16 Reviews liked by dscheremy


This review contains spoilers

Low expectations going in due to the reputation it has but enjoyed very much. Absolutely has faults namely its over simplifcation of investigations/evidence now without much depth to either and has maybe my least favorite case of the entire series frankly (If I have to hear "The End Justifies the Means" one more time I swear and I was scared Juniper was somehow going to be at the center of Case 5 when she showed up again).

For the story it told though overall I had a great time. Athena and Simon were great with their narrative and while it did overtake Apollo who gets the short end of the stick (As well as the other AJ character like Trucy and Klavier who feel contractual with how little they do) of the three they did pull it back with the ending. Case 4/5 saved the game for me honestly with how tightly it wrapped everything up despite its flaws, more then Case 4 in AJ at least RIP.

seventeen years later apollo justice is a capital CG Cursed Game. harbinger of a new age which never really came- the apollo justice trilogy as a complete package is plainly awkward in how it languidly, disinterestedly follows its namesake. of course you can’t blame apollo justice for the decisions the IP made after it came out but apollo’s role in the franchise absolutely colors how this game is played now. now the game is a thracia 776-like experience, a darker, more punishing, more inconsequential story in the face of a broader conflict, except the two generations of warriors that flanked thracia 776 are both replaced by the one and only Phoenix Wright™.

it’s honestly doubtful that AJ receives the sheer abuse that investigations 1 or dual destinies does online, but it feels like the only game in the series that has yet to find a strong niche. the old guard has always held it apart from their beloved trinity, but yamazaki’s growing base of defenders doesn’t want to claim it either. its fans are often colored as the most vapid, rabid fans in the fanbase, relishing an imagined dynamic between klavier and apollo.

and certainly it’s not a difficult game to poke holes in. the game’s infamously fraught middle cases, regardless of how you view them, just don’t click together. yeah yeah, there are a lot of cinemasins “ding!” issues, but the cases also fall limp dramatically. in court there are scenes and even whole witness interrogations that don’t materially contribute to the core narrative of the mystery, as takumi envelops the player in minutiae to fill space. while both cases are about noble thieves and rotten cops, the game seems to shy away from its own subject matter at key moments. klavier, the series’ most passive rival, completely disengages from the injustice at hand when the corruption of law enforcement is exposed, even when he has a personal connection with the people at stake. apollo’s unique “gimmick” mechanic is also very weak, a task of observation that doesn’t engage with puzzle-solving in relation to the case at all.

but the game’s most glaring sign of incompleteness is the complete epic fail of an ending. the game goes out on a long limb to ground the player lucidly in this entry’s grand, time-spanning mystery. and the gamble pays off! there’s a lot of momentum that gets built up, all for the most bafflingly anticlimactic final day in trial of the entire series. i do not actually have much objection to how phoenix intrudes on the case, it’s not really revolutionary to have the mentor set the stage and deliver a couple pieces of evidence that help you clench the case. but the game completely fizzles after this. it’s so bizarre. for a franchise with so many infamously persistent final bosses, it’s insane how trivial the proceedings of the final court segment of this game are. right after managing a perfect passing-of-the-torch moment in AA3, they completely bungle it here. somehow.

but it’s inaccurate to label apollo justice a failed experiment, the tone and ideas the game is going for are still deployed and in place, if not exactly intact. right out of the gate apollo justice asks the player to consider possibilities that would be considered downright heretical in the rest of the main series. in the original trilogy, the shounen-like, operatic approach to good and evil is striking, but it often drains the game of moral dimension. sure, the games often flirt with the idea that maybe the protagonist would have to make a moral sacrifice, or that an antagonist was a profound victim before lashing out, but you’re always able to manage a perfect victory, in the end. every antagonist unilaterally goes too far in their plotting, even if they were hurt by the world or the people around them.

apollo justice dares to challenge this. the perfect victories that define the original trilogy are nowhere to be found. your catharsis is impeded as each subsequent not guilty verdict represents a new threshold to which you’re forced to subvert the justice system in order to free your unjustly accused clients. for the first time, it seems that the rot in the justice system might not just be a few corrupt Bad Men led by Wrong Ideologies, but instead a set of systemic failings, that the mechanics of justice itself might be at fault. for all of the games that have been centered on the expansion of the wright anything agency as a found family, apollo justice is the only game to lucidly cope with legacy, and how values, practices, and patterns of behavior are passed down (or often, more interestingly, withheld from being passed down).

the game’s final decision feels almost insulting given the current state of the game’s ending but i applaud that the final action the player takes is rendering an explicit moral judgment on a character. it’s an empty choice, but it demonstrates the strength of even the most trivial and obvious decision a person can make. more importantly, it invites every player, even the lowly klavier-apollo shipper, to consider the ethics of what actually happened here, that they are a creator of justice and not just a subject to it.

this attitude pulsates through the entire game. miraculously, ace attorney’s signature attention to detail when it comes to staging and presentation adapts perfectly to a more grounded, desperate story. the soundtrack is much more subdued overall but constantly poised to summon that classic pursuit cornered momentum. the animation maintains its expressive power while respecting and communicating the humanity of its subjects. all in all, apollo justice acquires a unique electricity no other game in the series has. this electricity carries you through even as you’re arguing about the location of a trash can a witness threw a pair of panties into or whatever

i’d consider myself something of an ace attorney superfan. this series’ creative calculus has a way of wringing out pathos that draws my focus to the screen unlike any other franchise. but i can’t deny that after having loved the series for so many years, it can feel weary in how it tells its stories with the same cadence, with the same structure underlying every case. even on the fiftieth replay, apollo justice still feels untamed. never definitive but always suggestive, my heart pours out for ace attorney four.

Finished this game as part of the Ace Attorney Trilogy. Being a big fan of the original Phoenix Wright trilogy I was excited to experience my first playthrough of Apollo Justice.

Apollo as a character is a charismatic successor of Phoenix, mostly because he has similar traits as him and fills in the same "newbie" spot. Trucy, Apollo's companion, manages to stand out more on her own. I like the dynamic of the new prosecutor Gavin - I was constantly switching between admiring and cursing him. The return of some familiar faces is nice, even though the game feels more like a followup of Episode 5 of the first PW:AA than the entire trilogy in that regard.

Apollo's "sense" ability is a new feature in the cross-examinations which seems a little bit too gimmicky to me. On the other hand the 3D inspections of the evidence is underutilized.

My enjoyment of an Ace Attorney game depends mostly on the cases (logical use of evidence, twists, mystery, emotional investment, opponents). Sometimes the game relies too much on wild turns that didn't make much sense to me, but nevertheless were guessed correctly by me because I assumed the game would want to create a big twist. The final case does an excellent job of connecting loose threads spanning several years in the story. Unfortunately, catching the true villains of each cases never really had a big emotional impact for me.

All in all Apollo Justice: Ace Attorney succeeds as a new chapter in the Ace Attorney saga and has all the trademarks the game series is known for. I liked all cases but neither one of them could hook me completely.

One technical nitpick about the Xbox One version: Switching between dialogues and evidence often interrupts the music for a short moment which was never the case in the original DS version of PWAA as far as I remember.

It's not a bad game but it's not up to par.
The open world is beautiful and exploring it is very entertaining.
The soundtrack is CRAZY.
But the gameplay consists of button mashing and the story is incomplete without the dlcs.

Persona 3 is a great game, no matter the form, so I'll still give it a 4/5.

But as a remake I was pretty massively disappointed by this. It didn't do enough to improve on the flaws of the original (pacing, poorly written social links, time management elements being unbalanced, worst main antagonists in the franchise). It also felt less polished than P5R--weird lighting in certain areas, very empty backgrounds, missing several QoL things, etc. The cutscenes also lacked the direction of the OG and they made some very strange decisions as to when to use in-game cutscenes vs animated ones.

I did appreciate the new linked episodes, but that's really the only interesting thing this version brings to the table. Ultimately this is mostly just the original game with a shiny coat of paint.

By the end of it, I was not convinced that this was a necessary remake, especially since it fails at even being a definitive version with the lack of FeMC content.

I don’t think I’ve ever been as torn on a game before as I am with Persona 3 Portable. To sum up the following review in a single sentence, the game’s high points are largely squandered by poorly-paced gameplay segments sandwiched between the actually interesting story beats and plot developments which often seem to come out of nowhere, thus lessening their impact.

Every point of praise I have for the game seems to come with some kind of caveat. Aigis is maybe the best character in the entire series: her whole arc about learning what it is to be human is remarkably well-executed, almost too well-executed. She isn’t introduced until around the halfway mark, but then the entire last quarter of the game practically revolves around her. There were points towards the end of the game where it really felt like Aigis was the main character and that the protagonist was just there as an observer, a sensation which sort of took me out of things a bit, as it felt like the writers couldn’t commit to a decision.

I’ve read a number of reviews that state that the transition from cutscenes to visual novel portraits and narration had a detrimental impact on the understandability of the narrative, but I actually didn’t find that to be the case. Sure, the usage of stills in place of anime cutscenes looked a bit goofy, but I only really felt lost in regards to what was happening at one or two points throughout the game, which I honestly don’t think is too bad, considering how they took an entire JRPG and crammed it into a visual novel. I just think the plot twists aren’t handled well. Hear me out, the game has a number of conceptually strong plot twists, but these twists tend to be rarely foreshadowed and poorly explained—particularly the ending—thereby removing all the oomph a good plot twist should have.

The cast and their dynamic is incredibly strong, albeit different from that of later Persona games, but the line-to-line dialogue is often clunky and felt like it could’ve used one last once-over from the translation team. The soundtrack is good, but there isn’t nearly as much track variety as there is in later Persona games, meaning songs start to feel repetitive fairly quickly. Really the only point of praise I can think of that doesn’t have a double-edge attached to it is Junpei and Chidori’s dynamic—it’s a nice change of pace from the Persona series’ later “best friend” characters (mostly from Yosuke, Ryuji is still great).

Then there’s the gameplay. Now, it’s no secret that when it comes to JRPGs, I prioritize story over gameplay. If the gameplay is unique and creative, that’s an added bonus, but I don’t mind engaging with a somewhat boilerplate combat system as long as the writing is solid. The only time gameplay is going to be detrimental to my assessment of a JRPG is if it’s actively tedious, and to that, all I can say is: Tartarus.

I finally understand all those people who played Phantom Hourglass and said they didn’t like the game because they hated having to explore the Temple of the Ocean King over and over again, because Tartarus is like that but on steroids. Honestly, I think if Tartarus was like, half as long, I would’ve been fine with it. I know that sounds kind of weird, like, “Oh, so 260 floors is too much, but 130 floors isn’t?” But think about it: if Tartarus was only 130 floors, then you’d be playing through roughly the same amount of randomly-generated dungeon as in Persona 4 Golden, which I didn’t find nearly as tedious to play through as Tartarus.

The other thing I hate about Tartarus is the way the bosses are handled. About halfway through Tartarus, the minibosses you have to fight every couple floors just stop having elemental weaknesses. This is a problem because we’re talking about PS2-era Persona: elemental weaknesses are the only combat mechanic. When you take that away, bosses just become giant damage sponges you throw your strongest moves at over and over again until they’re defeated. The only strategy involved is timing your heals right, which hardly makes for engaging combat.

Besides Tartarus, the social sim aspect of the gameplay is rough around the edges too. Even though all three modern Persona games follow the same gameplay loop of boosting your social stats so that you can progress your Social Links, it’s the little details in the presentation that really sell you on it. In Persona 5, there are a bunch of different ways to raise your social stats, and each of those methods come with their own little cutscene or some other added bonus like an item or a minigame to play. In Persona 3 Portable, there really aren’t that many options, because there are only three social stats to raise, so you run out of new things to see very quickly. (Persona 4 doesn’t have a lot of options either, but that at least makes sense because it takes place in a small town.) I’d also be remiss not to mention the fact that all of the Social Links involving your party (besides Aigis) require you to have one of the social stats maxed out, leaving the Social Links for the characters you’re likely most invested in until much later in the game. It’s in that particular aspect of the Social Links that you get the greatest sense that this game is merely the template for Persona moving forward, rather than the series in its most polished iteration.

Ultimately, Persona 3 Portable feels like a game with a lot of good ideas that just never come together. I have my doubts that Tartarus will change to any significant degree, but I think if the remake just makes a few tweaks to the plot to make it a bit smoother, and fleshes out the social sim a bit more, the game could be a lot stronger. Do I think Atlus will do that? Not really, considering their decision not to include FeMC or The Answer in the remake, but I know they’re adding extra side content, so there’s still a chance.

Also, side note because this is really petty, but the magic teacher was super annoying. At first I thought it was funny that magic was a class at the school, but I swear his lectures were way longer than the other teachers’. I know I could’ve just skipped through it, but I like to read through the lectures usually, if only for the fun bits of trivia.

This review contains spoilers

I’ve been thinking a lot about Hobo Nick lately. He’s a fairly divisive character within the fandom, and I used to be on the side that thought he could’ve worked if only he didn’t revert back to his original self in Dual Destinies, but now replaying Apollo Justice: Ace Attorney for it’s most recent re-release, I’m more of the opinion that this isn’t a direction that works for this character at all. It makes perfect sense that Phoenix would become jaded after losing his badge and being forced to play poker for seven years to make ends meet, but Hobo Nick isn’t just jaded, he’s aloof, which is not a word I would use to describe Phoenix Wright at any point during the original trilogy. Seeing him casually leave his daughter to her own devices for extended periods of time, only occasionally popping in to spout something cryptic and generally uninterested-sounding before leaving immediately after is uncanny. It’s not like Shu Takumi forgot how to write Phoenix either, in the flashback sequences during Turnabout Succession, he acts just like his old trilogy self.

I bring all this up because I think in some way, my thoughts on Hobo Nick reflect my thoughts on Apollo Justice: Ace Attorney as a whole. Much like Hobo Nick, Apollo Justice: Ace Attorney is confused about what it’s supposed to be. Turnabout Succession is an excellent mystery when viewed in isolation, and Kristoph Gavin is an excellent villain, but as many others have pointed out, the final case of the game intended to introduce this new up-and-coming defense attorney as a key player in the series going forward is hardly about Apollo at all. The only time Apollo Justice: Ace Attorney isn’t about Phoenix Wright is during the game’s nothingburger filler cases, which are entertaining in the typical Ace Attorney fashion, but don’t do much to develop Apollo and Klavier in the same way that Phoenix and Edgeworth developed during the filler cases of Phoenix Wright: Ace Attorney.

For a long while, I didn’t really get the hype around Turnabout Trump, but now on my third time playing it, it finally clicked, and I got why so many see it as the best first case in the series (even if I personally still think 3-1 tops it). I was excited to see what the rest of the game had in store, but Turnabout Succession is such a pivot from everything that happens in Turnabout Corner and Turnabout Serenade that I got kind of lost. Ultimately, I’m back where I started. I have a hard time viewing Apollo Justice: Ace Attorney as anything but set-up for a sequel that never came. If we ever got follow-up for the plot threads regarding Lamiroir or Kristoph, maybe I’d be singing a different tune, but as it stands, Apollo Justice: Ace Attorney is simply less than the sum of its parts.

Persona 3 Reload is such a strange mix of high quality and low quality.

The biggest slight I have against Persona 3 Reload is the anime cutscenes; they are such a massive downgrade from the original Persona 3. Sure, they are “higher quality,” but they are directed so boringly in comparison, sometimes to a shocking degree. When I saw the very first anime cutscene, it was the first time I became worried about this remake. It’s not even them just not comparing to the original; completely new ones are kind of bad. The one for getting your new SEES combat gear is so weird, awkward, and goes on for so long. Why is it like that? Around halfway through the game, I became retroactively glad whenever they replaced what was an anime cutscene in the original with an in-engine cutscene in the remake, like they do with the Hero’s Persona awakening scene. Every single one is better directed to an almost ridiculous degree compared to the anime ones. The anime opening is good, though; it feels like it was done by completely different people. There are also times where there were once anime cutscenes; they just did a basic in-game scene; an early example is the Dark Hour scene on 4/8. It only happens twice in the entire game, if I remember right, but it is still disappointing when it happens. The takeaway I have from all of this is that I feel Atlus is at the point where they don’t really need anime cutscenes as much anymore; models and environments are detailed enough to make them feel a little unnecessary at times.

Environments can sometimes be a mixed bag in P3R as well. This is the first time in my life I’ve played a game where lowering the brightness made the game look better. Places like the Iwatodai Strip Mall, Iwatodai Station, and the shrine are perfectly recreated and look great to me. I know people think the dorm looks weird, but once I lowered the brightness, I didn’t really find it to be. Maybe I just got used to it after hours upon hours of playtime. However, there is one play that I do think looks really bad: Yakushima. The Yakushima environments are so bad-looking compared to everything else in the game, to the point that they are distracting.

There are multiple points where it will cut to black, so they don’t have to animate a character doing something. A good example of this is when on two occasions, Yukari stomps on someone’s foot. In the original P3, you see this, but in P3R they cut to black and have a text box. There are a lot of little things like this that you start to notice the more you play. But to contrast this, there is a lot of detail given to other things, like how characters will flip a page when reading a book or magazine, or how characters eating will have the food disappear into their mouths. There are a lot of strange contrasts in this Remake.

The character models for all the important characters that have portraits are extremely high quality; they look great. They feel like a massive step up from Persona 5. However, all the generic NPC models can look really weird sometimes; you can tell they are ones from P5 and edited, which is fine on its own, but sometimes it can really be a hard contrast with other models. Also related, having almost all the people in Club Escapade be frozen models in the middle of dancing was not a good decision; it just ends up looking cheap.

The new English voice cast does an equal or greater job than the previous cast. Junpei and Fuuka's new VAs are ones I think deserve particular praise for their work. Zeno Robinson captures the original Junpei perfectly while excelling in the performance, and Suzie Yeung just completely knocks it out of the park as Fuuka. Aigis' new VA, Dawn Bennett, is another one that deserves praise, mainly because I love Aigis and she does a perfect job. It’s a cute touch to have a lot of the former English cast return as older characters; it creates an almost passing-of-the torch feeling. Social Links being fully voiced adds so much; I hope that becomes the standard for Persona going forward. Giving your Social Link voice acting keeps your attention in even the possibly less interesting parts. All of the Social Link VAs are great too. (Sun is still the best Social Link btw.)

One of the new additions are Link Episodes, which give you a way to interact with your male party members in a pseudo-Social Link. These are all great. Everything they add feels right at home in Persona 3 and is just as worth doing as any Social Link. You also get more ways of hanging out with all of SEES through cooking, gardening, reading, and watching TV together. Much like the Link Episodes, they are great and have the added bonus of giving you items, social stats, and even new passive abilities for your party.

Strega are the biggest winner in the remake. I found them to be pretty underdeveloped in the original P3, but they are given enough in P3R to push them way up the Persona Villains chart. It really highlights the strength of P3R; it isn't really adding a new story element to an already existing story like P4G and P5R do by adding new characters; P3R is more focused on expanding on what is already there.

A thing I was worried about P3R messing up was the music, and much like how I feel about the new English cast, the music does an equal or greater job than the original. Remixes like Changing Seasons are amazing, and new songs like Color Your Night are an absolute vibe.

Gameplay is pretty much what you expect from a modern Persona. The biggest difference from the original P3 is that you can control your party fully, much like you can in P3P. I understand why this change bothers people, but I honestly prefer full party control in RPGs, mainly just because I like doing as much as I can in combat in a turn-based RPG. Reload still keeps the slash, strike, and pierce attack types, but something I did find disappointing is that you do not have the ability to switch weapon types anymore, much like in P3P. I kind of get why, but it is still disappointing. A new addition is that they added non-insta-kill light and dark attacks, which I am so glad they did; it makes those elements so much more useful. Theurgy is another new addition to combat, which are basically overpowered super moves that are all super cool and flashy. I do think that they are perhaps a little too overpowered, as it adds to a problem that might not be a problem depending on the person; the game is too easy. P3R might be the easiest Persona game; you can do Tartarus runs in one night with no problem from the get-go. The Persona team needs someone in the room to say, “No, that will make the game too easy.” Not even the final boss felt like a threat; I would even go so far as to say the fight just before may have been harder, honestly.

Persona 3 Reload is still a very good game, but it does have some problems that could have been fixed if they had cooked the game for a bit longer. However, a lot of these problems are not really things that ruin the game. Some of these problems only exist if you have the context of playing the original Persona 3. I have seen people treat this as P5 with a P3 coat of paint, and that feels incredibly disingenuous unless you are taking an absolute surface-level observation. Sure, it has modern sensibilities, but I don’t equate that with being Persona 5. I equate that with being an Atlus RPG released in 2023. Another thing that is more of a criticism outside of P3R is that this game should not have been $70 USD; that’s too high for what this is.

I don’t think this invalidates playing Persona 3: FES, but I don’t think you are losing “something” if you choose to play Reload over it. If you ask me which one I prefer, I would say Persona 3 Reload, despite everything negative I said. It’s not perfect, but it is still damn good.

A faithful remake that's tweaked and added to just enough to make it feel fresh, snappy, modern, and approachable. I loved the improved Tartarus a lot, and it made struggling up its many blocks much more captivating in the moment to moment. Heck, the stellar new dub that covers much more of the game elevates the already great story and makes this version worth a look on its own.

The vibes are a bit different in a couple areas (mostly at the beginning and end) and your mileage may vary when it comes to those changes; I personally enjoyed them as a different take on familiar scenes. The rebalancing is also mostly a positive I feel, but it tends to lean a bit on the easy side, so I would recommend starting on a harder difficulty especially for veterans of the series.

I think they could have even been a bit more liberal with the tweaks even, maybe remix/rewrite/punch-up some of the weaker social links, perhaps alleviate the later months where they won't let you do a whole lot with more new events or more opportunities to do things. These aren't huge make-or-break things though, I respect that they wanted to go mostly as faithful as possible.

Good game, my new favorite version of Persona 3, and the one I would recommend to most people.

This is the greatest game of all time

Disagree = Wrong and you didn't get it

This is a fairly fun journey with some bumps in the road.

The pacing throughout felt pretty off. This is a fairly short game overall, but it somehow felt both too extended at times and too rushed in others. The first kingdom being much longer than others, the final one being more of a gauntlet, the first couple being really a slow intro compared to the rapid plot development after, etc.

The T in P5T really does stand for Toshiro. I liked the main story and its two central characters quite a bit, and it makes me wish they did something a little riskier and made this a more separate Persona side game focusing on just them + maybe one other character (could be a P5 cast member as a bridge, could be something original). I liked the generally more restrained plot focus though; it fit the size of the game. The Phantom Thieves are really pretty irrelevant to the plot aside from the main theme of rebellion. They mostly feel like they're there for brand recognition, some fun banter between them, saying "damn that's crazy" during plot moments, and occasionally "this reminds me of my character arc from the hit game Persona 5". Even during the big plot dump sections where pretty much all questions are answered, and you even get to ask some more yourself, there was never even an excuse given for why they got wrapped up in this.

The elephant in the room to me is the artstyle. Regardless of whether you personally like the aesthetics or not, I really feel like it just doesn't serve the game any favors or enhance it in any way. It doesn't match the tone of the story being told (aside from a lot of Yusuke's dialog being food jokes for whatever reason) and makes it more difficult to connect with the serious beats and character moments. Personally, I don't mind chibi looks at all, but I much prefer PQ's style to this (especially when any limbs are bent, eugh), and it never felt like I fully adjusted to the artstyle here and it kept me just a little out of the game all the time. As an extension of this, the citizens of the kingdoms were just impossible to take seriously. They're in situations that have them attempting to discuss topics like oppression, but when they sound like Alvin and the Chipmunks and look like hats with eyes, it just doesn't work.

On a more positive note, while I'm not much of an SRPG guy, I think the combat was pretty creative overall. There were tons of mechanics constantly being introduced, but it never felt too overwhelming. I didn't always have the cleanest solutions to every map, but when I did, it really did feel cool to put it all together. There was plenty going on to keep me engaged and interested throughout. I also like the return to the P1/2/honestly mostly PQish style of personas being assignable to the full party. I'm a big fusion fan, and while this was simplified overall, that felt fitting for the size of the game and I still had a couple cool powerhouses I fused along the way. It wasn't quite enough for me to want to do giant fusion sessions like I'd do in P5R or SMT V though, and I will say that the personas just being screenshots in a menu instead of visually represented in battle was kind of lame.

Overall, I enjoyed most of my time with P5T. There's definitely a lot of room for improvement here, and it never hit the highs of its cooler older brother, P5S (and neither did its music), but it was a fun experience with some neat twists throughout.

Also what was up with the audio mixing on voices

God this game is so flawed and it’s objectively not a five star game but its strengths are too strong for me to rate it lower. Incredible story, world, characters (besides their designs lol), combat, probably my favorite game soundtrack ever. The DLC story is really really good and maybe the best experience in the Xenoblade series, let alone everything else added to the base game. This game is certainly not for everyone but I’m so happy I found it, this is the game that got me into the series so it will always mean a lot to me

This review contains spoilers

I don't know when in Endwalker it was. All I know is it was in Endwalker.

There was a moment. It could've been when I realized I was fighting Zodiark at level 83. It could've been the nightmare that is the Final Days hitting Thavnair. It could've been the entire fucking Elpis sequence. It could've been the entire fucking Ultima Thule sequence, especially the walk. It even could've been at "That, I can't deny."

All I know is there was a moment where I paused, sat back in my chair, and seriously thought to myself for a few minutes:

"...Oh shit, is Final Fantasy XIV my favorite video game?"

You need to understand. I'm not someone who likes picking favorites. I usually like things and that's it. I hate judging what among things I really like is "better" than something else. So when I say that I came to this realization that, in fact, Final Fantasy XIV is my favorite video game, I do not say this lightly.

There are things I hate about FFXIV! I think ARR's a slog! I think Heavensward's story is kinda overhyped! Stormblood's MSQ! Just...Stormblood's MSQ! But to me, highs usually outweigh lows. I value the good parts of an experience much more than the bad parts. FFXIV has a lot of good parts even in what I think are the bad parts.

Endwalker is nothing but good parts.

Shadowbringers was great, but this? This cemented FFXIV as an all-time favorite of mine, and probably THE all-time favorite for me.

This review contains spoilers

Skyward Sword is a game with good level design, but a remarkably poor structure. It is massively riddled with level re-use and blatant filler. The following segments of the game could have been completely removed with nothing of value lost:

-Returning to Skyview Temple to get the sacred water
-Imprisoned rematches
-The second Ghirahim fight
-Anything to do with Dousing
-The entire "Song of the Hero" section, save for the desert segment (this alone would shave off hours of the game's most egregious filler)

I find it especially lame that, rather than a cool interconnected world like the prior Zelda games, this one's overworld consists of three linear levels you return to over and over. The levels are at least fun to explore the first couple times around, but are often broken up with lame excuses to use the motion controls. Having to use your Wiimote Joy-con to balance on a tightrope or orient yourself while swimming adds nothing to the game other than the novelty of engaging in a gimmick that had already been tired by 2011. Centering the combat around motion controls is a cool idea (even though the rest of the combat system suffers for being based entirely around swinging in the right direction), but the entire game didn't have to be a motion control minigame fest. This kind of design works way better for a platformer than a coherent action-adventure game, so Nintendo really shot this game in the foot by making it Super Zelda Galaxy.

Even the backtracking parts that I actually enjoy, like the Silent Realms, are just that: backtracking. It gets old returning to the same three locations, and the lack of new areas to explore (that aren't just extensions of the prior three areas) really makes the game feel undercooked. This probably would've been disguised better if the levels were actually connected instead of separated by a lame hubworld. If they had been floating continents instead of stuck below the surface, they could've at least had a more unique aesthetic throughline instead of being yet another forest, yet another volcano, and yet another desert but with a cool tech gimmick. As is, the sky in Skyward Sword is almost completely bereft of landmarks. The best comparison to a prior Zelda hubworld would be Wind Waker. The Great Sea looked cooler, had enemies to fight, and while it didn't have enough interesting islands, at least it had any at all. Flying through the sky is boring, on top of being more cumbersome to maneuver with motion controls enabled.

Really every facet of this game can be unfavorably compared to prior Zelda installments, especially the 3D ones. The aforementioned flight is utterly embarrassed by Twilight Princess's horseback gameplay, which had more visceral traversal and its own fun combat. Twilight Princess also had an outstanding companion character in Midna; this game has the uninteresting (and in the Wii version, unbearably annoying) Fi. Ghirahim is utterly lame in comparison to Zant, and Demise is cool but only pops up at the very end and doesn't get any of the badass moments Ganondorf had in previous games. The world itself is among the least compelling in Zelda history, with the general ambiance of each location rarely approaching the engrossing atmospheres of prior 3D Zeldas. The combat is mostly a complete regression from Twilight Princess, some of the boss designs are really lame, and Link himself looks dorkier than ever. The environments can be gorgeous thanks to the painterly flair, but I personally find the art style to be the least appealing of all the 3D Zeldas. Even the music, while still quite good and presented in full orchestral flair for the first time, doesn't quite match the consistent quality of most prior Zelda scores.

Maybe I'd be more forgiving of this game's faults if it didn't have "The Legend of Zelda: " in the title. But it does, and in fact it's very proud of that since its whole premise is that it's like, a big epic prequel to all those games you love! Yet the game does little with its premise other than some misguided additions to series lore. I especially dislike the twist that Ganon and Zelda are perpetual reincarnations of Demise and Hylia, neither of whom ever came up before this game. Even barring that, the story isn't that good. Zelda is very likable and Groose's development is great, but other than a couple big epic moments, that's about all the story has going for it. Much of the plot is contrived and consists of excuses to send you back to the same three areas to do more collecting. The frequent cutscenes are mostly well-directed, but a bit slow-paced and lacking voice acting. This is a AAA console game released the same year as Dark Souls and Skyrim. Forcing you to watch all these big cinematic cutscenes, while still having all the dialogue delivered in text boxes, was already dated by Twilight Princess and absurdly out of touch by Skyward Sword.

As overwhelmingly negative as this review has been, Skyward Sword does have some legitimate points in its favor. The overworld levels are fun to get through when you're not backtracking, the dungeons are generally pretty good, and the items are actually fun uses of the motion controls. I think the Beetle is an especially good idea: the added maneuverability of motion controls makes it better to use, and it's just a cool way to survey your surroundings. Anything to do with the Timeshift stones is really cool and original. The bosses you don't fight over and over are mostly pretty good, and the last two especially are excellent. The optional item upgrade system means you're actually using rupees this time around, something nearly every other Zelda game seems to struggle with. This game also introduced the stamina meter: while I really dislike that having it run out causes you to be unable to do anything for far too long, it's generally a good idea that got substantially improved in Breath of the Wild. Link's parkour moveset is unique among Zelda games, and is a solid improvement to moment-to-moment gameplay.

On the topic of moment-to-moment gameplay, the HD version is much more tolerable than the original Wii version. The button controls aren't perfect, but are far more reliable than the original motion controls. Fi isn't mandatorily interrupting you every five minutes, picking up trinkets or bugs doesn't stop you in your tracks for 5+ seconds, and for the first time a 3D Zelda game is officially playable at 60 frames per second. Something about the smoother look fits this game's art style especially well, and of course it makes the controls feel inherently more responsive as well. All that being said, the graphical remaster is kinda half-assed with some noticeably low-res textures at times, and Nintendo deserves brutal admonishment for locking fast travel behind a $25 figurine on top of pricing this port at $60, higher than the original game from ten years prior. Still, the HD version is definitive.

Skyward Sword is an okay game, but its constant need to be a 40 hour Wiimote commercial combined with the large amount of blatant filler segments holds it back so much. I'm not sure if that comes from technical limitations, the team not having enough time to make the game, or an admirable desire to experiment with Zelda conventions after Twilight Princess played things relatively safe. It's probably a mixture of all three, but the end result can generally be described as the The Legend of Zelda's greatest misstep. But maybe that was what the series needed to bounce back with Breath of the Wild.

Embrace your dreams and protect your honor... as SOLDIER.

This is a really hard title to review because it really felt like two different games to me. A prequel to FF7 and 7R, while also telling its own self contained Crisis Core story. As always with my reviews, I keep conversation on the story pretty light because I don't like including spoiler content, so I'll continue to avoid that here.

Crisis Core as it's own game is a little... weak. Genesis is not a very believable villain, Angeal isn't quite the captivating mentor figure that he's portrayed to be, and Hollander just kinda sucks. I don't know too much about the writing/directing history of the game but it felt really, really Kingdom Heartsy to me in all of the worst ways. Dialogue was weak across the board, even Zack who was the shining star had some really awful lines (see: Monsters and Angels,) and overall was a detriment to the story. The gravity of what was at stake for Shinra and the world at large felt deflated because that epic speech was never there, that interpersonal dialogue had me cringing most of the time. In theory I really wanted to like actually playing as a SOLDIER under the Shinra banner, doing missions on behalf of the orginization to uncover the mystery behind Genesis' dissapearance, but as mentioned above the lack of dialogue or intrigue behind Genesis made for a very underwhelming experience. Everytime he shows up in the story he's monologuing some faux-Shakespeare which comes off more like a morose teenager than what he's actually supposed to be. The story of Crisis Core felt like Advent Children to me, where I was legitimately only happy to have experienced it to get more of the rest of the cast... and that we did.

Before I get into the FF7/R part of Reunion, I should go over other elements of the game that I found to be lackluster. The first, and this was my issue with Peace Walker when I played that, is that Crisis Core all in all, no matter where I play it, feels like a PSP game in its design. Rooms no matter how small or large feel oddly... empty. Zones in the side missions are barren and tonally monotonous. The world is really nothing special, and almost an unfair critique after playing 7 Remake doesn't even begin to compare in terms of population/material density.

And oh man, speaking of those side missions... There are approximately 459304953049350 of them in the game, and they feature the exact same loop of maps in which you run from point A to point B and kill monster/group of monsters. The unfortunate thing here is that they are extremely beneficial to do, meaning that the player, even though they are displayed as optional, almost should do as many as they can before progressing. The reason these are so helpful is because of the plethora of beneficial DMW (I'll get to this in a second) summons and materia/materia slots that they provide for completion. I found myself in the first two days of playing Crisis Core almost exclusively doing these because I figured I could rush through them all and then progress like i did with 7R. Lo & Behold I found that after these first few days of doing almost exclusively side content that I had notched an 18% completion rate on side missions that I was going to give up. Why are there so many??? It would be one thing if they had even a smidge of variety... but outside of enemies that you fight they are literally all monster killing missions. This wasn't even remotely fun and destroyed a lot of interest I had in the game.

The caveat of doing as many of those side missions as I did was that when I resumed the story, I was reeeeeeeeally strong. For as long as possible, only needing to change for the final boss, I ran a full oonga-boonga strength/vit build into the end game abusing my fused Twister Attack combo to kill groups of enemies and bosses alike in one fell swoop. I almost appreciate how easily it is to break the game like this on normal, but it did remove a lot of the challenge. Unlike 7 Remake, which I know comes much later after the original Crisis Core, you don't need to put too much thought into Materia in this game once you've found what works for you. I assume magic builds work fairly well but you can legitimately speedrun the game on melee alone (took me maybe eleven hours with the side content included.) Combat is pretty bare bones overall, attacking with melee is mostly reduced to a one button normal but you can augment your arsenal with materia that enhance this. Abilities with materia were actually really convenient, and I'm glad they utilize this DNA in 7 Remake, allowing the player to hit Left Bumper then a/b/x/y/rt/rb (using xbox scheme) to select whichever spell they have attached to each slot. This made casting my twister attack and curaga seamless in combat and un-frustrating like some of Square Enix & Final Fantasy's action titles do.

Now as a lore fiend I really am glad to have played Reunion, which is probably exactly why this title got re-released. Not only was it extremely popular at launch, but I'm glad Square Enix was able to capitalize on the people who wanted to explore the multiple routes they see the FF7 franchise taking with 7 Remake. I've seen the Final Fantasy 7 Remake Orchestra live, own Advent Children, have played the OG FF7, 7 Remake, and Intermission DLC, I am a complete sucker for this series and the world its built. I love the characters, themes, environments, score, you name it. I spent the entierty of Crisis Core connecting the dots between it and 7 and 7 Remake, and I'm glad it was rewarding in that regard. I enjoyed seeing characters like Cloud, Aerith, Sephiroth, and the Turks in a completely different light, with everybody's favorite villain being shown in a period in time we never see in the OG/Remake title, a SOLDIER. You get to see the war hero from a direct spectator, and that was really neat. I wept internally at the ending, despite having qualms with the Angeal/Genesis storylines, it really did move me and appreciate the story of Cloud Strife even more than I already did. For a lore junky, Crisis Core is a must play due to how it sets the stage for one of the greatest stories in the medium's history.

In all, I was not a fan of the "Crisis Core" part of Crisis Core, but did love how it expanded on a story I was already very interested in, that of Final Fantasy 7. Nothing in gaming has captivated me quite like FF7 has, and I'm not sure anything will again. Crisis Core: Final Fantasy 7 - Reunion succeeds at what it clearly was meant to do, hold the hype for Rebirth, and it aces that for me. I would recommend this title for people just like I who are looking for more to hold them over until the next part of the Remake saga releases, or want to experience the origin story of Cloud Strife and Zack Fair. While the game itself wasn't great, I had fun and it most definitely was worth it.