1163 reviews liked by PierreMenard


Enjoyment - 10/10
Difficulty - 5/10

Death Stranding is the PlayStation 4. Death Stranding is a fine dining restaurant serving you a delicious fast food burger, but it turned out it wasn't a burger. You begin to question what you just ate, and you cannot place the taste. The only thing you do know is that it was familiar and the best thing you ever ate. Death Stranding touches souls, and cleanses them. Death Stranding is a video game.
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its fine. nothing too great, nothing too bad. standard boomer shooter affair imho.

*Note I haven't done ABSOLUTELY EVERYTHING yet but I've done most of the secret levels save for House and Trauma Loop and thats just because they require a fuckton of grinding for money and idk when if I'll ever get it done.

Yeah this game is really fuckin good and I wish I wasn't such a jackass about it years ago.

When a game looks like cruelty squad you're essentially fighting an uphill battle with me, and it didn't help this came out next to a lot of other low effort cashgrab "retro indie boomer shooters!!!" that would fill the weaker sections of Realms Deep streams didn't help one bit. From what I saw this game was just a giant ironic shitpost somehow masquerading as some stupid fake deep "we live in a society" bullshit.

Not the case at all.

Cruelty Squad is unconventional. Very unconventional. But it rides the line so thin that almost everything is still readable, and the gameplay behind all that is addicting as shit.

The game is objectively ugly on purpose. But everything on the hud is still readable and you can easily understand what's going on. Yes, I'll admit some of the bright colors did get to me and gave me a headache after a bit at points but again it surprisingly didn't bug me as much over time.

If I were to describe this game, it would be "first person hitman with deus ex powers for schizos". You have targets on your hud, and you're tasked with killing them. How? Doesn't matter, just get it done. With a few exceptions Cruelty Squad's levels are exactly what make imsims so special, and the powers and weapons you obtain are just the cherry on top. It's funny, this game has a lot of stealth elements, but at the same time I wouldn't even totally call it a stealth game with how many points you'll probably just end up gunning people down. But you gotta go a certain way about it. You can't just play this like a doom game, you gotta be precise, take cover when it matters, go for headshots. It's incredibly satisfying and the short completion times for each levels help encourage replayability all the more.

My only real complaints if anything is that noticing enemies can be a bit hard I feel sometimes? At least in crowded areas where so many people look the same so that got annoying sometimes. The last level also felt really obtuse and bad for the sake of it. That was entirely the point I'm sure but it just felt like a slog to get through.

Finally not sure if it's like this for anyone else but this game has some weird performance degradion over time for me, at least on my system (GTX 3060). Like, when I'll boot the game up, everything is a rock solid 60+ like it should be, but usually after like 9 level loads/retries the framerate dips into the 40s and I don't know why. I THINK its because the game is still trying to process stats of NPCs after their death on top of things like the stock markets? But I don't know, maybe this is just a me issue or something.

Other then that this has to be one of the most fun indie fpses I've played this year and I'm really upset at myself I didn't try it sooner. If you're still turned off because of the visuals or fans like I was, at least give it a try with an open mind. In terms of raw gameplay, this is a must-play for imsim fans as far as I'm concerned.

It kinda sucks to play but it's charming in a way nothing else is because, I mean, fucking look at it? It's a Cartoon Network anime apocalypse MMO, possibly the most 2009 concept ever published as a video game. Surprisingly cool in some regards like the player outfits and enemies, but the gameplay is persistently dull despite some occasional challenge. It's something pretty much nobody would give a shit about if it wasn't for the aesthetics. However if they made this today it would probably end up being even more forgettable mobile gachashit so I'm glad you can at least take it for a spin thanks to a dedicated fan effort, because the novelty of the whole thing makes it a fun romp for a few hours. Playable museum of a bygone era.

Me: "So the gnorps have to hit this rock over and over to collect shards from it, so they can hit the rock with stronger stuff to get more shards. It's a clicker game. It's cute though, I actually like this one!"

My partner: "...Steven, is your computer mining bitcoin right now?"

This review contains spoilers

I have no idea what I just played.

Equal parts oddly relaxing, confusing, and frustrating, Flower Sun and Rain really tries to confuse the player above all else. Most of the time, it's a funny confusion, but sometimes it flies way over my head.

I have to let this game sink in for a bit before I really understand what it's about. (Time for a music metaphor) It's kind of like atonal music - where they are throwing dissonant, unresolved chords at you all the time, without a real center or tonic, but still you have a sense of things progressing. It is literally maybe one of the only plots I can think of from a videogame that only works because it's confusing, because it's nonsensical. It works exactly because there is no stability - or just enough to make the nonsense appealing. Interesting too that this game references a lot of composers, mostly for the pleasant (but odd) familiarity of some of the remixed classical tunes. Still I see some parallels of the tone of this game and the works of Debussy, Ravel and the like. Using odd, yet dreamy and majestic harmonies. I would describe the tone of FSR as precisely an odd daydream.

Of course, the game itself is like if you melded Professor Layton with an odd (vaguely) Polynesian and Sinatra-age America vibe. The biggest comparison might be to a show like Hawaii 5-O, only much more postmodern and tongue in cheek. Now the puzzles can be bad. In particular, there are some puzzles that assume that you just take something for granted - in the latter of the game in particular, there is a series of puzzles about a radio. You have to look for a "memory radio station". So the guidebook (where you will look to solve most of the puzzles in this game) has a listing of a station where callers request the songs they want to be played - songs they have memories of. It didn't say anything of memories in the description of the station, so (my probably dumb) self couldn't make that leap of logic.

Yeah, the game also has a lot of walking back and forth, lots and lots of it.

Flower, Sun and Rain can be confusing and sometimes poorly designed. It operates purely on a seeming lack of ground, and is held up only by shocking the player at every turn.

Yet, I'll be damned if I didn't like my time with it. I love the DS version in particular, something so interesting about the grainy, DS-rendered graphics that complements the style of this game. While I think the game was a bit too tongue-in-cheek at points, I also was supremely relaxed by it, and found myself laughing a lot. Mondo is a very witty guy.

I loved this game for the time I spent with it, and I'm looking forward to replaying it! There is a loooot of walking though. It brings me to a good point: the way this game flaunts its faults. I've heard the Grasshopper crew wasn't exactly operating on a million dollar budget during this game. Still, bringing attention to the games faults with Fourth Wall breaks didn't exactly make them less obvious - for example "I can guess you have a lot of walking to do this chapter", or "why don't our 3D character models look like our 2D illustrations?". The game easily could have done without these fourth wall breaks, and it really kind of broke the immersion.

Still, I'm impressed at what the developers were able to do with what they had - I feel like this game could've been an interesting art film (in the best way possible). While it was silly most of the time, I had a hint of some serious themes of derealization, the ways people take advantage of each other, and questioning of ones self and identity. SPOILERS: (see the movie "The Truman Show" or "Synecdoche, New York")

Very lovely, and I usually don't play much of Suda 51's projects because the hyperviolence isn't my thing. I loved this one though. Give it a shot if you want something equally mind-destroying and relaxing.

From the first minutes of the game I could already understand why this one was everyone’s favourite. Palpable atmosphere, and I finally got the people complaining about zero mission and am2r missing that “isolating, lonely, cold” atmosphere of the originals. This is what they were talking about. It's a pretty substantial tone shift, from the station to going back to Zebes. Everything is darker, more terrifying, lonely, and hopeless. Almost like Peace Walker to Ground Zeroes, raiders to temple of doom, or high school to university. It adds so much to the depowering at the beginning of the game, and the contrast to eventually tearing shit up everywhere feels like such a cool progression. You become more comfortable and less scared, and now you're back on your grind!! The main path is more like a corn maze where all the dead ends had corn for you to eat. I never felt like going off the beaten path just got me random power bomb increases, they could be whole ass optional upgrades. It's nice knowing that no matter how much I cheese out the order, I will never get softlocked. I always think I am, but super metroid has me covered. I eventually learned to leave it all to god's plan and explore without worry. The bosses were so cinematic too, seeming so well balanced that I was always reasonably challenged no matter how much e tanks or super missiles I got. I also wanna talk about the dash in this game, and how much I cheesed with it. The dash, the wall jump, the space jump, I did stuff out of order and I LIKED IT. The charge beam was the last upgrade I got because FUCK YOU THAT'S WHY!!!!!! and tell me how the ending made me emotional despite the fact that no one in this series has spoken a word? I love this game a lot, I'm giving it 5 stars, and I'm gonna play metroid fusion next.

some reviews here are kinda missing the point. yes the norse gods talk like insufferable redditors because really they are like insufferable reddit moderators in their realm. I will say that the ever titular squirreljak character and his whole quest that was voiced by the obese funny youtube man was definitely pretty annoying, and not in a way i think was intended by the writers.

Oh yeah the game is good or whatever.

Things I Liked About Brain Lord

- Being accompanied by party members in an action RPG, but not having them at my side was a neat twist. Instead they appeared throughout dungeons, kind of reminding me I wasn't alone even though I basically was exploring alone.

- I liked its sense of personality for otherwise being a pulpy action RPG - the item descriptions, various NPCs, or just the funny things like not getting any loot from the first dungeon because your friends broke into the treasure room from the back while you went through the boss in the front. Stuff like tables being smashable, or NPC personalities being told through the decorations in their house are nice.

- The hints in the dungeons' rooms felt like.. friendly in a 4th-wall breaking way. Something funny about all the random puzzles. Idk. It felt like someone just showing me some cool stuff. I guess this didn't always help the world's overall feel, but I appreciated it didn't feel too self-serious.

- The interconnected world. I liked how it never zoomed out to show a world map, instead it just feels like there's a little tale being told about the area around these two neighboring towns. Reminded me of Ys 5's world a bit.

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The level design style is worth noting - the game is literally two towns, a few small fields and then five 4-floor dungeons. It's funny how some of these are accessed - one through bug tunnels under the town, another through a hole someone was digging under their shop.

I think the levels' pacing felt a little long - of all things, reminding me of my game Even the Ocean (its platforming-hevay levels are usually split into 4 big chunks, played one after another). The problem with ETO was there wasn't much sense of drama going from chunk to chunk, so it could feel like 40 platforming ideas laid out end to end.

Likewise, in Brain Lord, the levels sometimes fail to feel like "climbing higher into a tower," etc. I really like the idea of these huge dungeons with warp points in between them, but there was something to be desired with actually conveying the feeling of "Tower of Light" or "Platinum Shrine" or "Ice Castle". That being said, each level DID have unique spatial qualities that made them feel like their names, it's just I think they overall start to get kind of long, with many staircases going between floors. The issue is that it starts to feel like a labyrinthine maze - fine if that's the narrative theme of the dungeon - but it's not, so there's a weirdness there.

I also have a number of complaints about combat or level design mechanics, but I'll leave those out, overall it was a charming game!

3D shooters are a genre long and particularly afflicted with 'just so' game design; Half-Life popularized a reload mechanic where you tap a button and wait to have your gun refilled from a pool, and this became a defacto standard for no particular reason over not having reloading, or reloading that actually has gun magazine management, or dozens of other one off systems meant to represent a games ethos. Halo introduced a two-weapon system that, along side a nuanced weapon selection forced you to always accept a trade off, games without nuanced weapon selections copied it wholesale, usually resulting in defacto one weapon system because you really need to carry the M16 at all times to get anything done. Halo Infinite in turn has a sprint button with so little effect that you need a stopwatch to tell if it makes you faster- because Halo doesn't benefit from a sprint mechanic but Shooters Have Sprint. Helldivers is perhaps the only studio published 3D shooter in half a decade if not more where there is no 'just so' game design, from meat and potato mechanics like your gun's recoil being semi-deterministic to help you avoid the regular concern of friendly fire, and your gun being loaded from a small pool of disposable magazines, to fun details like running out of spawns but completing the mission objective still constituting a victory.