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I called myself a ludophile to mock hardcore gamers until I started liking the term and it's no longer ironic, just embarrassing.
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Favorite Games

Bloodborne: The Old Hunters
Bloodborne: The Old Hunters
Pokémon Gold Version
Pokémon Gold Version
Ape Escape
Ape Escape
Resident Evil 2
Resident Evil 2
Shadow of the Colossus
Shadow of the Colossus

1283

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Recently Played See More

Paper Mario: The Origami King
Paper Mario: The Origami King

May 01

EarthBound
EarthBound

Apr 27

Pokémon White Version 2
Pokémon White Version 2

Apr 23

Creepy Castle
Creepy Castle

Apr 20

Sheepy: A Short Adventure
Sheepy: A Short Adventure

Apr 19

Recently Reviewed See More

This review contains spoilers

Completion Criteria: Credits Rolled

I think most people who go into this game with some knowledge are going to go in with a little with a little bit of bias. I was there for Sticker Star and I disliked that I completely skipped this and Colour Splash. I've heard the "its not so bad" but that's not particularly uncommon given a maligned game. And to my surprise they weren't wrong...sort of.

So ironically the game isn't good but the common narrative is that "the game has no soul" which actually may be it's most saving grace. Because the real soul of Mario RPGs has really been it's writing and this game has some pretty good writing. It messes up in some areas but for the most part it does well. It's just that nothing else in the game really supports it to well. In general, it's combat has somewhat of an identity crisis. No exp and breakable equipment are pullovers from Sticker Star that were hated for good reason. It incentivizes you to dislike combat and leads to you making the game more difficult for yourself. By the final boss, I had not used any legendary equipment as I expected to need it for the final boss. There is a party system in the game that feels like it's was shoved in last minute to people please. They pretty much do nothing because the goal of the combat is to wave clear in. Hitting an enemy before combat also does nothing because you only hit one enemy and, as mentioned before, the goal of combat is to clear the wave in one round.

Combat itself comes in three modes. Normal Encounter, Boss Encounter, and Action game. Normal encounters begin interesting but they take so much time that they are not worth doing by the end. On the flip side, sometimes you just don't have to deal with it, if you are strong enough you can just kill an enemy with an advantage attack. and some enemies you fight by just attacking them in the world until they explode. Bosses on the other hand have you following a maze to line up actions. This is fun in concept but again, it's more just you doing a puzzle and spending the bounty of coins you have to get a bit more time to logic them. Also.

Gameplay isn't the only issue, of course I have to bring up Characters because they have half done it. There are some meaningfully different toads which are fun characters but that only leads to the disastifaction of how many normal toads there are. We are in toad town rescuing the residents so from a world context, it makes sense for there to be a ton of toads, and as a collectible it's kind of great because they are all so homogenous but when you find toads that aren't hidden, or important to distinguish then, please put some effort it. It's not acceptable to think you can design an important npc by giving him a red jacket instead of a blue jacket. It's really weird when it's almost commented on with Bo-omb. They provide a pretty mature story and an extremely unexpected and insane concept of suicide bombing for you. And in the pen-ultimate scenario. Olivia notices they all look the same AND THEN completely ruin any emotional feeling for them by having you shoot them to their death on mass. This wouldn't have so out of tune if you even provided him with a hat, even if I think that's the bare minimum.

So on a more positive note, the world is pretty enjoyable to explore, some of the areas later on especially (maybe due to the reduction of necessary fights due to vehicles. Maybe felt like there was a bit of filler to try make the game longer which it could do without. I imagine the Great Sea would have been a chore if I didn't immediately go back for the upgraded engine. Weirdly there's a lot of instant Game Overs by the end of the game that really dampen the mood for exploration.

Some of my final complaints that I noted down. I lost the initiative to 100% this game early on but I even ignored rescuing all toads due to a few things. First is the lack of meaningful fast travel, I don't mean pipes, just the spin dash. The idea of walking to some of these areas and accidentally messing up a hammer swing was a scary thought. No technical reason due to the breakable equipment keeping me geared for the finale and, ironically too clear on gathering all accessories meant no incentive there either. Thirdly, no visceral reason. Even though the goal is to rescue toads to bring back to toad town, by the time it's mostly full, it still looks so incredibly sparse. Your lucky to get 2-3 toads in the same screen at the same time that I just stopped caring about wanting to see it full.

There are a lot of comfy scenes in the game. Coffee and Rest Areas were a nice breather and I always looked forward to them. This is a good place to note Olivia may be the strongest "companion" character in any game I've played. She acts childish but it feels quite real without being annoying, Mario feels quite fatherly ironically even though he doesn't really do anything which is an achievement to her writing.

So I was debating giving this a 3.5 but I'm not sure I can justify it given that I want to give it to it in spite of the gameplay. I don't think they can get away with being sticker star and super paper mario and more. The platforming RPG has legs still give it another shot in Super Paper Mario 2 and work on improving the base RPG and maybe we can get back on track

Completion Criteria: Credits Hit

The old meme "Earthound fan playing the game for the first time" really hits because the aesthetic of the game have still hold up very well. But mechanically this feels like its aged quite poorly mainly just due to the anti-quality of life.

Lets start with good. Aesthetically, I think still holds up as a retro game. It's easy to understand why people still copy it's style to this day. It's vibrant and clear. In terms of music, a lot of it is extremely unique and recognizable, just good stuff. In terms of the setting. I think this is something that may be a bit underrated honestly. The games atmostphere only works so well because it's not entirely modern, its pseudo-modern but alien enough to add aliens. The rolldown is great in concept and even though there are issues with it, it's way better then some alternatives like ATB. Instakill, and advantage/disadvantage systems are also good game systems so I can't complain about that

Ok, postive is done. So what are the issues? The game wastes a lot of time for the sake of form. Inventory management is always tedious and never really gets better. and is made worse by the multiple steps that need to be made to store and withdraw items. Whilst some key items disappear after use, some don't and this leads to more annoyances. You can't even save without money so you have to go to the atm to do even that. I can understand why you might think these things are minor especially in this day you can rewind and use save states but purely from an authentic point of view it's not good. In terms of combat, it feels pretty basic. as a lot of older JRPGs tend to. Use basic attack until the boss and then spam your best stuff until you win. I think by the end the rolldown health also feels against the grain. As if you have a KO incoming you will just attempt to mash through everything. If you get hit first, and you can't mash through it in time it makes you contemplate your luck. A simple fix for that would be being able to interrupt turns to immediately swap to defense.

I think dungeons are probably my biggest let down for the game. I think only three maybe stand out as enjoyable but most feel quite tedious or just bad. Monkey Cave stands out as a great example of what I'm talking about here. Personal preference but when you have bad dungeon designs, visible enemies also feel worse. They feel more frustrating when they get in the way of progress or if you think you get a backhit and it doesn't register, even worse when you lose advantage. Personally, I found some areas to feel like moonlogic, or just not fully fleshed out.

Also, if you have a map function, don't lock it behind an item especially when it comes down to such a limited inventory

Realistically. A lot of problems could easily be fixed by a remaster that fixed inventory and phone calls. It's the old "X will break your immersion in this game about aliens?"
Give them a more modern phone that can save and call escargo express. Give a card that can pay for things on the fly. Seperate Key Items from main inventory. Not necessary but let me sort the inventory, and swap items with others to avoid the rigmarole of dropping something just so I can swap in such a way to pass equipment or Jeff items.

I think there seems to be an overrating of the themes of the game also. It's very easy to suggest that this is a representation of puberty or manhood or enlightenment but I think I could fit that narrative into other games as accurately

I knew I wasn't gonna love this game because I had played it before and didn't enjoy it then. I think the game definitely picks up later on but unfortunately the most enjoyable areas may be early with the exception of some of the dungeons. Luckily this gives me another urge to jump back into Mother 3 which I do think precedes it's reputation and I can finally close the missing hole it my JRPG reputoire


Not sure when I forgot to log this, but running charge is all I remember and it being stiff