5906 Reviews liked by MobileSpider


I think my brain has a problem.

Everytime I think about this game or say it's name outloud I always misread the name as "Backshot Roulette" instead of it's real name. It started off as a joke one of my friends said and now it's the just the name of the game in my mind, it's gotten so bad that now most of my friend group also just call it Backshot Roulette and now I think one of my friends wants to fuck the Dealer! please send help I think me and my friend group have been infected by the woke mind virus!!!!

Oh yeah umm game really fun, love the visual aesthetic and the Dealer has the perfect blend of charming and creepy that you'd want from a game like this. Overall really solid and great all around.

Watching in abject horror as the Professor - who is a college educated man - climbs several tetrominoes to wedge his greasy little body between an L piece and a descending ceiling of spikes. He's dead! The Professor is dead and I couldn't stop it!!

Those who know me outside of this site understand how much I love Tetris, because I've subjected all of them to an absolute throttling in Tetris Battle Gaiden at least once. We simply can't be friends until I've copied a well full of blown apart junk, faxed it to you, and established Total Tetris Domination. Recounting my ill-deeds may not be enough to convince anyone passing by this review of my qualifications, but those of you who've been placed under the heel of Ninja Kid will hopefully trust me when I say Tetris Plus is kind of a crummy game.

Tetris Plus' main attraction is its puzzle mode, which presents the player with partially filled well that must be cleared so the Professor can escape. The Professor is under constant threat of a collapsing ceiling that progressively restricts the play space, and seeing as he has a tendency to climb blocks in front of him, the player needs to be mindful of how high up they're building their tetromino to ensure he doesn't get crushed while factoring what pieces are needed to open a path to the bottom of the well.

Despite being billed as a puzzle mode, the random nature of tetromino drops makes it more of a scramble to do the best with what you have, which I could deal with if not for the fact that Tetris Plus leans towards the GameBoy end of the spectrum and frequently puts the player into block droughts. You can't hold pieces either, so you might find yourself stuck stacking tetrominoes straight up to burn pieces and hoping to hell the Professor doesn't shimmy up them towards oblivion. Basic tetromino movement and spinning also feels clunky, and feedback when connecting pieces and clearing lines is just a little too limp to be satisfying.

Sure, the basic Tetris mode is perfectly serviceable, but there's so many better Tetris games out there that I see little reason to pick up Tetris Plus unless you want to dive into its more unique features, which I feel are poorly executed. If someone tells you that you should play Tetris Plus, watch out, it's probably the Professor and he wants to die.

A decent game with a great retro futurist aesthetic that has never really clicked with me. I've gotten roughly halfway through this 3 times now before getting bored and dropping it, which always surprises me because I love nearly all of the mainline entries that precede this.

Demon loyalty sounds good on paper as it helps personify your demons a bit but I'm generally not a fan of how it actually plays out during battles, especially when combined with the clunky row system which further limits your demon's actions; it ends up just making battles feel needlessly elongated and tedious compared to earlier games in the series. The story is serviceable, if not a little bland, though I'm sure it felt more original back when it was released. I also don't really understand the common love for Nemissa (outside of her cool character design) as I genuinely find it a little off-putting how often she forces Hitomi into uncomfortable situations which the game then plays off as a gag.

Back on my bullshit again, it seems...

I have a kinda weird relationship with this game. I love it a lot, but I consider it to be a weaker entry in the series. I just have tons of little issues. The huge amount of tutorials, the annoying roadblocks, the fact that there's almost too many moves you can do. Just lots of minor annoyances. Doesn't help that this was my first time playing a THPS game on the GameCube, which that d-pad was not made for games like this.

But... despite all that, I really love the Ethos of this game. It almost feels like the most Authentically Punk game in the series! Yes, some of the crude 2000s humor is an eyeroll, but the rags-to-riches story is really endearing with some fun characters and plays around with the history of the sport in an interesting way. Plus, it's still a Tony Hawk game! It's tons of fun! These levels are top notch. Sure it's not a true open world, but I respect the ambition a ton.

Overall, it's hard for me not to love a game in this series. The only Neversoft one I don't love is Proving Ground. So even a weaker Tony Hawk game still fucking rules.

Yeah, it's good. I love the characters and the little world it builds for itself. There's a very somber yet comforting feel to it all, especially the Refuge, my favorite part of the game. I also found that it handles its metanarrative elements with much more tact and grace than other similar indie games of the time, such as, say, Stanley Parable with its pompousness, or DDLC with its banality and overall shit quality. I'm glad to find something that gets these things right every once in a while, at least in my own eyes.

Knocked this out in roughly 5 hours total while waiting for my Twitter account to get unlocked. Not a long game at all, would definitely recommend giving it a try, especially for fans of other RPG Maker titles.

At the end of the day the real PS1 mascot was never Crash, Spyro, Klonoa or PaRappa... its the parachuting kiwi bird from Jumping Flash 2.

I'm in love with the way EO leverages the DS to digitize manual mapping. absolutely wonderful, beautiful stuff that captures the spirit of the genre a billion million zillion times better than any automap ever could. in a perfect world this would've heralded imitative ports of every drpg under the sun, and all of them would've been strong contenders for the best versions by default. unfortunately we live in the eternal piss and shit dimension so I'm doomed to pout about the missed opportunity for the rest of my life

as for the rest: game's like one of those images where either you see the old crone or the smokin hot babe; the lamp or the smoking hot babe; the white and gold dress or the smokin hot babe. you know?

from what I gather if you're coming at it from an EO perspective this thing feels like it was coded straight into zhoukoudian limestone by the peking man. folks act like it's the dustiest, crustiest, most satanic verses ass antipathetic crawler ever made. they're out here throwing blankets over their ds at night like a furby to stop it from talking backwards and shit

but if you're coming at it from a broader drpg ("blobbers" if ya nasty) perspective it's almost the complete opposite: decidedly modern, breezy, and accommodating; its push toward transparency, telegraphs, and convenience at odds with the core tension loop pre-bradley wizardry clones fundamentally rely on

I fall into the second category and found most of this to be pretty dry. by the time I hit the 5th Stratum I was approaching vegetative status, zoning out and mashing A with one hand while reading scandalous celebrity gossip on my phone in the other. hovering out of body, well above the dungeon rather than being subsumed by it; existing outside of stress, anxiety, and uneasy decision making. EO just doesn't got the stomach to wrench your guts around, put you on the perpetual backstep, or fill the role of derelict steward the way the most successful clones do

which is fine! I like most of the experimentation here in isolation; there's a dialogue happening that's a lot more interesting than reheating 1980-1988 endlessly. the deterministic angle opens up a lot of unique design avenues; character building could easily swerve toward embracing shortform tactics over longform attrition; and moments like B20F show that FOEs can be more than softball fodder goin woop woop woop in a 3x3 grid. there's a lot to be excited about, it just needs to be contextualized in ways that flatter rather than compromise

more than anything EO needs to stop being uncomfortable in borrowed skin and start being comfortable in its own. no reason to be another mediocre wizardry when it could be a great etrian odyssey 🌈 ⭐❤️

Conman’s Last Hunt
Entry 8

The act of hitting enemies is so simplistic and unsatisfying that it might as well auto attack like it’s an mmo. This has the art of Ultimate Spider-Man, but it lacks its significantly more satisfying player control. It also lacks Venom.

The inclusion of a playable Green Goblin makes sense, as it’s a prequel to a game where you zip/crawl as Spider-Man and then wreck shop as big boy Venom. Unfortunately his Ultimate design is stupid and ugly and his gameplay is bad.

Spider-Man himself doesn’t fare much better, as the enemies and obstacles have ridiculous hitboxes; every enemy is Donatello from the NES Ninja Turtles game. Even fire can hurt you by proximity, which I guess is realistic but that’s a generous stretch. Frustrating in an uninteresting way.

Not a very fun videogame.

Ever play Metal slug and think to yourself "That was great and all but it really needs 100% more dolphin". Well boy do I have the game for you!

Evidently some former Metal Slug developers had the same thought when making this run and gun for Sammy Corporation in the early 2000s. Initially only released in arcades on Sammy's Atmoiswave arcade boards but later ported to Dreamcast by fans a few years ago to allow more people to experience it. Though adding in it's own unique ideas Dolphin Blue is such a close representation of Metal Slug you would think it was actually a spin off by SNK themselves. The military uniforms, guns and even the sound effects in places sound like they are just samples taken from it's influential forebear.

You get two characters to potentially play as, Erio an Arms Dealer and Anne a soldier. Regardless of who you play as in this adventure you will shoot through hordes of soldiers as they kidnap the Kingdom's Princess as the main premise. The most striking thing about Dolphin Blue are the visuals. It uses a mixture of chunky 3D backgrounds with 2D sprite characters and it's a gorgeous mix. Whilst the sprite work isn't the best I have seen of that era the colours and contrast with it's backgrounds make the game a real looker to play through. There is a lot going on at any one time with a lot of action and enemies on screen. A lot of the humour of the Metal Slug games is present such as scuba diver enemies suits inflating up when damaged and soldiers dangling precariously off of runaway trains in a very comic fashion. The levels themselves are pretty memorable with flooded mines, battleships, airships in a 1940's style diesel punk aesthetic.

There are only 5 levels but there only needs to be because this game is bloody hard. There are 3 types of gameplay in it's hour or so runtime though all three are run and gun type of foot, swimming or dolphin riding. Each have the same principle of shooting enemies, stabbing them if they get close whilst picking up some weapon power ups like Vulcans, missiles or firecracker grenades. These weapons have limited ammo and though frequent aren't always frequent enough and your base rifle can barely kill basic enemies but little else. Aside from that you also get a special attack that has a charge bar I was calling the RPG in my head (Rocket Porpoise Grenade) where your Dolphin flies forward doing a strong homing attack or on land you do a more powerful shot.

Now where the game gets hard is in both it's design and execution. On land your character feels stiff to control and shuffles rather than walks with no way to speed up. You can only shoot in 4 way directions despite some encounters clearly needing 8-way which I found extremely vexing often leaving me in no win unavoidable situations. The enemies will come in force from all angles leaving deaths often unavoidable and without the abilities to really deal with them except learning the game and the later levels are utterly brutal. The other modes are a lot more fluid for both underwater sections feeling more like a shoot 'em up and the dolphin Riding sequences which are a genuine blast to speed though. Even then though you can't fire backwards sometimes leaving you open to attack from the enemy encounters which was also a small annoyance. If it wasn't for the Dreamcast port I would never have beaten this as it has infinite continues and in places I just died endlessly.

I guess overall no matter how I look at it this is a good looking fun game that's a bit weird but there isn't a lot here that I don't think to myself Metal Slug already did and better. Certainly worth a playthrough for run and gun fans or people that like playing obscure retro games like me but it's not quite the hidden gem I was hoping.

+ Dolphins!
+ Great visual style and colours, striking looking game.
+ Dolphin riding!

- Too hard for me in the latter half.
- Stiff characters on land and no 8-way directional shooting. Really?

I finally did muster through Super Mario Sunshine after about three and a half years of leaving it on the backburner, and I must say I still don't get it. It's not all bad but it's like, not very fun to me at all. I found its best moments to be pretty decent, and put up against Super Mario 64 and Super Mario Galaxy I don't really think it stands a chance in most if not all fields. I did not gel with the aesthetic, controls, or level design nearly as much as in either of them.

The biggest thing that irks me about Sunshine, though, is it doesn't feel as open as it lets on. You can beat the game with a minimum of 50 shines (I completed it with 53), but rather than a basic threshold to close off the final level, like how you can get any 70 stars in 64 to reach the end, you are required to do all the first seven missions of each level. In order, too. You can't go out of order like you can in 64, you have to do mission 1, then mission 2, etc. This works fine in Galaxy because the level design reflects it better, it's already more linear to begin with in its design and progression. Sunshine's level design does not reflect its linearity, it presents itself as a lot more open and implies a lot more freedom than you're actually provided. The end result takes away the feeling of free exploration, and it begins to feel more like crossing off a checklist than finding things yourself and reaping the rewards for doing so. Some of these required missions are frankly quite awful as well. A few of the bosses (Petey Piranha 2, Manta) are super tedious and slow, and some other missions littered around are bordering on unacceptable. I could not locate any enjoyment to be found in the "chuckster" mission, for example, and there's just no way to get around it without enduring it. If you have a star in 64 you really hate, chances are you can just work around it, but such is not the case this time.

I figure you can warm up to this with enough playthroughs, but the first is deeply unsatisfying and unrewarding. A competently made and designed game for the most part, but mundane and unenjoyable especially in comparison to the high points surrounding it in the series. Why would I want to play it some more in order to warm up to it if the first playthrough was so consistently rough? I dunno, man. It just doesn't really make sense to me. I really see now why this seems to be the most divisive of the 3D Mario entries, and try as I might to enjoy myself during its runtime, I can't seem to do so often enough to really call it something I like as an overall experience. I'm just glad I at least have it off my back now.

Go ahead and destroy the financial district, Godzilla.
MAKE THE PEOPLE HAPPY!

Was jokingly told to play this and didn't actually expect to go all the way through but here we are. It's kind of bad and sauceless in the visual department, but surprisingly addicting and a thoroughly solid time.

We were also having a pretty big laugh about the similarities between this track and a seemingly unrelated song by A Tribe Called Quest. Incredible how those two line up.

Final Fantasy Origins is an impressive little collection that bundles the Wonderswan remakes of Final Fantasy I & II for the PlayStation, with a slew of quality-of-life improvements that make Final Fantasy's earliest entries more accessible to new audiences without cheapening their "old school" difficulty. About the only impressive thing Final Fantasy Chronicles does is introduce intrusive load times and slowdown to Super Nintendo games in the year 2001 and with the full space of dedicated CDs at Square's disposal. Astonishing.

I'm sure there's worse ways to play these games. I know my ears wouldn't be able to tolerate a full playthrough of Final Fantasy IV for the Game Boy Advance, at least, but Chronicles is still less than ideal. I didn't tear into the technical aspects of the game in my review of FFIV, but the amount of slowdown here is agonizing. Scroll through your inventory mid-battle and watch it tick by like molasses slowly pouring from the tap. I also encountered a somewhat frequent bug where Rydia's summons would appear for a couple of frames and then vanish, taking any ensuing effects or damage along with them. Granted, I have no (contemporary) frame of reference to say whether these problems are unique to Chronicles or simply part of the FFIV experience, but it definitely hampers the experience of playing this release regardless.

Chrono Trigger is a game I don't currently have the motivation to sit down and fully replay, but I did mess around in it for a while just to get a sense of what the Chronicles edition was like. Bad, it turns out! The load times are so disruptive to the pace of the game that I can't see myself bearing it for a full play in the same way I can FFIV. You do at least get a nicely animated FMV intro, but hear me out: you can just watch that on YouTube before starting an ill-gotten SNES ROM up in your emulator of choice.

Final Fantasy IV also gets an FMV intro, but uhh... uhhhhhh.... Square was respected for the quality of their CGI cutscenes during the PlayStation era, so what happened here? Was all their money tied up with Spirits Within?

There are simply better ways to play these games, and the only real value I see in Chronicles today is if you're trying to fill out a PlayStation 1 collection and are still in the "I don't want to spend a lot on old games" phase of what is sure to be a mounting problem that will ultimately lead you to financial ruin, like it has me. It starts with this and then the next thing you know you're eyeballing copies of Ehrgeiz and Xenogears and contemplating taking out a loan. I'm writing this review on a Chromebook from the back of my 2003 Toyota Avalon, which I live out of now because i bought too many video games, please donate to my patreon i need to eat i promise i won't spend it on Suikoden II thats not who i am anymore i've changed!!

It's fine.

When folks decry Super for being a blasphemous take on the tried-and-true formula of Classicvania with it's eight-directional whipping, they're absolutely justified in their thought. It takes away the strategical element that made us love the thinking person's aspect behind the careful movement. An entire sub-system becomes a complete afterthought, with them only being convenient at hyper-specific instances rather than something that was there to truly compliment our whipping prowess to help with entire courses and encounters. Taking a death becomes less threatening as losing a sub-weapon essentially turns into a very minor slap on the wrist at worst, as an empty sub-weapon box may as well had been what it felt like the entire time we had been playing.

It's an ordeal that can't be simply ignored in a self-imposed challenge like the charged mega buster in every NES era Mega Man past the third game, and you're left with Simon being able to skillfully twirl his whip better than any other Belmont before or after him. Perhaps Simon was always meant to be presented as the most headstrong and bullish of the family? Characterization through mechanics? It remains to be seen if that was the intent, or if it was supposed to be an "evolution". An evolution that no doubt would've made this entry an even bigger target of contempt, especially if the stage design would continue to fail to compliment the new system beyond smattering a few bats flying down from odd angles, and if we could still easily thwart Axe Armors from below the floor they're standing on. Luckily for all of us however, this would be the only time such a new take would be used, and instead of being a deplorable turning point for the series, it is in fact unique and now it's own experience.

A retelling of the original that shows Simon's entire journey from beyond Devil's Castle, braving the horrors that crept from the onset of the horrid manifestation of Dracula's power within what was once a peaceful forest accompanied by strings of a violin within a purple and grey console. A walk through the caves with beautiful woodwind arrangements, and mesmerizing illusions brought upon by the seventh mode conjured by unknown forces presumably under the control of the dark lord himself. The approach to familiar scenery from the beginning of our original story of the legendary quest partnered by intimidating percussion for nightmares to come. We make our way through the retold portions of Simon's tale, and upon completion hear echoes of our past one last time before we must move on to beginnings of a new generation. The slow haunting keys of an organ cue the entry of Dracula to the main stage. Simon's Theme of which signaled the entrance of the hero at the very start, returns once again at the final moment the Count is nearing his defeat to build the audience's tension to the epic conclusion of the adventure. The orchestra plays to the agonizing death of the villain, and rings in daylight's victory over the darkness.

The fabled saga, retold and reimagined with added flare of chilling drama and suspense. Not to replace the original, but to remember it through a more cinematic lens. Forever immortal.

After sinking more than a hundred hours into Rebirth, I know the last thing I should do is try to bite off more Final Fantasy. I've already had too much, I'm bloated on chocobos and moogles and nearly ready to burst, and yet I've been eyeballing Final Fantasy IV and thinking "I can handle it." Comparatively speaking, 23 hours of gameplay is light, downright brisk. Rebirth's after dinner mint... Why shouldn't I indulge?

Well, back-to-back negative reviews from mutuals - both of which abandoned the game - should be reason enough for me to pass, at least for the time being.

It's so over.

Or is it? I'm Weatherby, when have I ever listened to anyone about how bad a game might be? Especially for a game I already paid my money for. The cellophane on this unopened Final Fantasy Chronicles is coming off, baby!

We're so back!

It's probably worth pointing out up front that by going with the Chronicles version of the game, I am effectively playing the real Final Fantasy IV, which originally released stateside on the SNES as a port of Japan's easy mode. For babies. I'm not a baby, how hard can this version of the game be?

Turns out very, at least in fits and bursts. Final Fantasy IV is a very inconsistent game in a lot of ways, and I think a lot of this inconsistency is born from the unique space it occupies in the overarching trajectory of the franchise. The SNES allowed Square to do so much more than what they previously accomplished with the NES trilogy, especially in regard to story, but a lot of FFIV's mechanical features feel as though the game has one foot firmly rooted a generation behind. Things like a highly restrictive inventory is just unnecessary thanks to the SNES' expanded memory space, and the encounter rate is just as bonkers as it was on the NES, sometimes sending you from one daunting battle to the next with only a mere tile separating them.

Guest characters, something Final Fantasy II leaned on with its rotating fourth party slot, are commonplace in the early half of FFIV, and a some of them feel more like a hindrance, resulting in a lot of stretches where you need to nanny idiots like Edward, who has no useful abilities, low health, and straight up runs off screen when you try to heal him up. Likewise, you'll occasionally be gifted with guest characters that are too good, creating this pendulum swing of the game being "too annoying" and "too easy."

This combination of antiquated design elements and inconsistent party composition makes the early game a drag, and it's no wonder I ditched the GBA version around Mt. Ordeals back when I originally played it in 2005.

It's so over.

Final Fantasy IV's story also struggles in the early half of the game and spends a bit too long meandering around. It is interesting to play this right off the heels of Final Fantasy III as both games feature numerous character sacrifices, though the greater scope of FFIV means you'll get to spend more time with them rather than coming upon each character briefly before they like, chuck themselves into a furnace or whatever. Each death feels meaningful, which is why it's a bit upsetting that FFIV walks back most of them, sheepishly shrugging and going "I don't know, they lived I guess."

Thankfully, both the story and gameplay eventually find their focus, and once FFIV dials things in, I found that I was starting to have a really good time with the game. Turns out a stable party of well-rounded characters who share a clear and common goal is just what you need to get me invested, even if it may not address every single problem I had with the game up to that point.

By the time the party awakens the Lunar Whale and takes a trip up to the god damned moon, I was fully in it, and I loved the way the game handles the reveal of its true antagonist, Zeromus, who is less a singular consciousness driven by focused malice and more representative of the game's greater themes concerning good and evil, its presence in all men, and the cyclical nature of war and peace. I am a noted Necron defender, so the idea that the party has to do battle with something more representative of a thought or manifestation of man's own nature is my kind of thing.

Also, he's got a sick battle theme.

We're so back

Unfortunately, actually fighting Zeromus is another matter entirely. I thought the Cloud of Darkness was a motherfucker, but this might be the most I've struggled with a final boss in any Final Fantasy game. Apparently this guy can cast Meteo, Holy, Bio, AND Flare, but you'd never know it because he spends 90% of the fight spamming Big Bang over and over again. The solution here is to let Rydia stay dead as all of her spells will result in an immediate counterattack that operates separately from the fixed timer that dictates Big Bang. This also buys you better healing as Rosa only has to split Curaja between four characters instead of five. At the 11th hour, Final Fantasy IV deigned it necessary to saddle me with more dead weight, and the constant run back through several floors with high encounter rates and ~ten minutes of mashing through mandatory dialog is a steep price for failure, which unfortunately sucked a lot of the wind out from Final Fantasy IV's ending.

it's so over. literally, i am done playing this video game

Rating games in a series can be a little tricky, but I think I've more or less settled on a curve when it comes to Final Fantasy. I gave the original game a 3.5/5, which seems a bit high when you consider how approachable, engaging, and bombastic later titles are. All qualities I would assign to FFIV even if I think it spends a little too much time playing around in the protoplasmic puddle left behind by the previous three entries. That's why it's simultaneously the easiest of these four for me to sit down with, yet it's also a 3/5.

Maybe one day I'll check out the SNES version. I am genuinely curious if the easier difficulty curve results in a more evenly paced game, or if it simply makes combat dull and predictable.

Anyway, the next game has a protagonist name Butz. We're so back.