157 Reviews liked by Onilux


If you are sad that bloober team is going to stomp on everything that Silent Hill 2 is all about with their eventual dogshit remake than don't worry because the best silent hill game made since 3 is right here! Enjoy this game while you can before people try and tell you it’s overrated or nothing but annoying people talk about it and get you mad

After losing my save when the game came out and putting off replaying back to where i was 2 years later i am happy i finally did it. I knew i would love it, i knew it would be amazing and still it blew me away.

Having a nazi skull as your cover is very 2000's

Genuinely one of if not the most frustrating action game i have ever played. I will just say now that i am fucking ass at this game so take what i am gonna say with a massive chunk of salt. But, this game is just filled with shit that feels like its designed to piss you off while having both not enough tools to feel like you can deal with the easily or the guidance to teach a struggling player if the tools are actually there. Sorry man i can't recreate evo moment 37 while fighting 100 enemies on a 2d plain so they all stack on top of each other so its not easy to see incoming attacks while an off screen sniper is shooting at me creating a massive blinking red reticle which obscures more of the immediate enemies i am fighting. Only to then introduce enemies with super armor.

This game feels like it has an incomplete movelist and certain moves and movement are weirdly stiff and don't flow into each other. Ex: Up+Y. Jumping feels like ass in this game and there are tons of situations where enemies are falling in the air but i can't catch them to juggle for some reason and the game has no made a clear distinction why. Sorry i am too stupid to break down the finer intricacies of the game and its mechanics and its too niche to have other people explain it because the game does a terrible job at this itself.

Incredible art direction that is truly inspired but i wish it was tied to a game that i found more fun to play

Will try again when they inevitably make more patches to tone down some of the shit that is a massive turn off.

It's a free game, so it's hard to complain too much, but the incessant design of just go deeper starts to feel tedious, even in the game's hour-or-so runtime. This seems like a game that I would've loved as a flash game 15 years ago, but it doesn't materialize into something I feel compelled to recommend now.

Fun, fast, and avoiding the frustration inducing difficulty this particular type of platformer usually brings on, Goin' Quackers has aged shockingly well and will appeal to the Crash Bandicoot crowd to a wild degree. Just know it's short, and even in the rare moment the difficulty spikes, it's not ever going to hit the Crash level of challenge if that's what you're seeking out.

Now that I’ve had a day to sit on my thoughts of the game I will make an actual non-shitpost review.

This game is a mess. I wasn’t kidding when I said this is the MGS4 of the series. An extremely ambitious, earnest, heartfelt celebration of the series that has extremely high highs but also constantly falls on its face with extremely stupid writing.

The pacing is some of the worst we’ve seen from RGG. For a game that can easily be 100+ hours long it is both too long but also too short in areas. It constantly pulls you away from the main story to do very involved mini game/sub system tutorials but then has no time in the final hours to wrap up most of the story. At least 4 of the main characters this game is about don’t show up in the final cutscene. You just have to be told about what they are doing from a mouth piece so we can wrap shit up. Kiryu is just kinda left in this weird limbo as they don’t explain what the fuck got them to this point with an achievement titles “man who reclaimed his name”. It genuinely feels like there is either an entire chapter or at least a huge segment of one missing from the end. One of the main villains just stops showing up for 10+ hours only to be seen again in a cut away and is completely unrecognizable for at least another few hours. They then try to do the coin locker scene again with them and it feels completely unearned because they haven’t done anything. The two main villains you do fight are extremely forgettable and underwhelming. One is given what you’d imagine to be a super important connection to Ichiban but it never comes up. The two share a single cutscene at the start of the game and that’s it. Why was it even a plot point to begin with then???? So many plot threads just go no where or are left extremely unsatisfying as they hand wave them away so it can’t be viewed as “a plot hole”. I seriously think how they structure their stories needs to change because I don’t think the Yakuza writing formula they’ve had for 2 decades translates to a 100 hour JRPG. Imo the best way to enjoy the main story of these games is when you can just progress the plot freely and not be bogged down by side content or busy work. I usually save that stuff for premium adventure so the story isn’t so “start and stop”. But you can’t do that in these games because of the rpg leveling and just how the story constantly blocks you to do other shit I am currently not interested in. No RGG I don’t give a fuck about your Pokémon clone and it’s 30 minute+ forced tutorial I just want to get on with chapter 4 please.

Most of the cast has nothing to do in this game which would be fine if they didn’t force them to have boring ass drink links you need to do to make them objectively better in gameplay.

The gameplay needs massive changes going forward because Jesus Christ was I sick of the multiple grinds it imposes. The long battles they do in this game are terrible. In previous entries you’d have a long gauntlet where you’d have to fight to a location and they do this here but they constantly make you take the most out of the way route and block off better ones with excuses like “there are dudes over there!” Only to send you down an alley with 7 fights. If 9 does the same formula 8 repeated from 7 I might just drop the series. I do not want to go back to scrounging for money and being locked out of jobs till chapter 5 again. I do not want to have to do massive material grinds for good gear. I do not want to have 80% of the moves you get to be fucking useless because they aren’t an AOE and don’t deal elemental damage.

Highlights of this game is everything they do with Kiryu outside of the final chapter. Life links are overall goated outside of some implications of how no one reacting to Kiryu being alive despite you are only able to see them after Kiryu is broadcasted on national news to be alive.

There is honestly too much to talk about with this game So I’m just gonna end it by saying this: I’ll look back on the good in this game as some of the best but I never want to replay this game ever again. Also this game only makes Gaiden look even dumber and further cements it at as a $50 scam. Yokoyama fucking lied Hanawa is not important and he fucking knew that.

Mark my words that this game while currently being hailed as the best game in the series, that its perfect and other things like that will be looked back on a lot more negatively once the honeymoon phase is over, once hypebeasts move onto the next thing, once people won't freakout if you have anything negative to say about it. It won't be a hot take or "being contrarian" to think that the game is mid, super front loaded and falls apart in the end. It's fine if you do think its perfect and its your favorite game or whatever but the amount of people who lose their shit when you have anything negative to say about this game or gaiden is seriously annoying.

This game also made me get into a car accident so fuck it lol

This game is Yokoyama's trick

for years i've longed for a game with puzzle-like traversal that'd offer me the same kind of intense anxiety i'd feel while climbing a boss like malus in shadow of the colossus. if you're like me and you've slept on this - knock it the fuck off

tomb raider provides platforming nervousness in spades with ruthlessly unforgiving - but incredibly smart, well paced and rewarding - stage design. the way it constantly forces you to analyze level geometry, take risks and conserve (extremely limited) save crystals only amps up to greater and more sadistic heights as it goes. and it's goddamn brilliant

PLAY this fucking game. do not write it off based on your missed jumps in the first stage or the drab exterior. this shit WILL hook you in. and just for the record: the controls are perfect. don't even start with that

Holy fuck this game is fucking awful outside of its ending. I have never seen characters and writing as stupid as this game. I don't even know why i am giving it 3 stars but the good stuff in here almost make up for how miserable everything else is

People cry blockuza 3 but claim this is the best game in the series, lol.

I sure love all the padded busy work to justify the $50 price tag which devolves into kiryu being an mmo errand boy getting people their specific toe nail clipper from the other side of town or give them a magic condom or some shit.

The game has some great moments SPOILERS AHEAD:
-orphanage helper substory
-the arena
-the line about ryuji goda after the fight in chapter 2
-the video on the ipad
-the final boss fight
But these moments being good doesn't magically negate all the other bad shit in this game

It would take me decades to express everything that made me fall in love with Disco Elysium. It encourages a level of unhinged behavior that the human psyche craves. It revels in the mysteries of every day existence. It leverages politics in a well-versed way that challenges both player-held and socially-constructed notions of those politics. In Disco, a drunk can be a hero, the most sober and calculating man can be the foulest person to walk the earth, and a doomsday prophet can move from apocalyptic ravings to a touching karaoke ballad in a mere day's time.

Disco Elysium gave me something I so rarely get to have in the modern game release cycle: that magical feeling that I took part in something much larger, smarter, and spiritual than me. And I feel richer for having explored its mysteries, even the ones I never truly finished solving.

(Played on PC via the X Legacy Collection. Also fair warning that I get angry a few times in this review)

X1
X2
X3
X4
X5
X6
X8
Xtreme
Xtreme 2

Out of the frying pan and into the fire. In the eyes of the overall Mega Man community, that's the best way to describe going from Mega Man X6 to this game, both of which are of entirely different extremes. In the case of X6 it's due to the extremely tight level design and poorly explained mechanics which can result in you getting soft-locked that make that game VERY punishing towards newcomers/blind players, but once you gain hindsight of what that game throws at you & figure out how to get around it then that game becomes VERY fun to play on re-visits, while this is an extreme for an entirely different reason. Anyway, it's Mega Man X7, a game with just as bad if not even worse of a reputation than what X6 has. It's a game that's been burned into the ground for well over 20 years since its initial release in 2003 for a plethora of reasons, with some even going as far as to say it's one of the worst games to ever be put out by a AAA developer. X7 is another interesting game in my case as IMO it's not as bad as everyone hypes it up to be, however that's not say it's a good game, far from it. It still stands as the single weakest Mega Man X game in my opinion with Xtreme 1 and X5 being runners up. I tried my hardest to find things to like about this game as underneath everything this game does wrong there's a game that really does try its hardest to take the Mega Man X series in an innovative new direction (post-review note: I think this entire statement was rather premature).

The big new changes that X7 brings to the table come in the gameplay. There's a LOT to discuss here so I'll get the minor new change out of the way first, that being that X can now naturally use the air dash as it's no longer tied to any armor upgrades in this game. I'm surprised it took them this long to give X a natural air dash, but better late than never I suppose. However the level design barely capitalizes on the natural air dash like how X2 & X3 did with Xs natural ground dash so instead of becoming a key feature it ends up being one that's just nice to have in the grand scheme of things. With that out of the way that then leads into one of 2 major new gameplay changes in X7: 3D environments. Yes, after 6 games X & Zero have finally learned how to move about the X-Axis in more ways than just left and right. Now you'd think that with this would come brand new abilities for X & Zero to use to adapt to the 3D space, but the devs just chose to play it safe, and so they retain all the standard abilities that they had in X6, and I do have to commend them for that, as bringing a series known for fast-paced 2D sidescrollers into the 3D space is no easy feat, so why not keep it simple and retain all the functions that players are familiar with? Anyway with this game embracing 3D that leads me into the fact that due to this, X7 has a different gameplay engine than X4-X6 alongside brand new 3D models for its assets. UNFORTUNATELY the new engine leads to gameplay/movement that's nowhere near as fun as it was in the previous X games. Everything (most notably your jumps and wall jumps) feel a LOT more clunky, and even dashes feel notably slower than before. Additionally with 3D environments also comes concerns regarding the camera, and for some ungodly reason THE CAMERA IS TIED TO WHAT WOULD USUALLY BE THE FUCKING SPECIAL WEAPON BUTTONS (on a PS2/PS4 controller for instance it's L1/R1 while special weapons are mapped to the right stick or as I used a keyboard the camera is by default the D/C keys while the special weapons have been moved to the Q/E keys). The real kicker however is that despite how you can set your own action mapping in the options, YOU CAN'T SWAP THE CAMERA/SPECIAL WEAPON CONTROLS. Why the FUCK was this still even a thing in 2003??? Other 3D games learned how to properly do camera controls even before X7, so there's ZERO excuse here. Needless to say this games camera sucks, but fortunately there's only one real instance where it becomes a genuine problem. Furthermore, the game also introduces a lock-on for X that while nice to have for the 3D sections, takes away any semblance of challenge when it comes to fighting enemies in 2D sections. The devs of previous X games knew that having a lock-on in a 2D plain would be fucking busted and so therefore it was only ever tied to certain special weapons e.g. Homing Torpedo in X1 or Aiming Laser in X4. In those previous games, you had to jump if you wanted to aim your shots at an enemy that was normally out of your reach. It's the basic fucking ideology of Mega Man combat as a whole, so by giving X a lock-on regardless of whatever weapon he has equipped just goes against the fundamentals that the franchise had been building up in the 15 years prior to X7. Then there's Zero, and good GOD what did they do to you????? Man he did NOT translate well when going from sprites to 3D models. His default saber combo is so goddamn slow and even his techniques have a hefty amount of wind up to them as well, but at least his attacks hit like a truck so that at least gives him a niche as boss fodder. That's it for the 3D discussion & the implications it brought to the table, and overall it unfortunately was NOT implemented well. The 2nd major gameplay change comes in the fact that alongside X & Zero, the new hunter Axl has joined the fray to turn the group from a duo into a TRIO. Axl controls similarly to X but without a traditional charge shot, and so to compensate he can hover in the air for a few seconds and he has a new charge shot that enables Axl to gain the abilities of some stage enemies. This is thankfully a very unique mechanic and helps to give Axl his own identity as a playable character compared to X. I have 2 main gripes with this. The first is that the level design doesn't take advantage of this NOWHERE near as much as it could, and the second is that IT'S SO GODDAMN HARD TO ACTUALLY USE. It does jack shit for damage and to even copy an enemy you must land the finishing blow on them with the copy shot, however due to the aforementioned lack of damage you're better off chipping down the enemys health with Axls regular attacks, but doing that also runs the risk of you accidentally blowing the fucker up due to stage enemies not having any sort of indicator for their HP. So you either have to do it the quick way that involves accidentally blowing the enemy up or the safe way that takes fucking ages due to the lack of damage on Axls copy shots. Pick your poison. Furthermore, some of the enemies that Axl can copy have some BEEFY health bars, in particular the boulder-chucking guys in Soldier Stonekongs stage, so you can only imagine what trying to copy those fuckers are like, but get this, YOU'RE ACTUALLY REQUIRED to copy one of those fuckers in particular to get a few reploid hostages that are chilling behind a large bed of spikes that only those enemies can safely cross. Oh yeah, reploid hostages return from X6, however the Nightmare guys aren't around in this game to corrupt them and deny you their goodies, so what did they do to compromise? THEY MADE IT SO THAT ANY ENEMY CAN DEFEAT THEM, and like in X6, the items they carry are FUCKING GONE PERMANENTLY SHOULD YOU LOSE THEM & save-scumming is the only way to remedy this. So in short, they DOUBLED DOWN on the aspect that people fucking hated about reploid hostages in X6 rather than trying to tone them back... I just.... WHY???? Did they not just listen to ANY of the criticism that people had with X6? Anyway alongside the hostages comes the return of the parts system, but it's received a bit of a tweak. Whereas in X5 & X6 they were items you could equip or unequip at any time in the stage select, they act kind of like a skill tree in X7. X, Zero & Axl all have 3 different types of part-based upgrades that are separated into rows, and the parts that reploid hostages give you don't actually have any pre-defined mechanic. Instead the mechanic they give to X/Zero/Axl is dependent on wherever they're placed at on a specific character, providing some sort of freedom if you will on how you choose to upgrade your characters. The part upgrades themselves still act similarly as to how they did in X6, providing abilities such as faster buster charging, damage reduction, faster dash speed, a more powerful Z-Saber etc. Overall it's a very unique spin on the parts mechanic and one of the few things I have to commend X7 for. Another gameplay mechanic that X7 actually does well is the return of the character swapping mechanic from Mega Man Xtreme 2. While being a neat mechanic, its true function is to give you a glorified second health bar, as the level design barely takes advantage of it unfortunately. They also fucked up Alia again as she's back to being a total fucking pace-breaker like she was in X5, arguably even worse than in that game how when you're trying to equip parts from reploid hostages she explains EVERY FUCKING TIME that reploids give you special parts, like I GET IT, you don't have to explain it to me every time. Even trying to save your game or return to the stage select feels like a chore as she asks every time if you're 100% SURE that you want to do it or not which also severely fucks with the games overall pacing. That's really it for the core gameplay changes in X7, NOT a good start for this review overall.

Next up is the level design and I quite frankly don't have much to say about this. The level design in X7 ranges from boring at best (e.g. Soldier Stonekongs stage, Splash Warflys, Ride Boarskis stage etc.) to downright frustrating at worst, most notably Flame Hyenards stage, which is split up into one VERY long 2D section and one VERY long 3D section with the only checkpoints being at the start of the 3D section and the boss. A helpful tip I found regarding it however is that the reploid hostages that are placed nearby the bombs can be easily cheesed by running away to off-screen them. The bombs will still blow up but the reploid hostages will still be intact, alleviating a LOT of the frustration that would be otherwise involved with getting them. Wind Crowrangs stage is another infamous one as the camera works against your favor in the first section where you have to platform across a fleet of planes while janky controls pose a challenge in getting that stages Life Up. I don't even have much to say about the item placement either, just that the game LOVES to hide them behind walls/platforms in the 3D sections, most notably in Splash Warflys stage and Ride Boarskis stage. I do have to give credit to Ride Boarskis stage now that I think about it as it at least tries to do something creative with the Ride Chaser by having you disarm a bunch of bombs on a track as opposed to simply going from point A to point B, but at the same time the Ride Chaser is VEEEEEERY slow which takes away a lot of the fun in using them when compared to X4 and X5s Ride Chasers. Also, some of the bombs are placed near-parallel to reploid hostages so unless you have TAS-level reflexes then it's likely going to take you multiple trips around the track to get everything. I don't have much to comment on regarding the fortress levels here either. The first level is an extremely slow autoscroller which involves a couple of blind jumps here and there while everything after that stage consists of extremely basic platforming sections. However I will say that I like what they did with the tried and true boss rush making its stage a literal graveyard as opposed to just consisting of teleporters you'd go through in the previous X games. That's the only real compliment I have to give to X7s level design, as otherwise they're some of the most forgettable levels in this series.

Then there's the item game in X7. Like with X6 there's the 8 Life Ups, 3 E-Tanks and the EX Tank, but now for the first time since X3 there's only one armor for X to find, this time being the Glide Armor. The Head piece enables nearby items to be drawn to X, the Chest piece gives X 50% damage reduction alongside knockback resistance & a Giga Attack that gets build up by taking damage, the Buster piece adds smaller homing blasts to Xs charge shot that I've barely ever noticed alongside charged special weapons and the Leg piece gives X the ability to glide through the air. This is easily one of the weakest armors that X has adorned throughout the series IMO as it barely does anything interesting, and I've barely ever noticed some of its supposed """key features""" in standard gameplay, in particular the head and buster upgrades effects. Compare it to say, X5s Falcon Armor where it spices up the armor formula by favoring mobility over combat, or X6s Shadow Armor which played with the fact that X used Zeros saber in that game by giving him a charged saber swing that hit like a TRUCK, and you'll really see just how lackluster the Glide Armor feels. I will say however that the knockback resistance REALLY helps out due to the increased prevalence of it in X7 as it can straight up lead to you getting launched into bottomless pits or any other insta kill hazard that you can't get out of due to the fact that control is taken away from you when your character gets knocked back, but most of the time it just breaks the pace and nothing more.

Going on from that is the plot, GOOD FUCKING GOD THE PLOT. Due to 6 (8 if counting the Xtreme duology) back-to-back games where he's been involved in conflicts that have seen the demises of countless humans & reploids alike, X has decided to step back from the Maverick Hunters front lines in the hopes of """finding more peaceful solutions to the fighting""", put in LOTS of quotations because well, HE DOESN'T DO ANY OF THAT, HE JUST SITS THERE AND SCREAMS "WHY MUST REPLOIDS FIIIIIIIIIIIIIIIIGHT" EVERY TIME HE'S ON SCREEN. This is some HARD character assassination if I've ever seen it, as what made X such a unique protagonist is that despite his pacifist side, he still chose to engage in the conflict as he KNEW it was the only way at times, and to have him fully embrace his pacifist side is something that doesn't and will NEVER work regardless of how much effort you put into the writing of it. And BECAUSE X is now suddenly allergic to violence do you wanna know what this also means? THAT X IS AN UNLOCKABLE CHARACTER IN HIS OWN FUCKING GAME. WHY. THE. FUCK. WHO THOUGHT THIS WAS OKAY?! WHY WOULD YOU MAKE THE MAIN PROTAGONIST AN UNLOCKABLE CHARACTER IN HIS OWN GODDAMN GAME?! Anyway BECAUSE of that Zero's on his own for a portion of the game, but he enlists the help of Axl following the intro stage who has a target on his head set by the vigilante group Red Alert, who had taken to putting down Mavericks following Xs decision to step down from fighting, but because their methods of combating Mavericks gradually became more and more violent Axl fucked off from the group, but his ability to copy reploids is a key asset to Red Alert and so their leader, Red tries his hardest to get Axl back into the group. Throughout the game you get cutscenes where Red is seen talking to this guy called "The Professor" and the game doesn't even try to hide that this guy is Sigma, but fortunately he's in a much better state of mind than he was in X6, so there's that... I guess???!!!! X returns to the front lines once you either rescue 64 reploid hostages or by beating all 8 of the stage of the stage bosses, but regardless of whenever you unlock him it's WAY too late as by the point you get him Zero and Axl will both be at MUCH more powerful states due to the parts they'll have acquired throughout the game. Also as I type this I can't help but pay attention to X right in the center of the box art, so that makes me think: Like how X5/X6 tried to mimic MGS with Alias support calls that fell flat on their head, was this game trying to mimic MGS2 by tricking you into thinking you'd be playing as the main protagonist from the previous game? Because if so then that fucking fell flat on its head too as MGS2 did it in a MUCH smarter way that also didn't have character assassination involved in it. That's all I have to say about X7s plot, in general this is the WORST plot in the entire X series without question (a minor note I felt like adding on is that I like how Red is teased as having experienced the Repliforce conflict from X4 which adds in some nice continuity and also helps to further establish Red as a character. Not that it suddenly redeems X7s plot, but it's just a minor thing that I like about it).

That brings me into X7s bosses, and these are just plain forgettable. The only bosses I actually enjoyed fighting here were Wind Crowrang and Sigmas 1st form, purely for the fact that both of them are confined purely to a 2D plain and have actually engaging attacks. There was also Flame Hyenard which was more on the frustrating end due to the buggy physics involved with being on moving objects in X7 which kinda fuck with your controls. And then there's fucking Red who's the culmination of everything wrong with X7s gameplay. He's akin to Gate from X6 as like that fight, Red is fought on platforms that are suspended over a bottomless pit, and rather than slowly moving around like Gate did, Red opts to teleport from platform to platform. However your enemy in this fight is not Red, BUT RATHER THE FUCKING GODAWFUL CAMERA. I played this shit with a keyboard and to make sure I didn't blindly run into a bottomless pit I'd have to stop in place to move the camera and get a better scope of the stage, but that would result in me losing out on an opening to actually attack Red which therefore results in the fight being a total fucking slog in the end. Now that leads me into discussing the health bar of X7s bosses: I hear they have really fucking beefy health bars in the games English release but that must be a NTSC only trait, as I played the "English (UK)" version of it that's featured in the X Legacy Collection and I never thought the bosses really had large health bars as they still went down in respectable time, so therefore if you for some godforsaken reason want to play X7, then either the PAL or the Japanese releases are the way to go if you want to minimize frustration (not that it minimizes much, but still).

Now X7s presentation is a real fucking doozy. First off I'll admit that the 3D models look GREAT and do a damn good job at encapsulating the games overall art direction as they're all VERY vibrant. However they barely have any animation in the in-game cutscenes as their actions just feel devoid of life. Then there's the voice acting... which is some of THE funniest voice acting I've ever heard in my life. For the cutscenes specifically it's comparable to the atrocious voice acting found in X4, but in the bosses then it NEVER fails to make me just fucking burst into laughter with the audio editing and how many sound clips are being overlapped at once. There's the obvious example in Flame Hyenards fight but other instances such as the fights against Ride Boarski and Tornado Tonion also make me fucking lose it from all the laughing I did during those fights. There's NO way people on the dev team were able to take that shit seriously (if they even tested it at all). The original PS2 release also suffers from some HARD optimization issues that were fortunately fixed up in the X Legacy Collection, most notably frame rate chugs during boss fights alongside frequent load screens that are also on the lengthy end, so good thing the more accessible version of X7 is the one that's actually optimized... I guess...? I can give credit to the music however, as at least THAT'S consistently good throughout X7s entire run. From it, my personal shout outs include Vanishing Gungaroos theme, Tornado Tonions theme, Flame Hyenards theme, the Boss theme, the 1st Sigma theme and Signas' theme. In general, a spec of gold among an overall pile of trash.

This review was certainly amusing, as I started off by saying that X7 isn't as bad as everyone hypes it up to be (and I initially give this game a 2 star rating to boot), but after taking the time to not only replay the game but to also think about the points I'd discuss in this review and how I'd go about discussing them, I really do see just how fundamentally flawed of a game X7 is & now I really do think this game deserves the hate it gets, as despite how innovative it could have been it just falls so fucking flat on its head that even if you enjoyed X1-X6 then I really can't recommend this game unless you really want to see where the fuck it went wrong. The controls are clunky, the level design is extremely bland, the plot is irredeemable, there's mechanics from X6 that the devs made no effort at all to fix and the audio editing in the boss fights will destroy your ears if you don't think it's peak humor like I do, while the few actually positive tidbits like the music can easily be found in outside sources, therefore resulting in these aspects coming together to make what's easily the worst Mega Man X game in my eyes by a LONG SHOT. Also if this is your first time reading any of my reviews then I greatly apologize as I'm usually not as negative in any other of my reviews... but regardless, I'm glad I have this game over with, as next up is Mega Man X8 on the PS2, which as it stands is currently the last mainline Mega Man X game, so I wonder how that one truly holds up.

Venba

2023

Loved the cooking mechanics here - they actually felt like the process of learning a new recipe. And the integration with the story and the way cooking intersects with life and memories was great too. The story was pretty heavily tragic and it was interesting how it balances that with the lighter aspects of life!

While it doesn't go into detail, I guess for time's sake and the overall tone of the game, it speaks a lot to the waves of immigration from one country to the 'friendly first world white countries'. While this is a specific family's story, the general sense of helplessness the family feels as their kid negotiates multiple cultures feels very 21st/20th century to me - having your original identity ripped away from you as you're forced to adapt into Canadian/American society. I feel like it's a very 21st century condition to be feeling alienated from some sense of cultural roots due to how easy travel is nowadays.

What then is there to do? I liked how Venba's story ends - the mom moves back home, and the child reconnects with his mom. It's not framed as the solution but it feels right for Venba who was very isolated in Canada.

Moba that absolutely outclassed DOTA or League but failed to bring players who put 129972402 hours into a game because it wasn't just a copy of it. Maps were more fun and required actual teamwork (common complaint I was told is you can't solo carry which why play a team based game) and was a great crossover Between all of blizzards games.

Picked up the game in 2020 to play with the vtuber Amelia Watson, I made her rage quit and then immediately got the most kills in the game after having not touched the game for 3 years. Felt good.

I don't really get into sandbox-y games, usually because they expect long play sessions or learning a large bank of knowledge... and I want to be done with a game after 4-5 (maybe 8-10) hours rather than 'just getting started!'

But this sandbox-y platormer game centers physics-based 2D platforming, and the items you're given to clear levels are randomized and you're basically left to try and solve an open-ended puzzle with your toolkit of fish and boxes.

If you get stuck in Mosa Lina, you probably just die or try again with different items. So even though it looks like apuzzle platformer, it's not a 'pure puzzler' with designed solutions, which I'm not usually that into unless the puzzles are in service of something else (e.g. platforming puzzles in a story-focused game or something)

In Mosa Lina, with each cleared stage you're learning a little bit about whatever tool you used and maybe some object in the environment. So there's an interesting sense of growth, but instead, trying to solve a single level, you can just give up and try with a different set of 3 items.

The game is still sandbox-y though, it expects you to make your own experience. Sometimes the items you get are pretty ill-suited to some of the challenges, and you have to be okay with resetting.

That being said I find it's well-balanced overall and an amazing achievement. Even with a bad hand it seems like if I just keep dying/trying enough I can eventually get a roll that'll let me clear it, with enough ingenuity. Definitely a game I'll be thinking about and even coming back to for a while!

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My only real complaint is that the hitboxes of the spikes is a bit fiddly. They feel a lot bigger than they look and I find a lot of my deaths to them to be a little unsatisfying - either from failing to clear a jump by a pixel, my foot slipping, etc...



There's a certain joy in not knowing. In avoiding trailers and hype, screenshots and terminally online discussion. You find certain sources - people, publishers, developers - that you trust, and then you simply experience their output and recommendations. No teaser needed, no hook to draw you in. They've earned the blind leap.

Which is how I came to Cocoon. Didn't know the genre, hadn't seen a single screen. Downloaded it, booted it up. Little beetle man, running around. Fairly standard lug and tug puzzles and then: the leap. Upwards and outwards into the understanding that the little world you were in is just that: a little world, subject to the same lug and tug rules. Instantly smitten, excited, thinking about all the ways things could unfold.

It certainly doesn't hurt that the game is wonderfully tactile, enigmatic and alive and alien. The soundscape resonates perfectly. Little musical swells let you know when you're walking into the solution of a puzzle, insectile feet clink and clank pleasantly. Lovely stuff.

The puzzles? Sadly, still those standard lug and tugs, with the occasional nod to the in-and-out world hopping. You collect more orbs - worlds - with different abilities. You apply them in safe, softlock-proof puzzles, each discrete enough that you run no risk of them ever overlapping. A little poking and prodding is all you ever need to get through, even in the eleventh hour when the game starts to twist its core mechanic inward on itself.

And that's the problem, really. Cocoon is clever but safe, polished to a mirror sheen. You gloss and glide over it, meeting little resistance until you find the end. It's fun, it's gorgeous to look at and listen to, but it's playtested and designed into pursued perfection, afraid to challenge the player in any meaningful way. Which is fine. It is what it wants to be, and time spent with it is hardly wasted. Nonetheless, it could have been more. As it stands, it promises the stars but delivers the moon.