263 Reviews liked by MrHoodie


Flickering between shadows, an obscure shade materializes. Blinking into perception, the ephemeral assassin strikes. A blade stained in sanguine cherry blossoms stains snowfall in glistening crimson. Sharp yelps, silenced as quickly as they are shouted, pierce the twilight sky, a sonic arrow sighted at the heavens. If the way of the samurai is, in essence, an introspection of death, the way of the shinobi, Ninjutsu as a whole, is an enactment of that introspection, a realization of inevitability. Lacking the grace and posturing of direct combat, the ninja of the Sengoku period are the nameless knife slicing through the thick of night. Further divorced from the reality of unrelenting warmongering, the fictionalized ninja is the innominate justice befalling the unjust.

Of course, even further separated from reality, what we see is less enactments of judgment or backstage saviors of the forgotten. Stealth, mechanically and narratively, becomes unceasing patience punctuated by uncontrollable bloodlust. But as much as I want to take a nuanced approach to that, a balanced reading on the act of killing within stealth games, Tenchu doesn’t really seek to hold that discussion. Morally-just and heroic ninjas do Huge Violences on fucked up and evil baddies. It’s as simple as stories go, and considering the game boils down to an arcade-ification of the traditional stealth game, it works wonders. Running with the feudal setting, the generally goofy dubbing, the casual ultra-violence, the vibe of the 90s OVA cuts through the surface, leaving me with this dumbass grin on my face the entire time I’m playing.

The world of Tenchu, now thousands of miles away from the heavy reality of dynasty warfare, is a perfectly polished arrangement of brutal playgrounds. Setting off with an overwhelming amount of quirky toys to torment the local guard population, you are tasked with flawlessly carving a swath of mean-spirited cruelty through Japanese villages, industrialized fortresses, and at least one truly fucked-up graveyard. Whether via bear traps, hook shots, by your own hands or by the paws of one ostensibly good boy, the name of the game is Very Cool Murdering, a hellacious hecatomb of dim-witted mall-cop-tier ronin, oni, and kunoichi. A conductor to an orchestra of “whose footprints are these?” and “it must have been the wind”’s, your silent slaughter is sung not in harrowing heartlessness, but in callous cackling, a sing-song “GGs, shake my hand” to soldiers born to die.

If I wanted to, I could expand into the nature of stealth games, the glorification of bloodshed, the senselessness of perpetual warfare, the meaning of righteousness in a world defined by the unjust, but God, who gives a shit about that. This is Tenchu; the game where an old dude gets three balls and turns into a snake before you, Samurai McFuckedUpEye, open said eye and become Samurai McSuperSonic. The depth of what the shinobi represents in fiction, the nature of violence in games, a thousand topics on what we “require” in action games could be discussed, but to leverage true depth at Tenchu: Wrath of Heaven is like spearfishing in a drainage ditch. Just… be a silly little ninja. Pull off stunts that shouldn’t work, reward yourself with one of the best pop-offs of the 2000s, respectfully look at Ayame who is very cool and my best friend. It doesn't have to be that deep, and that's perfectly fine.

This is my favorite game of all time (if you count compilation titles as bespoke games but that's a whole separate discussion). Hard to properly describe why, it just resonates with me. I love the strange lineup of obscure sonic games. I love the museum giving an insane amount of sonic art and sonic music to look at and listen to. I love the wonderfully stylish UI and menu design aesthetics both in visuals and music that feel so Y2K-y like a vibing digital futurescape. I've always loved this game, and I think I will continue to do so forever.

Any season that actively makes competitive players pissy and angry while giving casual players new toys and tools to work with is a good season in my book.

I'm wary of how things will play out since it's still early for the season (I'm wanting to do logs for the start and end of seasons since I think it's worthwhile looking at how stuff changes and my thoughts over time), and I really hope that Epic at least partially ignores the "pro players" in favor of the overwhelming majority who play the game for casual fun; the vehicle meta is a very different change of pace that has brought much needed variety to how matches generally play out. I do think the vehicles are a bit overly spongy on health, to the point that you're basically guaranteed a death sentence if you don't have one by endgame or yours blows up, but I really hope Epic's solution to that isn't just nerfing vehicles and instead giving on-foot players more weapons and tools to deal with them instead. Like, it's pretty surprising the rocket launcher wasn't unvaulted for this season? The explosive crossbow is okay but it doesn't drop as frequently as it really should to be a proper solution.

This is the season that has finally made the Chapter 5 map worthwhile. I love the new overhauled bottom portion of the map with all the different ways you can not just traverse it, but going fast while doing so. The Nitrodome is maybe the worst boss location, but I also wonder if that's more just to do with early season excitement and everybody wanting to land there like most seasons tend to have. XP speeds have significantly been bumped up compared to last season but I wonder if that's more to do with Epic just further giving up on any story at all at this point; the only sources of XP you're getting are from the thankfully improved dailies (you don't have to random chance it from the list, you're given three quests you can tackle on any match in any order), weeklies, and Creative/Festival/Racing/LEGO. I can't really complain though when we're barely through week one and I'm already at level 20 compared to last season when I had barely gotten through level 100 by the very end.

We'll see where things end up by the end of the season and also what the metaverse modes will have to offer as they update in the middle of the season, but the core Battle Royale mode itself is finally interesting in a unique way again that I hope Epic sticks to their guns on.

Ico

2012

cherishes human connection in an endearingly immature way. very quaint but also overbearingly self-conscious in its approach to standard conventions, sometimes to a fault? “design by subtraction” sounds genius on paper, though to me it can lend itself to one of two mentalities in execution. it pushes the player towards experimentation; resulting in immense satisfaction when success occurs due to intuitive forward-thinking, or the absence of any emotion at all in triumph as the logic of the solution may have never transpired within the player. thankfully i think ico manages to lean more towards the former overall with only a few moments that underwhelmed my train of thought. the inquisition of the existence of swinging on chains was that of satisfaction. i noticed when jumping on chains that they’d naturally swing back and forth a little, so i figured there was a way to voluntarily execute that on my own and voilà! the action button had answered my prayers. in opposition to this, much later into the game you’re required to blow up the base of a water tower to progress, as for some reason when its blown up part of the tower conveniently falls to form a bridge leading to the next part of the area. this seemed odd to me because there’s… no indication this would happen and i dont think the average person would assume it’d either. you just throw a bomb at the tower because in the scenario there’s no other options of what to do. this was a time where i was met with dissatisfaction in puzzle solving. even if it is kinda minor it still racked my brain a bit.

anyway i believe this “subtraction” psychology applies to more than just the diminishing of useless aspects that dont add to the artist’s vision. namely it contributes to the progression. frequently we’re paraded with the great expanse of the castle utilizing overhead views and wide shots. in continuing our journey we inherently subtract the unknown of that expanse, and perhaps any fears of it that had construed our view of it. i suppose any action in the (or any) game can be interpreted as a subtraction. subtracting enemies, problems, etc etc…

some further things i had noted…
i was heavily reminded of love-de-lic and cing’s work while invested, i think mainly because of the childlike innocence on display in both of our protagonists alongside the organic vibes of the atmosphere respectively. ico’s selflessness struck me in a similar way to moon’s main character and yorda that of another code’s ashley.
the deprivation of any music aside from minor points is an oddly fitting choice that i appreciate a lot. im a sucker for nature ambience and this is no exception. in a way it kept me grounded throughout the entire experience.
the first time i was met with the blissful save theme it had sounded awfully familiar, within seconds my mind uttered “Based God sampled this!” precisely in Flowers Rise on batshit insane mixtape GODS FATHER. i fucking love that tape man i’ll take any chance i can get to shill it.

this was a really resonant experience for me and i’m glad i finally got to this one. i definitely see where people like taro and miyazaki were influenced here. in the industry nowadays you can still feel tremors that this game insinuated way back when (for better or for worse). brilliant display of the importance of environmental attention to detail.

This review contains spoilers

Final Fantasy VII is about loss, and it plays with that theme beautifully. It deserves its place as one of the best games of all time because of that. When Aerith dies in this game, she's gone for good. She doesn't come back. An empty hole is in your party screen for the rest of the game. There's nobody who fills that slot, no replacement, nothing. You have to move on. And that's what loss and grief is about.

Every single character in this game deals with loss. Cloud lost his memories, Aerith, his mother in Nibelheim, and Zack. Tifa lost people in Nibelheim too. Barret lost Dyno. Vincent lost Lucrecia. You get it. I just feel like that lingering pain and empathy you feel while adventuring through FF7 is unrivaled when it comes to gaming, and that's why people love it so much.

Also, the Materia system is just awesome, and it's probably one of my favorite RPG mechanics in the series.

I go back and forth over whether I like this game or FF9 more as my favorite FF, but you know? It doesn't matter. FF7 stands on its own regardless and they're both phenomenal.

(Played it as a kid, replayed last year)

Score: 95

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.

its ok I think people are way too hard on this game, its by no means a master piece but idk people treat it like the worst game ever.

Did a recent replay before the remake came out( and my god this game ages so well, between the level design, enemy design and player control, they really knocked it out of the ballpark with this game.

The amount of content in the game is really great too but old resident evil games since 2 have had pretty good extra content.

My biggest issue is the quick time events especially during cutscenes, gameplay ones are fine, but some just feel weird.

Games story is campy and its not winning any awards on what games in writing can do but its resident evil its carried by its charm and characters, which allow the franchise to get more action like and do anything, even if that is less horror themed which isn’t to say the horror isn’t there, even if it’s not SCARY scary the controls still make the gameplay intense yet super enjoyable.

I am exited to play the remake and even if it’s really good,

Re4 is a classic that and just a damn solid game that still stands on its own

When a friend first asked me how I would describe Final Fantasy II, I was about half way through the game, and had just met Leila. I didn’t really know how to describe it, it was something I couldn’t compare to anything I’d played before. It led me through the story like an early JRPG but with early WRPG mechanics. It was bizarre and completely threw me off from what I learned in FFI. So much of what I learned from the first game didn’t matter at all now, and what it was trying to teach me seemed almost alien. So of course, my natural response to my friend was a wary, “Have you ever played… Morrowind?”

Final Fantasy II is nothing like Morrowind. Well, it has its similarities, as comparing any game from the same genre to each other would, I guess. I came into Final Fantasy II having only the original Final Fantasy to compare it to… eh, within the Final Fantasy series at least, as I have played a handful of 3rd-gen RPGs before it. Maybe it’s why I ended up thinking of FFII so positively compared to others. Maybe that’s a negative, but I like to think of it as a positive. It keeps me thinking of FFII in the bubble it originally released to, but unfortunately that also lacks me being able to compare it to much else.

One thing I should warn before diving fully into the review is that I did play the game in Japanese, so some of the names for things might be spelled differently from my own personal transliteration vs other later official English translations (wait his name was Josef and not Joseph this whole time?!). The Famicom version I believe is also missing quite a few additions that future versions had added later on, including ones added even a couple years later in the Famicom dual-release of both FFI + FFII.

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From first glance, I could immediately tell that Final Fantasy II had improved drastically from its predecessor. The creators were able to expand A LOT on what they made with the original. Just to list a few:

• You’re now able to fully go into buildings and walk around. You can even see little Firion sleeping in the inn!
• There's a crazy amount of new magic you can learn (which you see early on thanks to Ming Wu).
• You can now see your character’s negative status effects play as a funny symbol on top of them in battle (black glasses for blind, green swirls for poison, they literally turn into a rock when hit with the stone status!). It looks great and makes it easier for players to remember what exactly the current status of their party is just at a glance.
• The character designs are more varied and more detailed, even if Firion is just the fighter sprite from the first game. With Maria, we can now see our first true playable female character in the series, rather than the assumed fully-male cast of the first (or at least that’s how the English guidebook describes the cast which uh, infamously got quite a few things wrong about the game, so take that as you will LOL). You meet a very colorful cast of characters right at the start as well, with a good amount having fairly unique designs (Ming Wu is my favorite)!
• Lastly, the thing I noticed and was so happy to see was that you can now save whenever you want. Well, whenever you’re on the overworld map. But, still! It’s a button that’s always on your menu screen. You don’t have to bank on having a hotel or cottage in your pocket so you can save before a dungeon, which can make expeditions infinitely less frustrating.

The story of FFII is surprisingly engaging for a 3rd-gen game, with it starting out with a 5 minute long interactive cutscene kinda thing. Watching it, you quickly learn that you now have a set story with characters that have a set destiny. You can name them and train them to be whatever you want, but no matter what, the story has a path it will always take with characters you can’t always predict. Oh boy, how you can not predict. About 2/3rds of the temporary party members who join you end up dying! Even NPCs you don’t interact with too often end up dying! But hey, the story does focus around war, and what’s war without loss. Though more realistically, I imagine they killed off a majority of your short-term party members as a way to cycle through different characters and show the player different builds they themselves could evolve on. My favorite non-player characters that I met along the way were Paul the Ninja, and Sid and his son, who offer a shuttle with their flying boat not unlike the one from the first game… hey wait, why does Sid have his clearly underaged son in a bar? Oh well, it works for the story. Just try not to think about it!

There’s little things I can nitpick though, of course. I absolutely hate the new map. I understand this map is WAY bigger than the last, and the illusion of the globe allows them to fit more with less, but holy shit its soooo slow - and if I just want to check what direction I want to go to reach a dungeon, I have to slowlyyyyyyy wait for the globe to turnnn and inchhhh and oooo we’re almost there, baby!!!! Well, this shouldn’t be a problem, right? Final Fantasy I, Dragon Quest, Legend of Zelda are all games that provide a full map for you in the manual to glance at, so there must be one in this manual- nope. Okay, what about the guidebook? You know, the thing you spend extra money on to hold your hand and show you how to get through the whole game- nope. There’s no maps at all actually, even for the dungeons! Remember how Final Fantasy I had big maps for the player to scan through for everything, all within the manual packaged with the game? Well, Final Fantasy II says “Fuck you, why don’t you figure out,” as they hand you Slowpoke Rodriguez’s favorite class globe.

The manual and guidebook at least are very useful in including every little detail about the new leveling system, and also informing the player on what all the new magic does. A stupid complaint, but skimming through this lovely mapless guidebook, I was excited to see Chocobos appear, which are like giant chickens your player can ride on! Unfortunately, I never ran into them once throughout the entire game. They seemed cute, and the book says you can find them in a specific forest if you wander, but I never found one, even when purposefully looking for them. Oh well, maybe I was just unlucky!

Wait, that’s it? Those are the only complaints? It seems like FFII should smell like roses in comparison to FFI after all that, shouldn’t it? Well, it does…! It does, except for one very small, very tiny detail…

GAMEPLAY AND RPG MECHANICS

FFII doesn’t level in the way that Dragon Quest or even the original Final Fantasy do. In fact, the closest comparison I can personally make to a game that I’ve played that came out before FFII is regular tabletop DND. When you want to level up, you have to focus on a specific skill or trait. It’s not as simple as leveling up your magic to improve your magic; you have to focus on what exactly you want to level up in your magic. Did you want your magic attack to be stronger? Then focus on using the specific spell you want to be stronger, as the more you use it the more it levels up. Did you need more MP? Then use more magic to get more magic! Using magic in general also helps level up your magic strength… but specifically your intelligence or spirit which correlate to your black and white magic respectively. See where I got the Morrowind comparison? It’s a lot, but as you can see with my magic example, a lot of it relies on each other, so if you play naturally, you should still level up naturally like you would in FF1.

That would be all fine and dandy, except you don’t level up the way the creators intended. I don’t know whose idea it was to go against the golden rule for JRPGs since Dragon Quest: Allow players to level up quickly with the game requiring more points to level up the further they play. For example, to get to level 2 in… let’s say using a sword, maybe you need to use it 10 times before it reaches level 2. After that, then you need to use it 20 times to reach level 3, and so far so forth. FFII doesn’t do that, and I think that’s where its biggest flaw shows. It requires you to use whatever it is you want 100 times each time you want to level it up, all from the start. It’s awful, to put it lightly. The great thing to remember is all the Final Fantasys on the Famicom are insanely broken! As a result, I quickly found out that you can input a move on a party member and quickly cancel it and do it again. It only takes one move but it still counts the first use, essentially doubling the points I get from it. Do this 50 times, and you just leveled yourself up in one battle. Though of course, it’s just that one thing you leveled up, whether that be a magic skill, your attack, defense, HP, MP, or whatever else you focused on. It unfortunately also can mess with the leveling a crazy amount as well. Ugh, just think! This would be significantly less of a problem if they just followed the guide of leveling-up starting fast only to slow it down the further you go. They did it in FFI, so they must have found an issue to force the mandatory 100 points for FFII… On top of that all, the same issues with magic in FFI still exist in FFII, with a nice chunk of spells being completely broken and not working the way they intended. Most infamously it affects Ultima, a spell intended to be the most powerful in the entire game. The only way to figure out what works and what doesn’t is through trial and error- how horrendous! Thankfully, we live in the future, so I was able to quickly find a guide online that lets modern players know what magic to not waste their time on.

This is the biggest turn-off of Final Fantasy II to players, and I don’t blame them. I especially don’t blame players who had to try and figure out everything without the manual guiding them through this incredibly involved leveling system. I found the manual and guidebook for FFII on Internet Archive, and even with that by my side I constantly had to look at it over and over to remember what exactly I had to do to level-up myself up. Eventually, I just wrote and drew a shitty guide just for myself so I could more easily memorize it. In the end, I got there! Then I had to read and memorize all the new magic spells! Oh, well. As someone who loves journaling and taking notes, I really didn’t mind it, but of course I can understand how unbearable it could be for someone who doesn’t like it. It reminded me, again, of tabletop gaming and how when I play that with friends, I often fill a whole booklet with my little notes. Maybe I was used to it? Maybe I just felt it immersed me better into the story, and helped me feel more understanding of how the gameplay meshed with the narrative. In the end, it helped me gain a bit of an emotional attachment to it all; characters and game mechanics alike.

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Well, how would I compare it to my friend now, after finishing it? I’ve been told the Romancing Saga series takes heavy inspiration from it mechanically, and by the time I finished I could see the Star Wars parallels loud and clear. Obviously, it has its Wizardry, Ultima, and Dragon Quest influences… What didn’t back then? But how would I describe FF2?

It’s broken, it’s unreliable, it’s confusing. But it’s also rewarding, emotional, and easy to get wrapped into. It tried crazy things for both the time and platform it released on, but it found its people, and its people found it.

Final Fantasy II is like Final Fantasy II. You wanna know what THAT means? Well, play it and you’ll find out!

4/5

Pretty average and definitely not better than the first two Game Gear outings but Fang constantly being talentless is very funny

Total ass. Why Capcom thought throwing this game to the B team was a good idea will always baffle me considering how much of a passionate following the original has. Mr. X should not have been a bigger threat compared to fucking NEMESIS. Don't even get me started on what they did to Jill in this game. One of survival horror's most badass female protagonists regulated to a shallow "I'm a female and can KICK ASS" character. I feel genuinely bad for anyone who paid 60 bucks towards this, it isn't even worth 40.

People give this game way too much shit nowadays, no doubt helped by the aftermath of it's disappointing "sequel" that gaslit everyone into thinking that this franchise always sucked.

But this game still rules for at least 3/4ths of it.

Yes, Duke 3D is likely the weakest game in the Build engine trilogy. But it's still a certified keeper. The character, feel, gameplay and just overall 80s late-night action-movie vibe this game has makes it unforgettable all these years later IMO. Episode 2 is easily the worst set of levels, but E1, 3, and ESPECIALLY episode 4 have some of the best levels I've played in a retro shooter, topped off as well by a still-kicking modding community that still puts out quality maps all these years later.

Biggest problem this game suffers from nowadays is just HOW to play it. Despite having a super solid 5th episode, the recent 20th anniversary port from Gearbox leaves a lot to be desired and just isn't a good port at all. Buy it on ZOOM platform (as it has all the official expansions the Gearbox port doesn't have for some reason) and load it up with Eduke32 and some widescreen mods for the best experience. Treat this game in a bubble, removed from all the disappointment that came after, you'll find this game is still a classic for good reason.

It's fine but nothing new

I kinda like the old black mesa setting at points and I like how the small xen section feels like it inspired what would come in Black Mesa's version of it w the random machinery and survey teams and shit but other then that its kinda just boring. The combat especially really feels like it was made for controllers because they don't pose much of a challenge at all. Harmless if you wanna play it but I still don't blame anyone for skipping.

...did we all play the same game?

'cause generic soundtrack aside, i don't even need to hesitate - this is superior to quake ii in just about every way. sure, there's no rocket jumping, but that hardly matters in a corridor shooter; what's important is gunplay and Q2 wishes it had weapons half as good as these. the shotgun? nailgun? the fucking bfg that shoots black holes? get the hell out of town and don't let me see you here again

...that praise being said, i'll be damned if it doesn't put its shakiest leg first

unlike quake ii, the start here isn't slow because of its shooting - that feels fantastic from the get go - instead it's the aggressively invasive 'story' that's constantly trying to pull you from the action. let me shoot. the fucking. aliens! that's all i wanna do, man!!

"nah nah - i hear you", calls tim willits, newly appointed president of the Carmack Fan Club, "here, you can shoot again - in a turret section! and after that, ohoho, mission briefing!! and then - two more vehicle segments!!!"

with one swift motion i knock that shit out of his fucking hands. then i scream, "I JUST WANT TO SHOOT THE STROGG WITH MY SHOTGUN. THAT'S LITERALLY ALL I WANT TO DO. I DON'T GIVE A SHIT ABOUT YOUR SET PIECES (besides the mech one - that was pretty cool) OR YOUR SPACE MARINE STORY - I DON'T EVEN CARE THAT I COULD PERSONALLY WALK FASTER THAN MY CHARACTER WITH WEIGHTS STRAPPED TO MY LEGS. THE GUNS FEEL GOOD, TIM. PLEASE JUST LET ME USE THE FUCKING GUNS!!!!"

i think he took that bit about space marines harshly given the events that transpired shortly after, but all of my prayers had been answered nonetheless! no longer was i walking back and forth through areas i'd already visited just to report to some dumbass military man that the elevator got unjammed or steve blum #3 successfully completed filing his tax returns; i was actually playing the game - uninterrupted

when quake 4 gets its shit fully together after the first 1/3 or so, it shifts from stop-and-go into maximum overdrive. there's zero bad weapons, enemy types continue to vary enough (not to mention there's actually a couple decent bosses - a rarity for shooters) and ironically even the mission objectives become significantly more engaging when they're things you're doing and not just details off sgt. pvt. blum's shopping list

environments start looking a lot cooler too. Q2 toyed with body horror in small doses, but ravensoft went all-in here. call me simple, edgy, whatever - i think giant entrails breaching through space corridors and limbless (but still alive and wiggling) bodies being used as power supplies are pretty fucking rad. say what you will about id tech 4 - doom 3 looks fantastic and this is no different. hands down the most underrated shooter engine

misguided start aside, this is the best fps (barring quake 1, obviously) that i've played in a considerably long time. can't wait to receive matthew kane's next orders in quake 5!

wait fuck

went into this completely blind; didn't even know it wasn't a quake sequel. also tried the original version first, which definitely made for rough initial impact

quake ii kicks off in a way that i can lightly describe as "complete dog shit". for some ungodly reason, Club Carmack decided it'd be a nice idea to start players off with the worst pistol and shotgun combo known to mankind (even complete without muzzle flash if the og release is your preference). the fun doesn't stop not starting there, though, because then you pick up the grenades and boy oh boy - my personal favorite aspect about them is how they take 35 years to throw, which makes them only remotely viable either around corners or as a tool to very slowly kill yourself with

it was during the entirety of this first level that i thought to myself, "why does this suck so much fucking dick? who enjoys this? can john carmack really be trusted to call steve jobs an idiot for designing a mouse with one button when he actually thinks quake ii is fun?" then i got the one-two punch: the super shotgun and the chaingun

suddenly - enemies died from being shot. i no longer needed to constantly pop from cover to reliably fight hitscan baddies spongier than those seen in 'chasm: the rift' (which, ironically, is a quake clone). things only went up from here - especially in level 3 where the 90 or so grenades i'd been eagerly not using were finally given purpose via a launcher that didn't have 600 frames of startup. i'd say this is when the game really begins

...and barring the last stage - which definitely gets to a point of feeling sluggish due to its over-eagerness in spamming the most aggravatingly tanky two-legged enemy in the game - it doesn't let up. every later earned weapon (that isn't the rocket launcher) continues to feel pretty fantastic. the BFG in particular took me by surprise with its insane splash and chain damaging. you can fire this thing at one enemy and it'll clear out an entire fucking room. it's awesome and thanks to it using the same ammo as the standard laser rifle, there's no shortage of opportunities to let it loose

i'm not much for movement tech in my fps, but the levels here were designed in ways where i was pretty eager to push myself even on that front. lotsa opportunity to master bunnyhopping and circle jumping. i even skipped some chunks of levels with a few well-placed rocket jumps. fun stuff and it made me just a little more interested in giving quake 3 another shot

sonically and atmospherically, everything's obviously downgraded from q1 due to the lack of trent reznor (note: "HUH" is still intact (phew)) but the sonic mayhem soundtrack isn't totally unwelcome. i'll certainly take a competent albeit standard metal ost over the mick gordon-branded djent slop that this genre is so overly saturated with now

i've yet to play any expansions, but i did try a smidge of the n64 stages and found them to be really charming. kinda surreal to see a take of this game with so much color in it. definitely gonna get back to that, but for now i think i'm just gonna go straight for quake 4