Did a randomized soul-link nuzlocke with a friend and will never forgive that fucking critical hit ice beam that Jinx got that fainted my Mew. Pure bullshit. Was an unforgettable experience tho holy shit.

Still playing this at the moment and there still feels like there's a lot of content I have left to experience but I beat the HR 50 quest which is technically the final boss of the base game and now am in Sunbreak as I grind to HR 100 but it's a fun ass game all things considered. +70 points for Tetranadon hood irony.

It was a better game but Ban Ban 3 made me laugh more

These guys realized they couldn't make a scary horror game so they just made this as absurd and hilarious as possible. Gotta give the tiniest ounce of respect for that lol. I hope these never stop cuz they're so god damn entertaining even if they are some of the most ass games out there.

I think the moment when I realize backloggd has fucking spread to my brain is when I play a game like Pac-Man World Rally and automatically label it as some 2000s core vibe aesthetic. There's such a bizarre energy here that eminates such an aggressive mid 2000s 6th console generation vibe that I've seen very few other games match. For all intents and purposes it really shouldn't work as it's practically a poor man's Mario Kart clone with basic item mechanics ripped from that series and with very little of the polish in driving control. Everything feels so frantically paced and has some level of control clunkiness you'd expect when playing some random arcade racing game. The tracks are sometimes absurd in their designs and hazard placements to where it can feel almost unavoidable to not come colliding with a wall or hazard at some point yet it almost feels like the tracks themselves are more inclined to lead to chaotic situations, especially compared to the more laid-back approach obstacles have in the Mario Kart series. It has almost every hallmark of a mediocre to weak game but somehow is carried by the charm of its quirks and is admittedly quite fun once you get used to it????? I mean, where else can you play as Pac-Man World 2's very own Spooky and use a fucking Galaga ship and ice dragon as you race around the world in Katamari Demacy? This shit is sort of insane actually.

I will never be okay again what the fuck Falcom 😭

I don't have too much experience with fighting games outside of Super Smash Bros, which is practically an entirely different type of fighter, but this game was pretty fun all things considered. Characters feel at least decently balanced from what I can tell and the ass ton of specific Jojo references they have in here are just great. Story mode was kinda lackluster though and no idea why the online only works half of the time.

Only reason I bought this was for streaming purposes. I still beat it quick enough to qualify for a refund tho so I'd say it's worth it. Normally I would feel bad about doing something like that even for a weaker game but the sheer greed behind this game's developers kind of make it hard to justify letting them have my money. They straight up target the lowest common denominator which are the kids that will spend their parents' money on games like this so they can make bank and put in as little effort as possible. The game itself is just as shitty as the first "game," though this should be more accurately called the first Garten if Ban Ban game whereas the first free game was just the demo. 2 is way longer but suffers the exact same issues on top of there being more padding. Did you need to even read this though? Everyone knows this game is dogshit and that this "horror for children" subgenre is nothing but a breeding ground for devs with ill intention. At least this shit is so bad it's hilarious.

Meme game. Literally a government psyopse to create an A.I. generated video game franchise with as little soul or giving a shit as possible. Can't wait for merch of this shit to litter every hobby store.

Got to stage 15 until the pay to win garbage came in full force and I literally couldn't progress without grinding. That might be a new record.

Finding out the pizza theme is actually a Neapolitan song from the 1880s is unironically the funniest shit.

Team Cherry literally just patched the game and just said "fuck it, new boss"

I love these guys

Pretty quick to 100% but still a very fun time. It definitely shows its age in places and the depth perception can be dogwater but luckily platforming wasn't too demanding. It was honestly a lot more puzzle-based than I was expecting from playing its sequel and I think it's much better off for that in hindsight. The levels were usually pretty creative and with boss fights like the Galaxian King, you just know this game was made with love.

What is a souls-like?

Slow methodical combat, stamina, build variety, dark fantasy setting, losing valuable resources upon defeat unless you reach the area you died before dying again, massive boss health bars, parrying, dodge-rolls, ambiguous lore, steep difficulty, etc. etc. etc.

Now why do I bring this up? Everyone and their goddamn grandma knows what a souls-like game is at this point and this genre certainly isn't going away anytime soon. Well, even though all the aforementioned concepts/mechanics are generally seen as staples of the genre, I've come to notice that even the most popular games that follow this genre outside of the official Souls titles don't borrow all of these concepts. Taking a look at one of the most popular titles under this category Hollow Knight shows that it largely earned this comparison for its difficulty and lore exclusively. So called souls-like staples like stamina bar, visible boss health bars, and dodge rolls (though this could be attributed to the shade cloak sharing the same function) were absent. Another souls-like title Code vein also went for a much faster-paced combat flow along with more straightforward storytelling and a larger focus on co-op, even when playing offline. Hell, even From Software's very attempt to reinvent their formula with Sekiro saw the removal of stamina and practically flipped the idea of combat on its head as a sort of rhythmic fight of deflecting attacks at the right time to break enemy posture. I could go on with examples but the main takeaway is that all of these games were confident with straying away from the established souls-like conventions to create experiences that feel like their own thing rather than just riding off everything that worked for souls titles.

I bring all of this up as I believe this is where my meh feelings towards Mortal Shell arise and largely all come back to. Mortal Shell practically rips every element of a souls-title to a tee and doesn't really use them in creative ways to set it apart from the source material in any meaningful way. I'll give them credit for toying with some interesting mechanics like the hardening and shell system, but these were never fleshed out to justify their inclusion in combat. Hardening has potential for interesting ways to clearly telegraph delayed attacks and mix up combos but only one enemy uses this and you are better off using this as an "oops, I fucked up, am out of stamina, and need i-frames" button when you get impatient waiting to find openings in enemy combos. Shells basically amount to different pre-selected builds but have their own perk system, though I can't say this is anywhere near the level of replayability as being able to allocate into any stat you want in the souls games.

I understand this is a very small team and it would be extremely difficult to replicate something in the caliber of Dark Souls and I 100% appreciate the efforts seen hear. But I find it a lot harder to justify going back to this when it does hardly anything to stand as its own game and just ends up feeling like a lesser imitator on all fronts. And there are surely things I liked and even loved about the game. The art direction is phenomenal with some really distinct and cool areas for as short as the game was. The locations did a great job really selling the atmosphere of this decaying world and the interesting theming of some areas even somewhat set it apart from the traditional dark medieval atmosphere that has become tired in this genre. And while I think the boss fights were unfortunately pretty lame for the most part, the battle with Tarsus honestly kicked ass and I wish other fights would be as creative with their movesets.

So to answer the bullshit hypothetical question above, I don't think it's necessary that a souls-like needs to have all the aforementioned mechanics, rather, I think it's more about how these ideas are used to build the foundation of an experience that isn't afraid to take liberties that work in its favor. At least, that's what I think when we get such widely beloved souls-likes like Hollow Knight and Sekiro. Mortal Shell is by-the-book a souls-like through and through, though I don't think that's to the game's benefit. It ends up feeling like a diet Dark Souls game at the end of the day and while there was stuff a certainly enjoyed about this title, I can't say it really hit the mark for me. With stuff like the Tarsus fight and the art direction I'm convinced this team could make something truly special, this just isn't the game to do it.

How is it a "Lost Coast" if GabeN found it and shared it with us in "Half-Life 2: Lost Coast"tm video game?

Checkmate