Dream Drop Distance is a game so mystifyingly poorly outlined in narrative scope and creative ambition that I have a genuine confusion as to its existence as a title. There's a lot of legitimately interesting lore packed into the latest moments of this game that players jumping and tentatively becoming uninterested would have no earthly idea of its existence.

What sees you as both Sora and Rikku world hopping from select Disney properties eventually involves some of the entire KH story's most important figures and integral plots. Not only was the story pacing misaligned, but difficulty and overambitious mechanic additions muddy what could have been a rather interesting title.

Whatever compelled Nomura and company to add another confusing and unnecessarily obtuse mechanic in its Chao-Buddy-Pal Thing system is a mystery to me. Just because you're adding another game in the series doesn't mean you need to reinvent the wheel on combat... just make it playable. DDD adds an entirely new layer and forces the player to learn it for no additional value. Couple this with routine gimmick boss fights and you have a beyond frustrating game to actually... play.

Enemy design is again repetitive, but what is most worthy of scorn is once more the inundated placement of monotonous foes throughout each realm you visit. It's one thing to fight the same group of enemies, its another when you are doing so at every single clearing/zone possible, and its another when you're doing it twice over as the game sees you re-tread each world you visit as both Rikku and Sora. I don't understand the infatuation with the KH dev team to force the player into physically playing the same locations (this is twice in a row now with Birth By Sleep) just to soak in some extra narrative. They explain it in DDD, but could and should have easily been bypassed through other means. It's alright to do things once... sort of, but making you run through everything you've just seen to move the story along is inexcusable.

Dream Drop Distance really could have been something interesting if it pressed the story that makes KH actually interesting into the earlier elements of the game, drip feeding it throughout, instead of waiting until the last moments of the title to do so.

Honestly Fragmentary Passage has been the first Kingdom Hearts title in a long time for me to show legitimate promise. Though it may be a glorified tech demo for what KH3 was to become, it's a sign that the KH team seems to understand that a no frills combat system coupled with a more focused view of the lore is what makes this franchise interesting.

There isn't much to love about Fragmentary Passage, but there isn't a lot to dislike either in its ~two hour runtime. It's pretty, scored well, plays well, and honestly thats all I wanted out of it before I start the third mainline game.

Dragon's Dogmeh

I feel like I've been collectively gaslit by the gaming world for the better part of a decade after finally getting to play Dragon's Dogma: Dark Arisen. Throughout the past eleven years post release, I'd heard of Dragon's Dogma as this legendary cult classic from Capcom that championed a great game filled with the Western approach to wizardry and fantasy. A process unlike myself, I bought DD before really looking into anything about how it played or what made people so excited for its incoming sequel. I figured that as a fan of Capcom's marquee titles and RPG's rich in scope and lore in general that I would take to it, but I did not. It's like ordering a Whopper because you thought you were going to get a succulent juicy hamburger like in the photo, but instead you got two patties enveloped in year old mayonnaise and someone's Burger King Foot Lettuce.

This is genuinely one of the worst looking games I've played, and I will go as far to say that playing Metal Gear Solid (a 1998 release) for the first time a year or two ago, I'd rather look at the four polygons that make up Otacon's face than half the characters in DD. Everyone looks so... off, a far cry from how great Capcom's facial and character design would look a few years down the line. In terms of the character elements of DD, the VA is real real real bad, which is unfortunate because there are some recognizable names, most notably David Lodge, but the title simply feels bad to listen to.

The narrative is... boring, effectively not existing until the latter half of the second act, and then materializing moreso in the third. Nothing really inspires you to care about this drab and boring world. Even Shadow of the Colossus, a game I absolutely despised at least looked more interesting and had more intrigue into its boneless landscape, Dragon's Dogma's world and capital city of Grandsys just kinda feel like Diet Water. For how much you have to run in this game, which is a lot, the world does little to nothing to engage with the player. Recycled enemies placed in locations just simply because the devs felt like they needed enemies, which breaks the rhythm of travel, made traversal feel worse than it already did. Because the devs don't believe in fast travel, something ultimately too convenient and useful, you have to run from point A to point B and then back to point A every time. This feels awful the first time you do it, and then the second time, and then the third time, and so on and so forth. Add into the mix that you're operating off of a scant stamina bar outside of hub worlds and your perception of getting anywhere in a reasonable amount of time crumbles to dust.

My real favorite part about Dragon's Dogma is how the damage is calculated. In most RPG's, and many games outside of the genre, you have a clear progression route for weapons and gear. You start weak and then upgrade your way to bigger and better items. In a game like Dark Souls for example, you have clear points in which you realize you should probably be levelling up your weapons, it's those moments where you're conceivably doing less damage to enemies and bosses than you feel like you should. You can still conquer any foe, but you have to put in more and more work when the world becomes stronger and your weapons relatively become weaker. In DD, your weapons at a certain point simply do not hurt the enemy. This concept is so laughably flawed that I found myself doing the Jackie Chan meme face from like fifteen years ago at my computer screen on multiple occasions. I get having a sign of "maybe you should upgrade your weapons" but getting into it with a group of bandits or goblins and slapping Sauron with a literal wet noodle that didn't even touch the health bar was incredibly bad game design.

I'm adding another miscellaneous complaint here about silent protagonism. I love having this emotional and lore heavy moment going on and my character is just standing there, mouth agape like she was waiting for a bowl of Golden Grahams with a little itty bitty scoop of milk included. For a game that relies upon the actions of your character and how they shape the entire world at large for the infinite future, there is a resounding lack of feeling important in Dragon's Dogma.

I can't recommend this game for anyone, and it solely (along with dev comments about fast travel) made me take any interest in the sequel away. It's ugly, it plays ugly, it's dated, it's Dragon's Dogmeh.

2017

Pyre is a resoundingly "okay" game that was honestly pretty good but unfortunately the runtime went a little longer than I felt it needed. For me it was a typical Supergiant experience: Top of the line visuals (namely in character design,) impressive work put in an original world, a dedicated Darren Korb soundtrack, and a unique gimmick that drives gameplay. I liked it quite a bit more than Transistor and Bastion, though not as much as Hades, because I felt like the gameplay loop until you have to repeat it ad nauseum was fairly entertaining. Space basketball is a pretty neat concept and I'd like to see it explored more in a game down the line, but the loop felt a little stagnant as Pyre went on. I will say that initially I was upset that I had to change up my party as the game went on to get the actual ending of the game, but I appreciated the nuances different character archetypes brought to Pyre. Ultimately I felt like some of battles against NPC's felt like they were simply waiting for my reaction or cheating the AI reaction timing to certain things, but overall it was fine.

In the end, I found Pyre to be a simply "good" game and nothing really more than that. The runtime went a bit longer than my liking, but I'd consider this to be one of Supergiant's better titles. I'd recommend it to anyone who can catch it on sale or is a fan of their material in general.

"Don't say stuff like that, it's depressing"
- Sora Kingdom-Hearts (2013)

Two weeks after the day I began the game, I have finally finished Final Fantasy VII Rebirth, my most anticipated game of 2024. What I imagined would be my surefire GOTY runaway pick, with Final Fantasy VII Remake being a game I beat three times, ended up being something I couldn't even smile at in completion. The ramifications of a changing games industry on Square Enix have been plentiful, with a large creative downfall since Final Fantasy XII hit the late-stage PS2 in 2006, the series has had a handful of ups and a plethora of downs. For every Final Fantasy XVI or VII Remake, there were three FFXIII's and a Crisis Core in tow. Quantity beseeched lack of quality, and the legendary fervor the series had invoked for decades previous had largely escaped. With the aforementioned XVI and VII Remake, it seemed like Square had finally righted the ship, creating action-rpg experiences with their familiar franchise that were quality in both narrative and mechanical scope... so what happened with Rebirth? I will divulge below.

I'll start with the good, and to give credit to the Rebirth team there is quite a bit of positives about this title in its entirety. The most immediate and obvious boon to Rebirth and the legendary world of Final Fantasy VII is... the world itself. Shortly after the completion of chapter one the game opens up to a faux open world (in reality, this is open zone) that beckons Cloud and the rest of Avalanche's splinter cell to roam across it. Throughout the fourteen chapters of the game the world and environment are thrown at the player to ooh and ahh at, beautiful beyond words especially in contrast to the 1997 title. Historical moments from twenty seven years ago are brought into HD in a manner that not even I could imagine, with my mouth agape at so many of the backdrops and cities recreated within Rebirth. Familiar places (of which I shall not divulge in respect to spoilers) blew me away. For a game that was developed effectively in four years, it is almost impossible to believe how hard the team led by Naoki Hamaguchi must have worked to not only create, but faithfully bring back to life, a world that was rich back then into the modern gamescape. As I motioned throughout Cloud's journey and came across familiar sites, my brain superimposed the 1997 titles' pre-rendered backgrounds and polygonal Cloud in front of me. There's a significantly delicate line that had to be walked across to be faithful to what was originally imagined and entered into the annals of media history by Yoshinori Kitase while also putting together an engrossing and interactive world for the zeitgeist of pop culture, and yet they found success. Colors pop, the world is filled to the brim with flora, fauna and perfected asset-placement to make it feel lived in. Each biome/locale is visibly different from the rest, granting a linear benchmark for players to cite where the memorable moments of their journey lie and how far they've come... it's impressive and one of the better done worlds that I've experienced in recent memory.

Character writing remains another highlight that carried over from Remake, with some of the original titles' most heart-gripping and serious moments taking place in Rebirth. The nice thing about having a thirty plus hour experience and the events that took place after Cloud joined the squad in Midgar is that the party is very familiar with one another. Barrett takes a more mature role, often playing the voice of reason to Cloud's ever-growing disillusionment. Aerith and Tifa become best buds gushing over the blonde bombshell's buster sword skills, while also careful of his Sephiroth-borne fragility. Red becomes a trusted confidant, friend, and much more than the lab-rat you find him as in the tail-end of Remake. Couple these in with new crew additions like Yuffie, Vincent, Cid, and Cait and you've got a colorful crew (mostly) ready to save the day. They all play off each other well too, keeping the focus on the effectively apocalyptic nature of the world they're in but not allowing the fear and anxiety to overwhelm them, often quipping with one another on their route with jokes and aimed gags. The lightheartedness of the in between moments in Rebirth gave this game legs that are very hard to convey without voice acting and simply as text upon a screen. Aerith, Red, Cloud, and even asinine characters like Cait are legitimately funny throughout this title. My only real gripe about the character writing is that Yuffie, a completely optional character in the Original FFVII talks WAY too much about Materia and how EVERYTHING has to be excused for her involvement because it could result in a cool-hip new materia for Wutai. That got old real quick, but thankfully tapered off in the game's final few chapters. There were a few moments where the tear ducts wanted to rev up, all moments that originated in 1997 but didn't come to emotional fruition until 2024. Moments like these drive home how special this remake series is, not only to FFVII itself but also for the history of gaming at large. The ability the Rebirth team has to bring these special scenes to life is going to do a lot for people who have grown up knowing Cloud and the gang for as long as they've been around.

Per usual I won't speak on the greater narrative at hand, but I do strongly believe it does a great job in not just remaining faithful to the original vision developed by Kitase, but expounding on the landmark moments as well. As I touched on in the previous paragraph, the VA work and modified writing a great job on their own, but the longform dedicated cutscenery is the right hook to the emotional network of Rebirth. You can tell this game was expensive to develop for a lot of reasons, but for the sake of this point its most evident in the advanced effort put into the CGI. I was yet again pausing ad nauseum taking screencaps of characters faces, beautiful backdrops, summons, cool moves, and epic fights. Because everything looks so damn good, it makes the moments that were so narratively impressive in the first title even more so in Rebirth. Character deaths, story arcs (Red's and Barrett's in particular) are tear-jerk extravaganza's because of the visual sheen that everything has.

Other miscellaneous congratulations to this game are in order for having an actual enjoyable card game (the first since Triple Triad in FFVIII) in Queen's Blood, and for also having one of the best introductory chapters in any title that I’ve ever played. To echo the former, I didn't realize how cavernous the minigame content would get within Rebirth, but Queen's Blood kept going, and it felt better and generally more fun with the more cards I got. I found myself restarting matches less and thinking more creatively against advanced opponents, it was cool!

Unfortunately that is where the good within Final Fantasy VII Rebirth generally stops for me, in the Final Fantasy VII of it all. The moments they re-created and breathed new life into were f** awesome, but what the team added and engulfed the title into was largely fluff work that waned my enjoyment of Rebirth greatly.

There's a real power in having a concise game, in a linear narrative or a controlled game that beckons the player to complete it in a structured manner. Now if you've read my reviews thus far this may seem like it combats my affinity for player agency, but it really doesn't. The best games are once that allow players to meld their playstyle to a journey that doesn't waste their time or ask them to embark upon completion of side content that exists without point. My favorite Final Fantasy titles are FFX, FFXVI, and FFVII Remake... some of the more "linear" titles that the series has to offer (XIII was not good, I choose to forget about it.) These three games push the player through loss, intense conflict, entire character arcs, and changed worlds without forcing the player into sidequest hell. This is where Rebirth falters so greatly that I could hardly believe what I was dealing with, even so much to think I was being pranked early into chapter two of fourteen. I rolled my eyes so hard that they almost fell out of their socket when nobody's favorite AI Chadley mentioned the "TOWERS" that Cloud would have to find across each region to map out the other sidequest chains. You go to a tower, of which there were probably six to eight for each of the game's major regions, and these towers would shine light on the location of special fights, lore spots that decreased the power of the area's summon, protorelic locations that involve a major sidequest line with a secret boss, and scavenging hunt locations. All of these suck by the way, none of them were enjoyable.

The Ubisoft-ification of the industry at large plagues open world titles, forgoing the legitimate interest these massive lived out zones can have in favor of map markers that are nothing more than things to complete. You backtrack, climb, hide, slide, and glide all over Final Fantasy VII Rebirth just to tick a checkmark and get on with your marry way. Where XVI and VII Remake succeed is that the only side content that involved, are sidequests of which there aren't really that many. People had a qualm with the volume of XVI's side quests, but Rebirth's feels as if it were tripled, especially with the length that these have. It was fun to become engrossed with the populous of these new locales and fulfill their requests as you do in Remake, however the vast majority of these end with you fighting some big bad monster at the end to right all of their wrongs. This got old REAL quick, as you enter a new area ready to become engrossed in the legendary narrative and beautiful world just to be met with a litany of orange "GO HERE FOR TOWERS" and green "MONOTONOUS SIDEQUEST" notices with a full on checklist to work through as soon as you arrive. My major qualm here is that there's a legitimate power into letting players breath and become involved in the world that has been meticulously laid before them. When I get to [insert location] I want to be wowed by the overwhelming forest and beautiful greens and blues that bring it to life. I want to meet the characters that will guide Cloud along his journey and the troubles that are soon to follow before I'm beckoned to engage with recycled mechanical content that feels more like a chore than a game. I wouldn't've had as much of an issue with this if it was lower in volume or didn't persist for as long as it did... but for ten of the games first twelve chapters (2-11,) I was doing a thousand yard stare as I powered through tower after tower and fought fiend after fiend to quell whatever concern villager after villager had. I became tired, and that's something that let me down more than anything else with Final Fantasy VII Rebirth.

And while I'm complaining about the Ubisoft plague on Square Enix' household, can we talk about those Moogles? like... what is this? Why is this? Who is this? Remember that one story of the Composer for the Resident Evil Dualshock edition who gave us the butt trumpets because he convinced everyone at Capcom that he was deaf, but he actually wasn't and had absolutely no idea how to compose video game music? Do we have a certain situation with the design of the moogle here? Moogles by the way were another genuinely awful minigame mechanic within Rebirth, forcing you to round up five or so moogles into a round pen while they throw a cacophony of mysterious attacks at you. Cloud does this inside of a moogle chief's mushroom house while nightmare fueling music plays. The hero of a resoundingly serious narrative in which the fate of the world as we know it and the entire population within is on the line, is running in circles pushing these Lovecraftian creatures together so he can buy some... books? It sucks and it isn't even the worst of the side content that you as the player are asked to complete because it holds rewards that make you and your party stronger.

The other is the completion of the protorelic questline, rewarding you with the ability to transmute top of the line gear and a summon that is stronger than most of the ones you'll receive. None of these protorelic questlines are fun, and there's one again for each major region that Cloud finds himself in. Four times the player in these areas will be asked to engage with a certain minigame to get closer to retrieving a protorelic. In the first area this is Queen's Blood which is... doable. In the second it's Fort Condor, raise your hand if you had ANY fun playing Fort Condor in the 1997 title or in the Intermission content for Remake. See? I don't even need to know who you are, what you look like, or where you are to know that ZERO people in the world are raising their hand. With Fort Condussy in mind, another region asks Cloud to learn how to play Battle Bots to obtain this gear... for what reason? Couldn't tell you! Is it thematically relevant to the narrative or world at hand? No! Is it fun at all? No! Does it make you, the player, feel like you've used your time accordingly? Absolutely not! But hey, there's useful gear hidden behind this questline so you better do it! The worst offender doesn't materialize until the last chapter of the game in which you are asked to play "Cactuar Crush" with a goblin named Kid G. Do yourself a favor right now, if you don't care about a minor sidequest spoiler, and look at what Kid G from Rebirth looks like. You'll want to wish you never read that sentence. Cactuar Crush is a minigame in which you have to kill a certain amount of nobody's favorite Final Fantasy recurring Cacti in a restricted time span. The kicker is that these cactuar have varying resistances that force the player to switch up their strategy to combo and kill. In theory this sounds like an engaging minigame to take part in, perhaps getting creative with movesets and attack combos. In reality though you're using Yuffie and Aerith to frantically take out these repulsively loud enemies in an awfully short period of time, stressed to hit a score that is definitely too high for the amount of time given and the ease it is to be docked points when you're hit. Add the awfully repulsive volume and frequency in which these cactuar make noise and you'll wish it was never a part of the game. That's my take on sidequest and tertiary content of FFVII Rebirth. You could offer the rebuttal to the above of "just don't do it," but there's unfortunately a sizable amount of useful material, gear, and experience stowed away within.

Not far removed from the amount of fights that these minigames and secondary content throws you into is my qualm with the combat and weapon upgrading at large within Rebirth. Final Fantasy VII Remake largely got it right, with fights that could be repetitive but it was pretty well split between humanoid enemies within Shinra and fiends that were found within the world. Bossfights weren't recycled for the most part, and they weren't perfect, but they were doable and outside of the Rufus fight... pretty easy to get through on your first go. Rebirth flips that one on its head and says "how about we bring a lot of those boss fights back, make you fight the same people two, three, maybe four times, and make the combat harder just because." Too many times to count was I getting hit by room-wide AOE's that I had to pre-plan for, of which could wipe my party to zero. Too many times were Barrett and Aerith being targeted by moves that they legitimately could not dodge out of because their i-frames don't exist and their rolls take them three feet one way. You'll get hit by everything and it'll hurt. Now I beat Remake three times, zero of those on hard, but I never felt that the game was too difficult. I didn't per se with Rebirth either, but every boss fight took WAY too long. Enemies felt like sponges and the stagger/pressure conditions on most of these boss encounters were infuriating. Add that into a reused offering of the special foes you fight, the frequency of which you do so, and many of these fights having pause points where you can't do damage because the boss needs to get a voice line/cutscene/move in, and you have an exhausting endeavor. That's my major gripe with this title, it's exhausting in all the wrong ways. I don't have an inherent issue with long games, pointing at Red Dead Redemption 2 and Persona's 4 and 5 for example. What these games do is give you ample moments to rest between monotonous moments of grind or boss-fighting. Rebirth throws it at you for effectively the entire ninety some hour runtime. Fights are long, against bosses and world enemies alike, and you never really feel... strong, an issue which may sound doltish to complain about but damnit after spending the entire first game being a badass SOLDIER with a crew of badasses, I want to feel like a badass! There was never a point in which I felt like I was amply handling world or story enemies with ease, despite being appropriately leveled. Sometimes you do just want to gun down a room of Shinra soldiers and get on with it, you don't always need to hit Yeoman First Class-Kun with forty buster sword hits to fell him. Simply, I felt like you as a powerful character who is tasked with destroying one of gaming's most sinister villains never actually feel as strong as you should and it removes some of the buy-in I had to the narrative pacing of Rebirth.

Another element to this game that made the character power of this game feel off was the way character levelling is done. Gone is the "yeah that makes sense" of Remake in favor of an obfuscated sphere grid that puts emphasis on party synergy over physically endorsing the strength/power of each character. I get that the larger cast makes this make more sense as an approach to take, but man does it just... not feel good. Remake's Intermission episode that came out with the Intergrade release forecasted the inevitability of Rebirth putting an emphasis on team-based combat, so I knew this was coming, but I think Rebirth goes about it the wrong way. Instead of letting you choose between stronger individuality and a cohesive team approach to combat, you're effectively forced into the latter. Even then though, it's just giving your party members more capabilities to synergize with each other and execute maneuvers with more and more members of your team. Once more, I understand why they did this but I think it throws the heroic power that the narrative beckons for into the gutter in favour of a misaligned execution of party mechanics.

Add these issues in with other slight complaints like the Kingdom-Heartsification of how FAST enemies move around the arena, and also an entire chapter where you play as Cait Sith for too long (longer than one minute) and you have a title I wish I liked a lot more than I did. It pains me to say, with how much I anticipated Final Fantasy VII Rebirth that the Final Fantasy VII parts were largely the only things I enjoyed about this game. I had this marked on my calendar for months, avoiding any demo content, and trailers, any State of Play material, because I enjoyed Remake so much. Due to the effects of Ubisoft on the industry, there’s too much content, most of which I found to be lacking of any real sort of enjoyment. I thought Rebirth would continue to put an effortless cherry on top of the dessert that was the original Final Fantasy VII. Instead they created a new dish and man, I wouldn't order it again. It seems the public at large enjoy it and critical reception of Rebirth is high, but I don't know if I could recommend it to anyone.


Slaps the roof of the Persona Franchise

"Ah yeah, this can fit so much peak in it."

Because I played Portable not all that long ago, I won't speak in as much detail as I usually do about new titles. My P3P review can be found here, what I do have to add is below:

Persona 3 Reload rectified an incredible amount of issues I had with P3P, a game which I played last year as it hit PC for the first time, jumping my Persona 3 experience from a 2.5 star to a 4.5 star rating. What did the Persona Team do in this recreation of a fan favorite? Viewable character models!!! Though that is a tremendous boon to my enjoyment of this title, it was just the tip of the "wow this is pretty damn good" iceberg that is Reload. Improvements made to the OST, design, and combat all turned this experience from a simple rehashing of a game I found decent at best to my smash hit of 2024.

"Persona Vibes" have been a joke in my friendgroup for some time... that silly stupid smile you get from simply existing in the Persona world going to school at whatever institution MC-Kun attends with the whatever group of misalined teammates that you call your friends with some of the best soundtracking to grace the medium of videogames... but damnit if it isn't really a thing and doesn't hit as hard as it does. The jump from Portable to Reload for me was a massive reward in this regard, just being able to run around Tatsumi Port Island with a high-definition display and consistently present hip-hop music creates an amazing vibe you can only get from Atlus' marquee franchise. I felt a noticable lack of buy-in to the world and characters at hand in Portable when I was mousing over and clicking on still profiles, it means so much more being able to physically approach and interact with the richly variable (yet still not deep) cast in terms of creating immersion. While I still don't find myself as into the cast of P3, nor the location (since its so small in comparison to P4 and P5,) it's still Persona at its roots. Maybe if I'd played FES or the original release, my approach to P3R would be a little more tempered, however I can't stress enough how nice it was to actually experience the world. I didn't forsee this being as much of a difference maker in my enjoyment of P3 (because I still have my issues with the game) as it was, but it did rectify the absence of Persona DNA and feel that existed in Portable.

As I've touched on a couple of times now, Lotus Juice and company did a fantastic job modernizing the work they and Shoji Meguro did in Persona 3's original OST. The instrumentation and mixing sounds far superior than in the original P3 suite, with the modern renditions of songs like Changing Seasons and the Dorm Theme (oh my gosh, they really did fix the dorm theme from the horrendous HEY HEY HEY version) as examples. It's more crisp, goes along with the redone and colorful locale, and lends itself to a more seamless Persona-experience. What I had originally imagined would be just a simple re-use of the already pretty strong P3 OST ended up as my front runner for Soundtrack of the Year. Normally I wouldn't count remaster/remakes/ports in this category but the lifting job in Reload to take an already great work of music into the stratosphere is as commendable as you can get.

I applaud the improvements made to integrating your party more into seeming like actual members of your crew through linked episodes which feed directly into the combat boons that are Theurgy's. Having a sort of ultimate attack/limit break in Persona is much needed for some of the longer weakness-lacking boss encounters, which are a plenty in P3R. You fight a lot of rather tough and long winded enemies in this game and it's nice to have a way to blast through that a little quicker while still having to retain a sound strategy and mind.

The negatives that existed within my P3P review that still remain in P3R include: horrible social link optics in many arcana's (Maiko, Maya, Kenji to name a few) which unfortunately were not re-written/fixed, abysmally slow pacing in the early sections of the game, and tartarus being the worst in-game mandatory dungeon in gaming (that I've experienced.) While these negatives still remain, the good in P3R was pretty damn good and enough to offset any and almost all sour feelings I had with my experience in P3P.

While it's not flawless, Persona 3 Reload rectifies Persona 3's biggest issues and breathes elysian life into a game that had the ingredients for a fantastic dish. I'd recommend Persona 3 Reload to fans of Persona and JRPG's alike, it's one of the best experiences I've had in a GOOD WHILE in games and has left a Persona sized hole in my heart once again. I mean with no announcement for Persona 6 what do I even do? Are there otherr games out there?

Starved Ocean

Star Ocean is a franchise that remained largely out of my view for most of my life as I didn't make the crossover to JRPG's formally until I played FFX after it hit the Switch in 2018 or so. As a result, many famed series' borne from the Golden Age 90's flew under my radar and I didn't have a chance to experience them until fairly recently. Over time I've tried to dabble into many of these in an attempt to understand gaming history and get a taste of the genre as it grew. I didn't "play" my first Star Ocean until the Divine Force demo release on PS5, immediately confused by the plethora of mechanics going on and monotonous combat I dropped it. I'd only gotten into it because of name recognition, knowing that Star Ocean was one of the "big" Square/Enix titles from the SNES/PS1 era, but dropped it because I figured it wasn't going to be up my alley. I didn't want to remove Star Ocean from my lexicon though, because I'd known that a unanimously "good one" had to exist out there somewhere, and with The Second Story getting the remake treatment... I figured it was time.

Upon launch of Second Story R, I immediately fell in love with the science fiction setting and incredible HD-2D visuals. As a big fan of the graphical direction of the Octopath/Triangle Strategy team, Star Ocean's graphical sheen was an immediate reward to my eyes. I paused every few moments of meeting characters, running through villages, and existing within the world to take screenshots and send friends images from my playthrough. Enamored I was by the world and the plot leaving your imagination of what could happen next to a pilot landing in an unfamiliar world. That's kinda where the praise stops unfortunately, as the curtain fell pretty quickly after that into my Second Story R playthrough... along with my rating.

The bad wasn't necessarily as grating as a lot of Final Fantasy VII Rebirth's bad was for me (which I reviewed recently,) it was just confusingly grating. To start is the seemingly random difficulty spikes and settings of Star Ocean: The Second Story R. I played on the "normal" difficulty equivalent for a majority of the game and it felt, fairly hard. I figured with some time dedicated to grinding that I could make the experience easier for myself and breeze through what I considered to be the "tougher" dungeons at the time. I found out after about two hours of grinding and gaining some thirty plus levels that there was no different "feel" in my strength levels. Enemies could still one shot you and perma stun your party with remarkable ease, your characters didn't feel like they did any better damage per hit, and the game didn't actually get any easier. Now this changed a bit later on as I grinded north of level 100 and gained new abilities for my secondary party members because they gained access to new spells that seemed to disrupt more and do more damage, but they got one shot just the same. All the way from world enemies to dungeon encounters to the final suite of bosses, I found myself furiously mashing resurrect items and healing spells to get through encounters that felt like they should have been a breeze with how much I grinded. I spent hours effectively AFK just listening to my own music while I ran around in circles soaking free exp, and nothing actually felt easier. I tuned up my stats across the board, which mediated issues I had with the difficulty, but I was still dying with 9999 hp from petrifications and paralysis' all the same.

This brings up another issue I had with Star Ocean... information and skill overload. I joke a lot about how Persona 5 effectively tutorializes the player for the first like, fifty hours of gameplay, but hey nothing feels confusing or rushed at that point in the game. Within the first few hours of Second Story R, the entire skill tree and IC/Speciality suite is opened up to the player to understand and dive through. It's more than just levelling up your attack, magic, and defense. It opens up the Pickpocketing, Crafting, Music, Writing, Alchemy, Cooking, list goes on trees that the player is supposed to fully understand. From what I knew with my experiences with these tertiary skills is that they accented the player and made it easier for me to level and be strong... but outside of training and scouting I had absolutely no idea. I couldn't tell how worth my time it was to construct books to level attack or perform songs to summon certain enemies because the tradeoffs were completely unclear and the materials necessary to do so were obfuscated or gated behind currency. This resulted in my levelling up train (sacrificing damage for exp gain) and scouting (populating more enemies on the world map) so I could stand still and let my characters go to town on consistently spawning enemies. I'm not sure if this was the best way to go about it, but I didn't want to have to study Star Ocean tactics for longer than I did to understand it. Grinding is pretty much never fun in games, especially in older JRPG's where the heal/save options aren't as desirable as they probably could be, but Star Ocean's levelling systems felt like watching paint dry, but the paint occasionally personified to get up and slap you in the face before going back to the fence it was being applied to.

Combat was bad, voice acting even worse, and the plot was lukewarm at best. Star Ocean: The Second Story R was an ultimately milquetoast experience that I'm not really even glad I got to play. It lands and bombards the player with lots of great visual fidelity (and the cutscene work/character portaits are rather impressive throughout) but lacks the sticking power to create a compelling experience worthy of note. I cannot recommend Star Ocean: The Second Story R to anybody except maybe fans of the old Action JRPG genre.

Not Funny: Didn't Laugh

I can hardly muster up the strength to review Immortals: Fenyx Rising. It's such an affront to every thing I deem "positive" within the history of gaming and the industry at large that it's honestly hard to narrow down in an honest and complete writeup. It's more Ubisoft garbage, meant in with full connotation of what such terminology in 2024 could possibly bring. Want your towers? You got it! Want your frivolous objectives to complete? You got it! Want your battle pass thrusted into your eyes at every conceivable moment (including completion of the game?) You got it!!!!!!!!! Hey and to chase that all down, we'll even include a faux mouse on the menu screen for controller instead of letting d pad select what you want... because why not!

Genuinely little to nothing about this game was good except for the fact that it was easy on the eyes? The terrain looked pretty swell, and the game ran crisply at high settings throughout... but man the world was lifeless and filled with nothing to interact with. I get that it's effectively the story driven playfield of Prometheus and Zeus as they telll the tale of your titular "hero," but the world felt pointless to explore. For a game that is as shamelessly a Breath of the Wild knockoff as Immortals, you'd think they'd have understood that part of what makes Zelda special (especially BotW) is that the world that is out there is teeming with life and fresh experiences to be had. You can find new villages with new NPC's that are sure to give you dialogue with sharp wit or humor along a hopefully interesting task. This title has none of that, it has vaults for you to complete... challenges for you to painstakingly comb through. Because why become inventive with your copycat title when you can simply become lazy?

I spoke briefly about the narration from the legendary titans in Zeus and Prometheus, and I'll warn the reader that this remains a constant throughout the entire game. From minute one to the end, these two narrate your every move and try their hardest to be "funny" the whole time. I won't try to argue that I know the complete definition of "humor," but the constant attempts at creating jokes and funny hee hee ha ha's wore thin as soon as it could. Again, the beauty of BotW and TotK lies within how many moments are spoken by the player's mind. The journey Link shapes as he explores Hyrule and takes in the sights and sounds of a boundless expanse lie ultimately in origin to the person guiding it. Immortals throws this all in the garbage, drives it to the incinerator, and turns the flames to their hottest temperature. No moment can be truly taken in by the player and enjoyed as is with the two speakers accompanying every single step.

I can't with good confidence recommend anyone play Immortals Fenyx Rising. This game isn't fun, it isn't funny, and it was surely a waste of the time and $6 spent on it.

This was... really not good.

A short form review for a short form experience, with a runtime of maybe four or five hours at best, Final Fantasy XVI's final DLC is a complete departure from what made the main title so good. Ultimately (heh) the issue with Rising Tide is that it's both not interesting and infuriating. The new locale Clive and the gang find themselves in is isolated much like the Echoes of the Fallen DLC. There's not much to do in the realm of exploring, and what you can poke around and interact with wasn't worth the price tag. The village and its populous are kinda just there with no real varied culture or intrigue to make me wish to interact with them further, and the setting chugs the Playstation 5 somehow to Bloodborne levels of framerate. The unfortunate thing for XVI here is that it is not Bloodborne and won't get a pass. I don't know, if I'm engaging with a civilization and its dominant unbeknownst to the greater world and largely lost to time, I'd like them to stand out just a little bit past their appearance?

The combat in Rising Tide frustrated me at similar levels as EotF did just before it, in that you're playing through a dungeon with raised difficulty levels (Which is okay!) however you're throttled by an inability to return to Outer Heaven and restock at any point. Now when you game over you can refresh potions... but this felt like a pretty annoying workaround. Bosses, namely the ultimate one, are genuine sponges taking a frustrating amount of time to defeat even if you're well equipped and geared for the task at hand. This was an issue I had with Rebirth and it rears its ugly head again here in the last bit of XVI we'll get. If I'm doing stagger damage of over two million... you'd hope to get a sense of vindication in healthbar removal moreso than you'll get in Rising Tide. Poorly tuned DPS checks, overwhelming mechanics that lack visual clarity, an enemy that is constantly flying away from you all in addition to the aforementioned sponge issue make for a resoundingly aggrivating experience.

For someone who was a massive fan of the main game in FFXVI and even had it as their Game of the Year for 2023, Rising Tide unfortunately tarnishes the legacy of an otherwise stellar title. It doesn't add much to the excellently crafted personas of Clive, Joshua, or Jill, as you get little in the way of conversation or captivating quotables, instead thrusting the player into a lukewarm time. I do not recommend Final Fantasy XVI: The Rising Tide.

Unstellar Blade

A game so milquetoast that it literally crashed my PC in switching inputs from my PS5 to my main display so I could write this review, and thus I lost all of my notes I had carefully constructed over the past three days of playtime. What I pulled together is that this was an attempt at making Nier: Automata without actually making it fun and without Yoko Taro.

I remember Stellar Blade's Official Reveal as Project Eve, named after the game's main character, jumping out of an otherwise uneventful and boring Sony State of Play with its flashy combat, beautiful environments, and overwhelmingly attractive protagonist. Hot character bait aside, I was interested in this game because of the influences it was clearly wearing on its sleeve in the aforementioned Platinum Games magnum opus. Many have tried and few have succeeded in nailing hack and slash as well as Platinum or their cousins in Capcom have done with the plethora of impressive titles between the two. Did I think Stellar Blade was going to go one on one with Nier, DMCV, or Metal Gear Rising? Absolutely not, but I did think it was worth a try, to see if there was a company out there who could go to bat with the best of them and put an effort forward that would be worth paying attention to in the years to come. I was excited for Stellar Blade as the release date neared, because it meant that I could one quell the discourse over the design of Eve by providing actual input on how the game plays, and secondly because the need for a fast paced hack and slash was weighing heavily on me after playing slower burn titles like FF7R2 and P3R fairly recently. Within a day of playing my interest waned but I remained hopeful, however on the third complete day of playing and the day I ultimately completed the game... I came away fairly perturbed.

The good, lets start with that why don't we? This game is downright beautiful. I played it on my PS5 on my 4K display with HDR enabled and woah nelly, it looked great. One of the greatest aspects of this title was how great both characters and the world looked from a graphical standpoint. As you transition from dilapidated buildings and streets into destroyed railways and misgiving deserts, your eyes will feast at the eye candy abound in the backgrounds of the world. I found myself navigating the camera up and down constantly at the world I was interacting with as it was tremendously rich in flavour and care from a design standpoint. I felt like the developers put a great deal of effort into creating a visually striking game, which unfortunately seems to have accompanied a trade off in other aspects of the title. More to come on that shortly, as I do want to praise the team for putting some of the best facial and body design in gaming forward. As I've already experienced, much of the conversation about Stellar Blade has been lost in the perceived attractiveness of Eve, but every character you interact with truly looks incredible. Though their proportions and mannerisms may not be totally... human, they are indubitably crafted with an intricacy and care to look astonishing. Stellar Blade if nothing else is a journey of eye candy, but that's kind of... it.

While not exactly fast enough to be a Nier-like, and not fun punishing and explore heavy enough to be a Souls-like, Stellar Blade attempted to forge a path forward that played out like a middle ground between Sekiro: Shadows Die Twice and the Jedi: Fallen Order/Survivor games. Eve's combat relies on using a plethora of learned abilities and tech to parry and dodge her way through a litany of grotesque alien foes who have claimed Earth to be their own. Where this goes wrong is in quite a few places, but the most apparent and earliest was in the poor "janky" feel and lack of reliability in both parry and dodge timings. This can be sort-of remedied by investing in Eve's skill trees and upgrading Eve's exo-spine but never really feels... good. Even if I was a dissenter of Sekiro over all, I felt like it mostly gave the right kind of feedback and snap to the parry/dodge timings required to master such a difficult title. For a game as infuriatingly hard as Stellar Blade gets in its late game, I felt like I was at the whimsy of luck in my dodges not directly feeding into a followup attack by a boss and my perfect parries not being read by the game because of poor latency or buffer timing. Time after time I'd land a perfect dodge only to be hit by the boss moving faster than Eve could recover right after. Cheap is the way I'd put that and it proliferated throughout the entire runtime of the title.

Difficulty is something I've spoken about ad nauseum in action-rpg titles and I'll continue to do so as I have an affinity for these kinds of games. After grinding my teeth in the (generally) slower paced Fromsoft classics and the speedy Platinum/Capcom games of the last decade and change, I feel like I'm fairly qualified. Stellar Blade early on feels hard, but not in a way that cannot be conquered. If I was getting my tail kicked by a group of world enemies or a boss, I found that I could readjust my stratagems to craft a better gameplan, coming back smarter and using my abilities at optimized times to come out victorious. I found my confidence growing, something that did not happen this early in Sekiro, and I continued on to the later stages of the game. I opened up my Playstation menu to check my progress, a feature of the console that tracks how far you've made it through the main story, and saw I had notched at 89%. I labored on to the area boss on one of the last major quests of the game. It was here I through my face into a wall, stressing with every ability and item I had to make it through the three phases and effective six health bars that the boss had. I double this up because of the way shields work. See in Stellar Blade, simply doing damage and having fun taking down your enemy's health bar is simply not allowed, you must first deplete their shields before you can do any "meaningful" damage to their hitpoints. Meaningful in quotations because even then on a fully upgraded weapon, after laboriously taking away the superfluous shield bar, you are granted the ability to do slightly more damage to the bosses health per hit. I've played Dark Souls underleveled and with un-upgraded weapons enough to know torment when it comes to weapons doing very little damage to bosses... and even that does not compare to how insulting Stellar Blade's damage counter feels.

It wasn't even until a few bosses later that I truly came to terms with my disdain for the needlessly draconian difficulty that exists within Stellar Blade's late game boss fights. I threw everything together that I could into defeating the (name kept out of review due to spoiler) boss. I thought I could craft a winning effort of combining my ultimate abilities with my tertiary skills and burst maneuvers, but nothing was taking. I couldn't perfect dodge and parry any longer against the multi-faceted and multi-phase boss fight at hand. Visual clarity was completely nuked from orbit as I could barely tell what moves were hitting me, where certain objects were, or where my Eve's reactions would take me next. A greater qualm I have with games at large now, I wrote about these most notably in my FFXVI DLC reviews, is a complete lack of being able to actually see what's going on in boss fights because of the "ooh how cool" quality that moves need to have. Keeping this in mind, the bosses began to teleport away CONSTANTLY from Eve so as to reposition their efforts while tarnishing any offensive effort I had put forth. This was rhythm breaking and tore any motivation I had towards chasing the enemy down, I felt discouraged and unmotivated to capitalize on optimized windows because I knew the boss would simply teleport away at any given moment. After being unable to keep up with this, the visuals going on, and the randomly included DPS checks, I put the game on "story mode" (reminder this is in the last hour or so of a medium length title) and kept chugging. I'm not actually sure this did anything to make the game easier. What it does in theory is give you windows to dodge and parry, popping up with on screen prompts of what button to press to not be hit by the enemies maneuvers. Does this work? Absolutely not. Most of the time these move to fast to even parse what move you're supposed to use, and half the bosses moves don't even populate your screen with a prompt at all. Through the next couple bosses and into the final boss I became increasingly confused if this was actually a difficulty slider at all or simply an effort to make you "feel" better by putting a semblance of choice of difficulty in front of you.

A best in class soundtrack (potentially one of the best of the year) and impressive visuals couldn't prop Stellar Blade up enough to go against its resoundingly poor English VA (I eventually played in Korean,) drab narrative heavily borrowed from Nier: Automata, and impressively frustrating and unrewarding combat. This is absolutely not a title worthy of purchasing at a $70 price tag, maybe half of that at best. I commend Sony and SHIFT UP for putting together a brand new IP and throwing some serious marketing at making this game stick out, but it felt like a great value Sekiro meets Nier at best. I would not recommend Stellar Blade to anyone with a PS5.

Pacing Land

I caught Sand Land at the 2023 Summer Games Fest, an event I always try to catch in the postmortem of the once monumental E3. Despite being largely indifferent and avoidant of Bandai-Namco's arsenal of seemingly endless anime video games, something about Sand Land caught my eye. In the end it was reminiscing to my youth and those late nights spent watching Toonami when I was supposed to be asleep. Night after night I'd stay up and catch what I could understand about Japanese anime, something I was largely unfamiliar with and unsure about how to follow, but was enthralled nonetheless. There was one anime at the time that seemed to interject itself the most into the zeitgeist of my childhood, and that was Akira Toriyama's magnum opus: Dragonball Z. Despite this game clearly not being Dragonball, I gave that little preamble as a sort of introduction and reasoning as to why I became interested in the game Sand Land. I'd never read the manga, only ever having read maybe three manga in my entire life, but because it felt familiar. Watching gameplay of obviously Akira Toriyama created characters running around and engaging in general buffoonery felt familiar, and thus I was interested.

Now if you've read my reviews and looked at the score, you'll notice that the beginning monologue is almost always followed with a "but" in detraction to how "fun" the game was... and yeah here that is. Though it was nice to experience simple Saturday morning cartoon vibes in a fully voice acted anime game, I actually had to play it. I liked the cast, thought the game had some charming dialogue, loved the character art (re: familiarity with Dragonball,) and liked the general lightheartedness of the story, however the gameplay loop got tired eventually and the game itself was ultimately far too long.

The story revolves around the Prince of Darkness and Company running around on (initially) a quest for water what leads them to astounding secrets, betrayal, and a war against systematic power they could not have predicted. The first arc, taking place over maybe fifteen or so hours of the game's ~twenty-four hour runtime, was pretty fun and well paced. Your crew goes from one area to the next with a decent speed and the scale of enemies and power makes sense... mostly. It's once this first arc is finished and Forest Land becomes involved that things slow down to a shuttering halt and the pacing becomes pretty poor. You engage in many repetitive quests, dungeons, fights (re-used bossfights... yay!) and the ending quest itself lasts about three hours too long.

Gameplay in Sand Land is about 70% tank/vehicle based, which was a pretty nice 180 from the last few games I've played which largely ignore vehicle combat/interaction (minus Rebirth I guess.) The Prince utilizes a growing roster of Bots, Tanks, and Hoverboards that each carry their own use. The Tank is a great all-around damage dealer, the Jump Bot allows you to gain verticality in traversal in fights, the bike gets you from Point A to Point B in a reasonable amount of time, and so on. Sand Land does a pretty good job of allowing you to pick what you want for combat while making traversal a little bit of a gimmick, which is okay. Upkeep of the bots isn't too hard, and I found that levelling and upgrading was a natural progression of materials I was already finding in the world. Outside of the vehicles you engage in a hefty deal of hand-to-hand combat, which leaves a LOT to be desired mechanically, and also sneaking missions... because who doesn't love one button combat sneaking missions??? Playing the game outside of what is advertised and plastered in the marketing was a real snoozefest and adds just about nothing to playing the game.

While it was fun to get a mostly humorous fun adventure out of Sand Land, it was largely a nothing burger and definitely not worth full price. I don't recommend Sand Land.

Another Meh Soulslike

I had high hopes going into the final third of this game, I really did. Another Crab's Treasure for the majority of its runtime was a charming, funny, and ultimately creative endeavor that took a lighthearted approach to an overwhelmingly serious and intense subgenre of videogames. I found myself laughing at plenty of the character interactions and items that our protagonist hermit crab Kril encounters on his journey to return his former shell to his back. Moments like your first encounter with the taxes levied by the areas queen, making your way into New Carcinia, and rummaging through the Blighttown-esque Flotsam Vale fill the player with opportunities for laughter and intrigue. I had this game internally prepared for review as a Four out of Five Stars as I approached what should have been the final boss. It had its flaws, mostly lying in suspect hitboxes, poor camera angles, and a very low health bar, but I enjoyed it nonetheless. It wasn't until this fateful fight in which I was bugged on perfect dodges that sent me flying to the sky and back down into boss one shots that I realized where the cracks began to show. I defeated the boss using an in game assist, of which there are plenty, and realized I had only cracked the shell (hehe) of how much more this game had left... and how little of it was enjoyable.

Say what you will about the majority of Souls or Souls-likes as made by Fromsoft, but the final segments of said games are so quick. They end when they should end. They know not to overstay their welcome. I'd make examples here, but this isn't a review of those games. There's a power in having your player built up for a major encounter and having them know they are at what should be the end of the journey, the collective moment where they way upon their experiences and know they can put it all together for one last huzzah. In Fromsoft's games, this moment of self Spirit-Bomb always makes sense and is apparent. Another Crab's Treasure, a game that ostensibly takes inspiration in many ways from Fromsoft (I mean the area is called the Sand Between for example,) Aggro Crab wildly missed the mark on having the finale play out at the right point. You beat the boss and the game keeps leading the player into the worst areas for traversal, littered with the most annoying and rhythm breaking enemies, only to have a handful of multi-phase boss fights left and a needlessly deep narrative introduced. Man, even Lies of P in its endless frustration let the player know that the game was going to end after the one big dungeon, because it made sense.

My frustration with Another Crab's Treasure is that ultimately this could and should have been a game that was much simpler and easier to digest than it was. I get why the developers felt the need to make it deep and introduce a grandiose narrative into it, but it didn't translate to an enjoyable experience.

The act of actually playing their sophomore effort is a different story, that was overall pretty enjoyable. Minus hiccups and difficulty in later game encounters, the variety in shells and shell abilities makes for a fairly fun experience. You are implored to try different shell combinations and levelling up your character in different ways to play with the way you like to do so. If you want to go more physical strength heavy, you are allowed to. If you want to take advantage of the damage and buffs you can derive from the shells that Kril finds upon his journey, you are also allowed to. I enjoyed this and the mixing and matching of playstyles that... mostly worked throughout the game. Parry/dodge timing was overall respectable, yet had a noticeable input lag to it, and damage against enemies/bosses was very apt. An issue I have with many games that try to mold themselves around the Souls games or hack and slashes in general (looking again at Lies of P here) is that they struggle with damage sponging bosses to make them feel more difficult than they should be. Another Crab's Treasure did not do that, and I applaud the developers for that. Outside of combat, traversal and platforming leaves a lot of room to be desired here. No movement from point a to point b is too complicated but many times I found Kril barely missing jumps because of clipping issues on terrain and the climbing mechanic not really snagging the environments as it should have.

In reality I should probably rate this game lower than I did because of how poorly it ends, but my first few days playing were overall very enjoyable and I was a pretty big fan of the direction it took until the last few areas. I can't recommend Another Crab's Treasure unless you're looking for a complete Soulslike in a fairly saturated genre.

Ballin'tro

I'd staved off a review of Balatro until I'd become victorious and completed a run. Many months and eleven hours of gameplay later I have finally notched my first victory... and boy was it worth it.

Balatro is a poker-based roguelike in which the player is tasked with making their way through eight antes (tiers,) three rounds each, in which they must clear an arbitrary chip count to proceed. To do this, you must take advantage of the rules of Poker and a plethora of accents and boons given to you through chance in the form of Jokers (accent cards that alter multipliers and round scoring,) planets (which create multipliers based upon which hand is played,) tarot cards (consumables that accent certain played cards,) and more. The benefit of this game entrenching itself within Poker is that it's a game that is already engrained in the minds of (most) of its player base. Poker is such a ubiquitous experience to most Americans that jumping into Balatro and its ruleset felt like second nature, making the learning of its tertiary mechanics much easier to parse.

It took some time (clearly) to finagle myself into creating decks that worked for me. At first I tried decks and bought into jokers that accented pairs and the chip gain I could get from playing these in quick succession. I tinkered with straights and flushes a little more before I realized I wasn't doing too hot with the assembly and heightened RNG required in suits that required more cards. I returned once again with a fresh mind into the pair based deck, stubbornly telling myself that I would find victory with two cards played at a time. I lost again and again, but I was getting smarter and going further. I understood the necessity of holding certain cards to heighten their sell value and discarding when I ultimately didn't need to, to boon jokers that gave me a higher multiplier if the lowest card in my hand was higher. Of course as you play more and get further in the ante's, Balatro rewards you with newer jokers, tarot cards, and vouchers that will make subsequent runs (likely) more successful. I kept at it, frustratingly losing even more in the sixth and seventh ante's. I ran into "The Needle," a stipulation that requires a player to clear the certain chip count in one single hand or else they will meet failure, a furious amount of times. Eventually I lucked out and was able to bypass The Needle on my sixth ante through some clever strategizing, and I knew I was in the clear en route to victory. After all this time I cleared the eighth and ante and felt qualified to write a review.

Balatro is a vindicating and involved roguelike that uses a familiar DNA to make a captivating game. The feel of the game's UI and playable experience is seamless, cards floating as you select them and everything snapping in the way that it should to make for a crisp and quick gaming experience that you will want to come back to. I eagerly await my next victory in Balatro... but it may have to come some time down the line when I feel more confident in attempting different decks and hand strategies. I heavily recommend Balatro to fans of roguelikes or for folks looking for a game that will be a good time spender throughout the year. I can't believe that this is the game going head-to-head with Persona 3 Reload as my GOTY so far and not FFVII Rebirth, but here we are.

Thirty minutes or so to splat paint around a wealthy home as a pomeranian. That is the basis and entire gameplay loop of the game... and it's fun! Cute, free, and short... what's not to enjoy?

Little Silly, Cute Kitty

I'm a cat owner and have been for the last sixteen or so years of my life. My first cat was an all black football cat named Lurkey. This was a name given by my father because our large lad spent the first year of his life with us after moving in from the frigid outdoors living in the shoe room only emerging from his cave to eat and use the litter. Lurkey passed and my parents obtained a new cat via the cat distribution system while I was away in college, her name was Esme and she was also a black cat with a shame reminiscent of a pigskin. I write this all to say that I have a long love for black cats, and Little Kitty Big City is playing right into its target demographic here... a gamer with a cat who grew up with black cats.

My ferocious feline, named Albert Whisker (yes RE fans that's for you,) began to maul at my screen as SOON as I started Little Kitty, Big City. Maybe upset he isn't getting the same adventure in my humble apartment as our purring protagonist gets in a bustling (presumably) Japanese city, but that's neither here nor there. LKBC gives you one simple objective as the procatonist: get home after a tragic fall leaves you... not home! What gives the game a runtime as long as you want is the world filled with a plethora of collectibles, objectives, and animals to meet and converse with around town. The humor is endearing, a continuous hide and seek match with a chameleon comes to mind here, and the charm of interaction with your surroundings is endless. The environment is easy to make your way around and becomes immediately familiar to the player after a few rounds. I commend the dev team for knowing how to stack things inside such a small area to make it fun and traversal not feel like you're spinning in circles through the same area.

Ultimately this is a short game without too many bones to stand on, but it was fun for the couple hours I ran through the "main story" and putzed around side objectives. I had a few bugs that I couldn't really call frustrating because well... look at the game, but they were a bit annoying when trying to time or prepare jumps that faltered right away. I only had to reload a save once after being stuck in a stool but again, I only lost about a minute or two of progress. Game Pass was the right price for LKBC, otherwise I probably wouldn't have bought it. I'd recommend to anyone with a subscription or people who just really like cats, it's a fun one.