Bio
I like an assortment of things but if I had to pick one genre, I guess platforming. Yes, my username is a reference to Nintendo and Indiana Jones.
Personal Ratings
1★
5★

Badges


Gamer

Played 250+ games

Noticed

Gained 3+ followers

3 Years of Service

Being part of the Backloggd community for 3 years

Liked

Gained 10+ total review likes

N00b

Played 100+ games

Favorite Games

Super Mario Galaxy
Super Mario Galaxy
The Legend of Zelda: Twilight Princess
The Legend of Zelda: Twilight Princess
Kingdom Hearts II
Kingdom Hearts II
Daxter
Daxter
Resident Evil 2
Resident Evil 2

257

Total Games Played

000

Played in 2024

035

Games Backloggd


Recently Reviewed See More

At first, it looks like a modern shooter with different guns and weird creatures and…Nolan North, but after a while it shows itself to be more of a Wolfenstein but with Russians. Then a Half Life and to be honest, I'm not sure how I feel about any of that but the idea has to do with time travel and being able to age and deage stuff. I've seen people say that it's not as good as it could be and it's really not but color me impressed when I saw that you could age a crate to make it all smushed, put it under a cracked open door and then de-age it to puff it up, prying the door open enough to crawl under. Like, tell me that's not cool.

But like the games I said, they explore these types of things a little more (aside from maybe the newer Wolfenstein games) but what's there is definitely fun to see and after this mechanic was introduced, it only seemed to get better.

You find a new element on the periodic table called E99 which you use to upgrade your tool and weapons and health so it's fun to collect. You also find weapon upgrades and blueprints so you can really fine tune it.

This is the Pc version and for some reason, sometimes it'll shoot more than I mean so say a shotgun will shoot twice instead of once, but it's not a big issue. I played it on normal and after the opening hours, ammo wasn't really as scarce.

It does have a thing or two to learn about storytelling though. The amount of times I heard the names Demichev and Barisov, that'd be the plot, it didn't have subtitles so it was a lot of mumbo jumbo most of the time. The beginning introduces you to this Demichev but that's about it, they talk about what a dystopia he's wrought but they barely show the guy doing it. You're expected to just wait until the end for a less than stellar battle and stupid reveal.

Kathryn is one of the reasons I started liking the game, she's a little like Alyx but she dies. I spoiled it for you, yes but the way I just explained it has about the same effect as it did in the story. It's an off-screen death after various time messages written on the wall warning you that it's going to happen and how it happens is-

You reverse the time on this boat to bring it back up and running long enough to get something off of it (as something of that mass will revert after so long) so there's this really cool segment of you escaping a ship that's falling apart around you and you're just about out but over the radio, Kathryn says that that's it, she's going in to get it. I was less than a minute before I got out and Barisov's there like "Yeah, she's gone but we can't let her death be in vain"…like never to be mentioned again, no sendoff, just written out of the story. That is until the ending, which I'll get to.

They give you an end game type ability where you can infinitely blast your impulse. It's kind of OP, I get it but I think if they were going to do that, they could've done better. You know how in Metroid, you upgrade your cannon to go through walls and in Super have this super duper blaster and in Dread just an annihilator. It should've been more like that than "infinite ammo", I like the color change from orange to blue but there's no visual difference other than that, it's not more powerful, just more, it doesn't even reach farther.

'Singularity' as in, the singular game this will have. There are 4 different endings and the main one's last line is literally- "Ha, what'd I tell you, there's never anything interesting here, right comrade." not a one of those endings is good or satisfying and just feels lazily pasted.

One of the common threads is that Kathryn appears alive in the literal last cutscene but in the past, writing the journal that started this whole journey…so many ways they could've set that up, so much there that I liked and was almost special just squandered in that last quarter, it didn't pay off. The way her death was handled actively ruined the game for me even if the story was already shaky from the start with the E99 bomb nonsense.

Poppin' bottles in the ice, like a blizzard.

The health bar changes everything, it gives me nightmares. This is the first Sly game flipped on its head. So rather than a one-hit KO (unless you gained a horseshoe) you now have a health bar, a lot of enemies had a one hit ratio in the last game but this one, they're less like Crash villains and actually fight back. This sets off your health bar as "alerted" or spotted which is later a feature in Assassin's Creed, there are even trailing and chasing missions.

There are no longer lives because of this meter and makes it so the levels aren't built the same way to where you need checkpoints. This can be both a good thing and a bad thing because I feel like the jumps are more responsive (that could also just be me with more experience now) but sometimes the controls are too responsive so if there's a wire underneath another or something then sometimes it picks the one that you're not aiming for which has blown my cover before. It would've been a lot simpler to just auto-death from that than to have to try to reset it myself by taking damage.

The levels are no longer portals, they're set up inside the hub world so that you enter whatever building it's leading you to or even take place in the hub itself. There are waypoints activated from your binocucom, mostly easy to find. I can't tell if this is a good thing or a bad thing though because on one hand it fleshes out the area that you're in but on the other hand, it diminishes the amount of variety that was allowed in the last game so one level may look like an extension to the last. But once again, each level acts towards a grander mission, except rather than just collecting keys (unless it's a mission on its own), you collect intel and sabotage the enemy's plans, it's more in depth and makes for some wacky shenanigans.

Making up for that lost variety, one of the big selling points of this game is that there are now multiple playable characters which means separate levels for each. Bentley excels in tech and long range Murray in destruction and Sly in stealth, so it is indeed like I remember it. Basically, (when playing as Sly) unless Bentley says otherwise, you shouldn't fight or you'll fail the mission. You can get away, in fact, you have a run button now since your walk speed is more sneaky but it's a little bit louder so it's really only for getaways. With each character, I feel a slight disadvantage for traversal but it's not too overbearing. (Only Sly can tightrope walk and such)

Without horseshoes, you now have all these leftover coins and I've mentioned this in other games and this one actually follows through, it lets the coins act as currency to buy useful items, in this case the stuff that you would've unlocked from the bottles in the first game.

So, now the levels no longer hold the bottles but the hub worlds do. This makes it a bit harder because like I said with "unless Bentley says so", if you've started something to do with a level, go too far away from the area you've chosen and Bentley might make you abandon it. So only collect at certain times because it's easier when there's less to keep track of. (That's a good euphemism for this game overall tbh, it's a flip flop whether it's better or worse than its predecessor)

The vault is held in one of the levels but since it could be any of them, you do have the chance to go back to that level once you find it if you haven't had the chance to collect them all the first time around. The bottles still give you abilities, exclusive ones that the coins won't net you, so you actually have more abilities than the first game.

I've complained enough about the differences.

One of the games that I want more of is Beyond Good and Evil and I just haven't found anything like it...until I played this game, I mean you even get to take pictures (not like you would on PS4) but it's nice to see it implemented into the gameplay, especially seeing as BGAE came out just a year before this. And as much as I loved the first game, this one actually actively gave me ideas for how good that supposed movie could've been, it's just a shame we lost it (though maybe a blessing as well?)

I enjoy the story of this game more and while there are some things better, there are some things worse and I think my favoritism of the overall picture would be ratioed to Thievius Raccoonus.

Toradora... I mean, Yakuza Foura.

You start out with a different protag, Shun, and I actually like him, he's just a financial dealer that allies with homeless people, the Yakuza are just stuck in his path for better or worse which I think is nice to set yourself outside of the box for a minute.

It really gives a new perspective on Kamurocho in general because you're no leader of it, you're just a guy that sees trouble all the time. You know of Kazuya but so does everybody else, you know what he's done, you see its effects. For one, you can knock people's teeth out, including your own!

I like that your allies are homeless people. But it goes beyond that, shows just how deep this goes through the eyes of different characters. And man, I understood why people liked Majima but I get more reasons every time, he's not just one thing, he's kind of the unsung protagonist of this saga.

With Saejima, his route (literally) navigation is dumb. It makes sense to venture into the underground but you get twisted all around and it just gets tedious. It made me not want to do the side stuff because I didn't know what route to take, so make sure that you do whatever you're going to do as soon as it's introduced to you, that way you can keep track of it. If not, there's a place at the end of the game before the final battle where it lets you revisit all the characters and their side missions to your leisure, but you still have to follow the weird routes with Saejima.

Now, next is Tanimura who is a 29 yo. Hey, wait, the plot takes place over 25 years so this guy-That's smart, could've been cool if he was born then but to show just how much time has passed to have a whole new generation be in line. This is the part where I decided I was going to take my time with it, I'd spend days doing side-quests and just leveling up because the first two seemed like they were fleeting.

With an action game of this caliber, you begin to see the calm in the eye of the storm. Check out the Hangout or the Cuez Bar in the underground mall where Lyn Inaizumi type music plays. It's nice. Meeting characters like Nair and learning her movesets and story, it's like a story away from the story but good enough to be apart of yours personally.

Lastly, our original protag, Kiryu, that gets roped into this and kind of expands on what happened in Yakuza 1. I would like to see a game expand on what happened while Kiryu was in jail but I do see us getting a ton of spinoffs already so it's probably not far behind.

There are a lot of enemies with batons that I've come to despise and always took me the longest, never learned how to handle them. It's got a weird obsession where it tries to impress you or fake you out. "Uh-oh, someone got shot but did they actually get shot? Or is it a twist murder?"

But this game is in a weird spot for me rank wise because it has the ingredients to be great and perhaps even second favorite so far due to its scheme, story, characters and gameplay toss-up but it's also the most disappointing because it could've used those elements to much greater effect so I can't really say what I prefer it over or if I prefer others over it, I'm in the middle with it and even after a nice break of time to settle my opinion, I feel the same way, so I may just never get over that.