254 Reviews liked by ddpunk


I understand now why Kojima is so insistent that MGSV isn't actually "5". This is clearly the culmination of the series, the final and total statement after which anything else is just an elaboration on an existing theme. MGS4 is so thoroughly and maddeningly crafted from hundreds of layers of metanarrative, it almost doesn't matter that the actual play you do is only barely present within. All previous Metals Gear Solid were in a sense sequences of set pieces that blended the gap between play and cinema, so it makes sense that this goes hardest of all on the overlap. All the cutscenes are playable, and all the moments of play are just moments between cutscenes.

This isn't a complaint, by any stretch of the imagination. Without any shred of irony, I'll say I consider Kojima an auteur and this game a masterpiece. From the opening, where you flip through FMV channels including David Hayter being fictionally interviewed as David Hayter, it sets out to reproduce, parody, and critique a whole world of information technology and the culture produced by it. And somehow it succeeds! This one relatively short game embeds within itself all the manic violence on the battlefield of thought that the characterizes the 20th century. Even its labyrinthine plot with double-cross atop double-cross serves as a mirror of the care and attention that must be paid to understand the complexities of our own world.

As a cinematic experience, I prefer Metal Gear Solid 3. In terms of raw fun of play, I'll always pick Metal Gear Solid V. But as an art object, it's hard to imagine a game more complete in itself or absurdly competent in its work than Metal Gear Solid 4.

In 2017 Apple one of the world's biggest companies admitted to intentionally slowing down phone batteries. Referred to as "Batterygate" this action opened up a string of lawsuits that Apple were intentionally using 'planned obsolescence' to encourage people to upgrade their phones or fork out to apple for replacement batteries. Apple always denied this by all reports stating it was actioned to preserve the device.

Moving forward 5 years and we have Citizen Sleeper, an indie game made by a one person studio Jump Over the Edge. In this game you play as a Sleeper, an emulated copy of a person with no rights as part of a Essen-Arp Megacorporation contract. Through design without the right treatment your body will decay over time making you reliant on them in a form of indentured servitude. Planned Obsolescence of a copied person. You escape however ending up on the Eye, a self run Space station surviving after the collapse of the Megacorporation Solheim it and many companies were once part of. Somewhat lawless but welcoming, it's a perfect place for a Sleeper trying to survive.

The lore and world created here is a fascinating one. The way the game takes examples of situations like that of Apple as a form of consumer control but exaggerated into the extreme Cyberpunk Megacorp world really stands out. The characters you meet on this independent space station are broken, struggling, running and surviving but are a great cast to interact with as further world building about the outside universe is dribbled to you through these events.

The game actually plays akin to a visual novel mixed with a dice placement tabletop board game with a few light sprinklings of RPG stats on top. Each turn or cycle (as there is no day and night on a space station) you get several dice rolls based on your Sleeper's physical health condition. Each dice can be used towards actions, some immediate some building up charges to complete. Depending on the number result of the roll will depend on it's chance for success with a positive (5-6), neutral (3-4) or negative (1-2) outcome. These numbers can be bolstered with + values depending on the skill involved and you level in it such as 'engineering +1' to increase your chance. All along the station are different locations with different characters and events that can feed you, repair you or push along character quest lines.

How you choose to progress is entirely up to you after the opening couple of quests. It's a fairly open ended adventure with multiple different endings depending on who you interact with and when. This is both a positive and negative in my view having seen them all. Citizen Sleeper despite it's grand ideas for the outside lore of the world feels more like a slice of life story so each character questline is personal and don't interconnect with each other in anyway leaving everything feeling a little directionless. Additionally though your circumstances are in many ways quite dire it never feels that way in the writing which at times is a little too matter a fact. What writing there is though outside of that small caveat is excellent. The characters, their problems and events are all really interesting, I got rather absorbed into their lives and personal struggles which is why I went out of my way to see all the endings on offer.

My only real issue with the game is actually if you are wanting to see all events there is a lot of downtime mechanically. Initially every dice you use has to be really thought out in regards to survival / story progress balance but it soon becomes extremely obsolete meaning you are mostly just burning down clock cycles to get to the next story beat sometimes doing nothing. The thing is I am a board gamer and this reminds me a lot of a game called Alien Frontiers where you place dice for resources to build colonies. What I hope Citizen Sleeper learns from this is to use the full range of numbers for actions rather than high = good and low = bad. Have certain actions only available on a 1 or 2 etc. and smaller ways of knocking them up and down would have made the turn based element more strategic and interactive throughout.

When all is said and done though I had a really good time with this and the fact that it was made by mostly one person is pretty nuts. The wonderful character art, somber music and writing pushing this along make for a wonderful experience and I do look forward to the announced sequel.

+ Fantastic art, music and atmosphere.
+ Citizen Sleepers universe and lore.
+ Mostly excellent writing and characters.

- Dice mechanic could have been more interesting.
- Sleepers personal situation often felt detached from events writing wise.


Cyberpunk 2077 is one of those games that has no doubt had and will continue to have "what happened" case studies and documentaries. It's a fascinating game in a lot of ways before even playing it. Riding high off the success of The Witcher III and the goodwill gained from that release and it's superb DLC it felt like the developer CD Projekt Red could do no wrong. Even a simple beep tweet on Cyberpunk's twitter account after a dormant time from announcement caused a lot of discussion and hype leading up to their next big project. Cracks under the surface though unknown to most with troubled development led to launching on platforms the game wasn't ready for. The game came out with performance, AI and balance issues in abundance. Overnight after it's rushed release CDPR's bubble burst. Noise about it for the PS4 specifically was so bad that Sony did the unthinkable removing it from the PSstore and handing out refunds. It stayed that way for months. Moral of the story here? never pre-order no matter who the developer is in this day and age.

So very quick background about Cyberpunk's history out the way, how is the game 3 years later after all it's patching, PS5 version release and 2.0 Update release? All in all pretty good though I have nothing to compare it to prior to this as I was waiting for it to be finished before I played it. So this will not be a No Man's Sky or FFXIV redemption story review. Simply one of how I experienced it as it is now.

First thing I have to comment about is that as a role playing game I still found Cyberpunk disappointing and to be honest I just don't count it as one. I remember in an interview when the game was still just an announced CGI trailer 10 years ago from a developer that the game would be dense and vertical. I clearly misinterpreted that taking it to mean it would be a bit more like Deus Ex but the end result is quite the opposite. This left it feeling extremely wide and flat with a few buildings to traverse at key points. It just feels like any other open world game with a Cyberpunk skin. This may be a me problem rather than a Cyberpunk 2077 problem but I just expected more to it than that. The level up and skill system is actually just bad and this is after it has been revised, stripped down and balanced as I understand from launch. Normal level up perk point skills seem pointless mostly. Slightly more damage, quick hack damage at 10%? It's all just a bit...boring. I think I would have preferred they scrap perk abilities completely and had all abilities attached to the Cyberware you install. Having gorilla arms that increase physical strength for melee attacks and forcing open doors? Legs giving double jumps? Optics for seeing enemies through walls etc. There are just more useful abilities that offer more utility for both exploration and combat. Additionally these type of upgrades fit the cyberpunk thematic a lot better to boot. Instead it's got multiple systems that feel uninteresting and tacked on. Equipment and Cyberware should have been the focus.

Now I know that so far I have come across as negative but the thing is I actually had a really good time with Cyberpunk 2077. I mean sure as an RPG it's pretty crap and the overall main story feels a bit disjointed but so much of the rest of it is a real blast. A lot of the characters and set pieces really build up Night City as a living result of a corporation only future which is often bleak with a large almost class divide. You play the role of V, a character who through misfortune ends up with a countdown clock dying and is trying to find a solution to that predicament. This leads you to finding fixers, mercs, prostitutes and corporation suits to try and save yourself. It's an interesting setting in that so much of it looks like a modern skyscraper idyllic future city covered in neon lights yet there is a constant layer of filth and garbage bags almost everywhere undermining it's more grandiose appearance at first glance. Many of the characters reflect the city coming across as guarded and jaded but with their own reasons underneath it all. Johnny SilverHand played by Keanu Reeves is a prime example. He is your companion throughout the game and for most of It I actively hated the guy, yet the game with the best ending in was through him in the end. I liked how the characters and city are unveiled and the shades of grey between them all.

From a larger gameplay perspective it's somewhat less interesting though that could be my build. Stealth silencer head shotting goons with an over powered pistol sweeping through areas. AI was pretty unimpressive but I enjoyed some of the abilities and weapons available. It lacks the depth of an immersive sim but jumping onto a roof, finding a hidden entrance, hacking a turret remotely to turn it on it's enemies whilst throwing grenades in to cause carnage is fun, if not especially deep. I guess what you need to know going into this game is where to set your expectations to. I didn't have any really going in and had a good time exploring around the vistas killing gang members and exploring the city. The technical side of things seem to have mostly been fixed. I had one crash and a couple of items fall through floors but otherwise this is a pretty fun open world game with a large amount of content. It's not the game I wanted, nor is it the game CDPR promised but it's not bad either. The characters and set pieces are good fun as is the combat but even fixed a few years later it doesn't reach the clear ambitions CDPR had when starting development. I hope they learned their lesson from this going into the sequel and their other projects.

Still, I got to ride a cool looking Akira motorbike with a katana drawn power sliding into enemies to start a fight. What other games can you finish a review with that in?

+ Night City is a cool looking location.
+ Fun set pieces and fairly interesting characters.
+ Johnny Silverhand is a likeable dick.
+ Akira bike.

- As an RPG it's pretty crap frankly.
- Lacks depth for combat, skills and level design.
- Some story beats and resolutions don't quite land at the end.

When Streets of Rage 4 got revealed I was apprehensive. This is a series I love. I've gushed about it on Backloggd on other reviews of the Megadrive games (well two of them anyway...). My first thoughts on seeing 4's reveal trailer though was simply "that's not Streets of Rage". Where is the pixel art? Why is everything so bright and clean? What is with Blaze's walk animation? To be honest I wrote the game off without giving it a chance.

The reviews came in extremely positive to my surprise and piqued my interest. People I knew started playing it. Apparently it had tight controls, unlockable pixel art characters from the original game as bonus content. Was I wrong? Still I harboured doubts. What really turned my head though was hearing the soundtrack. It's a huge part of the franchise. The original and legendary composer Yuzo Kashiro was adding some music to the Soundtrack but hearing On fire by Oliver Deriviere on youtube absolutely drew my attention in a way more than any other news took. I had to buy it. When a friend of mine bought it we finally got into it playing co-op along with the Mr. x Nightmare DLC and have been playing every night now for several weeks. I happily admit I was wrong because Streets of Rage 4 is a Streets of Rage game, it is a fantastic beat 'em up and right now I am thoroughly addicted to it like I'm 12 years old all over again. You'd think someone of my age would know better by now not to judge something so effortlessly.

It's wonderful, it's everything Streets of Rage 4 should be. It brings new things to the table whilst still paying homage to the series roots. The game starts 10 years after Streets of Rage 3 with Mr. X's children having taken over what must be the world's most easily corruptible city. Original characters Blaze and Axel take to the streets along with newcomers Cherry and Floyd to take them back. As the game progresses you earn points which unlock more characters from the older games until there is quite an ensemble of choice of 18 with their own move sets though many of them are different versions of each other from older titles.

The game has the standard punch, kick, jump, and back attack as well as grapples allowing for throws, floor slams and extra damage. On top of this characters have forward dash blitz moves and specials. The specials use health but leave the chunk of your health bar you lost in green allowing you to get it back whilst doing regular blows. If you are hit however you lose it all on top of that blows damage. It's a great reward system and the special attacks can use invincibility frames to avoid damage or used in part of a combo with normal attacks and blitz moves to devastating combo effect in practice. Lastly in the character's arsenal are the star moves characters can use, these are limited and generally used to try and screen clear or at least give you some room.

Each character plays differently. The Streets of Rage 1 characters are more limited in their move sets but hit extremely hard and fast. The Streets of Rage 3 characters can all run and roll vertically making them quite manoeuvrable with the streets of Rage 2 and 4 cast as a mix somewhere in the middle. There is enough variety here you can find a character you are comfortable with to make it through to the credits and it's easy to change midway if you aren't grooving with who you have or you unlock someone new. For me though the joy has been playing through as every character aiming for S ranks and higher scores and combos for every level. Even characters I initially haven't enjoyed have turned out to be brilliant with some practice and understanding how their move sets all work.

The art style I initially hated at the game's reveal I came to love very quickly. I love the animations and character designs. It feels fresh and retro all at once with great usage of colour. If you don't like the look or feel of it thinking this isn't the game you wanted, please try it. In motion with the feeling of the controls and music it all clicks together. The aforementioned music really is perfect for the game, I mean check out the main theme. It could fit in with any of the game's in the series. Really perfect.

That's it in a quick review, Streets of Rage 4. I love how it plays, looks, sounds and feels. It's got great character and move variety, looks and sounds the part and is simply fun to play. My hat off to the dev team and I apologise for doubting you. Adding the Mr X's Nightmare DLC with extra characters and modes really seals the deal for those who want more. As my friend I play this co-op said to me the other day that all he could think about was "I really just wanted to play Streets of Rage 4".

Yeah, me too my friend, me too. What a first game to review for the start of the year.

+ Feels great to play with a large cast of characters and moves.
+ Hits the right notes for both new and old.
+ Great art and music.
+ Surprisingly addictive.



So I actually bought this before I had played the base game of Streets of Rage 4. Whilst a quality addition in it's own right, it feels like the right way to play it allowing to swap between story mode & the new inclusion of survival mode here to freshen things up.

Mr. X Nightmare story wise is meant to be an AI training program made by Dr. Zan after the events of Streets of Rage 4 for the crew to practice their skills. In reality it's essentially a wave based horde mode called survival that randomises the enemies, power ups and weapons getting progressively harder as the waves progress. Completing a wave will unlock some perks for you to choose from as a permanent buff going into the next one allowing you to build up your character to your choosing. To a degree at least, as these power ups are random from a set pool. Getting the same power up will increase it's level making it stronger which can be done up to four times per perk. The perks themselves are pretty varied including elemental effects. Poison which is great for big heavy targets, lightning and fire which work more for crowd control. There are basic stats buffs, weapon buffs as well as some more risk reward types like healing when attacking but food will no longer replenish health etc.

When playing co-op as I was most of the time only one of you can choose one of these perks. You have to work it out between you, share the poison or buff one person? Is one of you focusing purely on weapon usage? It makes a slightly interesting dynamic as these later waves can get extremely tough with multiple bosses taking large health pools. This isn't to mention that different levels also have environmental hazards like fire spewing on the ground, wind pushing you on the air craft carrier or occasional lasers. These can also be used against enemies too if played right. This all results in the survival mode having a surprising degree of tactical aspects to it. My friend and I only ever managed to get past wave 30 once on hours of trying, but it was fun the whole time.

This DLC also comes with three new characters to play as (and one secret one...), all of which were bosses in the base game. The first is Max making a return as a series staple. The second is Estelle, a brand new character and lastly Shiva, another series fan favourite. Each control incredibly well with a little practice and don't feel like throw ins. I especially like Estelle who has great range and power but the others are also great. The most fun we had on one of our survival runs was playing as Streets of Rage 2 Max and Streets of Rage 4 Max Power Sliding and suplexing everyone as we went.

The base game characters haven't been forgotten either with Survival mode earning experience for whomever you play as slowly unlocking alternative moves for their, blitz, special and star attacks. These aren't just extra moves but customisable for each type choosing which version you find more useful allowing to essentially build your character with varied move sets to help you progress further into survival. I really liked this.

All these new characters, weapons and features increase the re-playability of the game. These aren't limited to the DLC but transfer to the base story and arcade modes. Want to play as a customised Shiva through the storyline? Go for it. It all blends into the game extremely well like it should have always been there and is extremely well priced at just shy of £6.

If you liked Streets of Rage 4, there is no reason to not get this. I actually encourage it.

+ Survival mode is really fun.
+ New characters are all really fun to play.
+ New moves giving each character more variation.
+ Power Slide!

Hades

2018

"Back already?"

After spending around 20 hours with Hades resulting in feelings of highs and lows I've come to the only conclusion these emotions could finally ascertain. I love everything about Hades, except actually playing it. This is both the best roguelike game and worst I've ever played and it's impressive how much that swings backwards and forwards.

The interesting thing to me mulling this over in my head, and to use a Greek mythological term of phrase, is that Hades greatest strength is it's Achilles heel. This game wants you to die, yes it's how Roguelikes function, but I have never felt that more in others than in Hades. Each time you die you get a bit more character interaction, a bit more dialogue between characters by design. These interactions are eked between the protagonist, Zagreus the son of Hades the Greek God of the underworld and it's occupants. Each attempted escape from the underworld Zagreus gets a little more development from the mythical residents of the house of Hades such as Cerberus, Nyx, Hypnos, Thanatos etc. They will slowly grow and reveal more about themselves and the situation Zagreus is in and it's great. The characters are well written and the amount of content and spoken dialogue is absurdly impressive. Dying is how you progress this, dying isn't failure, dying is a reward for the setting, for the theme of Hades. Death is Hades business and Supergiant games was extremely clever in how it's implemented that as not only the known Roguelike mechanic but as a fundamental mechanic to the story of Hades.

I really like the cast. Getting snippets of conversations with the gods of Olympus and lesser known Greek mythological characters is a real treat each time. I also love their art design, it's pretty clear who each character is without stereotyping them too much. The voice acting equally puts in work to match the excellent writing. My favourite being Dionysus the god of wine who comes across as such an extremely laid back almost surfer like attitude but there is a tone of strength behind it all in his voice as well as art with his chiselled physique. Hades presentation really is excellent.

So where is the weakness here you ask? It's the actual dungeon runs in which the game wants you to die in to get these slow roll story sequences that hurt it sounds badly. This game is 40 minutes of gameplay dragged out into hours and I despise it for that. Each run has so little variety that it gets stale to actually play each time. Finishing a run didn't make me want to go again, it made me sigh that I would have to fight the same 3 bosses over again on the same levels in the same order. It's extremely linear and stale and the more I played the game, the less I wanted to.

I stuck with it for the excellent setting, art and characters. The thing is it actually plays really well. The animations are smooth, the combat is fun, there are 6 weapons to choose between that all have great moves and the boons from the gods of Olympus you collect can add some good variety to how the combat plays out. In the end though it's all the same, you will fight the same limited enemies, bosses and room types in the same order. I expected a variety of bosses that would be random on each run, corridors, challenges, just something? It's 40 minutes of game you play repeatedly. It felt like groundhog day.

Later in the game you can add modifiers to make it harder which can change things slightly and there are some prophecies to aim for in trying to get certain boons but it doesn't change those 40 minutes enough in any way to not feel like this is just a short experience painfully dragged out. To get the full credits you need to complete 10 playthroughs once you are strong enough or get lucky enough runs. It took me 25 runs just to beat it once. There is some permanent progress you can unlock with skills in a mirror and construction requests but equally they feel like padding to make it take you time to unlock all the story rather than rewards. This is felt more than anything with the god mode option. In the settings you can switch it on "To make it easier or if you just want to see the story". The issue is that the game wants you to die to progress the story and character interactions so god mode gives you some base damage resistance then 2% each time you die. Even trying to speed through the game after I had beaten it the first time it's still doled out at a trickle as it counters what the game wants you to do. It wants you to die, thematically and narratively, this is clever, this is great, it lacks the variety to keep that interesting in practice though.

It's a real shame too because a greater pool of bosses, levels and enemies to make each run feel fresh would have made this a truly great game. After a certain point though I died to Hades with a pretty sub optimal boon run and just felt, exasperation. I would have to do the same levels and bosses again and decided to put the game down. I watched the true ending on youtube and it was cute, I just didn't want hours of repetition to get there. I didn't feel I'd missed much by watching the ending and skipping the faff. Maybe it's me? I mean I played Vampire Survivors, this game designed for addiction. I did three runs for 30 mins each and put it down feeling like I'd seen everything. I guess that "one more run" mentality for games like this just don't have that effect.

I happily play 500+ hours in each Monster Hunter game though so what do I know?

+ Setting as a Roguelike is excellent thematically.
+ Characters, voice acting and artwork are great.
+ Combat is smooth and fun.

- Dungeon runs lack variety, same bosses and enemies makes things feel dragged out.
- Gets boring fast.

Not finished yet(just want to talk about it) - - thoughts so far are this is amazing, fun gameplay (when there is any, but I love the cutscenes too)

Hardly nostalgia baiting, more of a satire on modern consumerism due to the circumstances in which the game was made.

Cracking up to be my favourite metal gear so far if it can pass mgs1


It's not a mistake, it's the best thing that could've happened.

Didn’t think I’d ever miss my flashlight this much.

This expansion had a few excellent moments of suspense with great atmosphere but all that was sadly overshadowed by uninspired level design. The only thing that saved it and which kept me going were the Alan Wake crossover elements.

The final cinematic did give me slight goosebumps, though. Can’t even lie. Hyped for AW2, I’m finally ready.

Ground Zeroes is one of the greatest prologue chapters in gaming history, it's an absolutely perfect introduction to The Phantom Pain.
Speaking about TPP, its gameplay is one of the most fun experiences I've had in a game in a very long time, probably the best in the MGS series. The story is obviously the weak part of the game but unlike many others I think it has its good moments and also I didn't really mind the concept of listening to the audio tapes, some were actually really good (especially the ones you get after beating the game).
Overall despite the lack of KoTF (the infamous mission 51) I have a very positive opinion of this game, I still play it from time to time

First Platinum Trophy of the year 🤠

Pretty fun DLC with fresh story bits and new levels to dive into. There’s quite a difficulty spike in comparison to the base game but you’ll quickly adapt and might even welcome the challenge.

As for the story, this expansion works like a sneak peek into the sequel’s conflict. It’s not a must if the lore didn’t catch your attention too much, but they did a solid job expanding on it and weaving everything together.

When I first booted up Cuphead a few days ago, I was greeted with a brand-new title screen and song. It was for The Delicious Last Course and honestly, I like it a lot more than the new title screen. This was a sign of good things to come with the new DLC and I'm happy to say it's pretty great.

I actually used one of the new weapons a ton in my replay of the base game but crackshot really is amazing. It's basically chaser but better and it was my primary weapon in this DLC alongside charge shot. Converge and Twist-up were the other two new weapons and I wasn't really a fan of either so I barely used them. There were also some new charms that were added as well. Astral cookie let's you play as Ms. Chalice, the ghost that awards you your different supers in the base game. She can be kinda broken since she has 4 health, an invincible role and a dash that parries. I also found it kind of weird to use her so I used Cuphead for the most part. The divine relic is one you need to put a bit of work into. It starts as a broken relic which you can basically activate by defeating this weird secret graveyard boss. Once you do, you can start defeating other bosses to eventually turn it into the divine relic. While you do, all sorts of effects happen like starting at 1 HP, having your normal attack change constantly and having an in-consistent smoke bomb. Once you defeat enough bosses tho, you get the divine relic which can be incredibly OP if you're skilled enough. The changing normal attacks are still a thing, which is why you need to be skilled enough I said, but you get a normal smoke bomb, the axe parry move and you have an ability where you get health on your 1st, 3rd and 6th parry which can be crazy broken. The last charm is basically just that last parry effect on its own and its the one I stuck with throughout the DLC, it can make A and S ranks stupid easy to get.

Speaking of Ms. Chalice again, I did use her a lot in one area of the game. The king's leap is a series of parry challenges and she is super useful with her dash parry. This one one of my favorite parts of the DLC ngl, it was really fun. I even did The Gauntlet which has you doing all of the challenges in a row without a break in between. It wasn't too bad and the executioner was definitely my favorite of the bunch. Also the presentation of the castle and it looking like it's made out of clay was amazing.

Now onto the meat and potatoes once again, the bosses. Yeah, there's only bosses now and no Run and Gun stages. While I do prefer the bosses a bunch, with there only being 6 total this DLC just flies by and is one of my biggest criticisms tbh. Idk, I just wish this was a little longer because what's here is great, you can just beat it in no time is the problem. Anyways onto the bosses. It has some of the best bosses in the entire game and some alright ones. The Howling Aces was easily my least favorite when I first played and that was all because of the last phase where the screen rotates. It felt cheap at the time and I really did not like it but now after S ranking it (yes this is the one and only S rank I got funnily enough) if you turn your head and understand that the dog bowl color lets you know what they will do, it's not that bad. I'm still not the biggest fan of it tho. Esther Winchester was the only flying stage and I thought it was okay. I just found some of the later stages really annoying but again funnily enough, it was another one I was able to expert in the end. Mortimer Freeze and Glumstone the Giant I don't really have much to say besides they were both pretty good. I didn't expert either, Mortimer especially is a pain in the ass on expert. Chef Saltbaker was definitely one of the best in the game even though his fight can be a real bullet hell at times. The spectacle of it really did it for me and he was another one I didn't expert. I saved the best for last and while the fight is fun, the presentation alone made this my favorite. Moonshine Mob was easily my favorite fight just because it was so creative. It's a mob of bugs that all play a part in the fight. First off the announcer was different this time and it was one of the members of the mob which was great. The spider and the light bug were both fun and very expressive. The music is also sung by the light bug which is a nice touch. Then near the end of the fight, we find out the head of the mob was actually the announcer from the beginning..the snail. He's teaming up with an anteater which is so brilliant because you know he uses the anteater to scare or even kill other bugs. Then when you defeat the anteater there's a fucking fake knock out screen that can actually trip you up since I thought it was just a quirky little change up like the initial announcer was but the fact it's a fake out from the snail, it was the cherry on top of the already incredible presentation in this fight. Like I said, easily the best in this DLC and may even be the best in the game. This was another fight I was able to expert as well.

I got all trophies which only required me to S rank one boss so I didn't expert everything like I said. I just don't find expert mode too fun so I don't think it's a huge deal. Either way, great DLC overall. I think I do like the base game more just because this DLC was really short and I didn't love every boss here, but what was good was really damn good so I definitely recommend every Cuphead fan plays it.

Okay I swear my next review will be Chrono Trigger. I keep putting it off and I really got to get back to it 😭

This is a perfect example of a game that isn't meant to be fun and is outright unfair but is still a good experience to go through. Everything in this game fits, so to speak. The artstyle, the sound effects, the humor, the gameplay, the characters. It's wacky, it's serious, it's funny, it's grim, it's unfun, it's an experience. It's also one of the games that truly use its medium to tell a story. Gameplay affects story and story affects gameplay in a way that's interactive. One of the most telling moments of the story is when, after you've been put through hell by one of the characters, the game punishes you for not accepting that this game is unfair. One moment that stuck with me when I replayed the game is when I purposefully didn't finish a character's questline because I knew they would leave the party and he was too useful to leave behind, which ties wonderfully to the playable character's themes. Made me feel so selfish and egocentric.

Metal slug 4 is the fifth game instalment in the Metal slug series, and no, you don’t have to play any of the previous ones. At its core, the series is a 2D run-and-gun shooter, that has a more humorous approach to the military shooter genre. Metal slug 4 is more of the same. It neither has any innovation nor changes anything to the formula. While that would be fine for anyone who really enjoyed the previous titles, personally I was starting to get a bit bored, thus the lower rating.

Story
There is no story in the game. I don’t count anything that is outside the actual game. However, all the characters, enemies and allies, have a lot of personality simply due to their animations.

Mechanics and gameplay
If you have ever played any 2D game before, you will easily get the hang of the controls. It should be noted that auto fire is turned off by default. I was able to enable it in the settings.
You always start with the standard pistol and a few grenades. Thought the level, there are special weapons that are much more effective, although they have limited ammo. The most powerful weapons are the various vehicles. They are not only able to dispatch foes much faster, but they can also take damage.
Yeah, in Metal Slug if you get hit you die and one of your 3 lives gets used up. Since this was originally an arcade game, where higher difficulty meant more money, Metal Slug pulls no punches. There is however salvation, when your 3 lives are up you get the option to completely trivialize the game and just respawn at no cost.
I am a bit disappointed in the enemy and level variety. The last game had aliens, ancient ruins and while this focused more on robots, there wasn’t anything that grabbed my attention.

Graphics and artstyle
The artstyle is as always incredible. I believe all the sprites are hand drawn, which explains why they are so vibrant and full of life. Metal slug is the kind of series that manages to put more character in a low-level grunt, than most AAA games have in their protagonist.

Atmosphere
It’s an arcade game, so there is hardly any immersion.

Soundtrack and sound effects
SFX are great. You will always know when something dies.
The soundtrack is phenomenal. If there is one thing that you should take away from this review is that you should listen to the Metal slug 4 ost, in fact listen to all of them. Favourite part is “Secret place [stage 6]”.

Final Thoughts
Yes, I am a Marco main. How could you tell?