40 Reviews liked by Spacelung


I have been using the Pokemon Sleep app for 100 sleep sessions as of the time of me writing this review. It’s an updated version of a review I wrote after 30 sleep sessions. I feel that this game is better understood the longer it’s played and some of my thoughts on it have changed as a result.

Pokemon Sleep is a combination of a sleep tracker and a creature collecting game that doesn’t perform fully as either, but ends up inhabiting a unique place between fun and function. The gameplay loop fits itself neatly into a person’s natural daily milestones (sleeping and meals) and it feels nice to check in on my Pokemon throughout the day. Sleep’s 2D art style and the music is incredibly charming. I can tell a lot of love and imagination went into every aspect of this game’s presentation. The Pokemon on your team walk around the research site, react happily when you tap them, and perform tasks on timers throughout the day. It scratches the same itch that virtual pets do and that endeared me to the game immediately.

I am in love with the premise too: The Pokemon world’s dubious idea of research this time involves setting up camp on an island, cooking human food for a wild Snorlax according to its preferences, and then taking photos of the Pokemon that are drawn to its mysterious thrall overnight. You catch Pokemon like you do any wild animal (by feeding them) and in return they bring you berries and ingredients to give to Snorlax, some of which are packaged or processed foods that could not have been foraged. Nature is amazing.

Mechanically, the game has a lot more to it than one would expect. Some aspects are a little convoluted and it could probably stand to be streamlined, but navigating synergies between Pokemon and their Skills and Natures makes for genuinely interesting team building over time. Multiple zones means multiple teams that are always in need of updating if you’re the type of player who wants to engage with it. The RNG factors can be frustrating in the first few weeks of play (player experience can vary drastically for better or for worse) but it feels less punishing as time goes on and your Pokemon level up.

After 100 days with the game, the creature care and team building are what I’m primarily interested in. As a sleep tracker, I have found the novelty to fade. I like this app better as a game and at this point I kind of wish I didn’t have to deal with tracking sleep for it. Unfortunately, Pokemon Sleep requires me to interact with it during times I don’t want to look at my phone: bedtime and first thing in the morning. I was relieved to discover that putting my phone in Airplane Mode during sleep sessions was possible without compromising data (I sleep poorly with my phone next to my head), but I’d still prefer to put my phone anywhere but in the bed with me. This has grated on me over the course of 100 days, not the RNG factors in the game mechanics which was my primary complaint in my original review. This is ultimately why I think I will put this game aside at some point in the near future.

I commend the game for a lot of things, most notably its art/music, its low maintenance events, and the way it’s kept its monetization out of the way and completely optional for those familiar with the forward thinking and resource management required in free to play games. You can play Pokemon Sleep in peace, as it should be. If you’re against monetization on principle though, this game likely won’t be an exception. If you’re looking for a full featured Pokemon game or a full featured sleep tracking app, Pokemon Sleep isn’t any of these things either. If you can’t tolerate the slow no-binge pacing of games intended to be played daily, if you don’t enjoy idle mechanics, or if you are put off by multiple currencies and shops, this game probably won’t change your mind on any of that. Pokemon Sleep is a game that needs to be played as intended (casually, daily, and long term) to see and appreciate what it's really offering. It won’t be an app for every Pokemon fan.

It's been a while since I was pleasantly surprised by a AAA game. My expectations were low going into this, but after the first few hours I was completely hooked on this game.

Having played most Bethesda games, I am happy to report Starfield is much closer to The Elder Scrolls in presentation than Fallout. Aside from the dragon-shout like abilities, the amount of customization you have for your character's abilities and gear is reminiscent of Oblivion, where creativity with your kit can make you overpowered in the most fun ways imaginable. The faction sidequests and campaigns are some of the strongest Bethesda has created, with the Crimson Fleet quests a standout amongst them. The main story is also quite strong. While it is, naturally a series of fetch quests (as is most MSQ's in Bethesda games), the story as a whole has good twists that caught me off-guard, and some awesome stand-alone quests that can stand with some of the best Sci-Fi writings and films (the quest "Entagled" might just be my favorite in the game).

Like most AAA games coming out this year, it's not without it's technical problems. The game will (surprisingly) only work if installed on an SSD. With a 100gb+ install size, It's going to be painful on many smaller SSDs, especially on computer. Bugs, a staple of Bethesda games, tend to be less funny and more game-breaking this time around. I've noticed bugs will happen more frequently the longer your play session is, and they can range from your ship landing at funny angles, to straight on soft-locking you out of menus until you relaunch the game (I've only had one crash in my playthrough). The NPCs and creatures are coded and pathed shockingly well, there may be one or two instances of a guard getting the zoomies during a stealth mission, it's nowhere near as much of an issue compared to Bethesda's previous offerings.

I have several game recommendations if you enjoyed your time with Starfield! If you enjoyed the rpg elements of this game, I highly recommend The Elder Scrolls games, my favorite being IV: Oblivion (It's a very janky game in the most endearing way). If you wish there was a bit more depth to the spacefaring elements of this game, I highly recommend The Outer Wilds. If you were someone that spent hours building ships and bases, then Kerbal Space Program is my recommendation to you.

I have a long history with this game. I first played the Game of the Year edition on Xbox, probably close to 20 years ago. At that point I was too young to really understand the game and how it worked, but I was endlessly fascinated by the alien world of Morrowind and it had a lasting impact on my imagination. I knew I would want to return to the game at some point and see more of what it had to offer.

I finally did this in 2015, in my first year of grad school. I have fond memories of ordering Chinese food and sitting at my desk in my mostly undecorated on-campus apartment, completing quests for the Mage’s Guild, exploring swamps and ruins and tombs, and searching for any clues of why the dwarves seemed to have vanished from the world. I got pretty deep into the game then, but between grad school and beginning my first serious relationship my priorities shifted and I had the leave the island of Vvardenfell behind again. But recently I picked the game back up and decided I would do my best to get through the main storyline.

My absolute favorite part of this game is how much care and detail went into creating such a unique, believable world. Vvardenfell is full of strange wildlife, countless political and religious factions, and plenty of mystery. It’s a largely hostile and unforgiving setting, but as you talk to characters and learn more about the society and culture of Morrowind, it starts to make sense how people live there. I loved learning about the history and relationships between the great houses, the more traditional/nomadic Ashlander tribes, and external forces like the empire or the various deities influencing the game’s events. One thing I always appreciated about this game (and Skyrim after it) is that they take place in colonized imperial provinces, and they examine what that means and the different ways people react to being ruled by a foreign power. For some reason I’ve always really enjoyed these themes in fantasy and science fiction stories.

Actually playing the game is not always a pleasant experience, but I wouldn’t say it’s bad or that it aged poorly. In a weird way I think the complexity and opacity of the gameplay systems complements/benefits from from the mysterious tone of the game. It definitely adds to the feeling of being lost and helpless, particularly in the earlier parts of the game. (As a side note, these are always my favorite parts of Bethesda games; when you’re lost and overwhelmed and underpowered and there’s nothing you can do but explore and find ways to survive. Especially in combat, these games tend to lose their balance and some of their charm as you get more powerful, in my opinion.) Combat doesn’t feel intuitive and your normal movement speed is excruciatingly slow, which leads a lot of players to abuse a certain magic item that makes you move a lot faster. You can also use spells and potions to help with travel - by the end of the game I was leaping and levitating around the map and running on water to explore smaller islands.

I enjoyed the story of the main quest once things picked up a little, although the pacing was weird toward the end. There’s a long, drawn out series of quests and then you’re rushed straight into the climax. I’ve read that a lot was cut from the finale, and it’s pretty clear that’s true, which is a shame because the stuff they hinted at would have been very cool (it seemed like they wanted the final area to be similar to Hyrule Castle in Breath of the Wild). Still, I liked the game a lot and it feels great to have finished it! I haven’t checked out the expansions yet, and I’m not sure how deep I’ll go with those, but we’ll see.

With the Dark Souls games being among my favorites, I was excited for Elden Ring but worried about one thing: the open world. I dislike open worlds in general so I was afraid of how that was going to impact my enjoyment of the game from the start. I was correct to worry. While I think Elden Ring is the best open world I’ve ever experienced, it still has everything I dislike about them, most notably the size of the world being burdened with fillers and distractions being placed around every corner. The game feels too big for its own good. On my way to find one thing, I’d be swept off course any number of times and end up not accomplishing what I set out to do. Getting off track usually wasn’t just a brief detour. That’s probably a fun adventure to some players, but I have always found it stressful. Much of my time in Elden Ring was spent being frustrated about where I was and not being where I wanted to be. The camera while riding Torrent being nauseating didn’t help my attempts to right my course. For these reasons, I ended up taking long breaks from the game periodically and that only made it harder to get my footing when I went back to it.

Most of the issues I have with Elden Ring stem from it being an open world. Everything else was as wonderful as I expected. The landscapes were stunning, the world-building mysterious and compelling, the characters strange and lovable in their classic FromSoft way. Some of the boss fights rode the line of how difficult I want these games to get, but none of them were impossible and the process of learning the fights was still immensely satisfying. The weapons were entertaining, sometimes even funny in the way I like from these games, and I had a good time with spells too. When I wasn’t hours off track from it, the story was one of the best of any FromSoft game. All the ways Elden Ring was great were exactly what I was hoping for.

The game being so amazing otherwise may have added to my frustration at not being able to enjoy it fully. It didn’t need to be an open world. I think FromSoft got it right with Dark Souls 3, a large game with branching paths that made it feel less linear than it is. I would have preferred this approach instead.

I finished Elden Ring about two months ago and I look back on it in a more positive light than I felt while I was actively playing it. I think NG+ is likely to treat me better than my first playthrough did simply because I know what’s important now and what I’ve already seen. I look forward to revisiting Elden Ring in the future on its own terms.

Absolutely perfect little game. Cozy, adorable, funny, and short. I loved it.

I’ve been trying for years to get into this game, but kept bouncing off it for various reasons. Mostly because it seemed impossibly hard, the systems and stats were confusing, and I was always worried that I was somehow playing it wrong. I came back to it a few weeks ago (inspired by the release of Baldur’s Gate 3) and decided I would do my best to push through to the end. And I did it!

Baldur’s Gate is a really cool experience, and even though it’s old as dirt it still holds up really well overall (I assume part of this is thanks to updates in the 2012 Enhanced Edition). I wasn’t wrong in my initial thoughts though. The gameplay systems are still pretty vague and confusing to me, but now that I have more experience with DND rules they made enough sense for me to get by. And the game is extremely challenging at times, especially early on and in some of the later boss fights. I had two realizations that made it possible for me to overcome that challenge: the first was that there are a ton of ways to approach any combat situation , and the second was that I could make extremely liberal use of the quicksave feature. Constantly loading quicksaves felt a little like cheating at first, but so much of the game is based on luck and dice rolls that it feels pretty much necessary a lot of the time.

Once I got into the flow of things it felt very exciting to use different spells and abilities and potions to overcome new challenges. I was developing new tactics right up until the end of the game. Even though some encounters kinda felt like unfair bullshit, they never felt truly impossible. I’m sure there are tons of ways to optimize your party and character builds, and I definitely missed out on some side quests so maybe my party was underleveled at times. But I actually enjoyed just going with the flow, taking whichever party members appealed to me and not pushing myself to fully explore every zone in the game. Playing it that way really worked for me, and I appreciate how the developers designed the game in a way that assumes the player won’t see everything in one play through.

Overall I enjoyed my time with Baldur’s Gate, and I’m very interested in seeing how they built on it in the following games.

if you can get past the pathological misogyny and the basically reactionary premise then there is a pretty good beat-em-up game here that really interestingly fits into the auteurship of rockstar games' overall oeuvre. an adaptation of one of the quintessential gang films provides perfect fodder for rockstar to explore their morbid fascination with crime and violence, but even beyond this they manage to fit in so many staples which especially cropped up in their games from this generation, like the inexplicable dancing minigame. also, it was interesting to see the origin of read dead redemption 2's hat-wearing mechanic originate here, with you being able to pick up and wear the various hats worn by rival gang members, after you bash it off of their heads of course.

the gangs you beat your way through are colorful and larger-than-life, and really appeals to some part of the brain that appreciates extreme tribal-like delineations. most of this is just a holdover from the great gang designs present in the film, but it is so faithfully maintained here. all the striking and bizarre coordinated outfits communicate everything you need to know about these Othered enemies - they are weird, they want to hurt you, and you need to hurt them before they hurt you first. the moonrunners' logo especially is so cool, like a self-flagellating version of the moon pie logo.

the mechanics are really intuitive and easy to pick up on but despite the game's brief playtime their simplicity inevitably becomes tedious as you work your way through the missions. the secret double dragon-esque bonus game you get for beating the core and flashback levels probably provided me with the most consistent dopamine hits; it was fun, boiled the game down to its most cathartic elements and it didn't outstay its welcome. i also played the main 18 missions twice, once on hardcore soldier mode and then the unlockable unleash the fury, and the spraypainting mechanic especially became incredibly tedious. while it is another mechanic that strangely lines up with and appears in rockstar's previous outings, i still respect them for retaining this facet of new york culture present in the movie and for using the tags of and crediting classic graffito artists in the credits too.

interesting as well for being an adaptation that faithfully recreates the events of the property it is based on while also expanding on the narrative and really fleshing out its world. i really respect it for its attention to detail in recreating the time-appropriate fashion and staying true to the movie's overall distinctly late-70s new yorker aesthetic. do video game adaptations usually expound on the source material so authoritatively like this? it is fascinating and captivating, and the prequel missions feel like the red dead redemption 2 to the movie-based missions' red dead redemption, with both contextualizing and further humanizing members of a gang which you only got a peek into before.

rumble mode also has a surprising amount of gameplay modes that are fun with a friend, but i think every woman in the game has a totally separate moveset that is really pathetic and makes them basically useless in almost all of the gamemodes. interesting subtext there. but this is a game that is just about 9 lumpenproles terrorizing a city, so it is at least congruent with itself.

It is an honor to be the first gamer on Backlogged dot com to write a review for the 1998 licensed Game Boy Color game based on the box office flop animated film Quest For Camelot. My dad took me to see this movie in theaters when it first came out and I remember liking it a lot, enough to want the Game Boy game. But I admit that I was completely unable to find all five of the farmer’s chickens in the first level during my several attempts at this dinky little game and ultimately put it aside every time. When I saw it came to Nintendo Online’s emulator on the Switch this month, I decided to let my big adult brain have a go at it.

Now that I’ve played it through, I honestly cannot blame my childhood self for having trouble. Quest For Camelot is an adventure game with clumsy controls, big hit boxes, and poor presentation at best. When it was clear what I had to do, the game’s puzzles and mysteries were actually a little clever, but most of the time I was left scratching my head at obtuse or non-existent instruction (including during the game’s final boss, who is invincible in his final phase, the win condition for which is not even hinted at anywhere). More trial and error was required than I had the tolerance for so I was very grateful to be playing this on an emulator where I could freely rewind and load save states; I am not ashamed to admit that, this game made so little sense sometimes. Shout-out to Weasel_Bob on GameFAQs who wrote the only guide I could find online for this game 23 years ago. I only referenced the guide when I was really, truly stuck but that happened about four times in a game that took me maybe six hours to play. So thanks Bob, I hope you’re doing well out there.

Visually the game is unremarkable. The still illustrations during the narrative portions are clumsy but I admit they have their own charm in their old age. The text walls during those same portions were a questionable choice and I honestly don’t think I could have read them if I was playing on original hardware. The music is enough to drive someone batty; there are so few songs in the entire game that even boss fights share the same repetitive tune as villages and almost all of them were tonally inappropriate for what was happening. Fighting through a vermin infested cave full of blood pools? Time for the lullaby song.

I have very little good to say about this game, but I was weirdly compelled to play it. I can’t think of any reasons to rate it higher than two stars but… I had fun here, somehow, and that’s what matters.

This review contains spoilers

Level-5 nailed the feeling of playing a Ghibli movie and I was charmed by it the moment I started playing. The characters, environments, and Wizard Compendium book are visually beautiful and the way practical spells are used to explore the world kept me engaged anywhere I went. Ni no Kuni: Wrath of the White Witch is super cozy on Switch, especially in handheld mode. I rated this game high because most of the time I spent with it was time I enjoyed, but I am also left with mixed feelings about some aspects. For every solid idea this game had, there was a failure to follow through as well.

Joe Hisaishi's music is at the heart of many Ghibli movies and he knocked it out of the park again with this soundtrack. The main theme that plays on the overworld is beautiful and it's one I'm going to be happy to have in my head for a long time. My only complaint is that there aren't enough individual tracks in the game. There seems to be songs for different types of situations with unique tracks only for the most important events. The battle theme in particular is a great track but it falls prey to a common RPG problem where the opening notes are the most repetitive and that's what you hear most often as you move about the world and run into fights. All non-boss fights had the same song and it was beyond irritating hearing those opening notes that lasted only as long as the fight itself usually did. I hate to admit it, but if I wasn't doing story related stuff, I would often have to mute it to save my sanity.

Most of the ways Ni no Kuni resembles a Ghibli movie are positive, but there were moments where it was a little over-referential and the game would momentarily lose its own identity. I noticed it most in character designs and isolated bits of the music. A nod here and there is expected and appropriate, but going so far to have Oliver be a near copy of Markl from Howl’s Moving Castle and Marcassin looking and acting like Howl during his introduction was a little much. It made the characters feel cheaper, like store brand versions of their Ghibli counterparts even though they weren’t really that similar beyond the resemblance. I didn't need to be reminded of specific Ghibli films to enjoy Ni no Kuni. The world and the story stand on its own two feet well enough. When it was doing that, the game excelled.

Besides Ghibli's involvement I was also drawn to Ni no Kuni for the monsters. The familiar designs are quirky and fun; there’s something for everyone here from animals to robots to weird objects and ghosts. Their metamorphosis often left something to be desired though. The first metamorphosis is always just a palette swap with the third and final form being a silhouette change with inconsistent degrees of departure. Sometimes the third form was really interesting, but often it was not. On one hand, the issue I tend to have with other monster taming games where creatures I like eventually evolve into something painfully over-designed is not present in Ni no Kuni. Every familiar has a comfortable simplicity and complete concept. But evolution/metamorphosis should be exciting. For how little some of these designs actually change through metamorphosis, it almost feels like it was a secondary consideration in the system. I don’t think the game necessarily needed it. If most of the designs were stand-alone or single stage, disappointment would have been a non-issue.

I was impressed with the battle system right away and really appreciated the versatility. It can be as easy as all out attacking with strong enough familiars and spells but there can be a lot to consider with monster types, genera, movement, and attack timing as well if the player chooses to approach it that way. I was very interested in all of it but I was also overwhelmed. Ni no Kuni trusts the player to experiment and learn through doing without holding their hand. In an age of overbearing tutorials, this can be a real blessing. But the chaotic nature of the battles and demanding reaction time to blocking meant that I sometimes couldn’t read what was going wrong when I was doing poorly (especially in the mid-game’s sudden difficulty spike). In an attempt to slow things down for myself, I changed the difficulty to Easy at some point. This didn’t solve my problem because it just eliminated the need to engage with the game’s more complex battle mechanics instead of making them more approachable. Either way I was missing something.

It took me a bunch of play hours to realize this, probably because I don't play nearly enough non-Pokemon RPGs, but Ni no Kuni doesn’t primarily act like a monster taming game. I spent a lot of effort trying to figure out team compositions, which familiars I liked best, who worked well with which character, which skills were most useful to me, etc. I struggled with how infrequently wild familiars join you and with having enough materials to metamorphose them in the late game. I wasn’t able to get the majority of the familiars I wanted simply because if I put the necessary time in, I would never be done grinding. And despite how deeply engaged I could become with the monster collecting, ultimately Oliver's spells took center stage in the game’s final acts so my familiar choices didn’t end up being that relevant beyond having adequate damage and healing. The monster taming ended up feeling secondary in Ni no Kuni despite how much I interacted with it. Whether that’s a good thing or a bad thing depends on someone’s expectations I think. I certainly brought my own expectations to the table here. It’s better to not worry and just pick whatever familiars I think are cool, but I do wish I had understood the role of familiars in the game earlier. I also don’t think the game communicated its priorities well enough. Either that or the difficulty scaling on Easy is just that bad. I’ll share the blame on this one.

Narratively, the story in Ni no Kuni was compelling and I was grateful for the snappy pacing. I loved that I could sit down to play for an hour or two and have visible progress in the story - something you can’t always count on while playing a JRPG. It wasn’t overly complex and never took itself too seriously despite the themes of grief and anger being forces that consume people. The beginning and middle of the story sold itself the best, folding plot into the gameplay mostly seamlessly. The climax, however, felt disconnected from the rest of the game.

The ending was acceptable but nothing more. Casseopia wasn't a villain I could sympathize with and I think both her and Shadar before her would have benefited from more screen time before Oliver and friends were confronting them. If a villain is more than a cloaked entity, shortly before their defeat isn't an effective time to show the player their flawed humanity. A lot of games fail in this department so this isn't a problem unique to Ni no Kuni by any means. On paper these characters are compelling but in the game itself I wanted a little more from them.

I was also a little disappointed that the entire system of taking and sharing Heart that was used all through the game didn't apply to Shadar or Casseopia. Of course these characters were beyond such simple fixes, but it seemed strange to me that the act of magically sharing abundance with those who lacked would be dropped altogether. The White Witch's castle also had no mysteries or puzzles, just repeated curving corridors filled with plenty of fights for EXP and a handful of good items to help with the final fight. Compared to earlier dungeons like the Temple of Trials and the Vault of Tears, it felt purely utilitarian and uninspired. The final fight itself was somewhat simplistic as well. I enjoyed the great Final Fantasy-esque imagery and multi-stage combat, and it required near constant casting of Oliver's best spells - but not much else was being asked of me besides blocking at the right time and managing my consumables. I don't really feel like the game's final battle required any skills I could have developed while playing the game. Again I question that difficulty scaling. It certainly made it less trouble to roll the credits but also less interesting.

That’s most of my thoughts on Ni No Kuni: Wrath of the White Witch. All of these complaints were ultimately tolerable. What the game does well, it does SO well that its shortcomings could always be put aside. I’m curious about the sequel and plan to check it out in the future.

I didn't come here for excellence, I came here to satisfy a curiosity. This collection serves a very specific purpose so I am rating it based on that purpose. I streamed it for a bunch of friends and we got just over an hour's worth of laughs out it. That's what we wanted from it and that's exactly what we got!

As for the games themselves, they did scratch my brain in the way I thought they would. Most were actually decently engaging puzzle games if I didn't expect the world from them. While the levels were slow to present any challenges, that felt true to the mobile game experience to me where there's fanfare for the simplest of puzzle clears to make you feel clever before stepping up the difficulty faster than expected. This collection doesn't attempt to add any quality or integrity to "these games" (yes, there's even an IQ stat!) and I love them for it. It does add some of its own personality though; shout out to the gyrating ogre in Number Tower.

For funsies, here's how I rank the various games from most to least liked:
1. Pin Pull - An order of operations puzzle that I genuinely liked
2. Parking Lot - Higher levels actually required some effort
3. Color Lab - Hideous colors but satisfying to the lizard brain
4. Cash Run - Nonsense budgeting / platforming combo? I guess?
5. Number Tower - Just math... but gyrating ogre

I played Those Games and now I know what the skeezy ads are all about. The itch has been scratched. I doubt I'll play this collection again anytime soon but the concept is entertaining and honestly did me a service. $10 on Steam for a funny stream with my friends and immunizing myself against weird ads? Worth it!

This is a wild ride, start to finish. I streamed this game for friends, and I definitely think this game lends itself to be a community affair.

Boyfriend Dungeon is a dating sim combined to a hack n slash roguelike with procedurally generated dungeons where you're using weapons that are actually also people/the people you're dating. Except for Sawyer. I'm not dating a kid, even if they're technically 20.

The weapons/characters were interesting, all hot messes and overall the game is just a lot of fun to play. It did get grindy and repetitive towards the end, and some of the communication timelines were funky in a way I find very disruptive in games-- certain interactions would happen while other story beats lead the player to believe that said character was unavailable for said interaction, texts would come in rapid fire about things that were irrelevant at the time, etc. Also, do not enable texts from Mom, they're simply Too Much.

All in all, this was a blast to play and a fun, unique premise and hallelujah you can date everyone at the same time.

This review contains spoilers

There's no doubt that this game was revolutionary in its mocap, and because of that, a lot of the time it feels like watching a movie, and after considering the straight forward, repetitive puzzles and mechanics, the blend of FMV and video game graphics, I'm convinced that was the devs' intent: to tell a story that married cinema and video games. The premise is simple: a love story with layers. Our main character, Senua is plagued by psychosis -- a feature that I take with a grain of salt, as devs say they consulted people who live with psychosis as well as mental health professionals. Combined with 3D binaural audio, the voices are effective and the storytelling immersive, but I still feel like there's a hint of exploitation to drive the story along. And after a time, it's clear that the voices are hand hold-y and only drive the story when the story seems fit to do so.

The fighting is straight forward but frustrating in its repetitiveness and when the camera doesn't cooperate (which was often for me), it's incredibly frustrating when you get stuck in a corner and pummeled. There's only one unique fight in the whole of this game -- a boss -- and it was a very cool fight, I just wish there was more variety in enemies.

The story itself was fine, nothing incredible, and the ending scene confusing. Unfortunately the game didn't grab me enough to have me pore over ending explanations afterwards, and while I look forward to the sequel, I'll be waiting to pick it up.

This review contains spoilers

This is a sweet little hidden object puzzle game about remembering the dead and exploring the afterlife. It's also about finding the right person for the job of Custodian --a caretaker of the Island you lived on-- in order to prevent an impending volcanic eruption. The nature of the puzzles were unique; you're able to click and dissect items and scenes, and the level of detail is incredible. Wooden statues had insect tunnels worming their way through; barnacle clusters had secret treasures inside, and you could even see circuitry in electronics. Each object was fun to explore!

In order to find the candidates for the Custodian you had to delve into the memories of the loved ones/people who remember the departed. Memories were fully voice acted with expert delivery from the VAs, each memory truly bringing these characters to life from a beloved fish person harbormaster, to a cranky campsite director who just loved an owl so much.

There's additional mechanics and puzzles in the form of finding "Grenkins" and the last few environs had a riddle master associated with them, but the latter wasn't utilized throughout the game so it felt out of place.

I love games of death and dying and remembering loved ones, and i really enjoyed this game. However, the ending was fumbled terribly--it was abrupt, confusing, and unresolved. You speak to the former Custodian, Aggi, a bog body from the bronze age who gave her life ahead of a volcanic eruption to save the Island, but when you speak with her, it ends abruptly, talking about what she'll do now. The imminent volcanic eruption isn't mentioned, isn't knowingly resolved. I was almost expecting an after credits scene to explain but nothing. Not even enough information was provided to keep the player wondering. It's not that it feels unfinished, it feels like a hit that didn't land. It's still a game I'd recommend, just now with a large CAUTION sticker ahead of it.

This review contains spoilers

Over two decades later, this game still holds up pretty well for what it is. Nostalgia has always been hard for me to fully indulge in as much as I would love to let it determine my experience with old games, but I genuinely had a good time replaying this. The music and animated sprites are still just as charming as they were. Johto is an interesting region to traverse, even if they did go overboard with Water HMs; it's an effort to get to some places on this map which is a key part of the adventure in these games so ultimately I appreciate the intention there. The most difficult part of Gen 2 is the then-new split between special and physical Attack and Defense which makes some Pokemon less useful due to which stat their type uses and how limited their movepools are. This combined with the best TMs in the game being found post-E4 made building a mechanically interesting team more of a challenge than it maybe should be considering the introduction of two new under-utilized Pokemon types as well. The Kanto half of the game is just as disappointing today as it was back in 2000, but I give them credit for trying. It was a very cool idea.

Pretty much all of the old Pokemon games are improved with some imagination on the players' part, which is probably why I had so much fun with them as a kid. Despite how dated this game is, I still feel like it's possible for players today to make each playthrough their own. This time I beat the E4 with all stage 1 Pokemon, which is a really fun challenge in early Pokemon gens when the games were a little harder. What Crystal lacks in balancing and pacing, it makes up for in entertainment value. It's still a really solid game to spend time with however you choose to do it.

personally i dont really have blind frothing rage on my itinerary when it comes to mini golf but i guess its nice that this game allows me some insight towards that experience