157 Reviews liked by SanjuroDjango


Everyone saying this is a return to form lied. It feels nothing like SH, and I'm just not in the mood for the agenda they're trying to push in it. This is just Konami trying to recapture the lighting with a bottle from PT and it's not working imo.

Even though I would consider myself to be an avid fan of the series, I somehow never got around to playing this one, which is kind of surprising, considering how much this game gets hyped up within the fanbase, and I gotta say, after beating it, I'm pretty disappointed.
Even though the series has a lot of games, I feel that most of them do a really good job of standing on their own, having some sort of unique gameplay elements or different progression systems/gameplay loops, but this one really doesn't do anything to stand on its own. The very few things that this game does to even remotely stand out are so extremely shallow and vague that it's more of an accident when it happens, rather than an actual mechanic the game is designed around.
I would even go so far as to say this game does absolutely nothing to justify playing it literally over any other game in the series. It feels so bad to be playing a game and the whole time I'm thinking, "I could just replay Vesperia."
The pacing of the gameplay is equally as rough, with there being so much backtracking having to travel across the world map just to talk to people. I rolled credits with less than 40 hours yet I feel like this game took literally forever with just how much of a slog to play through a lot of the times.
Which is kind of a shame because admittedly, the story/overall narrative, as well as the characters, are absolutely wonderful this time around. The narrative is so beautifully thematic and there are a plethora of interesting scenes and character moments that I genuinely was very invested in, and that's something I do feel like this game does fantastically. In fact, that's the main thing that kept me playing honestly, and I can't take that away. But when the gameplay is for the most part boring, character progression is boring, customization is shallow, and a lot the mechanics might as well not even exist, then it's hard to recommend this game to anyone unless they are interested in the top tier narrative.

This schmup is fucking insane, and for the first time you get both versions. Honestly you gotta really focus when playing this game, since the game leaves you little margin for error. Thankfully this version not only preserves both versions and a lot of additional material, but it comes with an easy mode for people who aren't looking to be beaten over the head by everything coming at them. But the concept itself really brings the appeal. Especially to old heads that remember this game back at the beginning of video game reviews on youtube.

GIANT NAKED ZOMBIE SEAN CONNERY

I NEED the next president of the united states to be Michael Wilson I swear it would solve all of our problems in this country.

This review contains spoilers

FUCKING INCREDIBLE
BELIEVE IN YOUR OWN JUSTICE
I CAN'T TURN MY BACK ON A FRIEND.
AND THE REASON IS-
I'M THE PRESIDENT OF THE UNITED STATES

All the story beats are phenomenal, Michael Wilson shows his true character throughout by not turning his back on his vice president even to the bitter end

Mobile Suit Yaoi: The American Dream




Metal Wolf Chaos is incredible and terrible in equal measure across every element. The story concept is completely insane and hilarious, but the game feels like it's missing 80% of the cutscenes that explain how anything gets from one point to another. There's a point where you talk to a character, it fades to black, and in the next cutscene they've been kidnapped and ask if you can ever forgive them for betraying you. There is zero explanation for this series of events and it is never addressed afterwards. The voice acting is "terrible" in the best way, but the writing itself is clunky with abysmal broken English and lines of dialogue that get cut off mid-sentence. The action is completely over the top and it feels great to save America by blowing most of it up, but weapons do a seemingly random amount of damage on every shot, anything that's not a rocket launcher is effectively useless, and the bosses have unbelievably cheap attacks that tear through your health faster than an executive order. A total lack of checkpoints guarantees you'll be slogging through entire levels, bracing for the return of a boss' third-phase invisible attack.

To the outside observer, Metal Wolf Chaos is loud, obnoxious, deliriously over-the-top, with explosions and patriotism as far as the eye can see. To the player, it's a series of half-baked systems designed to undermine the entire experience and, in some ways, actively work against its enjoyment.

To put it simply: it's the perfect American game.

Of the Mario Kart games I had played prior to this whole marathon I'm doing, Mario Kart Wii was the one I played the absolute least. I think the main reason for that is I got my wii in the latter half of 2010 and got this game for Christmas that year. However, next Christmas I got a 3DS and Mario Kart 7 and just never really went back to this one because the only time I was Mario Karting was on the school bus. Eventually 8 came out and that gave me even less of a reason to come back to this one. So it's been around 12 years since I last touched this game. As such, I gave this a 6 and thought it was just an average Mario Kart purely because I barely played it. Coming back to it in 2024 though, not only is it really great, it's my favorite Mario Kart I've played thus far in this marathon. I always thought I liked DS more overall since I had fonder memories with it but Wii is just more fun overall due to a couple things it did incredibly well.

The biggest and best thing Wii excelled at I think, is its new track selection. I honest to god don't think there's a single track I dislike. Maybe there's a couple tracks I think are just decent like Luigi Circuit or Mario Circuit but the track list is absolutely chock full of bangers. Mushroom Gorge, Toad's Factory, Coconut Mall, DK Summit, Wario's Gold Mine, Koopa Cape, Maple Treeway and this game's Rainbow Road. Those are just some of my absolute favorites but the rest are really good too. I know 7 and 8's original tracks already, and I've played through most of Double Dash's through other games in the series and also have seen the tracks that have not appeared in other games. With that said, I can say without a shadow of a doubt, Mario Kart Wii has the best selection of original courses out of every game in the series. The ratio of amazing/good courses is just too high for me not to claim that to be true. Either way, certainly a big reason this game is still a ton of fun to this day.

Something else this game did well was it's retro track selection. It may not be as good as 8's or even 7's for that matter, but it's leagues better than DS's I think. A big reason for that is half of the courses aren't from SNES or Super Circuit. And the ones that were, are a lot better this time around. Same with the Double Dash picks, Peach Beach is meh but Waluigi Stadium and DK mountain are awesome picks. The N64 picks are pretty solid too. Only one I think this game did dirty was DS. Peach Gardens and Delfino Square, while not my favorites from DS, were both pretty good. However, the other two courses are Yoshi Falls and Desert Hills which were some of my least favorites from DS. They could've picked some fan favorites like Waluigi Pinball or Airship Fortress but no, they picked some of the lamest courses. Hey, 7 actually had those two courses in its retro selection so I'll definitely be looking forward to them when I get to that game. Anyways, the retro selection could've been better but it's a big improvement from DS's selection.

The other big addition this game added was the trick system. Every Mario Kart after this one also has it too and there's a good reason why they've kept it ever since. It makes ramps that much more fun to drive off of, it's just super satisfying to shake the controller and see your kart do the most sick tricks in the air. Same with the half-pipe ramps which are an amazing addition as well. Honestly, they're usually slower than just driving if they're optional ones but courses like DK Pass or Bowser's Castle where they're pretty much mandatory (unless you have a mushroom) make those levels that much more fun to play and gives the game it's own identity since 8 did away with them (they are actually back in the Booster Courses but I haven't played those).

All this stuff is great and makes me enjoy this game a ton, but I do have a couple issues with this game that makes me like it less than 8 still. One of the biggest issues is the game's balancing. Another thing the game added was bikes which was huge. The developers must've had a huge hard on for them though as they're WAY better than any of the karts. The inside drift bikes especially are just too broken. So basically, there's two types of bikes. Outward drift and inward drift. Outward drift asks like a kart basically while inward drift makes it so as soon as you start to drift you can only drift sharply into the direction. Kinda hard to explain but if you've played the game you know. I remember hating inward drifting when I played this game all the way back in the day. Now though, I find inward drifting bikes to be a really fun and not nearly as annoying to use. However, like I said they're just too broken since you can cut corners insanely fast and also instead of getting a two stage mini turbo, you only get the one stage blue sparks but in turn you can perform a wheelie at any time by shaking the wiimote and that gives you a small speed boost. Because of all this, once I got the Mach Bike or Flame Runner, I just never used a kart or outside drift bike again just cuz there's no need to. 8 definitely fixed this cuz the balancing between the two is much better in that game.

A couple other issues I had was the item frequency and the battle mode being poor. The items can be super obnoxious in this game at times. I really don't know why but it's just super easy to get spammed with blue shells when in first. There were a couple games where I'd be hit by a blue shell like 7 times in one game. And plenty of times where I'd be hit by one and then hit by lightning, this game is just insane when it comes to it's items and sometimes it's just not fun. The battle mode I also remember not being that great back in the day. The courses were solid and all but the issue was you're forced to be on teams and cannot ever have it be a free for all. This is just lame and while it's not as bad as base 8's battle mode, it certainly isn't that far off. Also I was gonna say the bloom can really make the game look ugly or weird at times but honestly I got used to it pretty quickly and don't have much of an issue with it like I once thought. Still think Double Dash looks better than this game especially since some of the character models still aren't that great looking (not nearly as mad as DS tho).

I was also gonna say how it stinks to unlock every character because a couple of them require you to get a star or more on every cup(or just play and absurd amount of races) and the way to get star rank is a little weird in this game but I was actually able to do it in the end. Got one star or higher in 50, 100 and 150cc as well as unlocking every expert ghost time trial so I was able to unlock every character. Didn't feel like doing mirror mode though so I didn't get every kart but I feel pretty satisfied with what I did. Never unlocked a lot of stuff in this game back then when I played so it felt good to finally do so.

Overall, while I had some minor issues, this was easily the best Mario Kart game I've played thus far in this marathon. I'm super happy I redeemed myself with this game because a ton of my friends love it and I can finally see why they do. Really wish I played this more with my buds back in the day haha, ah well. Next up is Mario Kart 7 so look forward to that soon!

When it comes to an RPG adventure, I don't think much beats Dragon Quest V. That's not an evaluation of the game overall but a specification of its journey.

The scope of the story starting from Hero's childhood, into his teen and adult years, and then fast-forwarding to when his kids are grown up is really special and done very well. The world map is tightly designed with each new country/continent a thrill to explore and there are plenty of mysteries to discover and secrets to fine, even into the game's more open-ended third act. The story builds it tension and crescendos.

Because of it's exciting adventure, I cherish DQ5 even if the gameplay, at least in this Super Famicom version, isn't great. It's the same traditional JRPG gameplay but not as tight as later editions of the franchise and lacking the customization of later titles too. It's cool that there's stuff like the monster collecting but I found that lacking potential with the three party member limit that this first version of DQ5 possesses.

I beat the main game and cheated my way through the bonus dungeon to close the book on this SFC version of Dragon Quest V, a game I played back when I got into emulation as a teen and fell in love with, enough to adore the DS remake that would come my way years later. I like the graphics in this version more than the DS version but that version has four party members so when I want to replay this game again, I'll likely go for that version.

Waited for the dub patch before playing. Yong did a fine job. The writing in this title is really well done and keeps scenes mostly interesting. Music is decent. Game looks good. Loved the customization and dress-up, even if it was a tad limited.

Ultimately, I found this game to be pretty empty and full of meandering. I don't see myself ever playing it again and will be forgetting everything that wasn't in a marketing trailer within the week.

New "Agent style" is whatever. Giving Joryu a grapple hook wire sounds cool, but it's so lame. It's a crap-shoot if the wire even works. The best tactic for large group fights is to get some drones out to distract while you lay explosive cigs around the arena.
"Yakuza style" is a bit more fun and the charge moves work well enough to combat the constant kneeling and heaving most grunts do. Them hunched over would mean kicks fly right over their head- they are immune to throws as well. Not a fan. The best strat for the little guys is to mash light punch while they're down and tank damage with yakuza-style for the big guys. A certain part of me misses the old style of gameplay. Pop an energy drink, try to see as many unique heat moves as possible. New heat moves in this title are few and far between. Really lacking in that area.

Akane is a pretty neat addition, offering most of the "side content" and adding an additional currency to manage. Though, I gotta say, I did not like a single side-story. The best optional stuff to me was recruiting fighters for the coliseum- but even that side of things got old quick.

If this was a launch title for a new console generation, I could see some merit here. A little taste of what makes this series good in a cheap package. But that's not what we got. What we have is a story that could be summarized in 2 sentences, stretched out to make us feel like it was "worth more." That brings with it all the implied padding as well. I could see players who are new to this franchise liking this a bit more than the die-hards.

Now, why do I dislike this more than ground zeroes?
I think it's because Ground Zeroes was NEW. It was a bold taste of the next generation of metal gear. It was something to be excited for.
I was going to be excited for 8 because 7 was good. Not this mini adventure.

Just watch the cutscenes online if you really wanna know.

(This game also destroyed my entire SSD. The game crashed and caused the entire drive to fail. It's hilarious. I promise that had nothing to do with my score.)

After watching TransWitchSammy play Illbleed at the behest of myself and Appreciations, I knew Blue Stinger was the next game she ought to play in order to fully appreciate Crazy Games and Shinya Nishigaki's mad genius. However, I'd previously committed to playing the game myself and had intended to do so in December, coinciding with when the game takes place, and it was quickly settled that I would play and stream it instead.

I'd like Sammy to know I took a bullet for her and I hope she never forgets the sacrifice I made.

DINOSAUR ISLAND TRAVEL LOG

Day 1:

For a Sega Dreamcast launch title and a first outing by Nishigaki's Climax Graphics (rebranded to Crazy Games two years later), Blue Stinger leads with its best foot forward.

Elliot Ballade is sailing around Dinosaur Island with his friend, who is so busy occupying himself with fitting a PVC figurine into a jar that he gets caught in a time dilation bubble. Elliot is saved a short time later by Dogs Bower, and now might be a good time to mention Masaki Segawa of Basilisk fame did all the character designs for Blue Stinger. Not to disparage his future work, but he's really never designed someone quite like Dogs since.

The story takes itself a little more seriously than Illbleed, with Nishigaki preferring to skew more towards a tone similar to that of Jurassic park, carefully balancing action and suspense while sprinkling in bits of his humor. People are mutating into horrible amalgamations of mammal and reptile, and though you have an arsenal of traditional and high-tech weapons, you can also like, put on a sumo shirt and come at them like the gassed up middle-aged, denim shorts wearing freak of nature Dogs is-- and all while thunderous music by composer Toshihiko Sahashi (who later worked on Gundam Seed) blares at a level that's just a bit too high in the mix to be able to hear your friends talk over Discord even with the game dropped to 20% volume.

In other words: this is a crazy game by Crazy Games. Or it is for now....

Day 2:

It doesn't take long to reach the Hello Market section of the game, which is littered with tons of great examples of video game signage, including so much marketing for Hassy Recovery Cola that you might be forgiven thinking it's a real product you can put your real lips to. However, Hello Market also exposes an especially frustrating aspect of Blue Stinger's design that plagues it through the duration of the game: it's "gero camera," the Japanese onomatopoeia for vomiting, which Nishigaki unaffectionately refers to it as in in an interview with Game Developer's John Andersen.

The camera tightly follows the player-character, and is at times so closely zoomed in that your visability when entering a room is limited to the back of your character's head. This was the result of an edict by Activision, which felt this sort of camera system would play better in Western markets as opposed to the more zoomed out position it takes in the Japanese version, because why on Earth would you want your game to be readable?

Unfortunately, I don't speak Japanese and I want to hear Deem Bristow go "GAH'CHA!" so I was forced to constantly eat shit when entering into rooms because Blue Stinger's enemy placement is practically the template Signalis followed, only with greater and more devious intent. It's fine, I spent all my money on large cans of Hassy. Dogs is leaving Dinosaur Island with his life and the price is only a few thousand dollars in soft drinks and completely calcified kidneys.

Day 3:

I'm starting to get a little frustrated.

Elliot is equipped with a shotgun and Dogs has a god damn gatling gun, and both these weapons do shit damage. What the hell, man? How do you make a video game gatling gun feel bad. How do you make a video game gatling gun wielded by reigning sumo champ Dogs Bower feel bad.

The whole weapon economy is fucked. Your arsenal is largely purchased from vending machines, necessitating a certain amount of grinding to afford new armaments. But when certain guns feel weak despite their cache in gaming culture, blowing 8,000 bucks on a laser sword or bazooka carries a risk that the weapon might be a total waste of money. Do you want to horde your cash and trade it in for ammo, cheeseburgers, and hot dogs? Or do you want to see what's in the mystery box?

By this point, the wildly variable audio mixing was actively causing problems with hearing my friends and being able to absorb needed context for where to go and what to do. Sammy became my Otacon, using a guide to keep me grounded and focused on the task at hand, only we discovered so deep into the walkthrough that the author was littering it with half-truths and totally glossing over important pieces of information, as if they too were a bit fed up with Blue Stinger. If IAmYoFatha was on the job, this wouldn't have happened, but he's either dead or in jail.

Day 4:

Elliot swallowed monsters.

Day 5:

Ok, man, let me tell you about burger-frames.

The final boss comes after a three minute and 45 second long defense mini-game with no save inbetween, meaning at minimum you're doing that over again if you die. Or worse, you'll have to do that plus a run back down and up a tower to restock on bazooka ammo if you didn't have the foresight to overstock your supply beforehand, because it's about the only thing that does a reliable amount of damage.

Despite having predictable patterns and attacks that can be led, the final boss feels like a bunch of random bullshit. His fire breath frequently hits outside of the effect and sometimes does not actually harm you when standing directly in the middle of it. I cannot stress enough how wildly incongruous the hitbox is with the animation itself. It also deals an insane amount of damage, killing Elliot in two hits if you didn't upgrade his health (something I didn't know was even possible until after I beat the game) and Dogs in three.

This is where cheeseburgers come in. Of all the consumable items in the game, cheeseburgers have the longest period of invulnerability from the time you eat them to the time your health is recovered, meaning you could bypass potential damage by eating a cheeseburger at the right frame of the boss's attack. At worst, you'll get a little cooked but still heal, rubbing your tummy while your head is engulfed in flames. This was the only way I was able to keep myself alive and beat the boss.

By this point, I was already at my wits end with Blue Stinger, frequently flipping the high-speed toggle in Redream and going "VROOOOM" while throwing sumo chops at a million miles an hour just to keep myself awake and invested in what was happening. Towards the end of the final night, I was making plans to buy a Japanese copy of the game and frame it.

"Oh, you must like this game a lot, huh?" some unsuspecting guest might say.

"Fucking no I do not!"

___________________________________________________

Blue Stinger is brimming with charm, humor, and that signature Nishigaki style. It's also obtuse, frustrating, and ill-conceived. It has Dogs Bower and Hassy, and it also has the worst gatling gun in video games and a "vomit camera." It's Crazy Games - or rather Climax Graphics - at its most nascent but not at its most pure.

Stand for the national anthem.

it's a decent professor layton
it's a decent ace attorney

which it's something neither series managed to be on 3ds


Everything you could ask for from a new Tekken game. Awesome starting cast of characters, amazing stages with some of the best soundtracks from the whole series. A short, but really great story mode as well. Everything about this game is just an improvement over Tekken 7. For sure the best fighting game out there right now, no question.

This is one of the least subtle stories I've ever seen. It fails at being a compelling story and fails at being a game immensely. I love Silent Hill, but this is not Silent Hill.

This game takes way too long to get interesting, every single character is unlikable. ESPECIALLY compared to the cast of the prior title.
The biggest offender: Boring. I was so bored for a majority of the game.
This goes for the story AND gameplay.
They will explain the bracelets and "BP" and the chromatic doors over and over and over and over. The game will hammer in every little detail over and over. You start getting the gist of how the game works and start questioning why they need to repeat themselves SO MUCH.
You will watch the same hallway walk, the same doors, entering the same elevator CONSTANTLY. There is a total of 1-hour of traversing via the map screen and there is nothing you can do to speed it up. Agonizing.

I'd say the ratio for fun to annoying puzzles is 1:9. Some puzzles were as simple as "write down this text string and then enter it later" or "count how many things are in the bin and enter said number into a keypad."
Others had you doing sliding puzzles or click-one-tile-to-transform-the-tiles-around-it. AKA ones where the game doesn't give you any hint and it's just about doing it via trial and error. Time stuck will vary.
The inventory screen is mid. It gets bloated pretty quick and cycling through stuff is just slow.
The easy mode switch for puzzle rooms goes from "zero help at all" to "flat-out gives you answers to puzzles." The penalty for switching to easy doesn't even make sense. Once you have the secret file safe code, just go back in and enter it again while in "hard mode" (the code doesn't change between difficulties.) Bizarre choice.

The story... No spoilers from me but uh-
I did not really care? There's so many branching paths and """endings"""" that the whole experience blends together into this mush. You will see the same plot points repeated over and over with slight variations being who's with you. and because it's technically "new dialogue" you can't skip it.

The game cheats its audience by having a pretty interesting ending. I can see why there are fans of this title and why this game is currently sitting at 4 stars average. A good ending will leave people happy. I'm sorry. I do not forgive the other 25 hours of SLOP I endured. This game got on my nerves. Never want to revisit this one ever again. ZTD time.