After nearly a decade, I decided to revisit Fallout 3 after watching the show, and discovered that the game holds up quite well, with excellent side quests and interesting lore and locations that make up for lackluster combat and some jank (Disclaimer: I did use a light set of mods for QoL / some extra quests).

Just like its sequels, Fallout 3 excels in creating a fantastic gameplay loop - exploring, going to new locations to complete quests, killing everything, and moving on to the next spot. In my opinion, the main quest has a good story, with solid voice acting and good twists (Tranquility Lane and Raven Rock as highlights). The side quests are where the game really shines, with interesting twists, a good spread of moral (or immoral) decisions, and great variety. Although I play as a "good guy," I appreciate the effort to make sure you can be very bad instead. The dialogue is full of opportunities to apply skills to resolve situations, and I like the old-school skill system, though more narrow then perks in later games. My only complaint with quests would be the poor writing at the end of the main quest, which is largely a non-issue with the Broken Steel DLC.

However, a lot of the gameplay loop was greatly improved by the games sequels. Companions are uninteresting, with no quests and little dialogue, (except for those added by mods) and are a constant liability. Although individual locations are quite fun to explore, there's not much motivation to go out of your way to remote corners of the map (a benefit of the radiant quests introduced by later games). The excellent side quests are incredibly difficult to find at times without an online guide. The subway system, though atmospheric, is frustrating to navigate. Combat is a mixed bag, ranging from quite fun when headshotting enemies in epic VATS killshots, to frustrating with tanky enemies who are hard to hit. Managing inventory weight is often annoying, as with most Bethesda games.

At the end of the day, the game still holds up well. Graphics, though dreary and green, still convey the atmosphere quite well, and the gameplay ends up being very fun if not as refined as some later Bethesda games. Fallout 3 is still very worth playing.

I decided to revisit Dark Souls II for this year's Return to Drangleic event, and having completed another playthrough, I find myself torn on my opinions of it. Some of the content, particularly in the DLCs, stands among the my personal favorite for the souls series. On the other hand, the low points are the lowest in the franchise, and I understand why many people do not like the game.

To first discuss the positives, Dark Souls II has some really good souls content. Although the world isn't as interconnected as the first game, many of the levels have intricate layouts and shortcuts that stand the test of time, even after multiple playthroughs. Since I'm rating SOTFS, I can also include the DLCs - Shulva and Brume Tower are absolutely fantastic levels, with amazing traps, puzzles, and secrets. The bosses, though not as good as the more recent games, are on par with Dark Souls I in my opinion. NPC quests are well-done in this game, and the lore is quite interesting, told in the series typical manner. Some experimental features, such as powerstancing and the more open nature of the early game, were executed very well.

One of my favorite aspects of the game is the online play, which had good activity over the past month. The Rat covenant is my all-time favorite, which has not been matched in any of the other entries, since I love having other players run the gauntlet of traps in my world. Bellkeepers PVP was also quite fun, and co-op on difficult bosses was a blast as usual for the series.

On the other hand, Dark Souls II tested new ground on a lot of aspects that fell flat. Soul Memory is a huge misstep and makes finding co-op and pvp substantially more difficult. Adaptability as a stat was an annoying choice, but not very noticeable past the early game.

The biggest sin for Dark Souls II, for me, is the mismatch between level difficulty and boss difficulty - boss runbacks are full of enemy "ganks" with unfair and cruel placements, and that dampens the fun of fighting against the actual boss of a level. Often, I'd die more times running back to a boss than to the boss itself. However, I'd forget my frustration when enjoying pvp or going through one of the more fair levels. SOTFS has made this worse in certain early game areas, such as Heide's Tower of Flame, compared to the original game.

Overall, I still love Dark Souls II, and I'll keep coming back every few years for another playthrough. However, the game has serious and very frustrating flaws, and I'm glad it served as a learning experience for future entries in the series.

As my first Armored Core game (but a long-time souls fan), I knew to expect something different from this game than what I was used to. I ended up pleasantly surprised from start to finish. AC6 isn't a very long game, with my first playthrough taking less than 20 hours, but it's a very enjoyable one, and I immediately dove into ng+ as well (and will eventually do ng+2 to see the full story).

The main highlight of the game for me was the fantastic voice acting and characterization. For a game where you never see the face of any characters, the voices carried a lot of weight, and made you care about both your friends (Rusty, Ayre, Carla, Walter) and foes (Snail). With the different story choices at the end of the game, different endings felt very impactful, especially due to how different characters are affected. This game also does an incredible job of making it feel like your progress as a mercenary, and growing reputation, make a difference, with excellent dialogue from enemies and briefings that reflects that.

Combat was very enjoyable, though using both shoulder and trigger buttons constantly took some getting used to. It's a very high-paced, frenetic experience, with epic encounters and setpieces from start to finish. Balteus was the peak of boss design, with some close contenders in the late game. By ng+, I was able to blast through my opponents, feeling like a badass who earned the Raven callsign.

A few missions were annoying, especially those defending inanimate objects. I wish the game had about one more chapter of content, and wish you could S-rank missions on ng+ without having to separately replay them. Those are my small complaints.

Overall, this game makes you feel like an absolute badass, and is worth playing even if not experienced with the genre.

Wow! As a long time fan of From Software's games, and also having played a lot of "soulslikes," this may be the first that I would consider on the same tier as From's own games. Between crisp combat, well-woven level designs, excellently challenging and visually spectacular bosses, and an intriguing story and setting, Lies of P is a fantastic game.

I started the game with a good bit of skepticism, having been unimpressed by many games that tried to capture the formula. But Lies of P captures all the essential elements, while also adding a lot of new mechanics. The combat is somewhere between Bloodborne and Sekiro, with most of my playstyle focusing on perfect guarding and rallying. The fact that perfect guards give you back health lost from normal-guard chip damage is a great tradeoff. Enemy "red attacks" were the toughest to block perfectly, adding an extra element of risk and reward. The huge amount of weapons, with mix and matching between handles and blades, provides a ton of versatility, but I did find myself using the same weapon throughout. The weapon durability system, though often leading to frustration, added to combat's complexity as well.

Like any soulslike, the main measure of this game is the bosses, and it blew me away. The puppet bosses, such as the watchman or King of Puppets, have excellent animations that reflects their mechanical nature. Other bosses weren't quite as excellent, but were still solid, with some positive standouts such as the brutal combos and lightning-fast strikes of Laxasia. Overall, bosses had huge moveset variety, combos that felt extremely satisfying when perfectly guarded against, and great visual design (for example, Andreus). A few bosses were disappointing due to recycling pieces of others (which made since lore-wise to be fair), and I will say none of the music really stood out to me. Sometimes the boss arenas were annoyingly designed as well, with corners where you could get stuck and killed. But those are small criticisms for a very high quality set of bosses.

Lies of P also absolutely nails the "aesthetic" of the world, it's mix of steampunk with fantasy and alchemy, all paying homage to the original story of Pinocchio. It's obvious that the world was lovingly crafted, and it was a joy to discover the secrets of Ergo and the puppets through document items and progressing the game. The hub of the hotel was excellent, and the NPCs, despite an occasionally clunky line or two, were interesting. I appreciated that the fast travel system identified NPC quests as well.

Level design of individual levels was excellent, though progression between levels was completely linear. Shortcuts felt highly useful, enemies were well-placed, and it was enjoyable to see landmarks of Krat off in the distance. Some of the late-game areas were a bit disappointing and more bland, however. Finally, enemy variety was quite impressive, with dozens of enemies (highlighted by the puppets) making combat interesting, and not really running out of new ones til the last level or so. By the end, I was admittedly rushing through levels, more excited to get to the next boss than anything else.

In conclusion, Lies of P excels in boss design, story and aesthetics, and enjoyable combat. The late game repetitiveness and linear nature are the main things that keep it at a 4.5 for me. Overall, I was blown away, and recommend any souls fan to play this game!

Starfield is an ambitious and overall great game. As a long-time Bethesda fan, I was expecting their usual quest structure, NPCs, etc. and this game delivered that excellently. I'd even say the game has some of the best cities and side/faction quest content they've ever done. However, some half-baked mechanics, along with bad UI and some steps backward, keep it from being a 5-star for me despite spending almost 100 hours on my first playthrough.

To go into greater detail, while keeping spoilers minimal, Starfield is extremely ambitious with building on the Bethesda formula. There are indeed hundreds of planets to explore, but most of my time wasn't spent there. Instead, it was in the several amazing settlements, from the skyscrapers of New Atlantis to the western-flavored Akila City, to the cyberpunk Neon to the dusty Cydonia. Each city is packed to the brim with content, feels teeming with life due to the new NPC-generation system, and has more side quests than you can count that take you either across town or across the stars. Hour after hour can be spent talking to random vendors of locals, getting new minor tasks for pay or goodwill, and completing them in batches, a very addicting gameplay loop for me. I do wish more city NPCs were named and had schedules, but it wasn't a noticeable problem. The lore behind the different settled systems was also well-written, and the world felt cohesive.

The best quests in the game are the four faction questlines. The Vanguard quest was my overall favorite, with the well-crafted terrormorphs and the twists and turns of the questline. The Crimson Fleet infiltration, especially the last two missions, were all excellent. The Rangers quest was still solid, with a nice final payoff, and the Ryujin questline shone with some of the best stealth missions Bethesda has ever had. Overall, the faction quests were varied, exciting, and felt impactful, with meaningful choices despite not making you the "leader" of any faction.

The main quest on the other hand had more ups and downs. It had the least "world-ending" premise of any Bethesda quest, for better or worse, and is best saved til last. Especially due to the payoff of a mid-questline mission that left me feeling emotional, especially after hours getting to know my Constellation crew. Some of the late missions were incredible - particularly Entangled - but other middle ones were disappointing, where you simply go to a planet and dig up an artifact with no further content. On that note, the "Temples" were also disappointing and repetitive, though their rewards were fun and varied, and I wish they'd been better incorporated into actual dungeons. The premise of the main quest, when revealed, was quite interesting, and I did enjoy the ending.

The companions were a step down from those in Fallout 4, with less varied and interesting personalities outside of Barrett. They played well with a goodie-two-shoes player like me, but just were less charismatic. The companion quests were pretty good, but not stellar. Outside of Constellation, I had no desire to travel with any companions, though I appreciated them as additions to my ship's crew. The skill for increasing crew is way too late game!

Outside of quests, content is more mixed. Shipbuilding is fun, but ship combat was quite frustrating, especially since you're nearly always outnumbered, and third-person is a must. Combat on foot was well-done, with the movement and vaulting and boost systems making fights fun and dynamic, especially when enemies can boost to surprise you, or run away to lead you down narrow hallways.

Exploration on planets formed a small part of my 100 hours, which is quite a change from previous games, when I usually play without fast traveling and walk around. Planets have very little life, and not enough of it is passive and peaceful, making random planets feel rather bland. The best ones were always those crafted for side quests, with more creatures and foliage. Though relaxing to wander around, the repeated random dungeons with repeated loot got boring fast. I never saw any repeats with side quest dungeons, however.

The outpost system was a huge letdown, for someone who enjoyed putting hours into Fallout 4's settlement system. The systems were not very interesting, and the benefits were too small to be worth too much time. The outpost UI was also a huge step down.

Finally, overall the UI needs a lot of work. Learning the huge number of different systems in the game takes a lot of patience, when many are terribly explained, if at all.

In conclusion, Starfield was a great game, kept from being a 5-star experience by various flaws and mediocre systems. The fantastic side quests, solid main quest, and great cities and worldbuilding made up for it, and kept me entertained for 100 hours. I look forward to the modding scene making this into an even-better game, as always.


Having played through as Leon first then Claire, and only having played RE7 before, I would describe the RE2 remake as a solid game, but not as good and full of unique, terrifying content as my other experience with the series.

Gameplay was quite fun with RE2, running around the police station as Leon to start, discovering secrets and scrounging for healing items. The zombies in dark corridors made for great threats, requiring some narrow escapes as they burst through windows or kept standing up again and again. Playing on normal difficulty, supplies were scarce enough to make things interesting, but only once became an issue where I had to run away instead of fight. The real highlight was the terrifying Mr. X, bursting into rooms like a force of nature and pursuing relentlessly, forcing you to hide in safe rooms and frantically listen for footsteps. Lickers were my second favorite enemies, with their terrifying attacks from the ceiling. Puzzles were also solid, backtracking with new keys and picking up new items in class resident evil fashion.

The story and voice acting were good as Leon, and I actually did enjoy the Ada Wong segment with her badass hacking skills. I think the acting was just as good as Claire, with a more heart-touching story and a great portrayal of Sherry. Sherry's gameplay segment running through the orphanage was a highlight for me.

The main flaw of the game is lack of variety, especially between playthroughs as Leon versus Claire. Fighting Birkin again and again is different enough on the first playthrough to still be fun - going through the exact same fights as the other character was a letdown. It also bugs me that the stories are incompatible - replaying some of the same story beats dampened my experience for sure. The small changes to item locations in the 2nd playthrough police station did not feel very significant.

Overall, it was still a very fun game, with a lot of both terrifying and action-hero moments. Just wish there was more unique content.

Pikmin 3 Deluxe is in some ways a step up from the original game on Wii U, but in a few ways a step back. The addition of new missions featuring Olimar helps to add content to an extremely short game, but not enough to justify the price for this remake. Especially since those new missions reuse the same maps as the main campaign, and most focus on killing foes rather than solving puzzles to get treasure or fruit.

The game continues to shine with the same strengths as the original Pikmin 3. Beautiful and well-crafted environments ranging from lush forests to snowy hills. Fun bosses with different strategies that pose a decent threat to your pikmin (who are prone to getting stepped on if you don't bring all rock pikmin). Fun characters with your 3 captains, and a nice story of finding fruit and their way home.

However, for me certain flaws stand out. The controls can be tricky at times, and the lock on system is not great, since you often find yourself locked onto the wrong thing - especially when its an item instead of an enemy. It would be great if you could order captains to move without having to switch to their POV, requiring time when time is of the essence. Switching between 5 Pikmin types (and avoiding tossing a captain) was a bit tricky as well when in tense situations.

However, some changes are so essential, that honestly I forgot they weren't in the original game. The classic Piklopedia is the main one. New harder difficulty options were a great addition as well.

Honestly, I'd be more keen to overlook some flaws if the game was a longer experience. I do expect to replay it though, since never can get enough of that Pikmin charm.

I was a skeptic coming into the game. I never finished BotW, and was feeling disappointed after the huge shift in the direction of Legend of Zelda. However, TotK fixed so much of what I disliked about BotW and gave such an incredible experience. It was hard to put down, but finishing the main story and over a hundred shrines was enough for the time being, and enough to write a review.

The amount of content in this game is ridiculous. Hundreds of shrines, caves, and koroks. Sky islands and the depths that are as big as the overworld. But most of all: side quests. Though most are short and simple, you also get longer adventures like the stable questline or Master Kohga's excellent quest. It's incredible just how many npcs Link can talk to and do small jobs for, and really I think I could spend more than double the amount of time I put into the game.

For me, this game felt so much more alive than BotW. All of the side quests for one thing. Quests at every stable and the various towns too. The world actually changes as you investigate the 4 regions and solve their problems, opening new quests and dialogue that are spread throughout the regions. Lookout Landing evolves too as you progress in the main quest. Overall, the game felt less apocalyptic and much more alive.

The main story was a bit better than BotW, in my opinion. Ganondorf was executed perfectly, and Zelda's tragic part was excellent as well. It is a shame that the open world meant that memories were out of order, though the story was still easy to process. Plus the repetitive dialogue for each sage cutscene was a bit annoying.

Fixing one of my biggest problems with BotW, I thought dungeons were a huge step up in this game. Unique aesthetics, better puzzles, and companions with dialogue to accompany. Highlights were the climb up to the wind temple (which I include in the whole package) and the Indiana-Jones style of the lightning temple. On top of that, the main bosses is this game were so so much better, with unique designs and fun mechanics, all culminating in a fantastic and epic final boss that really sealed the game for me.

The shrines and abilities were very fun to use it this game. With so many different ways to fuse together parts and maneuver with ultrahand, I think I could play it through again and solve everything differently. The wealth of options made shrines quicker and more fun, and the new combat shrines that task you with slaying enemies without your gear are a great step up as well. The movement and exploration is stellar as well, since being able to soar the skies, ride a horse, or build a car makes travel varied and fun.

Overall, this is a game that gives you a wide open sandbox, one where the bar to entry for doing cool things is much lower with ultrahand than with BotW's abilities. For me, it was a huge step up in all regards, and though not perfect, absolutely a masterpiece.

I first played this game as a kid on my gameboy, and I have to say, it's held up incredibly. Tons of great jokes and humor, lots of personality, fun combat and mini games, all combined into a fantastic game.

What distinguishes this game is the writing and great personality given to the Mario bros, even though they don't say a word of dialogue! So many gags (mostly at Luigi's expense) and fun reactions, great animations in and out of combat, and fun scenarios ranging from Luigi getting hypnotized to getting squished into a surfboard! The rest of the cast is phenomenal as well, from amnesiac Bowser to the guffawing Fawful, Christmas tree crabs and yoshi enthusiasts. Stellar dialogue and hilarity abound.

Combat in this game is solid. Bros moves are fun to master, though I wish it was easier to unlock advanced moves. The bosses are well designed and unique, if not terribly difficult, ranging from fighting living soda to a lovestruck birdo. I also want to mention the great combat animations on both sides of battle.

Gameplay is a fun experience all around. There's a plethora of minigames, none of which are required to play more than once, and you can choose which one to earn beans. Admittedly, it's occasionally annoying to deal with dozens of enemies when you just want to explore and find hidden blocks and beans. The platforming and puzzles are well-executed, so that there's a lot of good content in between fights.

Overall, one of the best jrpgs out there, driven by great characters and gameplay.

Bloodborne is my number one game from the "soulslike" genre, and I believe it's the pinnacle of the games From Software's made this far. The combination of a unique, well-executed aesthetic, with great bosses, deep lore, and fun fast-paced combat, makes for a 10/10 game even without the Old Hunters DLC (which is the best souls content of all). I've played through Bloodborne several times over the years, but now just recently went back through the chalice dungeons for the first time in years and decided to write a review.

In the main game, the world design is unmatched, with moody gothic scenes, menacing statues, looming cathedrals, and a night sky that evolves as you play. Uncovering the secrets of the world is a great experience, from your first steps out of the clinic, to the discovery of eldritch beings around you at every corner, to the combat with the gods themselves. The gothic horror setting combined with Lovecraftian influences is something unmatched in gaming, and perhaps across other media as well. The NPCs, whether those that cackle behind doorways or join you in safe spots, are very well-acted as well.

Combat is fun in this game. No blocking, just dodging, and a health rally mechanic that encourages you to play risky and fast, going on the offensive even when you just got hit. The gun-parry system was a great innovation, and the unique backstab system makes you work to earn those critical hits. I also want to highlight the weapon design - each weapon is completely unique, with either two forms or other mechanics, and very fun to use. Admittedly, the limited amount of heals can be a chore if you get stuck on a boss, but there are enough branching paths and chalice dungeons to go earn levels and heals before returning for more attempts.

I think this is the first game where From really nailed boss design, with varied move sets that evolve over the health bar, but not an overabundance of phase transitions. Boss and enemy visual design is very well-executed, whether for beasts, hunters, or eldritch creatures. The sound design, with some bosses in particular screaming with every attack, is unsettling and excellent. Even after many playthroughs, I love seeing bosses pull out their coolest moves, even if that ends with me dying.

The chalice dungeons obviously had a large impact on the design of minor dungeons in Elden Ring. Although the loop of switch to door to boss can grow a bit tiring, along with the repeated rooms, the wealth of new enemies make the chalice dungeons still enjoyable. I would recommend playing them alongside the main game, especially when you need to farm heals, and it works well as side content to the main path.

Overall, Bloodborne is a fantastic game, with setting and world design that can't be beat. That gets paired with great combat, and results in what I'd call a masterpiece.

This review contains spoilers

Ragnarok is an absolutely incredible game. A ton of steps forward were made compared to GoW: 2018, resulting in a beautiful game, with good combat and tons of content. However, some flaws keep it from being a 10/10 for me.

As far as the story goes, this game has one of the best ever done for a game. The big twist in the middle of the game, regarding a certain someone in disguise, compeltely caught me off guard and was an incredible moment. Interactions between Kratos, Atreus, Mimir, and now Freya are fantastic, from mythological stories to musings on parenthood and loss. The scenes with Faye were heartwrenching, and the game really tugged the heartstrings throughout. Odin and Thor were both fantastic villains, living up to expectations.

I must admit though, that parts of the story did seem rushed. The span between the big betrayal and Ragnarok was quite rushed, with too little buildup for Surtr, and a lack of involvement in the majority of the components required for Ragnarok. I wish that we had gotten a third game! The lengthy Atreus solo sections also tended to drag at times.

Combat was crisp and very enjoyable. Three weapons, all with unique advantages, make for good gameplay. Certain multi-foe boss fights were tedious due to the camera, and the lock on system seeming half-baked, but other than those exceptions, I had a great time. The boss variety is much better than all the trolls from the first, and enemy variety increases as well, making the lengthy experience more enjoyable.

It's hard not to understate the amount of content this game provides. Constantly, I'd think I was finished with one of the realms, then a whole new area with various side quests and bosses would open up (the Crater). Worth the $70 price tag, without a doubt. Puzzles were generally interesting, though on occasion were more "I spy" than actual puzzle. Some of the tasks for the platinum were a bit of a less pleasant grind, however. Having to repeat challenges to get everything in Muspelheim was perhaps the biggest offender.

Overall, a fantastic, if not perfect, game with tons of content and a story for the ages. I look forward to whatever the series does next!

It's rare for me that a game that I'm hesitant about really exceeds my expectations, but this was one. For starters, I had never played a RE game before, but had played other survival horror games. Overall, I had a great experience, and it's piqued my interest to play more of the series.

The ambience, particularly at the start of the game, nailed the horror and fear. First person really adds to this, and going through the first few areas really had me on edge, waiting for members of the "family" to appear unexpectedly while nervously coming around corners and entering new rooms. Audio and visual design were on point, and I definitely was watching my back in real life after the first couple nights playing.

As the best from the family, Jack and Marguerite are fantastic horror villains, with the former really shining between encounters in the garage and a basement boss fight. Dialogue ranged from goofy to menacing, resulting in a very fun mix. And, as you learn more about the family, I did end up feeling sorry for them. A final twist with a certain recurrent character in the game also was a fantastic surprise.

Gameplay was smooth, and items were given sparingly enough on normal difficulty to make me nervous and cautious, but never becoming a real hindrance. By the end, you feel like a badass, and it's a satisfying progression. The puzzles were quite good at times, especially the birthday party.

One of my only complaints would be that the last act drags a bit, providing a lot of lore but more of the same enemies. I was also quite disappointed that you never get resolution with a certain enemy, which was left for the (free) DLC.

I think this game is a great starting point for people interested in the series, and I had a great time. Extra fun to stream for friends as well!

Wo Long is a solid game, with fun combat and great level and enemy design. However, it is held back somewhat by lacking QoL features and other design choices compared to the Nioh series, along with a decrease in the amount of content.

As someone who's played both Nioh games, I found Wo Long's combat to be refreshing and enjoyable. Weapon move sets are simpler and less customizable than Nioh, but hits land solidly, and when mixing parries with rapid attacks and combos, the combat flows exceptionally well. Enemies have great moveset variety, with patterns that are tough but satisfying to master (for example, the long tiger enemy combos were a thrill to perfect). Even though enemy variety needs work (closer to Nioh than Nioh 2), the enemy move sets kept things fairly interesting for the shorter campaign. I will note that martial arts were very underwhelming compared to just repeating parries / special moves, but that didn't detract much from my experience. My main combat complaints would be that parry and dodge inputs often get mixed up when playing at fast pace since they use the same button, and the lock-on system would occassionally break when fighting multiple enemies (a big annoyance for one triple boss).

Bosses are where this game, like any soulslike, really shines. Fantastic artistic designs for creepy and epics bosses, with some that really hammer you with long combos. However, after getting past the first wall of Zhang Liang and learning the keys to the game (parrying red attacks, building up special ones), most bosses went down in at most a few tries. They still felt quite satisfying to beat, and the epic moves consistently impressed me.

A second way this game shined was level design. With increased verticality thanks to jumping abilities, levels were intricate and filled with opportunities to air assassinate enemies, a great addition. Shortcuts felt useful to get back to battle flags, especially when searching the level for well-hidden marking flags. I enjoyed the flag system, and went into all boss fights with a full morale rank due to that. In my opinion, graphics were awesome as well, with detailed city backgrounds and some really gorgeous levels in forested environments.

The game's story I feel was poorly presented compared to the Niohs, with unclear time skips, and a rotating cast of characters that become difficult to keep track of, especially with shifting motivations. However, it was tolerable, and playing through missions with NPC companions gave some solid dialogue commentary that brought these Three Kingdoms figures to life.

I was disappointed with the lack of content compared to even the first Nioh. For one, all side missions take place in the same levels as main ones, unlike Nioh where many side missions have unique levels. 28 hours to platinum was quite short compared to the Niohs, but I expect similarly good replayability - but have not started NG+.

Finally, various QoL features took a step back, being mediocre rather than refined. The map system was annoying, having to teleport to a battle flag before choosing a new mission, but it's nice to keep progress between levels. Some minor menu detractions, such as scrolling text and lack of item comparisons, were noticeable.

Overall, I greatly enjoyed the game, and the fun combat and great boss designs help cover up the flaws, keeping it at an 8/10 for me. Thankfully I played on PS5, and had no issues with performance.

Mass Effect 3 does so very many things right. The characters and dialogue are the best in the series, in my opinion. The stakes feel high, and the resolution to conflicts built up over the series are well executed, with heartbreaking results. However, it fumbles right at the goal line, leaving a bad taste.

First, the squad and crew members are incredibly fleshed out. They have loads of dialogue, and often dialogue amongst each other that makes the Normandy feel alive. Javik certainly should have been in the base game! The crew from ME2 also all make appearances, and in some cases that ends in heartbreak and emotional moments that hit hard. Voice acting is superb across the board, and that helps give the mid-game big story moments (Tuchanka, Rannoch, Thessia) a phenomenal execution.

Combat is up and down. It operates pretty smoothly, not evolving significantly from ME2. The level-up trees are interesting, and you can use any weapon thankfully. New melee skills are nice, but in my experience not very useful unless you go out of your way to get melee executions. Otherwise, you can tank a lot of hits outside of cover.

The game of course has its fair share of minor flaws. The planetary scanning system, which was great in ME2, is pretty annoying in 3, since the reapers almost immediately aggro when scanning. I encountered some glitches with biotics - namely that throwing enemies can result in them not dying but being unkillable, locking progress without reloading a save. Kai Leng is an unnecessary edition, and unnecessarily "edgy," that takes time away from better villains like the Illusive Man. Side missions are pretty boring, but they're at least easier to find than ME2.

The elephant in the room of course is the endings. With the last 5 minutes, and the poorly written choices that end the series unsatisfactorily, it didn't ruin the game for me, but certainly detracted. It's a shame that such a great series fumbles it at the end. At least the Citadel DLC provides a great sendoff before that.

Overall, a great game, with some high points in story and dialogue for the series. It's also a massive game, much longer than the others, and does drag by the end. I found it very enjoyable and worthwhile, as long as you can focus on the journey and not the underwhelming destination.

Very ambitious game, with an incredible cast of characters. My second time playing, and first time since it came out, and I think it holds up really well.

Where this game really shines is with its squad characters, each with their own story, lore, and fun conversations. Not every crew member sees the same amount of love, but they're an incredible cast. Dialogue quality and quantity is a huge step up from ME1, and paragon/renegade interjections are a good system. Non-squad crewmates and characters have great interactions as well, and the world fills full and alive, especially in the hub worlds. Harbringer and the collectors make for iconic villains as well.

The main and side missions all have unique level layouts, another huge step up from ME1. And the level environments have great variety, epic vistas, and good lore. The "gimmicks" for each mission, whether avoiding sunlight or freeing prisoners, make it fun to keep playing, even if the game drags a bit with loyalty missions toward the end. The side missions hold some unique puzzles and gameplay, but it's a shame that most our improbable to find without a guide or the patience to scan hundreds of planets. I wish that the hammerhead vehicle from the dlc had been part of the main game to break up the on-foot monotony.

The combat is a step up and step down from the first, especially since the Legendary edition lets you use any weapon in ME1. Abilities are more restricted, but the combat runs smoothly, and they're easier to hit. Different abilities for armor/barrier make it fairly tactical, though enemy variety could be better.

Overall, a fantastic game, with an ambitious cast of well-fleshed-out characters that compensate for its flaws.