this game. I had this marked on my calendar for months, avoiding any demo content, and trailers, any State of Play material, because I enjoyed Remake so much. Due to the effects of Ubisoft on the industry, there’s too much content, most of which I found to be lacking of any real sort of enjoyment. I thought Rebirth would continue to put an effortless cherry on top of the dessert that was the original Final Fantasy VII. Instead they created a new dish and man, I wouldn't order it again. It seems the public at large enjoy it and critical reception of Rebirth is high, but I don't know if I could recommend it to anyone.


Among Persona fans, there are those who proclaim Persona 2 as the pinnacle of the series, and you know what? I totally get them now.

After having played both P1 and the first part of the P2 duology, I can't help but appreciate the differences between the old games and P3 to 5. Honestly, I'm glad P1 and 2 are not all like P3 to 5 because I don't think I'd have enjoyed them as much.

P2's gameplay is a major step up from its predecessor. It's pretty much the standard JRPG experience, and it can be a bit tedious at times, but just like in P1, it was worth trudging through. That being said, the encounter rate is still shit. It's not as torturous as in P1, but it's still annoying.

But let's talk about what really shines here—the story and characters. Man, the plot is just so darn intriguing and good. It's got its dark, heavy moments, but then it throws in these bursts of humor and wackiness that really keep things lively. And I think they did a pretty good job at balancing the humor and seriousness, which enriches the overall experience and leaves a lasting impression. The cast is also great. Each member of the main cast is carefully designed, with their interactions filled with chemistry and undergoing significant development as the journey unfolds. I really enjoyed my time with them. However, after P1, the soundtrack here takes a noticeable dive. While there are a few standout tracks, the overall soundtrack is kinda forgettable, which is a shame.

P2 Innocent Sin might have some outdated and average gameplay, but it's got one of the best stories and characters Atlus has ever cooked up for a Persona game. Finishing it has only got me more hyped for Eternal Punishment, especially because I get to see more of Maya and meet even more grown-up characters, who are the main cast this time around. An adult cast in Persona? Yeah, it's really old-school, huh?


I know P1 is not exactly the poster child of the series, especially with its outdated gameplay mechanics and that nightmarish encounter rate that feels like it's out to get you. But there's still something special about this game that often gets overlooked.

First off, let's address the absolute worst aspect of the game: the encounter rate. God, whoever thought it was a good idea must have had a sadistic streak. But once you get past that initial frustration and manage to keep your sanity in check, there's a lot to love here.

The vibe and atmosphere of P1 are immaculate with its gritty urban setting and eerie supernatural elements. It's a far cry from the flashy, modern aesthetics of later entries, but that's really part of its charm and just hits all the right spots for me. The main characters in the game are excellent. There may not be much in the way of more drawn-out interactions, but the characters in the context of the plot are awesome and their dialogue in the overworld gives a lot of extra nice bits of characterization. It's also refreshing to play a Persona game without the overly bloated and drawn-out plotlines that can bog down the newer titles. P1 knows what themes it's going for and does what it sets out to do, and for that alone, I really liked it.

The soundtrack of the PSP version is honestly great. I know a lot of people say that the original PS1 version is better but I have to disagree as I've found myself listening to certain PSP songs on repeat a lot. I feel certain ones are among the best in the series as a whole. A lone prayer is a bop.

Now, P1 definitely isn't without its flaws. The encounter rate alone drove me insane and almost made me quit right at the beginning, and the dated gameplay is definitely frustrating at times, but it was still worth trudging through.

As someone who is really tired of the "modern" and overused anime tropes, as well as the sometimes regressive writing in certain aspects that are present in newer titles, I think P1 was a breath of fresh air and has made me excited to try the P2 Duology.

Story overall is kinda meh but everything else is honestly so well done . Boss fights and combat are very solid where it keeps you engaged and constantly paying attention rather than just mashing one button. There are so many characters and they play different enough to where i was just swapping them out every mission just to see how they feel like. It has so many EPIC moments where you go "ok that was cool asf" during all all the boss fights. Also ferry is in it.