29 reviews liked by Samwidges


It's like building a real PC without having to spend your life savings!!!
(if you're willing to pay $40)


i like making pc's with a chinese power supply so it explodes in my customer's face

Pretty good, though challenging at times. Story is surprisingly well for a pixel platformer and the music is just as awesome. Would recommend it!

No Man's Sky and its defenders have collectively cast acid on games discourse and left it in a state of permanent disrepair.

Whenever a new game comes out, and it inevitably launches broken, and feature-incomplete, and abjectly unfun, the same argument gets trotted out by those eager to defend their newest, shiniest toy: "Well, No Man's Sky had a bad launch too, and now it's great!" It's become something of a thought-terminating cliche; sure, the game in question is bad now, but this other game was also bad once, so don't worry too much about it. It's a defeatist attitude that's only ever put forward by people who have been conditioned to be complacent. It's the rallying cry of those who take pride in mediocrity. Don't complain about this new game being a buggy, unfinished piece of shit, because that's what No Man's Sky once was, and you're gonna look real foolish when the developers of the new game make it acceptable.

While this applies less often to those on Backloggd (and you will thus think I'm talking out of my ass if you've been incubated on and subsequently limited yourself exclusively to this site), using No Man's Sky as a shield against criticism is the common consumer-brained man's way of ensuring that nobody ever has a critical thought about something that sucks. It's astonishing how many people treat having quality standards as some sort of sin. You'll see it everywhere on Reddit, in the YouTube comments, on the Steam forums; waves and waves of people who will come to the absolute defense of whatever product they've recently gotten fixated on, always bringing up No Man's Sky as abject proof that one ought not complain about something coming out and being bad. After all, if it's good later, you don't want to be the dumbass naysayer who gets proven wrong by the scrappy little company who rode the wave of a supportive fanbase to a comeback, do you? Everyone loves an underdog. Who cares if the underdog in question is pulling millions in advertising funding from a publisher like Sony? It's purely vibes-based. Public opinion turning against a company makes the company seem like the one to root for, provided you've got zero fucking class consciousness (as is true for most Americans, who will make up the overwhelming majority of discussion on any given English-speaking website).

You'd assume then, naturally, that No Man's Sky has been made very good in the intervening seven years since its release. For anything to have such a positive reputation and such fanatical word-of-mouth proselytizing in wholly-unrelated conversations, to be anything less than stellar would be shocking. After all, No Man's Sky is held up as the poster boy for games being saved by the creators refusing to give up on them. So it's great, right? Good, at least?

No, it's one of the worst pieces of shit I've ever played.

No Man's Sky feels like a minimum viable product, emphasis on product. It's bordering on not being a game. People like to joke a lot about visual novels not really being games, and that's kind of true in the sense that your interactivity with them are going to be limited relative to other genres; especially in the case of kinetic novels, the actual "gameplay" is about as involved as turning pages in a book. Where visual novels distinguish themselves, however, is in the holistic experience: the visuals, the music, the sound design, the narratives. No Man's Sky does not have the decency to provide anything in these categories that is even remotely up to par. The gameplay loop itself consists of moving from Point A to Point B, shooting procgen plants and animals with a laser along the way, opening up your crafting menu, crafting something that will allow you to either craft more things or move to Point C, and then repeating for what How Long to Beat claims is thirty straight hours. There is barely anything beyond this. The game came out in 2016 but looks like a middle-era PS3 title, the music is literally randomly generated, the sounds may as well be Unity store assets, and whatever narrative is present is thin to the point of not being worth discussing. It really is kind of remarkable that after this many additions and changes over the course of over half a decade, what’s here still feels like it’s about eighteen months out from being ready to ship.

A friend of mine made the comment that if someone hooked me up to an EEG while I was playing, the machine reading my brain waves would report that I was comatose. I don't think I've ever been less engaged with a game than I've been in No Man's Sky; conversely, though, I don't believe that it's possible for anyone to be more engaged with it than I was. I'm loath to imagine the kind of person who sits down with No Man's Sky, plays it, and walks away at the end of the session feeling like they've done anything other than waste their time. I genuinely struggle to place myself in the shoes of anyone who can find this to be an enjoyable experience. There is nothing here. This game is void. I can only guess that the act of running around a barren, procedurally-generated planet with procedurally-generated fauna and procedurally-generated music and procedurally-generated sound effects is somehow what’s drawing people in, though I can’t for the life of me figure out why. People like to trot out that line about media being “soulless”, and I can’t think of a better word to describe this. It’s soulless. It’s endless capital-C Content being put together and delivered by a computer and then given to a player who has fucking nothing to do in all of this infinity. Much in the way that the bowls of gray slop that Neo ate in The Matrix were food, No Man’s Sky is a video game.

What I resent the most about No Man’s Sky, however, is the fact that it didn’t have the good sense to just quietly die after release and be eventually forgotten as another failure born from over-promises. I can accept that. I understand it. Shit happens. What bothers me is that Hello Games were either compelled to or felt it necessary to keep No Man’s Sky alive, always just on the periphery, dancing on the border between life and death — Victor Frankenstein throwing the switch to shock new and unnatural life into his monster’s decomposing parts. Knowingly or not, there’s poison in the well now, and so many dogshit, unfinished games now get to roll straight through production and onto the market in the wake that No Man’s Sky left behind. It was the first through the door in a paradigm shift that may well have been inevitable, but it’s still patient zero all the same. The sickest joke so far might be that Hunt Down the Freeman is now getting a remake, and people seem to be genuinely excited for it.

When I reviewed Hi-Fi Rush earlier this year, there was something I left unspoken that I think I should have said: Hi-Fi Rush reignited my faith in video games as a medium. Not that I believed it to be a dying format before — on the contrary, some of my favorite games have come out pretty recently — but it stood as a complete refutation of all of the marketing and middle manager meddling bullshit that financiers have been pushing ever since they realized how much money was in this shit. It shadowdropped, it didn’t have microtransactions, it provided an interesting spin on a niche gameplay loop, it was made by people with a clear vision and passion for what they were doing. It was a great game that proved you didn't need any of this superfluous marketing nonsense to succeed.

No Man’s Sky is the anti-Hi-Fi Rush. I have less faith in the medium after playing it and seeing the positive reception it’s gotten. If something is allowed to release broken, remain that way for years, and then still get celebrated and paraded as an example of how one ought never give up on a game when it’s still shit, then there really is no hope. People will defend fucking anything. It’s happening everywhere: PAYDAY 3 was nothing more than a start screen for nearly a week, and people still defended it, because it’ll be good eventually. Star Citizen has been pulling tens of thousands of dollars from clueless whales for years now, but it’s okay, because it’ll be good eventually. How about Diablo 4? We still waiting for that one to be good eventually? After all, No Man’s Sky had a bad launch too, and it became good eventually, right?

Fuck all of that. What’s so wrong about expecting a game to be good now?

Luigi's Mansion 3 is not the original Luigi's Mansion. More importantly, it is also not Luigi's Mansion 2.

As a statement on it's own, that couldn't be any less obvious. Like, come on, duh Spike, the brain brigade must have been working overtime on that one. As obvious as it may be, on an emotional level, it's a statement I didn't know I needed to acknowledge. It wasn't until I've finally played Luigi's Mansion 3 with my own two hands that the realization occurred.

For context, as hinted with in my Super Mario Bros: Wonder review, Luigi's Mansion: Dark Moon was a game I felt immensely disappointed by. Gone was the arcade-y set up of the original, the breezy and focused gameplay now replaced by a mission based structure with content that felt as if it's sole purpose was to extend the game's length. The terrifying chills and larger-than-life character given to the ghouls within the titular mansion were replaced with copy-pasted enemy fodder with zero charm, with your run-of-the-mill spooks and specters serving as your boss battles. Even the music was butchered from it's ghostly synths and harmonic whomps setting the ambience of the mansion perfectly. From the haunting Mansion theme to the silly and off putting funk beat made to emphasize Dr. E. Gadd's zaniness, it fit the mood like a glove. With Dark Moon, all it's soundtrack provided was a vapid, boring, safe score that never instilled anything into you. Maybe light-hearted whimsy at the most, the opposite of how I felt I should be feeling.

This is how I felt at the time, and given that I haven't replayed Luigi's Mansion 2 since my teens, it's easy to see why I was so apathetic to Luigi's Mansion 3 when it was first announced. I felt no desire to give the game a try, not after the immense disappointment I had experienced. The series had left me behind and was attempting a style I didn't really care for, so I figured, why bother with this one?

Fast forward to now. 5 years have passed since Luigi's Mansion 3, and a decade since I touched Luigi's Mansion: Dark Moon. The disappointment and bitterness from my teen years have been shedded away by years of self reflection and personal growth. I've reflected on a lot of my personal life and my gaming life as I've grown, and re-evaluating the Luigi's Mansion series has been on my to-do list. Gratefully, I received this game as a gift for my birthday, and playing the game now in 2023 has left me with a number of thoughts that needed to be revalued.

The very first thought that came across my mind was exactly the first sentence of this review: Luigi's Mansion 3 is not Luigi's Mansion.

Luigi's Mansion 3 feels tonally off from the original game. In the original Luigi's Mansion, the ghosts as a collective had their quirks, but they were offset by ones that were more unnerving. Something about Chauncey the baby makes me uncomfortable. This pampered child shrinks you down to a pea's size, places you into a portal dimension, and tries to make you his play thing as he throws a temper tantrum, screeching demonically at you for giving him an owie. Bogmire is another great example. He's faceless in a sea of colorful faces, and he behaves so differently from everything else in the game. He's unsettling and gives the game a strong sense of mystery just from his presence alone. In Luigi's Mansion 3, there's a distinct lack of edge.

Alongside the characters of the ghosts themselves, there are design decisions within Luigi's Mansion 3 that stick out from being lost in translation from converting the original game's gameplay sensibilities to their new format. In Luigi's Mansion, the game would let you wander into a room and discover for yourself that something wasn't right. There were exceptions, of course, but this was a constant. Typically, you'd walk into a darkened room, and an object would appear to move or float before you. You wouldn't see the ghost right away, which lead into a puzzle solving phase of finding the right way to expose it's heart. This is very subtle, but this structure added a layer of uncertainty to these paranormal encounters. They're unknown until they're seen. You watch their actions to determine what their personalities are like. You're within the process of discovery yourself. With Luigi's Mansion 3, these boss ghosts are set up with a cutscene, taking the time to introduce themselves up front and personal, which loses a lot of the mystic and agency given to the player.

These critiques are based on a purposely faulty premise, however. All of these criticisms would be valid of Luigi's Mansion 3 if the game was attempting to contain the same tone as the original.

But again, Luigi's Mansion 3 is not Luigi's Mansion.

Instead, Luigi's Mansion 3 goes for a more light hearted tone with it's horror. The kind of tone that might startle you, but will make you smile after it's done. Ghosts jump scare you from time to time, but they're usually doing something goofy to deflate your fear and convert it to a smile. There's only one really mean jump scare, and that would be on Floor 8, Paranormal Productions. The entire game has been lulling you in for a false sense of security up until a bear statue just decides to violently grab you. Even then, the designers felt so bad for this that they give you plenty of money as an apology. It's the perfect example of this game's MO.

Much like Resident Evil 4 was to the original Resident Evil, Luigi's Mansion 3 puts the focus on action rather than scares. The gameplay uses the same design keys of capturing ghosts and performing small puzzles to figure out how to capture said ghosts, but it's recontextualized into a more gameified feel. The tools at your disposal have expanded, your list of actions increasing from a mere suck and blow.

Don't, don't mind that phrasing—

Sucking up the environment is a strong part of the gameplay loop now. The added physics to every object within the hotel creates an addicting kleptomanic drive to vaccum out anything and everything valuable from this shady hotel. The game feel to this reminds me of Paper Mario: Origami King and it's ability to make the simple act of hitting things feel immensely satisfying. The noises, the chaotic clutter of objects flying about, it's simply joyful.

Unlike Origami King though, it's main gameplay loop is also satisfying. The hotel is structured with each floor acting as a level to explore, setting up gags, ghosts to gobble up, and ghoulish bosses to grapple with. Flinging ghosts by slamming their ectoplasmic bodies sharply to the ground makes combat feel crunchy, which is something I neglected when I played Dark Moon many years ago. There indeed IS substance to this gameplay style that appeals to me, it was just hidden through a distinct lack of soul given to the direction.

The hotel is structured similar to the mission like structure of Dark Moon, creating bite sized chunks with tasks set out for you to accomplish. Yet, Luigi's Mansion 3 is not Luigi's Mansion 2. The game doesn't cause you to go back in and out of E. Gadd's lab to complete an objective, and if it does, you can quickly teleport there and back to where you last left off. Each floor builds upon gimmicks culminating in a boss fight. These bosses typically use mechanics already established through the floor you've spend the last 30 minutes on, finding clever ways to plunger enemies and drag them down, using your pal Gooigi to double team them in elaborate methods, along with an assortment of other tricks up it's sleeve. It's all fairly enjoyable. I almost wish there were more tools to expand your equipment in more interesting ways, but with what they accomplished here felt like they had enough to work with.

There's more I could say about the bosses not quite meeting my expectations in terms of personalities, the music not quite hitting the highs of the original game's, the overall structure causing me to put the game down more than feeling a strong urge to keep trucking forward. But these are all aspects that come down to personal preference. The structure plays well to the game's strengths. There's more to do and explore from this concept. The bosses and music are bit too light-hearted, but again, the tone of the game is different by design. You can't capture the same magic if your goal was never to do so. What's there is still charming. My teenage self wouldn't have understood that.

I'm no longer the bitter sad sap I once was, and my reaction towards Luigi's Mansion 3 has been a reflection of that change to me. 5 years ago me and teenage me were wrong, both for different reasons. This gameplay style does suite me — it just took another entry with refinements to prove that it did. Just because it's not the same tonally from what I loved in the past doesn't mean I can't still enjoy the game.

Are there aspects lost from this direction? Sure. Do I prefer Luigi's Mansion over 3? Of course I do. It's my childhood favorite, it's hard not to. But this does not make Luigi's Mansion 3 any less valid in existing like I once so stubbornly believed. Luigi's Mansion 3 executes ideas pulled off within it so superbly well, it's hard not to love it. And that feels good to say.

The day after Christmas 2016, I got my PS4. A couple months prior, I finally got back into Playstation gaming after strictly being a Nintendo Fanboy for years. With my PS4, I got the Uncharted Collection, Uncharted 4, Skyrim, Little Big Planet 3 and Final Fantasy XV. I couldn't wait to dive into all these games I wouldn't have even given a chance years before. Fast forward to early April, I decided on a whim to pick up Persona 5 only a day after it came out. I knew almost nothing about Persona besides my one friend always recommending the series so I took a chance, and ended up loving it. Fast forward to May 2017, I pick up NieR Automata. That one friend who recommended the Persona series, would also show me gameplay of the original NieR. At this time I was still in the middle of playing Persona 5, but knowing I took a chance on that and was loving it, I took a chance on Automata as well. I didn't start it until June and didn't beat it until August of that year, but from my memories of 6 years ago I remember absolutely loving it. Fast forward to today and I decided I wanted to replay this game finally. I was wondering all this time if I'd love this game as much as I did back then, because 2017 was my absolute favorite year ever...at least that timespan of like April-August and it could have clouded my judgement. Well my thoughts are complicated but as you can see by my score, I do indeed still love this game overall.

When I first started this, I decided to replay it on hard. It had been 6 years since I played it but I figured I could do it. After dying 10 times in the super long intro, I decided to bump it down to normal. It might be a skill issue but I didn't find it fun to die in 2 or sometimes even 1 hit. I played the entire game on normal and I don't feel bad, I just wanted to have fun. Though tbh, on my first playthrough through Route A...halfway into it I kinda wasn't having much fun. My main issue was, I kept comparing every little thing to Gestalt which is the consequence of playing this immediately after that. I kept missing the main cast of that game and just wasn't digging Automata's cast much. By the end of route A, I was disappointed in the game...and disappointed in myself for feeling this way. I absolutely adored this back in 2017...did I change? Was I too cynical now or something?

My main reason for being disappointed was because my favorite aspect of Gestalt, the cast, was not even comparable in this game I felt. My favorite character was 9S and his best scenes don't even happen until the later routes. The cast of this game is solid I'd say but doesn't come close at all to Gestalt's main cast, at least for me. That was my main hangup during route A, and is still even now the biggest downgrade this game has compared to Gestalt.

During route A, even though I was disappointed by the end of it, there were still plenty of things I liked about the game and several improvements compared to Gestalt. The combat for one is definitely improved overall. Yes the combat is not on par with something like Bayonetta or DMC, but it's still flashy enough so that it feels good. You have two weapons at once and it feels good to switch between both. You also have these Pods that act as the Weiss of this game. You can switch abilities with them, and some of the abilities are straight up ones from Gestalt which was cool. Same with the weapons, some of them were ones from Gestalt so you know I had to use my beloved Beastbain. I also really loved the movement in this game compared to Gestalt, dashing around this post-apocalyptic world...especially in mid-air on top of buildings, god it feels good.

Speaking of the post-apocalyptic world..this a bit of a running gag in my discord server that I have a major hard on for it. And that's correct, I still absolutely adore the world in Automata. The world is not as fleshed out as actual open worlds, but that's partly why I love it. I think the world is the absolutely perfect size for a gaming world. It's small enough where I don't find getting around to be a chore, even if you can fast travel...and big enough where it's fun to actually explore and take in the amazing locales. Goddamn I love the aesthetic this world provides. The starting area is a ruined city overgrown with plant life and that aesthetic is like my #1 aesthetic now thanks to this game. You also have a massive desert with a whole city half buried in the sand at the end of it. You have an abandoned amusement park full of celebrating machines. There's more ruined buildings on the coastline. There's a forest area that leads to a grassy castle. Right before that area, you go through a little shopping center that's full of overgrowth. There is no area I dislike going to because every single one has such a cool aesthetic which really does it for me. The world/setting of the game was my absolute favorite aspect when I first played (besides the OST) and even now it's still probably my favorite aspect. If there's any single one thing that this game destroys Gestalt on, it's definitely its world.

Speaking of the OST, it is still fantastic 6 years later. While personally, I do prefer Gestalt's OST by a fair margin...Automata's is still awesome. Back then my favorite themes were all the area themes and while they're still great, I really like a lot of the battle themes now. Grandma Destruction and Emil Despair, obviously because they're remixes of Gestalt songs but A Beautiful Song may be my favorite totally originally Automata song now, it's fantastic. The OST is indeed objectively amazing but I think the reason why I don't like it as much as Gestalt's now is because the songs have way more going on in them while Gestalt's are more simple. Automata's songs are also generally more epic and fast paced vs Gestalt's more elegant sounding songs. I still do love Automata's OST tho and it's definitely one of my favorites ever. Honestly tho I think Gestalt might have my favorite OST ever in any game, at least as of now so ofc that would be hard to top but Automata certainly isn't that far off.

Something I definitely loved this time around was the Gestalt connections I wouldn't have ever gotten when I first played. Like certain lines reminiscent of Gestalt, or really obvious things nowadays like how the desert machines all wear Facade-like clothing. There's a quest in the desert that even has you finding hidden items that were all connected to Facade which was amazing to discover. Speaking of quests, I honestly think they were a lot better in this game compared to Gestalt. Sure, you don't have the amazing banter between NieR and Weiss. However as a whole, I found there to be less fetch quests and more memorable quests that felt somewhat impactful towards the worldbuilding. Obviously, the single best quests are the Emil ones for me just cuz they connect to Gestalt so heavily but that was gonna be a given. Oh yeah, Emil is back...his side quests were awesome as stated before but besides that he's only really here as a shopkeeper which is okay I guess. If he didn't have either of the side quests, he would have been a big disappointment but those salvage his appearance I'd say. Also up to the end of Route A, I'd say the bosses were solid overall but none of them really wowed me besides Simone who was amazing. That's partly because A Beautiful Song plays during it but still. Also Also, I forgot to mention I did do every side quest and of course upgraded all weapons to max. For what you get from doing that, which is some of the best content in the game imo, I think it's worth it.

Anyways, a lot of things have been improved from Gestalt but the big downgrade being the cast hampered my enjoyment of the 2nd half of Route A cuz I kept comparing the two games the entire time. I established this before, so you'd think Route B would be even worse because it's pretty much a retread of Route A except with small changes here and there, kinda like Route B in Gestalt except not nearly as good. Well here's the weird thing, I honestly enjoyed myself more with Route B than A. That's weird because usually people hate Route B from what I've seen but idk I digged it. Maybe it's because I was playing as 9S who I enjoyed a lot more than 2B. Or maybe it was the addition of hacking which I honestly quite enjoy even tho I know many others don't. Idk but once I beat route B, I was definitely enjoying myself more than I did at the end of route A. So I don't get when people say Route B is bad, it's different enough that it's fun to play through again. Then Route C is next and that's where the story has it's peaks...and where the game definitely won me over again.

Route C is totally different from A and B and that's a huge change from route C in Gestalt. There it was the exact same as Route B except with two new endings so Route C in Automata is definitely a big improvement. There's tons of twists, reveals and heartbreak and it's 100% the best route no question. I still don't think the story elements or character interactions come close to gestalt in its ending, but they're definitely very good. I think story-wise, I like it less overall then Gestalt's just because of the inferior cast but it has some really emotional singular moments and so I like to think I love the moments in this game more than the entirety of its story which is opposite of Gestalt. Going into those moments though, and they both happened in Route C, they were the final super boss that you access by getting every weapon to max...and ending E.

The final super boss I knew would get me because of its connection to Gestalt, and they are huge connections, but I didn't think the waterworks would flow as hard as they did. Even more surprising was ending E. I still remembered what happened but idk man it really got me. When that certain part happens and you hear the choir, I broke down. This is THE moment I'm giving this game a 10 for now. I was contemplating whether to actually drop it to a 9, and I still might eventually who knows, but the fact I cried to something that had no connection to Gestalt really...that made me realize I do still love this game even without the Gestalt shit.

I may not be in love with the game's story or cast, and I think the OST is somewhat of a downgrade..however. The combat being improved, the still wonderful OST, my favorite world in any game and the worldbuilding and connections to Gestalt I do love. And so as of now I'm going to keep this at a 10, again I might drop it down eventually but Ending E won me over for now. I do definitely love Gestalt more now as you already know, which is so weird because I once had this at a 10 and Gestalt at an 8 lol. Funny how things change.

After my month of NieR, I decided I wanted to play something short and sweet recommended by my good friend @Ptcremisi. I'm glad I did, because this was a fun time.

This game is pretty simple, it's basically wall tennis but it has this really awesome minimalistic Y2K aesthetic. It was originally an arcade game, so it can be beaten really quickly but there's multiple routes you can go through and so it has a decent amount of replayability to it. I decided to go through every level and yeah it was pretty rad. I will say though, it can get somewhat tedious going through the exact same 7 or so levels if you're trying to play them all.

The default time setting I found kinda brutal so I set it to max this time around, just so I could at least experience every level. If I replayed it again, I'd lower the time to add some stakes to my playthrough. I'd try to get a much higher score than I did this time around because clearly there's strats to do so. I got like 660,000 something points as my top score but you can do things like timing your charge attacks (which cant be spammed if you want a good score because they drastically reduce time) correctly so you beat stages fast and without losing your ball.

Anyways, Cosmic Smash is a real good time and my 2nd Dreamcast I've played... I'm definitely enjoying the game selection it has so far.

We Love Cosmic Smash

7.5/10

Thank you @Eggsandwhich for recommending I play this after my month of NieR. Also a shoutout to @ptcremisi cuz he loves this game too. I'm happy to say, despite some issues I had that do hold it back from me rating it higher, I really enjoyed this game a lot.

Though tbh, at first I wasn't really enjoying it all too much. The beginning cutscene really got me interested but by the time I got to the first level in the game, I started noticing issues I had. First off, I don't think the first level is that great of an introduction. I found the level design to be too simple and it's definitely my least favorite stage in the game. That plus some other issues I had while playing, really didn't help my engagement. I found the combat just okay, it got the job done but it wasn't great. The platforming too could be a little wonky. I found the ledge grab really inconsistent (tho I got used to it later on). The figments were hard to see a lot of the time and they seemed like they'd be quite annoying. It also didn't help that I played this on my PS2 and it ran poorly a lot of the time and even rarely slowed to a crawl. That combination of things, plus the poor intro level, it just wasn't doing it for me. Also later on, you start to fight bosses. While it's cool to find out how to beat them, they're often not that fun mechanically because of the clunky combat and are usually too easy on top of that.

As I played on tho, a lot of these issues were lessened a bunch cuz I blew them out of proportion. Because of this, I learned to really love the fantastic things in this game. Probably my absolutely favorite aspect would be just the game concept as a whole. Going into people's minds is just so awesome, and they really utilize it to it's fullest. Your collectibles are absolutely brilliant. Figments of your imagination, emotional baggage, cobwebs (in your head). It's just all so good and really makes the world feel so well thought out. Like the health pickups are literally called mental health, that's amazing!

The other best thing this game has going for it are the quirky/funny moments and it's memorable cast. I couldn't even count just how many times this game made me chuckle, it's so weird and I love it. It really felt like a Cartoon Network or Nickelodeon show from the early 2000's which is great because that's the era I grew up with. Feels like the love child of Billy and Mandy and Invader Zim if I'm being real. As for the cast of characters, most of kids were whatever (tho I did like Dogen and Lili) but the main cast of Psychonauts were all great. I do wish they had more screen time, because in the 2nd half due to certain events they're mostly absent, but what we do get is great. Also, a shoutout to Raz himself, what a great protagonist. He's so quirky and sassy yet likeable.

At first I was a bit iffy on the camp setting but once I explored the overworld, I really enjoyed it. It feels a bit nostalgic for some reason, and I never even went to camp as a kid. I also think the overworld had overall better level design than the actual levels. The levels are cooler and more out there than the camp setting but the level design is more linear, while the camp is more open and explorable which is fun.

Another thing I enjoyed were the Psi badges. While I wouldn't say most of them were super fun to actually use, a lot of them were used on puzzles throughout the game and are just cool conceptually. I will say though, levitation is an absolute blast and is easily the best badge in the game. Glad you get it early on because from then on, I used it all the time.

Idk why I thought this was a kids game all this time (I probably would've loved this as a teenager) but it definitely isn't considering they cuss throughout the game and the game can get pretty dark. Seriously, some of the mental illness stuff can get pretty realistic even if there is a goofy undertone, but it's still handled with tact. The vaults are another collectable in the game and they hold some of the darkest shit I swear. Milla's hidden vault 😢. But I really love how they flesh out each character even more.

I said the figments were annoying because they're hard to see, and while that is still a criticism of mine, they weren't annoying enough to the extent I didn't want to get them all. So I went and 100%ed the game and that was mostly hassle free. Some stray figments here and there and some of the milkman's conspiracy gave me trouble but that's about it.

So overall, while the actual gameplay is usually just acceptable to subpar, the charm this game has with it's cast of characters, it's quirky humor and just the awesome concept of going into people's minds won me over. This game is flawed but really enjoyable. I'm giving this a 7.5 rn only because the sequel seems to fix the gameplay issues I had. From what I've heard, 2 starts off right where 1 ended and that's just so cool I can't wait. Anyways, on to my Secret Santa game next...Metroid Prime 2!

7.5/10

A fantastic idea, with great presentation, but rough around the edges and doesn't QUITE hit the mark. Thankfully, the sequel -despite suffering from development issues due to covid - exists, which addresses most of these problems. Phew!

Though it is the worst of the trilogy, it has been overly criticized. It's a good game, it's very different combat-wise and exploration-wise, but it's good and it is a Souls game. It has many problems, bosses are lackluster, it has too much padding, and, in the SOTFS edition, there are way too many enemies in a few sections. For me it has the same charm as the first game, it feels really unique and I enjoyed it a lot. Without the DLCs though this game is quite unremarkable.

This was the first PlayStation game I ever played. I used to go over to my friend Erica’s house in middle school and she and her siblings taught me how to play this. I was not very good at all but it was a ton of fun.

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