168 reviews liked by digtotheheavens


A pretty flawed game in terms of how it handles quests and story but an incredibly ambitious one. I can't think of anything else that would make you wait 30+ hours to unlock one of the main selling features, but there's something about working your way up as a blade on that harsh planet that makes the moment you finally get a skell license and eventually take flight so special and satisfying... It completely changes the world you've come to know so far. Soaring around an exceptionally designed open world fighting monsters in the sky with Hiroyuki Sawano music blasting is something you won't find anywhere else.

So many things about XCX make it feel like a true evolution of XC1, in gameplay and art design, complex mechanics, intricate area layouts, so much customization and freedom, that were all just thrown out of the window for the next entries. The whole thing feels genuinely impossible to pull off on this toaster of a console, its scale and visual fidelity impressed me more than anything on Switch ever has. In the best way it doesn't feel like a Nintendo game at all.

I really enjoyed spending most of last month chilling exploring this alien planet. It's just been sitting on my shelf for years unplayed after I failed to get into it before, and it ended up being my most enjoyable Xenoblade experience since the original. 1 and X truly feel like they're in a different series from 2 and 3 to me. Had I played this back in 2015 I don't think I would have been nearly as impressed by BOTW, or any open world for that matter. I would recommend checking it out now because any future port is going to be missing some stuff, it's very tailored for the Wii U unfortunately.

what do you mean famliy guy doesn't come with the game

so far, stellar blade might be game of the year for me. the combat, once upgraded and refined with the five different skill trees, feels surreal. one of the most fun combat systems i’ve experienced in quite a while. i get vibes from a few different games, ranging from nier, soulsborne titles, tomb raider and a bit of resident evil with some of the infected areas and secret research labs. the soundtrack is phenomenal and has become one of my favorites in gaming as well. eve herself is an entertaining character to watch grow and develop— even if i was a bit uninterested in her at first. the customization is really unique and the outfits are gorgeous, and as a girl, its clothing consists of styles i could see myself cosplaying in the future. the exploration alongside can/outfit collecting is never dull and feels so rewarding.

please consider playing this game, and don’t listen to the coomers on twitter that ruin the experience for casual gamers looking for a fun, new experience. there’s quite a bit of fan service but never does it in a distasteful way.

Even as someone who was very excited for the game since the demo dropped, I didn't expect to be THIS in love with the final product. It's genuinely unbelievable that it's Shift Up's first console project. This is a technical marvel packed with eyecandy environments, models and effects that still runs at 60fps the whole time at a 30GB file size. In a lot of ways it feels like the first true 9th generation game I've experienced, and finally not a remake or sequel of anything else. So many moments where I was genuinely blown away by what I was seeing and experiencing, like arriving in the main city for the first time. Still shocking that SIE decided to back this so hard in publishing and promotion as it seems to go against everything the company is about in recent years but it's a move I'm thankful for.

Stellar Blade harks back to the PS2 era, unashamed of being a video game and prioritising gameplay above all else, with a ton of unlockable outfits and new game+ free on day one. Not to say that its design is primitive in any way as it incorporates all the best parts of modern gaming too. Areas are a mix of linear setpiece based levels and more open exploration. I liked how the side missions took you to new locations and had actually great rewards, and in general it's not a ridiculous time sink like a lot of modern games. Combat is an absolute blast, a fusion of other great actions like Sekiro, Bayonetta, even Resident Evil at times. Very reflex heavy swordplay wth a variety of different ranged firearms as well. With the amount of skills and specialized equipment you can collect you'd think it would get too easy after a point, but you will still get put in your place by the brutal boss fights at the end of the story. The grotesque monster designs and the elaborate animations for dismembering them are just on another level, every encounter sticks out in my memory. And I've seen criticism of it but I personally loved the parkour and Uncharted style climbing around the world. I felt like there was such a huge variety to what I was doing for my whole 40 hours played and it was mixing multiple genres I love perfectly. Finally if this game doesn't at least take nominations for best OST of the year it will be an absolute crime because it's constantly hitting your ears with objectively heavenly sounds, the most atmospheric emotional vocal songs seamlessly switching to more intense versions when fighting. Combined with the landscapes and art design you just gotta stop and take it all in sometimes.

This achievement has been overshadowed by some REALLY braindead controversies over the last few months and I've also seen a lot of hate from fans of the other series that clearly inspired it. It's a new IP so harsh critics are to be expected but I look forward to more people warming to it and realizing how it's actually a love letter to those things and an amazing game in its own right, and I hope EVE will be respected one day like Bayonetta, 2B etc have come to be. This singlehandedly made me feel less doomer about the game industry, if we can still get stuff like this every once in a while we may be alright. I will be eagerly awaiting whatever these devs make next on console

Zero support for Sonic Shuffle. Garbage. Parsec wins again.

About a year ago I'd never even heard of Koudelka, but that's the thing about being friends with TransWitchSammy, you're gonna find yourself waking up at 3 in the morning with "play Koudelka, it's peak...!" being whispered from your vents.

It's actually surprising that it's taken me this long to discover Koudelka and actually commit to playing it, because it's such a mish-mash of my favorite fifth generation design tropes that it seems made for me. Survival horror exploration, JRPG combat, haunting pre-rendered environments, a story told with maturity and supported by excellent voice acting...? Shit, it's even got music by Hiroki Kikuta of Secret of Mana fame, and he wrote, produced, and directed the game!

It's clear Kikuta had a well-defined vision for what he wanted Koudelka to be, being so involved with the project that he embedded himself in vocal recording sessions, opting to have all releases of the game share the same English dub. Vivianne Batthika (Koudelka), Michael Bradberry (Edward), and Scott Larson's (James) vocal performances are excellent, at times loud and theatrical in a way that suits the sort of "stage play" quality of the game's cutscenes. Character models are scarcely more detailed than those in Metal Gear Solid, rough and limited in all the ways you'd expect from this generation. Metal Gear Solid's workaround was the Codec, which used cut-outs to help connect the player to the characters, but Koudelka rarely zooms in on its characters to show us their emotional state (outside of FMVs, which are used whenever the action becomes more complex) and instead lends weight to the actor's performances with body language. Kikuta's choice to have his cast further embody their characters through mocap gives Koudelka a look that's so rarely seen on the PlayStation.

Softening up the image with a good scanline filter is something I would definitely recommend if you plan to play Koudelka through emulation, which you almost certainly would have to do since Price Charting pegs loose discs at around 142$. Maybe I'm spoiled, but the low-fidelity models can clash against the densely detailed backgrounds when viewed raw, and like most PlayStation games, there's a lot of dithering. Hitting Koudelka with a good shader can help desaturate some of the colors, and I feel a more muted pallet makes the game look even better.

As impressed as I am with the story, performances, and presentation (after shaders), the gameplay itself leaves a lot to be desired. Navigating the mansion is pretty typical survival horror fare, but there is a distinct lack of puzzles that the player needs to directly interface with to solve. For example, you might find a lock that requires an understanding of the Greek alphabet to open, but Koudelka and her companions will simply glean the answer from a note and apply the solution automatically. There's a puzzle involving some very basic math to change the counterbalance on a scale and another that requires you to rearrange the position of some dolls, and that's about the most you get. At least doing laps through the monastery feels good even if there isn't much meat to the progression. The frustrating thing is, you can see the frame of a good survival horror game in here, Koudelka just doesn't embrace it.

Likewise, the JRPG battle system is good but very dry. You navigate a sort of chess board where your position relative to the enemy's becomes a strategic factor... except magic and ranged weaponry is so grossly overpowered that by the middle of the game you'll probably have everyone outfitted with firearms and advanced spells, allowing you to comfortably take pot shots from the back row. Most battles devolve into spamming your more damaging moves, and while you can spec your characters however you wish, the short list of spells the game provides you bottlenecks your ability to craft particularly unique builds.

Koudelka has all these survival-horror and JRPG elements but it doesn't commit hard enough to either for my tastes, and so it rides out a lot of its short runtime on vibes and good storytelling, which is fine, but there's a better game here that just didn't coalesce.

I could go on, but at some point I'd just end up paraphrasing most of TransWitchSammy's video essay, which you should probably watch instead. She gets into a lot more detail about the production of the game, its themes, and stuff like the soundtrack (which is great), and I'd definitely defer to her as the resident Koudelka expert. I may keep going and give Shadow Hearts a shot, because I am interested in experiencing the series' transformation from this gloomy, mature story about religion, loss, and love to whatever goddamn goof-ass antics act as the driving force behind From the New World.

i hate eroge idk why i read this but i was hoping the interesting elements would actually go somewhere

essentially the video game equivalent of that one south park production story about how trey and matt made an entire episode centered around baseball just bc they thought the idea of the cast in baseball uniforms was cute. princess peach as a cowgirl or a pastry chef is rlly rlly cute and it does kind of seem like the devs and artists behind this came up w cute looks for peach before actually designing the levels or their structure,,, and that’s perfectly fine w me lolol. idk obsessed w how often mario games mess w artifice and play in rlly cool ways,, possibly some of the better meta design elements in pop-game philosophy. cool stuff I love tonya harding princess peach,,, apjvff Ass game

personally I think more games should be eight hours long and allow u to wear cowprint dress and also only use one action button idk !!

I remember waiting for Iconoclasts to release, back when I first got my computer. I only really knew of Konjak’s flash games, but I was very excited for whatever reason. I was a stupid nintendrone back then, so indie games were a big interest I guess.

Upon replay, I have a lot more to appreciate. In terms of gameplay, while the combat and movement are a little boring, I think the exploration and the puzzles are fun. The bosses are awesome too; they’ve got really sick pixel art, and there’s great art direction here in general. Gnarly machines, dope character designs with dope powers. There’s a person that shoots different laser beams out of his eyes depending on which glasses he puts on. Love that shit.

Storywise, this is a good message about giving a shit, and caring for people even if you don’t have a reason. The dialogue is well-written, and the characters explore some serious subjects. I love the world and lore of this game as well. I almost wish there was a prequel maybe about Elro or the One Concern. Certainly doesn’t need it but it’d be cool.
I really recommend this if you like a little indie spectacle. It’s short and engaging. Reminds me why I love indies