458 Reviews liked by Replicant1737


Ya know, I was gonna start this review with my usual personal story opener. I was gonna talk about how I was interested in this game because of Chuggaaconroy's Let's Play that had just come out. I was gonna talk about how I bought a copy at TooManyGames 2019 and saw Thrown Controllers live. I was gonna talk about how I was going to have Chugga sign my copy and I was disappointed in the end that I missed my chance while I was there. So, for this to be my first mention of the guy in any of my reviews, and I'm putting this review out after all the stuff that's come out in the past week and a half? Probably the worst timing imaginable since I had planned this opener from the start lol. (Edit: with the recent statement Emile put out, I have decided to delete the part saying I'm done with him.)

Sorry to start this on a negative note. I figured it needed to be said since I've had this on my mind for the past week and a half. Either way, on to the actual game. I did play like a half hour of this game back in 2019 but dropped it for whatever reason. It was one of my most hyped games in my backlog and while I don't absolutely love it like some people, I did think it was pretty great overall!

Let's start with the story of Chrono Trigger. It's a typical time travel story but it's executed very well! Throughout the game, you're traveling through various different time periods, meeting various different characters along the way. It's light hearted and really picks up in the last third of the game when shit goes down. While the story overall is executed well, flawless in pacing too, I can't say I loved it as really nothing about it blew my mind. Future square games, while maybe more imperfect in their execution of their stories (like FF7 or FFX) I enjoy way more just because they're way more impactful to me. That's not to say the story is bad in Chrono Trigger, it definitely is not, it's just not mind-blowing like I was expecting from such a well regarded JRPG.

Onto the cast, I really liked most of the characters! They all have little arcs that come to play in the story and those are my favorite bits of the story, just seeing the characters interact and grow. My favorites were Frog, Robo and Lucca..they just felt the most impactful of them all. My only issue and it's another bigger one sadly, I really wish there were more scenes of the entire party interacting and more specific character scenes in general. Once you go through a characters arc, you don't really see much from then again unless you have them in your party during a big story moment. There are little scenes here and there that do involve specific characters but I really wanted more of that. The best parts of the character development and worldbuilding and honestly they were maybe my favorite parts of the game as a whole, were the endgame optional side quests. Most of them were super great in fleshing out the characters more, I just wish that happened more in the actual story. The one where you have Robo help Fiona for 400 years, and you learn about something that happened in Lucca's past and Robo comforting her...god it was so good. But I wanted more of that! So while I did really enjoy the cast as a whole, I just wish they were more prominent in the story and not just tied down to who's in your party. Because sadly someone like Marle I completely forgot about for a while cuz I didn't find her fun to use so she wasn't really involved in the story. Also in regards to the main "villian", Lavos. They're alright..it's just a big towering obstacle in your way but I never loved it as it obviously doesn't have any dialogue and thus I never felt any type of connection to them compared to other JRPG's I've played. Everyone kept talking about Lavos but the being itself didn't do much for me besides having a cool design.

The presentation is honestly mind blowing for a Super Nintendo game. I did play the DS version so idk if the visuals were totally the same or not but what I played here was goddamn impressive. The little animations each characters have are crazy, especially if you compare it to something like Final Fantasy VI which came out a year prior to this. The areas are very rich in detail and the world as whole, while being relatively small in scope, felt alive because of the amazing visuals. Along with the presentation is the great OST. Now I won't lie and say I'm in love with the OST as a whole as of now, but each time I listen to it I'm liking it more and more and it truly is great. The standout themes for me were Frog's Theme, Schala's Theme,and Secret of the Forest among several others.

The combat is another thing I think was super well done. It's ATB like the Final Fantasy games from 4 onwards but in Chrono Trigger's case, positioning of the party plays a part. Instead of the characters being lined up all in a row, depending on encounters they can be in different postions on the screen. The character's moves can then take a part in this as some only hit enemies when they're close to you or some multitarget enemies when they're bunched up. I thought this was really fun and added something new to the combat system we all know. That plus tech moves which are specific moves that involve two more more characters when their ATB gauge is full, it adds a lot of variety to the combat. There is a ton of tech moves btw, with it being between every single character and I don't think I even unlocked them all, I doubt I even performed half of them. Gives the game a bit of replayabiliity I'd say.

Something else that makes the game replayable in my eyes is the addition of NG+ and the different endings this game has. I got the Beyond Time ending but I believe there's around 10 endings to get. You get these by defeating Lavos at different points in the game. The fact you can technically beat the game at any time, is not only awesome but with the addition of ng+, makes it feel worth it to get every ending. That plus the game is like 20 hours on a first playthrough so it's a short JRPG overall. This was also one of the first instances of NG+ in a game too which is so cool. Like I said, I got one ending but that's it. I plan on going back to get all the other endings eventually and do that NG+ only extra dungeon and final boss added in the DS version.

Speaking of something else added in the DS version, along with doing all the normal side quests which were great, I also did the Lost Sanctum. This, in my opinion is a pretty crappy addition to the game. It gives you good items but the whole thing is just meaningless fetch quests, going up the same mountain like 20 times and fighting some mediocre bosses. It's not worth the hassle and story-wise I just don't care at all. There was also this arena the DS version added too and I didn't mess with it much, didn't seem like my thing.

So yeah, overall the game is pretty great! I feel like this is a prime example of a jack of all trades but master of none game. Everything is really solid and well polished but nothing is super exceptional except for the music. Personally, I prefer more ambitious games that may be messier in execution..tho I also love Xenoblade 1 and relecting on that game, it's also pretty safe. Maybe chalk it up to when I played it then, I probably would have absolutely adored this game if I played it as a kid..but as of now, I just think it's a great classic game that does deserve the praise it gets! Anyways, now I'm wondering how I'll feel about Chrono Cross as that one seems more split. Ah well, guess we'll see!

Mechanically my favorite Souls game with a plethora of interesting builds and ways to play the game. The main star being the world's ever expanding map. One of the few games that genuinely feels like you're exploring an entire vast continent. Then you go down, inside, far outside, and even beyond that. A game that actually feels like you've went on a long journey.

After the platinum trophy and three playthroughs I think it's time to drop my thoughts.

This is a pretty stellar game, definitely among the apex of soulslike games and likely the best of its style outside of FromSoftware. It's obvious the aesthetic and regain system (basically rally, with some tweaks) are Bloodborne inspired, and the combat a mix of BB and Sekiro's parrying but there is enough of an X factor to give it its own flavor and make it stand out on its own terms.

First, what I wasn't a fan of:

The weight system really brings it down, if you want to give yourself some survivability while you learn the enemies' attack patterns you'll likely be given the mid-roll which feels really enough to use against the faster-than-Bloodborne enemies. A few bosses were demanding to learn even by souls standards, it's possible that this game might be the hardest game in the genre (except outside of Elden Ring's more infamous bosses).

With that out of the way, some things I liked, in my particular order:

The game introduces a mechanical arm system that gives the combat a really nice flavor. I mostly used the Puppet String grappling hook (I want to mess around with the others in a future playthrough), it's a great gap-closer and the maxed out version has an attack with high stun capability. The parry system, known here as Perfect Guard, has a much tighter window than Sekiro does so it really demands you get better (generally speaking, it's super hard on a first playthrough to find gear to overpower everything).

Many people have lauded the weapon assembly system, where the handle of a weapon can be used to give a moveset to another weapon's blade/edge/tip. Obviously the match damage types will work better than mismatched ones, and while I didn't really mess around with it I already have a few weapons I wanna try (the greataxe's head on a dagger's handle is hilarious, and still effective). The boss weapons were more my speed, my personal favorite being the Puppet Ripper scythe (not quite as magical as BB's Burial Blade, but still had my NG+ playthrough be tons of fun).


There is a decent amount of enemy variety, ranging mostly between puppets, mechs, and humanoid abominations. Most are fun to learn, and there are enough variations between the enemy classes throughout the game that it never gets old. I do think the final chapter of the game does go a little overboard by having mobs of super tough enemies in succession, but it's not gamebreakingly annoting.

Bosses mostly delivered, after three playthroughs I feel I have a decent feel for them but definitely want to continue to get better. The gank fights are definitely my least favorite, the first version being not too bad since there's one additional add at a time, but the rematch is kind of bad and I honestly might get get the specter next playthrough. My favorite fights are chapter 8, 7, and the final boss, all of them test your parry and dodge timings in different ways (final boss especially checks your parry skills).

I was surprisingly invested in the story. The true ending got an emotional reaction out of me I didn't expect, and that ending with the extra context in NG+ really makes the story feel that much more lively. Refraining from potential spoilers, you'll likely know when you get there.

One type of collectible are records, which you can listen in the hotel, and listening to them in full boosts humanity. The track "Feel" was genuinely so beautiful it gave me pause. I tend not to be super attentive to music in most games, but this game's soundtrack had some incredible pieces.

While the game is not perfect, it certainly shows lots of potential from Neowiz. If they take the lessons from this game to heart and make more soulslikes, we could be in store for something truly special that would make From blush. I'll probably level up some more on NG++ before I wait for the DLC (if they do what FS does, it'll like an endgame area that's much harder than the main game, and I don't want to make myself TOO miserable going through it first time). Definitely a must for souls fans, even if you feel tired of the genre's style you might find just enough here to sink your teeth in.

9/10

"Just focus on tying up all your loose ends - then you and I are leaving this city once and for all." ~ Judy Álvarez

For many, Cyberpunk 2077 will always be remembered as the game with arguably the worst launch next to No Man's Sky. It was a bugfest and the console experience was so bad that refunds were provided from the developers themselves. But I'm not here to talk about the launch - instead I would like to share my personal experience after ~100 hours of playing and getting all available endings, entirely in patch 2.1 and right off the bat with Phantom Liberty (which I reviewed already).

Cyberpunk really shines in terms of presentation. The vibes are incredible, Night City nails the feeling of a dystopian and futuristic metropolis perfectly. You know, flashy neon lights and advertisements are plastered all over the city and the streets are always busy. Another thing that really helps the immersion here is the lighting. An often overlooked aspect, but it's probably the best ambient lighting I've ever seen in a game alongside Red Dead Redemption 2. Do yourself a favor and cruise through Night City on a rainy night, you'll see what I'm talking about. By the way, this is without Raytracing. RTX enabled is a whole different beast, but I didn't keep it on for long, because it was taking a serious toll on my frames and I'm a person who likes to enjoy games with a smooth framerate over graphical fidelity all day.

The main story is solid, albeit not very long. You could probably finish it under 20 hours in total if you're beelining the main quests and ignore the side content. Despite the short runtime, you'll find yourself in a lot of cool setpieces and get acquainted to many great characters, each with their own individual questline. I would definitely recommend playing those quests, since they're a lot more personal than the overarching narrative and really help understanding the struggles and personalities of V's friends better. Speaking of those friends, I think the fluff text messages you get every now and then are a great feature. Makes the world feel more alive and it's always nice to see characters being relevant outside of their own contained substories. Romance is also a neat little mechanic - I really like how CDPR provides extra text messages for your partner, so they ask about V's life every now and then. There's an unique quest where you can also hang out with them at your apartment and talk about stuff, this is repeatable, but unfortunately the dialogue repeats after the first time. Just use your imagination here and you're golden.

Cyberpunk's side content is mainly divided into two different mission types - gigs and side jobs. Gigs are one-time missions where you do a quick job for a fixer of choice, like breaking into an apartment to retrieve some data for a client. How you handle those missions is entirely up to you (unless there's an optional objective you'd like to complete), so you could opt for a stealthy approach or just shoot your way through the enemies. Combat in general is very diverse, you can have Mantis Blade implants inside your arms or blind enemies with hacks - there are so many possible builds. I went with a Netrunner/Gunslinger build, since not many games offer you the opportunity to weaken your opponents by just hacking them! And pistols just feel like the most comfy ranged option to me - a silenced one for stealth and another unsilenced one for loud combat. If you're still unsure on a build, I'd recommend testing some of the iconic weapons (basically the "legendary" weapons of this game), since they come with unique perks. There's a lot of them, so I'm sure some of them will appeal to you. Now, I didn't go in detail about the side jobs, but that's because they're more narrative-driven quests. Some of them feel like the Stranger quests in RDR2, while others have more complex tales to tell. So basically they are a great pastime if you're looking for more worldbuilding in Night City.

If you found yourself asking the whole time "But what about the bugs?", while reading this, then I'll gladly answer that for you. In my 97 hours of playtime I only had a single crash happen (right before writing this review ironically), but since the game autosaves often enough, it was a loss of like 3 minutes only. I haven't encountered a single game-breaking bug, just some small immersion-breakers every now and then, alongside two "real" bugs. This includes various items clipping into the hands of NPCs when they were supposed to put them away and NPCs in general teleporting on rooftops where they aren't supposed to be. The "real" bugs were my V glitching through a wall after a character crashed my car into that wall in a scripted cutscene (had to reload my save) and I've also had enemies walk through a closed garage door once - but that one was rather funny, despite being unfair. There's another problem I'd like to address, but I'm not entirely sure if it's a bug, so I'm not going to label it as one. It's related to quests starting through calls of certain characters. The game explicitly tells you "Wait a day until this character calls you back." and then sometime they just don't call at all, despite 24 hours having passed in-game. Worst offender was when I tried to start the follow-up mission to the companion mission "Off the Leash", the quest giver was supposed to call after one in-game day but it took me two real-time hours (after several virtual days passed already) for that character to call. For your own sanity I recommend doing other gigs or side jobs inbetween, because I'm very sure the calls will come on time if you don't just try to exploit the waiting feature to skip to those quests instantly. Try to let it play out naturally.

Are you a fan of the Edgerunners anime? Well, good news for you! The world of Cyberpunk 2077 also includes small nods to the series, like the graves of the deceased characters at the cemetery. There's also a side job where you can get David's iconic jacket and you can find Rebecca's famous shotgun out in the world too (if you remember the spot she left it in the anime).

The final point I'd like to address in this review is the soundtrack. (Yeah, there are other songs besides I Really Want To Stay At Your House.) While the OST in The Witcher 3 had a calmer, more comforting vibe, Cyberpunk's music fits the high octane combat accordingly, but some of the best tracks come from the sad and serious moments in the game. For car rides, the different radio stations allow you to listen to your music genre of choice. Speaking of the cars, I find it a lot more satisfying to drive to quest locations than to just quick travel there (which I regrettably did a lot in like the first 20 hours of my playthrough). It's just a lot more immersive and driving feels great if you have a car you like. (My personal favorite ride is the Outlaw, great speed and handles well.)

I have talked a lot about this game now. That's because I love it. So if you would ask me if Cyberpunk is worth it, I would definitely recommend you to pick up the base game on sale sometime and go for Phantom Liberty if you want to spend more time in this fantastic world. It's pretty much in a fixed state now and if what I described in this review seems interesting to you, why not give it a go? There were very few moments where I was actually bored, even the beginning is great and brings you pretty fast into the action (unlike a certain cowboy game I have named several times in this review already).

That's all I wanted to share - thanks for reading.

I'll keep the introduction short this time and get straight to the point. Phantom Liberty is the best DLC I've ever played.

Dogtown being a closed-off and compact district makes it feel more personal and memorable than a lot of Night City. It being a run-down, bleak area definitely makes it stand out among the rest of the world - characters and lore tidbits always describe it as this hopeless, brutal place and I believe the overall design is quite fitting for that description.

Now, the supporting cast is more grounded and morally grey here than the companions in the base game, which I personally think is great, because it fits the moody vibe of the narrative and makes them more interesting. Each character has their own intentions and it's up to the player to decide who to trust and who to avoid - Phantom Liberty's narrative alone has four endings, depending on your choices throughout the expansion. Don't overthink this aspect too much, since the points where your choices change the storyline are very clear and not your run-of-the-mill dialogue options. If you're a completionist and want to see all endings in a single playthrough, just make a backup save file right before those choices and you're good to go. Speaking of those endings, they're really impressive and you'll definitely think about them for a while.

Aside from the narrative, Phantom Liberty also adds meaningful side content to Cyberpunk 2077. There are ten new gigs, like a dozen new side quests and an entirely new skill tree. I really liked those gigs, because they weren't just "get to this PC" or "kill/spare this person" like in the base game, but all felt like little side quests on their own. The skill tree is not as expansive as the standard ones, but it adds some nice perks for melee combat and an alternative to headshots with the weak point gauge.

You see, I almost entirely forgot to mention the setpieces in the DLC. My bad! Everyone likes a good setpiece and the spy movie setting is definitely on point here - you infiltrate a casino, a triangular-shaped club and a bunch of unique spoilery sceneries where I wouldn't like to ruin the surprise. Make sure to look for the several character cameos in the casino mission!

If you're looking to spend more time in Night City, Phantom Liberty is a must-buy. In my opinion it's everything I wanted from a final arc in Cyberpunk 2077 and I really just enjoy how thought-provoking it was overall. Fantastic DLC.

Here's my review for the base game!

Portal 2 feels like the fully realized version of the original Portal. At it's core it feels the same, but the sequel just has so much more going for it, more personality.

In this game, Chell is no longer bound to the test chambers of Aperture Science like in the first Portal. After an incident in the story, she decides to take a little stroll through an abandoned salt mine and the backstage parts within the facility while she's at it. All of this while she is accompanied by three unique companions throughout the game. Speaking of the companions, the dialogue in Portal 2 is a big improvement over the one in Portal. In the first game, GLaDOS' comments happened every now and then, but here you pretty much have a narrator by your side all the time. This alone makes for quite the tonal shift in atmosphere to Portal, which had a pretty isolated and empty feeling to it - I can see how people prefer that, but personally I really enjoyed the extra dialogue and characters, since GLaDOS' remarks in the first game were one of the best parts for me. Back to the atmosphere in general, I think Valve did a really good job with setting an unique vibe for each individual area. My personal favorite is the salt mine, the vintage setting really landed for me!

As for gameplay, Portal 2 introduces a variety of mechanics to make the puzzles more enjoyable than the first game. Energy balls are completely gone this time and are replaced with light bridges, gravity beams, new cube variants and three different sorts of paint. Sounds like overkill at first, but those mechanics don't really overstay their welcome and they are really fun to play around with.

The narrative weaves those puzzles together in a logical way, while also delving into the background story of Chell and Aperture Science; there's some really good worldbuilding in there. The companions aren't one-note personalities and each one adds to the story with a different purpose, which makes them distinctive and memorable in their own ways.

Overall it's an amazing puzzle game, absolutely deserves the praise it's been getting. Had a good time with the main story, but the community maps are a nice treat if you're still in the mood for some more Portal action.

This review contains spoilers

I'm glad they released this game as a send off/goodbye to Kiryu as the main character of the franchise. We will be seeing him again in Infinite Wealth, but can't deny that it will feel weird to have him just as a side character.

Gameplay wise, using the new combat style with the agent gadgets was fun. And the side missions felt a little recycled from previous games if you ask me, although they ditched the silly goofy tone for most of them.

And the story... Well, it was nice to see more of the whole "dissolving the yakuza" plot that we saw from Ichiban's perspective and why Kiryu showed up at Omi HQ. But the ending, that scene at the temple, is what got me. Seeing this stoic man break into an ugly crying because he just wants to spend time with his family but can't felt like a climatic moment for Kiryu's character arc. We all know that's what he deserves after all he has endured, but in a tragic twist of events due to his ties to the criminal world and all the responsabilities he carries with him (one of them being keeping those kids as safe as possible) he just can't have that.

At least he knows he made a positive impression on those kids and the world is a better place thanks to him.

I have wonderful glowing positive things to say about this game.

I have always had a fondness for remedy's style of game making, there is perhaps nobody besides Kojima that understands how to make a game that feels like a movie like they do.

There are several moments in this game that send shivers up my spine from the visuals, perhaps it is the best looking ps4 game.

Gameplay wise, it reminds me quite a bit of alan wake just with more flavor and is less gimmicky. Mostly shooting with some platforming and puzzle elements. It's pacing is great and does not overstay it's welcome.

Story wise it might utilize my favourite way to tell stories, through the environment, lightly used cutscenes with expertly acted characters.

Maybe the best written female protagonist of any game ever, Jesse is very well written and impeccabley acted by Courtney Hope.

She says something in the game that stuck with me about even though the situation is horrific it felt right to be where she was in the moment. A line bespeaking of existential bliss, a feeling we all chase after. Well this game made me feel that in a way, it was a joy.



Quake

1996

the feel of this game has aged so gracefully that i can forgive some of the annoying enemies and the fact that half the weapons are just another weapon but again

still confused about that final boss though lmao

Quake

1996

This is the first fully 3D FPS game and one of the three giants from the golden age of id Software. So, does it hold up 30 years later? Well, no, not really. These days there are numerous better games to play that tell a grander story, have a more intricately designed gameplay and look better. However, there is something about quake, perhaps it's primitive nature or the low poly look, that still makes it entertaining to play. Like a trek through a bygone era. If you ever want to experience what was once the peak of PC gaming and a turning point for the FPS genre, play Quake.
Story
There isn't much of a story in Quake, in fact the only part that can be called a “story” is the few lines of text at the end of each chapter. That is to be expected of that era. Fitting an engaging story into an already graphically complex game would have been too much for computers of that time.
Gameplay
The gameplay holds up enough to still be engaging. Weapons are all the usual ones you will find in these kinds of games. I do have criticism for the guns – some of them become immediately redundant when you pick up their “super” variant. The enemies are a much better part, with plenty of variety in design and the ways they attack the player. Unfortunately facing off against hordes of monsters was simply too taxing for the time so for the most part you will be facing off against a maximum of 7 enemies at once. Also, just so we're clear, I hate the spawn. They are the worst, most annoying enemy in the game. Even the few times you meet them are too many. Level design is okay, though.
Graphics and artstyle
Simple low-poly graphics are what this game is all about.
Atmosphere
Oppressive.
Dreadful.
No matter where you go everything is unnatural, misshaped, dreamlike or rather – nightmare-like. And whatever you are going to see there is perhaps best left unseen.
Soundtrack
The soundtrack is dark ambiance by Nine-Inch Nails, and it fits perfectly with Quake.
Final Thoughts
It is surprising how such an old game, that is technically not even horror, manages to capture the essence of Lovecraft better than most modern titles.

The beginning of the Kain series started with a bang in 1996. So there shouldn’t be a problem with a sequel right? Oh, I wish. Turns out Silicon Knights(SK) who owned the IP filed a injunction against Crystal Dynamics(CD). We don’t need to get into the nitty gritty here, except to know they were able to make a sequel to Blood Omen(BO). This is important since Amy Hennig made her directorial debut here when previously she worked on BO. For those unfamiliar, she would go off to work on the Uncharted franchise later on. And she is crucial to understand, when I talk about the underlying problems I had with Soul Reaver(SR).

Moving forward in time to 2022. Square Enix(who acquired CD later on) sold their western studios. Eidos, Crystal Dynamics, and Square Enix Montreal for money. Among the plethora of IPs gathered. Two come to mind. Legacy of Kain and Soul Reaver. To none other than the Embracer company. Who has been laying off and closing down their recently bought studios as of late. So I'm here with a heavy heart to tell you guys if we don't see a remake/remaster officially, I will gently point you all towards an excellent Raina Audron’s HD Remaster for the Flycast Dreamcast emulator. Faithfully redone with higher quality textures as an appropriate unofficial alternative instead of waiting for one that may never come. Despite rumors of one in development.

And while there is a PC version on Steam. You cannot currently buy. And the sketchy PC mod doesn’t help matters which GOG is a part of as well. Excusing all those matters. I'll focus purely on the base game. Thankfully, you don’t need to play the previous entry to know what happens. They summarize the events that occurred before. Play it if you wish. I recommend it only for those seeking out why Kain acts the way he does in a Legend of Zelda spliced with a bloodsucker’s tale. The sequel continues the dark gothic storytelling fans have been waiting for. With a return to Nosgoth.

The supernatural setting we start our journey once more. Thousands of years after the events of the first. In the beginning cutscene. We see Raziel, a vampire lieutenant of Kain’s forces who has served him for a millennium. Who after receiving new wings in a fit of transformation. Kain inspects the new appendages while admiring them. Unfortunately, the new attachments did not endear him at all to his boss. Abruptly and forcefully rips the wings and orders his other lieutenants to cast him down into the abyss. An eternity passes and a mysterious voice resurrects our titular protagonist to become his ‘Soul Reaver.’ with a dreadfully cool new look and powers he’s off on a quest for vengeance against his former boss.

Will we face him in the end? Good question. Not sure. We’ll have to traverse through a 3D Metroidvania in a 3rd person perspective with no loading screens before we find our answers. And boy oh boy was this a welcome surprise. The gameplay has shifted in a whole new direction from the top-down perspective of the first installment. Overhauled to the teeth, maximizing numerous advantages of the 3D era. Our hero can move in any direction, jump higher than his base vault, glide in the air, hack and slash enemies. Hold any manner of weaponry without being subject to the gods of durability and throw them at any time. Capable of using mystical abilities like glyphs. The eldritch energy pertains to each element. Sparingly used, they provide a massive advantage against mobs of enemies. Heck one glyph can stop time for everyone excluding our dude! One innate ability is the power to shift between the material world into the spectral world and vice-versa. This sole skill changed the whole gameplay formula. And made my playthrough fascinating to test.

Plane shifting has massive benefits. For one. He has two health bars. As his health slowly depletes in the physical realm. He can apparate to the spectral realm and recover his health there. Incurring no HP penalty either. Dude can literally suck the souls from defeated enemies in either realm to restore his vitality. But that’s not all. Oh no. Both levels distort in weird ways. If he is in the physical domain and encounters an obstacle. All he has to do is switch to the other domain and voila! The path is open! I encountered multiple obstacles like jumping across chasms and unlocking a new path where previously a dead-end was in sight. Additionally, the ability allows one to go underwater without any penalty. Whereas going back to the real world causes Raziel to immediately transition to the other field. The mechanic works seamlessly when encountering puzzles. Usually, physical box placement is designed with several to a dozen steps or more to solve. Sometimes, CD will throw in a handful of switches and levers for good measure. For anyone who played Vagrant Story. The block elements are similar here. Where you’ll have to move them to open a new path or slot them in various places according to the imagery on the walls. Completing the art so to speak. Switches can run on timers, so phase-shifting to another dimension stops time. Making it instrumental if low on time. I didn’t have too much trouble with the puzzles. Controlling how to manage box placement was a bigger issue early on. Solvable once I read the manual. Perhaps one or two overstayed their welcome in a certain region. But the rest from then on felt balanced. A nice change of pace from the constant exploring.

Aside from the freedom to explore in any direction within reason. The boss encounters operate much like their predecessor. Being designed Legend of Zelda-like. As I defeated Raz's old brethren in various arenas I was struck once again by how I had to utilize the environment to my advantage and any tricks I learned prior. Picking up a weapon and slamming it at the boss once all appendages were gone. Use my plane-shifting powers to recuperate and find weaknesses and in some cases lure my opponent away like a rod and carrot stick for bait. They were fun to tackle and a nice reprieve from the Metroidvania world through Nosgoth’s moody areas. Gifting our main protagonist with new abilities. Thereby allowing the player to overcome obstacles with ease. Adding a gratifying reward upon completing a ‘dungeon’ before moving on to the next. And honestly? My motivation to exact retribution on Kain was still at an all-time high as I progressed through each boss encounter. I mean who wouldn’t if your past employer betrayed you in a heinous manner? Look at Raziel waving a “Me!” flag.

Before our hero kicks off a rant on vengeance I must talk about the world. Nosgoth has radically changed. Where previously it was teeming with life. Now it is a world of fear and decay. Gone are the bustling settlements of humans with a manic hatred for all things vampiric in nature. Iconic locations I sought with a wanderlust fervor, have withered away. Now nothing more than fables in the wind and myths of werewolves, ghosts, and ghouls have been reduced to fairy tales. Nosgoth of today. I dread walking and breathing these unfamiliar locales resembling more of a dark moody post-apocalypse as if someone sucked the very life from the land. Vampire creatures reign supreme. Each one is distinct from others based on their biome and clan affiliation. If you thought regular bloodsuckers were a threat. Wait till you see spider and water variants! EW! Humans are near extinct. With pockets of resistance thriving in some far-off places. However, entering such a place seems ill-advised since wide-open fields full of life are a very rare sight nowadays. Replaced with a foreboding harsh atmosphere accompanied by maze-like passages and decent platformer segments. I passed through empty caverns and short corridors while solving puzzle rooms to gain access to new glyph spells or by once defeating a boss in a main area am I endowed with a new traversal ability. Allowing one to venture onwards to new roads less traveled and hidden detours and shortcuts. Although, a new power doesn’t solve all my dilemmas. The spectral dimension is haunting, filled with a ghastly atmosphere that is both depressing and gloomy. A different color palette is injected every time Raziel shifts and with it, new ghostly enemies are summoned. To harm him like wraiths and bloodsucking dementor-like beings. Shudders. The territory makes the real and unreal more pronounced where things become larger or smaller as they appear. So have courage. To embrace the unfamiliar expanse whenever plane-shifting occurs.

The sound design is dynamic. Where a large chunk of my feelings is borderline dislike, except there's another big side of appreciating the technical achievement. The former is vexing and disconnecting in the soundscape. Feels largely oppressing in the foreground with low drums hitting a hypnotic rhythm as a faint choir chants in the background in intervals to imply the divine and further adds to the depressing, lonely, unsettling, creepy ambiance. In a dying world, I was fraught with anxiety wrapped in a tight ball around myself. Reminded me a bit of the soundscape of Silent Hill. However, this one felt less insidious and far more bearable in certain respects. Some select tracks are triumphant and give off a feeling of bravery in spite of the encompassing tracks displaying dread. Not a negative at all. I find it hard to say I like a majority of tracks while playing. On the other hand, I'm amazed by technological advancement. Looking at each piece. I’m amazed how the composer Kurt Harland from Information Society managed to create a vast library of tunes to work on and multiple variations. Whereas in the predecessor there were only nineteen tracks. Here we have one hundred eighty-one. That’s an insane improvement. And a new composer to boot! After listening to the entire game's soundtrack, I found it similar to how the works of Keichi Okabe and his studio band Monaca techniques in the franchise for Nier. From Okabe, the sound design when the soundtrack was ripped. Had dynamic, medium, quiet, no vocals, 8-bit versions for each location and iconic event. Not all of them, but I would say a good size. Allowing the player to smoothly segue into the following track. While not as seamless as Nier: Automata Harland's implementation in Soul Reaver, works similarly. Special thanks go out to Raina Audron who recorded and assembled the full depth of the OST in full so we can see how far Harland worked on composing 11 hours of music. From what Audron states. Each piece " indoors/outdoors (normal+suspenseful), puzzle, danger, and combat... changes dynamically according to the situation on the screen." Meaning we have a similar occurrence here with Okabe in creating multiple variations of a track. That is fascinating and honestly incredible to hear to this extent for a PSX title! As an example you can see most of the track listings here on YouTube. I am deeply amazed, surprised how largely unnoticed and underrated the sheer sound design permeates throughout. One largely not analyzed to an extent I’ve seen online. Curious if other IPs during the fifth-generation console era made comparable strides such as Harland and Okabe on impressive soundscape achievements.

As much as I love everything that Soul Reaver elevated from Blood Omen I do have some mixed feelings. And this isn’t a positive or a negative. Simply concerns I had during my playthrough that others may find useful to hear beyond the praise I sprouted above.

First, the story is a bit of a letdown. But narratively an improvement beyond BO's narrative. We don’t receive as many voiced monologues as the previous game. Telling a subtly compelling character development from the beginning to the very end, where we see Kain shift from a human into something far more sinister. Here we don’t get that as much. Missing lore drips. Voiced monologues of Raziel poetically waxing his thoughts both internally or externally to the player could've been far more utilized here than the sense of silence covering a large amount of distance. And this I feel is a missed opportunity to call back to the series' roots by detailing the story-telling through a voiced narrative. In the previous installment, Kain would narrate about items he finds and narrate their description to you upon cursor highlight. Effectively luring me further into the worldbuilding and NPCs. Speaking of NPCs, there's almost no one. Aside from one NPC and your new boss. Who will chime in at times to have a chat like a god speaking to his new disciple. Much like how the parasite speaks to Eddie Brock from the Venom(2018) film. Except the mysterious being isn't exactly within our titular guy. Somehow always with him, yet not physically.

Granted, he still opens their mouth at critical moments, usually during plot beats of cutscenes and during intro-boss battles. And to our new hero's credit, I resonated far more with him than his former employer. Pretty likable guy I initially thought would be far more angsty, moody full of hate. Far from it! The dude was focused and sought reason without letting his emotions boil over his spirit. Regardless of his dour appearance, Michael Bell's voice lends a unique cadence to bringing our wraith's character to life. Making my overall experience not so isolating. His actions mirror my incentive to push forward. In the face of desiring to know more about what happened to Kain. Anything deeper between their relationship? Were there any more reasons why he ripped the wings? Why has the world suffered like this further and why have clans of vampires which have risen to prominence and discussed a fair amount, thrown to the curbside? Speaking of being thrown onto the curb. The ending without going into spoilers feels unfulfilling a tad.

And this makes sense. According to Amy Hennig, SR1 suffered development troubles due to the injunction. Recent news started to arise about the edits of an unfinished product. Hennig set the record straight by stating in April of 2000. “...We simply just felt that we were compromising Kain's epic story by trying to cram too many major events into the last 10% of Soul Reaver.” - If I were in her position I would divide the game into two. She called this a “blessing in disguise” allowing the ideas, cut content, and story to flourish here rather than cramming everything and delaying. Her response felt appropriate and validated a lot of my disconcerting thoughts on the shortcomings I gathered upon finishing. And to be fair as a whole, I think the game is still fine for what her team tried to achieve. I'm grateful for what is already here and not rushed, broken, or horribly missing plot details I think were vital to know. A safe product at the end of the day without being too ambitious.

Second, loading any save file or dying. Has the player start from the 1st zone. This results in kinda of tedious backtracking for the unaware. You’ll need to use gates that act as a fast travel system to head to your next destination. Sadly they're only denoted by a symbol. And no menu is available or font to visualize where the path leads unless I walk through. Reminds me of Stargate. Lacking the wormhole loading. Rather you move forward without any delay or transition to another screen to load the new area. Pretty much an uninterrupted travel system. Thankfully, more often than not the waypoints are spread a decent amount from before entering a dungeon and before a boss encounter. I suggest copying the image and putting the pic on a Google Doc or notepad for reference. You can go traditional and draw the piece on paper to help! Vital to recall where I had already trodden. Should be noted dying in both dimensions returns the player to the start. Felt this wasn’t too punishing. Since you have plenty of time to recover vitality in either realm. Wasn't a drag either, I was able to adjust to the flow quickly.

Third, in a minor way, a hurdle may occur for the camera. It can take some getting used to. Though thankfully not a major hassle and you will fight it sometimes when fighting enemies and checking your surroundings. And I didn’t realize until midway I could quick turn by hitting the directional pad on the left or right and transitioning to first-person point of view mode to check my surroundings by hitting both L2 and R2 buttons. Useful to see the verticality in level design and any secrets tucked away.

Fourth, aside from no title markers when using gates to fast travel. or a hints menu. Hand-holding here is very minimal. Therefore, players must be aware of their sense of location. Keeping a map of Nosgoth helped tremendously and I'll post a link below to help newcomers. Didn't use it until I reached the 70% mark and after exhausting as much backtracking as I could without help. Keeping these details in mind, I think are crucial to progress further. One could speak to your new boss and another being you'll meet later on and apprise Raziel on his next objective. And that's the only gentle reminder of where to head out. Good idea to check again if you’re lost and need a gentle nudge. Though be warned, you may need to decipher the Shakespearean-like dialogue when given. Not a big deal, since they’ll reference past locations. And for a Metroidvania, I think they do a serviceable job toeing the line on not being too cryptic and not too easy, I need a journalist mode to persevere. Most if not all of my frustration was a consequence of rushing without thinking. I advise taking a step to re-collect your thoughts. Patiently recalling prior distinct areas visited to arrive at a sensibly achievable goal.

More than two decades ago, I had the pleasure of playing the title when I was a kid. Never finished it since I was very confused about my true objective. And I vividly remember my first impressions. Badass FMV in the beginning, hot meh on nearly everything else. Confusing passages, dull color palettes, and a combat system that felt clunky. Now as an adult revisiting. I'm on the opposite spectrum for my first impressions. Where now I think its not meh. The confusion is still there, though tempered with patience and a drive to explore the gloomy post-apocalyptic world with some platforming segments. Nosgoth’s murky setting is a stark contrast to the lively world from before. Adding incentive to my vengeful goal of what happened here. A decent combat system that can take some getting used to along with the camera still left me completely enthralled in the presentation. The voiced narrative continues to be strong although lessened by switching to a new protagonist, but is equally as fascinating to learn about. The solid writing continues to leave me hungry to know more about the underlying narrative. Satisfying and self-contained to an extent like the Trails or Xenoblade games. The first delved into a nuance-filled story about a human who becomes a vampire and struggles with darker impulses. A shadowy tale in a dimly lit fantasy environment. SR meanwhile flips the scripts and asks the confused avenger Raziel to embark on a quest for vengeance. And understandably so! Man was betrayed by his employer after faithfully serving him for a millennium. Only to be betrayed because he had wings and Kain did not?! WELL SEE HER- Coughs. Anyway, I think the Dreamcast remaster is a great way for anyone looking to dive into the series nowadays rather than resorting to a sketchy PC mod. Emulation or playing via console are also fine choices. While I did have some mixed feelings, muddling my final thoughts. Ultimately they're not as egregious as my time in Blood Omen. Thus Soul Reaver is a worthy gateway to try for folks interested in a seamless 3D metroidvania with a rare shifting mechanic followed by an uncommonly gothic story in the Legacy of Kain saga.

8/10

References and additional material:
1998 - Knights fight for Kain article - injunction
2022 - Square Enix sells off IPs and studios
2023 - Embracer & layoffs throughout the year
Dreamcast remaster of Soul Reaver 1
Rumors for an official remaster
Sketchy Soul Reaver PC mod
Raina Audron's work on Soul Reaver 1. Quote is from a readme
2000 - Soul Reaver Response - Amy Hennig responds to reports about the game being unfinished.

Helpful Links - Map of Nosgoth - Incomplete OST - Setting summary of Nosgoth - Spoiler-free SR1 walkthrough - Before I play tips on SR1 - There was no section previously. So I submitted my own tips. Hope this helps any newcomers!
Who owns the Legacy of Kain IP?

Back in 2017, around when the game first came out, I was a Junior in High School. I remember watching YouTube videos on all the bosses in the game while I was in my computer class and thinking it looked awesome. Only problem is, I didn't own an Xbox (and still don't). Fast forward to 2019, the game comes out on the Switch and I buy it. Now I rarely buy digital games but I figured it was a big game I've always wanted to play and that it might not get a physical for a while, so I purchased it. Me and my girlfriend at the time played it for a bit and I myself got up to Grimm Matchstick but eventually dropped it. Fast forward again to 2022, on a whim I decide I want to play it again. I restarted the game and went and beat it for the first time finally. I thought it was really awesome! Once I heard they were coming out with a physical copy, and with the DLC included..I knew I had to buy it again. And that's what I did, so I decided to replay it once again. Not only did I beat it again, I beat every boss with an A- or higher and not only that, I beat every boss on expert difficulty and got the platinum trophy!

I'm just gonna start with the absolute best aspect of the game. You all know what it is, the presentation and art style. It's the main reason this game is loved, it's immaculate. The attention to detail in replicating old rubber hose cartoons is just amazing. The game is just pure eye candy and it's wonderful. This game will always hold the test of time because of this one aspect alone...but luckily there are other great aspects about the game as well.

Accompanying the amazing artstyle is the soundtrack. Now, it may not be an OST I'd listen to a ton outside of the game but wow it's a treat. It's upbeat, it's jazzy, and it's all orchestrated. It just makes the game feel more grand and way more authentic in it's homage to the time period these cartoons came from. My personal favorite songs would have to be the the Isle Three theme, Murine Corps and Floral Fury. The Isle three theme especially is my standout favorite. Idk man it's sooo jazzy I love it.

Now were onto the real meat and potatoes, the gameplay. It's a run and gun shooter and it's pretty simple. You have your normal attacks, your special move, your maxed out special, a dodge and a parry. Pretty simple move set but it works well with how chaotic the game can be. You can choose from several different normal attacks, special moves and charms. Charms just give you an extra ability. For most of the game I just had the charge shot and crackshot, the 1st special and the smoke bomb charm. I feel like a ton of people love the charge shot and smoke bomb especially since I've seen a ton of people have those in their arsenal.

What levels do you use these moves on? Let's start with the run and gun stages. They're alright! They are not the main focus of the game, and apparently were only added because of fan outcry but they're decent overall. If the game was just composed of these, it probably wouldn't be nearly as well liked as it is cuz people seem to not really dig these stages. Which I can see, they are definitely the weakest part of the game I think. However, they aren't the main focus of the game. Those would be the bosses.

The bosses on the other hand are awesome. These were gonna be the main and only focus of the game and it makes sense. They're pretty much all well done and a lot of fun to go against. Here's where the visuals are at their peak too because one of the most fun things is to just see all the different boss animations. This is why I wanted to play this game so bad back in 2017, the bosses are a sight the behold. This is also why I'm so excited for the DLC because I've barely seen any of it as of now so I'm ecstatic to see all the new animations contained in it. Anyways back to the bosses, like I said they're awesome. Some of my favorites were Captain Brineybeard, Werner Werman and Sally Stageplay. I guess I just really like Isle three lol. There were also some very brutal bosses. Back in 2019, Bippi the Clown gave me the hardest time and he was still tough nowadays. Dr. Kahl's robot can be brutal for newcomers and he gave me a hard time. However, the hardest for me still was the devil. I dont think I died quite as many times as I did back in 2022, but it wasn't far off. However in expert mode, he was absolutely ridiculous. Expert mode in general could be really crazy, mostly the plane bosses, but the devil was on another level at least for me. Either way, I beat em all and got the platinum in the end which I still can't believe. Never doing expert mode again lol. Also never ever doing the one pacifist trophy again fuck that one.

Glad I replayed this again cuz it was still an amazing time, even if going for the platinum made me lose my sanity at points lol. Definitely one of my favorite indie games now. Can't wait to dive into The Delicious Last Course!

I have never actually finished Portal before, but this game has plagued my Steam library for years, so eventually I gave in this evening to see for myself why it's so universally loved. And now I can see the appeal!

It's a very straightforward puzzle game with the origin of one of the most iconic gimmicks in gaming - the Portal Gun. It's like the coolest thing you can have in a game besides grappling hook mechanics; sometimes I'd just shoot portals and walk through them continuously for fun or freefall for a bit. Portal also wastes no time with cutscenes, it's basically uninterrupted gameplay from start to finish (loading screens obviously excluded). In general, the puzzles are pretty clever and often require you to think out of the box (well, literally). A personal highlight for me were the snarky comments of GLaDOS - an AI assistant that accompanies you throughout the facility. I found the weakest part of the game to be like halfway through, where you have seen a bunch of mechanics a couple time already, but the game does little new to innovate them - before the ending segment, that is. The entire final sequence was a blast to play and felt fresh again after the tedium of some previous puzzles. That's the innovation I like to see.

If you're a puzzle fan or just need something you can beat in one sitting (if you're dedicated), Portal is a great time and I would very definitely recommend it for the low price you can get it on various Steam Sales. Really looking forward to playing Portal 2 soon!

I promise this is the last Celeste related review I'm putting out (unless I decide to play Celeste Classic 2). I played this on the Pico-8 machine in the full length version of Celeste. There's not much to say really, it's just Celeste but without all the more complex mechanics or the emotional story. It's a fun little time, it only took me 15 mins, but there really isn't much to it. Cool prototype but that's about it. Also I got all but one strawberry but I don't feel like going back and getting them all.

Yup. I did it. I never thought I'd ever beat this thing back in 2019 when I attempted it (wavedashing filtered me) but not only did I learn that mechanic totally, not only did I beat Farewell...I got the moonberry baby! It took me over 8 hours and almost 3000 deaths but I did everything the DLC has to offer (besides the golden strawberry ofc).

I mentioned the visuals being lovely for the base game and in farewell it's on another level. I love the use of color used in this stage and the cosmic jellyfish look is super awesome. I also think the mixtapes floating through space was a really nice touch aesthetically.

The OST is still solid but it actually has my favorite song in all of Celeste and it's right near the end too. The song that plays on the last screen is so so good and fits really well. It's the end of a super hard super long final chapter and the song is all triumphant and emotional it's so good.

Speaking of that final screen, I honestly didn't think it was too bad. The fact I had to do it several more times after beating it to attempt the moonberry run made it actually quite easy. There's another infamous room where you have to wavedash into a wall bounce off a moving block and that one was definitely hard but it didn't take me long...only like 15 mins I think? The final screen from 7-C was still hands down the hardest and most time consuming screen imo. Either way, besides some really difficult screens, farewell wasn't absolutely soul crushing like I was expecting but it was definitely a lot of fun.

The story this time around has Madeline having to cope with the loss of granny and I think it was really well done. It was emotional, especially near the end, and the reveal that Theo's grandpa and granny were friends was a great reveal. I also loved how young granny looked just like Madeline, that and the fact they both went to climb Celeste made them being friends more believable.

So yeah, this DLC chapter was awesome and I still can't believe I beat it and got the moonberry! I was thinking an 8 at first but like the base game will give it a 9 for now. This one has a higher chance of me bumping it down but like I said, for now it's a 9. Also, sick ass game cover btw, it's awesome.