943 Reviews liked by TheBigBurger


It has a little something for everyone

If there's anything that was on my mind about Resident Evil 4's development, it's how it branched off into the creation of Devil May Cry. After experiencing it for myself, I can see a good chunk of DMC1's DNA in this game. Both of them are incredibly tight action-based experiences that are tonally in sync with both their oppressive atmospheres and campy storylines. The main difference I picked up on from DMC is that RE4 is a comparably more linear experience. Not to say that DMC was anything close to a search action title, but RE4 felt more like a rollercoaster ride of action. I think this works to its benefit, though. It allows RE4 to keep a strong level of momentum throughout the entire experience. In fact, I think its pacing is more similar to DMC3 in that regard. What I believe this showcases is how RE4 reflects the direction of the action games that followed it and how they focus on more linear, moment-to-moment experiences that build up over the course of the game. It makes RE4 that much more interesting to analyze as a cornerstone of gaming history.

Pretty flawed in some ways (Good lord, the online is bad) but it means everything to me as a cornerstone of my life

Even if I think that some games did what this did for me even more, I have nothing but respect for its immense positive impact on the gaming community and the ideas it brought to the spotlight.

This review contains spoilers

Took me a full year and a half but! Three routes defeated!

A highly ambitious story and the most "war is FUCKED" story Fire Emblem's managed for in a while. Its a story with awful power structures, how they're created, the tragedy that emerges from them, and how people try to fix them. And the game creates a lot of fascinating characters who have to exist within that dynamic.

The structure of the game and the separation into different routes is a really ambitious and fascinating route of world-building. You can't get the full story unless you play each route and understand each person's role in the wider tragedies at play. Byleth's role is to pull these people away from making too many mistakes. You can't understand Dmitri's violent rampages without playing Azure Moon, you can't understand Edelgard's pain without playing Crimson Flower, and you can't understand Byleth's origins and Rhea's massive psychological issues without playing Silver Snow.

Which is why I'm sad to say I flat out don't think there's anything interesting in Claude's route. Its the centrist option- I'm sorry, but that's the vibe I walked away with. Genuinely almost wish I didn't play it because I... served my time! I'm not playing Silver Snow! I'm looking up the details on it. I'm done, I played 160 hours. I know I just spent a bunch of time praising how incredible the world-building structure of the game is but its also just too damn long.

And at the same time as all that, narratively... 3H is kind of a mess sometimes! I'm not entirely sure it realizes what kind of story its making. AM is a cool little tragedy about a fucked up little dude, but then it kinda falls apart into not really any commitments into what the wider story is about. CF and SS are more central into what the power structures are and how they could be dismantled or enforced. Claude is just irrelevant. He's an outsider here. They maybe should've kind've dropped his route to focus on the others or just... give him SOMETHING to make him memorable.

Anyway, I'm not into getting into the discourse about this two years late to the game. Other stuff- My brain completely short circuits everytime I reached a time skip, making me completely drop the game for several months. I just dead ass stop playing. I must also do a time skip.

I think more characters shouldn't be recruitable if you're on another route. Some people who just inherently do or don't want to change the status quo. Stuff like that.

I dunno, despite the complaints, I really enjoyed my time with it. Its a fun game. Anything that takes 160 hours should have things to talk about.

Omori

2020

This game has done irreparable damage to my friend circle but it's fun

"Nothing is true, everything is permitted."














I've been meaning to replay the AC series for a good while, given that these games are some of the most influential pieces of media for me that I experienced during my youth.

Like many others I went through a pretty violent disconnect towards the franchise after Syndicate came out. Origins was announced and its sheer premise served as the final nail in the coffin when it comes to my interest on the series.

It's been almost 5 years now tho and I missed my good old flawed but introspective adventures with the hoodie boys. Now that we have Odyssey and Valhalla sinking the franchise's bar even lower I have warmed up to the idea of trying Origins now which will be interesting since I did not follow that game's development cycle, thus am completely unspoiled.

Before we get there tho we gotta start from the beginning, with the father of it all.

AC1 is an aged game. I don't think that's a shocking revelation. However it is considerably less aged than I remembered.

This game introduces the skeleton of the series but lacks the added meat that its sequels introduced gameplay wise. The combat is extremely simple and the social stealth mechanics are really shallow. The parkour is definitely the only area I'd say aged decently even if it's still somewhat clunky compared to the likes of Unity or even III.

Visually tho this game still looks quite good, the scenarios and the eerie ambience in particular hold up remarkably well.

The highlight and the heart of this game is definitely Altair. The story acts as a character study of the man and his journey towards redemption and philosophical enlightment, growing from a selfish cold asshole acting with no ideals behind his blade to a caring and perceptive leader, challenging the ideals he was taught and reaching their true meaning. I particularly really like how the gameplay cycle of this game reflects that narrative, making Altair go through an extremely repetitive hitlist with pretty much 0 emotional attachment to any of his victims. The way its final missions become more dynamic and less mechanical and cold serves as a pretty cool storytelling for Altair's development. It's quite a fascinating story and a great spin on the tale of the old man of the mountain. The main issue during the past storyline is a lack of interesting side characters since only Al Mualim and Malik get character work outside of Altair (it's pretty crazy Abbas shows up in this game for literally 10 seconds and has 0 bearing on the story considering his role in Revelations), leaving the templars especially quite one dimensional in this entry, even with most of them sporting really good confession scenes.

Meanwhile on present day we follow Mr. Desmond and tbh this is easily the worst part of the game. Desmond doesn't do anything in this one and we only get an extremely brief introduction to him before the game locks his importance to a cycle of worldbuilding exposition dumps with absolutely no payoff until the next game (this game's ending is quite awkward since it just kinda ends with no conclusion to either of the main characters, something that is thankfully fixed in the next games).

Basically this game is not quite up there as a favorite but it's still an extremely respectable and unique game even inside its own series, setting out to be its own beast and not giving a shit about anything else that was out in the industry at the time. Really can't appreciate it enough.

They don't make em like this anymore

This review contains spoilers

I'm in awe of this game. I played it back on release and loved every second. I proceeded to play it again and again and again. Very difficult bullet-hell RPG with an amazing story and excellent characters. The 3 possible endings are all distinct and unique. Everything in this game is amazing.

Playing through Azure Moon was a really stellar experience, but after finishing it I realized there were three other whole campaigns to the game that I just didn't give a shit about.

I have never played a game that's so paradoxically terribly designed but also underneath all the annoying, insufferable pitfalls is incredibly fascinating as an in-depth look into the mind of a self-important "tortured" indie developer who genuinely believed everything that was done was done for the best.

The entire philosophy of the game feels like a developer struggling to settle their love-hate (arguably more hate) relationship with RPGs as a gaming genre. It takes every critically acclaimed RPG you could think of and created this bizarre patchwork of a game that's trying very desperately to say and be: "I CAN DO THIS BETTER". Ironically, with a game which title includes "A Postmodern RPG", indulging in it's own grand self-importance within its own genre, it somehow single-handedly becomes the very worst example instead. This is bad, like, REALLY fucking bad. There is not a single thing this game does that it succeeds in where countless other games it "references" have set the bar and nailed. The plot feels like it was completely improvised as it went along, the characters range from being card board cutouts to genuinely insufferable, the dialogue is overwrought, the combat is an utter disaster of turn-based design trying to implement a grab-bag of several dozen RPG mechanics without ever realizing if any of these even work together. It also has one of the absolute anti-climatic endings and final boss I've ever seen.

There's no other game quite like this, probably not worth suffering through a play-through but just watching one instead.

If "The Best is yet to Come" does not play as I'm dying on the ground while making an emotional speech about environmentalism or something, I simply refuse to die until it does.