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chainy finished Ace Combat 2
There's a lot of minor tweaks that add up to make the experience better than the first. The planes feel a bit better and the menus are more functional, the music and presentation are really good, and I appreciate some of the streamlining. Unfortunately I think it suffers a bit in the actual design in a lot of ways. There's not a lot of levels I can say are outright bad, but there is just a lot of missed potential coming off the first game, which hurts a lot more since it's shorter. There are a couple neat gimmicks but they are usually only used once, and I think the final levels especially are pretty disappointing. Still a pretty solid game though.

2 days ago



chainy finished Air Combat
A fun little short arcade experience, you can knock it out in a couple hours. Was pretty pleasantly surprised by how solid the controls feel, they aren't perfect but they still work well. Most of the gameplay annoyances come from the limited draw distance, it's especially annoying in some of the ground target missions. I also think the lack of variety hurts it, it's probably the way in which the game is the most arcade-y. The differences between jets is pretty lacking and the strategy pretty much always the same. I also wish I had known about expert before I finished because I wanted axial movement all game lol. Still, a pretty fun concise game and I'm excited for the rest of the series.

5 days ago


5 days ago


chainy followed aavuo

7 days ago


chainy finished Shin Megami Tensei II
SMT2 is atypical from most JRPGs in more ways than you would expect. Eschewing a traditional adventure with towns along the way is nothing necessarily new, but the way SMT2 focuses on such a sprawling but interconnected region feels pretty forward thinking. There's obvious inspiration from Western RPGs, but it also evokes Dark Souls or FF12 with its commitment to an immersive world.

There's no doubt that the world itself is incredibly interesting and creative in a lot of ways, much more so than SMT1. From the unique flavor text to the striking aesthetics of each area, Kaneko's creativity really bleeds through constantly. It makes for probably the best aspect of the exploration.

However the exploration itself often ends up as a tedious and extremely frustrating task. I mentioned Dark Souls as an example of an immersive world that SMT2 reminds me of, but Dark Souls both commits to making you move from place to place on foot and has interesting gameplay. SMT2's gameplay is, well, terrible. It's pretty much brainless levels of easy for most of the game but with a ridiculous amount of encounters. I sort of knew this would be the case going in, but even if I was able to get past the combat itself the overall design feels made to waste time to insane degrees. Most of the games runtime is made up of fetch quests which drag you around every corner of the map. I understand wanting you to explore the map, but so much of the game being inane backtracking for little gameplay or story reward gets extremely frustrating.

Unfortunately, this detracts a lot from the story a lot of the time for me as well. This is by far the aspect of the game I've seen praised the most, and I think there is good reason for this. Not only does it have a much more interesting setting than SMT1, it also has a much more interesting alignment system that feels less wishy-washy about what it's trying to say. But the structure hurts it greatly still, as the story is only interesting until it suddenly isn't again. For every long expository dialogue scene there's another 10 hours of wandering around doing random tasks afterwards with little story impact. Aleph is a cool idea for a protagonist, with a really neat twist, but it's also undermined by the fact that there's little to no interactions that build up to the twist or follow up on it. For every interesting plot point I know it will be followed by "Find the 8 Idols of shitfuck to unlock the gate" I got the Law ending and it was interesting and neat but also felt detached from the rest of the game as well, mostly functioning off a cool aesthetic. I think the story had a big chance to make up for the rest of the game for me but I came away from it with little attachment.

I might be giving SMT2 a more positive score than how it actually felt to play but I can see the appeal to such a unique game. There's a really striking creative voice behind a lot of it that even SMT1 didn't really have. I just wish it could have all come together for me to be able to see it as a masterpiece at all.

7 days ago



15 days ago


chainy finished Marvel's Spider-Man
I won't be the first in line to praise the Batman Arkham series as the pinnacle of the medium or anything, but there's something to be said about how they do seem to hone in on some specific ideas. I can feel a genuine respect for Batman as a character, attention paid to how his gadgets work, interesting scenarios with his enemies and at least very competent combat.

I say all this to say that Spider-Man doesn't really have this feeling at all. I don't mean to say that it's the worst game ever, but it also feels like Insomniac lacked any spark of creativity or even the will to at least make something thrilling and fun. Not every part is bad, but the sheer amount of parts of this game that feel mediocre reflect the worst aspects of AAA development.

I haven't played one of these big budget Sony games in a while, so I was immediately taken aback by the frustrating handholding and lack of trust in the player to do anything on their own. Once I pushed past all of the obnoxious tutorializing, I did make a genuine effort to dig into the gameplay, yet I still find it pretty unrewarding. Spider-Man's combat is just plain uninteresting most of the time. His basic 4 hit combo feeling gross on it's own is one thing, so it's clear the gadgets are the emphasis, right? It seems like Insomniac thought that this was their way to add depth, but it also fails. The gadgets are all very similar to each other, some felt like they should only be used on a whim like the drone or tripwire ones which still end up being used identically to the other ones. More enemy varieties that need different gadgets to be taken down would help, but this won't mesh with the progression system (I'll get back to this). The funniest part is how missions will just tell you to use a certain gadget to fulfill a condition as if just bothering to dust off the drones for once is some kind of challenge run lmao.

Even past all of this, some of it just doesn't function very well. The dodge system isn't broken, but it also isn't polished at all. Enemy wind-ups are made fairly obvious, but the weird timing particularly on melee attacks makes just spamming dodge the ideal option. Melee enemies will often change speeds between their wind-up and attack, which can be pretty confusing and defeats the point of Spidey's agility and senses.

This emphasis on breadth of mechanics rather than depth of mechanics rears its head even more in other ways. The aforementioned progression reeks of AAA broad-appeal approach. "We can't design enemies around gadgets, because players may not care to get those gadgets. But we also want people who do want them to get them, so put activities that give you crafting points everywhere. But we also still want everyone to be able to just run into them so make it really easy to just naturally get the materials to get upgrades."

A few conflicts of interest there huh?

Getting a bit all over the place here but the point is that these activities are simultaneously unrewarding while also hurting other parts of the game. There's 30 different varieties of open world check box things to do, yet they rarely feel unique from one another. Either chase a thing or fight some guys or both, usually in the same arena every time for the same rewards. The backpacks are the closest to providing some real value, which is probably why I got all of them while also Petering out after my 5th fight with convicts or demons or sable or whatever. Credit where credit is due, the swinging makes these more fun than they should be. It was probably the area of the game with the most focus, and while it probably isn't the best Spider-Man traversal it does make taking detours something that feels quite natural and enjoyable. I also appreciate how many of the combat encounters are just naturally in the open world even though they don't make for the best arenas.

The mostly decent plot is decent but can't escape from the AAA "overload of things" in a few ways. I appreciate a lot of aspects of it, Martin Li is an interesting character and Peter's relationship with Doc Ock works quite well. Obviously the May scene at the end is great. Yet the AAA rushjob yet again permeates throughout with how choppy the pacing is. So much time is spent on Mister Negative and the demons, but it leads to a weak twist and weak conclusion as he ends up getting backseated for Doc Ock. Otto forming the Sinister 6 feels like something that happens on a whim more than anything, with like one scene before this happens. It feels like Insomniac figured we already know these characters are villains and didn't bother to explore the setup as much as they should. It ends up feeling pretty disjointed. I don't think it helps that the spectacle itself is a lot weaker than I expected. Getting back to gameplay here but the same spam web shots then press square loop for every boss feels like it undermines their uniqueness, and the flat boring arenas don't help either.

Much has been made of this game's worship of the NYPD. I don't really have anything interesting to add, but I will say that it was more eye-rolling to me than a dealbreaker. It's bad but at the same time it's nothing out of the ordinary for comics. However the odiously liberal worldview does make Spider-Man a lot less likable in that regard too. He feels less like a "neighborhood" hero than ever, just like another Batman type who flies around beating up criminals except with epic funny quips about how they should try getting real jobs. Like everything you do in this game is dealing with some sort of criminal attack and not the fun everyday stuff that comes with a more grounded hero like Spider-Man. JJJ and Silver Sable are also examples of why this portrayal is so annoying. JJJ is supposed to be some sort of right-wing crank podcast host, and Sable runs an authoritarian militia, but the game kinda operates that these people are only bad once they start hating on Spider-Man and what they do is pretty much okay otherwise. It's a shame because I really think Yuri Lowenthal's performance would've fit a more fun and grounded Spider-Man a lot more but he's constantly forced to just tell criminals that they should love jail and hate drugs. I'm not saying he hasn't been portrayed like that plenty of times but I still feel like this game chose the wrong direction.

I've written a more rambling negative review than I intended for a game I described to people as the "textbook definition of mid" but I've also expunged all of my thoughts about why this game makes me kinda sad now. I quite like Spider-Man and yet this just completely lacked his appeal for me for the most part. I really question if Insomniac ever will understand that, and even if they did, would the suits even let it happen?

The Arkham games are alright I guess.

16 days ago



18 days ago



chainy is now playing Marvel's Spider-Man

24 days ago



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