Before playing this, I had very little exposure to Prince of Persia. I knew it was a series of action platformers. I knew there was a bad movie adaptation of it. I remember really wanting to play Warrior Within since the cover for the Gamecube version looked super cool and edgy, but my parents wouldn't let elementary school me buy it, so I ended up playing games like Chibi-Robo and Animal Crossing instead. I played maybe 20 minutes of the Wii version of Forgotten Sands a while back. That's about it. I only ended up playing this game now because I wanted to play at least one of the older Prince of Persia titles before diving into Lost Crown. Although I do think Sands of Time has some pretty big flaws, I do want to preface this by saying I had an absolutely great time playing it. This might be the recency bias talking, but this could easily be up there with something like the original Dragon's Dogma on my list of "best 7/10 games you'll ever play". A good two thirds of the game is made up of what would now be mockingly referred to as "uncharted climbing", there's a certain deliberateness to all of your actions that still makes it enjoyable. Most of the game's challenges boil down to having to figure out how to traverse a room or outdoor area, then actually timing things like pole swings and wall jumps to make it happen. Simply having to do things like press a button to raise yourself up or drop down a ledge, or not being able to stand up on a pole you can swing on and instead having to turn around, swing, then jump against the wall in order to get to a pole directly above you are satisfying enough to keep platforming interesting. Using the dagger to rewind time mostly seemed like a gimmick to me thanks to the fast load times and incredibly generous checkpointing of the PC release, but then I got to the point near the end of the game where you have to climb a large tower without it and I realized just how nice it was to be able to undo one bad jump or something without having to go through the whole sequence again.

The combat is rather simple, though not because of the Prince's moveset. You have a basic melee combo, a block and parry, several abilities tied to the Dagger of Time, and a few acrobatic moves such as a lunge that's performed by jumping against a wall or vaulting over an enemy to attack them from behind. I do quite like how most enemies don't actually die unless you stab them with the dagger while they're down ( a pretty clear inspiration for the systems used by games like Assasin's Creed or the Arkham series where you have to confirm takedowns) and the enemy variety is nice, but there are two things that hold the combat sections back. The first is that most enemies have one attack that's always the best way to deal with them. Use the lunge against the two-sided spearmen or the big guys with swords. Vault over the female enemies with two swords and the big hammer guys. You can vary this up, especially with the parry, but it always feels like you're just drawing out encounters in order to use cool moves that are weaker than the best option. The second issue is the encounter design itself. Fights are mostly limited to open spaces and enemies come at you in groups of three or four. Kill an enemy, and another one will spawn in to take its place. Repeat this 15 or 20 times. Now I get that that's probably due to hardware limitations, but it really makes fights feel like they're artificially dragged out when you just keep cutting down enemies and exact copies of them appear out of nowhere like there's a spectral clown car just driving around the arena. I also get that the development team didn't want the game to be like 90% platforming so they needed to put more combat encounters in the game, but doing something like putting some enemies in the mostly empty hallways of the palace, or even just putting some traps in the arenas and letting you use them on the enemies could have gone a long way.

As far as presentation goes, the game holds up pretty well. The art direction and the way that the Prince grows more disheveled as the game goes on really sell it, and Yuri Lowenthal's performance is easily a high point in his career. He manages to sell the Prince as both a cocky noble seeking glory and as someone who's in way over his head and who knows it. I particularly like the narration of the Prince retelling the story of the game to Farah and the parts where you fail and he goes "No no no, I jumped over the bridge" or things like that. The music was generally fine, but there were a few standout tracks. A lot of it is a kind of mix of metal music and stereotypically Arabian music. I really wish there were more tracks that leaned into using vocals like The Tower of Dawn or Discover the Royal Chambers, though. The story itself was decent enough, but I felt like Farah as a character was pretty bland and her romance with the Prince was forced to the point that I honestly couldn't tell if she was actually into him or just seduced him to steal the dagger near the end (it seems like she only did this because he hesitated the first time they got to the hourglass, but IDK). For like half of the game I couldn't even remember her name and just thought of her as the girl who pulled switches. I do like the overall story of the Prince letting his pride get the better of him and making a terrible mistake that he then has to try and fix, though. It's very much a tragic tale in the classical sense of the word.

The PC port was surprisingly stable considering this is just a game from 2003, but I did have two issues with it. First was that the fog effects are just fucked to the point of completely covering the screen in the stuff. Thankfully the fog can just be turned off, but I don't really know how much that impacts the atmosphere of the game since I played through the whole thing without any fog. Second was that a lot of the dialogue from Farah during gameplay was super quiet, almost to the point of being unintelligible. This seemed like some kind of positional audio thing, but I can't say for sure since there were times where I could barely hear even though she was like three feet away from the Prince. It was still pretty painless for an older title, though, since I didn't have to really mess with compatibility or fan patches or any of the other tinkering that you normally have to do to make a game like this run on modern hardware. Considering I mostly played this game on a whim and got it for like $2 in a Steam sale, I'm really glad I played it. I'm looking forward to playing the other PoP games in the future, particularly Warrior Within. I want to see if it's really as edgy as the box art suggests.

Although Rondo and Symphony are both fantastic games, this is such a barebones collection that I feel like I need to dock some points from it. It's basically a title screen menu that drops you into an emulated version of the Dracula X Chronicles unlockable versions of the two games. The other two Castlevania collections are much better overall packages than this is, but it's still an easily accessible way to play these games for someone like me who's too braindead/stubborn to just emulate.

It's impressive how much the team got right on their first attempt, but there are still a few minor quirks and annoyances that make me prefer Aria to it. Mostly small things like how a lot of the platforms in the inverted castle are placed in such a way that they're barely out of reach of your double jump so you need to use the mist or bat forms to get past them, how the wolf form is kind of useless outside of running through the game's handful of straight enemy filled hallways faster, or how most of the bosses are complete pushovers when compared even to some of the tankier normal enemies. And even they were stupidly easy once I found out about the moon rod's special ability. I know that fully exploring the game didn't help this, but even then I only finished with a completion percentage of 192.6%, so there were probably a few things I missed.

The game's soundtrack is great (seriously just listen to the main theme https://youtu.be/pLC36jK8Xew?si=MQZt9bGL7HiEWqRM) but it just kind of sucks as a game. Movement is stiff, combat is pretty barebones, and there's almost no content. Now if they took the idea of a top-down Kirby and made it into something closer to a 2D Zelda game where you use different copy abilities to explore, that would be great, but it really does not work as a multiplayer focused arena brawler. Kirby Fighters already existed both as a Triple Deluxe minigame and a standalone 3DS eShop title at this point, so I really don't know why HAL decided to make this, let alone to make it a full priced cartridge release so late in the 3DS's lifespan.

Kind of cool, but it just feels like shit.

I only played like half of World Tour mode, but I still put a good 50 hours into this before I felt like putting it down. It's a damn good Street Fighter both online and solo, and doubly impressive after the lackluster release that was V at launch. None of the current DLC characters really interest me so I don't see myself playing it again anytime soon, but if they add Sakura or someone I can definitely see myself jumping back in for another 50 hours.

It's a very cute little game, but for some reason it made my PC sound like a jet engine. Only other time that's happened was when I was accidentally running Borderlands 2 at like 300 fps or something.

I'm normally not a huge fan of late 90s 3D platformers. I like Super Mario 64 a lot, but I normally think things like the Banjo games or the Crash and Spyro trilogies are just alright. Then there's Ape Escape. I love Ape Escape. This isn't a nostalgia thing since my first exposure to the game was the PS4 release of Ape Escape 2, but I still absolutely adore what the game is trying to do. I'm someone who likes controller gimmicks, so using the right stick for something other than camera control is more fun than annoying to me, and the variety of tools here coupled with the occasional vehicles meant that I was always having to think about what my hands were doing. Directional flicks for the net. Pull back and release for the slingshot. Circles for the hoop or propeller. It adds an extra layer to the gameplay of what would otherwise be a pretty standard, but charming, collectathon. The music has a kind of weird synthetic feel to it, but that fits a game where you're traveling through time to catch super smart monkeys that sometimes have guns.

I also just really like monkeys

It's fun as a side mode, but it doesn't really live up to the Octo Expansion or do enough to justify the $25 expansion pass for Splatoon 3. The enemy variety is also super disappointing considering this is a roguelike mode that needs to be beaten at least 15 times if you want to get everything out of it. I'd need to sit down and count the enemies from the other modes but it kind of felt like the base game's story had more enemy types, and even Salmon Run has all the bosses it throws at you on top of the horde, while here you just have several varieties of fish that swim at you and a handful of enemies that actually have attacks.

Side Order is a fantastic name for it, though.

Reading over my review of FFXVI before I posted this, I realized that this is by far my longest review I've written and probably ever will write (ended up being exactly 2500 words when the most I've done before is a little more than 1000) so if you're not interested in reading that, I'll sum things up with one sentence. Final Fantasy XVI had the potential to be great, but it just ended up being boring.

Final Fantasy XVI is a perfectly serviceable video game. It doesn’t feel like it was hampered by external pressures, a tight development schedule, or constant rewrites and redesigns like the mess that was FFXV was. It doesn’t suffer from any game breaking bugs, egregious performance issues, or any of the other problems that most modern AAA titles release with. It feels like a (mostly) complete product that was what the development team wanted to make. They wanted to make a “dark” Final Fantasy game that’s heavily inspired by western dark fantasy with flashy action combat. The problem is that the game they wanted to make is, as a whole, incredibly dull. I’m not the kind of person to normally whine about the casualization of video games, but FFXVI’s core gameplay is so unbelievably basic when compared not just to the character action games it’s trying to emulate, but also to Square’s own catalog of action RPGS that it feels like a clear attempt to dumb things down for a larger audience. In the last five years, Square Enix has released Trials of Mana, NEO The World Ends with You, NieR Replicant ver. 1.22, two different Star Ocean games, both Final Fantasy VII Remake and Rebirth, Stranger of Paradise, Harvestella, and Valkyrie Elysium. Dragon Quest Builders 2 as well if you want to count that as an action RPG. Go just a little further back and you have to add NieR Automata, The World Ends with You Final Remix, and Kingdom Hearts III + ReMind to that list. I have not played Valkyrie Elysium or Second Story R myself, but I have played all of the other games I listed for at least a few hours and every single one of them has a better combat system and at least a slightly more interesting plot than FFXVI. If the game was made by a different studio and pushed out as a new single player epic exclusively for the Sony Slopbox 5, then I’d probably look at it a bit more favorably when having to compare it more to games like Horizon or God of War than to NieR and TWEWY. That’s not the case, though. This is a flagship product from Square Enix. Square. Fucking. Enix. One of, if not the biggest names in RPGs and Japanese games as a whole spent years on this game and developed it alongside some absolutely fantastic titles, but somehow it ended up being overshadowed by their own back catalog and paling in comparison to its more direct inspirations.

On paper, FFXVI sounds rad as hell. You play as a guy who can turn into a giant fire monster in order to fight other people who turn into giant elemental beasts, swap between a bunch of different elemental powers, and even has a dog companion. You fight alongside characters like your childhood friend who wields both a rapier and the power of ice, a charming outlaw who smokes and can call down lightning at will, and several other less colorful companions. You’ll travel the world and destroy the very foundations of society in order to save mankind as a whole, all while fighting against an unjust system and freeing magic users who are seen as little more than monstrous tools by their own families. It’ll be a flashy action game with things like air juggling, perfect dodges and parries, and even a stagger system for larger enemies. The game definitely has potential, but it just doesn’t live up to that. Moreso on the gameplay side than the story side, so I’ll start by getting my story complaints out of the way first.

Starting with the characters, I actually like Clive as a protagonist. Yeah he’s kind of a standard brooding JRPG protagonist, but he has enough personality to keep things interesting and isn’t quite as aloof as someone like Squall or as generally disinterested as Noctis. Jill has a few decent moments, but just stands around or fights alongside Clive for most of the game. For being the main heroine, she has way less of an impact on the story than characters like Aerith, Rinoa, Yuna, and Garnet. Cid is great, though. I’m always a fan of that kind of dashing rogue character, but Cid steals the show whenever he’s around. Not only is he the driving force for almost all of the game’s first act, but his animation and voice just nail the whole devil-may-care persona he’s developed for himself while still making him come across as serious when he needs to be. Hugo Kupka is an asshole, but that makes for an effective villain so I didn’t mind it. Some of the side characters, especially the ones that populate the hideaway, are rather likeable, too. Everyone else just kind of sucks. Joshua is little more than a plot device for most of the game, serving to show up and either save Clive or dump lore on what the fuck Ultima is. Ultima himself is a pretty bland main villain, and even his mortal agents like the whole Waloed gang or Olivier are just boring. Anabella’s one-dimensional obsession with power and noble bloodlines is kind of funny, at least. The main plot itself also isn’t that bad, but it feels like the different arcs of the game (Finding the second Eikon of Fire, trying to save bearers, taking over as Cid and destroying the mothercrystals, Primogenesis, and finally the final showdown with Barnabas and Ultima) are kind of disconnected, especially everything that happened before the second timeskip. Clive pretty quickly just starts acting like he’s fine with having destroyed Phoenix Gate, killed hundreds of his own countrymen, and effectively having caused the downfall of Rosaria. As soon as Cid starts talking about how the mothercrystals are draining the aether from the world, any developments regarding the plight of the bearers is sidelined and shoehorned into side quests that are scattered throughout the game and then thrown in your face right before the ending. The same goes for most side plots such as the aether flood in Lostwing or Blackthorne’s whole character arc. Yeah they handwave this as needing to save the world itself before saving the people in it, but that’s a pretty bad excuse for dropping an entire core theme of your game in favor of leaning back on a somewhat standard FF elemental crystals and otherworldly evil plot. A lot of the Eikon fights also feel kind of shoehorned in, which is weird considering how heavily they were advertised. It’s almost like the fights were thought up first and the story was made as way to justify moving the player between them. Overall I thought it was fine, but a pretty average story overall. For a series that’s fondly remembered for its storytelling (I don’t think most FF stories are all that great, but they’re definitely a big reason as to why the series is as popular as it is) , that’s a pretty big failure.

If the gameplay was great, then it could make up for a kind of dull story, but sadly it isn’t. Clive is limited to a single sword combo, a few special attacks (a stinger, a charged attack, an air combo, and the ability to press triangle to shoot an incredibly weak magic shot at the enemy or to add little magic flourishes to your normal sword combo), using the d-pad to make Torgal attack an enemy, and his Eikonic abilities. He also gets a limit break which basically functions like a DT/transformation in other action games that changes your combo into an unintelligible mess of swirling sword strikes without making it feel that much stronger. You can equip up to three of these at once, and outside of changing the element of your magic (this never seems to matter but maybe there are a few enemies with actual weaknesses), they give you access to different special attacks on a cooldown timer and a different ability mapped to O. These range from basic things like Titan’s block/parry or Phoenix’s pseudo-teleport dash to some things that are actually kind of neat like Bahamut’s Megaflare that’s charged up by dodging attacks while stuck in a mostly-defenseless charge mode or how using Odin’s ability completely changes Clive’s combo (every Eikon should have done this IMO). You can also equip up to two special attacks on each Eikon, and even mix and match them once they’re mastered. They can kind of change the way you play, but the combat’s core flow never changes. For small enemies, you just wail on them with your basic combo and Eikonic abilities, and with big enemies you just chip away at their stagger bar until they get knocked down, then you cycle through all of your abilities on cooldown for the damage multiplier. There are no branching combo paths, no changes to Clive’s basic move set with different eikons, or even different weapon types, and there are really only three kinds of Eikonic abilities: ones that are attacks, ones that are counters, and ones that add a passive source of damage. Yeah things like Rising Flames and Upheaval may seem different, but the only reason you’ll ever choose one over the other is because one is on cooldown. Since the overwhelming majority of your damage comes from the stagger window where you can build up a damage multiplier, the fastest way to beat an enemy is to stagger it and then just use all of your Eikonic abilities in order, assuming they aren’t on cooldown. This becomes even more apparent if you decide to use the “ultimate” abilities for each Eikon like Flames of Rebirth or Gigaflare that have significantly longer cooldowns than the normal abilities. Because of these things, every encounter plays out exactly the same, regardless of what enemy you’re fighting. You can’t even really mess around with different moves or try to fight more stylishly. The only real change between normal fights and boss fights is that bosses have some QTEs scattered between them and get interrupted by cutscenes three or four times per fight. I have no problem with the skill floor being low in a game like this, but when every single fight is so similar and the skill ceiling is just about as low as the floor is, it makes for a boring experience. Eikon battles are a little more interesting since Ifrit actually has different combo finishers depending on how far into the base combo you are when you press triangle, but that mostly begs the question of why Clive couldn’t also have more than one way to end a combo. The combat would have been tolerable in a 10-15 hour game, but since a playthrough of XVI can take well over 60 hours if you decide to do most of the lackluster side content like I did, it’s nowhere near deep enough. Since there are also only the absolute basics of an RPG system underlying it, there’s not much of a wider reason to fight enemies other than because you find it fun.

One Eikon fight comes close to redeeming this game, however. A little after the halfway point, Clive fights Hugo Kupka, Titan’s Dominant. Kupka has been on a five-year long crusade against Clive since Clive killed his manipulative lover/one true love Benedikta Harman. Clive wins the first fight by cutting off Hugo’s hands, only to be interrupted by soldiers from the kingdom of Waloed before he can finish the job. They take Kupka back to his home and give him a pair of iron hands. This is an excuse to stretch out the Kupka arc of the game, move the actual fight with Titan from Rosalith to the middle of nowhere in Dhalmekia, and to have a scene where Kupka struggles to eat with his hands and throws a temper tantrum while yelling fuck. When Clive finally arrives, he finds Kupka having a schizophrenic episode where the naked ghost of Benedikta is convincing him to use the power of the mothercrystal to finally kill Clive. A pretty standard fight between Titan and Ifrit ensues, but when Ifrit is about to win, Titan finds and promptly eats the magical crack rock that is the heart of the mothercrystal. Turning into a giant tentacled monstrosity, Titan erupts from the earth and this theme starts playing.
https://youtu.be/7L_6atLQouc?si=g40adyLy3WVG776G
It is important to note that almost every track in the game up this point has been pretty standard fantasy fare (a few songs like the hideaway themes are actually quite nice but most of it is kind of forgettable, especially compared to other FF soundtracks). A fight ensues between Ifrit and the newly born Titan Lost that involves Ifrit running up the tentacles like a Sonic the Hedgehog boss fight, ripping one of them off, and plunging it into Titan Lost from above while yelling “Heads up, Hugo” The fight continues with Hugo now back in his normal Titan form and Clive/Ifrit using the power of the magical crack rock to create a pair of giant hands that he uses for a grand total of one attack. It’s pure chuuni nonsense, and it’s great. The fight isn’t particularly good, but the spectacle and sheer stupidity of it all makes it an absolute joy to play through. The fight with Bahamut comes close, as Clive and Joshua end up fusing to make a super Eikon of Fire that’s just Ifrit with some more spikes and some feathers coming off of him, then they chase Bahamut into space and stop it from using Zettaflare (made famous by Donald Duck during his heroic act of self-sacrifice in Kingdom Hearts III) and destroying the planet.

FFXVI could have benefited so much from having more of that stupidity in it, or otherwise embracing the goofier side of the series. It alco could have just been more fun to play, but considering this was made by the director of an MMO I don’t think that was ever really on the table. As it is now, the game is mostly just dull, and the story isn’t nearly good enough to make it worth sitting through. It’s much more competently made than the absolute mess that was FFXV, but that’s a particularly low bar to pass. It’s not comically shitty, but that also means it’s not the kind of trainwreck that’s interesting to play through. I feel like I SHOULD give this a 2.5/5 just to be consistent since I gave XV a 2 and XVI is definitely a better game, but I think I actually enjoy XV more than this despite its laundry list of flaws so they get the same score. There are other things like how the game makes you hold R2 to open a bunch of doors or how Clive is never shown to use any abilities other than Ifrit’s/Phoenix’s outside of gameplay until the final boss, or how the Ultima Prime fight is just a cutscene with some QTEs thrown in that I could say, but I feel like I’ve complained enough to get my point across.

I do really like how you hear Torgal from the speaker on the Dualsense whenever you pet him, though.

It seems like a decent enough translation of Touhou gameplay into a twin-stick shooter, but the levels and encounters aren't quite interesting enough to justify being structured exactly like a shmup (one life for each of your three characters and a few continues to get through the whole game). There also seems to be a way to save your game which might make things feel better, but I can't figure it out since the game is exclusively in simplified Chinese. I'm not complaining since I got it in a bundle with some other fangames that actually have English translations including this game's very promising sequel, but I figured I should at least write about it a little bit. One of these days I might try and actually finish it, but considering how much other stuff I have to play, I doubt that will be any time soon.

I definitely wish there was a bit more to do in Kitakami, but I really liked how it felt more like an actual place than the giant theme park that is Paldea. The story was pretty decent, but that's not surprising considering how Scarlet and Violet had surprisingly solid character writing. Carmine and Kieran were cool characters, but I can't really elaborate on them further since I haven't played Indigo Disc yet. I'm also surprised by how much I like Ogerpon. It's such a cute design and its little cloak/hoodie changing color with each mask is a nice touch.

It's fun for like 20 minutes, but the game just feels kind of empty after that. There are a few things that I actually like, like how you need to confirm a kill by ramming into them, building up cover with foam, or the 2D art for most of the characters, but that's really it. It's a pretty basic hero shooter that "borrowed" a few of Splatoon's mechanics without really understanding how they work. All the characters have these really big shots with a large spread, which makes sense for spreading foam over the ground, but since foam basically doesn't matter outside of moving slightly faster, covering enemy foam with your own is nowhere near as important as inking over your enemy's turf in Splatoon is. The same goes for the foam boards which replace squid mode, as they basically just let you move a little faster than normal but don't come with any of the other bonuses of squid mode like camouflage or ammo recovery. As far as modes go, there's a basic team death match that kind of reminds me of Kid Icarus Uprising's multiplayer in the sense that you whittle down the enemy team until a marked player appears, a standard payload mode, and a really basic horde mode that feels more like a tower defense game in terms of enemy distribution than a real horde kind of thing (there might be more but the second mode cycles just like Splatoon's ranked modes and I'm not playing any more of this to see if there are any more modes.The game also only has a total of eight characters, one of which is locked behind the paid battle pass in a paid game (yeah it's free on PS+ this month but after that it'll be $30.)

Also the game's cosmetic shop just prices everything with real money. Normally there's at least some level of abstraction in games like this, even if it's just needing to use proprietary fun bux instead of your local currency. That's the kind of egregious business decision I've come to expect both from Square and from this kind of perpetually online live service shooter, but it's still really funny to see them be upfront about asking $10.99 for a recolor of one of these generic characters and up to $45 for one of the "premium" skin bundles.

Like The First Soldier, this game probably won't even last a year.

I played as Rin for one match and all I remember is how her legs stretched out like she was Dhalsim or something whenever she kicked. Other than that, it seemed like a neat enough anime fighter.

I played this for like 10 minutes with a friend at MAGfest and he couldn't stop "accidentally" shooting the friendly NPCs. I guess he just really doesn't like the feds.