Subsumed. Immersed, but not immersed in a world, immersed in a thrill. EVERYTHING IS SPRAWLING, it barely lets, up. Where games would you pause, rest, the game just ante ups. If MOP vocal bombastic energy were in a game it would become Sin and Punishment Star Successor. Its just adrenaline , and more important you contribute to it. Where other games make you feel like you on a thrill ride, your skill affects the feel of the thrill. Its that dynamism that takes the things I loved about Sin and Punishment 64 but makes it more impressive. Consider how in stage threee its the gact that parts of the death traps are propelling towards you in asidescrolling part and the only way is to shoot it in between shooting the enemies. Like You are pushing against the stage itself. In stage 3 there is a boss around movement and destroying blocks like a puzzle game in between shooting back at a giant monster. The entire boss battle is this big set piece around movement. It’s sprawling, it can be exhausting and I admit my reflexes are slow, so while I say its hard to keep track of all the bullets, it changes not the feeling that the immediacy of jumping back in to beat the boss that whooped you ? WOO. You don’t sulk in loss, its one of my fave elements. One of the things I havevn’t decided if its too exhausting.

Like in between boss losses, I am putting down the controller trying to redo sole self. In terms of my hand hurting because I AM ALL THE WAY IN. And when I say dynamism bosses FUSE AT THE END OF STAGES. The Komodo’s dragon boss with the switch?!? That’s real design, you have to damage the environment, can’t hover in the air, then get normal shooting galleries in between. I am a sucker for a hell of a set piece where you use your environment to damage your boss. Any moment of a boss that just gets more and more subbosses? Like that amazing boss births two other boss fights! It’s unrelenting pace is immaculate. This game is able to string together consistent action that the frenzy is perfect.

I think that the only thing that failed the game is me? I could only play on easy so I know that ending boss wasn’t as amazing as other set pieces because it should feel more stressed out, but I def couldn’t step up to the task. This is def a game I would replay because the best bosses are mind bending, the dual boss you faced before the main boss? It asks so much of you, so much to attend to. You can’t let up. The game is smart to only let up to give you a fun shooting gallery. You totally forget that between the bosses the normal moment rail shooting is so fucking awesome, that you wish there were just a few more . This game only lets up, to let you catch your breathe to give it your all again. This game is spectacular, if it’s end sequence only felt as special as the first, this game would be perfection

Time is slipping away. You have made decisions that have you behind the 8 ball and with both your youth and the school closing in, what will you do? This game challenges you to bristle at every missed connection, every missed moment and what remaining opportunities are for you. I lost time to this game and I mean that. I invested time but this game often has you just watching your character progress, doing the menial task, it makes you think about how you use your own time. Your own time as a gamer is fleeting and the reflective nature of this game gets you to ponder what’s going on in your own life.
It does that through true emergent gameplay . The mechanics are barely told to you, progress is unclear. You need to read around to find the school schedule. You need to study the movement of your peer group. You need to create routines. There is no map, so you have to deepen your own relationship with the area to really feel like you are understanding. You can invest in books or a tv. You can invest in boxing or judo. You can skip classes to pick up a job or study . The thing is that how you get to these choices or how they occur feel idiosyncratic. You have to do things in certain ways to get these to happen. You have to happen upon chance encounters, this is a real world.
They take this into the brawling segments . There is a moment that I realized that I had a truce with a gang only because I never thought to fight them before. I hadn’t realized that starting a fight with them would cause a ruckus. There was a threat , a warning, a whole new story cutscene days later in my play after I started a random fight with them . This occurred strictly because I accidentally started a fight somewhere I never did before. It made me realize interactions were so subtle to convey connections. The gang members used to light my lighter . I didn’t think of that but it makes sense that they were peers, even if the game wouldn't tell you that explicitly.
That is how the stories unfold. You never know when the intermissions show up and derail your schedule. It feels like real human development. You lose dialogue options because of certain events, days later people ask about what happens. You feel heartened by what’s happening in your friends life. The moment I got into Kens house after the big incident that got him to stop boxing made me erupt in excitement. I made decisions in gameplay that were unneeded strictly because I was moved emotionally or wanted to see how things progressed. The Yuna conversations were the reason I invested so much in literature.
This game tells you nothing though. And a lot is waiting and watching time pass. The cryptic nature is a boon a weakness. It can feel like marvelous emergent design but sometimes a game that doesn’t want you to do anything . It’s thoroughly refreshing and accentuates wonderful writing with a poignant ending. I came for a brawler and mechanically it’s solid enough with options that open up based on your choices but this is a life sim , and if you want to see freedom in design and trusting that you can save the end of high school as a troubled gang leader? This will teach you about design and time. (Look up something very briefly, like 5 minutes for some basic mechanics, just to set sail and never look up anything again, it is vague enough that I must say that).

The right choice isn’t the one you want to make. Every choice comes with sacrifice, and each person will always be leaning towards things that vie for their heart. People are inevitably in conflict and choosing is never going to feel easy. Triangle Strategy mechanically make choices feel difficult. It will fill you with regret and show you the reminders of the path you have chosen? It’s wondrous.


Triangle Strategy as a tactical RPG is FRESH. A SRPG in the way of Final Fantasy Tactics, I just want to first give adoration to its class systems. The recharge of actions and how that affects abilities ( a little bit of cribbing from the Bravely actions) is something that affects the entire combat. In some ways it limits you, to get great use out of mages, you can’t spam magic, you have to plan its use. While many times it felt like I underused elements, they create unique items (such as ones that add action points upon a kill) or unique support units, that can give away their actions or manipulate the actions of other enemies. These actions in game are called TP, technique points. I think so much about Julio and how he ruins enemy units and expands others because all his actions are about changing yours and enemies. In many ways the magicians get to really be the unique component of this game. The effects of their magic affect the map and are dynamic. If enemies are on metal train tracks or in water, thunder magic (and items that work like them) are exploitable. You can freeze walls around you to affect how enemies will try to engage with you. You can throw oil on the floor and burn them to create fire walls that enemies will avoid to lose health. You can manipulate so much. They even can work together, melting ice with fire to create puddles you can electrify. I just wish that the magic was just a bit more powerful and doled out a bit more . That when getting to use the magic or plan in terms of environment synergy , that I would really gain an advantage and feel powerful. When I talk about a mechanically amazing system, I want to even mention Jen! He was an MVP, a blacksmith who was a trap setter is so unique, I have never used a character like him. He has ladders he can create that make scaling walls different and he can lay traps on the floor that will fling enemies into differs parts of the map or even to each other. As a game very much with the format of individual movement moment to moment rather than army to army, it just feels like you have an assortment of options and this ignores that I didn’t use everyone.


I think what stands out with Triangle Strategy is how that choice making affects how you maneuver the story. At key junctures you have choices with he core story cast. You have 7 characters that judge to make decisions that are not clear cut. They vote on the decisions and you ahem dialogue trees to see where people will vote. However you have to convince them based on who they are as a character. What values do they have, and can you pick choices that lean them towards what you care about. It makes all these characters feel alive. It’s been heart wrenching at moments to disappoint some with the path you have chosen or seethe your conversation with them couldn’t sway them. You can’t always get your way. 
In order to have the upper hands in some of the conversations the other part of the game come into play, exploration of the maps.

At most junctures you can enter the surrounding area to talk to player characters and npc and find items. This was so effective, you got the opportunity to try to get more information from the world, and use them in your deliberations with teammates. In the world you see and learn different elements of the maps. It makes these maps feel like real places, and you even see these places return for future cutscenes or even totally different maps. What this really has done is create a sense of place. Norzelia: with the Aesfrost, Glenbrook and Hyzante countries feel real, lived in and you play battles where people truly breathe.

I think the weakest part of this game is that you never feel powerful and that can affect how the pacing of this game can feel. On one hand never feeling truly more powerful even at higher levels sometimes, means that often when you win a map, you truly feel like it is your wit at work. The satisfaction that you were able to get he best on your opponent is great. Strategies of unit placement , team composition, being aggressive or patter truly radically affect the outcomes. Maps like Chapter 16 and 20 for Frederica’s route demonstrate the unique predicaments and gimmicks that challenge your thinking. From a map design it’s great. But feeling weak with such detailed customization (but low numbers) can feel disheartening. It means often in games after several turns of great plays, that if you make one mistake , it’s unlikely you will recover. There were many moments where the minute the other team gets more units than me alive, that my wits couldn’t out do the lack of offensive power. It also makes it feel peculiar about how to upgrade units when the improvement is so minimal on defense and attack. Again it makes for feeling you are smart but I think of a time where it ended up being a map ending at a one on one at the very end with one of the strongest units and grunt enemy and I couldn’t beat them without consistent use of health items. It makes battles feel a tad longer and feel like you are behind.


These issues are minor when great that the cast and story is on display. People have lamented that this is a talky game but I can’t imagine what people would have wanted them to truncate. The game circles Benedict, Frederica and Roland primarily and they are a sensational trio. It makes decisions that let some of them down feel like heartbreaks. Benedict in particular as a machiavellian schemer is the best character in this game and adds so much to the feeling of decision making here. No one is completely right and you can’t always win. I love that you can always look at the bio of who is speaking, it means for later you can always catch up on the story if you leave it BUT even better seeing characters bios change because of choices you made, feels like the world is evolving.
This game really does ask you: do you courage to stick to your convictions? I appreciate that it asked me that both in and out of battle. Special game.

Dripping with Atmosphere, dripping with sensational gamefeel. Remarkable. This has some of the best controls I have experienced. It’s snappy, deliberate smooth, seamless. It pairs with just great gameplay. Seriously the way that different enemies force you to use different tools, make certain upgrades more worth it than others? I really honed into the grip and shatter shot, I can only imagine what the gunplay techniques would have felt if I used the others. There aren’t a ton of boss variety, BUT THERE IS A TON OF SETTING VARIETY. The Ashtray Maze lived up to its name. It is a strength where the environment alteration is what makes the gameplay feel varied to what is a really multiple loop of shooting, throwing stuff with your mind, dashing and levitating. This game was extremely difficult, and it felt like it made the Oldest House threatening.
Now do I know WHAT HAPPENED? No. But was I nintrigued my the lore, was I intrigued by the side quests time to time to figure out more? Was I enthralled with each Darling video? Was I uneasy each time I went to the motel. Was I truly grateful for Ahti? Is Jesse a great character in this confusing web of the bureau of control? Yes. The location of the Oldest House is just so varied and totally labyrinthine to explore and carries its on character. Also this is the best attempt of trying to be cinematic. It feels so just seamlessly woven into something that just exudes awe inspiring energy. The blend going between different places and having silhouettes of characters and irl video to really pair? Yeah man. This is IT.

So I booted this up to lose some time, and was marveled at the impeccable feel. I had played the first and didn’t like the controls, but this? The momentum based level design with the tiered up and down pathways? Its well executed. Lets talk about beautiful levels like Oil Ocean Zone, with some real neat details like the hovering fans and working with and around those. The vines in Mystic Cave Zone are a great gimmick that highlights the vines that emphasize verticality. Whats neat is how well that you innately figure out stuff in this game. Like the momentum jumps near the end of Metropolis Zone 1 where you have to use the barrel to build momentum to wall run and then time it perfectly to get to the moving platform. Up until that point the way those barrels were used/designed didn’t seem to really make a difference in the gameplay but because there no other way to hit that platform using the spin dash to a wall jump, it only made me curious as to why that element of the stage was there, and it felt like I figured out how this level works. I think the testament to this game is how things feels when you are on the wrong path, it’s more arduous but it’s like you are peeking for moments when you can break through to a more fun path. But it’s just visually appealing consistently that it doesn’t matter. I will admit my weak skills were an issue for the final few zones and did have to use save states. I do think the moment on Wing Fortress Zone with that sequence of times 5 jumps? Awfully treacherous. In addition I would even say the boss laser was probably even worse than metal Sonic in the next level. I also want to give props for some of the transitions at the end of this level and the previous to really build up to the end level! Each battle with Robotnik at the end of a zone is fantastic, they feel really great to figure out, and the leniency through the reclaiming lost rings allows you so room for mess ups. That battle with the arrows is just FUN. It was also great to hear tunes I heard throughout my life in the proper context of the levels, I won’t say that they blew me away in the contexts but they deserved a mention, particularly Sky Chase Zone, that’s some real music.

Seriously this game SMOKES the original, even when they do the evil enemy placement in Metropolis zone, it still felt impressively designed. It feels that if I am more patient and do multiple play throughs that there will be more for me to enjoy. It is a remarkable game.

I felt repulsive for the choices I made. I pursued different endings just to see what would happen. The way the design unfurls is just remarkable . Mechanics truly served the purpose.

Your ancestors create a world with harsh ramifications. Those older than you are chasing bygone eras and driven by legends before your time. What do you do with the heaviness of almost mythical proportions? The answer is to chart your own path and let the winds guide you. That is Wind Waker.
I can only imagine what it would have been like to play this upon release. The Zelda team breaking everything about Hyrule , new species and new visuals and a new over world.
The overworked, the sea is perfect. The core gameplay loop is perfection. You engage with fish via bait to hear about new island information and figure out what to do. You literally build ideas of the islands and they change as you get new dungeon items. The act of sailing, the act of just letting the sea guide you and you discovering the patterns? The ghost ship map and the treasure maps reward you for studying shapes on the map. The only thing that ruins sailing? Boat battles. Those are true drudgery.
The dungeons here are special. From Tower of Gods to the end every dungeon is a delight. Earth temple is now a benchmark for the series to me. The seams start to show at the Wind Dungeon. While a spectacular labyrinth, the finicky controls come to rear it’s ugly head.
The wear and tear of the age have started to show for this game, the finicky controls around jumping and precision. Controlling other characters? It can feel so betraying. Especially when battle controls are impeccable. Certain things to know for progression too can feel like eras ago.
But charm pairs with the message of charting a unique path. I just smiled at so many elements of the animation, I smiled at the triforce hunt. I couldn’t help but humm the tunes, I couldn’t help but be soothed on the ocean shores. Be satisfied in the puzzles. This game is a marvel. Also a spectacular Ganon!

High fantasy arcade beat ‘em was calling my name. This is beautiful, with subtle details including chopping big food to spread the wealth of health pickups. Being able to knock back projectiles is a nice touch. The level up system is a neat twist on seeing enemies grow in power by new color alts, so you increase power and get new outfits , but you don’t feel more power because of the enemies growing so quickly . With a minimal boost, it doesn’t feel like you get access to more, maybe an additional move would have made progression feel great. I couldn’t nail the block system but that’s just on me, part of me thinks given the swarming of enemies that a specific parry button rather than attack plus back would have been more effective since you are being swarmed. The Masamune boss is insane, that was truly remarkable. The other bosses were just fine, I was hoping there would be more here to remember . This was nice but not memorable .

Fluidity, Motion , Feel. Using dashes to get moves and inches in on characters with skate is just perfection. Honestly using Alex and Blaze without the dash feel like a step back. However the lack of reach from Skate is a detriment and everyone’s special moves feel different for different purposes , so different play styles are accommodated. I think the inches on screen to hit enemies or get hit is the prevailing detail. I think about the design of the factory with the moving tracks that affect you and your enemies where combos get dropped because of how they move you. Some solid level design there. Another level with a gimmick that changed how the core of the game felt would really raise this experience . From a visual standpoint it’s just a beauty to watch in motion, enemy designs are still great and obviously the beatem up design of the 90s has you beat bosses again as lackeys later. I am not sure which villains are all timers outside of Shiva, Mr X and Oehelits though . The baseball stage and that pirate stage visually are great to look at with some great backgrounds to stare at as you get chucked by an enemy. All in all this was a challenging play through much like the first one but it just feels great. Oh and obviously an OST that is gripping. It’s not surprising that this game endures in the memory of many.

Movement, its clear that the Xenoblade X team was able to bless Aunoma with the core philosophy: traversal is the puzzle. The core loop around traversal and how that has improved combat in Zelda in terms of aerial bow slow down, using the stamina gauge while flying to land right to improve the strength of attack? Like so many things about traversal improve everything. Ultimately the sights are so compelling to see, and with meaningful elements added around collecting Koroks to improve the sense of reward to add more loot? It’s beautiful. Finding shrines feels like an accomplishment, and the literal in game non story elements in terms of the moment to moment narrative is incredible. Pair that with incredible set pieces that seem to emerge naturally ? I am in awe of this game. It is a lot, and can feel like not enough happens but the the story as told still pulls on heart strings and is tied to you getting to know the world more intimately? It really is a game that feels like the mesh of many great ideas.

This is a bento box Kirby experience where not every piece of sashimi is as great, but the variety brings joy. It is clear that it is here when they truly saw Kirby as the supremely malleable character. No matter the subgame, mini game or genre, Kirby charm can work it’s magic.
In some modes it’s very simple it is a small miniature classic platformer levels on the other its maze like, Kirby truly becomes everything, EVEN A RAIL SHOOTER .
The design is way more open in terms of exploration the design about like where you’re going where your hand is showing it is so much about intuitive moment to moment what am I seeing where does it feel right to go and because Kirby is so nimble and agile in this game and that you’re always consistently encourage to switch up your power sets. It is because of those things like this is very linear adventure like Spring Breeze contrast pleasantly to a way more open labyrinthian experience like the great cave offensive.
In Great Cave Offensive you often have multiple different path trying to find bits of treasure and it’s only about finding a bit of treasures you want. I’m only found 13 on my Playthrough but it it’s that it challenges you way more in terms of paying attention to environmental decisions around like what do you need to unlock certain things remembering where things are please remember where certain power ups or place I’ll be able to go back that way but they look all over each other but you never know when you’re exiting or entry the new zone. Everything feels natural progression wise and all these boss is amazing. Can we talk about the dolphin boss? The dolphin boss splashes you in the middle battles consistently effecting you, therefore there is no rest mode because you will be interrupted and half to find your balance. This happens in the background and when he is side by side with you. Its great, and you build connections to some bosses because some give you situational abilities you can’t get from normal enemies.
When you defeat the beetle ninja and you get a Suplex but you don’t get the Suplex. When you kill Kawasaki you get the cooking thing will you literally don’t do anything but create health. ITS HILARIOUS AND CHARMING.
Kirby even does good storytelling, you have to beat Dynmax to get a relationship to the bird and the bird flies you to the great story experience that is Meta Knights Revenge. THIS IS KIRBY DISTILLED. I GOT BODIED CONSISTENTYL. I was forced to actually learn how to block. The bosses they through at you? Golly, and the sense of place they create with your location and you consistently seeing the meta knight crew . I mean you literally any moment when you get to a new part of the level you see how you destroyed the ship or getting closer and closer to this ship. Meta Knights workers talk actively about how Kirby is pushing; it builds a sense of how strong Kirby . It also ends with a dramatic sword fight with Meta Knighy better than the one on NES,
My gushing doesn’t stop, Milky Way Wishes shows up and perfects everything about group came offensive . I mean it you’re talking about really re-contextualizing what it means to go through mazes and purposes you saw there, you were finding treasure it was nice that the the layout of the levels weren’t as linear experience and treasure through diligent study of the enemy placements you would yield the treasure. Here though exploration is tied for you to find actual abilities affecting your moment to moment gameplay in a very explicit sense. You only have access to abilities if you find them, copying doesn’t work. This forces you to really connect to certain powers because you can always call upon it after you lose it. Therefore want to explore levels that are a little bit more labyrinthian and the desire to come back to these levels later to find different route based on different abilities that allow you go through certain paths is almost Metroid Vania-ish. I genuinely think these are the best levels in the game in terms of both level design in terms of exploration and going around and winding in bending and the most beautiful aesthetically it is the best .
Kirbys movement it is speedy it is comfortable in his navigation and the way that you develop relationships with particular all abilities and in particular because there’s no guarantee that you got a find all the abilities that you like and therefore you’re gonna have to make use of what you do find. I know I’m not 100% person but it made me feel like I look forward to doing this again particularly the Marx battle you are only going there with whatever you found. If you didn’t find any abilities to help you, your become stuck. It made me use abilities I never tried before . I’ve never use a plasma ability until this moment in time or bomb. I didn’t like like the bomb but it became more useful because when I got to Marx it was my best way to get distance hits compared to my reliance on a yo-yo in Main game. You get this Mega Man moment of switching abilities mid boss battle. You are changing abilities mid battle for moment to scenario use!! When I tell you I loved that fight? I did .
Kirby Super Star is an excellent game with a balance of whimsy and design choices where you will fall in love with the character more. It’s all compartmentalized, some flavors are similar, some are fleeting but some are everlasting.

I am sitting genuinely asking myself… is this my fave ending to a game since maybe I ran credits on Xenoblade 1. I am in shock of what that final core close out did. In terms of pushing the player? I got wrecked many times, in terms of ramping scale and having just wondrous attack patterns? Just sensational. They ramp so many set pieces that I just couldn’t help bus ask every few moments “they doing this too”. It’s also proof to me of how to have your cake and eat it too in terms of how they integrate moutful mode. They get to do ridiculous things but they earned it because of what each boss battle is like.

Which just reflects the most flattering part of the game… sensational bosses even before this ending. The cheetah girl and the armadillo just have patterns that are just so damn fun to get engaged with. It works because of the freedom of choosing different abilities in order to approach in ways that either feel more satisfying, to make it easier or to make it more difficult. These power up abilities are so good. The sword and hammer have always been personal favorites in the series but you get new great stuff like the ranger. Then they add that you can upgrade them and the upgrades aren’t always technically linear. Sometimes you might prefer a lower upgrade level because of rapid fire or other idiosyncrasies. If they ever bring this mechanic back, there is so much that they can do to make that experience flourish even further.
What to me is also great… is level design. The late level abandoned malls, the haunted parks and the extremely novel frozen subway stand out. The way they introduce the levels especially in the latter part is just beautiful set up to make you feel immersed even when they switch to their isolated camera. But what makes these levels better than there visuals? Is there tricks. See in order to complete the game you have to find waddle dees in the levels. You get a few by just beating the level but each level has 4 hidden tasks. You can think of these hidden tasks similar to Dreamland 3, where you had to intuit what to do to get hidden gem at the end. This takes it further with 4 ones per level but the level design is often extremely intuitive about it! You will often do one innate interaction just out of curiosity or regular play and then you see that it’s part of the hidden task and it makes you comb the level thinking in different ways. This is on top of one of any 4 hidden tasks is finding the supplementary waddledees. It’s so rewarding whenever you start to think about the puzzles or hidden areas. It’s also mind blowing when you see you missed one, it shows that even what can feel simplistic that there is so much hidden.

I think the part of the game that’s not truly excellent might be moutful mode. It’s fun and it’s well integrated into the puzzle elements that the game does. But outside a few moments I can’t quite say it will leave a deep impression. I do wish Kirby had a quicker run just by a hair! The game feel for him is great throughout but it’s something that I wish he had more! Also shout out to the ice world music, just jaw dropping.

This was a blast. I been beaming writing this. I can see room for improvement but man the joy of this? This is gonna sit with me! Also what a great reference to Streets of Rage 2!

This is a frenetic dose of adrenaline , a rollercoaster ride of a rail shooter. This game doesn’t know what breathing is. In true fashion your relationship to the levels change based on new and and fresh run throughs (and you will die, so you will see how you will breeze through levels that gave you challenges before).The way your familiarity develops with the levels simply because the continuous set pieces is just remarkable, I can see myself really remembering the main sequence of this journey one day . Every new boss , every new reaction needed, is just consistently amazing. The way the camera pans and swooped especially in the ship level for you to see the battlefield who’ll in all sorts of fashion? It enhanced the amount of action and effort the player did, you had full control of the coolest parts of what’s happening. And how the levels feel often seamless in terms of traversal? This is splendid level design. The three pronged mechanic of lock on, free and slashing is issued thoroughly throughout. I mostly did the lock on because my skillset wasn’t too high, but man the extra damage you get from free enticed me to switch on harder bosses once I got used to some of their patterns. And having the ability slash back big projectiles with the lock-on never ever stopped getting satisfying. The movement in this game feels immaculate. The only thing that hampered my experience? The second to last level where you had to traverse certain corridors with your jump, the jump to avoid bullet hell stuff is great, but not great for platforming, and I hated those moments. A wonderful game

I have several times, repeatedly dropped this game. When the game is frustrating, it is a nuisance. The early game is a thorough grind, the way that items feel esoteric in meaning even after going to the help menu make items odd. The fact that easier teleportation is gated ? The fact that teleporting for more than half the game requires a runway and you steering? It makes getting lost backtracking a CHORE. The grind that is in the dungeons is real, this is the first game where I avoided exploring the dungeon front to back because I didn’t want to lose progress and would thoroughly try my best to figure out the main path. I hated everything about the actual inventory system. The game can be annoying to all degrees. However most of these weak spots are built out of trying to charm the hell out of it’s player. And when Earthbound charms, it has the second best feeling of whimsy in the business (DQ still owns the title).
Like take for example that inventory system that is brutal, the game gives you so many damn progression items and knows it needs to give you storage approach. Now you could have a place to deposit items easily…. But instead to charm the player you have to call the Escargo delivery folk and after a little movement in the overworld they come to you. It makes you chuckle. Its silly but hella inefficient because of how limited storage is. However this charm can come in more effective ways, the rolling hp bar is so damn simple and brilliant but not something that makes clear sense until later game when you have more HP. When an ally got attacked and is about to lose HP, instead of immediately collapsing it takes a while for the hp to run out (being a rolling meter) and if you heal before then the HP restores based exactly on the number it shows. This even works thoughtfully that if you destroy an enemy , get major fatal blowback if you beat the battle first the HP roll won’t complete and thus you survive. The game even allows you to instantly kill weak enemies , you see those enemies on the overworld too . Earthbound forces you to try to read about its magic and systems because while the core impact from DQ is there the way that shields, psi etc all work, its all done to be odd . The status ailments are often unusual and esoteric. Being homesick, getting a cold , feeling weird having a heatstroke. It makes solving weird but also memorable and distinct.
This desire to charm is experienced in locations and set pieces. When I tell you I dropped the game for years but still remember the the moment on the dinosaur across the sea, the shopping mall incident, the happy village, the carnival, fourside? It means that amidst frustration that Earthbound was able to create what are some of the best one off moments. Magicant man, MAGICANT. That area alone might be a top 3 JRPG sequence for me. We won’t even discuss the fresh and immaculately surreal soundtrack.
The way I put it for every reason to love Earthbound there is a reason to dislike it (BY THE WAY THE MONKEYS DESERVE DEATH). It’s charm was a double edged sword and was a barrier to play it. However on the other hand I think my gaming life is thoroughly better off for it. I definitely believe that a game like this probably plays better upon replays, and when my life is open for that… best believe I will take it. I think I would love it more.
I will end with this, Earthbound is a must play experience, comical, charming and nearly spiritual experience. I have never had an ending like that, although the frustration interrupted it, it might be a dose of optimism that I am grateful that God gave me to experience. Itoi gave us something. Oh and use a guide for your own sanity.

The most taken for granted thing in Pokémon history is the fact that humans and Pokémon have amicable relationships for the most part. Dating back to Red Blue it’s not unusual to see a npc with an overworked sprite of a Pokémon, or see kids wearing Pokémon paraphernalia. I just take it as a given, and the remarkable thing about Legends Arceus is that the relationship is not treated as a given , instead humans are fearful of Pokémon . It then is as a result of your charting to complete the Pokédex, that you see the city resident's relationship with Pokémon change. You are actively making the human Pokémon bond happen, and it’s wondrous.
I don’t typically play Pokémon for any completionist sake. I am the person who felt that catching them all is a waste of time, and engaging with this game, I assumed I would have some disdain for the premise but by golly did the team really design a compelling capture mechanic and Pokédex filling system. The way the two work in tandem is this glue that keeps you going. The fact that you fill up the Pokédex by capturing many, seeing different moves, evolving them, feeding them, using certain types of moves on them , catching them in the morning or night etc is so engaging. There are so many parameters at work that any moment you see a Pokémon in the wild that most times engaging it is worth it. Beyond just the natural appeal of seeing new Pokémon, the act of trying to get Pokémon at specific times or to complete your pokedex, you will be rotating your team and always on the look out for Pokémon that you haven’t filled your dex information with. However, the one thing that this system runs into as a weakness? The fact that different species of Pokémon don’t interact or connect to each other.
What Pokémon did to make this focus on filling up the Pokédex fun? The act of catching. It is hands down the thing that I thought I would tire of but never got bored of. I was always trying to figure out give my resources that can affect Pokémon movement from berries to get them distracted to things like snowballs that would make them dazed how to get the best opening. Then I would have decide which poke ball is best for the job, is the pokemon flying or in the water? Use the flying types. Did my apricorns daze them, use the heavy ones. If its neither use the traditional ones. The actual feel of the trajectories of these balls is PERFECTION. It felt snappy and satisfying to throw. Lets not forget to acknowledge the use of stealth items through crafting or how the ball trajectory becomes even more tantamount on the water mount?
I remember starting the game and seeing the act of crafting these balls and thinking, I will get tired of this. I never did, the consistent rhythm of traversal through world gathering items, finding new Pokémon and using optional grass to hide in and ambush them, the process of how mounts slowly add more verticality and exploration to previous explored hubs, compounding the loop of gathering and finding? The loop never got tiring, and would always feel fresh because the way attempted adventure was based on what you saved in your bag at that moment. Thats an accomplishment.
The only thing that is weakened by what is an impeccable system around catching is that sometimes I don’t want to battle. I like battles, I like that the group battle elements come back from Sun and Moon. I think if they did the recruiting element from Alpha Sapphire and Omega Ruby it would be even better. I like that you can alter your speed or strength once you master a move. I love that alpha pokemon in the wild and trainer battle pokemon will use those chains against you. However, the act of battling is not as satisfying as catching. I want these battle system ported to traditional mainline but something about the process feels inferior to the catching mechanics. I don’t think just reintroducing the items and abilities is the answer, I love those things but battling needs something a bit more.
This review reads like gushing, and honestly it is. I went in with a resistive mind, I been on record saying I don’t want Pokemon to be open world or integrate those elements but I can’t help but think what they nailed here leans into elements of open design I often besmirch. I want my gyms and competitive for sure, but the things done here are wonderful. It feels like the end of an era in terms of storytelling style, and world design. I like the smaller scale implied storytelling, and it works but I feel like to emphasize the relationship between Pokémon and humans going forward, it will require so much more. I will miss this era of Pokémon, but the things accomplished here are so tantamount that I can’t help but wait to see how it’s implemented in a style of a game thats more my speed. The fact that Pokemon made this game so close to my speed is sensational. Obvious warts in terms of visuals and custcenes are here, but I don’t care. The way the spheal rolls, timing jumps of Basculin from the water to slo mo jump catch Pokémon and have that feel better than any bow combat I touched in my life? The triumphs are here. Its missing that Sun and Moon charm and the classic Pokémon structure… but you can never expect where it actually goes, its great to feel like I never knew what was next. I am excited to jump into the post game when time provides. Highly recommend.