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The only thing holding me back from giving this game a higher rating is due to this being in early access, so some features are obviously missing. But with that being said though, this is a fantastic follow up to Hades and the framework is definitely there.

As per usual, Supergiant has crushed both the character and world design. The soundtrack is stellar and even more incorporated into the game with the second boss and the combat is as buttery smooth as ever. Having not only one but two paths was also a welcome surprise and I absolutely love the environments they incorporated.

I am curious to see how the story will play out though because as is, It feels like it’s about 75% of the way there but sort of ends abruptly once clearing for the first time. So besides that and a few balancing issues, I know we’re in good hands. Overall, I’m excited to see how this game fully evolves as we get closer to a final build!

Kirby Squeak Squad is the mainline Kirby game I probably hear about the least from fans, which is kind of strange to me considering this is a great entry in the series, and perhaps one of the funnest to 100% (before Forgotten Land came out).

This is probably one of the only games in the franchise to feel like a straight up sequel to Kirby's Adventure. It's a very by the numbers Kirby game. Platform your way through a couple of levels and fight a boss at the end of the world. No gimmicks found here.

Even all the copy abilities from Kirby's Adventure return here, including some new ones. And the level design is very similar to Kirby's Adventure too. So it's pretty safe to say that if you liked Kirby's Adventure, there is a really good chance you'll like this one too.

In fact I personally like this a little more than Kirby's Adventure due to the fact that 100%ing the game is really goddamn fun. Each level contains 2-3 treasure chests, which are not too hard or cryptic to find. You can pretty much get every single chest in just one playthrough of a level if you pay attention and explore a level properly. I pretty much beat every level a single time without needing to replay it or look up a guide on where a certain treasure is. And the best part is the rewards for these chests are amazing, such as upgrades to your copy abilities (which Amazing mirror could have used) or health upgrades, so you do want to take your time and find all of these as they are worth it.

Great Kirby game all around. Doesn't do anything new or amazing but is just a really well made successor to Kirby's Adventure. Do not skip this one if you are playing through the series.

A Metroidvania Kirby exists?? And no one told me about this?? Well it it's a metroidvania in principle but it doesn't feel like it fully commits to being a fully fledged metroidvania.

At it's very core, this is another mainline Kirby game where you'll be doing the same exact things you do in other mainline Kirby games. You go through levels, you suck and copy enemies, you fight bosses rinse and repeat till you get to the end. What the big twist is here is how the game is structured. Yes it is structured like a metroidvania, but I wouldn't exactly consider it a metroidvania. The word "structure" is doing a lot of heavy lifting here as you are presented with an open world with branching paths, a map system and the ability to unlock more of the map screen by exploring and finding pages in treasure chests. You can also find health upgrades in some of those chests. But that is the extent of metroidvania this game gets as there isn't as much reward in exploring.

You don't unlock new areas of the world by exploring and finding new upgrades or tools to further help you through previously blocked pathways. Everything is already open to you, so in that sense the real core what makes a metroidvania a metroidvania is not here.

It is more fair to compare this to a Mega Man game with an open world. Because in reality the name of the game is to get to a boss in a certain section of the world, kill the boss, and move one step closer to the final boss. What makes it more Mega Man-ie is the fact that you can do these boss fights in any order. This is pretty cool for a Kirby game because I don't think there is another mainline Kirby that has this sort of structure. If you wanna tackle the "hardest" part of the map first, you can go do that. Unfortunately, and again what takes away from this being a true metroidvania, is the fact that there's no benefit to the order you do it in. Killing bosses don't reward with a cool extra move that is only tired to killing that boss. The only reward you get is an extra key (or mirror shard) that brings you one step closer to the final boss. So unlike a Mega Man game (or even Breath of the Wild) where choosing a boss order is a type of strategy, in Kirby and the Amazing Mirror there is no absolutely no strategy.

In a sense, if you are a metroidvania fan and come into this expecting a metroidvania, you will be severely disappointed. However if your expectations are set to "Kirby's Adventure, but non-linear" you will really enjoy this game. This is still a very good Kirby title that wish fully did commit to being a full fledged metroidvania as the potential is there as we've seen in Milky Way Wishes from Kirby Super Star.

I mean this is me just rambling but could you imagine if this game gave you the reward of unlocking permanent copy abilities by exploring and defeating optional bosses around the map? Honestly could have been one of the best Kirby games of all time.

With Evil Within, Tango Gameworks made a great jumpscare simulator. With Hi-Fi Rush, they made a rhythm game I could enjoy. With this, they made an Ubisoft open world, and I cheered. Shove all these landmarks, all these skill branches, all these side quests up my asshole, whose tightness applies to the world design. AA studios keep winning I swear, ok we'd be fine without the deluxe edition of cosmetics but they said "you shan't be starved of those and emotes" like they're announcing the return of a wrestler live and his name is Tupac-chan. Speaking of, honorifics aren't kept post-translation here unlike the Yakuza series. Figured you deserve to know.

You play as siscon icon Akito, who didn't know the parable of the hare and the tortoise, resulting in checks notes using his body as a vessel for one mf whose name is one letter short from changing the game's rating (bro name is KK huuuuh figure that one out). The story isn't strong or explored in any way, backseating the gameplay by molding new mechanics and situations at a moment's notice. It's coherent enough to not cause eyebrow raise emoji spam. The clap of my buttcheeks keep alerting the Japanese inquisition AMA.

I'll leave that side unexplored. I've explored my fair share already behind the scenes, you know it's the Unlock The Map With New TP Points mechanic shit. You're not Spider-Man, despite what the free update's moniker would have you believe, but aerial control is prevalent. Sometimes you have to climb apartment stairs for what seems like forever to indulge in the activity. First skill I took was aerial takedown in fact, not an ounce of regret it's dumb and fun. What I wish I would have gotten earlier is faster crouch speed. It's a thing that looks very handy at first glance and further glances prove that yup it's very handy.

This doesn't get stale and happens to have a few surprises in it. Now, the combat. I have a few qualms with it, but I didn't feel the critics about its linearity and repetitivity sticking to me when experiencing it. You have to be aware of your surroundings: enemies and unfortunate layout, lest you incur the wrath of a mob beating. I've struggled with sometimes taking hits I thought I was out of the range of, but the overall experience is really cool. If I charge shots, I save ammo and can land more damage if they all hit, but I'm vulnerable and it's possible to have that Duck Hunt ahh aim. When the enemy runs out of HP, I have to bait other enemy attacks and dodge before I can safely take care of its vulnerable state, or crouch where no ghosts can reach me with their big balls before making their ghost friend kiss the sun goodbye. One of my boldest ratings yet and I'm owning up to it.

PS: I have been informed a month after making this review.... of the sudden demise of one of the greatest AA studios I've seen. I hope the talent will be able to find their way to stable jobs where they can express their creativity once more. This shit fucking sucks I'm so tired boss

I’d been slightly interested in the Persona series since about 2018, when I tried and dropped Persona 5 on PS4. I didn’t like the turn-based combat, and so that was the end of that. Aside from that, the only exposure I had to the series was my friends occasionally discussing one of their favorite games and the characters in it: Persona 3. And so, when a remake for Persona 3 was announced for XBOX, I felt like I had grown enough as a gamer to suck it up and give another turn-based RPG a try. Why not see what all of the hype about the funny robot girl and the fighting dog was about? So, I bought the game on a whim in February 2024.

And well…this was a transformative experience. After spending most of the latter half of 2023 playing games I didn’t feel too strongly about that got me in a funk, experiencing Persona 3 Reload over the course of roughly four months was like a cold bucket of water to the face. Never in a million years could I have expected the absolute work of ART that this game has been for me. Not only did I actually end up really liking the turn-based combat, the story and character writing blew my damn socks off. And with the last four months being a stressful period for me, starting life after college, Persona 3 Reload became an escape for me, and yet showed me so many new perspectives on friendship, memory, and the future—at risk of sounding super corny, I think I really needed that.

Utterly unforgettable game, both story-wise and gameplay-wise. Wish me luck as I proceed to attempt dodging spoilers for The Answer for another four months! Now, onto the review. As usual, I’ll start with the pros.

I suppose I’ll start with the non-Tartarus gameplay. First of all: when you aren’t fighting enemies, Persona 3 is essentially a 3D visual novel with cutscenes, which is a gameplay style I really enjoy. Literally the first thing I wrote in my review notes too! Nothing wrong with 2D visual novels, of course, but I love getting to see characters move around in a 3D environment and emote as they speak to one another.

The calendar-based progression is also a very cool mechanic I never got to see in its entirety when I tried Persona 5. It's a really cool way to represent a double life—attend school and goof off with your friends during the day, murder Shadows (your enemies) at night. But by far the most fun thing about it is that you’re occasionally restricted in what you can do based on what time of day or year it is. Only being able to work in Chagall Cafe at night, not being able to do school Social Links because all your friends are studying for exams, getting days off of school on Japanese holidays…it’s such a good way to make the world feel real. Same goes for story events also being tied to the calendar, like going on a summer vacation trip to the island of Yakushima, or. It ensures the days don’t get monotonous, and that there’s always a change of pace in the gameplay right around the corner.

Speaking of Social Links, I really love how their connections to the calendar and certain times of day means you have to balance who you want to spend time with (or even if you want to do Social Links at all, as opposed to other things like social stats)—it’s just like real life, haha. You’ve got to pick some friends over others (unless you wanna optimize it), and sometimes your social stat or Tartarus obligations come first and you gotta miss out. I never would have expected a game would make me enjoy planning a weekly schedule, but here I am praising it. It really makes you value the time you get, and again, it makes the world feel lived in since everyone has things going on that you just have to work around.

And I’m glad that we still get opportunities to hang out with our teammates after school even before we get to do their Social Links. Walking Koromaru (feat. random Social Link appearances!), watching scary movies with Yukari, meal prepping with Akihiko…it's the little things that make these characters feel that much more real. Plus, they have actual continuity, at least until you finish them. It would have been so easy to have the same few hangouts and just reuse them over and over, but nope, they’re little vignettes. I was especially impressed with the characters in Koromaru’s walks referencing other hangouts, like when I walked him with Fuuka and she mentioned the film festival I saw with her a few days prior. Was genuinely shocked to see that kind of depth in what I assumed was a means to grind social stats.

Social stats themselves are a neat mechanic too, though it’s not like they’re some mindblowing invention of the Persona franchise. In some games, they can be a little tedious to get, but I didn’t think it was all that bad in Persona 3. Most activities you can do to increase social stats have some sort of other fun or useful thing tied to them, like getting the bag at a part-time job, or hanging out with your friends at night in the dorm having fun dialogue and granting them skills in Tartarus. A special shout-out for tying Charm increases to answering questions asked by teachers correctly, especially since those questions are actually difficult occasionally. On another note, it's cool that we have to answer those questions correctly on exams and pass an Academics check to get good scores. I had this whole issue of grinding Academics for good grades and still maxing Charm and Courage first. It was hilarious.

One more non-Tartarus gameplay feature before I dive into the combat mechanics: I really like that players have the option to connect to the network and get a glimpse of what other players did on any given day. It's cool to see how your level stacks up to others, or if other players have the same exquisite taste in Social Links that I had.

Okay, now onto Tartarus exploration and Shadow combat. First up is some of the basics. The combat animations are very clean and look so sick. Seeing Akihiko one-two punch a Shadow or watching Aigis light up some poor demon is so satisfying. They’ve all got a good weight to them, and the sound design for attacks holds up just as well. Those compliments are doubly true for the Persona based attacks—loving seeing Vorpal Blade invert all the colors on the screen and cover the arena in scars, or dropping an absolute nuclear bomb with Panta Rhei or Diamond Dust. The enemy animations are just as good, and perhaps more so given the variance in Shadow models, Seeing Dancers dip each other underneath a sword slash, Snakes tie themselves in a heart-shaped knot, or Hands snap their fingers and point in the direction of their attacks is just such creative design. Also really love seeing teammates dodge attacks in some of the goofiest, most cartoonish ways possible as they taunt the enemy that missed them. There's just so much character in the way they move.

Attack affinities are such a breath of fresh air coming off of the comparatively ocean-wide, puddle-deep type effectiveness of Pokemon. We’ve got three types of physical damage and six types of magical damage (plus the “true neutral” Almighty), which is both easily digestible and a great place for a new player like me to have started at. The fun part is how many types of effectiveness there are: it's not just weakness (high damage), resistance (low damage), or null (no damage), but there’s also reflection (damage comes back at you), and absorption (damage instead becomes enemy healing). To use a Pokemon comparison again, that’s already a way more complex battle system with like, a third of the damage types to struggle to remember.

The REAL bread and butter of Persona 3’s combat system was ailments for me. There’s a good few ailments that all have really fun effects to plan around. I think Fear is definitely my favorite of the complex ailments because of how dangerous it can be: sure, there’s a chance your teammates may be too scared to act, but straight up having a chance for them to RUN AWAY and become unavailable for the rest of the battle is one hell of a thing to consider when you’re desperately low on health and have to consider if healing with Yukari is worth it when she’s afflicted by Fear and might just run away and become unavailable for the rest of the fight.

Shock and Freeze are the most fun to inflict because they interact with another mechanic Persona 3 did really well: critical hits. Oh boy, do I fucking love critical chance in games. Any game with a meaningful enough crit system has me rolling the dice more than a gacha addict thinking that 90% of gamblers quit before they win big. Shock and Freeze both prevent characters from moving, but both of them also increase the chance of a critical hit when attacking with physical skills. There’s a lot of complexity that comes from that single attribute. It presents a meaningful difference between physical and magical skills, and when physical skills either cost HP as opposed to SP, or cost NOTHING so long as you’re cool with attacking with your weapon and not a Persona, trying to play around crits really becomes less of an RNG dice roll (funnily enough) and more of an exercise in calculated risk. Persona 3’s excellent combat animations also come into play with crits: landing one with your default attacks plays a sick-ass animation where you complete a full attack chain that culminates perfectly in a zoom-in to the character that dealt them. Seeing Makoto slowly wind up a powerful sword slash, or Koromaru dive bomb some clueless Maya with the knife in his mouth is a great way to make crits all the more satisfying.

Speaking of satisfying crits, there’s Down (also inflicted by striking weaknesses, but I couldn’t find a clean segue into that fact lol), which knocks the enemy down and prevents them from moving, but also gives you “1 More” chance to attack, during which you can Shift and switch the character you attack with. Knocking every enemy down in one fell swoop lets you perform the legendary All-Out Attack, where your entire party absolutely wails on all the enemies on the field. This is one of the most satisfying battle mechanics I have ever had the privilege of performing in a video game. The absolutely DESTRUCTIVE lines of attacks I downed enemies with cannot be spoken out loud for fear of offending the gods. It is so much fun to scan for the weaknesses of enemies (thanks Fuuka!) and then devise the most abominable way to obliterate every single one in a single turn. It turned an already good combat system into crack cocaine. And again, the combat animation for an All-Out Attack is just sublime. The entire team (sans those with ailments) lines up in a dope-ass action pose, with the last one to down an enemy calling the shots in the very front, and just goes to town on the Shadows. I was very impressed with how there’s a unique animation for each character depending on their position in the lineup—Koromaru gets up on his hind legs in the front, and jumps if he’s in the back. Aigis jumps down from above, Junpei tips his hat, Makoto gets down low with his sword…the framing is just so good. Maybe I’m just easily impressed but DAYUM!!! It’s so awesome.

We even get cool portraits of characters after they wipe an arena with an All-Out Attack! Seeing “Mass Destruction” behind some killer character art with a line like “Done and dusted” or “On to the next bout” (or even “Woof! Woof! Woof!) just goes crazy hard. We also have Shuffle Time giving us Major Arcana cards to pick up and stack buffs that persist until we leave Tartarus. Once you get into late game, getting Arcana like Temperance for social stat buffs and Lovers for Fusion buffs is just so rewarding. And even if you aren’t performing All-Out Attacks, it's occasionally viable since attacking a downed enemy with another crit or weakness makes them Dizzy and unable to move on the next turn! Atlus thought of EVERYTHING with this combat system!

Okay, finally I’m shutting up about ailments. I’m starting to suspect no one on Earth has dissected about Persona 3 ailments like I have just now. This is what you get when I have nothing else to do today except write this review. Anyway, advantage and stat boosts. Nothing crazy to say here, just that I like that you have to be proactive about attacking Shadows while roaring in Tartarus first, so that they don’t ambush you and gain extra moves. And I like that stat boosts are straightforward: attack boosts affect both physical and magical damage, and accuracy and evasion are a single stat. No sense in complicating things more than they need to be. Bonus points to Persona 3’s stat boosts for charging and concentrating to double attack damage, which became one of my favorite ways to chase big number.

Another element to the elusive big damage number (shout out to the 999 damage attack achievement!) is the Theurgy, which I learned is a new mechanic in Persona 3 Reload. I’m sure there’s a lot of those I haven’t discovered yet… Anyway, holy shit are the Theurgies badass. Most of them are the equivalent to hydrogen bombs with insanely good attack animations, which of course is awesome, but there are some with great utility like Ken’s with guaranteed reflects, and Fuuka’s with a random positive effect. Frankly I’d still use them even if they sucked because they’re just that damn cool. Scarlet Havoc my beloved.

Okay, we’re done with combat itself, onto exploration. Random floors are nice, but it only goes so far, which is why I’m glad to get mechanics like Gatekeepers and Monad doors to provide challenges in between encounters. I especially like that the enemies in those encounters usually have some sort of gimmick that makes them fun to strategize with. And I’m especially glad that there are tons of voicelines your teammates say to keep us sane in the dungeon. Hearing Junpei whine about having no girls in the party is hilarious. Clocks are also a godsend mechanic, allowing you to both extend your outing in Tartarus (never expected me to praise THAT now did you) and boost underused teammates to your own level.

To wrap up this little Tartarus combat deep dive in a nice little bow, I want to compliment the pacing of all these mechanics being introduced and taught to you. Never did I feel overwhelmed by all of the knowledge I just got dropped on me, and yet at the same time, I didn't feel like they were babying me by withholding information I wanted to know. I appreciated being able to figure ailments out by myself ahead of the tutorial for them.

Two more Tartarus-related things before I get into the story and characters. I hope you’re still here; this review is probably twice as long as any review I’ve made so far and I’m still not done. Elizabeth’s requests are fine—there’s nothing particularly surprising about having little fetch quests in a game like this, but I do like that some of them involve taking her out on the down in a pseudo-Social Link and showing her normal Earth things while she reacts like a caveman just discovered fire. “A soda fountain? The idea sends an electric tingle across my tongue.” yeah Elizabeth, I felt the same way when I saw a Coke Freestyle at Wawa for the first time. Secondly…the Reaper. All I gotta say. That MF is so fun.

OKAY, we’re finally done with gameplay. Now…onto the story and characters. I will not be spoiling any major plot points, however I will discuss some small character moments here and there. Still, this is technically meant to be a spoiler-free review, so most of the discussion will be on what I liked about the storytelling rather than my thoughts on the story itself. I’ll start off by echoing what I said in the intro to the review…the story is such a ride from start to finish. I will be the first to admit that the story itself, when looked at structurally, is not remarkable in and of itself. Its CHARACTERS are what makes Persona 3 so good. I fully understand how people get brainrot about this series now. I thought it was excessive with Persona 5 worship but man I get it now.

These characters aren’t one note. Some games treat their characters less as people and more as stories. Their development follows a clean path, and everything culminates in a neat little bow at the end. Obviously this isn't how people grow and mature in real life; their “development” doesn’t have an “end”. I think Persona 3’s main characters break this mold. They don’t have one sole problem that dominates their arc—they have multiple issues they solve that aren’t necessarily related and get resolved at different times, which is a better approximation of reality. The conclusion of their arc doesn’t feel like the climax of a bunch of connected issues, but rather a realization someone would have after thinking about their life and generalizing all the issues they’ve worked through. And since the story takes place over the course of about a year (with almost every single day being playable!), character growth hits harder and feels more natural because you can slowly see characters changing day by day, whether it's through their dialogue after major story events, or their voice lines after school in the form on a random Tuesday in August.

The themes and conversations we see in the story are also very sobering. There are a lot of mentions of the future, memory, and death, and those are very poignant themes for someone like myself who is still pretty young and currently going through a large transition in my life from college to working. Both in the main story and with the Social Links, I asked myself a lot of questions like “how would I feel if I was going through this,” or I’d take the observations characters made on their own relationships and issues and see how they’d apply to me.

Forgive me for detailing some story specifics, but a big moment of reflection for me was seeing Yukari talk about how she felt forced into the Special Extracurricular Execution Squad, and how she then felt guilty approaching Fuuka with the same deal. She began to lament being a prisoner to the circumstances, and eventually reacted not with resignation, but anger towards Mitsuru and Akihiko for benefiting from her, Makoto, and Junpei’s toil when neither of them really knew what they wanted out of Tartarus’ exploration. And the Yakushima arc only complicates this issue. My life isn’t nearly as tumultuous as hers (obviously I’m not fighting demons every evening), but I really sympathized with feeling like you’ve been forced into something you never wanted to do, and having no choice but to see it through. Junpei’s anxiety over the future and how being a part of SEES is all he has going for him resonated with me in a similar way. He worries about drifting through life without a plan, not knowing if you’ll be happy with where you end up because you don’t have any idea of where you’ll end up. I don’t know where I’ll be going in the future either. Anyway, it’s these kinds of personal connections to characters’ stories that kept me so invested in seeing how they ended up, and what makes me believe Persona 3 Reload has some of the best character writing of any game I’ve ever played. I think that’s all I’ll say on the matter; going any farther is beyond the scope of this review.

Social links have more straightforward development (a straightforwardness I was expecting from EVERYONE when I started playing), but nevertheless they are still very touching and enjoyable to see happen. Kazushi’s link is a good one; it sucks to be put in a situation where you can’t do the things you love because of factors out of your control. Bunkichi and Mitsuko’s is another great one; they’re very charming and provide a great contrast to the events SEES goes through, since SEES is very young and the couple is very old. Hidetoshi’s is another great story of learning to accept other’s perspectives, and Maiko’s is a great view into a child’s view on relationships.

There’s just something about this game’s writing that makes it so easy to reflect on your own life. Almost everything remotely emotional or vulnerable a character says can be empathized with—I found myself having conversations with my friends while playing this game about how they feel about the things brought up. As I said before, my playthrough of Persona 3 Reload comes at a transitory period in my life, and it became a way to cope with its stresses and even help process those emotions I felt. To a degree I feel like I’m giving this game too much credit. But games are subjective experiences, so they mean things to different people. And this is what this game’s story means to me.

Sorry for getting very personal there. Let me switch to something not-at-all applicable to my life—romance! Kind of a weird thing to talk about after I just poured my heart out, but I couldn’t think of a better place in the review to discuss it. I do like that you can romance female social links; though it goes without saying that the inability to romance male social links is kind of exclusionary. Regardless, I enjoyed what we got. It’s kind of difficult to properly discuss something like this since everyone’s feelings on who the “best” romance is are subjective, but I enjoyed romancing Yukari. Since she’s a SEES member, there’s a lot of opportunities to reexamine dialogue she was with or about Makoto through a romantic lens, and that’s something I think is pretty fun (not like people are romancing non-SEES members amirite?). I’m also satisfied with the romance-exclusive dialogue you get with your character of choice, such as during Christmas Eve and at the very end of the game, though I will for once admit it's less than I expected. I straight up thought we’d get a new set of Social Links with our romance that were all romance-coded, as opposed to having the final few normal Social Links be romance-coded if you decide to go ahead with it. Wishful thinking I suppose. Still gonna be a diehard Yukari/Makoto fan.

And of course, I can’t discuss the emotion of Persona 3’s characters without praising the absolutely FANTASTIC voice acting and direction. Hooooooooly shit. I think the winner for best voice acting is Zeno Robinson as Junpei. I wasn’t all that on board with Junpei as a character when I first started, admittedly, but Robinson’s performance of some of Junpei’s most vulnerable moments is absolutely mindblowing. A shame I can’t discuss my favorite line from him, since it’s neck deep in spoilers. Anyway, I was also very impressed with the performances of Heather Gonzalez (Yukari), Dawn M. Bennett (Aigis), Justice Lee (Ken), and Justice Slocum (Shinjiro). But every voice actor was very good, not just those few.

Now, let me discuss the concepts of some of the features of Persona. I’ve always been slightly interested in tarot card readings and the Major Arcana, so playing an entire game where each person is linked to a Major Arcana card and signifies said Arcana is very cool. I’m sure much more qualified people than me can discuss the symbolism of tarot in fiction; I'm just going to leave it at “that’s neat.” The concept of Personas and the Evoker is also incredibly interesting; the act of shooting oneself with a gun-shaped object isn’t a very subtle metaphor, but it's incredibly striking and frankly, a little badass.

As Personas (and Tartarus) represent a truth hidden from reality, the act of using an Evoker to summon one reads as killing the false self to reveal the inner self, the “true” self. This trope isn’t exactly uncommon either, but Persona seems to be one of the series to do it the best. It’s very cool to see how each character uses them as well; hopefully I’m not overanalyzing this, but I did notice that Yukari is the only person that places her Evoker where she can see it when she uses it, perhaps to indicate she is the most afraid of death? Like, she can’t place what she’s doing out of her mind and has to focus on it. Cool symbolism there. And since the Persona represents its wielder, it's neat to see that they can change as the individual changes—bonus points for said Persona changes also yielding gameplay changes.

The nature of the Dark Hour and Tartarus provide an enduring mystery throughout the game that’s pretty fun to speculate on. Tartarus in and of itself is a mix-and-match of various mythologies; same with the Shadows and Personas. I don’t have much to say other than that it looks very cool. And having it be known only to those with Personas gives us a great look at how a bunch of teenagers cope with balancing exams in the day and demon hunting at night. I think I’d just about have a mental breakdown.

Time to wind down the pros, and talk about some miscellaneous things. First up, I gotta say, Twitter was right when they praised this game’s UI. Holy shit, I think Persona 3 has one of the most fluid and beautiful pause menus of all time. I love the Stats screen, and how Makoto hold up a mirror shard that reflects the eyes of the teammate you’re looking at. The Social Link screen is very cool too, with Makoto holding the tarot card corresponding to each person’s Arcana. The combat UI is very clean as well; I like that it’s a bit less flashy than Persona 5’s, yet still just as dynamic. Bonus points for having Koromaru’s being smaller than everyone else’s since he’s a dog. So cute!

Finally, I can talk about the soundtrack… Oh man, it is so damn good. Like, it has NO RIGHT to be this good. Usually when I talk about a game soundtrack, I mention all the tracks I liked, but there are just too many for me to list them all. I will list a few though: Mass Destruction and It’s Going Down Now are some of the best combat themes I’ve ever heard (right up there with The Rebel Path from Cyberpunk 2077 for me), Changing Seasons is such a feel good track for me (and literally so damn catchy too), and I love the vibes of songs like Deep Mentality, Color Your Night, When The Moon’s Reaching Out Stars, and Master of Shadow.

Three more bonus things, and then I will FINALLY get to the few cons I have. One, I’m glad that not only is there a log, but that you can re-listen to voice lines from the log. While I do like the music in this game, there are a few emotional moments I think hit a lot harder when there’s no music playing while they’re said. Two, you can pet Koromaru. Yes, I am one of the people that always wonders “can you pet the dog” in a game. Reporting in—you can pet the dog, plus a lot more cute things! And three, the conclusion of Maya’s Social Link at the end of the game. That entire sequence had me HOWLING with laughter. Fantastic experience all around.

Okay, now we get to the cons. Important to note is that none of these problems ended up compromising my experience to the point where I think I have to take off points. The game was so damn good that these negatives were rendered almost entirely moot. Still, no game is perfect, so here I go.

Without specifying for fear of spoilers, I think Ikutsuki’s arc and Junpei’s arc with Chidori could be improved. The former didn’t add much to the story at all, and frankly didn’t really need to happen in the first place. Could have just nixed it entirely and the experience wouldn’t have really changed; in fact, the end of the game could have been more mysterious and climactic without it. The latter is saved by Junpei’s amazing voice acting and character writing, but a lot of the interactions between the two take place behind closed doors, and it lessens the impact of the arc’s conclusion a tad bit.

We also did not get our female protagonist Kotone (I think that’s her name) that was present in Persona 3 Portable. I imagine this was done because Atlus changed up the narrative so much with the remake, and they wanted to make sure the story stayed cohesive without having to balance making two versions of every story beat to reflect the different protagonists. Still a sad sight to see players robbed of a choice they had in the past.

Finally, this game does have a considerable amount of weird teenager fanservice I did not want to sit through. I do NOT think having the token ”girls’ swimsuit reveal” scene was at all necessary, nor do I appreciate stumbling into a hot springs scene where I have to pick the right dialogue options to escape from the girls only bath. Like, what the hell Junpei? I didn’t sign up for this shit. And don’t even get me started on the hidden camera scenes. Just saying a sentence like that is sus enough. Sorry to end the review on such a strange note, but I have to bring it up. I was half-tempted to omit this part from the review, if only to avoid having to discuss such a weird topic, but I’m not pulling any punches, or so Akihiko would say.

If you made it to the end of my review, I hope I didn’t bore you to death. It is already like, four times as long as any other review I’ve made, and basically qualifies as a college-level essay. In fact I’m certain I put more effort into this review than actual assignments for my degree. I just haven’t felt this way about a game in a few months…it means a lot to me. I was absolutely blown away by Persona 3 Reload and how much of an impact it had on me, both in terms of how fun it was to play, and by how much its story and characters resonated with me. It’s truly been an unforgettable experience. Now…onto the next bout! See you in September when the DLC drops.

Objective rating: 5 stars
Subjective rating: 5 stars

Stellar Blade is a game that knows exactly what it wants to be, even if it isn't the greatest on all fronts. While the combat and soundtrack are clear standouts, the story leaves a bit to be desired. Apart from these obvious points, I think there's more reason to speak positively about the game as a whole than there is to linger on the negatives.

Let's start with the great things about SB. The combat is exceptional. C'mon, there's a parry; of course it's a 10/10. You have this option to use burst and beta abilities while fighting, and while those abilities are fun and flashy, the game allows you to take a more “pure” approach. If you want, you can zero in on using parries to beat your opponent to the point of using a Retribution attack. Most people will be familiar with a critical attack after breaking posture, but there's something so satisfying about draining such long posture bars in Stellar Blade. Each strike of your sword or spark of your abilities is a beautiful light show as well. It's very much a rhythm game that will leave you in its dust if you can't match it in time. I found myself getting 1 or 2 shot by plenty of enemies when I missed an important parry or dodge.

Overall, the game's visual aesthetic isn't something I'm mad about. Some cyberpunk-style designs feel a bit uninspired, but the world is highly detailed and wonderful to look at. It feels like one of those titles that was meant to be on the PS5. I really loved when the camera work would turn super dynamic in the cinematics. I think all the boss fight executions were brilliant. I also loved alot of the Naytiba designs. They take inspiration from many forms of life and almost always provide some sort of nightmare fuel, which I love. One small bit about them that I adored was the flourishes on the boss type Naytibas. It gives a stylized look to them and gives them a sense of grace that contrasts their violent existence. I think the MAIN character design in general is a standout in this game. Many of those main characters are so much fun to look at. There are always standouts in games that have mixes of organic and mechanical. The freedom that allows is something I'm sure character designers love.

Shoutout to the costume designers for EVE. Every time I thought they were at their limit, I got a new one and GYATTTTTT. I'm not too high and mighty to acknowledge the fan service of this game. You caught me. I enjoyed it. Pretty sure the devs made her ass bigger when she's wearing certain outfits too. Yoko Taro would be proud and disgusted, I'm sure.

Now, the music. Holy shit, these are some FF16 type tracks. I won't name some bosses, but Belial and Karakuri were just exceptional standouts to me. Don't even get me started on Democrawler. Breathtakingly incredible. We get such a beautiful blend of instruments and musical mediums throughout this whole game. It's hard to focus during some fights, and I think the camp's theme will be burned into my eardrums for awhile. Overall, I'm so impressed with soundtracks like this. I can't see anything topping these tracks this year, but I'd love to hear someone try.

Shoutout to the final boss theme being a rendition of the main theme. We LOVE that shit around here.

The story and characters just fell a bit flat to me. I didn't feel much chemistry between EVE and her companions. Some characters seemed like they knew they were NPCs and took that assignment seriously. I felt like many emotions weren't there when they needed to be. I wanted to like the story more, but I saw the ending coming from a mile away. The only reason it isn't more of a knock for me, personally, is because there were a few nice twists in the lore that I enjoyed. It isn't horrible, and maybe I'm judging it too harshly, but it was by no means cinema.

Overall, I think this game is very much worth playing, even if for the combat alone. There are plenty of side quests and the platinum trophy is there for the taking. Another wonderful example of a game I saw the first teaser for ages ago, hyped up, and then happily received it when it finally released. That's a breath of fresh air anytime it happens.

By the way, are the incels still mad at this game? They said it got censored?? I can't imagine seeing the fan service of this game and thinking it isn't “good enough.” Imagine using your limited time on this beautiful Earth like that when you could literally load up Stellar Blade, play as a beautiful android woman, and SAVE Earth instead.

This review contains spoilers

This is going to be a bit different from my usual reviews. Nowadays when I review games, I prefer to do so while my most recent experience with it is fresh in my mind. Sadly, when I first played Outer Wilds a few years ago, I didn’t write a review for it, and as you likely know by now, the game is a once in a lifetime experience. That’s not just me being hyperbolic for the sake of gassing the game up as much as I possibly can. The game is designed in a way that you can really only ever get the most out of it a single time. Sure you could go through the motions of filling out the ship’s log again, but the entire ethos of Outer Wilds hinges on discovery. Once you’ve figured out the answers to its mysteries and you learn what you need to do to clear the game, you can never enjoy it the same way again. As such, nothing I write will be able to accurately capture those feelings I experienced when I first played the game. However, after recently finishing the Echoes of the Eye DLC and realizing I’m not especially satisfied with my non-spoiler review of the game, I’ve decided to make an effort to at least try.

Like I said, discovery is the ethos of Outer Wilds, and that’s what makes this game so euphoric. Each planet is so much fun to explore. They’re all layered with so many elements that make them intriguing. They’ll either have unique physics like the more intense gravity of Giant’s Deep or the pocket dimension seeds that can be found in the Dark Bramble, or they drastically change over the course of the loop like the Ash Twins and Brittle Hollow. All planets also feature logs of the Nomai people, pointing you in the direction of the Eye of the Universe, as well as allowing you to learn more about their history, culture, and legacy. As you play the game more and more, you constantly learn new things about this fascinating galaxy, which feels incredible and appeals to your sense of curiosity to make you want to play the game more.

The developers have frequently cited The Legend of Zelda - my personal favorite video game franchise, as a major influence on the game, and it definitely shows. I remember all throughout my playthrough feeling a very similar sense of childlike wonder that I feel whenever I play a Zelda game. That feeling, that sense of adventure, is one that I greatly cherish. It reminds me of more innocent times, and it makes me very excited and joyful when games I play manage to evoke it. I love it when games encourage me to want to visit every nook and cranny of it’s world (or in Outer Wilds’ case, its universe) by making everything you can find all worthwhile instead of filling the game with fluff for the sake of making it seem bigger than it is. Every planet, and everything you can find on those planets, ties into the game’s overall goals of figuring out what you can do to keep the sun from exploding, as well as tracking down the Eye of the Universe. Finding everything there is to discover, as well as figuring out how all of those things you discover are connected not just with one another, but your main goals as well, is indescribably satisfying.

The game’s core controls can definitely take some getting used to, and is a common point where I see a lot of people struggle. The “tutorial” with the remote control ship on Timber Hearth does not do a very good job at simulating the controls of flying the actual spaceship you use throughout the game, but at the same time, you do get the gist of it, and it’s not too dissimilar from controlling your own playable character in zero gravity. The more you play the game, the more you get used to them, as you do with any other game that has competent controls, and beating the game does require a fundamental understanding of them.

The time loop itself is a constant source of anxiety all throughout the game. In some ways, it can cause you to make mistakes, since there are so many instances where you need to be in a specific location at a certain point in time over the course of the loop, and you can accidentally kill yourself or destroy your ship trying to get somewhere in a hurry because you’re rushing. It can also be a bit annoying at times. You could be in the middle of making some kind of important discovery right as the sun is exploding. At the same time though, the time loop also pushes the player to get better at the game. The concept of an open-ended exploration game requiring a level of skill may sound strange, but it’s true. The time loop pushes you to not only get better at handling your character and ship, but to also memorize the planets and the locations within them, as well as how to get to them as quickly and easily as possible.

Its storytelling is excellent. Normally, I’m not a fan of when games tell their story through extensive log entries. It feels like homework that you need to do in order to get the context for the plot which the game itself doesn’t really provide. Games like Transistor and DOOM Eternal are two examples that immediately come to mind. Outer Wilds manages to make storytelling through logs fun by writing them in a way that tells a story as it unfolds. They not only provide context to the current state of the location you're exploring as well as the Nomai’s actions, but they also serve as pieces of the game’s overall puzzle. The Nomai logs are actually a reward, rather than homework. Another storytelling element the game does masterfully well is how it ties in its narrative themes with its gameplay. You need to make the best use of what time you have in your life. That’s both one of the key themes of the game as well as what you literally do over the course of each time loop you go through. Then there’s the finale. No words can really capture the sheer wonder and the overwhelming multitude of emotions you experience over the course of it. Thematically and cinematically it’s one of, if not the most concise and impactful endings in any video game I’ve ever played.

Outer Wilds is the game that I feel like is the closest to being perfect that I have ever played. While I do prefer other games for reasons such as their gameplay or aesthetics, I can ultimately find flaws in them that can detract from the experience, even in minor ways. For Outer Wilds, it’s very difficult to find anything wrong with it without doing the most egregious nitpicking imaginable. The closest thing to a flaw that I could think of was that the planets themselves aren’t constructed in a way where they actually feel like they’re planets. They’re way too small to be a planet, as evidenced by the single teeny-tiny villages and settlements you can find on most of them. Despite this, the game still manages to capture the feeling of traveling to distinct planets thanks to each world’s unique characteristics and how they change over the course of each loop. Even if the planets aren’t big enough to feel like actual planets, they are the perfect size for the game’s core gameplay.

The one single game that I choose to recommend to anyone is Outer Wilds. It may not appeal to everyone per se, especially if they don’t have a natural sense of curiosity and aren’t especially fond of doing a lot of reading in their games, but I still think it’s worth it for everyone to at the very least give the game a shot. Despite taking clear inspiration from specific pieces of media, the developers managed to create something wholly unique and original. There’s nothing out there right now at the time of writing this that’s like Outer Wilds. It is a true, honest to god, once in a lifetime experience that can’t easily be replicated. Sure, there might be other games out there that I prefer to Outer Wilds despite their flaws, but in all honesty, this is the greatest game I’ve ever played. It is a nearly flawless masterpiece and one of the most genuine, sincere, and beautiful works of art I have ever experienced.

I Am... All Of Me.

Shadow the Hedgehog has been my favorite Sonic character ever since Sonic Adventure 2, so naturally I was looking forward to trying out the one game, where he plays the main role - despite the overall divisive reception of Shadow 2005.

That being said, you know you're in for a ride when the very first level already leaves a sour taste in your mouth. Have you ever wondered how Shadow would control like if he was constantly ice-skating? Probably not, but Shadow 2005 takes that question off your mind by providing you with physics that feel floaty and entirely different from the previous 3D games. Even with those complaints in the beginnning, everything was still tolerable enough for me to keep my motivation to a certain point, but while playing through Iron Jungle, it dawned on me that this game was infamous for a reason. The cherry on top was the Egg Breaker boss afterwards though, who should have been named Camera Breaker, cause that's all he does while Shadow is running little laps around the base in the center of the arena ad infinitum. No offense to Lava Shelter though, it was the final level on the route I played and I actually enjoyed it a good amount after the mess that the previous stage was.

Enough talk about the gameplay, as the unique way of storytelling is also a key aspect of Shadow 2005. There are unironically 326 possible routes to play and they even have their own unique names - but it doesn't change the fact that the storytelling is nonsensical in many cases. So basically there's an alignment system in the levels, which you can advance through completing certain objectives towards your alignment. If you want to be evil, do Black Doom's requests. If you want to remain neutral, just run through the level and get the Chaos Emerald. This way of storytelling is actually an interesting concept for a game like Shadow the Hedgehog, as he is this morally ambiguous character, who can be easily interpreted as a player for both sides. Depending on which objectives you complete, the selection of levels across the stage flowchart changes accordingly and I'm sure the idea is that you don't have to play the same levels twice. Quite ironic, considering you have to play through Westopolis at least ten times in order to see the true ending, all while doing the same, repetitive tasks. Considering the amount of "kill [x] amount of enemy" challenges present, it would have been nice if you weren't required to kill every single enemy in the stage. You missed one? Good luck backtracking and finding them, cause the game surely won't tell you where to search. I couldn't really bring myself to do those challenges, so I went for a run that's mostly on the neutral side, but even that required me to play arduous levels like Iron Jungle to the end. Playing it several times would not be something on my priority list, so I only played a single route and called it quits for now.

Sorry for the amount of unorganized rambling in the second half. I still had my fair share of fun with Shadow the Hedgehog, even if some of it comes from a "so bad it's good again" perspective, cause there's something about it that sticks with me here, but I can't quite put my finger on it. Either way, if I have to give the game some credit where it's due, it's for the soundtrack - the remix for Eggman's theme and the title theme "I Am... All Of Me" are both bangers.

Make way bisexuals, this one is for bisexuals!