AI art (which is cringe) aside, the game is still fundamentally not for me. I think 'minecrafting' as a means of progression is poisonous to me. For a game that is "Pokemon with guns", it takes way too long to get guns.

If it wasn't on Gamepass, I wouldn't have played it. 2 stars because network play works surprisingly decently.

On the sim to arcade scale, this is the most sim skateboarding game I think has ever been made. Not for me, if that sounds like its for you... I mean go nuts with it lol.

Booted this up on PS+ with fond memories. Then I quickly realised the game I remember liking as a child was called 'Star Wars Episode I: Jedi Power Battles'. Holy shit this sucks.

I don't think I'll ever understand the appeal of a Mega Man game without a subtitle.

Equal parts interesting and jank. Truly a product of early Kickstarter.

Every cool thing here is countered by something that really needed a QoL pass. Or just an extra couple of "no new features" development sprints. While playing you can see issues stemming from an ambitious team, lead by industry vets, that were all learning UE4 while making a tight budget, multi-platform release. (Seriously, did you know they were trying to also release for Wii U and Vita for a while there?) There is a lack of polish that it would be easy to argue exists because instead of addressing issues during dev, the team instead has to prioritize Kickstarter stretch goals (they even had to resort to getting a publisher anyway because they absolutely didn't budget in enough of a safety net).

I don't regret kickstarting this back in 2015 (holy shit time is crazy), but I wouldn't say it should be high on anyone's list of Castlevania game's they need to play.

I would however love to play a sequel that hopefully learned the lessons the indie scene already figured out. While getting to put the time in to polish the core instead creating public funded stretch goals.

Quality and cute as hell. Fun way to spend 9hrs for 100(well 111)% completion.

Funny p2w movement shooter now inside Discord.

Really cute, most likely not gonna finish. I should probably actually play a Pikmin at some point, but W101 might have ruined any chance of me playing the vanilla version of this sub-genre.

Neat rhythm game, neater "campaign". Worth checking out on sale for the strange progression alone.

Gravity Rush was a fun romp, Gravity Rush 2 was a chore.

Before going into specifics I'll say I found Gravity Rush charming as hell (I 100%'d it and gave it 4/5 stars). GR2 is ONLY for people who already liked the first game.

If you played GR1 and feel the need to play GR2 instead of watching a "Gravity Rush 2 full movie" youtube video (which I do recommend over playing the game). I would strongly suggest to just do Story Quests (also maybe knock it down to Easy later to compensate for lack of upgrades).

Doing otherwise makes the game worse. I honestly believe if I didn't decide to pivot from doing every Side Quest, to beelining the story after Story Quest 9, I wouldn't have finished it.

Extended Thoughts

I'm gonna get pretty negative here.

Gravity Rush had some rough edges, but was unique enough to carry someone through to the end. Gravity Rush 2 still has those rough edges, plus everything new it adds is awkward at best, tedious at worse.

The core mechanics of Gravity Rush 2 haven't been improved at all from the original. So the issues with camera wrestling, awkward geometry collisions, and barebones combat haven't been addressed. When the concept was fresh this was more forgivable, in a sequel it sticks out.

Instead of improving the core, it is "built upon" with a style switch system. On top of the default, there is now a lighter style that lets you attack faster+weaker plus float better. As well as a heavier style that lets you do big slow hits and fall faster. This does nothing for me. It's awkward and almost solely exists to use in situations where the game locks you out of your default kit to make you use the light style to jump to a goal, or use the heavy style to slide fast. Outside of that, there are times where it makes sense to switch for combat, and being able to fall slower or faster has it uses. But I don't think the style switch overall really does anything for the core gameplay.

If instead of the bloat of the style switching, Gravity Rush 2 added some kind of timing mechanic to traversal and made combat more fluid instead of the constant stop/start, it would have done wonders.

Outside of toolkit "additions", the other new feature is stealth sections that make me want to rip my hair out holy shit they suck. Enough of the Side Quests had them, that I just stopped doing Side Quests all together.

So why finish it?

If you ignore all the extra content in favour of just doing the main story (and got the game cheep) Gravity Rush 2's worst crime is just slightly overstaying it's welcome (also those stealth sections holy shit).

There was still a part of me going "oh this is cool" or "oh this music is fun" or "oh X from Gravity Rush 1!" to carry me through to the "Final Chapter". In which case I was locked in until the actual end of the game.

Light Spoilers
Gravity Rush 2 has an erupt "ending" after an honestly pretty gnarly (for its age-rating) looking boss fight. Then after talking to a new NPC at different locations a couple of times, it starts the "Final Chapter", which is what fans of the first game would have been waiting for this whole time.

I stress, while not fully worth playing the whole game just for it. The Final Chapter is solid closure for loose narrative threads and characters from the first game. (If you told me the Final Chapter was originally bonus content for Gravity Rush Remastered, I'd believe it. It honestly just kinda happens as a replacement for a strong ending for Gravity Rush 2).
Light Spoilers Over

With Japan Studio sadly being closed and the talent breaking off into many smaller studios. If we every get a spiritual follow up to Gravity Rush (assuming after Slitterhead actually comes out in another 5 years), I would still love to see one with less jank, and more of those good tunes.

OH! Not to leave this rambling as all negative, credit where its due, Kohei Tanaka obviously kills it. The music is easily the best part of the game. While nothing hits the high of Douse Shinundakara, plenty of songs rival the quality of the rest of GR1's OST.

Midnight Suns is an intelligently designed hybrid of deck building and unit positioning. That also happens to be a fun Marvel Comics (note, not MCU) friendship simulator in the style of Mass Effect.

The gameplay alone is both engaging and unique enough that I would easily recommend to people regardless of their thoughts on superhero media.

Extended Thoughts

Midnight Suns was sadly slept on. I think the two reasons for so are:
1. Its gameplay is such that trying to accurately describe it in mass market advertising is a challenge. The only promo that showed the game off well were the developer driven "combat showcase" deep dives.
2. We hit a level of cape saturation, that people dismissed the game because they thought all the praise post-launch was coming from 'live-action cape adaptation uber fans' who have no taste. (Ironically the games fan-service is mostly surface level comic stuff that would be unknown to movie watchers.)

The saddest part of people not playing this gem is knowing I will never get a gameplay follow up to Midnight Suns that is a HoXPoX-era game. This being true while at the same time continuing to live in world were everyone now has opinions on superheroes is hell. One or the other, both is just cruel.

Analgesic Productions continues to scratch a very specific artistic itch. This time in the flavour of "made during the pandemic".

Sephonie is an interesting mashup of unique 3D platforming, a hybrid tetromino/colour-match puzzle, and talking about the nature of human interaction.

Go in knowing the game is surprisingly dialogue heavy, and both gameplay types are fun. Would recommend.

Neat game! However it's defs in the "if you didn't finish this in one sitting, you wont ever" genre.

I would have finished and really enjoyed this game if it was just the sniping parts. Major "those sniping flash games from the mid 00's" vibes.

The problem is over half the game is a boring FPS to get to those parts. Somebody might be able to stomach that for some pretty fun sniping puzzles/skill checks, that somebody isn't me.

2021

Interesting and chill! I just don't think I have the patience for a game like this.