2400 Reviews liked by Moister


Joshua Graham one of the best characters in game.
Zion is beautiful, but but there's nothing to exploring.
Tribes just okay.
P.S. Find out all notes of Survivalist. Story really touching and better than plot of DLC

One of those amazing games you can't recommend to everyone. Not even in a pompous way--it took me a bit to force myself to get through the hurdle of exploring and understanding the game, but once I did I enjoyed it very much.

I unironically love this game. It's so unapologetic in its schizophrenic and chaotic attitude.

My "comfort game" as in I would fall asleep to people playing this game, don't even ask me why.

This is a classic if you haven't played it yet idk what to tell you....QUIT YOUR JOB AND SIT DOWN AND PLAY THIS NONSTOP UNTIL YOU FINISH IT.

This review contains spoilers

Sinceramente, me gusto más que el IV original. Su concepción, fue para crear una obra que aprovechara la base del juego anterior, para pulir, corregir fallos y refinar la formula. Expande el sistema de afinidades, haciendo que no sea la mejor idea enseñarle cualquier tipo de skill a un demonio sino es afín a esta, ya que no será muy efectiva y gastaría más MP (y gestionar esto último, será muy importante durante el viaje). Los compañeros fueron mejorados, y ahora si que podemos elegir quien será nuestro soporte antes de cada batalla, convirtiéndolo en un elemento estratégico crucial para las BossFight. El Smirk también fue refinado, no esta tan roto como en el IV, pero de alguna forma se las ingeniaron para que sea más controlable y contrarrestable, volviéndolo un elemento clave, pero no tan determinante como en el juego anterior. Jugando en la dificultad WAR, es donde más se podrá apreciar la profundidad y el refinamiento de este sistema de combate con sus múltiples opciones que pone a disposición. Oh Yeah! el Press Turn system alcanza su PEAK en esta entrega.

El juego parte durante la recta final de la ruta neutral del IV. Controlamos a un niño cazador del montón, que es asesinado, revivido y manipulado para dejar la mansa cagada en Tokyo, alterando el curso de la historia. Por eso, mas que una secuela, IVA seria un “What if?” del IV. Al progresar en la trama, notaras como el conflicto crece en escala cada vez más, notas como poco a poco vas ganando renombre y creciendo como cazador profesional, y sientes que de verdad te estas ganando ese reconocimiento y el mérito para ser el héroe de esta historia.

Hablemos de cosas cursis: El poder de la amistad, Que resume uno de los mensajes del juego. Los vínculos con los compañeros están integrados a nivel narrativo y jugable, podemos salir a delante gracias a nuestros compañeros y también nos pueden jugar una mala pasada. Mensaje que se refuerza en el gameplay, por ejemplo; con lo imponente que trata de ser Gaston al atacar sin permiso usando nuestros turnos, o lo inútil que resulta ser Asahi, ya que sus demonios a veces no le hacen caso y nos puede dejar vendidos sin curación. Me gusta que los personajes estén caracterizados de esa forma, pero me hubiera gustado mas que la conclusión y el desarrollo de estos, estuviera mejor escrito: Tenían la idea a mano y la desaprovecharon yéndose por lo fácil, ya que, a la hora de la verdad, el juego se acobarda y no profundiza en los conflictos significativos de cada personaje. ¿Para qué trabajar en sanar la relación entre Gaston y Navarre? Si en el primer momento en el que ambos interactúan, lo mejor es hacer chistes, con el recurso cómico del team. ¿Para qué explorar en lo que significó para Toki dejar el Ring of Gaea y buscar su nueva “determinación”? Si podemos hacer chistes incomodísimos de triángulo amoroso con Asahi y Nanashi. Al final nos quedamos con personajes muy desaprovechados y no porque sean inferiores a los protagonistas del IV. Porque de base ya son los secundarios de esta historia, que de alguna forma, juntos tratan de ser fuertes y ganarse su lugar en el mundo.

Por otro lado, tenemos la opción de la individualidad, siguiendo la ruta de Dagda. La cual ve a la amistad y los vínculos como un lastre para el desarrollo personal. El juego da indicios de que esta será una ruta, pero dentro de la trama, no se desarrollo mas que con uno que otro comentario puntual de Dagda y en momentos muy puntuales en la jugabilidad (como los de Gaston y Asahi que mencione antes). El juego no se molesta mucho en presentar las opciones de ruta para el cuestionamiento del jugador, a menos que desarrolles un fastidio propio contra estos personajes. Lo que cuesta explicar, es ¿Cómo chucha no se les ocurrió hacer una ruta de Krishna? Pusieron la opción de elegir a Lucifer y/o a Merkabah, los cuales casi ni tenían interacción con nosotros, y que ni pintan como opciones viables al conflicto del juego. Dudo que algún jugador haya siquiera considerado el despropósito de unirse a ellos en su primera partida.

Pasando a otros temas, IVA hace la misma mierda que su predecesor, de permitirte resucitar justo donde te mueres, solo que con una cutscene menos latera y en parte, justificado por los poderes de nuestro sponsor: Dagda. Aunque en la Dungeon del Cosmic Egg, por temas narrativos, no podremos utilizar ese poder, mandándonos un Game Over por toda la cara si llegamos a morir. Esto podría haber sido una genialidad que reforzaría la importancia del lugar y la situación en la que estamos, para así tomarnos las cosas más en serio. Pero lastimosamente, ese Dungeon es tan simplón y mediocre (como todos los anteriores y sumando los del IV), que cuesta tomarse la exploración de “mazmorra” en serio. Sumado a que aun contamos con la posibilidad de salvar la partida en todo momento. Lo cual hace que se pierda la tensión que había juegos anteriores, que motivaba a jugar con cabeza y el estar siempre preparados, porque había una penalización en el progreso. El juego en ocasiones compensa esto inyectando un poco de tensión, al presentar Boss fight consecutivas, haciendo que luches contra 2 jefes seguidos, sin posibilidad de helearte entre medio. Si a duras penas lograste vencer un jefe, no te relajes porque de inmediato la trama te puede lanzar otro, y si te pilla mal parado, tocara reiniciar desde el primer combate, habiendo una ocasión en la que te ponen incluso a 3 jefes consecutivos. ¡Hermoso ctm!

Las misiones secundarias, gracias a Dios que siguen siendo secundarias y que no sean obligatorias para algún final. Pero reconozco que aquí estaba más motivado a completarlas porque el dinero sí que se hacía escaso y porque daban mejores recompensas que en el IV. Otro puntazo, esa esa Dungeon final, mucha gente se quejó por lo larga que era, y en parte los entiendo, ya que esta duología de 3DS mal acostumbro a sus usuarios con dungeons pasilleras y sosas. El Reino de YHVH, no solo es la única Dungeon buena de esta duología, si no que una de las mejores de la saga. Puede que no sea la mejor mazmorra para un juego 3D, pero se agradece que esta historia finalice por todo lo alto. Y Rematando con un tremendo combate final junto con los Samurais, controlando a dos equipos, aplicando todo lo aprendido y adaptándonos a una nueva estructura de combate. Sumado al temazo que suena en la pelea, nos dan uno de los momentos más épicos que se pueden experimentar en un rpg.

El juego llega a ser cursi y quedarse corto lo que respecta al desarrollo de personajes, que están escritos de forma mediocre. Pero el juego se las arregla para entregar un lindo y efectivo mensaje sobre el potencial humano. Musicalmente esta inpecable. Jugablemente muy pulido, para mi tiene el mejor sistema de combate de toda la mainline, con batallas muy desafiantes y estratégicas, sobre todo cuando hay 2 combates seguidos. Perfectamente sería el mejor SMT, pero para su desgracia ya existen SMT II y SMT Strange Journey.

Easily the greatest TPS game ever made, and ubiqutously underrated when it comes to the story. You can call this the "bastardization of Max Payne" or whatever, although it absolutely does not take away from the sheer power of the dialogue/monologue and action in this game. I believe it's the perfect conclusion to the saga, different than the first two, though still equally brilliant. I'd take the portrayal of depression and emptiness of Max Payne 3 over any fucking indie game's in the past decade, aside maybe Lisa the Painful.

Atomic Heart wants desperately to be like Bioshock Infinite. Everyone knows this. Everyone says this. It oozes it from the first seconds of the game, pushing you through an idyllic world-building hallway in a floating city before everything turns to shit and the havoc begins. There’s even a fucking lighthouse. It’s so obvious it’s actually pathetic. The Bioshock series (itself deferred to System Shock 2) is sort of messy, wrapped up in gestures towards depth, both narratively and mechanically, that are ultimately flat. And this hit an apex with Bioshock Infinite, a game I truly despise, which was utterly vapid and utterly hateful. When it comes to depth, these are the equivalent of a Road Runner tunnel painted on a wall. So what of Atomic Heart? What happens when you imitate an imitation?

There’s that famous Putin quote, “Anyone who doesn't regret the passing of the Soviet Union has no heart. Anyone who wants it restored has no brains.” I doubt I will ever really understand this sentiment; I’m not Russian and my ancestors left there long ago. But Atomic Heart is the most I’ve ever seen it manifest. The game is fascinated by Soviet aesthetics, the socialist realism, the hammers and sickles, but rejects the values that formed them. Marx statues and Lenin busts are easy to find, but they’re just set dressing. It loves the utopic visions of Soviet communism, but is disgusted by its own nostalgia. It is trapped pining for the aesthetics of past without its politics. It wants badly to be able to be superficial.

I struggle to explain the exact way this game is so facile. At first I say that Atomic Heart isn’t sophisticated enough to really have an ideology, but that’s not true. Everything has an ideology, and this game often makes it very clear where it’s coming from. So, maybe it’s not sophisticated enough to have a message. Okay, maybe, but it definitely seems to be trying to. So I just land on this: Atomic Heart is not very smart. It really, really thinks it is. But it’s just not.

Dumb games aren’t intrinsically bad, but I think Atomic Heart is. Like, look, aesthetics count for more than most of us want to admit. And, if nothing else, Atomic Heart has a stunning visual style. The robot designs are creative and eerie (and sometimes horny), and the environmental design is almost Seussian at times. That’s why this game’s trailers blew up: it looks sick. If this game was all looks and middling gameplay, I wouldn’t be writing this. Hell, I might be doing a cheeky review of Pink Floyd’s Atom Heart Mother, instead. But it’s worse.

The problem is that this game never shuts the fuck up. It’s annoying bland protag never stops talking. The glove never stops talking. It does the time honored faux pas of complaining about mechanics it makes you perform. The motherfucker keeps saying “crispy critters” like he’s trying to make it a thing. I tried to play the game with Russian audio but the constant chattering made the game almost impossible even with subtitles. The game is very much interested in its plot and its plot fucking sucks. All of its twists are predictable and none of its ideas are new. Some twists are cribbed directly from Bioshock. I’m withholding some of the absurd spoilers, but there are a few moments that had me laughing to myself, saying, “I hate this game.” And god, it really is not that original. It’s the most run of the mill sci-fi plot you could have cooked up for this game. Its beats are so obvious and so rote. I think the glove literally quotes Animal Farm at you. It’s so fucking annoying. The messages, vapid as they are, are hammered repeatedly and obnoxiously, conveying its shitty politics piecemeal. And its politics really are shitty. There’s the undercurrent of nationalism and of anti-collectivism. This is not to mention the way female-coded robots are sexualized, and the apparent presence of anti-Ukrainian propaganda. I’ve even been told there’s a racist caricature hidden away somewhere in the cartoons that run on loop in this game. It is dripping in bad vibes.

And you know, I’d love to sit here and virtue signal about how I reviled the game and hated every moment, sneering “mid” and patting myself on the back. But I’d be pretending. Because there are fun moments to this trash heap. Like, yeah, it’s a 2010-ass game in a lot of ways (linear, parkour, quicktime events, minigames), but with a post-boomer revival combat sensibility (fast, hard, lots of enemies) and I don’t think it really quite works all said. I could get into it, but I won’t. Regardless, there’s glimmers. Even beyond art assets. In particular, there are some unique mechanical elements to the robot ecosystem. Granny Zina is cool (it would have been a better game if we could play as her). And I actually really liked most of the conversations with the corpses. There are brief moments, when they finally choose to shut the fuck up, where I had genuine fun. But those moments felt rare, where I was left to my devices to revel in silent aesthetics and mechanics, in a constant deluge of its overbearing sci-fi shenanigans and questionable choices, and by the end, all I could remember was the muck.

But doesn’t this all remind you of something? An alternate history sci-fi game, that had really impressive trailers to garner interest, with a very strong art direction admittedly steeped with nationalist visions of the past, that is an extremely watered down immersive sim, that is so enamored with its cliched plot about free will filled with garbage politics, where the game pontificates about agency while robbing you of it and espousing empty platitudes about power, with constant dumb twists and undercurrent of misogyny and centrism, resulting in a game that is inexplicably lauded despite all its glaring flaws and horrendous pretensions?

Atomic Heart wants desperately to be like Bioshock Infinite. And the worst part is, it’s succeeding.

It felt like they wanted Bioshock to have Postal 2 dialog but they never played Postal 2

Old man corvo gaining supa powa and blink blink whoosh stab

me before finishing kiwami 2: i can't wait to see what's done and get to yakuza 3 and kiryu running the orphanage!

me finishing kiwami 2 and watching kiryu give up and make out with kaoru after they laugh about letting haruka down by choosing to die: maybe kiryu shouldn't go home to his kids!

i felt so insulted with that and though it wring some awwws out of me, the last minute kaoru and ryuji sibling bonding could have been built up much better (and again, we can see how they learned from this which is why Y0 is still the ultimate high for me in my play order). just a disappointing poorly written ending ending that focused more on twists and cheap elements that really soured me on the game which i was having a good time with. i know gameplay should matter most here, but this is also a series known for its dramatic writing so it really wiped me out. i know y3 is controversial in terms of gameplay, but hoping the plot meshes better.

co-op campaign is some of the most fun i've ever had with a game's multiplayer, the main storyline itself also had some really fun moments but also some,, really weird points, still not over shaundi being pretty much completely different from how she was in sr2 for some reason?? she doesn't even do a single drug in this game. not even one weed. #notmyshaundi

Holy fuck. What a beautiful game. The gameplay is probably the best in the series so far and the story was just so good, like it’s predecessor the twists recontextualize the whole experience.

The ending had me crying like a god damn baby. The ladder sequence also made me cry, such a simple moment but it was so impactful. The theme song is also probably my favorite video game theme song ever. After beating the game I just let it do it’s thing and the theme song played. I sang along and the lyrics were also recontexualized for me as if it were being sung by a true patriot. Like seriously, I just cried trying to sing along to the song. Ugh it’s so fucking good.

I’ve been going through a tough time lately and this game helped me out so fucking much. These games make me want to live! What a masterpiece.

This review contains spoilers

Persona 4 Golden is a masterpiece and is currently my favorite game in the persona series. The setting and aesthetic of P4G is top fucking tier, the gameplay is fun and challenging, the murder mystery driven story is cool and intriguing, the social links are arguably the best in the series, has what I believe is the best persona antagonist that is Adachi, and the main cast is damn near perfect. I’ve seriously never been so attached to a cast of characters like the investigation team. Some more of the things I love about P4G is how damn wholesome and heartwarming the game can be, it’s what gives the game its own unique charm and vibe to me out of the whole series I really love it.

There aren’t many huge problems I have with this game. There are some things that annoy me like the camping trip scenes cuz of Yosuke (still love yosuke but man he has some yikes moments) and Marie’s dungeon, I honestly don’t really like it. It’s fine story wise but I am not a big fan of the dungeon design personally. But despite some of those issues that I can name up on the top of my head they don’t completely take away how masterful I think the game is overall. It just goes to show how much I love and respect this game.

No matter how many times people misinterpret P4’s themes and core topics, or try to spawn extremely stupid and random controversy out of it, Persona 4 Golden will forever be one of my favorite games of all time and what I consider to be a JRPG masterpiece.



Mother 3 is possibly my favorite game period. If you ask me, Mother 3 is gaming perfection and is able to accomplish almost everything it sets out to do with flying colors. It's really telling how great this game is when the worst thing I can say about it is that there was a lore dump toward the end that I did not care for. But anyways, the game has a great visual style, an engaging story, possibly the best soundtrack I’ve ever heard in a game, and an excellent combat system that directly ties in to the music. If you can press the A button along with the beat of the song that’s playing, you will initiate a satisfying string of attacks. Some battles are even made more challenging by playing music with unorthodox beats, making it harder to tap to the beat. There’s very little I can say that will do this game justice, so just go play it.