147 Reviews liked by charlotte2306


As a massive fan of the Yakuza series I decided to try and give Kurohyou a try after finishing all the mainline games and most of the spin offs. Now I wasn’t exactly sure what to expect getting into it, but I felt like I was in for a decent experience. I can gladly say after completing the game, this is by far one of the most unexpected surprises I’ve ever had when it comes to games I’ve played. Kurohyou didn’t seem like much at first but it left me just as invested as some of the better installments in the entire series. This game deserves more attention then it has.

Once I began the game, I noticed how despite it being on more limited hardware, the experience still felt like a complete Yakuza game. It takes after the PS2 games the most when it comes to the world and honestly I think it keeps the feeling of Kamurocho just as well. Nothing seems lost at all and if I were told that this was actually a PS2 entry without prior knowledge, I would’ve believed it. They didn’t make it feel more empty or cut noticeably large areas at all. In fact I enjoyed the jobs they added in Kamurocho because it also adds to that feeling that you’re part of the city. Now you will notice the reused NPC models more than the other games but that’s never really stopped my immersion. The only thing that I felt was off about the world was the substories but that’s only because most of them felt really similar to each other. A lot of them were forgettable to me and they felt like they didn’t add much else to the world. There’s still some decent substories though that stopped Kamurocho from feeling like it’s lacking in personality in this title. I enjoyed going through Kamurocho just as much as the other games, although with a bit more intrigue from how they handled it on a PSP.

As for the gameplay, I believe that this is definitely what caught me off guard the most. The combat takes a different approach, putting a higher emphasis on fighting enemies one at a time like a fighting game. Due to this direction, something about every fight felt more personal than usual and it works to its advantage. Every single boss fight felt like you put in two starving wolves in a cage that were forced to fight for survival. Every single punch, kick, and grab had a slightly heavier weight to them than normal, which I thought compliments the one-on-one style because when you land a good hit, it feels like you really put your opponent out. On top of that, everything you do is something that your opponent can do to you which makes the back and forth feel more eccentric. There’s 20 styles in the game but I feel like the thrill of the fight always carries over when you find a good opponent. Although I do have a few criticisms, starting with the grabs. The grabs are extremely powerful in this game, and although you and your opponents are supposed to be on equal grounds it always feels like the one who can get more grabs in always has the advantage. This issue isn’t as big on bosses considering they seem to do a better job at not getting grabbed but the majority of the time you won’t be fighting bosses. Another thing, is that the heavy attacks that require a rotation of the D-Pad seem less viable in my opinion due to how enemies either always block it or parry it if they’re barrages of punches or kicks. The last criticism I have that doesn’t bug me as much is that I feel like some fighting styles don’t feel different enough to feel satisfying sometimes. As an example, the weapon mania style just feels like a worse version of the street brawler style with minor differences, which only ends up making a few styles feel a bit repetitive to use. Other than that, the combat in the game is definitely one of the most satisfying in the franchise. It’s a welcome change that I can see many people enjoying.

The last segment I’d like to talk about is the story and characters. At first it felt sort of similar to Tanimura’s story in Yakuza 4 with how I wasn’t too invested from the beginning and I didn’t enjoy the protagonists. Just like Yakuza 4 though, I soon came to love both Tatsuya and the story the longer it went on. Tatsuya seemed like a superficial asshole at the beginning. I really wasn’t sure how I’d feel about him by the end of the game, especially with the shorter length of the story. Despite the story being shorter though, they nailed Tatsuya’s development with what they had. Some might say that it’s a bit too quick in pace but I was fine with the pacing. Seeing such an unlikeable douche go on to become a respectable and likable character felt satisfying to see. Now the side characters and antagonists I didn’t feel were as complex (except maybe Taizan, Tenma, and Hyuga) but I still cared for them a good deal. Seeing Tatsuya interact with Taizan and Saki never got boring to me. I could say the same about Kuki. As Tatsuya came to find a reason for why he fights, it also was more entertaining to see these conversations with everyone play out. Hell even most of the bosses I found myself feeling strongly about despite them usually being gone after a chapter or two. I do think they maybe should have put less emphasis on a few to make certain ones more prominent characters but I’m still happy with what we got. The story starts off weak but when it kicks up, it carries that momentum almost to the end. I never expected the story to be this captivating. Sadly I do think that the ending just felt a bit flat in my opinion. There was a lot of build up and strong emotions with what happens to these characters but I feel like when the real final antagonist is revealed, he just didn’t live up to the build up. The ending fight was really good but to be honest the weight of the fight wasn’t anywhere near the earlier fights just due to how the events of the story at this point weren’t as strong. I don’t know how to explain this but there wasn’t that much characterization to warrant a drive to destroy them. They could’ve benefited from a longer focus on them, starting from potentially chapter 6 because as is, at the end of the day they just felt like bad guys that needed to be stopped but not much more. Although I do think the rest of the story is very good that the ending won’t be too much of a bother for people.

Overall, I highly recommend people play Kurohyou. There may be a lot of skepticism considering how different it is but this really deserves to be called an overlooked gem of a game. Kurohyou is a hell of an experience and a surprise that I’m glad I got around to playing.

With the release of Kirby's Return to Dream Land Deluxe I knew I had two options: drop about sixty dollars on the rerelease that adds big garish black outlines to the characters as if something about the original's presentation made the action inscrutable, or put the iso of the original on my Wii's hard drive and play a much better looking game... With the Wiimote sideways. Well shit, that was a pretty easy call all the way to the end.

Frankly, I've found a lot of Nintendo's rereleases on Switch to be pretty uncompelling and settled on discomfort. I should get a pro controller if I'm going to play more Wii games, holding the Wiimote sideways might be the single worst way to experience any Nintendo game. What a garbage setup, with its prank D-pad and hard edges digging into your palm... At least Return to Dream Land plays well and is so enjoyable that even despite this horrid controller setup, I often found myself thinking "damn, this might be as good as The Crystal Shards."

Return to Dream Land is about as straight-forward a Kirby game as it gets. At least in single player. I get the feeling one of the big draws to this one is playing with friends, but nobody is willing to come over and watch Kirby and Meta Knight smooch with me. Tragic, I know. On some level, Return feels antiquated, with only Super Abilities and a very minimal amount of Wiimote waggling offering anything new to the typical Kirby formula, but I think adhering to tradition makes Return comfortably nostalgic.

That adherence to expected gameplay and inclusion of co-op makes this a friendly entry point, too. Not that most people reading a Backloggd review will struggle with Kirby's notoriously easy brand of gameplay, but I grabbed a copy of Deluxe for my niece after learning about how much she adores Kirby, and she's had a great time playing it with her mom. I'm 36 and had just as good of a time playing this hunched in front of a CRT. That's uh, the power of Kirby.

This review contains spoilers

With Kirby's 32nd anniversary being right around the corner, I have decided to return to this sweet trip of a game! Kirby's original debut on the Gameboy! How has it held up after all these years?

Starting off with the controls of the game, Kirby's Dream Land's controls hold up rather well! Although unlike future entries in the series it lacks a run button, therefore Kirby is a little slower than he usually is nowadays, however in a way it helps this game! As it's already rather short, the game likely beaten in under half an hour if you know it well enough. Since this is the first game in the series it's roots stem from here, unlike every other mainline game in the series, Kirby's Dream Land lacks copy abilities! Which have been a major part of the series ever since their debut in Kirby's Adventure. However Kirby inhaling enemies and objects before spitting them out works just as well back here as it does now, which is good since you'll be using that to your advantage for most of the game. Lastly about the controls are the items! Such as the mint leaf changing up the gameplay to a shoot 'em up style of game within Kabula's boss fight in the skies. The spicy curry which lets you spit out flames to attack enemies with a blaze. Alongside food items to regenerate Kirby's health, allowing Kirby to take just a few more hits once more. Plus a few extras like the bomb. They all together spice up the gameplay just a bit more, making the general experience a bit more varied. With all of this in mind, the controls of this game are pretty decent!

Before we even tackle the levels themselves, there is also the intro cards! They all together give the game some extra packed-in personality. For example in Green Greens, Kirby chases after a butterfly before suddenly being chased off by multiple at once. Or in Float Islands where Kirby fishes up a fish, only to inhale it and get the fishing rod stuck in his mouth! Things like this make the game much more charming! And for such a small package on the Gameboy it really fits in a lot of charm.

As for the levels themselves, they're all rather unique from each-other! From the classic Green Greens to Mt. Dedede, something I appreciate about these levels are their backgrounds, which all end up standing out from eachother with their fun pixel-filled fun. Sometimes they even change mid level! Take this example in Green Greens, the first level in the game. One moment Kirby is standing in a grassy, hill filled landscape, before taking a trip on a warpstar to a nearby forest! It feels like you've genuinely made progress! Moving onto the level designs themselves, they're alright. They work for a first game but they're nothing too ground breaking, it's a Gameboy platformer alright!

The last main thing to mention is the end-game, Mt. Dedede! Which has a banger soundtrack, just like this game does in general! Each theme memorable, fitting their theming well. The final level's intro starting with Kirby crashing into the king's castle, as a short retour of all previous levels are replayed! Among all four bosses brought with them, Whispy Woods is first and is short and simple overall, avoid getting hit by the apples and spit them back out, working well for the first boss of the game. Next up is Lololo and Lalala who push boxes around a more enclosed environment, making it a little harder for Kirby to attack, this expanding more on Whispy's fight and generally teaching the player to be more precise with their movement. This is followed by Kabula within the sky! Definitely being the most unique fight in the game, which is appreciated! Kracko then being the last one fought before the end-game, yet is cleared if you're careful enough, they're personally the one I typically struggle myself with most out of all the bosses in the game! Once all four original bosses are fought, it's time for the king himself!

King Dedede! With a total of ten health points total, ends up being the longest and most gruelling fight in the game, fitting for the final boss you'll fight here. Once you recognise his patterns his fight ends up being short yet sweet as for the first time of many, the king falls to the pink puffball as he is blown out of his castle. The credits then beginning to roll, kick-starting the two's rivalry in future games as my favourite music track in the game plays. As Kirby carries the castle, bringing back all the stolen food to the residents of Dream Land as he flies off in the sunset, before one final bye-bye. Closing off the main game and unlocking extra mode! Which is an extra challenge for real veterans, I myself didn't really check it out but if you want one final tough challenge, there's your cue.

Overall even though the Kirby series has massively expanded in quality since, this game is very charming! While very short and quickly beaten. It's an experience well-played. With five levels total with fun and chirpy music alongside them, it's a solid foundation that brought the pink puff to fruition. Certainly one of the best experiences of the Gameboy library!

Kirby's Dream Land is like a sugar cookie. It's short and plain but still manages to be a sweet, delicious snack.

Satisfactory.

This is fun, It's my "I'm on a discord call and I need to move my fingers". I'll not say it's a cool game for everyone, but if you're into those oddly satisfying videos, I think you're gonna like it.

Kiryu and Sayama really should have fucked

to rare this game is like when a drug addict finally looks in a mirror and says "what the hell am i doing"

proof that an open-world mario game could actually be good.

Fun 3D platformer. Not as memorable as the Galaxy duology or as creative as Odyssey, but it's enjoyable enough.

Unfortunately the level quality somewhat drops at World 5 and doesn't really pick up again until the final world, which is a shame.

The water looks good sometimes

some of the best movement I've ever experienced in a game.

Back in 2018, Splatoon 2’s Octo Expansion was one of my favourite releases of that year. It turned Splatoon’s core singleplayer gameplay and weapon system on its head, in a way the campaigns only vaguely hinted at - providing ingenious puzzle rooms and a surprisingly steep difficulty curve that finally demonstrated that Nintendo understood & could capitalise on the series’ potential. Leaned into the strengths of Splatoon’s setting too, exploring its bizarre underbelly and fugged vibes. One for the fans of the ‘Rock Bottom’ episode of Spongebob. Seeing Agent 8 in the trailers for this had me a little excited, as Splatoon 3’s campaign was solid but didn’t feel as if it pushed the envelope much, I’ve come to see Agent 8 as Splatoon’s Harbinger of Difficulty and it turns out I wasn’t wrong.

Side Order is cool!! I love the setting (even if it’s basically just something of a play on the Copied City). I found it pretty easy to be excited by the prospect of delving into whatever Nintendo’s idea of a roguelite would be, and it’s a solid foundation but there’s so little variety here I can’t help but find the tower loop a little dry. There are only four mission types, FEELS LIKE there’s only enough individual level layouts for you to see every available one in a single run, and the upgrades you collect as you ascend the floors are merely statistical buffs; “+15% shot speed” type beat. It’s very hard, I like the risk:reward option of choosing harder rooms for better upgrades on top of other chaotic modifiers that can shoehorn you into making rough decisions. As with all roguelites with vertical character progression though, it’s only hard for a while until you power creep your way over roadblocks with permanent character upgrades and such. Numerically overcoming odds always feels cheap to me and I knew my completing the DLC would only be a matter of time investment. Eventually you get the option to retract your upgrades for a prestige reward boost, but I’ll be one hundred percent with you, I don’t like the majority of the weapons in this game and I can not bring myself to be a completionist about this if it means I have to suffer the fucking umbrella. It's all a little undercooked and doesn't have enough to really justify playing over and over for.

Anyway the story is great lol, albeit that there's not a lot of it. The lengths they go to show how much Marina loves Pearl is endlessly cute. She made the currency in her gamedev project “Prlz” maan 🙏🥹. Recalling who won the FinalFest of Splatoon 2 gave me something of a pop-off moment and I’m dying to see how this DLC would have looked if Order won. Endgame is the strongest finale of all of these games yet and that’s honestly a ridiculously high bar. Remix Ebb & Flow forever I will cry every time. Personal favourite soundtrack in the series, too! I love how heavily it leans into its dark ethereal sleep paralysis ambiance. LOVE how the hub/training areas have little environmental tells for the instrumentation in the bgm.