15 Reviews liked by Melanci


Easily crowned as one of the best RPG maker games out there, with a stellar presentation and an amazing soundtrack that accompanies it; the vibes are immaculate and this is definitely one for the ages, don't miss out on it, and preferably go into it unspoiled.

Really don't know where to start with this one, besides just mentioning that I was kind of excited and wanting to play this after going through Remake and Intermission shortly before this came out, having enjoyed those a lot and specially Intermission particularly because of how fun the combat was and the cute interactions between Yuffie and Sonon, but yeah, this game didn't really hit it off well with me after a while.

At first I was pretty excited about how the story would pan out, the beginning was exciting and the open world made me really look forward to it, but as the game progresses and more areas open, you start to notice the repetitiveness and dullness of the world itself, how boring it gets despite being beautiful. The Ubisoft Towers at first I didn't mind too much but after a while, all of the things involving the open-world sections themselves just felt really boring and dull, it felt more like checking out chores on a checklist and doing a job rather than just having fun, the exploration is just generic run-of-the-mill open world exploration with a coat of Final Fantasy at the end of the day, it doesn't change at it's core.

The story at times had a really weird and odd pacing, like it was rushing for some reason, despite having these huge open world areas, the pacing was really off at times, specially during THAT one Barret sequence that happens after the Dustbowl, just kind of felt in poor taste how they handled it. The ending was kind of disappointing, lackluster and it almost felt in bad taste how they handled it, at times it felt like they were trying to pull on my feelings but it didn't work at all because at that point I really just wanted to be done with the game because of how bloated it felt after trying to do every little single thing on it, I probably would've enjoyed it more if I just bombrushed the main story but I wanted to enjoy it fully, but oh well.

But to not drag this on further, I really tried to like this more and have more fun with it, but the overwhelming amount of unnecessary minigames felt insanely boring and bloated to hell and back and how they try to tack them into the main story as well, it's overwhelming and gets boring real fast. On some more positives, the presentation of the game is incredibly nice; it's a beautiful game and the music is also really well made, a lot of arrangements and original songs coming back felt nice, the way they handled some characters felt decent enough besides some of them here and there and the gameplay, despite not changing much from Remake, was still somewhat decent, the additions really don't do much for me and it somehow felt weirder than how it was on both Remake and Intermission, but it isn't bad, definitely one of the strong points of the game.

6/10 feels like a good enough rating to me, it was a decent game, not good but also not bad.

Great game but one of the few games where I wished it was a bit shorter. It really starts to drag on halfway and the scare factor is pretty much gone.

Amazing story but everything else is in a far worse state than before. Job identity is almost gone and the only worthwhile content now is doing ultimates which I never do. Criterion dungeons are underwhelming and Island Sanctuary is an absolute waste of a feature. The new deep dungeon might salvage it a bit more but contentwise it's the least fun I had.

This is a frustrating game to rate, so I'll be writing a review. Unpatched, this game is borderline unplayable, or at least you're not going to want to keep playing because of the buggy AI companions, constantly having to babysit them, and the limited saves. However playing with the community patch actually makes this game pretty decent, and since the patch is endorsed by Romero himself that's what I'll be basing my rating on.

It still suffers from having probably one of the worst first impressions to a video game I've ever experienced though. The first two levels are a swamp followed by a sewer, the enemies you fight are annoying, everything is green, and most of the weapons you get are garbage. The first episode is by far the worst part of the game, but the 2nd and 3rd episodes are genuinely pretty great and remind me a lot of Hexen II, which I like a lot. The weapon variety is sweet and besides most of the episode 1 guns, are satisfying and fun to use. I particularly like the ballista that you can "rocket jump" with and the demon summoning staff that uses gibs as ammo, which is such a Romero thing to design it made me lose my shit. Having unique weapons and enemies depending on which time period you're in works pretty well and is definitely a highlight of the game for me.

Another thing I personally feel works well enough is the rpg mechanic where you can put a point in a stat of your choosing. It allows flexibility in how you want to play and I like it. I focused on damage and health because I figured I'd probably have a hard time eventually but by the time I reached the 4th episode I was practically unkillable. I do feel like you already move quickly enough without points in the speed stat, and the acrobatics stat feels kinda useless besides for getting certain secrets, but they're there for people who want to run and jump around like crazy. Getting kills with the Daikatana will level up the sword instead of yourself so it gets more powerful, but I feel like it isn't really worth it. The story is nothing special and it has the habit of dumping you with exposition all the time. Personally I don't really care about story in an fps game but if you're expecting good writing then it isn't here. The music however is really good and fits the theme of each time period well. Check out the songs "Iced Passage I", "Gangland", and "Modern Mystery" if you want a taste, those are my highlights.

Would I recommend Daikatana? Well, if you can stomach the first episode of the game, then I think there's stuff to like here. I could only recommend playing it with the 1.3 patch though and to be honest, playing with AI companions disabled wouldn't be a bad idea since I feel like they don't add much to the game anyway and just serve as an annoyance. All you'd be missing out on are some comments they make on things during gameplay. Do I think Daikatana is overhated? No, not really. I think the hate for the unpatched game is 100% deserved and I can understand how it'd be hard to appreciate the good in this game when you're constantly dealing with the AI shenanigans. It's frustrating because this game is way too ambitious for it's own good and could have easily been so much better, but unfortunately that's not what we got.

Final Fantasy finally starting to take its shape with the 3rd game.
Overall it's an enjoyable experience, although the last dungeons started to wear me off.

The story is ok, if nothing special. It's nice to have some level of characterization to your party leader and NPCs, but it's still very rudimentary.

Even though the job system is very basic and lacks depth, it does break up the monotony a little, making the game more fun. Also liked the world in FF3 much more compared to the 1st game. It was very nice revelation to see how the map is larger than it initially appeared to be.

The universe is my aquarium and Darius Gaiden is my 5 star gourmet tuna sashimi meal. Blub!

Incredible 1982 high score chaser game with fun jumping over obstacles while shooting mechanics. Simple and addictive. Levels are split in 3 parts, and every level speeds up the enemies and/or introduces new ones. Second section gives you cars and ambulances flying around like they're gmod ragdolls, honestly just a ton of fun. Never been as scared of ambulances in my entire life.

If I have one question, it's that I don't quite understand the difference between Original and High Score mode, considering both seem to have separate rankings but effectively seem the same. Does Original permit multiple coins or savestating and still let you end up on the leaderboard or something? I've mostly been playing in high score mode, but caravan seems neat as well.

Stylistic, adventurous, engaging, pretty, depressing, eerie, funny, true thrill.
A cornerstone and advanced beyond its years.

Lillith made my friend melanci cum gallons

load faster you fucking esm i want to get away from doc mitchells house already

Hi no Tori is a very enjoyable japanese-exclusive scrolling platformer with a main mechanic reminiscent of Solomon's Key, but I would say it's definitely more of an action game and won't require nearly as much thought. It's VERY loosely based on the Osamu Tezuka manga of the same name, but I think they pretty much just grabbed Gaou and a couple of settings from the manga and slapped it together, because there's very little of it in the game itself. It still manages to remind me of the manga regardless, at least.

Gaou can place blocks that can be used as platforms to traverse the level and as walls to deter enemies, and are essential to progressing in this game. Doing it in midair actually places the block underneath the player, which allows for some fun speedy platforming tricks. Aside from this, Gaou can throw chisels either infront of him or straight upward, both of which come in handy, but they can't be used to hit objects that are on the ground, providing some additional incentive to make use of the blocks off of ledges and the sort. I really enjoyed the block mechanics and it made it one of my favorite famicom games to plug in for a quick run. When you get used to it, it's very fun!

One aspect that's a bit hit or miss is the game's weird structure: due to being comprised of various level loops corresponding to different time periods, it can be tricky to find the hidden passages to swap from one level loop to the other. For this reason, I recommend keeping an eye out for destructible terrain, and making (mental) notes of where places lead you to. When you actually get a feel for what route you would like to take, it can be cleared in a relatively short time frame. I suppose the exploration aspect will increase the amount of time spent when you go in blind.

The music in this game is not bad overall, but one track that particularly sticks out to me is the lovely rendition of the Hi no Tori OVA's ending tune that makes the game well worth finishing. The OVA for this particular chapter is also very good!!!! Would probably recommend it even over just playing this, although I think this game is definitely worth checking out, as well.

As a small tip: there's a means to destroy blocks or secret walls underneath the player by holding down and tapping jump 3 times on the same block, which can easily be missed when not having access to the manual.

As a game it's difficult to evaluate Yume Nikki for me, since it's purely exploration of the world and everything in it is largely up to you interpret it how you will. And I don't think it would work any other way. Keeping it abstract, vague and minimal is why it is so good.

There is a loose objective to collect all the effects and unlock the ending, but I don't think it's the ending that makes this game special. Figuring out the history of Madotsuki and the reasons for her reclusive behaviour from the surreal landscapes and events in her dreams are the essential part of the journey. Whether it's from your own theories or engaging with other peoples interpretations.

It's a haunting experience. One that's always persisted on the back of my mind - now for over a decade. Every once in a while popping back to the surface. And I can't speak this way for many other games out there - if any. The 5 star rating is really for the game, the legacy surrounding it and its fandom. Which is easily the greatest on the internet. It's amazing this mysterious indie piece from 2 decades ago has influenced some of the most beloved indie titles today!

Happy 18th anniversary Yume Nikki.

Man versus the ghosts that haunt him, venturing into the darkest depths of the cavern, the mineshaft, in a perennial search for gold - the perfection of the mental, physical and spiritual. The burden placed upon him crushes his bones from the slightest elevation, his life hanging by (or quite literally on) a thread, ready to end with the slightest input mistake at any moment's notice. He may not even know that he can use flares to temporarily take out bats and end up trapped forever in an awkward poop cycle, desperately awaiting an opportunity before his declining oxygen levels spell out his demise. He may not know, but it doesn't matter, because he is giving it his best. And that's all you can do. The NES version of this game is a trial by fire, and I wouldn't want it any other way. Will you succeed, or will you perish?

Also the cart has a cute red LED on it that glows when the game is running!

Megaman X6 is kind of an odd game and I feel like it tries to do a lot of cool things, even if not entirely successful, but my point in this review is really to illustrate why it is one of my favorite games. I've played through it a lot, often coming back for it on almost a yearly basis to give it another spin, usually playing it on "Xtreme" because I feel the extra difficulty makes the specific parts of the game I like work better than just playing it on normal.

I always viewed this game as an attempt to focus more on the exploration aspect of the franchise, and that is part of why I feel like this game has an almost "metroidvania"-like touch to it, although taking place within the basic established Megaman X structure. Every level has an alternate path to take, aside from just completing it normally, thereby making it clear that they anticipated that players would revisit levels and focus on seeking out what advantages they could. There is one deterrent in particular, but I'll get to that in a bit. The reason it reminds me of a metroidvania is moreso the parts, weapons, life upgrades and armors that you can collect and how they function in a way that enables you to access new things with the tools you have already found, whether this act of accessing is a matter of enabling it outright, or a matter of making it easier to reach. In comparison, the other Megaman X titles don't really require you to pick up anything in most cases, and can basically be beaten just going through the bosses, which is not a bad thing at all, and in some respects even commendable, but that's also why I think this game shines to me. I feel like it gives me way more reasons to use the kit I acquire, whereas in other MMX games I sometimes feel like I am just collecting things for the sake of having 100%, in this game I tend to prioritize stages to obtain specific tools I deem crucial to completing the game. I find this shift in item design is particularly apparent when looking at the first final stage of this game, Gate's Lab. The very first thing the scientist decides to bar your path with is to place a seemingly impossible to conventionally traverse spike wall in your way. And there are multiple solutions to tackling this problem, via different tools or the use of different parts, or armors. I personally really like this, because the final set of levels is also accessible extremely early in the game, thereby not requiring actually completing all the levels and leaving it to the player when they feel ready to engage, or if they are aware of certain tricks or methods to circumvent the barrier of entry.

I think the reploids/parts system helps encourage investigating every stage for tools to aid you in overcoming what the game throws at you, and this manifests especially when a certain section of a level is too tricky to get through (not to say that it isn't possible to for example pick Blaze Heatnix as your first stage). The saveable reploids in X5 seemed to me like an idea that never saw proper execution, but I think in this game they managed to make it pretty fun to try and save as many of them as you can, giving them items to reward you with. The caveat here is that they can permanently die via corruption by the nightmares, and I think this may constitute a grave offense to many. But when you just roll with it, I don't really think it's that bad. In a more arcade-like approach, this kind of thing doesn't seem like an issue, but I guess in the mindset of treating games as a one-and-done kind of activity in which 100% first time around is the expectation, it may be easy to find it annoying. In this regard, I feel like the nature of this game as a console game kind of works against what I think they were potentially aiming for, and that's a recurring problem I have with this franchise's exploration mechanics vs its identity as an action platformer. Many of the game elements seem to be laid out in a way to reward people who like to play through the game repeatedly by inviting to mix things up and try different approaches, while others lend themselves more to a progression-focused approach as is more typical with console games. Personally, I enjoy the extra stakes and have gotten pretty used to the more precariously placed reploids, although I would be lying if I didn't feel on edge when I try to save a couple of them and have ended many a run with less than 100% saved. However, none of the truly crucial reploids are usually at any risk of getting killed. A lot of them do not even have anything of value on them, but they still give the player a potential breather by granting some health and extra lives, the former of which can be particularly nice in Xtreme, as health pickups are otherwise very scarce and do not drop from random enemies. That being said, and this is the aforementioned deterrent, I actually have a bit of an issue with the extra lives, but that's mostly because of the fact that the game does not let you just exit levels anytime unless you have beaten the boss at the end of the stage. I think it would have been better to come up with an alternate method to withdraw from a level to further illustrate the more "finding tools" oriented gameplay the game seems to lend itself to, but there is the very real possibility that it was not really intended to be played like that. However, even then, Game Overs in this game are essentially meaningless, as lives are a commonplace currency and there is no real repercussion. They ultimately just get in the way of exiting levels, assuming you are stuck staring at High Max without the necessary tools to defeat him, which I would also consider a potential oversight. It feels more like a remnant of the franchise rather than something tailored to the game, but is ultimately not enough to deter me from enjoying the game.

Another noticeable evolution/offshoot of something previously found mostly in the first entry of the series, the nightmare system looks to me to be an attempt at introducing more routing variance to the game, trying to discourage players from following the most convenient route and serving as a sort of counterbalance to the player's increasing amount of power, making it a little bit trickier to route out the boss order. The first one or two levels you do will not have any nightmare effects whatsoever (it depends a bit on the sequence, and what nightmare effects you view depend on the levels you visit), therefore permitting you to get your bearings and pick up some stuff to help you weather the system kicking in. I don't really have any issues with the nightmare effects personally, and usually mostly route around the ones I struggle with based on my experiences and preferences, but I do appreciate it in terms of trying to make players alter what levels they may have picked otherwise.

If there is any main gripe I have about X6, it is probably bosses being a bit undertuned considering how strong some of the kit the players have is, with one notable exception being Infinity Mijinion, who I am particularly fond of (he has the cutest sound effects, too.) I think a lot of this is attributable to the rushed/intense development time the game had, and while it would have been nice to see how they would have balanced it given more time, gotta take what you get. There are some pretty cheesy methods and bugs you can employ to quickly delete bosses, but I think even aside from that the bosses could have been tuned up a little. The Xtreme difficulty at least mixes up the difficulty of the stages in that some of the easier stages in normal mode end up being far harder due to the increased damage taken, enemy health, placement and quantity. Having new moves for every boss in this difficulty is nice, too. I think to me, the big hurdle is in many cases the stage itself rather than the boss, and that is fine.

Story-wise, the game's unfortunate translation is in a way a charming reminder that this franchise has seemingly never been a particularly big budget endeavour as far as Capcom games go, and perhaps also kind of a blessing in that it retained the japanese voice acting over some kind of amateurish dub. There are some pretty well-known voice actors on board for X6, such as Norio Wakamoto also known from his role as Chiyo's Dad in Azumanga Daioh. In all honesty, looking at how they localized the previous two entries in the series I hardly blame them for cutting the costs and effort in this regard and do cut them some slack regarding the quality of the translation. I think it is apparent enough what the overall story is like from the cutscenes, even if there are some noticeable errors or strange miswordings that only become clearer when inspecting the japanese original text. For what it's worth, Gate as a villain is a nice departure, and I like the robots' designs having signature details like the head crystals, and I like their backstories. Alia also gets a surprising amount of characterization in her comments on the bosses you have retired, as well as featuring prominently in a bunch of cutscenes.

So, while this game is pretty flawed and a bit all over the place in terms of its balancing, I can't help but enjoy it, it really lends itself well to me as a player in particular and stands out to me from the rest of the X franchise as a result. I think the general reception this game has received from other reviewers and fans makes it pretty evident that it is far from everybody's cup of tea, but it absolutely is mine.