16 Reviews liked by PixPong


Learning to Love Umineko When They Cry

After 5 months and 137 hours, I now have fully experienced the story of Umineko: When They Cry. It’s a rollercoaster of feeling I can’t stop thinking on, but coyness from others suggesting why it’s so special turned me off and made me unnecessarily hostile. I want to reverse that view and try to explain what makes Umineko so special without giving away any major elements beyond what can be easily assumed.

At first, I wasn’t sure how much I’d get into it. I liked the plot of Higurashi, but outside of two characters aren’t super passionate for it nowadays. The 150+ hour length seemed like an insane commitment. And I worried about how the wackier anime quirks would clash with long dramatic storytelling. But I do enjoy stories about grand, gradually unfolding world defining mysteries, so with that and the enthusiasm of many friends in mind, I set to reading Umineko throughout the first half of 2024. And am I glad I did because the further in I got the more I couldn’t stop thinking about it.

Umineko presents as a mystery, building and challenging in exciting, intricate ways that'll keep the mind busy with every new Episode finished, but beyond that Umineko is about GETTING people. Comprehending worldviews. Figuring out a line of thinking that inspires every member of its cast to believe what they want to believe. It is a story that asks to engage with storytelling and comprehension. What inspires us, what makes us believe in fiction, what do we see in those who create, what do creators seek to give back to the world, what hurt goes into creation? What weight IS our life experiences?

But themes can mean little without engaging characters to explore and embody these dynamics and Umineko puts remarkable work to answer the call. Not just from the number of characters introduced, but how numerous scattered ideas combine into a defined storytelling whole.

Umineko has one of my favorite ensemble casts I’ve experienced in anything. The more you read, the more it feels like you piece together an extensive headspace for every major character, and Umineko presents these characters’ distinct viewpoints on any circumstance as a means to actively move the plot forward and meaningfully debate the best course of action in increasingly more dire and paranoid situations. Anyone who knows me knows I’m not a big fan of overly reactive casts, where perspective feels irrelevant to plot events. Umineko is the opposite of this. It’s a cast where it feels like ANYONE can alter the narrative trajectory, exciting me in how strong personalities can twist. So many in the cast, particularly of the Ushiromiya Family, have intriguing shades of gray to their personalities, rich inner lives you can map out much of in your head, incredible voice actors or certain specific life philosophies it’s interesting to see pushed by how the plot clashes these characters together.

In this regard, Umineko is able to have its cake and eat it too with including cackling anime girls. New major introductions on top of the huge starting cast come packed with new intriguing life paths to contrast against our built-up view of the story, the protagonist's view of the story and how we've grown to see the search for the truth, in addition to fun new designs.

On the design front, while some certainly raise eyebrows glaring at Gaap whose design is exceptionally distracting in should be serious scenes, others work to purpose in addition to being fashionable. Looking at the four mother characters (Kyrie, Natsuhi, Eva and Rosa), the design of each adheres to a distinct design sensibility that communicates much in who they are and how they want the world to see them. The addition of adult characters with extensive histories allows for greater opportunity than was possible in Higurashi to have designs able to express more personality from each individual character.

Umineko exists as an eight-episode odyssey, so not knowing who in its titanic cast would get spotlight in any particular episode had me continuously excited to read more. Over 100 hours in I was still given enough to be curious for roles of many supporting cast members to pay off and to a certain extent nearly all of them genuinely do at some point or another. There’s a goal for the series and goals for each Episode; most major characters either undergo substantial arcs or interesting tests of character pushing their strong personalities, emphasizing their ability to impact the narrative and the layers of personality they struggle with. It truly feels like The Unknown Journey once one episode ends and you decide to see what could possibly be in store for the next one. I never had any way of knowing for sure and that was tantalizing; perhaps even moreso if going in fully blind.

With that in mind, a spoiler-free dive into what makes Umineko's most important players so special!

The belle of the ball is of course, Beatrice the Golden Witch; given immeasurable sad love by fans, yet over the top maniacal and macabre, boasting wacky expressions that appeared impossible to take seriously. Before reading, I found that contrast of fans' feelings toward her with that attitude and those goofy expressions too heavy. It didn't seem like those two sides of her would be able to mesh properly.

And then I heard her start talking.

THIS was the moment I knew she, and Umineko as a whole, would stick me to at least some extent. Her voice actress, Sayaka Ohara, doesn’t just read the lines like any other character: she EXPRESSES them playing a gleefully assertive witch to where you can almost hear her smiling. The breathiness to her tone, boisterous sense of pride, panickedness if she slips up, and going all out for name calling and laughs are quirks conveyed beyond the words on page. Once it seemed as if she was quickly inhaling through her nose as if taken aback during a line. She manages that incredible combination of being intoxicating whenever she talks to keep wanting to hear her say more things, and getting on your nerves just enough to want to see her get knocked down several pegs in the future: a delicate combination for a villain in a story to embody.

Backing this is a gorgeously drawn character design. The dress gives her a level of dignity while embodying a bird, a flower and a Disney Princess (particularly Cinderella with the style of dress, hair and choker and Belle with the running Flower motif to her). And having such a bold, bountiful design perfectly fits Beatrice's character. She WANTS to be the first thing that pops in your head when thinking about Umineko, and as you keep reading it you get to see that thought expressed and stretched in numerous heart-turning ways.

As Umineko goes on, Ohara’s voice performance becomes more nuanced as you start seeing more “forms” of this character, including one that made me teary, but you still keep wondering “how did she end like this at the start” and Umineko mostly understands the value of that answer. For what reason she takes on her role to drive the conflict, and the answer the protagonist seeks to prove as the heart of her being kept me engaged, and Ohara truly gave it her all to give her so much expression and personality and become one of my favorite VO performances EVER.

Said protagonist, Battler Ushiromiya, also grew on me a lot. He starts out in a VERY questionable place with awful tone-deaf jokes, but Umineko recognizes just how far he should grow as a person and the story moves accordingly to how well he understands the rules of the overarching game. Daisuke Ono’s performance melds cocky youthful energy and gentle compassion seamlessly. Battler is a snarky, headstrong ego with a lot of grins and swagger and showmanship but with truly genuine care for his family, a strong sense of justice and an increasingly growing ability to understand the gravity of situations, nailing the game face when the chips are down. Jokes notwithstanding that mix of attitude and compassion makes it exciting to see what kind of crazy rabbit hat trick he'll try to decipher and also sad to see when he's back into a corner from horrific circumstances around him. Ono's able to sound genuinely depressed when the time calls for it.

As the story’s lead, Umineko has a lot of fun playing with his comprehension of the story in relation with our own; it examines the dichotomy of a pov character through multiple convergences and divergences from the audience in his journey to learn the truth of Umineko's mysteries. He has bite to him, not just mocking his opponents; but when pushed, looking down on them, belittling them and not standing for anyone’s nonsense. As he and Beatrice are very sassy and headstrong, their numerous debates lead into many fun, characterful and occasionally depressing back and forths. It's one of the main elements people who haven't played Umineko are probably aware of it. You could watch the two do something exceptionally mundane and their incredible chemistry and voice actors would make it feel both important and entertaining.

What is exactly is Ushiromiya Battler’s purpose FOR this narrative becomes increasingly dissected the further in you get. By the final episode, his role and comprehension of expression feels wholly different from the start, and we appreciably get to SEE all of it play out onscreen. No dumb timeskip bullshit.

The last character I want to specifically point at is Ange.
Rocking a design blending cool and cute, she is a young girl who struggles to get close to anyone, because of her powers, status, and cripplingly low self-esteem that makes her feel everything is her responsibility. Given the circumstances Ange starts in, it’s understandable she’d be closed off and emotionally guarded but it nonetheless makes it satisfying when you persevere with her and believe she can build morale to smile again. And that doesn’t stop her spitting some killer snark! Ange is Umineko’s fulcrum. To believe in Umineko is to believe in Ange. Ryukishi has many inspiring, heartfelt messages to convey with her malleable psyche in a deeply personal plot, leading to a uniquely compelling coming-of-age drama. Ange’s heart is her guiding key: will you help her find it?

I won’t go any further into specific characters, but I will say: how Umineko depicts parenthood across its wide cast substantially provided for what makes Umineko resonant for me. That was an element I had zero expectations for its handling going on, but I was shocked how thorough issues regarding being a parent and the tumultuous, messy outcomes of marriage in Japanese society at this time are so thoroughly depicted. It can be conflicting and gut-wrenching at times, but it never fails to believe empathy can exist.

Umineko tries its hardest to avoid selling the familial conflicts as strictly black and white. There’s layers of complicated feelings at play regarding how and why faults are created that I believe can very easily inspired continued conversations and let Umi resonant well after concluding. This story shows the worst of ourselves but also, the best of ourselves, and the belief there is always a reason to keep going. Always a thought to our actions. A reason to consider walking in someone else’s shoes for what drives them to extremes. It broadens our perspective on US. The "flip the chessboard" mentality coined by Kyrie doesn't just pertain to logic games. It speaks to our understanding of everyone around us and in the context of Umineko, the unique methods and lengths every character has for achieving their own goals.

But beyond character and themes, another way a story can stick with me (and a huge part as to why I've chattered about Sonic so much, lol) is a distinct, memorable soundtrack. And Umineko also has TUNES! It originally existed as a “sound novel” where music had to do much of the work in light of crude but soulful sprites and simple backgrounds, so Ryukishi brought a suite of composers for just that and later Umineko ports brought even more. The composer list feels as vast as a pre-Smash Bros 4 Smash game, many bringing their own style and zts being told to lock the F in every song. Many of the best songs play during some of the most powerful moments in the plot so I’ll share just one to embody Umi’s musical tone:
https://youtu.be/mcG0nYC89tQ?si=Y0UZOIn6zQ2hpcBL

Umineko has an onslaught of great songs that really make a splash when you first hear them. Goldenslaughterer, far, Toten Blume, the executioner, Monochrome Clock, Birth of a New Witch, Golden Nocturne and many more give scenes distinct, lasting expression beyond the limitations of VN sprites. And even beyond those, the credits themes for every chapter manage to close off each's mood in a particularly special way.

Also on the audio front is voice acting. A star-studded cast of exceptionally talented voice actors were added into later versions of the VN as enough reason for the maligned anime to justify existing. Even as someone who isn't usually enamored with voice acting for languages I don't understand, the performances are exceptional and a huge reason I kept at it. At worst, a performance perfectly embodies a character's archetype and at best it's some of the strongest acting I've heard in anything ever. As I've gone through extensively, Sayaka Ohara’s Beato was the sell for Umineko as a whole for me in how incredibly versatile her performance as Beatrice was, but these Daisuke Ono as Battler, Miki Ito as Eva, Mugihito as Kinzo and Yukari Tamura as Bern I believe were also some of the most consistently great performers to where I always let their lines play out. Yukari Tamura has a TON of great work in Umi's back half as you see the investment of that character evolve.

With everything I adore about Umineko though, I’m not going to pretend there aren’t notable flaws that could easily turn people off from the story/invoke side-eyes. So here’s a brief section discussing some of those:

For one: THE LENGTH. This 130+ hour story is several hundred thousand words longer than the Bible and at times you FEEL it. Episodes 1, 2 and 6 I believe have very slow starts on the first read before action takes off. In hindsight the choices made in these parts do pay off properly by either the end of the Episode or with twists in a future one but in the moment, they can feel like they drag their heels without the entertainment of debates. The only way to reach the end of this story having absorbed it all is to commit your LIFE to Umineko WtC, for at least a little while.

And even beyond length, sometimes it can feel too overindulgent for its own good. The end of Episode 2 comes to mind where I feel like shock value went a bit too far even for a story like this. While its jokes aren’t AS bad as Higurashi’s (hell there's even some good pure dialogue jokes at sporadic points in the run) many more devoted jokes fall flat in the early Episode sections, particularly from Battler in ways that could’ve been written smarter. Thankfully, these kind largely dissipate as the story continues.

Conversations between major characters can be exceptionally dense and revealing of intriguing interpersonal relationship drama throughout, but there are some side characters introduced that exist as tools, bereft of depth and relying on “anime quirky” personality traits easy to find grating. To its credit, Umineko IS better than most stories at suggesting which characters are clearly unimportant to the story’s grand scheme and it has more than enough to get around this, but it does make it less engaging whenever they appear.

Lastly, the middle third of the final episode, Episode 8 can feel very rushed, which may sound crazy from a story so long, but there are certain dialogue sections regarding its lingering mysteries that can and HAVE rubbed people very badly because of what it suggests of its readers. Personally, speaking I can understand what this section was trying to communicate but anyone who felt ripped by this point, I get it.

This is the one Episode where the adaptation manga is an essential, adding substantiality to many points including HUGE turning point question. Ignoring the awful first cover which gave me a horrendous impression of Umi before reading, the manga is sublime. Kei Natsumi understood exactly what dramatic beats to elevate. Action scenes that could feel gratuitous when merely written out have defined framing that's superbly drawn. Natsumi has impressive talent for detail, shading and spreads for how many characters exist at that point. And the chosen compositions had me crying my eyes out multiple times more than Episode 8 did in the visual novel.

Needing supplemental material in a different medium to fill holes is usually not a great thing, which is why I note it in the Flaws section, but when it’s THIS excellently made, it’s hard to be mad. The payoffs from the Ep8 manga are exceptional and it’s easy to find the manga for free if you know where to look.

Ultimately what I listed I consider to be slight blemishes to a distinct, immaculate tapestry.

From Ryukishi07's pen, the world was given many heartfelt sincere messages, absolutely wild plot twists, incredible voice performances, really fun and distinctly spread character dynamics, a soundtrack full of insane EDM trance headbangers alongside somber tracks that still stand out, characters that thanks to the story structure are allowed to feel incredibly multifaceted and/or morally gray with interesting inner lives and/or life philosophies to track while reading, mysteries with layered tricks that stick around in your head long after being raised and new avenues for conversation regarding stories and storytelling by using the Visual Novel point-of-view. In short, the Umineko brainrot is real.


I WILL NEVER FORGET THIS STORY

Featuring Knuckles from Sonic the Hedgehog 3 & Knuckles!

I love Sonic 3K, and I can see why it's widely regarded as one of the best games in the series, it really feels like the full package of 2D Sonic (...and Knuckles).

While Sonic 2 rewarded speed in the level design, 3K emphasizes exploration again in a similar fashion to Sonic CD; the player needs to track down hidden large rings in a level to gain access to the special stages, where Sonic navigates across a maze-like board to activate blue orbs, while steering clear of red ones. Simple in theory, but certainly tricky at times. I would absolutely recommend going out of your way to do these special stages, because you'll unlock the ability to transform into Super Sonic after getting all seven Chaos Emeralds, and blazing through later levels in the Super Saiyan form is a joy. That's enough talk regarding the special stages though, as the actual main level design is the meat of the game.

With over a dozen different levels with multiple acts, Sonic 3K is the longest entry from the classic 2D games, and it's very nice to see how consistent the quality remains throughout its runtime. I'm not going to bring up every stage here (like in my Sonic 1 review), as I don't have extensive thoughts on all of them. There will also be a bunch of inevitable comparisons to other (Sonic) games, as I bear the curse of only recently becoming a fan in 2024 and those games just happen to be fresh in my memory.

Angel Island Zone is an amazing opening level, as it introduces the player right to the design philosophy of 3K and has many easily accessible special stages and multiple of the newly introduced elemental shields. For those who don't know, the elemental shields replace the shield power-up from the previous games and all are special in their own way. The lightning shield allows Sonic to double jump and attract rings, the bubble shield provides a move similar to Bounce Bracelet in Sonic Adventure 2 and allows him to breathe underwater (so the bubbles aren't required), while the fire shield gives immunity to fire (including lava) and a mid-air dash. In Angel Island Zone no shield is particularly better than another, so it's a good place to try their abilities before using them in later levels which make extensive use of their specific traits. One of those levels is Hydrocity Zone, which follows directly afterwards - here the use of the bubble shield is encouraged, as the bubble placements in the levels are only at certain spots and the ability to freely navigate underwater is very important if you actually want to explore there to find special stages without a rush. Marble Garden is arguably the longest and most confusing stage in the game, but it's still enjoyable in its own way. Carnival Night is plenty of fun to rush through too and has some nice underwater segments, while Ice Cap Zone is one of my favorites in the game with the snowboarding intro and overall satisfying level structure - this is particularly cool, because I was already very fond of Ice Cap in Sonic Adventure 1. Meanwhile, Flying Battery Zone is the result of "what if we made Wing Fortress Zone but actually good", taking the airship aesthetic of that level and making it more fun and sightreadable and Sandopolis is an innovative desert level, where the second half reminded me a lot of Pyramid Cave in Sonic Adventure 2. Afterwards follows Lava Reef Zone, which felt very reminiscent of Celeste's Core to me, but also stood out from the rest with its more vertical level design and great soundtrack, causing it to quickly become a favorite. Everything is rounded off with the Death Egg Zone, which gave me huge SA2 vibes again, as the atmosphere felt quite similar to the ARK levels in that game, same with the gravity switching mechanic. The final boss for 3K was also surprisingly fun compared to the other classic 2D entries, and Doomsday Zone is a great bonus for players who got all the Chaos Emeralds. Man, I love Super Sonic, no matter how basic the idea behind him is.

Sonic 3's soundtrack is an interesting one to discuss, as I completed the game through Sonic Origins, which uses the prototype versions of a few songs, as I believe the licensing for Michael Jackson's songs ran out (don't quote me on this). I don't think those prototype versions are as horrible as some make them out to be, and I actually prefer Carnival Night's prototype rendition to the original. Can't say the same for Ice Cap though, the original song is iconic for a good reason and I love how it ties in with the snowboard section at the beginning. The prototype version just sounds a bit too upbeat for my taste here, considering the original track conveys the gloomy feeling of an icy cave perfectly fine. Putting the differences of MJ and prototype songs aside, some other songs I thoroughly enjoy are Angel Island Zone, Hydrocity Zone (Act 1) and Lava Reef Zone (Act 1).

Even 30 years after its original release, Sonic the Hedgehog 3 & Knuckles managed to provide me with a surprisingly good time and I hope that many more people will continue to play it over the years. I really wish I would have grown up with the Sonic games in my childhood...

The Devil May Cry format, set up as a rhythm game - and while its not uncommon for the game to fail you for QTEs, the real magic lies in how Hi Fi ties every aspect of the game to the beat. Encouraging (instead of strictly requiring) rhythm promotes a groove within players, a sense that with every action they take they are jamming along with the game - achieving a potent and unbelievably addictive sense of flow when synchronized.

Frankly, I think Hi Fi’s aesthetic would otherwise be a liability for me. Garish color palettes, generic and undiverse enemy design, even the music selection is not my favorite. The supreme, engrossing nature of the combat puts me on a wavelength that elevates every other aspect of the game, I can forgive significant holes in the character writing because I am actually, literally vibing. Any mission thats mostly a gauntlet of enemies is a great time - the opposite of how I usually feel about the genre.

It's actually a common misconception that this is a video game because it's instead a list of bullet points on what your new personality is going to be.

Back in September of 2023, I decided to replay both Banjo games to see how much I still liked them. It had been around 10 years since I had played Kazooie since then, and 4 years since I'd last played Tooie, so I was excited to dive into both games. Well, as it turns out, I loved replaying both so much I decided to replay them directly after. I very rarely do that, so I just knew I had to bump both games to a 10. Well, after my whole review purge, I decided to replay these once again and rereview them all over again. Only 7 months later after playing them both twice before, I'm a madman I know (haha you won't get this reference because those reviews are now deleted). Anyways, just like before...I had a blast replaying Kazooie and consider it one of the best N64 games ever.

The first thing I'll get into are the controls and Banjo-Kazooie's moveset in general. I honestly think this game controls masterfully, Banjo and Kazooie have such a varied move set that flows well with each of the levels. The talon trot is a must in every level as it let's you go through each area that much faster. With the c buttons, it's also really easy to remember how to perform it too. In fact, I haven't played the game on anything but the N64 itself, but idk how I'd feel about playing it on another controller just cuz I find the N64 controller fits it perfectly lol. Besides the talon trot, you also have a roll attack, rat-a-tat rap which is an aerial move, golden feathers which you can use to turn invincible as long as you have them, red feathers which you can use to fly (and the flight in this game is more satisfying than Mario 64), the beak bomb which is an attack you can use while flying and more. All of this you unlock gradually while playing and is all used plenty through-out the game. You also have two power-ups that let you either traverse unsafe ground (wading boots) and the speedy shoes which, as the name implies, let's you go fast. Even the swimming in this game is pretty nice once you know how to use it. I've seen some people say it's awful because it's so clunky. Which, if you're not holding the R button then yeah totally, but if you are it's very nice and smooth as you have a breast-stroke and a paddle you can perform depending on what you need.

The game itself is incredibly charming, both aesthetically and comically. The world's all look lovely and is just full of that N64 Rare ware charm. When playing through a world, you would be hard pressed to not see a pair of googily eyes on an enemy or even the items (when the item explanation first pops up) and for how lighthearted this game is, it very much fits. That's not to say the dialogue is all light-hearted. It's not as dark as Tooie obviously but they still put in a couple of dirty jokes hear and there. The dialogue itself, while not nearly as funny as Tooie imo, its witty enough especially Gruntilda's dialogue.

Going into Gruntilda and her lair in general, both are fantastic. The lair is a tightly designed hub world that is super memorable, not just because of it being compact in size and easy to traverse, but because the whole way through Grunty insults you and eggs you on. Kazooie has way less dialogue than Tooie, and Grunty herself I find more menacing in that game, but when it comes to her insulting rhymes...they're easily the most memorable pieces of dialogue in the game. Even on this most recent playthrough, I was still hearing rhymes I've never heard before. Really makes me wonder just how many there are in total lol.

When it comes to the worlds themselves, they are excellent tightly designed levels just like Grunty's lair was. Mumbo's Mountain is the worst one imo, and that's just because of how small it is...which makes a ton of sense because it's the first world. All the rest are very enjoyable, with some of my favorites being Freezezey Peak, Clanker's Cavern and Click Clock Wood. Now you might be saying to yourselves, Clankers Cavern? Yeah, idk why but it might've been my favorite world this time around. I honestly don't have an issue with the swimming portions, I love the track that plays in it and the dank grimey atmosphere I find wonderful (which makes sense because I love Tooie and it has a lot of that). It feels like one of the more unique world settings next to Rusty Bucket Bay. Speaking of Rusty Bucket Bay, it has the infamous engine room area and yeah that's still my least favorite part pf the game. It's not TOO bad if you do that part right away, but I still died like 5 times this playthrough. I also died to Click Clock Wood very stupidly, those two levels even now can still get me as they're easily the two hardest in the game. Going back to the engine room tho, the reason it's so hated is because it's the only world with an instant death pit. In the N64 version, instant death means you lose all your notes as the game tracks a total note score in this version rather than keeping your notes when you die like in the Xbox version. This is also a small gripe I have, but only in these last two levels because I pretty much never die in any of the earlier ones.

The music in this game was done by Grant Kirkhope and he's absolutely legendary. He has a very distinct bouncy style to his music and it absolutely fits here with how goofy this game is. My favorite tracks in the game would have to be Rusty Bucket Bay, Spiral Mountain, Clanker's Cavern, and The Final Battle. The entire soundtrack is wonderfully though, and I especially love Grant's use of dynamic music. His work on Banjo Kazooie and Tooie, and DK64 show he's a big fan of it and it's perfect in these types of games.

Once you beat every single world, and have obtained enough notes and jiggies to progress, you enter Grunty's Furnace Fun. This is basically a giant quiz show that puts your knowledge to the test. It's very goofy and fitting for the type of game Banjo Kazooie is. The questions consist of listening to the voice of a character or song of a level and guessing who/what it is, random trivia, playing a mini-game from the main levels or a Grunty question. The grunty questions consist of trivia about Grunty herself that you must know to answer. To find these out in-game, you must hunt down her sister Brentilda, who is hidden in specific areas of the lair. You might think, meh I'll just look the answers to these online. But they're randomized per playthrough so you simply cannot do that. Luckily, with the joker card which let's you skip 2 spaces on the board, you can bypass these if you weren't able to find Brentilda. Same with the instant death skull spaces which are usually just a basic trivia question, but still are very nerve-wracking. After you get to the end of the board, you get a hilarious joke where Grunty makes her escape by forcing credits on you. After that though, it's actually time to fight her.

Before you fight Grunty, depending on how many collectables you have gotten, you can unlock consumable refills and even double health. Once you've gotten what you need, it's time fight Gruntilda herself. The final battle may honestly be in my top 20 fights ever, it's super good. It tests you on many of your moves you've learned through out the game and it has a killer boss theme to boot (as you know with my favorite songs portion). The end of it is super satisfying too, with the Jinjonator being summoned to defeat her. If there's any one thing I love more than Tooie, it's this final boss and cutscene. The Hag-1 is a fine enough final boss for that game, but it pales in comparison to Kazooie's final fight.

All in all, I'm glad I replayed this once again as it's still amazing and still one of my favorite games ever. Back in September, I stated I might love Tooie even more for the things it improved on and its expanded worlds, and yeah I probably do in the end. However, Kazooie has its own strengths , some even over Tooie's and it's still a must play as an N64 fan. Next up though is Tooie, and I simply cannot wait to replay it so look forward to that review coming soon!!

Definitely has interesting things to say about war and how it affects people. It's also constantly sexist, however, which brought down my enjoyment considerably. Often feels like it doesn't really know what it wants to be.

Despite being so much more ambitious than its predecessor in the scope of its ideas, this game's incessant reluctance to meaningfully explore them combined with an absolutely abysmal resolution makes it another disappointment. It's interesting— the way TGAA2 disappoints is very different from TGAA1. With the prior game, I just didn't feel it had a lot of compelling ideas at all. But its sequel is the opposite: the amount of unrealized potential this game contains is absolutely immense.
Susato has great setup in case 1. She seemingly has to confront that her society's restrictions on her gender and occupation prevent her from making meaningful change, fighting back against this by shedding both those perceived roles and proving her worth in court. In the end? She stays resigned to her assistant role forever, with a line in the epilogue suggesting she still ties her self-worth entirely to how well she can perform her societally expected role. Anything resembling setup for her never actually mattered.
Sholmes has great setup all throughout the game. He's frequently invasive and manipulative of other people, with this seemingly being built up as a conflict between him and the protagonists over how irreverently he treats the cases he's involved with. In the end? The conflict is solved by Sholmes telling them he was doing it all for the greater good, and it never gets brought up again, even if the logic he uses to justify himself borders on absurd and completely glosses over half the things he does. No character flaw for you!
Yujin has great setup in case 4. He fully admits to Ryunosuke that he's been a neglectful father, not paying enough attention to the emotional needs of either of his children, and merely distracting himself by going on adventures in London. He promises he'll explain everything. In the end? He explains nothing, and the game basically forgets this was ever a problem past the one time he spoke about it. The last case simply has him going on more wild London adventures with Sholmes, while Ryunosuke affirms he has "the most wonderful family in the world".
Stronghart has great setup in case 5. He explains his entire ideology. It's incredibly morally complex, it ties into the game's criticisms of nationalism, racism, and the media's desire for public spectacle, and it sets up a truly fantastic dilemma that Ryunosuke has to face. In the end? Ryunosuke refuses to even engage the tiniest bit with it. He proclaims that the TRUTH is the most important thing, that Stronghart has no ground to stand on because he's hiding from the TRUTH, and utterly ignores all nuance in the dilemma through arbitrary moralizing.
Every single one of the game's potential deeper meanings are sidestepped in favor of an agonizingly basic 'good vs evil' plot. And nothing exemplifies that more than the deus ex machina at the end of case 5, when Ryunosuke's saved by the same higher power he was just criticizing. It feels completely arbitrary what the game decides is good or bad.
TGAA2's best characters are almost exclusively the side characters in the earlier cases, who aren't propped up to serve a grand moral point, and instead feel like real humans with interesting and layered personalities. Case 2 is the game's best for that very reason. My opinion on this game is similar to my opinion on T&T: full of ideas that could make for an excellent story, but too afraid to ever meaningfully commit to those ideas. It feels like an unfortunate trend with Takumi's Ace Attorney games.

have to uninstall it so I can get stuff done

shaking just... ple... pelase .... Just one.... PLEASER PLEAS EpLEAS E!"!!! ONE MPORE LANE PLEASE JUST ONE MORE LANE I WANT MORE LANES POELASE WIDER MAKE IT WIDER PLEASE ONE MORE LANE I ENED MORE HIGHWAY I NEED IT PLEASSASSFEA

"iT's AgEd BaDlY" it's aged better than you

I don't know how to start this. But I will say this took WAY longer than I expected it would take me.

After finishing FC I pretty much just kept on going at the pace I was at since I got to chapter 3 or so. SC prologue really tugs the heartstrings after the ending of FC and you just NEED answers man. Then after that the game really gets... repetitive.

The time period from when I completed the first half versus literally the rest of the game is INSANE. Took me about 2 months for the first half and the second half took me a business week. I don't mind the first half as I do think there were great moments interspersed. But god that was mind-numbing. Repeating the same sequences for a good portion of the game was a turn off. But don't let this fool you. The moment you get on The Glorious EVERYTHING changes.

The story picks up tremendously and it just builds and builds until the finale.
This is when I started to realize "yea this may be one of the greatest video games ever made."

The Legend of Heroes: Trails in the Sky SC is the definition of a sequel in every sense of the word. Every facet gets improved. And the stakes are higher than the last. This was essentially a 70 hour long JRPG finale. And I love it for everything it stands for.

This may sound conflicting as you have two opposing opinions for each half but let me assure you that the highest of highs overshadows the lowest of lows.

Trails in the Sky SC is truly one of the best JRPG games there is and even with its flawed and monotonous first half, on the other hand you have one of the most legendary second halves to a video game. In the end I will cherish it all the same.

Oh and this soundtrack is cool.

No character writing in Trails has hit quite like this yet

This review contains spoilers

Positives out of the way first. The core narrative through line involving Kenny's descent after the loss of his family and Sarita was incredible, and ultimately, the choice I made to finally put a bullet in him would be the only way anyone would finally get through to him. I love Kenny, I really do, but the poor guy was spiraling. And after watching everyone die around Clementine, it felt like the only way I could truly end this cycle of love and loss. Jane was right all along.

The thing that really tied all of this together was the flashback Clementine had to Lee. People are complicated, just as he says.

With that out of the way, here's why I was conflicted on this game as a whole. Several characters around you die in often sudden and shocking ways. This was a running theme throughout the entire season, and it impacts everyone in various ways. This inherently isn't a bad thing for the narrative, and while certain characters did at least get some sort of sendoff (particularly Luke), I took issue with the way some characters were written out. Carlos dies suddenly, and Sarah is in shock for a while, as he sheltered her for most of her life. Before this, you could spend time with her and earn her trust, which makes the choice of getting her out of that mobile home feel rewarding, rather than just leaving her to die. But then, she dies anyway in the most distasteful and disgusting way I could have ever imagined. It was as if they didn't feel like writing her into the story any further, and they just have this poor, scared little girl devoured by a pack of walkers. What the fuck?

This is actually representative of a bigger issue with Season Two - your choices really don't have the same weight as frequently as they did in Season One. This is compounded by the fact that there are basically no hubs this time, and no opportunities to have conversations with characters. Considering how often they kill people off in this game, that seems intentional, but it just ends up leaving me without much closure or connection with the characters as I did in Season One. This also directly impacts how much weight your choices have, with the greatest choice in the game - that being the choice to shoot Kenny or look away - being so great because of the two seasons they had to develop Kenny's character.

Then again, I've also learned that Kenny pretty much has no presence in Season Three, and he ends up dying in a flashback anyway, so hey. There you go.

Moreover, there isn't really much gameplay in Season Two. No puzzles, no chances to do nice things for the characters, rarely any optional discoveries that matter - Season One was already a more minimalistic game in terms of adventure game mechanics, but Season Two is just about moving from place to place like an interactive film more than it is a compelling video game.

As a whole, I thought Season Two was a good experience. But it didn't live up to Season One by any stretch of the imagination.

Dark Souls 2 is an interesting game. It has a great many mechanics that people, including myself, struggle with. It definitely plays pretty differently to DS1, especially in the early game. I was initially super frustrated with stuff like the health penalty or the sheer number of enemies per level (I do enjoy the thematic importance of the health penalty, but it definitely didn't help my early game experience of beating my head over and over). But I feel like once I actually got past the first area, and got an item that was able to mitigate the health penalty, I started to enjoy it a lot more.
Dark Souls 2 is a different game to 1 immediately in terms of the world design. You get the ability to warp anywhere from the outset, and so each area ends up feeling more disconnected from the whole. But I think this really works for what 2 is going for! One thing I really enjoy about this game is that is that the vibes of the world while being very atmospheric and cool, also can change quite a bit depending where you are. At the end of the day, a souls game is an adventure game where you go through many areas vanquishing bosses and overcoming your inexperience, and to that end Dark Souls 1 had a clear artistic vision with its interconnected and cohesive world where everything fit together somehow, but I think 2 being disconnected also works because I feel like the game has a general dream-like quality to it that I think its world design contributes to. Some of the areas being next to each other makes just like no sense but I think I enjoy that, because it manages to continually make the areas feel different and you never feel safe, you never feel like it falls into a pattern. They all feel isolated and in their own pocket and I feel like this makes the areas feel that much more creepy and fantastical. Which really helps.
The atmosphere and vibes of the world in general are awesome. It feels like each time you discover something you've found something that isn't right, that doesn't feel comfortable. Which yeah, it's not supposed to and it rules. I think it helps even more that the rules of the lore of DS1 are played fast and loose with, because I feel like the cryptic storytelling of Dark Souls fits with this perfectly. Not just because I feel like the freedom afforded by this allows Dark Souls 2's general narrative to come into its own in a really good way - it is able to build on the general framing of Dark Souls 1 and uses it to build and enhance on its themes that manages to create something I actually care about a fair bit and think is philosophically awesome - it also means that Dark Souls 1's events feel like this half forgotten dream, that adds further to the unsettling vibes of the areas in general. Events are not that set in stone and they're not supposed to be in a world where thousands of years can pass before you get to see their effects. And they loom like this shadow of myth that I think really perfectly captures a really unique approach to the feel of a world where gods and monsters and magic continually influence it that I don't think I've seen very much. I don't know how better to explain why the atmosphere is this good, but it's just really cool. I haven't been commenting on the individual lore of this series so far because I didn't find a good place to, but I really also enjoy piecing together this world from item descriptions, cryptic NPC dialogue, etc. It makes me feel like an archeologist observing a world where there are a million things more important than me.
Now when it comes to the gameplay of this game, I feel like I don't have much new things to say about why the loop of this hyper difficult style of game appeals to me so much that I didn't already say in the previous review for DS1. So I'll instead jump into trying to describe why DS2 was a more fun game to me than 1. DS2 may have some bad mechanics but it also has some awesome ones. Power stancing added a whole new dimension to this game that made me care a lot more about my weapons in general. Stat reallocation actually allowed me to strategize much more interestingly as I would use different loadouts for different bosses and I'm so stoked I was allowed to do this. There are definitely some other mechanics I am not mentioning, too.
The area design of DS2 is also just, really enjoyable, and I'd say on an individual level even better than 1? It feels more Zelda coded than 1, in some areas even very directly, which was a big plus for me as a big Zelda fan. But in general I feel like, the 50 million enemies notwithstanding (which I do understand is a big issue), that they're more satisfying to overcome and traverse.
The bosses are probably similar in quality to 1. Overall it has a slight edge over DS1 I think, but only slight, considering it has much more than 1 and as a result also has more bad bosses than 1. But it isn't a number that is unforgivable to me, so it's fine.
The DLC is the one area I would make an exception for the above point. Even with each DLC optional area and optional boss that managed to be just. really miserable. The main parts of all of the three DLC were so good that I don't care. The bosses are all just fucking awesome and the areas are so so fun to go through, definitely my favourite areas in the series so far and having my favourite bosses in the series so far.
Overall I'd say the reason I prefer 2 to 1 is that it has a lot of little differences that coalesce into a game that's much more sricore as a result. Cannot wait to play the rest of the series.