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why couldnt we have gotten TREASURE to develop this 😭

Sonic the Hedgehog, 8-bit. I like it!

It’s not got much to it really. It’s by far inferior to it’s 16-bit counterpart, has almost no regard for designing sections around speed, and the Game Gear version has horrible slowdowns when more than a single entity is on the screen. Despite this it still feels like good classic Sonic to me somehow and is just a simple fun platformer with some cool level themes and a very charming soundtrack. (Who knew Yuzo Koshiro composed a Sonic game?)

One of the most charming things is the overworld map. A real effort was made to provide the player in-game some continuity between each zone and how the overall journey pans out across South Island. Something the 16-bit versions of Sonic 1 and 2 mostly didn’t try. You can actually see how we go from Jungle, to Labyrinth, to Scrap Brain, don’t just gotta take their word for it anymore.

Excellent platformer for the NES! It's not really very different from the first one, but having a new set of levels makes it fun to play. The gameplay doesn't change radically, however, this game introduces some new ideas like new uses for the cane, which make interacting with some elements of the environment more entertaining. I really like how exploring is still the focal point of the adventure, and this is made more entertaining as there are more secrets in the levels, such as more treasures or upgrades for the cane. The first DuckTales was not a difficult game, but still losing all lives could cause a sudden Game Over, DuckTales 2 instead is much more accessible in its difficulty, making you can spend the money you earn in the levels in a store where you can buy items that recover vitality, lives or even continues.

I felt that this time the scenery and music were not as memorable as in the first installment, but it is compensated by a better level design in general. Perhaps my only complaint is that the game is too short. It's too short, and as soon as you think about it the game will be over suddenly, just like this review.

Conclusion

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wheatie the Peach Stan is still very much alive a month and a half later, here to tell you all about Super Princess Peach: Parasol Fall for the Adobe Flash Player. It's not very good.

As silly as I think it is having "Princess Peach" be its own series on here with only three games, one of which being this one, I'll admit that I probably wouldn't have found this game if it weren't for the new feature. Proud to say I now have the full Princess Peach experience.

BioShock is a good first person shooter that is made into something truly great by its incredibly unique atmosphere and story. The gameplay system would be a bit dull if it wasn’t for a mechanic called “plasmids.” These are a variety of customizable abilities that range from firing elements such as lighting and flame, to placing target dummies or hypnotizing your enemies. Plasmids are always mapped to your left triggers, while your gun controls are mapped to your right triggers. It makes an otherwise fairly standard shooter feel a lot more unique and personalized to each player. The one big gameplay issue this game has is its atrocious map. Even after beating the game I still don't really understand how I'm supposed to interpret it. For some reason different levels and floors are shown on the map beside each other rather than on top and underneath each other. Often they are placed with little rhyme or reason. This game also sometimes has a bit of a lighting problem. Many environments contain a lot of grey colors and are very darkly lit, making it often hard to tell where to go and what is going on. Even still, I still think the gameplay is decently good overall; not amazing, but not at all bad either.

Where BioShock really shines is in its story and atmosphere, though I did have some issues with it so I'll get those out of the way first. Despite liking the story a lot, I noticed it often felt a little disconnected from the levels you actually play in the game. Nearly all communication with other characters takes place through a radio, and you almost never see their faces unless they're already dead. While rapture is a very cool location and does have its fair share of environmental storytelling, this games equivalent to cutscenes often consists of a character talking to you on the radio, a bunch of enemies getting dumped in the level your on, you defeating the enemies, and then a character calling you on the radio again to either curse you or congratulate you. There are very few moments where you actually get to see another character face to face or have an event happen before your eyes, though I suppose this does make the moments such as this actually contained within the game even more impactful. I won’t spoil the story but I also found the ending and final boss to be fairly disappointing.

Moving on to the good, Rapture is an absolutely incredible setting and one of the coolest and most thought out places I’ve had the privilege of exploring in a game. It's filled with this dark, moody, and creepy atmosphere combined with this sort of 1940’s - 50’s styled music and looks. It makes for something truly different than anything else I’ve ever seen, and it's really incredible. The history of Rapture as well as the character diaries that can be found within it are very well made to showcase the failures of unregulated capitalism and how disastrous it is to depend on it. The city has a complete lack of regulations under the guise of freedom (sound familiar?). This leads to record breaking progress, but decisions are made without morals or conscience. Everything in the city, dangerous or not, comes to exist for the sole purpose of driving profit, which leads rapture to its eventual downfall. I did just complain about how you are almost never face to face with any characters, but even with just their voices the game does an amazing job teaching you each and every one of their politics and ideals, and why it either brought them success or (In most cases) failed them. Among these characters is the game's main villain Andrew Ryan. Even alongside the many interesting characters this game already contains he stands out and is extremely compelling to root against. I particularly enjoyed how despite him being such a terrible person, you can tell how principled he is, and how he truly believes what he says to be the truth. It makes him feel much more threatening and is a large part of what compelled me to continue playing the game and push past some of its more creepy moments. I suppose I should mention that the game does have a sort of morality system to it, with you being able to harvest or save genetically modified children known as “little sisters.” As far as I can tell however it doesn't affect much of the game aside from the ending which is one of its weaker aspects anyways.

I think BioShock really does earn its status as such an iconic and influential game, and is something I won’t be soon forgetting. I usually don't even like first person shooters that much but I think against all odds this game has somehow broken into my top 20 list. Definitely check this game out if you’ve ever got the chance.

Another terrible hunting game I don't know why i own. Giving it one point higher than the other one because it seems to maybe have had some sort of budget to it.

At the risk of using the game journalist's fallback comparison, I just want to say that Crash Bandicoot is really, really hard. This is a do-or-die 3D platformer if I've ever played one. Each individual jump expects commitment. It wants you to be ready to go to college, get married, and raise a family every time you hit that X button. Crash Bandicoot can sense hesitation, and will not hesitate to off himself if he thinks you're not giving it your all. Couple this with fairly repetitive level designs and concepts, and I think this game is just tailor-made to hate you.

I'd accept Crash Bandicoot as a hard game if not for the stupid save system. First you find three severed heads hidden in boxes throughout a stage, then you skim past a bonus stage (that you can fail), and THEN the game blesses you with the opportunity to save your game. Worse yet, the game doesn't remember how many lives you had when you reset it. Slapping a fistful of lives at the beginning of each level doesn't really excuse this fact. Crash is a game where you can lose lives just as fast as you can earn them. Actually, you're probably gonna lose 'em faster if you're like me, someone unfamiliar with Crash's game.

Honestly, I only played this game as a rite of passage for the PS1 kick that I'm currently on. Gotta respect your elders, and boy oh boy, that bandicoot sure has aged. Crushed my ballsicoots.

Is it Platinum game to end all Platinum games? A lot of people think so depending on who you ask. The Wonderful 101 feels like a celebration of Platinum games (incl. Clover) as a studio, as well as a homage to all the mechanics that made them who they are today.

The artstyle/writing of Viewtiful Joe. The crazy fast-paced + witch time combo based combat system of Bayonetta. The insane setpieces of Metal Gear Rising. The drawing system taken straight out of Okami. The skill ceiling of God Hand. The almost endless replayability of like 90% of their games. Platinum really looked at some of the best concepts in their previous games and decided to put it all into one wonderful game. And rather than being a mess of ideas, everything works perfectly together to make something beautiful.

In the past, I've always shrugged off W101 because it looked like some kind of Pikmin clone with some action mechanics. However after recently playing some Platinum titles such as God Hand and Bayo 3, I was in the mood to give W101 a try. It shocked me to find that W101 is a game that has everything I love about Platinum titles and more, and not some kind of Pikmin clone (lmao what was I thinking).

It is an action game, but also a puzzle of some sorts. The action is what you expect from Platinum titles. Good quality satisfying punchy fast paced combat, and it is done well here like any other Platinum title. It is balanced well in both offence and defence, and if you are playing anything above Normal mode, you can win by just being offensive. The puzzle aspect of the game is actually also in the combat. In order to change weapons, you need to draw (Okami Style) the weapon formation. e.g. for the fist weapon, using the right analog stick, you draw a ciricle, or for a sword you draw a straight line. You get a whole different weapons to choose from so drawing the formation is part of the charm. Each enemy has certain weapons as weaknesses you'll need to use in order to destroy them. You can't just go around using your fist or blade weapon destroying everything in your path, you need to actually think about what you need to do, making this my favorite Platinum combat system. It is a great balance of need good action game skills, but also being clever with how you need to exploit enemy weaknesses. I could play so many games with this sort of combat system, it is seriously so good.

Everything else in the game is just a solid 10/10 from the story to writing to level design and set pieces. Some of the most insane moments I've ever seen in gaming is in this game. Like some serious Asuras Wrath shit. It isn't deep or thoughtful in the sense that most games try to be, the deepness is all in the gameplay - and I love it for that. The game knows it's nothing but absolutely fun and prides itself with that. This is an insane video game, and does the type of shit that can only be accomplished in this medium. This is what I play videogames for.

In a 2013 GDC talk on the development of Dragon’s Dogma. The director Hideaki Itsuno wanted specific principles: “high degree of freedom, simple action, highly realistic.” With examples: Elder Scrolls Oblivion, Fallout 3, and Fable 2. Disclosing their units shipped and the same quality/s each possesses. These three aspects I'm quite fond of. With the first as numero uno what I look for. Freedom. Always. His “job was to convince internal members of Capcom that this is a challenge he wanted to take on. Similar games in this open world RPG genre didn't really exist in Japan. And they weren’t able to accurately forecast if the project would sell or the market potential.”

I couldn’t help but remember a comparable individual I look up to, Tetsuya Takahashi. The man behind the creation of the Xeno series along with his team and his wife Soraya Saga. In a 2015 Venturebeat interview he answered a question on what is the "biggest difference between Western and Japanese audiences, especially in terms of what they want from a role-playing game?” Takahashi said “What you’ll find quite often is that a lot of the markets outside of Japan are interested in games where you can do anything you want. They put a high priority on a great degree of freedom. In the Japanese market, it’s more common for people will demand a certain flow to the events in a game. We find that they’re more comfortable with a linear framework. We have our theories about why this might be.”

The comparison is relative due to the creators of their respective franchises aspiring to replicate near identical reception and appeal within their works. To differing results. Moving outside their comfort zone creating a fusion in a way. As much as I would revel in going off on Xenoblade Chronicles X, that’s a story for another time. Among the challenges and expectations, Itsuno is trying to match Skyrim’s massive reception with Dragon’s Dogma. An ambitious endeavor I appreciate as he remarks transparently in March 20, 2012. “At Capcom, we’ve made Dragon’s Dogma and come up to this point through our experience of action games. We’re trying to make a new genre: We’re using our action heritage and putting that into an action RPG.”

Emphasizing “changing action RPG to ACTION rpg.” Going for ambition is not inherently wrong. Great to have these goals to strive towards. As long as they stick the landing, journey and beginning. And I must say, after 3 playthroughs. One on normal, on hard mode, and finishing a speedrun whilst completing everything I can in postgame and the DLC on Bitterback isle of the Dark Arisen version, I firmly believe they succeeded in accomplishing all three qualities. However, despite my abundant enjoyment I did come across a sizable bulk of concerns I’ll discuss later in my mixed feelings. For now, I’ll discuss immediate sections I love.

Freedom is unrestricted. You can forget the main quest and go gallivanting off the beaten path and run towards any place on the map. Delving freely into dark dungeons, rocky caverns or forgotten ruins where a lantern is a must to combat the darkness. Filled with a plethora of variable attackers you won’t usually see copy-paste monsters on a budget. Harpies, undead skeletons, zombies, knights, mages, bandits, goblins, liches, ghosts, ogres, and etc. Even their variants are suitable. Clashing heavyweights against yours. Thus I can’t complain on the diverse enemy enriching every location you stumble in your wanderlust. Speaking of stumbling, you can upon completing a small bit of central plot early on set your fast travel points within reason. I didn’t like the approach since you receive a limited lot but ultimately came around to liking the unorthodox system. Helped by the fact the world didn’t feel too huge to traverse. Nor too meager to explore the sum of the whole caboodle within a short amount of time. Instead, the locales are filled with interesting locations. Multiple medium to large-scale dungeons displaying serviceable level design beyond linear corridors. Plenty of paths to tread both up and down. Breathtaking scenery during adventures. Bluemoon Tower made me feel as if I was transported in Rome’s Colosseum except fantasied. Ruined in decay where a single step can lead to certain death. Or embark on a long fog-filled forest where directions can prove futile for a newbie traveler. Yet for the experienced, hitting misty poles can unveil the true path. Mayhaps you will partake in a water temple? Which by the gods isn’t as arduous as other infamous water temples in games I’ve played. Link would breathe a sigh of relief here. Levers and switches to change the water level. Or for the speedy, they can excuse the routes and with careful jumping reach the end of the dungeon. Outside the danger is palpable with special zones where never-before-seen creatures lurk. Dangerous lichs and small drakes patrol. A functional day/night cycle capable of giving goosebumps if you decide to tackle the absence of sun with naught but your companions along. Hopefully, you brought ample oil flasks for your lantern. Cause oh boy does the night present dangerous adversaries not just in a greater supply of darker denizens but boss behemoths roaming the lands. Reminded me a bit of turning tail and running towards safety amid the nights in Dying Light. Seeing a chimera pop up near my location still gives me shivers…

Additionally changing vocations called classes and specializing in whatever playstyle you so choose is near-painless. Parallel to the weapon classes from Monster Hunter, but different. As you kill bounties of opponents and level up your vocation rank, unlock new skills and abilities. Allowed me to play as a mystic knight capable of dishing out spells while tanking with a shield and upon switching my staff in the menu. I return, bashing heads without remorse. Each class is satisfying with strengths and weaknesses. I honestly didn’t expect to fancy bow and arrows, and DD made me a fan of archery. What the heck man? I was a longtime Greatsword user.Heck, you can grab and climb any large creature during conflicts whenever. Hiroyuki Kobayashi, the producer said in an 2011 Siliconera interview. How DD’s grab mechanic in addition to “...the main character can go and do whatever he wants in this world, it gave birth to the idea that he’s fighting enemies and he should be able to fight them in any way that he wants and so we came up with the idea of the grabbing mechanic. He can climb on these enemies and fight them however he chooses.” A defining trait adding an essential option for players to tactfully embrace a closer savage quarrel against any terrifying freaks. Though the concept isn’t fresh, Shadow of the Colossus(SOTC) requires players to climb and weaken a colossus by striking their weak-spots. The influence I feel resonates still with characters conducting similar operations. If I am climbing a Cyclops then surely the eye is the weakness right?! Yes! Chimera for instance as an early boss functions in a comparable manner. Slay the snake tail, to make climbing safer. Hitting the goat head silences spells, then bashed the lion head to finish off the triple threat in a single body. Refreshing to play an open realm granting players simple mechanics and then shooing them off, if they decide not to embrace the major narrative at will.

For folks who don’t know the premise is simple and lightly intriguing. Within a small village called Cassardis you(after creating your protagonist) live a relatively normal life. Until one day. A BIG RED DRAGON starts scorching your fellow villagers on the nearby beach. Wreaking havoc. Heart pounding you decisively run out. Brandish a rusted sword and try to fight off the savage dragon. You can undoubtedly realize how such an encounter fared. Very poorly. We lose our life. But wait! We are alive? The dragon decides to steal our ‘heart’ literally. And some way, somehow we are alive as “Arisen” A human being whose destiny is tied to stopping the dragon. Welp, there goes my regular routine. I already had plans for. Although facing the dragon is the least of our concerns, immediately you are bombarded with new main and side quests to undertake at your leisure. And it is here where the realistic portion emerges.

Highly realistic is accurate. For better or worse, everything operates and contributes to the unique presentation. Resembling real life, a black market exists for counterfeiting necessities. Try saving key special quest items instead of returning them to the owner. Giving them a pale counterpart. The outcome may raise eyebrows. Moving on, all items have weight. Healing, tools and materials are not spared. Gathering materials takes time. Thankfully not too slow and not too fast. I mentioned the grab mechanic earlier, but just as you are provided the ability to climb onto giants, so too do they have the innate ability to pin you down in their grasp! Best to keep on the move Arisen! Lest you fall into their hands! Stamina(ST) is your lifeline. Every weapon ability used will deplete a small portion of your gauge. Sprinting slowly depletes it. Running then jumping can induce a noticeable chunk gone. Don’t forget grabbing is affected. And behind a hidden blindspot. Your height and weight matter too. Being a figure with low density grants the highest stamina regen and the lowest encumbrance(Volume you can carry). Attaining a higher amount of body load causes you to restore a bit slower, on the offset causes you to be granted extra capacity for ST and encumbrance. Here is a chart for reference. Height also plays a key role. Being of a minimal stature allows entrance upon tiny openings and perhaps smaller hitboxes. Whereas a tall guy cannot enter limited spaces. Will have the inverse effect of hitboxes. Forget plans to go underneath a Cyclops as a six footer fella. If you thought that was the term of the realistic portion. Think again. Encumbrance affects all the above. Here is another chart for reference. Depending on how your current carry load. From ultra light to over-encumbered. Parameters in values will alter jogging & running speed, recovery time, climbing, carrying, grapple, and running. Naked for instance will have little to no penalty. Can grapple giants for the longest, run for an extended period along with moving at the fastest speed. Compared to a heavy individual. Oh man, you’ll be as slow as molasses. Not to that extent, but a noticeable degree changes with whatever you do. Finding yourself out of breath easily. Constantly recharging your gauge and good lord don’t get me started on the inability to pick up items except for several exceptions. Not strictly a requirement to understand these mechanics as you assemble your character and comrade. To the surface-level player, but to those who love knowing every itty bitty detail, they prove their tonnage in gold. Attention to detail in weight, height, ST and encumbrance demonstrates a philosophy that is neither half-baked nor too overly complicated. Functions as a well-oiled cog with alternative core features the developers are trying to convey. Such as a satisfying fight loop.

Action albeit simplified achieves hallmark makings of a gratifying beast slaying loop. Imagine facing a near insurmountable boss only to win succeeding ‘x’ or ‘xx’ amount of tries. Hmm, I’m reminded of Hidetaka Miyazaki’s Soul series. Good. That works. Broadening your horizons then, input a hardy challenger with a health bar and conjure the memory of facing a troublesome 2+ health bar encounter. That too is acceptable. Finally, remember how Monster Hunter immersified you to hunt, check for clues then melee and perhaps trail a weakened creature? Well, erase the busy work and focus on the bout. Hit any usable abilities with the smash of a button. 3 or six depending on the class provided. Sure it uses stamina, but the expense is negligible unless spammed. An immediate gratification than a delayed response. A real-time shift to having the ideal battles in Dragon’s Dogma. Except missing a couple major details. You. Are. Not. Alone. Pawns are lifelong companions. A main pawn is always at your side. With two spares you can summon in through an online feature. Connecting online accommodates your world a random assortment of online pawns. No need returning to base and recruit, simply talking with them and as long as they meet your current level. A free no cost sign-up to your party begins. Thus, clashes against adversaries transform regular duels into a group brawl. Facing a horde of goblins never got old by channeling my inner Goblin Slayer party. A towering cyclops becomes inadvertently a fantasy AT-AT skirmish to bring them down. Here’s a hint. Focus on the legs! Encountering a drake in the wilds is a flee-on-sight order early on. Impossible to finish a coup de grace as a greenhorn adventurer. Though, you are welcome to try. The outcome is less PTSD inducing trying to sneak by a Xenoblade Rotbart. Death awaits…

Nevertheless, vocations are powerful when used effectively. Applies, to companions too. Having a standard tank, healer, archer, and a mage. Deja vu DND party? A nice callback to Western party composition. Of which has never failed me yet. A tank as a fighter and warrior offers the classic sword and shield capable of taunting foolish dumb dumbs. Embracing the greatsword yields high damage at the expense of losing blockability. Archers employed as striders are quick dual daggers with flashy moves and evasion skills to support both in and outside of combat. Ranger provides an extended longbow specialization capable of sniping from long distances. Attaining greater firepower. Supplemented by a decent dagger skillset. Mages offer a wealth of healing and buffing parties with elemental enchantments. Having a dagger imbued with either fire, ice, electric, holy, or dark offers an extra modifier damaging susceptible opposition with a weakness towards certain aspects. The sorcerer class trades healing with an increased arsenal for magickal power. Those who know Konosuba's Megumin* blasting everyone to smithereens illustrating a magical nuke. Can render analogous results with a hurricane. If not satisfied, summon a meteor from the skies, Ice spikes, or seismic ground spells, yeeting hostiles to kingdom come. There’s a reason why I didn’t use the magickal jobs a lot. Matches end quicker once I finish casting. And I prefer not one-shotting everything hehe. Before I forget, three hybrid vocations exist solely for the player. Mystic knight, magick archer, and the assassin. By far I enjoyed these plenty than regular jobs due to the fact they can use further than two weapons. Mixes classes, thereby offering distinct move sets and abilities. Launch magickal arrows raining from above, use spells as a tank whilst hiding behind a shield, or gouge enemies biting deeper and causing severe blows when mounted. Are a miniscule taste of what they offer. Don’t be me who spent twenty hours as a warrior slamming my greatsword deep into mons. Viscerally pleasant. Even supposing I had the foresight to experiment. So go off my friends! Trial and error with whichever job you fancy.

As an addendum to the combat above the realism meshes well enough during bloody encounters. Low health causes the screen to die in red and slight screen shakes will occur. Buffs can benefit you in the tides of clashing steel, but so too do debuffs, classified as debilitation's from the other side may prove detrimental. Blind for instance will blind your screen. Almost literally except for a very limited view. Petrification will turn you into stone sooner or later. Torpor plays out as if the player is in a slow-mo. Super cool to see at first glance. But dread and despair abruptly emerge. I could add extra into the next 16 debuffs. But I’m trying not to scare you… Notwithstanding these harsh conditions, there is a respectable measure of curatives restoring to normal statuses so thou-shalt-not fear them too much. You can at least spam them to your liking without an animation. So Skyrim spamming HP foods restores health after a near defeat is both humorous and a valid strategy. Reminds me of the Tales series because I'm properly making use of my inventory management instead of hoarding. I'm eating grass plants, raw meat, and questionable rotting meals if I have no choice… Oh boy no wonder why I have horrible indigestion and poison… I won’t say the reason why...Ugh.

The addendum is vital because in peeling a layer, a fresh coat arises next. In learning and understanding these miniature details do we embrace and take advantage of the rules connected and presented. I’m reminded of Masahiro Sakurai. Talking about his Eight Hit Stop Techniques Video. For those unaware he first educates the viewer by asserting “'Hit stop' is an effect added just as an attack hits its target. Both you and your opponent stop for a brief moment." Fighting games apply the method among plenty of auxiliaries outside the genre, but I want to direct your attention to a technique. On point five - Control the amount of hit stop. I’m paraphrasing but he displays a sword’s tip that deploys higher damage than merely slashing. Creating a multiplier effect. DDDA has something similar, performing buffs to maximize attacks given and while not the same as Sakura with the sword tip. The placement of weapon attacks is crucial. Hitting a weak spot on a cyclops' eye presents far better devastation than hitting steel plates adorning their feet. Bouncing your weapons off. Deadly monstrosities present separate qualities to take advantage of their weaknesses. I won’t declare any more to spoil the surprise, though keep an eye out for possible body vulnerability. A few may not be as clear-cut as the above example, but in the course of conflicts, pawns can learn strategies to call out. “Wolves hunt in packs.” “Tis weak to fire!” Or “Strike from the rear!” Improving as you do. Making ventures into the unknown is not so daunting. Creating opportunities midst facets of combat that in turn grasp both parties on strengths and weaknesses. Resulting in an easy curve to comprehend. Oh undead weak to holy? Quickly enchant my weaponry in holy magic! Blast I'm being possessed? Guess I'll pray for my ally to friendly fire me gently. For fellow Arisen struggling with AI behavior there is an overlooked characteristic in determining inclinations. I didn’t constantly re-tool inclinations and inputted a sort of aggressive stance during clashes. One and done setting their parameters. Think of it slightly like gambits from FFXII. Determining what they should prioritize when facing enemies. Defending, healing, focusing on spell-casters, adventurous etc. Not complicated at all and I found to my gratification their Artificial intelligence surprising at times to slap me from a possession, heal me when I need it, or taunt foes while I recover. I recommend re-configuring a pawn’s priorities when you see a nearby knowledge chairs in Inns if you’re unsatisfied with what they’re doing.

Additionally, Sakurai posits the pinnacle of hit-stop techniques. By keeping the attacker moving slightly during the hitstop. DDDA operates in the same vein at landing a blow on an enemy. Even launching them into the air works super effectively. Man, I thought there were no supplementary hidden features. You wish! A knockback rule exists! I won’t go into the finer details, but suffice it to say you can stun an enemy by delivering a threshold of damage. Staggering blows into dazed status. Each enemy has different thresholds. Not earth-shattering, but players from Smash,min-maxers, or fellows who enjoys reading the closer details. Proves an invaluable mechanic. Why should I endure a long battle whereas I could blast the creature off a cliff? A flying griffin for instance who loves employing guerilla warfare can’t do anything once tethered onto sweet dirty ground. And if so inclined, may use dastardly tactics to grind a deathly foe later on. Furthermore, The motion of following through with attacks remains intact. Wonderful smacking foolish opponents daring for a challenge. Resulting in throwing attackers into the sky or yourself. And despite a lack of playing DMC games from Itsuno’s library(I’ll get there trust me) I will confess I felt Monster Hunter DNA at times. The feeling of every physical melee weapon impacting on a mon’s flesh is visceral and resorts back to the hit-stop. In searching for validation I dug deeper into the team’s qualifications and found despite a lot of heavy hitters from the DMC4. There is a decent chunk of old veterans. You can see a full list here from MobyGames.. Figures like as Minae Matsukawa, Kento Kinoshita, Programming lead - Yoshiharu Nakao all have experience from the franchise. So it is not a stretch to declare DD has a lot of combat expertise in the action department. A respectable load of history bleeds beyond the monster IP and forges a sort of culmination so to speak of their past practices. If that’s not enough, compare the two cover art and see striking resemblances. It’s no wonder why I had comforting familiarity with its systems in place and not-clunky responses working adequately on my controller. The fact there is no innate lock-on button speaks volumes in conveying a move harkening key positioning. Strats over stats or vice-versa is a viable method. Learning the ins and outs of brute patterns, dodging if needed, and persevering in spite of a tough, challenging harsh world that can eat you up. As a consequence the clunkiness and jank were nonexistent. Therefore, the fun loop in engagements felt ruggedly smooth. Leaving out conniptions. And followed up by "Try and beat me!"

Moreover, Majority of quests excel in rising above the average of mundane. Close in regards to boring me due to how the design usually offers a fetch, extermination. But digging deeper by talking to various NPCs, investigating for clues, escorting helpless innocents, following suspicious individuals, and by far ones that raised my eyebrows were chained side quests which act as further development arcs of NPCs. These missions flesh out the remaining cast further, don’t expect full nuance ala CD projekt RED quality. Within these hidden assignments emerge uncommon cutscenes for the side-cast, once their character arcs reach their cusp. Giving precious glimpses into the lives of the folks asking for Arisen's services. Not extraordinary, filled with the most amazing must-play ever. But also not being boring to the gills. If you ever wanted to know their background then embrace their inquiries without complaint. I found to my amusement notable ones. I'll share vague memoirs. I assisted a traveling merchant who wanted to know what happened to his father, while infuriating because of the number of requests early on. I quickly forgave him when I learned the reasoning. To my amazement, I chanced a weird meeting with a naive fool whose wanderlust knows no bounds. Often leaving him in dire straits of remarkably horrible stamina. An irony not lost on me. Gathering healing curatives was less of a task than above and by the boundary of his errands, I found a relatable dude who took his hardships by heart and appreciated my efforts to aid him. In contrast to the people I said earlier, I came across a flirtatious gal who swindled me for money. Forgive me for I was besotted by her charms and foolishly gave her a decent chunk of my purse. Thinking perhaps she’ll repay me cash someday. Wrong. I got played like a damn fiddle. Turning my heart darker. Lightening once I saw her in trouble later on, I could not leave her alone. And to my shame, I became a white knight to save her again. The lesson I learned thereafter is to never be infatuated by the charms and beauty. I was foolish. But continued in the pursuit of lore I found to my delight a worthy sidequest of my time that granted me further insight into the lands of Gransys. Not lore shattering, but close. I won’t mention anything concrete, but I live for these conclusions despite the almost mundane design. I would claim they’re worth it if you relish learning deeper the days of yore and its hearty and duplicitous denizens. For those looking to tie a deeper love. You can gift presents to vital NPCs. Ah very realistic the developers are striving towards.

Need a break from the RPG nature? Partake in platforming. Where you have to reach the highest point of a building, structure, or ruin to take a medallion. Employ the environment. Didn’t expect platforming, but hey it's pretty refreshing. And this is tucked away in noticeboard operations. 50 of them are available. A good friend of mine mentioned they lead you to secret spots. Hell the starting area after creating your character has one! A cool benefit of learning precise maneuvers on wall structures/spaces. Never hurts to check your surroundings, my dude!

The story itself I initially perceived to be a nothing burger for about ??% of the way. However, the remaining ??% due to lore bombs and recontextualization of the narrative because of the lore-dropping revelations opened my eyes beyond a basic story into clever territory. Make no mistake, this doesn’t mean the plot elevated and demolished my initial impressions. Instead, I think I’m on board with what the writers were trying to achieve, and it's a concept I don’t see often in JRPGs except my favorites. Delving not too simple and not too complex which is bonus credit for me. But in terms of impact? I find it acceptable, but incapable of mesmerizing me to the terminus. A clean “Oh you clever dastard” for lack of a specific conclusion. If viewed alongside the whole shebang, I believe it is appropriate judging about the overall thematic messaging. And for that, I respect, admire and praise it in the confines of which it struggles to desperately convey to the masses. To fluctuating outcomes.

Despite, the praise I said above. I must confess to a host of mixed feelings. Concerns I had amid my playthroughs, I feel are worth noting to varying degrees that are neither positive nor negative.

First, I realize certain systems and mechanics are too realistic for my blood. This isn’t laziness. I’m tolerant of many things and if I wasn’t I wouldn’t have played three reruns. Be that as it may. I still feel the beginning hours can be something of a hurdle to unfamiliar folks unused to the style of play. Can take a while to reach a constant cycle of enjoyment in lieu of a delayed gratification. A few assorted examples that will trickle below on numerous fragments. I don't appreciate having a limit placed on me regarding weight. I revel collecting anything in my sight. So the constrained encumbrance based on character creation is debilitating in maintaining a constant fun flow. Perhaps doubling or tripling the maximum supply would be an acceptable softer blow. I recognize this is a balanced measure to not spam healing items amid combat. Regardless, I can make my Pawns into mules carrying rations and whatnot. Also, I abhor the stamina system over sprints, when no enemies are nearby. I believe my limiter should drain exclusively in the nearby vicinity of adversaries. No malicious entities close by? No depleting. So I can freely sprint to my destination without frustration. Thereby, respecting the player’s focus and investment. The forceful nature of realism is apparent anytime I'm out roaming. Yet entering a city/town, I can jog to my heart's content.

Second. The focus to limit fast travel points via port crystals in a limited volume feels constricting. inside, you cannot teleport regularly like in other rpgs. A simple click on a town/city and voila “I'm there” is not the same. You have to set a handful of crystals(by completing the prime quests in an NG playthrough(NG being a new game) to place on any overworld spot, not a town or dungeon. Then you gain the power to transport there with a ferrystone. The Dark Arisen version comes equipped with an eternal ferry stone to acquiesce unlimited travel back to places. Very weird. know I've come around on the concept earlier, yet I cannot help but remark the NG+ implementation of buying another crystal feels like the right approach. Extras cannot be available for purchase until reaching NG+ With previously set crystals already shown on the map ready to be teleported at your leisure. Makes backtracking to old areas somewhat of a pain to trek repeatedly. Wonder if the sequel changes things up and adjusts normal travel if they already discovered the location. Rather than setting their own. But the underlying problem arises just as I am forced revisiting former whereabouts where I don’t have a teleportation ready. Perhaps an alternative was to balance the components by discovering locales, and therefore freely travel excluding the requirement of a crystalline item.

Third - Failable & Missable quests. Mostly concerning the side-content. Imperative to note, changing several quests in the menu. Can fail certain operations outright. I remember a particular instance of escorting a fella only to switch to separate assignment real quick to complete as well. Failing the assignment. I was shocked. My entire work and I must revert to my old save file or checkpoint. Not a major deal since I activated it like a madlad. But DD operates on a single file. Thereby, I cannot pull from a list a quick load easy peasy. You get 1 solo file and a checkpoint. The latter is akin to a hard autosave. And activates as you sleep among divergent matters. Ergo if you’re screwed by the 1st option a 2nd exists. The alternative choice is reverting to the checkpoint. A weird implementation system feels again restrictive in freely managing their save options. Resorting to a strict implementation of accepting the consequences. Reminds me of the Souls series where a similar loadout occurs. Nevertheless, necessary to keep in mind. On missables. Keeping in mind your employer’s deadlines is advisable since the whole title operates under a day/night cycle with every important NPC patrolling a different route. And so you will need to remember where they're previously. Admittedly I didn’t have much trouble finding them since almost always there is a marker on the map/mini-map to lead you to the corresponding location. Plus they can fail if you don’t finish them quickly. Let’s say, you decide tackling the side content from NPCs just before the final boss. Welp, you missed out on nearly checking all boxes they have to offer. Most of them must be finished as you progress through the leading narrative. If there is a big pet peeve I have is that unknown to my knowledge missables may be incurred. Hence why I decided to casually refer to a guide to not miss any of them. Brumbek’s Steam’s guide was immensely helpful in solving an ungroovy dilemma. And of course the Before I play section too.

Fourth - Miscellaneous areas such as the expansion's secret augments should’ve been an extra free section to equip in place of having to override your set augments already. Aside from abilities, you can equip more than five augments. Acting as passives, these to a certain degree substantially add effective modifiers to gameplay. Extra carry heft. Extra damage, reduction of a blow upon your life, etc. Each job upholds special properties to procure with discipline points. The expansions make it so you would have to replace them if you find them worthy of your attention. Several, I found extremely lacking. Gathering faster? Ballista ammo reloading faster? These in my mind should’ve been freely equippable without replacing old skills. Perhaps in a separate section. I haven’t seen the entirety, but looking at the list I would claim a decent chunk are not important than others. Plus the post-game area needs further diverse environments than copy-pasting several variants together and re-using few bosses. Make it truly unique. No half-measures. The expansion at the least did a full-blown dungeon crawler area complete with original foes to combat and traps to escape from. The process of gifting, could've been enhanced rather of on NPC's. Have the player romance our main pawn please. I conceived this would be a natural way to induce a pure love than seeing a human on the street, you meet one day to become your beloved before end credits rolled. Call me a romantic, but friendships forged by fire together are super satisfying as my best buddy likes to disclose mhm. Lastly, I firmly believe changing abilities while on the field than having to resort to a friendly neighborhood is less burdensome. Wherefore I am endowed with alternating cool powers to try. I loathe retreating to a town/city just to change my job and set current skills repeatedly. These are added busywork and do little respecting a player's time. I dearly wish a loadout is readily available, so I don't always have to reapply my normal gear every occasion I change vocations. Why must I become naked anew… I’m not asking for auto-changing jobs midway through skirmishes, that would be extremely silly. Merely asking for tweaks in minor quality-of-life suggestions. For instance, Baffling having three ability slots for warrior in spite of distinct jobs having no trouble slotting six. I'm not carrying a shield man!

Despite the mixed concerns. These issues can vary greatly from person to person. As of now, they didn’t impact my overall experience severely, but if you had randomly bumped into me years prior in 2015. Playing the PS3 version. I would quickly comment "I fell off hard" and subsequently again over several years across different platforms before I decided enough was enough to click with many things. Then my initial past impressions would not be as kind as I am now. It's why I think anyone who concluded poorly of the game is without a doubt true. Everything can be perceived as mundane, busywork, tiring, troubling, lacking for the sake of realism. Perhaps buckling under the pressure of its ambitions. Not connecting with the player sufficiently to invest farther into Gransys and what they offer. And I firmly believe that’s fair and valid. Because that’s what I thought of it before. On the other hand, there’s a special oomph underlying the working limitations and minor laws in play uplifting, transforming into a greater than the sum of its parts. Critically understanding interconnected features in place. Emerges a particular identity. A Japanese open-world ACTION rpg styled in the likeness of a Western RPG, but with the "Hiyah!" DNA of Capcom’s legacy is a sight to behold. And while I am not as versed as I am in Capcom’s library, isn't the game the first bold showing of a true open-world RPG at least from the corporation in 2012? I was checking the company’s past titles and I saw Okami and Monster Hunter titles released prior. But the former isn’t a true RPG as far as I am aware and the latter had segmented zones, not seamless. Tying back to what Itsuno said earlier of similar games not existing in Japan. In such a way Dragon’s Dogma is akin to a blueprint inspired by Skyrim. A WRPG made by JRPGs developers.

At the end of the day, this is the first title I've played directed by Hideaki Itsuno with his team, and holy moly does this man cook blazing fire! Very ambitious plan splicing Western RPG ideas with a considerable degree of freedom and Capcom's long standing history has most certainly paid off. A new IP since launching in 2012 has sold 8.4 million units as of December, 2023. Boasts a humongous market of consumers vying for this type of medium. Of course it didn't reach Skyrim's far reaching sales records, but for a New IP it is a worthy achievement. And one I can only say exceedingly rare that I replay again and again. My last memory was Final Fantasy XVI and Shadow of the Colossus. Thus it comes as no surprise that I enjoy to the fullest extent what is offered here. A tough, brutally challenging low fantasy medieval adventure handling the reins of a plain yet straightforward action formula. A pawn system never fails to leave me alone even in the darkest of days. Nakama power at its peak. Allowing a party to venture without restraint into dangerous areas. Accepting the consequences of my activities due to the sheer freedom given. Wrestling with the unique ideas offered unorthodoxly yet refined presents a hell of an ordeal. For better or worse the realism can destroy the immersiveness and fun, but for those who stick through thick and thin. I believe there is something quite special in store for you. And in my case. The light premise, in the beginning, invigorated me to face my ultimate opponent at the end of the primary story, post-game and expansion. And I was left not disappointed. Rather grinning from ear to ear at one of the finest battles and experiences I've determined from my multiple adventures for a JRPG. Move over Monster Hunter. I became a Dragon Slayer.

9/10

References & Additional Material:
2013 GDC talk on Dragon’s Dogma development
2015 XCX Director Interview
2012 Itsuno and Skyrim
2011 Siliconera interview
Credits of Dragons Dogma

Systems & Mechanics:
19 Debilitations Overview
Encumbrance Overview
Augments Overview
Weight Overview
Pawn Inclinations

Helpful links:
Brumbek’s Missable Quests Guide
Before I play

Local theoretical physicist fights off hundreds of humans and aliens by using the power of physics, more at 11.

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