241 reviews liked by MegaDriveGirl


Generally better than NEO with how you unlock extra abilities and skill customization way sooner on top of a more jovial party of characters, but I'm docking it mad points because 1) the majority of the game is an asset flip and 2) if you pick Cyrille for the end-game chapter you're fucked. Her stats aren't balanced at all for the last dungeon and you have to pull about 5-7 hours of grinding just so shit doesn't kill you in one hit. And when you do finally beat it you get an explicitly not-done anticlimax ending with like 2 lines of dialogue and a cut to credits. I'm gonna dig a bit further to see if Toma's route has anything resembling a real ending, but damn is this an embarrassing way to end your game

The best way to summarize the Mitsurugi experience is that if you play the game using a controller, you can't set its volume to 15%, as it bounces between 14% and 16%.

The reason for this to be happening, is that instead of having volume be a global variable in which you set its value on a given menu, they made one variable for each possible volume. There's the var BGM_1, BGM_2, BGM_3, BGM_4, etc... and you cycle between them. Except, they forgot to make BGM_15.

Not even YandereDev fucked up like this.

I think Hideo Kojima should do a Rose/M. Bison type thing where he splits his artistic side and his misogynistic side into two completely different people

A freaky solid mesh of ideas from classic nes games but even moreso Mega Man and Castlevania (for better or for worse(most of the time for the better tho trust)). With the use of modern capabilities for mechanics, fun upgrades, and an even more fun personality. Shovel Knight's lasting impact can be felt on the indie game scene was for good reason as this game still is damn good even when the indie game market has had 10 years to live up to its legacy. My personal issues stem from the last third of this games levels really fucking love pits, spikes, and all the nes era stuff that typically one shots you and I would've liked a bit more of a challenge on the bosses but they're still very well designed just easy to cheese with the gadgets.

It's a fun time still a landmark Indie game and one I loved revisiting especially since I noticed how proudly they showed their inspirations this time around. Excited to check out the other campaigns finally!

Bitter Companion

It's surprisingly less perverted than the title would lead you to believe. Basically its a short story about a cisgirl falling for a stealth transgirl on the bus after finding out shes a huge fan of her NSFW social media drawings. Eventually she is led back to her home and lewdness ensues. There's a lot of games that play into this more simple queer sexual romance, for instance Demon Dash (2022), Housewarming Gift (2018) both by Nadia Nova. Along with a lot of the releases by Aria such as Ignored and Humiliated by Gamer Girls (2022). The fundamental interaction here is where desire meets respect of the other.

I like to think of these types of games as fairly wholesome LGBT power fantasies, because everything is simplified down to just the erotic desire. Power fantasies are fine and compelling, and I think there can be a bit too much moralizing when it comes to this stuff. If it's not appealing to you specifically or making some shortcuts to keep the story simple and focused, suddenly its wildly offensive, perverted, or otherwise needlessly fetishistic. I condemn this way of thinking and would draw a direct line between this criticism and the conservatives that try to outlaw library books. We need wholesome desire for our bodies out in the world, and I don't think taking undue scrutiny to already obscure texts is that fair. Imagine if you went and wrote some smutty fanfiction, uploaded it, and then found out a lot of people were poking fun at it one day. In a lot of these cases people are not being mindful that teams dont make art like this, but a single person does. At some point so called constructive criticism runs closer to bullying than it does to being anything helpful. I think the difference here is that I've actually had some of the people's works I criticized reach out and thank me or give feedback to what I said and it grounded me to realizing that at the end of the day I'm paroling somebodies creative drive. Like sure, death of the author and all, but it's only fair that people are going to feel hurt. I've had some of my posts on here get reposted to twitter before by big accounts to be mocked (particularly the Vampire Suvivor post) and I have to be honest it kind of stings to just see a bunch of people tell you you're wasting your time and doing nothing.

With that all said though, this doesn't mean I or you have to force ourselves to enjoy these works. Whether it be because the prose isnt effective or it cut a corner you're not fond of (in this case talking smut on the bus is not something im into as I like to keep my bus travel quiet, and the power fantasy of the 1 date girlfriend is something thats a little too fast for my tastes). You can even express that if you want. You can say a work is a bit too fetishistic or plain etc, but at the end of the day its just a preference. You don't get any points for gloating over how bad it is and in general doing so for works this small makes one come off meanspirited and demotivating people from making games you might enjoy in the future. This is a pervasive way of speaking about works that I've seen on RYM and is slowly creeping its way onto here. Almost none of these games were constructed to sustain this kind of mockery. It's likely you could be contributing quite directly to somebodies despair.

There's one other sentiment I want to demystify because it frustrates me deeply. Many people that are trans and most that aren't are way too open with their use of the word chaser to describe something or someones behavior. Again, we trans people like to be desired, and this relegation of everyone wanting for us or writing about our bodies as chasers is harmful. A chaser is somebody who usually wants to meet us on the downlow away from a crowd, that see us mainly as a porn fetish (a ladyboy or a shemale), that are only interested in hitting and quitting. Chasers tend to have no interests in our kinks or getting to know us or seeing us as people. Alex Jones, who was found to be looking at trans porn is a chaser. The person who wrote this story is almost definitively not a chaser. On top of that, while trans people can be uncomfortably perverted they can't be chasers. Chasers are only a term that apply (for the most part) only to cis people, and so saying that a trans person for one reason or another is being a chaser is transphobic rhetoric and should not be done so wantonly. We have other terms to describe perverted behaviour we dont like: Leering, objectifying, etc. Accusing everyone and everything of being a chaser robs that notion of its actual meaning and function. Which if you don't know, is to keep us personally safe since chasers don't respect us and thus can't be trusted to have good motivations.

There's lots of art like this running around, and every time people crowd together to make fun of it, it creates a quicksand pit of resentment and discontent. Every time people do that for art like this, it makes the people that even brought it to attention not want to anymore. It hits our morale a bit. God forbid the people just want to make games to practice and have fun with their desires in the process. It's exactly this attitude why I have my comments turned off. I don't want to argue with the types of prudes that would've tried to hang DeSade.

Saw the trailer for this on PlayStation's YouTube channel and gave it a fair shake since it was free!

I dig using games themselves as a kind of meaningful essay format to display and exemplify your points about design and really show the player a better idea of what is being discussed. I especially like this as a more intimate way to try to connect with someone via direct interfacing with mechanics and ideas.

I dug how this played with examples from different games and the creator wasn't afraid to just like call out very explicit specific examples from games though I kinda felt the whole point fell apart in the end by just kinda being like "this is all just to say that Shadow of the Colossus is the best" and it's like yeah but I felt like it kinda deflated a lot of the work and buildup that it was working with beforehand and all to take constant little jabs at fairly interesting games. I also feel like claiming that "that's where the industry peaked" is an insanely reductive statement but opinions!

I heavily disagreed with the entire FF16 point and felt like it could be a bit reductive with how it was engaging with and critiquing some of the games it was but that could also be some of my own implicit biases speaking.

I will say enemies within this are so hard to see given the visual style. I dig the aesthetics but at points it genuinely hurt my eyes to play through it was so difficult to look at at points and the options left a bit to be desired.

An interesting study/experiment even if I feel like it falls a little flat. Interested to see more things like this cause it's really an interesting way to do something like this!

I noticed this game got a release on Arcade Archives and while I can't buy it at the moment, went to go try it on MAME and it was a fun time. This is a shmup made by Taito and it's one of their better games to play in the Arcades.

This game has this mechanic where you grab these atom like things that power up your weapon but they also power up a special move. Using this special move can drain the existing power you have but it's good to use on bosses or if you're in a pinch. Just keep in mind you're not invincible doing it.

I really like how the bosses also have this mechanic and you have to stop them from grabbing the power ups as well. The game overall has this cool vibe with the aesthetic and bosses that just really gravitates me into the journey.

If there is one issue I have with the game is it's just too hard for me. You thankfully don't have to restart at checkpoints if you die but I do wish I wasn't so awful at it. There were times I wasn't even sure how to avoid things.

Metal Black is a game worth playing if you ever get the chance. It's got a good atmosphere and gameplay that'll keep you going. Even the music is really good. It even has a weird wtf kind of ending that I still am not even sure what I did. It's very weird, I love weird.

Solid as it may be, Soul Blazer feels like it retreads a lot of ActRaiser's ideas outside of the core gameplay loop - as a follower of the Master, you help populate wastelands by destroying monster lairs. The change from ActRaiser's platformer/sim genre hybrid to a standard top-down action RPG results in more polish but less ambition, and in my opinion, a little less charm. In addition to the reuse of some sound effects and HUD graphics, as well as a similarly structured ending sequence, it ends up feeling like this side story of sorts to ActRaiser.

Don't get it twisted, though. It's certainly the more accessible of the two if that makes sense, and by all means a good game whether or not you're judging it on its own two legs. I'd bet a lot of people actually prefer Soul Blazer, even - but I am not one of those people. It just feels a lot safer in its execution, and as a result has fewer pleasant surprises from my experiences playing both. Perhaps the biggest downgrade is the presentation, in which Soul Blazer just can't seem to keep up with ActRaiser's soundtrack and its gorgeous backgrounds and environments (and especially for its time as well, during the console's infancy.) This seems to be due to a shorter development cycle, with Soul Blazer only in development for 9 months according to friends.

I just think ActRaiser seems to hit a lot of the same notes with more grace. That being said, it certainly sets a high bar, and Soul Blazer is honestly not too far behind. I like both, but I think I would recommend this for something more accessible and ActRaiser for something more memorable. Don't trust anyone who has informed you of a direct sequel to ActRaiser. There is not a sequel to ActRaiser.

Bro do you seriously expect me to find a guy with a triangle for a head scary? Mascot horror is such a joke