254 reviews liked by Phasma


i used to not get what people liked about this game. that was when i was worse at fighting games. revisiting it years later, it's one of my favourites of all time, and i think it does things better than many modern fgs. most importantly, it keeps an extremely brisk and anime-esque pace of matches while still having very strong focus and emphasis on neutral. i'd compare it to kof in this regard, which i also think does that quite well—but there's so many other charming aspects of this game that makes it incredible both competitively and casually, as well as a huge target for a potential sequel (even if they wouldn't be able to capture the magic entirely). great roster, great mechanics, great pacing, the only standout flaw is the character balance, which is true of basically any old fighting game.

FODASEEEEEEEEEEEEEEEEEEEEE

Customização de personagem descente e mesmo não tendo jogado nenhum outro God Eater lembro de ter achado a história legalzinha.

Achei a gameplay muito legal (foi o jogo que me fez descobrir o meu amor por foices kkkkkkk) mas acabou ficando meio repetitiva conforme o jogo avançava. Talvez por que eu só tenha usado a mesma arma por mais de 20hrs ?? Sim, mas não tive esse problema com monster hunter, onde também só usei a mesma arma por 80hrs e cheguei a zerar o jogo e fazer umas farmada depois.

As missões deste jogo tambem são EXTRAMANENTE repetitivas. Voce apenas vai na sua base, escolhe um monstro pra matar, vai para a área da missão (um mapa completamente vazio apenas com seu alvo e alguns outros inimigos e recursos), mata o mostro, volta para a base e repete o processo.

No fim, essa repetitividade foi o que me fez dropar o jogo 3 anos atras. Como já passou bastante tempo desde que joguei e não lembro de poha nenhuma, talvez eu de uma segunda chance ao jogo num novo save tentando usar algumas armas diferentes de tempos em tempos.

Resumindo: compre Mosnter Hunter que é melhor. Se já tem Monster Hunter, compre a DLC de Monster Hunter. Se já tem a DLC de Monster Hunter, então continue jogando Monster Hunter. Mas se você REALMENTE quiser jogar outra coisa, gostar de anime e não se importar muito com a repetitividade, então espere uma promoção de mínimo 60% e compre este jogo

Odd game; having done all of the arcade modes and playing catch-up before release on the plot, this really feels like a proper conclusion to a majority of the cast. Ending in either death or a return to normalcy, Sys:Celes feels purposeful in wanting to be the end of the Hollow Night: but it also feels like the prelude to a larger conflict in this world. I feel that in both, I can respect that Under Night's focus is not in story, but can also make its characters reach a proper, satisfying end point.

Gameplay's perfect however: everything feels fine-tuned to perfection, making every character feel stronger both with Sys:Celes's new universal mechanics and unique new moves. I found a new main in Kaguya, someone feeling perfect for my playstyle, but I also feel every character continues to be fun. It's a game I feel I can pick randomly and still have a great time with friends, but also feel that I can happily commit time and effort to improving as a player. And the inclusion of rollback is a welcome addition; the online's playable! It runs very well! Sys:Celes feels like a perfect end point to Under Night as a series, but I'm also ready to see in what ways it continues to grow with its DLC.

It’d be so easy for me to just give this a 0.5 star and have my review be “Haha, gacha game”. Nobody would care at all and 99% of people wouldn’t begrudge it.

That 1% is, unfortunately, me.

Look, I am Mihoyo’s foulest hater. I gave Honkai Impact 3rd a chance and hated it because, even putting aside a lot of the straight up barefaced plagiarism that game carries out, it was just a bad game that felt like someone trying to remember the combat parts of Crash of the Titans.
Genshin Impact was even worse, being the world’s first AAA skinner box that shamefully ripped off beats from Breath of the Wild to sell anime archetypes to children and teenagers. I hate, hate, hate Genshin Impact. Endlessly empty overworlds that occasionally reward you for self-harming by feeding you “storylines” that are just characters saying prophecies, politics and keywords ad nauseam were grotesquely fused with floaty, unpleasant gameplay where “player expression” caps out at smashing through your characters and hitting the skill and/or ultimate buttons until things die.
Any pretext of having ‘characters’ is also thrown out into the gutter, because outside of time-limited FOMO events you’ll be hard pressed to find a Genshin character with a real personality or even a goal. I wonder if people only remember Yae Miko because you can ‘get’ her character without playing an event that hasn’t been rerun since Covid quarantine.

So, you can imagine that I was extremely cynical about Honkai Star Rail. My view of it was that Mihoyo, not content to defile the character action and open world genres, had opted to shit out a turn-based game as well. And for the longest time, this game was my punching bag. Whenever it appeared during an event or festival I’d always say something like “more like honkai shit rail lmao” in my group chat, and whenever I saw fanart of the characters I’d gripe at how awful 90% of the designs are. Lastly, do you know how horrifying it was to find out HSR would be an interstellar adventure? From a studio that struggled to make me or anyone else give a shit about a single planet in Genshin? Madness. Utter madness.

But I was bored on Christmas day. Preternaturally bored. I don’t really know what came over me, but I got the urge to download this game.

And… I’m still playing it.

I’d even go out on a limb and say it’s good.

From here on out, I’m going to compare this game to Genshin almost every other sentence. Sorry, but there’s really no other way to highlight just how well this game does certain things without bringing up the studio’s awful last game.

Anyway, upon booting up HSR, two things immediately caught me off guard.

Number 1: The dub isn’t terrible. Genshin’s is infamously wooden and embodies every bad trend with English dubs. The women almost exclusively talk in either a Peppy Girl Voice, that same breathy detached voice that’s often only heard on amateur VA voice reels, or they’re using a flat Regal Voice that results in characters like Raiden Shogun and Rosaria - two ontological opposites - sounding identical. The men aren’t much better. Honkai’s dub, however, is surprisingly robust. I could probably tell you who each character is just from hearing a single line, because the direction being given to the VAs is phenomenal and it results in characters managing to shine through just voice alone. The nicest thing I can say about Honkai’s dubwork is that if a character sounds bored, I often assume it’s intentional.

Number 2: The characters are written - at all. Genshin’s characters have a bad habit of being the exact same template but copy-pasted over to another region. There’s really not much difference between Jean, Candace, Ningguang, and the Raiden Shogun when broken down to their base narrative components, and every region has a Cool Guy, a Sad Guy and a suspiciously forward underage girl. HSR has less characters overall, but it bothers to actually write them out and give them arcs.
Silver Wolf and Kafka only appear for 20 minutes in the intro before fucking off until a later patch, but their dynamic is excellent and they themselves have so much personality that I’m still thinking of them hours later.
Don’t get me wrong, HSR is not going to give you intricate Yakuza-esque plots, but I was gripped by the Jarilo-VI cast’s struggles to survive in a world that was entombed in multiple senses of the world, and the utter tragedy occurring between Hanya and Xueyi beats out some of dynamics I’ve seen in many actual JRPGs.

Both of these apply through the entire game (as at the time of writing), but that they’re immediately obvious from the prologue is what got me hooked.

Don’t get me wrong though, it’s not all perfect. The actual plots tend to be straightforward, and the game’s insistence on giving you 5 minute quests with 15 minute exposition dumps calls to mind Final Fantasy XIV in all the wrong ways, not to mention that who gets characterization and when often feels like it’s decided by dice roll.
I love Natasha, the caring but deeply exhausted leader of Jarilo-VI’s underground vigilante police force. In a cast of mostly younger adults she stands out as a tired middle-aged woman who initially keeps going because she thinks she has to in order to ensure there’s a world for the next generation to even inhabit, and she ends up feeling a bit aimless/overwhelmed when that mission ends up succeeding.
But she’s mostly ignored in favour of Bronya, Seele and Serval, all of whom I enjoy yet sadly sponge up most of the screen time. Bronya especially tends to have her character arc reiterated to the audience every other cutscene, though unlike Genshin characters or FFXIV’s Y’shtola, her arc actually resolves.

Towards the end of the first planet, it dawned on me that I was enjoying the writing because the writers had very clearly taken the right lessons from Genshin. Rather than force the player into an endless hamster wheel to maybe see the characters progress, the characters are just front and center in the story and they’re utilized extremely well.
Sure, I can cynically say that they only made the characters likeable to hype you up for their banner reruns, but at least I can tell the banner characters apart based on personality. I’ll pull for Seele because I like the headstrong, illiterate moron who is clearly in puppy love with Bronya. Not because I need a Quantum - The Hunt character.

The real star of the show, though, is the gameplay. I often scorn the idea of gacha games having “good gameplay” as the sentiment is often echoed by whales/longterm players who’re experiencing an entirely different game in practice, but HSR really caught me offguard on that front.
It’s all very simple: Enemies have big icons above their head stating which element they’re weak to, and you build teams to deplete their weakness gauge so you can stun them and do big damage. Each character has a basic attack, a skill (which costs a skill point), an ultimate attack and a passive - along with an overworld ability.
There’s a tendency in games like this to have earlier characters be incredibly simple and without any depth, which is a trend HSR bucks right out the gate. The protagonist, Dan Heng and March 7th (the first three freebies you get) all have their own mechanics and roles, so tightly designed that they’re perfectly usable in harder content with a standard level of investment. Power creep is still a thing of course - I got Ruan Mei, a very recent addition, in one of my first pulls and she can just take turns away from enemies - but so far the game avoids that nasty trend every other gacha has where early character skills are a single paragraph and later ones are entire pages.
Characters all have Paths, which is HSR for ‘Role’, but each character applies the concept of their path differently which thankfully avoids homogeny. Two of my main units, Sampo and Pela, are Nihility characters - debuff centric. Pela is focused on removing positive buffs and makes enemies infinitely more vulnerable to other debuffs like those conferred by her ult. Sampo, meanwhile, is a Damage Over Time character. All of his attacks have a chance to inflict a Wind DoT and his ult does less damage than others in exchange for massively cranking up the damage enemies take from the DoT effect.

Praise also has to be given to the game for lacking any duds as of the time of writing. I’ve frequently taken breaks from the story to get some leveling resources because every character I currently possess has a scenario in which I end up using them, and though I’ve yet to get the character I want from the permanent banner (which the game dumps tickets for on you), every character I have gotten from that banner has been used in a serious capacity since I got them.

Overall, though, the game leverages its extremely simple gameplay to put you through some absolute ringers. The core mechanics are simple so the fights can be… well, not? Bosses and even elite enemies come with mechanics that can throw careless players for a loop, some of which I’d even describe as MMO-esque. The earlier parts of the game can seem simple enough to just blitz with a high-damage team, but eventually enemies start using taunts/lock-ons/stuns and other debuffs to force you to think carefully. Really, it’s this variety in enemy mechanics that results in the above praise: Even Asta, a relatively boring character, has incredible mileage in any fight where making the party take turns faster is a boon.

If I had to illustrate the differences succinctly, I’d point to Healers. In Genshin they’re superfluous if you’re at all good at the game, because it’s trivially easy to avoid damage and infinitely better to just bring DPS characters that’ll help you end fights faster. That is not the case in HSR. You can delay turns with Ruan Mei and Asta all you like, but enemies are going to attack. You are going to take damage at some point, and the need to either dispel or negate these inevitabilities is the driving force behind much more indepth team building. I got through several arcs of Genshin just fine using the same team that only ever saw a change when Raiden Shogun dropped, but in HSR I have three separate teams that I’m still constantly tweaking.

As for the world, HSR completely dunks Genshin’s poor attempt at an open world out the airlock and trades it for comparatively linear pseudo-dungeons and slightly wider hub areas. It’s all very ascetic in comparison; Amber doesn’t appear to tell you to fuck off and gather wheat at all during the intro, you just hold Forward and hit things between cutscenes. This is all to its benefit though, both because it allows individual area plots to work at all (Genshin could never have done the Overworld/Underworld thing well) and it allows each area to have a very strong visual identity, which means I can actually tell areas apart. It’s impressive that both halves of Jarilo-VI feel like they belong on the same planet given that every continent on Tevyat feels like it fell out of a difference 4/10 gacha game.
Oh and the fucking music. I’ll give Genshin credit on one front: The boss music is stellar all the way through. HSR, being an actual interstellar experience, is similarly out of the world but on all fronts. I couldn’t tell you dick about Genshin’s overworld/dungeon music but I still hum the Jarilo Underworld theme even when far away from the game. To say nothing of the cheesy over the top vocal track that plays during Jarilo VI’s emotional climax.

I also haven't seen many people mention it, but the side material in this game is excellent. The protagonist is given plenty of time to shine, and while the writing cribs ideas from Disco Elysium it knows full well it's never going to be a masterwork and instead opts to tell good jokes and write good characters. I talked to a trash can once, and it was brilliant.

Looking back at all the praise I’ve given the game, I do feel the need to clarify one thing: This game isn’t really exceptional. It’s just good, and among gacha games that automatically makes it the best. I have a lot of fondness for the game, its world, its lore and especially its cast, but there isn’t anything here you can’t get elsewhere. Yakuza: Like a Dragon has it all and is a one time payment! Same with Dragon Quest 11.

If you’ve read this far you’re likely wondering how the actual gacha/live service elements are, and they’re … not bad. Not good, because they never can be, but among its peers this is one of the least egregious ones - not quite GBF or King’s Raid good, though. Tickets and pull currency are handed out willy nilly compared to Genshin’s equivalents and while there are dailies & a battle pass, actually filling them out is trivial work and can often be done in minutes.
Genshin’s Resin system returns as Trailblaze Power, but to this game’s credit all of the dungeons/boss refights/elite enemies/whatever are available on a permanent basis - though the boss refights are limited to 3 a day.
Which… does actually lead into my biggest complaint about the game, and the one that’ll probably influence whether I keep going in the future:

There’s not enough Trailblaze Power.

And- Look, alright, I’m not gonna be mad that a game is making me put it down, but you need so much Trailblaze Power to progress at a meaningful pace. The onboarding process and early tiers of the battle pass (which accrue naturally) will give you tons of refills, but that’s a well that began running dry after I beat Jarilo-VI and made me hesitant for the future. It’s not actually much of an issue in Genshin due to how few party members you ‘need’, but this game’s better combat intrinsically leads to more grinding, which you’ll hit walls in constantly due to lack of Trailblaze Power.

All in all, I'm thoroughly charmed by this little game. I’m probably going to keep playing it in the downtime between bigger games and bigger writing pieces, but this is still a Mihoyo gacha game. If you had issues with Genshin and they revolved around character availability and the like, this game doesn’t fix them at all. It’s best to stay away, and likewise if you have compulsive spending issues or an addictive personality absolutely stay away - this game pads out banners with junk weapons, and it knows what it’s doing.

I wish Natasha was real.

what i expected: mario 64
what i got: sonic frontiers 0
most moons are literally just in the open for you walk straight into. even the "challenging" ones are very easy to reach. needs better level design

Esse jogo é uma mistura meio amarga, mas que a balança pesa mais pelo lado ruim. Falando das partes boas, é um jogo divertido, é muito prazeroso jogar de sniper nele, o mapa ajuda bastante nisso, sendo bastante irregular facilita achar uma boa posição para atirar. O enredo também é interessante... mas fica muito saturado devido a estrutura das missões, o que faz o jogo ser desnecessariamente grande. Mas preciso falar muito mal da jogabilidade, o jogo demora uma eternidade para abrir e iniciar, mesmo jogando offline, até existe uma variedade de armas, mas não muda quase nada de uma para outra. Dirigir no jogo é uma ♥♥♥♥♥, aviões são um lixo e é impossível cair da moto, no mais picapes e helicópteros são os melhores veículos.

Technically, I invented MOBAs when I played this game as a kid for I marked one of the villagers as being the unaging mortal witness to all the events in history and so every game in the campaign was kind of about conquering or whatever, but also mostly about protecting that one guy because he had to see the history but he couldn't like be in the fight because that's too risky and stuff. So, you're welcome, icefrog.

8 lists liked by Phasma