SlapOnToast
1151 Reviews liked by SlapOnToast
Helltaker
2020
I used to like this garbage years ago but, I actually have played GOOD games at this point so I realized it is ass. Not just this game but the whole series. OG shantae is unplayable garbage, this game is bland and forgettable AT best, same with the newer entries, and Pirate's Curse is the only one with any semblance of competence. First of all, how do I have 8 hours? Well, the game isn't 8 hours. It is short and has next to no content. The reason is because this port is GARBAGE and I spent tons of time trying to get the settings to function properly and for the control scheme to actually be somewhat tolerable. BTW, I have a very good gaming PC so no, it has nothing to do with my computer. Shantae's controls are stiff, characters and story are incredibly bland and unmemorable, the locations are crappy and uninteresting. Don't buy this game. Buy LITERALLY any other indie game, please. Why people want this bland series in Smash Bros. is beyond me. She will never be playable, by the way. Go play Symphony of the Night or something, a GOOD Metroidvania.
WarioWare: Twisted!
2004
Sonic Adventure
1998
Ghouls 'n Ghosts
1988
Kero Blaster
2014
Kirby's Dream Land
1992
Ghost Chaser Densei
1994
Played on a Retroid Pocket 2 where this was labeled ELECTRO SPERM.
I was not expecting a masterfully crafted beat em up but holy shit the mechanics went balls deep.
Wall jumps, izuna drops, juggle combos, blocking, parry countering, 5 different throw types, air kick combos, different weapons in every stage, a super meter for 6 different super moves, desperation attacks, double jumping, tag team specials, running attacks... this walked so Guardian Heroes could run.
I was not expecting a masterfully crafted beat em up but holy shit the mechanics went balls deep.
Wall jumps, izuna drops, juggle combos, blocking, parry countering, 5 different throw types, air kick combos, different weapons in every stage, a super meter for 6 different super moves, desperation attacks, double jumping, tag team specials, running attacks... this walked so Guardian Heroes could run.
Receiver 2
2020
CW: Light discussion of suicide
When you think about it, it is a little odd how uniform the controls for guns are across games. It’s not even limited to shooters - any game where a gun is in your hands for more than a minute or two will probably have you (on keyboard and mouse) shooting with left click, aiming with right click, and reloading with R. It’s so commonplace that games that dispense with this control scheme tend to stick out in your memory as One Of The Things That Game Does. To be fair, Receiver 2 does still bring back some of what I just mentioned - you shoot with left mouse, aim with right mouse, and R… kind of reloads? Well, it racks the slide. It’s a fairly minor part of reloading given that you don’t do it every time, but it counts. Depending on how you want to break it down (and the state that your gun is in) there are several additional steps, but don’t worry, those all have buttons too, separate buttons.
One of the interesting things about having to press forty goddamn buttons to reload your gun is that it becomes a kind of meditative practice. If you’re able to avoid saying “fuck this” after shooting yourself in the leg on three consecutive reload attempts, you begin to develop muscle memory. This is usually a good thing, but you will have to adapt to different guns or you will go to put your Glock on safety and shoot yourself in the leg in full-auto. This isn’t all about the buttons you press, though, because Receiver 1 had fucky controls too, and this isn’t a review of Receiver 1.
Receiver 2 takes things to the next level in a number of ways - the most obvious is that the game has actual textures now (instead of vaguely gesturing in the direction of “graphics”), but there are also more guns, more tapes, and additional mechanics. Receiver 2 is about diligence. Better textures and lighting means those turrets are better able to blend into the background. More guns means you need to remember additional quirks for each gun. More mechanics means that you can no longer just autopilot once you’ve figured the game out - bullets will richochet, negligent discharges will happen. You will need to listen to the tapes to figure out if it’s safe, or if -
I also mentioned shooting yourself in the leg. This will happen. A lot. It happens significantly less frequently as you get the rhythm of the game, and then you will get the Single-Action Army and you will remember what shooting yourself in the leg is like. I said it’s a game about diligence - the tapes are not joking about understanding the lethality of the tool and "anchoring yourself in the moment". It is not about autopiloting, it is about understanding the process so thoroughly that you can make the correct decision under pressure without hesitation.
So what are all those other tapes about? Why does the dude always sound like he's about to cry? While it’s not very clear if the Receivers are a cult of some kind, they’re at least some kind of movement dedicated to fighting The Threat, a nigh-supernatural force that preys on unsteady or unfocused minds. When its effects are at their worst, this can result in the Receiver taking their own life... and this is where my feelings on the game’s themes become a little mixed. Suicidal people are generally treated with dignity in the game and are still granted agency in its story, despite the influence of “The Threat” on their decisions, but mixing in lore elements when talking about actual suicide feels a touch wrong, even if the message is generally right. It does help the themes of the game come full circle - themes that initially feel like they’re about a spooky ghost that places turrets everywhere, but transform with time into warnings about taking care of your mental health. The Threat Echoes - another new game mechanic - are also a bit indelicate unless you read the reward(?) tapes afterward (they don’t automatically play) where their purpose is made clear: highlighting how easy it is to lose sight of the people who value you and your company when things go south.
It’s not a perfect way to send this message, but it’s very clear the developers put a lot of care in and are sincere about it, and I do think it makes a lot of good smaller points on the way to painting its grander picture. It’s an interesting message to attach to an extremely mechanically unique game, and - in addition to wishing more people played it - I wish there was more exploration of the themes it contains, because I do think there’s a lot to talk about that’s just being left on the table when Receiver 2 does find its way into the conversation.
When you think about it, it is a little odd how uniform the controls for guns are across games. It’s not even limited to shooters - any game where a gun is in your hands for more than a minute or two will probably have you (on keyboard and mouse) shooting with left click, aiming with right click, and reloading with R. It’s so commonplace that games that dispense with this control scheme tend to stick out in your memory as One Of The Things That Game Does. To be fair, Receiver 2 does still bring back some of what I just mentioned - you shoot with left mouse, aim with right mouse, and R… kind of reloads? Well, it racks the slide. It’s a fairly minor part of reloading given that you don’t do it every time, but it counts. Depending on how you want to break it down (and the state that your gun is in) there are several additional steps, but don’t worry, those all have buttons too, separate buttons.
One of the interesting things about having to press forty goddamn buttons to reload your gun is that it becomes a kind of meditative practice. If you’re able to avoid saying “fuck this” after shooting yourself in the leg on three consecutive reload attempts, you begin to develop muscle memory. This is usually a good thing, but you will have to adapt to different guns or you will go to put your Glock on safety and shoot yourself in the leg in full-auto. This isn’t all about the buttons you press, though, because Receiver 1 had fucky controls too, and this isn’t a review of Receiver 1.
Receiver 2 takes things to the next level in a number of ways - the most obvious is that the game has actual textures now (instead of vaguely gesturing in the direction of “graphics”), but there are also more guns, more tapes, and additional mechanics. Receiver 2 is about diligence. Better textures and lighting means those turrets are better able to blend into the background. More guns means you need to remember additional quirks for each gun. More mechanics means that you can no longer just autopilot once you’ve figured the game out - bullets will richochet, negligent discharges will happen. You will need to listen to the tapes to figure out if it’s safe, or if -
I also mentioned shooting yourself in the leg. This will happen. A lot. It happens significantly less frequently as you get the rhythm of the game, and then you will get the Single-Action Army and you will remember what shooting yourself in the leg is like. I said it’s a game about diligence - the tapes are not joking about understanding the lethality of the tool and "anchoring yourself in the moment". It is not about autopiloting, it is about understanding the process so thoroughly that you can make the correct decision under pressure without hesitation.
So what are all those other tapes about? Why does the dude always sound like he's about to cry? While it’s not very clear if the Receivers are a cult of some kind, they’re at least some kind of movement dedicated to fighting The Threat, a nigh-supernatural force that preys on unsteady or unfocused minds. When its effects are at their worst, this can result in the Receiver taking their own life... and this is where my feelings on the game’s themes become a little mixed. Suicidal people are generally treated with dignity in the game and are still granted agency in its story, despite the influence of “The Threat” on their decisions, but mixing in lore elements when talking about actual suicide feels a touch wrong, even if the message is generally right. It does help the themes of the game come full circle - themes that initially feel like they’re about a spooky ghost that places turrets everywhere, but transform with time into warnings about taking care of your mental health. The Threat Echoes - another new game mechanic - are also a bit indelicate unless you read the reward(?) tapes afterward (they don’t automatically play) where their purpose is made clear: highlighting how easy it is to lose sight of the people who value you and your company when things go south.
It’s not a perfect way to send this message, but it’s very clear the developers put a lot of care in and are sincere about it, and I do think it makes a lot of good smaller points on the way to painting its grander picture. It’s an interesting message to attach to an extremely mechanically unique game, and - in addition to wishing more people played it - I wish there was more exploration of the themes it contains, because I do think there’s a lot to talk about that’s just being left on the table when Receiver 2 does find its way into the conversation.
Ace Combat 2
1997
Ape Escape
1999
I got off on the wrong foot with this. Felt like I was kinda struggling the first few levels. Hating the controls, and general structure. But somewhere it just clicked. I was vibing to the music, and enjoying all the daft names and descriptions of the apes (who are bastards by the way). I became shit hot at catching those fuckers. Me and my RC Car cleaning up the streets.
That final level is brilliant. Brings in some new stuff and keeps the big run to the boss fresh. Always nice to have a game you thought you'd be dropping turn around on you.
That final level is brilliant. Brings in some new stuff and keeps the big run to the boss fresh. Always nice to have a game you thought you'd be dropping turn around on you.