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Out of all the WRPGs (western RPGs), I've played thus far. Pathfinder: Kingmaker(PK) is without a doubt the most complex and rich in nearly every category I long for in the genre. And to Owlcat’s credit, the Kickstarter backed CRPG almost achieved full marks. Multiplex of systems, deep mechanics, extensive kingdom-building, matched by a fascinating world-building and filled with memorable characters. A long story, featuring multiple endings. Real-time with pause combat. Dense fantasy single-player title in an isometric perspective. And yet I can’t help but find the whole experience of clearing everything possible in over 130 hours a double-edged sword. Full of sharp awesome content. Yet underneath lies a blunt edge full of troubling matters. Alexander Mishulin, Creative Director at Owlcat Games eloquently sums up the matter in an 2020 interview saying “...Huge Pathfinder system ruleset was left tricky and unclear in many ways for the new players unfamiliar with the tabletop game.”

The IP is incredibly different from what I dabbled in Baldur's Gate 1 last year. And the old Fallout titles. Feels a lot more in-depth not just in terms of pen-and-paper, but in different rules and how the mechanics are implemented by Owlcat on Paizo’s ruleset. I’ll run through the positives first before I dive into my mixed feelings. Full disclosure: I played 100 hours without mods before relying on them to end credits. I’ll denote a mod section properly later on, but if I don’t discuss it please assume I'm discussing vanilla.

Storywise I found to be a slow-burn. But ultimately an enjoyable affair. You start in a competition for the rights to become baron/baroness of the Stolen Lands. A large swath of unclaimed land with no leader. Think bandit territory except fantasied to the gills. Crypts and hidden tombs full of nocturnal creatures sinisterly lurk. Local settlements are plagued by monster attacks and the occasional banditry. Fill your wanderlust and discover ancient ruins and dungeons! Full of traps, puzzles, and of course great treasure awaits! But take care, whimsical fey beings roam here and there so beware! For better or worse, depending on your choices in dialogue you may come across interesting outcomes. Discover a key piece and be led to a hidden location out on the world map! Or used in a way to uncover another hidden check. Where the locals and monsters alike will be found in all manners of the noble to villainy spectrum. Take heart, for finding a true pure soul in such a hostile place may seem dangerous! Yet behold! Beyond the borders lie a people still living brightly and drinking merrily in taverns. Singing to their heart's content without end!

Before I sing on further, I must talk about the initial priorities after becoming Baron/Baroness. Consists of the gameplay overview without combat. A gentle reminder, to not go gallivanting off into the wilderness following the wanderlust compass. Rather, one must remember to research curses. Curses are something unexplainable and mysterious occurring within your lands. And it is up to you to research why. There are more than 13+ of these curse events that need to be resolved as you progress through the game's many acts. All of which contain a time limit to complete under “xxx’ day. Doing so is one of the key requirements to unlocking a secret ending and progressing through the main story conveniently. Refrain from doing so and the consequences will be severe. I didn’t have much issue with deadlines. Bona fide lenient as long as you prioritize what to do. A general loop emerges: Enter building management -> research curses, solve problems, assign advisors, resolve advisor concerns, construct structures in settlements, invest in building points(BP) or use them for erecting structures or helping pass a bill using BP. Finished? Good, we're not done. -> Check the journal to see any main quests. Usually, one or two pop-ups and its a number one priority to complete. -> Once finished then you're allowed to finish any sides and errands. Followed by companion quests -> If you have any days left on the clock. Explore the map, discover new dungeons, finish off random mobs trying to kill you while traveling, and unearthing loot by turning over rocks and crannies you see are all worthy endeavors. The priorities may seem daunting at first, but I assure you have ample weeks to months. In finishing any important tasks before moving on to the rest. Generally, Traveling around and researching will consume most of your precious days. However, there are certain ways to mitigate any losses later on. I’ll include some links later on for extra tips.

Plethora of classes to choose from and upgrade. More than fifteen main jobs. And several archetypes within. A barbarian, for instance, specializes in an armored hulk, mad dog, or invulnerable rager. A cleric branches off into a herald caller, ecclesitheurge, and crusader. All with their unique powers and skills offered. I stayed as a paladin and found it decent. My primary joy came from the multiple allies who joined my merry band. Swapping into a different profession if inclined, but I kept them as their base class to see how it feels to use them. At the end of the day, I concluded they’re fun to use. One serves as a tank such as my tower shield specialist while my inquisitor summons undead to serve as handy meatshields. My bard’s songs randomly stun my enemies. I and my barbarian cleaned up! Rinse and repeat and voila! Dead guys in the aftermath. Granted not all encounters will not go as smoothly as one would think. Plenty of surprises await in store for any curious adventurer.

Should be noted there are special prestige classes. Several are not selectable at the character creation. As you progress and meet certain requirements they become available as your second class. I’ll be honest with the exception of the Wildcard DLC. I was not able to use any of these prestige ones. As a result, I am unable to comment on them other than some being powerful and others meh from what I skimmed online. Overall essential in understanding classes, since comprehending their capabilities will mark triumph and despair concerning the combat portion.

I mainly used real-time with pause(RtwP) mode. For those unaware, in CRPG's this means each action your party makes is conducted at the same wavelength against the opposing enemy side. Casting spells takes seconds before casting but attacking is ongoing when not in cooldown. Trading blows until one side is gone. For those uninterested in RtwP. Owlcat implemented a turn-based(TB) method. Activatable anytime with a single press of a button. Initially, a mod early, the devs decided to add it for those not enthused in the RtwP approach. As someone who favors turn-based. I have to say the move was pretty based. But I couldn’t stand doing TB for every fight encounter. My entire playthrough would’ve easily doubled or tripled. But the inclusion of the mechanic later on after release I appreciate a great deal especially if I get tired of RtwP. Convenient when needed.

In my honest opinion, an enjoyable isometric gameplay emerges. Regarding the many systems at play. Battles are somewhat challenging relying on your crew's profession. For instance, if you improperly manage equipment, health items, and proper class understanding then you may be in for a life of hurt when confronting multiple foes in a large open area filled with scattered mobs. I struggled early on since I had zero Pathfinder exposure. Meaning I rushed into things without thinking, quick-saved like my life was about to expire. To make sure I gained a favorable outcome and spammed abilities like a madlad. Kindly erase those foolish ‘jump before thinking’ mentality and realize no one will hold your hand gently. Despite a wealth of options available to reduce difficulty which I will talk about later on. Look at my character and witness how one tab from the summary may induce information overload. What is AC? Fortitude? Reflex? Will? The difference between wisdom and intelligence. Knowledge arcana/world? lore/nature? Sounds rubbish, who needs these skills? Alignment? Bah, who cares. Well, my friend I do! A great deal since you must understand a sizable chunk to succeed. I won’t go into complete minute details, but suffice it to say each terminology is important to survive. Basic stereotypes do exist though, so no need to worry! A mage is squishy early on, but a glass cannon. Ranger and barbarian are viable builds and hybrid classes are available for those who wish to slot into a job outside of the standard ones.

Have no fear of the daunting Pathfinder homework ahead! I did only the bare minimum cause I wanted to get straight into the thick of things and still managed fairly well. Here’s a secret that has never failed me when playing any CRPG. Buffing/debuffing/summoning is honestly the bread and butter. And will undoubtedly your life easier. Without any of those above, I would not be able to win against my adversaries. Helped me so much to the point I spent over 100 hours buffing in less than a minute before engagements. In the blink of an eye. Yeah, I'm not kidding about those buffs. Crucial in starting up a massive advantage before striking any foe ahead. Summon any pets, skeletons, elementals, or animals at your side ahead of any battle so attackers will be dumb dumbs and attack them foolishly. As if they are the priority. Debuffing is equally important. Any Atlus JRPG fan should know from Megami Tensei how skills like reducing enemy power, missing an attack, freezing them, and whatever manner of debuffs to inflict. Will turn the tides in your favor. The same principle applies here. Min-maxers like myself who love adjusting little morsels of numbers are in for a real treat. Countless loot is around, as a result, I never had an issue strengthening my characters and applying any spells to their repertoire. No requirements to micromanage level-ups either. If checked in the menu. And since I started from beginning to end credits with the preference on. You are in good safe hands. An indispensable accessibility feature reduces the steep cliff into a more manageable one for newcomers to the series.

Do keep this in mind. It's inadvisable to spamming spells and abilities without a drawback. The consequence of using magical abilities means the 'charge' will be used up. Mana is unavailable. Instead, your party will have a certain amount of ‘charges’ so to speak on how many times to reuse a magick discipline. A basic 'fireball' for example may have one charge. In spite of that, within the magic system for some classes, possible to increase multiple slots. Consequently granting more amounts. Area of effect, cones, and single targets, bouncing are all attainable parameters, so watch out not to hurt your allies. Lest you need to revive them after the battle ends. After an engagement with an enemy, a non-combative status will occur for all. Any damages and spells used along with health will not return to their original condition. This means every skirmish with a mob will leave you bleeding. Continue fighting and sooner or later the effect of 'fatigue' will emerge. A debuff handicapping with horrible stats. Go further and you may become exhausted incurring further penalties. To counter a weakened state, one 'rest' is recommended, and rations to heal back to 100%. Be warned you may be ambushed by nearby hostiles. It's these little things that pile up later on when you expect a benefit there must always be a drawback in some form. Not much of an issue provided players remember to buy rations and set their PC to scavenge for rations out in the wild.

In the wilds and civilizations players will need to contend with the text and dialogue system. You will inevitably conduct a wide array of meaningful conversations. For instance, talking yields a host of options. Both are informative to educate, pushing to the next segment in a quest, moving the conversation forward with lore passages highlighting key information whenever you need, and taking a gamble in stat-oriented discourse to affect an outcome. Crucial to give context to the rich history in Pathfinder where putting the mouse cursor will describe any bolded phrase. Appropriately connecting any relevant lore with anyone. Where paragraphs on gods, nations, political figures, religion, etc. will be described when highlighted. Hearing a disgruntled futilist dwarf talk about the impending doom of the end of days from the god Grotis transforms otherwise static boring sentences into flavorful dynamic words to remember and an “Ahah!” moment arises. Stumble upon reading a book about certain dangerous religions only to learn later about a crazy cult related to said religion. You will inevitably come up with many of these examples. Nevertheless, conversations are susceptible to stats; you have to needle your way through unique text. Granting extra experience and new conversational topics to discuss with whomever you meet. Such a deeply intricate word system is only part of the whole gameplay pie to understand why I adore talking to my party to understand their backstory, relationships, and history and develop them further with their quest lines down the road.

Under these circumstances, the world-building is richly implemented and flourishes through meaningful lines as I meandered my way to talk to important NPCs whenever I traveled. Be it a villain, an unsuspecting stranger, or an upstanding citizen of the realm. All are not spared my inquisitive nature to converse! In my delight, speaking yields both favorable and unfavorable outcomes concerning a dice roll. Meet the stat check to enable the dialogue requirement, but plausible still failing the result. Meaning my goals for a peaceful resolution between two angry interracial groups could be thrown into the fire. Erupting a bloody feud betwixt two leaves me no choice but to eliminate both or take one side. Invigorating my soul and leaving me contemplative to carefully consider a circumspect approach. Take information with the grainiest of salts and don’t label everything in simple good or evil manners. Difficult to judge whether the NPC is acting in the best interest at your behest while secretly holding a dagger behind their back unknowingly to your eyes. As a result, Non-conflict encounters are unique here, where fights interrupted are an uncommon occurrence with a conversation box, hearing their plea and moving on from there. I’ve had the personal pleasure of converting evil dastards onto my side while subjecting good souls to betrayal. Interconnecting later on in a future side-mission or main narrative where your previous actions will have a consequence later on. I befuddled a group and investigated a murder or caused mayhem on the populace by lying to whomever. Offered a mysterious item I picked up just for this occasion. Bribed, persuaded, intimidated, or sought further lore knowledge. No one is spared from my decisions and I lived with the consequences of my actions.

If there is one notable strength here in PK then companions here are a breath of fresh air. Not the best, but certainly not the worst. Recruit all eleven comrades, plus two more from the Wildcards DLC. A wonderful motley crew full of contradictions and wild alignments from chaotic to lawful and those staying in the realm of neutrality. I adore my party's banter. Sharing wonderful stories and barbs anytime I rest. And their voice actors deserve only praise for going the distance. Seeing their background update during a loading screen is a small, but appreciative detail. As I progressed further in their questline. From the loveable optimistic bard who never fails to brighten the room, the tough barbarian exile who continues to thirst for a challenge, the curious explorer alchemist who underneath their arrogant exterior lies a heart of gold, the noble tower specialist who continues to make each stranger drop their jaw in awe at her beauty. The chaotic duo of eldritch scion and rogue wizard lent their bond to my group despite their horrible past. A stoic tragic ranger avenger, a dwarven futilist cleric, a goblin knife master, and others I could list but I'll save them for a surprise… Needless to say, all have a colorful history beyond simple tropes and evolve constantly throughout my journey. I won’t say any favorites since I like all of them equally, instead, I will remark my allies' goals are a must-play and some intertwine with the main story at length. Providing a nice integration into the story and commenting during side activities on their thoughts, feelings, and alignment. Your actions will favor or dislike you. Therefore, it's essential to think carefully about their beliefs, morals, and alignment to adjust your response accordingly relative to the situation. Complex and not one-sided, and not all that hard to keep with you by when the end credits rolled around. Heck, I operated a solid crew of five. With changes in the guard whenever any relative friend's objectives arrived. Some benefit from putting any relative members in a relatable matter for instance. Otherwise, serving an appropriate role in another area below.

Kingdom building surprised me a great deal. There are plenty of systems in place here to almost make me wish for a separate game to play exclusively. Heck, employing any of your companions as advisors who will approach you about a delicate matter related to any of the stats concerning your authority. Population, relation, military, culture, divine, loyalty, arcane, stability, espionage, and community. Accepting a new policy, rejecting or fashioning a unique dialogue choice conditional on the advisor’s characteristics. I was able to increase the guardsmen with more men and budget instead of leaving them to their whits. Fought espionage wars with another neighboring nation by honoring our dead spies than risking their status. Favored culture of the arts and freedom to use magic freely and threw away the bill restricting their passion. And so forth. Completing these requests and listening to my advisors leads to benefits and detriments. So take heed of your colleague's advice and choose the best course of action. In doing so you manage your domain from impending self-destruction. Be careless and your citizenry will revolt. Therefore, it is imperative for one to finish any dilemmas arising in priority rather than any opportunity points. Issues if not solved, worsen stats, so pray to RNGSUS you land on a good dice roll to resolve the conflict peacefully. Or quickload like me hehe. Opportunities are okay to ignore, but for those who decide to try them the rewards are equally as good as solving problems. Don’t worry about taking care of your vassals constantly, a timer will run on when resolved and a notification will pop up for any impending event.

An option to automate your kingdom exists, but I still suggest that folks embrace the system to get a feel of managing affairs in your nation while also investing your precious days. Pays dividends later on in the form of passives and supplementary items. The latter leads you to new objectives and random encounters providing free equipment through artisans(Specialists who join your nation, when you visit your new settlement when claiming a region), and investing in your crown pays dividends later on to grant permanent buffs like increased attack roll chances, immunity to fear, and faster movement when traveling and more. Constructing mage towers(unlockable once you level up an advisor's ranks) allows one to teleport with minimal downtime creating a genuine saver for those urgent investigations in your journal. Aside from leveling your partners in combat and dialogue, you advance their rank in their advisory role to have a better chance to resolve troubles and opportunities. Useful when RNGSUS will sway to your lucky side rather than the unlucky side.

Decent-to-quality sidequests and errands are plentiful and ultimately awesome to complete. Enhanced my experience during my adventures. Here is a small taste of what I encountered. Uncovering a dark mega villain through a long monster extermination hunt Mediated between fey beings on trees and preached to no end on civility, peace, and compromise during heated debates and mob pitchforks. Hunted weird cultics from weird satanic ones to disturbing groups with their nefarious agenda preying on helpless innocents like a pregnant woman in need delivering her baby for a price. Oh hell no. I saved her thankfully, but whether or not it was a good thing in the end leaves me still troubled. Engaged in a puzzle to resurrect a powerful, but evil ghost for sick armor and weapons. Participated in treasure hunts, fought bandits holding hostages, saved mythical creatures like dragons, and found a boy who cried wolf-like investigation whose outcome was vastly different from what I expected. Returned a Necronomicon-like book to a powerful hermit in the lands and traveled to other realms to investigate curses to reach and attain the absurdly difficult secret ending. Heck, I took advantage of alignment choices to brutally reach a good outcome. Nonetheless, I still time-traveled into alternate universes. By reloading to recruit horrible fellows into my cabinet. Yeah, I’m not proud of that at all…

Anyway, mod time. Earlier I mentioned I played vanilla for 100 hours. Once I reached that point I decided enough was enough and threw away the base content life. And subsequently enjoyed in greater detail the latter half to an insane degree with much-needed quality-of-life features. Below I’ll briefly outline some must-haves for anyone on PC.

Mod manager - Number one key ingredient for all kingmaker needs and easy to install any of the following to make your playthrough fun and eliminate the tedium.

Bag of Tricks - Solve 99% of any troubles you face. From side quests not occurring, to fixing a bug here and there. And to be fair I had very little bugs or crashes. I think outside of a handful of minor bugs my playthrough was nearly perfect. My convenient tricks were instant teleporting on the world map, instant rest + after fighting, instant auto-complete realm events, lock-picking unlimited attempts, force success/triumph on problems and opportunities, pass skill checks, and my personal favorite a romance counter which is crucial for the secret ending. Trust me. If you want the bonus act to activate I recommend it. These listed are my favorites from the mod, but there’s way more inside I never used.

Faster menu book zoom - When you launch the program, it takes a long eternity for the book which contains the standard menu options to proceed. Do yourself a favor and download them to save you extra. Adding in the command line ‘-skip intro’ from the program launcher when right-clicking the properties on Steam is beneficial too.

Buffbot - Takes less than a second to activate all the buffs you currently have. A necessary alternative than taking a minute to individually select each member and buff them to the nth degree I said previously. Use Buffbot once and be done.

Aside from the mods above. You have a wealth of selections to tune the difficulty to your liking. From the image I customized the normal settings, making encounters less of a chore and more on the easier side. Restricting to the confines of vanilla as much as possible. So I recommend tuning them to your preference.

Now then for my mixed feelings. Consider the following text as small to big red flags in varying degrees. I feel are worth noting down. I had to trim this a bit since this review is getting too long and I apologize for that.

Kingdom Building is a mixed bag. I love the aspect of erecting settlements and determining the kinds of architecture. However the ‘time-limit’ before the next act and what to do perhaps make newcomers feel pressured and quite honestly have no clue what to do. I had to frequently Google and ask my friends about priorities. Although frankly, I'm leaning towards being positive on the aspect. Sincerely cool having advisors and solving problems since you are a Baron. I found it more enjoyable than my playthrough with Ni No Kuni 2’s version. Which ultimately was all right with uninteresting sidequests. Here I kept coming back to my empire. Taking personal pleasure in being hands-on in my day-to-day. See how your settlements grow and flourish along with your subjects. It’s thrilling, satisfying, and most of all worth seeing all your efforts come to fruition. For general tips, I'll echo what before I play & walkthrough for advice. Was instrumental and made daunting tasks to fulfill become easier to manage.

However, tiredness will undoubtedly occur. I had to stop playing kingmaker constantly in 2023 due to fatigue. The sheer amount of content if you combine the DLC is a lot for anyone’s plate. Acts on average took me 20 hours give or take some change to complete considering there are a total of 8 acts. If you count the act-like DLC Varnhold and the roguelike beneath the stolen lands. You’re easily reaching 150+. This is a friendly reminder to stop and take a break in case you are feeling burned out. I played palette cleansers like indies and shifted into different genres from a CRPG in between chapters to refresh my willpower to keep going. The slow-burn narrative along with my mixed feelings on kingdom-building aspects among others leave me in doubt whether I unintentionally had resorted to sunk cost fallacy. However, I would say once you reach part 2 to part 3 then the plot beats start to heat up gradually into a snowball. Turning my interest from a “hmmm” to an “Oh now we're getting somewhere.”

I think some rules for Pathfinder in general are too restrictive and punishing. This isn’t a negative against Owlcat; rather they did a phenomenal job adapting the tabletop ruleset for the videogame audience. Paizo the company from my understanding created the IP and surrounding laws within. Here are notable head-scratchers. I am not allowed unlimited lockpicking? Once I fail an attempt it's impossible to try again. I had to resort to a mod to give me unlimited attempts. Moreover, no instant rest after skirmishes. Meaning in vanilla, if my heavily damaged party needs to rejuvenate I have to manually activate the button to heal where I am assailable randomly. And lord help my soul if I fail that encounter during the process. Thus my momentum of adventuring unimpeded is halted. Sure I soothe my comrade's health, but what happens when I run out of charges for each of my healers? Then I am incapable of reviving their vitality. Resulting in, busywork. Coupled with the majority of loading screens from entering my throne room -> kingdom management -> back to throne room -> going out to world map -> entering a new area on the map -> reverting a save if something awry occurs -> repeat. Granted not a major deal, but over the course of my long playthrough, it all adds up. As a consequence, I am forced to struggle whereas I could be enjoying. Maybe I'm spoiled by fast load speeds, but I did install this on a fast SSD. Maybe a faster M.2 drive would be better. Goodness, imagine playing this on an HDD…

Other miscellaneous stuff: Gameplay would hang. An uncommon occurrence during random battles. Perhaps an NVME is better? I played on a Samsung SSD with a decent PC that ran the highest graphics on max settings to optimal framerate. The hanging is like a split second. Usually, initializing textures and characters when starting and during loading screens to govern your principality or unpacking a file. Not something glaringly obvious since my overall experience is still positive. Nevertheless, it is something noteworthy. Moving on. Some portraits of enemies are not given a unique picture. We are faced with our characters' faces. Pretty jarring to witness as if any major enemy is well an imposter of us. Granted not all of them are like this, but the inconsistency is mildly weird to witness.

Owlcat’s version of Pathfinder gamified is an incredibly ambitious undertaking. Took me nearly a year to finish in its entirety and while I did have some annoyances from the ruleset, scattered loading times, and mixed feelings. There’s quite a bit to enjoy among the many systems within. I liked overseeing my realm. Making tough decisions based on fair policies and having an immediate effect on my subjects whether good or bad. I delved deep to understand the deep mechanics in real time and pause. Yet at the end of the day, I think the amount of gratification here despite the herculean effort the devs have encompassed with a gigantic stuff to devour is dependent on the user's experience to get down in the trenches. If I never knew about skill checks and buffing, then I would have suffered early on because of my ignorance in taking advantage of magical resistances. If I didn’t read up on how to manage my provinces better, then possibly in a bad alternate universe I would’ve game over in my 100+ hour run due to my improper handling and neglect of the state of affairs. And that is NOT a feeling I want anyone to suffer with. Considering the reports I've read online of users having the same issues of neglecting their nation. Please make sure to check 'invincible kingdom' in the options. Speaks volumes how much you have to devote yourself to bring out something worthwhile. And for me? I think this is certainly one of the greats along with Baldur’s Gate. As long as you dedicate enough energy inside and mods installed. A deep & expansive CRPG that doesn’t hold your hand, but rewards the most invested of players. Sadly I find this incredibly difficult to recommend to everyone. Except only to fans of the genre. I believe Mandaloregaming said it best "... you play this game more for the systems than for the writing." And I can’t help but agree with their statement despite him saying the line in his story section. I would say it also accounts for the whole breadth of the game itself.

Base game without mods: 7.6/10
Base game with mods: 8/10

References & Additional Material:
Interview with the creative director on Pathfinder: Kingmaker
Pathfinder: Kingmaker Classes overview and archetypes
Example of information overload from my character
Long road to secret ending - heavy endgame spoilers within
PK Difficulty Settings - Pretty extensive options to tune the combat modifiers to your preference.
Before I play & Walkthrough

Mods:
Mod Manager - Bag of Tricks - Faster Menu - Buffbot

I've never been the biggest fan of the first game because the combat was never the strong suit of Alan Wake. So I feared that the sequel would have the same problems and sadly it did.
But first of all I really liked the way the story was told through the manuscript pages, especially Saga's. It was such a unique approach and an interesting of telling the story. Saga's part in general was really fantanstic, I enjoyed her detective gameplay and how you solve the cases through her mind palace. This was easily the best part of it even though case boar gets pretty overloaded and whenever I got a new hint I just clicked on everything until it fits. But I still loved her gameplay and story so much that I only played Saga until the game forced me to play as Alan Wake because her part of the story was done. The one problem was that I found Alan Wake's gameplay and story a lot weaker compared to Saga. I didn't like the puzzles and a lot of the time it was too much searching and not clear what you are supposed to do. One example was the chase scene in room 666 chase scene. The route made no sense and I died like 15 times before I had to go to YouTube to figure out what I should do. But I did like his We Sing chapter and how meta the story is. The other problem that I had with Alan Wake 2 was the combat as mentioned in the beginning. The combat felt really stiff which didn't work well with the Taken teleporting around in the often too dark and confusing forest, how they could spam attacks and on top of that you have the wolves which were almost too fast. During fights or boss fights in the dark forest I was often disoriented and died because of that which was frustrating. The result was that I decided to avoid the combat as much as I could. The game is also filled with jumpscares which never worked on me and they felt kinda lazy. Many other horror games decide to turn off your flashlight whenever it get's dark or the flashlight just stops working. Convenient isn't it? But Alan Wake lets you choose when you want to turn off the flashlight and when not. The game still is too dark most of the time but at least I can choose when I want to have a black screen and when not.

Overall I still enjoyed the story a lot and Saga's detective gameplay was awesome. I also liked the art design how Remedy included real life cut scenes. The soundtrack was great, let's hope Old Gods of Asgard will perfom at the Game Awards. The Atmosphere was fantastic, especially at Watery. It was so lonly and you could really feel that in the atmosphere. But the flawed combat ways heavy and I also don't know how I should feel about the fact that Alan Wake's gameplay was shit in a game about Alan Wake. So yea a decent game but not the masterpiece everyone makes it out to be and in no way of form is it a Goty contender.

Games I finished in 2023 ranked

After 103 hours of playtime I have finally finished my first playthrough. I played it with two of my friends @Ruffy300 and @djoni1999 and only at the weekend that also explains why it took us 3 almost 4 freaking month to beat it. All of us have never play a CRPG before and even though we always wanted to play DnD we never did. One of the reason why I didn't buy it during early access was that I was really unsure if I would like this kind of game.

But oh boy did I enjoy it. To be honest I noticed that my concerns were pretty much unfounded after the character editor. The editor already demonstrated how many choices you have and me and my friends spend over 2h creating our characters. Even your race and background influences the world around you and how they react to you. One race may has an advantage in one of the goblin camps because this race in particular is seen as strong and the other doesn't has this advantage so you will be attacked immediately. Or you may decide to pick a jewelry because you like shiny objects. But it turns out that this jewelry is dedicated to a specific god and when you talk to Shadowheart about that she will tell you that she is mad/offended because she believes in a different god. These are just small examples of many big and small choices that will influences your game and these decision really make a difference, you feel and see that in the world around you and when you interact with certain characters. But unfortunately that doesn't apply for every race or class. I noticed quickly that some get left in the dirt while other are really strong. I love that all of the NPC's have voices and I know that this is not normal in this genre because it is a lot of work and money for the developers. As someone who hates reading long texts in games, I can say enough how much I appreciate that. It does so much for the immersion but also makes the NPC's feel more real. Shadowheart, for example, is such a well-written character with a fantastic backstory and the relationship which you can develop to here feels natural. Yes I romanced her and probably will always do that in every playthrough and the other which I liked a lot was Astarion even though he was in our party. The only reason why he wasn't is because you only have 4 slots. But I do have to say that once you have finished romancing a character or just finished their quest that character gets pretty lifeless. This means that my interactions with Shadowheart went from very frequent and almost after every battle or quest to almost never. The ending in particular was kinda disappointing, you get maybe one or sentences with the character you've just spent over 100 hours with and then it's over. I know that it would be almost impossible to include so many fleshed out endings for some many characters. But I still think that there could have been a better way to conclude the story with certain characters or give the characters more dialogue options with their favorite characters once they have completed the character specific quest. The thing that I made me laugh the most were the many hilarious moments which I and my friends had with Baldur's Gate 3. Doesn't matter if it's an enemy that my friend used as a weapon, throwing children at enemies or the one barn scene in act 1 (you know which one if you have seen it) which will probably haunt my dreams for the rest of my life. There were still many more moments and overall was the CO-OP fantastic with a few exceptions and I'm glad that it exists. For example sometimes we couldn't switch between party members or it was delayed, often one of us was stuck before or after a cut scene or the fact that the performance of the game wasn't the best while playing with friends. But these were just small details that rarely affected the overall gaming experience. Gameplay mechanics that seem unimportant or small often had an even greater impact on my experience, ice melts and turns into water, armor and your whole body gets bloody after a fight. For me these small details are very important for a great game. A game can be great without them but it often elevates a great game to a masterpiece and yes Baldur's Gate 3 is a Masterpiece and a miracle that it exists like this. The enemy design is also fantastic, one example is the Apostle of Myrkul and the world design in general is very detailed and you have a lot of places to explore, many of which I will probably be explore in my next playthroughs. The fights were a lot of fun once you found out which class you want to play but there are also a few fights which got really annoying due to the fact that the enemies decided to spam certain attacks like Cloud of darkness. The third act seems like them most unfinished act, the performance is bad due to the big city and the loading time is quit long, sometimes the sound was buggy during dialogues and the characters were silent, assets wouldn't load especially in the last big fights or the game decided to place the camera in some strange angles. Even with all of these technical problems and the lack of dialogue options for characters which quest you have finished, I still think that Baldur's Gate 3 is a masterpiece of game and it deserves every praise that it gets. The characters and questlines are fantastic and incredibly well written. There are some many ways of playing the game and you can do almost anything you could think of. This is a game an anomaly, simply because how much content you get,it's just an example of a top tier RPG and one of my favorite games of recent years. I even bought the game twice now, the PC version and the PS5 Deluxe Edition and I can't wait to discover more if this game in my next playthroughs. I can't thank you enough Larian Studios, thank you for creating this game, I will go back and play Divinity: Original Sin 1-2 now. Last but not least thanks to my two friends for playing this masterpiece for over 100 hours with me. I know I was a real pain in the ass every time I pushed you off a cliff or simply hit your summons because I was too stupid to notice who is my ally. It was an honor to experience this game together, THANK YOU

Edit by future me : I do appreciate it a lot that they also added a playable Epilogues.


Games I finished in 2023 Ranked

#2 in my List of Top 5 Games of 2023

In a 1999 developer interview. Keiichiro Toyama says “What is it that sets Silent Hill apart from other games? If I had to answer that question in a nutshell, it would be the atmosphere, which I suppose is vague and ambiguous. However, if you play the game, I think you will understand. Silent Hill is an orthodox game with no outlandish or innovative gameplay mechanics, but it is suffused with a unique atmosphere and mood, not only in its appearance but also in the story and sound.” - Director of Silent Hill 1(SH1).

I couldn’t help but come to the same conclusion as Toyama’s answer of ‘atmosphere’ as the final credits rolled in my blind playthrough of Silent Hill 1. The atmosphere permeates throughout my time running through the titular town full of dense fog. As I controlled the main character. Harry Mason. An everyman who has no special titles, or special powers, is neither rich nor an individual who has super connections of note. He is simply a regular dad desperately searching every house and street for any clue, to recover his missing daughter Cheryl after a car crash gone wrong. And so begins our journey, as he battles/evades otherworldly creatures all while unknowingly trying to survive in this horror-filled place.

Storywise, I found his journey to be a cross between safe storytelling mixed with a jigsaw puzzle. Looking back I can construct how the narrative is achieved by effectively omitting key details. By the time I had all the pieces, I could complete the ‘puzzle’ so to speak. In doing so I was treated to a relatively safe journey in regards to not throwing my suspension of disbelief into smithereens while spreading the plot breadcrumbs interesting enough to lure me further into the mystery. In spite of the slow threads in the beginning. Be that as it may, once I hit my stride in schools and hospitals my will to continue deepened further. Enabling me to question everything and everyone within the bounds of not delving too outside the box to conjure. The regular who, what, where, when, why whodunit. Kept my brain tingling for morsels of information to seek the answer to my relentless inquiries. And thankfully the ending I received satisfied me to a measure I cannot help but applaud for. Well at least for receiving the ‘G+’ ending. And while there are other endings I’ve seen on YouTube. The overarching narrative felt uncommonly used amongst the other horror games I've played thus far. I wish I could give more concrete examples, but that would inadvertently lose the magic and surprise.

The atmosphere toes the line between the unknown and frightening to an absurd, but realistic degree. As I traveled deeper into the mist surrounding the locations of Silent Hill. Taking inspiration from Stephen King's The Mist among other influences. And to its credit, the close draw distance to maximize fog nearly in our faces works cleverly to hide the technical limitations of the PS1 era. The missing inhabitants while replicating a small town out in the country oozes with mystery in a sort of “Will there be something?” is teased mercilessly. I enjoyed exploring to my delight and wasn’t scared too much despite the oppressive silence and lack of inhabitants. Instead, I found otherworldly creatures prowling the dead of the day. Hairless malformed dogs prowling the streets, as winged creatures fly indiscriminately above Mason’s head to claw at him. To the nurses and doctors who are out of their freaking mind looking like a zombie at times. I admit to being scared and simply ran away from these ghastly enemies. The dense fog adds to the intrigue with incessant questions in the back of my mind. “What's happening? Where is Cheryl? What should I do? Why is this happening? How can I survive? Am I dreaming? Is this real?” These questions and more will inevitably pop up as you stumble & struggle.

The struggle is real. As I cautiously checked for enemies in rotten corridors, clean hallways, and entering empty rooms splitting the real and unreal. Confusing me, yet a handy map can be found nearby upon entering a new location. Making backtracking painless. Allowing me to easily strengthen my will, admire the presentation and reference what I had already been to. The map updates as you explore making it a vital tool to utilize. Reinforced by how simple the mechanics are. Mason can run, walk, use guns, and melee weapons, and interact with objects in the environment. The radio too helps as a sort of sound radar for nearby enemies. Helping us to prepare for what's to come. As a result, no gimmicks or very innovative systems at work as Toyama stated above. Focusing on other elements brings the core strengths to the front and center for players to devour. Grayish mist compliments well with the dead air of the soundtrack while feeding breadcrumbs to the player early on to piece and make their deductions. It is fascinating if not slightly stressful since I am playing a survival horror game. Yet I wasn’t all too bothered by the gameplay formula.

Puzzles felt adequate without being too complex. The simple systems lend themselves again and again. Becoming cyclical as you progress further in new buildings without feeling like a drag. Encounter a mysterious item? Maybe we can use this later to open a door or slot into a mechanism to open a path. Hmm, bottle? Must be some liquid I need. Keys? Oh, a locked door I couldn’t enter before surely will this time. Every puzzle I found difficult had a nearby solution to help players give off clues to solve their current dilemma. And usually, they may connect to another component, solving a dilemma could be a key to finally removing an obstacle. Out of all the puzzles I encountered. Only one of them is incredibly difficult. This was the only time I felt compelled to check a walkthrough and once I found the solution I couldn’t help but smack myself silly. So here’s a helpful tip. Check your surroundings to make sure of any missing pieces, having a separate monitor or paper on hand to visualize text hints can offer a different point of view. There are puzzles here without a hint so visuals and any patterns as delicately as I can vaguely say will prove invaluable to the naked eye. Don’t overthink, sometimes the easiest and most gut feeling may prove to be the right one.

Combat I wasn't fighting every step of the way like tank controls. Instead I embraced the simple fighting system and abused them to my advantage. Harry can equip one weapon at a time. Utilizes a multitude of melee and ranged weaponry. From pipes to knives to a pistol, shotguns, etc. The armaments helped tremendously like a hammer and the shooting mechanics aren’t all too complicated due to the absence of a reticle. As long as you focus in the direction of the enemy. You can shoot them with extreme prejudice. And man does it feel good to lay them out on the floor and kick em when they're down. Go close to an enemy? Eat a full round from my shotgun. Enemy closing in? NOPE. Time to run in a zigzag and not look back. Dying in about one blow? Excuse me while I chug a kit and some bottles without a required animation to take effect. See several mobs? Yeah forget that, Ima run past them. Pick your battles, don’t fight everything, to conserve ammo.

Felt the resource collection and using my stockpile satisfactory. Supplies are spread throughout the town so you’ll have to do some exploring off the beaten path to see any health kits or bottles to replenish your vitality. I had a surplus of bullets and avoided combat where I could to save ammo. Didn’t need to heal every time, only when I needed to. I wasn’t hindered by any inventory limit, nor was there any sort of stamina meter. He does have a health meter once you enter the menu with a press of the button. Making the lack of any real user interface where you would traditionally see one noticeable, albeit not necessary to see. I didn’t find any major issues with finding resources.

I’ll talk more about this later, but for now, I'll praise the tank controls. The mechanic where you move the player is similar to the process of how a tank moves. And this is a process you’ll need to contend with throughout the entirety of a playthrough. Nevertheless, as I became more familiar with tank life(This was my first time experiencing the phenomenon.) I found it weirdly satisfying to look at the element from a different angle. The controls accentuate certain camera angles to invoke a sense of anxiety and unease. The combat adds to this which I didn’t mind at all considering the game doesn’t shout to the high heavens to play for the fighting module. This in turn creates anticipation and tension adding to the already unsettling atmosphere. So I like it. For adding depth to the combat and fleeing.

Honestly, this emphasizes cutscenes when they play by displaying different camera angles while the dialogue occurs. And boy do I have some good news. I’m surprised by how little text there is in the conversations. Thereby not slobbering players with text logs or lore logs. Though as a lore nut, I firmly believe as long as you have enough relative lore in hand it could prove beneficial. But that is neither here nor there. Words and phrases are used sparingly as if to uphold a sacred tenet that fewer words equals good. SH1 for example follows this rule to a T. I did not see any wasted text. Puzzles and hints are included. It's like a subtly minimalist Chekhov's gun here. And oddly enough I am praising the usage of short conversations between Harry and whoever is speaking to him to excellent effect. Why? This adds mystery and intrigue to the central locations while increasing tension, fear, etc. Reinforcing the enigmatic atmosphere Toyama envisions. Seriously this is great stuff preserving minimal, but essential text to have players piece their own conclusions. Showing us, but not telling us.

In a 2015 interview from Factmag Akira Yamaoka(composer of a majority of the Silent Hill series) talks about the franchise's soundtracks and why it continues to be as influential as ever. “One of the greatest ways that Yamaoka enhanced Silent Hill’s fear building is by using music and effects in ways that run against what you’re expecting. “I wanted it to be unpredictable: maybe during a big scare I cut everything out, and maybe if nothing was happening at all there would be a lot of sound.” You have an empty hallway? Layer a few sirens and mix it in the red. You have an establishing moment with a villain or environment? Use only the sound of a sharpening knife.”

This unpredictability by Yamaoka works to an impressive degree throughout the entire soundscape. Where I felt the absence of regular conventional instruments in favor of creepy silence, air vibrations, the beating of unconventional items like banging of doors, the scrapping of blades, and the heart-pumping scratches and fluctuating radio frequencies awakens dread. Some examples I’ll pull from the OST have silence integrated well such as: ‘Downtime, never end, never end, never end, alive, nothing else, justice for you, heaven give me say, far.’ These tracks accompany many of the gameplay segments and cutscenes in a congenial manner yet interlaced wonderfully facilitating differences from the usual effects we often hear. Creating an unsettling tone to repeat for days on end as you boot up the game. Not to the point of over-use since a lot of tracks differ in tempo, rhythm, and how untraditional sound works. Seriously listen to any of those tracks and see how it differs from classical instruments. The names of these tracks also share similar connotations. Giving off a break if you will. Or time of rest. By comparison, there is another layer. And that is the panic tracks. Imagine low drums combined with a background of haunting wails or cries of ghastly echoes.

While the foreground is immersed with a layer of banging utensils harshly being hit on steel walls in a pattern that evokes slow encroaching terror. Yeah, terrifying isn’t it? Try listening to these tracks: Die, ain't gonna rain, half day, dead end, ill kill you, bitter season, don’t cry, for all, devil’s lyric, over, until death. I had to stomach through the OST again and it is incredible if not spooky. Yet thankfully enough here’s a secret to lessen the tension and anxiety. Lower the volume, no shame in doing so. I admit to doing so! The naming sense also is interesting to note again, with most of the tracks I chose from a small sample conveying notions of death, threats, and bittersweetness. I could’ve added more, but you can see the rest here and suit the tracks in other patterns. Regardless, I want to focus on a pattern. The silence tracks and panic tracks from the ones I listed earlier follow a theme, eh? The former inhabits an eerie vibe throughout yet doesn’t go to the steep lengths of making the player run to the hills. In my ears, I felt they were used to excellent effect, conveying a tingle of mystery as I ran to new rooms and buildings. By comparison. The latter displays the rush, the unbearing suspense mixed with a persistent rhythm forming an incessant need to get out. Run faster and get the hell out of traps and dead-ends. As a result, the panic tracks I think work in its favor and complement the silence to a proportion, I find myself fascinated by the two accompanying themes.

However, a third and smaller portion of tracks not of the two kinds emerges. And this brings to the forefront the classical tracks to a shotgun-filled bar full of emotions and relief. These tracks finally make use of classical instruments like the guitar strings. For example in the track ‘She’ I felt they provide a profound degree of closure. Some may see this as an abrupt slap of whiplash, on the other hand, I found it comforting. In the near silence and panic-filled corridors of ambiance. I found at the end of my main character’s journey and to my great satisfaction a longing feeling of contentment and tranquility. It is apt and so powerful to hear classical instruments shine so bloody hard. I am amazed how different Yamaoka's style conveys so uniquely and so beautifully to listen to. Granted, the effects on the unused may be perceived as annoying to hear repetitive noise effects. Although, I think it works to its benefit. Complementing the game to magically transport the player into the Yamaoka’s soundscape. Like a puppet master controlling how we feel. Just wow. Very different from other Japanese composers I'm familiar with listening such as Nobou Uematsu, Keiichi Okabe, Yasunori Mitsuda, Yoko Shimomura, Hitoshi Sakimoto, Masashi Hamauzu, Masayoshi Soken, Keiki Kobayashi, Kota Hoshino, Falcom Sound Team jdk, and Xenoblade composers. The OST manages to ride the fine line of not being either bombastic or slamming us with gentility. Filling the player with enough suspense to not overflow in sheer terror while giving enough intrigue to the limit of genuine courage. It is as Yamaoka talks about earlier. Unpredictable in building fear.

As much as I could continue praising and analyzing every morsel. I must talk about my mixed feelings. These are neither positive nor negative, but simply some things that gave me pause, could be better and perhaps a hot take down below.

First tank controls for the unused can make it difficult to achieve the right balance in the beginning. When Harry moves in a single direction, turning becomes difficult. So you’ll have to swerve to the right or left before coming around. Takes some getting used to. I was never familiar with these types of old movements and considering it was my first foray into it. My first 15 minutes were clashing onto walls. I understand it's a product of its time. And while some may say it adds tension and anxiety, which I agree to a certain extent. More often than not I crashed into walls and wished it controlled better. Could be a dealbreaker for some. I’ve heard the newest entries after the first have better controls. Though for a first entry, it's not something I'll judge too harshly. Once an hour passed by I became used to them. To help, quick-turn using L1+R1. Helped immensely for my playthrough and thankfully the game’s runtime isn’t too long or medium to deal with. HLTB estimates put this at a short length.

Second, this might be a hot take. But I think going into the game blind completely would be a mistake. I tried playing blind for 95% of my experience and while I did have a good time, once I removed some tips to know beforehand along with some of my friend's advice I would’ve unknowingly struggled. Please check out some tips. I'll put some links further below to help newcomers. Therefore to prevent further suffering. Not required, but it doesn’t hurt to know ya know? For example, Running away from enemy mobs in the streets to conserve ammo. Quickturn if you hit a dead-end and I abused the hell out of that to counter the rough tank controls. Furthermore, going blind may inadvertently cause players more trouble when trying to achieve certain endings. They can be strict. Without going into concrete details of spoiler territory. To get the G+ ending, players need to somehow pick up a liquid in a hospital and use it in a boss fight. Not the last one. There’s a bit more, but I'll let Before I play handle that. Highly recommend referencing that in hand while you play. I hope that’s vague enough to say. I am not advocating for everyone to achieve that outcome, rather I think it would help in the long run when thinking about the game as a whole. It is simply a suggestion.

Third, boss fights I think could’ve been improved a little more to induce more puzzley in design without reverting into too gimmicky territory. As vaguely as I can say. I usually evaded their attacks, then shot bullets during appropriate moments. I’m torn on this point since I think this ties into the combat not being a true highlight to look forward to. I didn’t come to SH1 to be amazed by fighting. Yet unironically Toyama in another interview back in 1999 echoes similar sentiments by saying how “The action part of the game is really just something to create the horror.” A medium to enhance the horror if you will. Although, I still can’t help but add my suggestions on how this could be remedied to make boss fights more horrory. Off the top of my head: More on escaping, instead of traditional fights. Destroying objects in surrounding environments then switching to a different weapon like melee. Surprise me with dialogue maybe and if I answer wrong, game over. Taunt me while chasing me. I wouldn’t say they're bad by any means. The first, second to last boss and final boss do a decent job.

Fourth, I wish there was more interaction in the environment instead of literal observations anyone can make. When exploring anything of relative interest in his surroundings. Harry will make a direct, blunt phrase. “No useful books.” “Nothing unusual.” “Drugs? Better leave it.” “Just a wall.” Granted, there are plenty of notes, diaries, letters, and documents to give some relevant lore or plot hooks so it’s not all bad. Feels weird though. Why not have him say different lines like “Cheryl would’ve loved this book.” or “Ah I remember this drug from long ago my wife used to use.” See how those suggestions would’ve changed some of the stale observations? Makes me wonder if the other installments made some changes to his inspection.

Ultimately I found Silent Hill 1 to be largely a leap of faith as one Ubisoft franchise likes to say. While it does have some dated mechanics like the tank controls which may vary from person to person. And the story may not resonate with everyone. Along with my other mixed feelings. In the end, hidden beneath these varying qualities I found the everyman plot to be equally as satisfying as my time in Signalis. I can only leave pretty positive after my ten hour playthrough. And oddly enough, I regret not playing this title back then in my childhood. Never played any other entries in the series either. And yet for a PSX title released in 1999, I am pretty impressed how much it holds up. Stands tall amongst the other horror games I played. Sure the title doesn’t boast the Lovecraftian edge Bloodborne grasps. The excellent pacing of The Last of Us. Great lessons from Omori or hitting the fine balance of horror and action in the Evil Within series and Metro 2033. Nor does it provide richly diverse cast to the gills like Shadow Heart and Koudelka.

Rather, Harry Mason’s troubled venture to recover his daughter is a powerful incentive to keep in mind. And the feelings of “annoyance, anger and incredible kind of powerlessness” evoked by the protaganists voice actor Michael Guinn moved me enough to see what happens in the end. Strong to witness amongst the clever backtracking, colliding with interesting and well-thought-out puzzles. Constant showing, not telling, and remarkable use of minimal dialogue I found in contrast to Parasite Eve. Demonstrating how much this little gem can achieve in a concise manner without padding. I wasn’t bombarded by useless cutscenes or tearing my suspension of disbelief a new one. Beyond the palpable unique atmosphere, intriguing everyman story and excellent sound design lies something special to anyone who has never played Silent Hill 1. I’d even go as far as to say the game has made me appreciate horror much more than I thought.

8.5/10

References & Additional Material:
1st interview - Shmuplations translated the 1999 interview with Toyama and others
Wiki links - Everyman - Inspirational works of Silent Hill - Tank Controls - Chekhov’s Gun - SH1 OST - Soundscape
2nd interview - Akira Yamaoka interview
3rd interview - Another interview with Toyama back in 1999. Different from 1st.
4th interview - a 2018 interview with none other than the original Silent Hill voice actor for Harry Mason. Michael Guinn. Fair warning does contain spoilers for SH1 & SH3. I only read the SH1 portions.
Silent Hill 1 Before I Play Tips
Silent Hill 1 manual
A short history article on the origin of Tank Controls - Cool TIL tidbits.
My spoiler thoughts on Silent Hill 1 - Heavy spoilers from beginning to end of the game

It should almost come with a disclaimer to skip the first game if you don't like it, saying the later entries get better.
I played this for the first time years ago, and couldn't get into it at all. The unnecessarily punishing vehicle sections, unvaried locations and mediocre story made me stop the first game about halfway through.
I just wrote it off as not being my thing. But after a reddit thread praising the sequels as being much better, and an empty void inside of me waiting for Spider-Man 2. Wanting some action packed games made me pick it back up.
And man was I missing out. The sequels are way more varied and fun. These adventures are some of the most enjoyable games I've played in a while.

I'm still finishing up 3, and have yet to start 4. But I really wanted to write my thoughts. This series really went under the radar for me. And I'm so glad I'm finally getting through them.

Edit: I've since beaten 3, 4 and Lost Legacy, and finished Drake's Fortune after dropping it. And man, what a special series. It doesn't leave the best first impression, but every game is incredible in it's own way. This series is truly something special

Wow!!!! a unique and unforgettable experience <3 My Goty

Like a Dragon: Ishin! is undoubtedly the best hidden gem of 2023. This Yakuza series spin-off transports players to a pivotal moment in Japan's history, circa 1860, when the nation was encountering visitors from other countries, reshaping crucial aspects of its way of life.

This game is a remake of a title originally developed for the PS3 and exclusively released in Japan. This remake version boasts stunning visuals and modern gameplay. With its new features, it stands out as one of the top games available on PS5 and Xbox Series, while also being accessible on PS4 and Xbox One.

The narrative revolves around Sakamoto Ryoma, who grapples with conflicting pressures and uncertainty surrounding his identity and societal role. Amidst a coup in Tosa, he is determined to uncover the assassin responsible for his mentor's death, leading him to operate under a secret identity on the streets of Kyoto and aligning with the formidable Shinsengumi.

One drawback for me is the reuse of faces familiar from other Yakuza games. In a story set two centuries ago, it feels off to see these faces interacting again. The presence of undercover villains is somewhat undermined if you're familiar with the Yakuza storyline, as it becomes predictable, affecting the impact of plot twists.

The game offers an open world to explore, although not overly expansive. Despite its size, there are some noteworthy locations to visit.

Combat in the game is both enjoyable and accessible. While there are four fighting styles available, players will likely find themselves primarily using just two during gameplay. The standout moments in combat are undoubtedly the encounters with bosses.

It's unfortunate that Like a Dragon: Ishin! isn't receiving as much attention as it deserves. This release is unquestionably solid, and I highly recommend it to anyone who enjoys action games.

After experiencing some questionable moments during my adventure in Alan Wake's Universe, I have discovered a truly masterfully crafted game here, something that only Remedy could have accomplished.

Let's begin with the weaker aspect, which is the combat. The survival horror elements were not executed as effectively as in some other games within the same genre. While it did work, it fell bad sometimes.

However, that's where the negatives end. The rest of the game is absolutely mind blowing. Everything about it is phenomenal. As someone who is easily scared, I found myself enduring an abundance of jumpscares and an atmosphere that continuously drew me deeper into a sense of despair. Even though the game isn't particularly terrifying, you will not fight much and explore a lot without anything happen. Surprisingly, I played through it all with a smile on my face (and some screams).

I could list all the game's qualities, but that wouldn't make for an interesting review. What truly surprised me is that, after my mixed feelings about the franchise, I now find myself eagerly awaiting the next game and how they will take their storytelling to a whole new level, just as they have done with this one.

This Joryu is really cool.

A game clearly meant to be an extra chapter in Like a Dragon, it grew to be independent (and full-price). Justifiable? Definitely not. But here we are, thanks gamepass.

Some quality of life, but still a Yakuza, so many unbearable boss fights. The Akame Network is okay, but I didn't like that you sometimes have to rank up it to continue the main story. I didn't grind because I always do all the secondary content before moving on, but that's not cool.

A game in the same way as other Yakuzas, definitely a spin-off to make money. BUT DAMN, HOW THE HELL DO THEY CONTINUE TO MAKE ME SUFFER WATCHING KIRYU? He deserves a vacation free from all this pain he endured.

Let's go to Hawaii.

This was my most anticipated game of the year and ultimately I was not impressed, especially with the story mode, which was far too cinematic and not enough fighting in between. While I do like what story mode did and the direction the series is going, the execution of it here did not impress me.

Invasion mode is also not very fun, having to click on each space you want to move your character would be made a lot less mundane if you could open up a big overhead map and just click the spot you want them to go. Maybe fast forward it a bit, too. It's kind of slow.

I really miss the rotating towers, I also found the unlockables and how you get the unlockables to be far more enjoyable and rewarding in past games like X and 11. Ultimately, I'm incredible disappointed and with games costing $70, I don't feel like this is a series I'll be biting on again next time unless I see some truly incredible stuff coming from it.