This review contains spoilers

The divisive nature of certain media often sparks a personal interest in the product. With Hideo Kojima severing with Konami and eventually organizing a team of his own, a bizarre and polarizing experience was bound to be born from it all. This is Hideo Kojima after all, the man that has been known to write mind-boggling stories that oftentimes would directly incorporate the player themselves into the ever-growing narrative. Such expectations that he's built up within his fan base conjured the expanding hype for his latest Sci-Fi epic 'Death Stranding'. A game that would incorporate the cinematic language of film to convey its narrative grandeur and gameplay to communicate its themes and world-building. Surely this was to be at the very least an interesting escape into a world unlike any other. From the promotional material, a desolate America in dire need of reconnecting after a mysterious cataclysmic event cemented that intrigue many, including myself, had. And, after opening itself up to the world to dive-into, I found myself holy curious to unravel the game thread by thread. But eventually, those knots binding the game's pieces together began to tangle and grow thin by the hour.

Every step, every prairie crossed and mountain scaled, all of it was integral to build the intended atmosphere and themes of the game. The core gameplay loop consisted of simply traveling and delivering packages shelter to shelter. However, this was only the fundamental outline of what would be tasked throughout the playthrough. Plenty of mechanical components fused within that foundation would produce a frustrating, tedious trek juxtaposed with breathtaking, relaxing scenic moments. Beginning each mission required a visit to the shelter in need of orders being mailed out. And since the controlled protagonist, Sam Bridges, is a delivery man there's seemingly no one else more qualified for the job. Not only was delivering packages in tip-top shape a priority but responsibility for reconnecting each shelter to the ever-expanding "chiral" network to "make America whole again" was the main task. This everlasting loop gave way for a variety of emotional responses, positive, and negative.

The atmosphere, as specified before, was heavily integrated into the journey being partaken. A photo-realistic environment was the route taken to bring this world to life and without a doubt succeeded in drawing me in, at first. Never through my hikes would I be treated to a world of artificiality. Those prairies and intimidating mountains were not only painstakingly textured and modeled but contained weather appropriate to their placement. Heavy snowstorms and pounding rain continuously built upon the desolate atmosphere already present. As I battled my way through these intense storms periods of calmness shined through and allowed for me to fully soak in the scenery as I delivered my packages. During these moments the soundtrack crescendoed its way into the frame with each of the soothing melodies produced by Low Roar being a welcoming backdrop. With each of these atmospheric details piecing together through the first few hours, enthusiasm and curiosity began to develop. Art, however, no matter how visually pleasing it may be, must have a stable foundation to stand on. In this case, both the previously stated gameplay and narrative had to stand tall. Unfortunately, that's where this beautiful technical showcase began to fade into a mear two-dimensional background.

As my trips across the vast world progressed the aforementioned mechanical components weaved their way into my playtime one ingredient at a time. Since packages were the primary objects to preserve and carry throughout every mission it was important to layout hazards to project a sort of challenge. The terrain itself was one such hazard as cliffs and rapid rivers appeared around every corner. This was where factors such as holding the triggers to maintain balance and climbing gear came into play. See, the goal of 'Death Stranding' from a gameplay perspective was to utilize these mechanics to offer a difficulty curve. Instead, the game's offerings derailed into a half-baked, tiresome mess in almost every department. Tripping showcased plenty of clunky animations leaving Sam awkwardly hustling over uneven terrain. Feeding into the same idea was climbing large cliffs and crossing rivers as I anticipated it would allow me to deliver packages more promptly. With ropes to nail down to climb down steep mountainsides and ladders to cross rivers that proved quite aidful. But when I was out of those particular items I had to climb or cross with simply my legs. The discovery that accompanied this form of toolless traversal was janky animations mixed with inconsistent climbable surfaces. Trying to best the rapids of a roaring river would lead to falling over and losing packages to the waves. Instead of being a grave threat it only proved more of an irritation gathering the crates back. Grievously, on the climbing side, some exteriors appeared unfit to surmount but turned out otherwise. Others told a different story with me climbing onto a surface only to slide off or animation-wise clunk out and fall. This inconsistency upheld the tedious notions of the game design. Sure no aspect of the world felt unnatural, but at the expense of a fun experience. However, my main issue was despite these unpolished climbing mechanics the gameplay loop never truly posed a challenge. I may have tumbled leaving my packages slightly damaged but by the time I would deliver said packages I'd always receive a positive preservation grade.

Making things even easier was the, admittedly neat, indirect multiplayer. Players in their own game contain the ability to build structures such as roads, bridges, and generators to charge vehicles. These structures would appear in other players' games offering as a helping hand. Integrated quite well into the themes of connection this component was fascinating to explore. Yet, it made the already pitifully simplistic gameplay even more bare-bones leading to virtually zero complexities. The recently mentioned vehicles didn't exactly deter from the naive game design either. It further added to the clunky essence of the animations. The only two trials that posed as mildly more difficult were the weather and combat encounters. The weather would gradually degrade crates leaving them a bit more damaged but still usable unless you purposefully rest in the storm. And combat encounters made me groan almost every
time.

Clearly, Kojima never intended this game hinging off its shooting mechanics based on what I previously described, yet he still emphasized whole missions around them. Throughout the world camps of looters and terrorists would act as an obstacle of sorts. At your disposal were various assault weapons and pistols either lethal or none lethal. Killing enemies would lead to "void-outs"; self-combustion on a nuclear scale leaving the surrounding area in ruins. Although that was an interesting construct, with the none-lethal tools it was a joke to bypass. Albeit each way of tackling the combative situation was always a sluggish mess. The shooting was stiff leading to flat shoot-outs without an ounce of joy running through my body. Fisticuffs were also an option, though a laughable display of monotony. The AI was braindead as well, leaving me to casually dispatch of them without much issue at all. In fact, I hardly recollect dying if at all. It was almost like I minus well have been watching a let's play. With that, I'd have been able to at least avoid subjecting my precious life-force reluctantly partaking in combat. Suffice it to say avoiding these camps was a preference. Unfortunately the same could not be said about the other enemy class; the "BTs".
These invisible nuisances escalated my frustration levels to embarrassing heights. Why exactly? Well, plenty of missions required a trek through "BT" territory, so they were impossible to avoid. Crouch-walking through their dimly lit environments was slow and strenuous. And since cloaking was their strong suit, the only visual indicator came from your "BB". These little guys would be contained in a pod connected to a device that would beep the closer to a "BT" you were. Handy? Sure. Made the game even easier? Sure did. Even if caught by these creatures as they would form a tar pit around you attempting to drag you away, smashing the square button was a get out of jail free card. Doing that would grant you safe passage out of their boundaries as they despawned moving forward. Failure to escape their grasp they'd drag you to a mini-boss. Seeing the worth in these encounters must have flown over my head because escaping without being scathed was like running away from a sloth without being touched. Again, they acted more as elongation to the playtime rather than a fully fleshed out and engaging confrontation. The story did offer these dedicated large scale boss fights but designed more around the spectacle rather than an honest challenge. Defeating each behemoth only left a taste of disappointment. To have such incredible monstrosities being easily dealt with by assault rifles and grenades drained any sense of satisfaction in conquering them. Only the narrative behind them and the frustrating journey along the way could have barely tied what little present together.

Video games don't share the same narrative focus other mediums do. Therefore, a weak plot in a game rarely truly effects my experience unless blatantly at the forefront. 'Death Stranding' clearly was and is a story-driven adventure. Despite the gameplay hogging up a majority of the game length, a sizable chunk was devoted to the narrative and its characters. From the very introduction, my interest had already peaked. Sprinkled throughout were cutscenes that showcased imaginative visual spectacle that left me grinning every time. "Sprinkled" is the keyword. Roughly ninety percent of the plot consisted of indulging the player in unbearable amounts of exposition. Due to the overabundance of questions relating to the concepts at play, this was practically inevitable. Discovering where the "BBs" came from, who exactly is Mads Mikkelsen's character? What is the supposed central villain Higgs' motivation and where did he get his powers? What is the "Death Stranding"? These were just a few questions the characters set out to answer. Which, ultimately, led to an unfocused narrative with said questions being randomly pulled back up while investigating other matters. It got to the point where I was on the verge of skipping cutscenes as I neither cared for the repetitive exposition but also the characters themselves. Casting these talented stars like Mads Mikkelsen, Léa Seydoux, Troy Baker and many more didn't translate to well-written personalities. Structurally, the game was divided into episodes with many being dedicated to specific characters. Each of these specified episodes gave way for an attempt to develop each person with a dive into their past. But, the dialogue given to further drive the emotional turmoil embedded into their mindset did nothing but make me laugh. Lines such as "Everything you heard about me is true, except for the lies" and "I'm Fragile, but not that fragile" was only from Léa Seydoux's character Fragile. FROM ONE CHARACTER. This was the type of juvenile writing set from beginning to end, and due to that each performance was nerfed say for the eccentric impulses from Troy Baker. Mixing all the horrendous writing and exposition dedicated to the overwhelming amount of ideas we have a narrative that never fully expanded on one idea. Even more story relating to Sam's true identity bled past the credits as it had no room beforehand. With the theme of connection being accepted in the gameplay department, it fell woefully short in this discombobulated plot with no foundation to stand on. No amount of unsubtle mentionings about the importance of bondage helped bring it all to a satisfactory conclusion.

Just as I began to appreciate the atmospheric world of "Death Stranding" its true depth began to show. No matter how many subdued moments of soaking in the scenery with Low Roar's complimentary soundtrack accompanying along distracted from the agonizingly pointless gameplay. Just like how the few spectacularly short cutscenes ended up shallow with its connection to such thin concepts and bloated narrative. Anticipating a slow-burning venture gave me great hope to see a world thoroughly explored and realized. I could not have predicted that the threads tied together would wear thin and woefully tangled.

Never in my life did I expect to even dare play through a game like ‘Persona 5’. I always found RPGs of this ilk to be daunting due to their obscene lengths and absurd content density. So obviously my decision to play through it was a bit more conscientious than when I usually pick out a game to play. Throughout the first six to ten hours or so I was genuinely underwhelmed. I was able to appreciate the distinct style within its visuals, music, and overall presentation. The vigorous black and red color pallet gave the world a comic-like esthetic, and the music backing it up maintained its groovy, rock melodies throughout. That being present didn't change how I viewed the slow introduction. It was far too linear and constrictive for my tastes, but in a way it was necessary. Taking its time to build upon its core mechanics with social links being formed between your friends and the way the turn-based combat worked made for a comprehensive experience. Due to the absurd amounts of content I mentioned, it made sense why the game wanted to slowly spoonfeed information. Still, it didn't make those dull hours anymore enjoyable, but it ultimately led to the absorbing gameplay loop. That loop of both fleshing out your relationships and fighting off supernatural beings within the hearts of corrupted adults was unlike any circuit I've partaken in before. It was never constantly good (let's face it, with a narrative this long there were bound to be noticeable dips in quality in terms of writing) but even the terrible drivel that showed up gave way for hilariously awkward moments. Though I'd argue there were more moments of sincerity and genuinely enjoyable conversations between your friends. My favorite moments of gameplay came from simply talking with my buddies and partaking in the several activities around the cities to boost my social stats. The dungeon crawling and turn-based combat was surprisingly fun and linked well to the social link mechanic with combat upgrades present within them. From my initial playthrough, I did enjoy my time with it. It had glaring flaws narratively, but I'll be more comfortable digging into them upon a second playthrough. As far as first impressions go, this one somehow managed to capture me despite its ninety-hour run time.

‘Silent Hill’ feels less cohesive compared to ‘Silent Hill 2’. What I mean by that is how random and freakish the whole experience is due to how it’s scares, enemies, and locations don’t really have any personal connection to the main character like 2’s does. This gave way for a very insanely bizarre and, again, random experience. The game just fucks with your head with a barrage of disturbing concepts being thrown at you. Honestly, I felt as if the devs just threw everything against the wall to see what stuck and it really was a neat and unique experience. The sound design, industrial, distorted, music, and oppressive atmosphere elevated the fucked up nature of the world and gave me some genuine scares. All that being said I wasn’t a huge of fan of the narrative as a whole due to how abrupt the ending was and I never cared about the cult aspect the game explored. Also, the combat was tense at times but I never really felt engaged with it like it did with the puzzles and building expiration. Still, an incredibly impressive classic horror experience that hasn’t aged the best mechanically but still holds some of the best atmosphere building I’ve seen in a game. (also sorry if this has grammatical errors I’m stupid at times)

An absolute snooze fest. The game never expanded upon its ideas or evolved over the course of its six episodes. Same repetitive slow intros, combat scenarios, generator starting, and locations. Stringing it all together were some of the most laughably terrible and bland characters ever tied to a mess of a story.

Before I properly delved into this game I had started it and shut it off more times than I can remember. The stiff combat and bland look to everything I guess deterred me, but due to boredom, I decided to give a fair shake. All these years and I had been putting off, now, one of my favorite RPGs ever. My feeling towards combat hasn’t changed much though. As I clocked in hours with it my feelings on the combat did become more favorable. With VATs being a satisfying mechanic, and the various builds involving combat I found it to be fairly dynamic. Melee and gun combat was still stiff (mainly due to how static enemies are when normally hit) but the extra layers helped it become more enjoyable. The other aspect that bugged me originally was the bleak visuals. Somehow this playthrough I found them to be slightly more vibrant. It may have been the somewhat expressive lighting that helped, but visually it wasn't a complete eyesore. Not that good still, but bearable enough. Now the one aspect that completely swiped me off my feet was its narrative and quests. Not every what was a winner, such as most fetch quests and exterminate tasks. Those missions, though, weaved into building meaningful and complicated relationships with the various factions stationed in the world. These connections would feed into the main quest line of figuring out why the mysterious man named Benny shot you for the package you were delivering. With how many different paths available to take I was constantly enthralled because was fully in control of my story. This also gave plenty I incentive to explore since there was a chance I would find a new faction to delve into or just random characters to interact with. Every conversation has variables with character building playing a direct role in speech as well as many other facets. It’s aided further with the surprisingly well-written dialogue and complex characters. With just this along the game is highly replayable. I will have to experience this several times over to actually give my perspective on everything. It’s a dense game, but one that rewards exploration and any build that suits you most.

In some ways I’d consider this better than P5. From a narrative perspective a lot more dedication was directed to fleshing out the cast, with each of them searching for what they genuinely feel deep down. All this, of course, juxtaposed with the cast trying to solve the mystery behind the murders in their town and the TV world full of mysterious creatures. It wasn’t a bold story or anything completely new, but it’s simplicity served as a decent backdrop to the characters’ internal plight. However, the dungeons in the game, although brief, subtracted from my experience. Being whisked away to these multilayered, repetitive and bland looking dungeons left me wanting to go back to the real world every time. The combat within them managed to alleviate the dull map layouts, but even then it was nothing amazing, just decent. I still thought the game had moments where the writing floundered, but I couldn’t help but grow attach the Inaba and the friends I made along the way anyways. By the end I was actually feeling emotional, with so many heartfelt and hilarious moments occurring with your team they genuinely felt like real friends. At times creepy towards each other cough Yosuke and Teddie cough. Regardless they gripped me, which made managing my time with them all each day even more difficult. It may not be one of the best games I’ve played, but it’ll probably go down as one of my favorites.

I’m still kind of mixed on this one. Ultimately I found the overarching plot and cast to be intriguing and enjoyable (despite how depressing the game is). However, a few months lack any story significance leaving the pacing to feel sluggish at times. During those times, though, I would continue forming bonds and leveling up social links with random people around the world. Most of the social links were actually compelling. Though the fact that most of the main cast don’t have links or they unlock late-game left me feeling somewhat disconnected from them up until the second half of the game. But hot damn was the conclusion to their journey not only bitter-sweet but wrapped up the themes so nicely. The only aspect left that was consistent throughout the game was Tartarus, the dungeon tower. Traversing this dungeon eventually grew tiresome with how repetitive the layouts of each floor was and the countless random encounters Once in combat though the game was enjoyable, if not frustrating since you can’t take control of your party members. In the end, I had a fun time with the combat and grew to enjoy the story, despite a few underdeveloped situations and characters leaving scenes feeling hollow. Probably my least favorite game in the series so far from a character perspective (might change with a replay), but it’s presentation and gameplay loop was still impressive and addictive.

Probably my favorite Mario so far. I played this as a kid all the time so I already had a nostalgic connection. But as someone who is incapable of letting nostalgia blind me (which has led to plenty of disappointing revisits) this was, luckily, a really pleasant experience. Best Mario bosses so far and movement 2D wise. Now it’s time to play the 235 New Super Mario games!

Although the camera can be a bit of a bitch sometimes, I do believe this is one of the best Mario experiences I’ve had so far. Not necessarily the best, I still believe Yoshi’s Island is the overall better-designed game, but the challenging platforming and pretty solid controls made it a pretty damn fun experience. Let’s see what Sunshine offers.

While 64 was surprising to me Sunshine was incredibly disappointing me. It has such a nice vibe, such gorgeous, vibrant visuals, quirky but fitting music, and it controls fairly well...but, and this is a big but, I felt as if the game was cobbled together quickly. Now I don’t have direct evidence of this, but the repetitive or downright tedious tasks, such as having to rely on some dumbfucks to throw you to another platform or having to find the correct fruit in order to hatch a Yoshi added so much pointless and frustrating fluff to the experience. There are just too many moments that were straight-up boring to even recall. It’s not a bad game, because there is fun to be had, but I felt too often that I had to find that fun rather than it came to me.

inally beat the only souls game that I hadn’t played. It’s really weird and experimental, which lends to moments that just didn’t work for me such as the Dragon God boss, but overall it’s out-of-the-box concepts were so cool and make for some incredibly memorable bosses. I cannot wait for the remake and hopefully they’ll fix some of the problems people seem to have, including me.

As much as I enjoy DS3, I have conflicted feelings about it overall. I find it’s combat system, animations, and general gameplay to be the most refined of the trilogy. This led to plenty of awesome enemy and boss encounters that were exhilarating and fun. The game wasn’t very hard, but I may have to chalk that up to my experience with the series. But what I’m conflicted on was the experience as a whole. Many of the locations the game has you explore felt like rehashes of previous concepts, such as the poison swamp and maze-like catacombs. They don’t build on them or twist them in a surprising way, they just recycled areas that weren’t even that great, to begin with. And that’s my largest problem with DS3, it feels like it’s identity hinges on DS1 with all its fan service and call-backs. Don’t get me wrong, I really enjoyed seeing past locations plunged into complete ruin, it’s really cool to see. But I just wished there were more cool ideas and memorable areas. That doesn’t mean the areas were poorly designed, I enjoyed how a few areas integrated the DS1 approach to connecting areas together with shortcuts. Although I do miss having that larger interconnected world, but this new approach isn’t bad, just not my personal favorite. I’m glad I replayed this game, I had a lot of fun and the combat is my favorite of the three. I’ll still find DS1 to be superior with its impressively interwoven world, but DS3 is my go-to for bosses and combat. Still great.

This review contains spoilers

POTENTIAL SPOILERS Silent Hill 2’ is so close to being a masterpiece. I’d still consider it one of the best horror games ever made, more specifically when it comes to its narrative, characters, and how the game world connects thematically to all of that effortlessly. Again, gameplay isn’t exactly the game’s strong suit. Combat is still stiff and tedious at times and walking around Silent Hill itself still isn’t very engaging as enemies can be avoided easily and exploration isn’t exactly encouraged. Luckily there was a lot less emphasis on roaming Silent Hill and more on specific interiors and the puzzles/enemies inhabiting them. I’d say it maintains the same amount of focus as the first game, but this time with a much more expanded narrative and cast of characters. That’s where ‘Silent Hill 2’ shines. It may not have great voice acting (with the exception of Mary’s narration of her own notes to James which were great) nor does it have the best dialogue. However, when it comes down to the themes and exploration of its protagonist, James, it’s one of the most emotional and depressing character studies I’ve ever seen in a game. It deconstructs James through the enemies he encounters representing his distorted sexual desires and obsession with being punished for his past sins. It deconstructs James through how Silent Hill acts as both a purgatory where he must come to terms with his horrendous acts and also a place of peace for him to finally come to terms with his inner demons. I can go on and on but I’m typing this with my thumbs on my phone and they want to fall off. So in conclusion the narrative this game presented did wonders with our much dialogue but instead by focusing on how to build the world from the broken mind of its protagonist compared to the nightmarish randomness of ‘Silent Hill’s’ world. They both have their merits, but emotionally I vastly preferred this sequel and everything it set out to do. Not perfect at all, but god damn is it such a refreshing experience to go back to.

Still contains the fun, fluid action from its predecessor but fell flat in the story department comparatively. I’m not gonna judge it too hard for being awfully similar to the past title due to this being a simple expansion of sorts. However, if that’s the case you have to offer a compelling story along with characters to give a damn about. None of that really came to fruition, so basically, the combat and swinging were what kept me coming back. Pretty disappointing.

Look COD has always been a guilty pleasure of mine. I’ve never thought any of the games were great, but my favorite ones have always been dumb, hilarious, and at least somewhat fun. This one ticked all the boxes for a cheesy, dumb as shit adventure that was actually enjoyable. Never cared for multiplayer and Zombies hasn’t been fun since BO2 for me but the campaign managed to hold my attention despite its identity still being similar to past titles. So as a COD game it’s good, as a game it’s fine. So, let’s meet in the middle.