Comparing this game to Katana Zero is a massive insult to Katana Zero.

I've spent more time reading cringe worthy, poorly written and paced dialogue written by a disgusting weaboo that probably gets off to Silver Wolf in Honkai Star Rail and decided to put her in the game, than actually playing the game. The writing is abhorent. It's a mystery to me how can anyone sit through the cutscenes and actually pay attention rather than wanting to just return to the gameplay.

Stages themselves get old very quickly. Halfway through the game they just become annoying, relying on leaps of faith and being outright confusing. They aren't intricate set pieces that the player slowly masters like in Katana Zero. Bosses are also, quite bad.

The OST is fine, the only problem is that just like with the story, the dev has no idea how to pace the OST. You can basically mute the OST and put on a "80s SYNTHWAVE DRIVING MIX" on youtube and get the same exeprinece. It's not bad, it's just lackluster.

All in all, this game is awful. I was told that it was Katana Zero with a grappling hook. I got a mediocre platformer with an awful story.

if nobody got me

Square Square Square Triangle Triangle
know
got me

Can i get an AMEN ?

(not terrible tbh, rushed through it on easy, the story is alright, just don't engage with the combat too much)

A mess. The combat system is really bad, and the best way of getting through bosses is spamming heat actions, weapons, or tiger drop. The combat only get bearable once you stop engaging with it. There is a single good fight in the game, the final one. Jo Amon is an absolute joke and I regret spending the time I spent doing every substory.

Story-wise, everything that isn't related to Ryuji is laughable. Ryuji's storyline is what saves the game from an even lower score.

2 stars, one for Majima, one for Ryuji.

While the gameplay is good, the fights are better than in 0, the hardest fight in the game, Jo Amon, is fun, the story is irredeemably bad.

The story is extremely unique, and deilvers a very powerful message that only makes sense by the end of the game, if the player is willing to forego convetional storytelling methods. You mustn't think of the story as a convoluted intertwined web told through VHS fragments, you must think of it in its globality and what the general message of every situation and character is. Hint: it's the exact same.

Unfortunately the gameplay has some rough spots and some questionable AI, and I do prefer Hotline Miami's spiritual successor, Katana Zero, but overall this game is an enjoyable, adrenalin filled experience that will keep you invested through very good audiovisual design and an amazing soundtrack.

A fun, short top down shooter. Sets in place themes that will be elaborated upon and skyrocketed into greatness in the second game.

2022

Tunic is a mess. It's an extreme puzzle soulslike zelda 1 mix that uses an antiquated gimmick, an in-game manual, as the main progression mechanic.

Tunic is too hard of a puzzle game if you want to play a soulslike, and too hard of a soulslike if you want to play a puzzle game. The Zelda comparison is fair, but only if you're talking about The Legends of Zelda, first of its name. I spent hours being lost not having a single clue where to go only to find out that I was simply walking past a door or a turn I was supposed to take.

The puzzle design in Tunic is frustrating, because the entire game is based on purposfully obscuring or not giving crucial information to the player. If you were to beat the game legitemately, you'd have to go through a lot of trial and error, not only on the soulslike part, but also on the puzzles. The game has 0 feedback for most puzzles you do, only vaguely indicating what you're supposed to be doing in the manual. The true ending, without a guide, is IMPOSSIBLE. There is no way someone can possibly find everything needed for the true ending without spending endless hours looking through every nook and crany of the map. Some people are into that, and it's their type of game, but I'm definitely not.

There's a crucial difference between Tunic and games like Outer Wilds. Outer Wilds guides the player via a command board that recaps not only what you already know in clear english, but also indicates connections between things you know in case you've missed them, while also guiding the player where to go explore next. You can look at the board, and figure out a destination. Tunic doesn't tell you where to go, only giving you slight hints, in a cryptic language in the manual. At some point, this becomes very discouraging, and I personally just used a guide. I'm very happy that I did so, because I would not be able to figure out what I'm supposed to do without a guide. To add insult to injury, after getting everything required for the true ending, the game bugged out and gave me the regular ending.

The soulslike elements of the game are lackluster as well. There is no variety of weapons, equips or items. There are a few useful items, and a few spells, and one sword. The equips you get are either gimmicky, either completely useless, either so good that you'll only be using a few given equips the entire game. Without the damage up defence down equip, I wouldn't have beaten the game in the time I did. The equips don't have a description, to fit the gimmick of the game, and are only vaguely described in the manual. This is a very bad thing, as most of the time you're unsure whether an equipment is even working properly. The bosses are all uninspired, the only boss I found enjoyable was the final boss. There are 0 humanoid fights, meaning that most of the time you'll be running around dodge rolling until the boss eventually lets you attack it. Only on the final boss do you get the chance to weave in attacks and dash out mid-combo when needed.

Overall, the game is just frustrating. It feels like it wasn't playtested enough, and has rough difficulty spikes and confusing puzzles all over. It felt more like I was fighting against the game the entire time, rather than playing it.

Some rough/uninspired bosses here, some questionable story choices there, a few ups and downs, but overall a good experience that somehow triggered my completionist instinct and took me 100 hours to finish. It's sad that the best boss in the game is in chapter 12 instead of being the final boss however.

Majima is bae

Very interesting concept but the story didn't affect me as much as I expected it to

>choices matter
>except that they don't
>puzzles that could be solved by a preschooler which is probably the target demographic of this game
>overly gruesome and edgy for no good reason
>relies on shock value than actually good storytelling
>most characters are insufferable
>first chapter has a plot hole

is this your "better Danganronpa" bros?

Fun little concise detective game set on a ship. The visuals and audio are top notch. The mystery is actually challenging to solve, all without being impossible. There are many ways of finding information on the crew, I used a lot of profiling, deduction based on roles, relations, names, and guessing.

However, I only did this rather than exploring scenes and looking for clues mainly because of the way rewatching scenes works. Rather than having a catalogue of scenes you've already seen, or being able to replay voice lines, in order to access a scene, you have to go back to the body and replay it. This makes replaying through scenes EXTREMELY annoying to the point that I'd rather guess. If I want to use someone's accent to deduce their nationality, I can't just replay a voice clip, I have to rewatch the entire scene, which is time consuming. The initial exploration of the ship this design entails is a good experience, but it is majorly detrimental to the "second" part of the game where you actually have to solve the mystery.

Played SE+Vergil

From a technical standpoint, this game is amazing. It runs as smooth as butter, it's one of the rare games that didn't drop below 144 FPS a SINGLE TIME during my entire playthrough. The combo system is complex while being accessible, tying music to your style rank is an excellent idea that makes the player strive for more mastery. Dante is an absolute blast to play. Vergil is even more fun. For the first time in the franchise's history the camera isn't clunky!

HOWEVER, DMC still suffers from not letting the player play. The core gameplay loop no longer features exploration or puzzle solving, the stages are linear, so if you're playing DMC5, it's for the combat and the flare, yet the game keeps throwing hard to kill enemies that interrupt your combos. I understand that harder enemies are a must for the difficulty curve, but do these enemies really have to have invulnurabilty, or have to teleport everywhere?

The same can be said about bosses. I personally dislike colossal bosses. I prefer down to earth fights against humanoids that play out like dances. Fights like these apply everything the player has learned throughout the game, such as dodging in time, reading patterns, getting in combos and continuing combos if you can, and so on, while colossal bosses usually spam you with large attacks that are easy to dodge but not mid-combo, turning the fight into a dodge fest, removing the need for combo mastery. The issue with DMC5 is that there are two humanoid bosses in the entire game, the rest being colossal bosses. Some are fun, but most are boring, and just take patience rather than mastery to beat.

The parts where you play V are fine. V is far from being a character I enjoy playing, but I can see his appeal. I'd very much rather play Dante though.

As its prequel, the game suffers from unituitive level design. A major upgrade when it comes to combat, however, Nero plays way worse than Dante. Dante is a blast to play.

Half of this game is antiquated and suffers from a clunky camera and long unintuitive stages, but the other half is Vergil so it's alright