Bio
A casual gamer who loves to explore new worlds and experience gripping interactive stories through games.
Personal Ratings
1★
5★

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On Schedule

Journaled games once a day for a week straight

1 Years of Service

Being part of the Backloggd community for 1 year

Favorite Games

The Elder Scrolls V: Skyrim - Legendary Edition
The Elder Scrolls V: Skyrim - Legendary Edition
The Witcher 3: Wild Hunt - Game of the Year Edition
The Witcher 3: Wild Hunt - Game of the Year Edition
Soma
Soma
Mass Effect Trilogy
Mass Effect Trilogy
Disco Elysium: The Final Cut
Disco Elysium: The Final Cut

017

Total Games Played

006

Played in 2024

001

Games Backloggd


Recently Played See More

Dark Souls III
Dark Souls III

Mar 23

Vampire: The Masquerade - Bloodlines
Vampire: The Masquerade - Bloodlines

Mar 01

Night in the Woods
Night in the Woods

Feb 11

Spec Ops: The Line
Spec Ops: The Line

Feb 07

Mark of the Ninja Remastered
Mark of the Ninja Remastered

Feb 04

Recently Reviewed See More

Finally beat Soul of Cinders! Heard that this boss wasn't that hard compared to the rest, but this probably was the boss I spent the most time fighting! Around 6 hours. I didn't measure the time I spent fighting Pontiff, but this definitely felt longer.

This is the first Nintendo game I've ever played and finished, since I've always been a PC gamer but thanks to the incredible Dolphin emulator (and this great control scheme for the Xbox Series controller I was finally able to experience this amazing classic!

It's hard to put into the words the pure joy (and sometimes terror) one feels when running, jumping and spinning through the game's many creatively challenging levels. There isn't a single level that feels like it wasn't made with passion, even if the quality definitely varies from level to level. Still, even the weakest levels are great fun to play through if a little bit tedious at times.

I never did get completely used to the controls, perhaps because this is my first time playing a 3D platformer with fixed camera angles. I often found it difficult to jump precisely onto a surface, with only Mario's tiny shadow as an indicator of where I would land (often times I'd plummet into the cold void of space due to the smallest miscalculation). Also, while the spherical platforms are amazing innovations the larger spheres still felt disorienting several hours in and Mario felt very difficult to control in these areas. However, these are issues that I'm sure can be rectified by playing through the game a few more times and really getting used to the control scheme.

The story, which is sprinkled in throughout the game in the form of these lovely storybook pages (as well as longer cutscenes in the beginning and ending) was surprisingly thoughtful and touching. It makes use of the vastness and exciting (as well as terrifying) possibilities of space as an analogy for the excitement of venturing out into the world after growing up to find our place.




This review contains spoilers

Overall, this was a great game that was really effective at closing out an epic story with its limited budget, although it does falter a bit in the last half hour due to those same limitations.

Strengths
Tension Building
This is the last act of the story, and it definitely feels like it. Compared to the first 2 parts, where you're mostly just fumbling in the dark and trying to stay alive, the stakes are finally clear and there's an actual goal to build towards. Better yet, the amount of time you spend on your journey actually matters and can have terrible consequences, much like the time-sensitive storyline of the original Fallout game but handled much better. Although there is kind of a big plot revelation towards the end of the game, I felt that the most impactful part of the game is when it suddenly cuts to black and tells you that Arberrang will fall unless your heroes can make it in time, and starts listing out almost all the choices you've made up until that point and how much time it can buy you. With just some simple numbers and animated text, it was able to arouse feelings of dread and excitement, which is no small feat indeed.
Best combat in the trilogy
People seem to have mixed feelings about the combat in these games, but I've always found them really addicting since I'm not exactly an expert strategy gamer and am easily engrossed by any combat system that requires even a modicum of brain power. The combat in this third entry is easily the best in the series since by this point most of your characters are at a pretty high rank and you can really unlock their full potential using the new "Title" system that lets you choose a title for your heroes that gives them specific buffs. With your heroes at such a high power level, some of the most powerful and satisfying kills in the trilogy are achieved here (there's even an achievement for dealing 100 Break damage, which I can't even imagine). Of course, the enemies will be tougher as well although thankfully you're never forced into fights that come close to Eyeless in the second game. A new wave-based system is introduced where in most fights you can choose to flee after defeating the first wave of enemies, or continue fighting (with the option to switch out heroes) until a boss enemy arrives that will drop special gear. I myself never tried fighting more than 1 wave since my heroes were getting absolutely battered, but I'm eager to try holding out longer when I do play the trilogy again.

Weaknesses
Stoic faces
Although the visual-novel style conversations work well enough for the most part, they definitely suck out a lot of gravity from some of the more "epic" interactions because all the characters constantly wear a static, unchanging expression on their face. While this works well for the varl characters, it does not for the human characters. There's a very important talk between Iver and Eyvind at the end of the game, and Eyvind should be a complete mess yet he's still wearing the exact same expression while he's making the most difficult choice of his life! I know that this is a result of the limited budget, but it definitely takes away from what is otherwise a great conclusion (at least on paper). Games like Disco Elysium manage to circumvent this by having the camera be far enough from the characters that a lot of the character's expressions can be left to the player's imagination, while in this game the character's faces are front and center.

No Ending Slides
This is more of a personal nitpick, since the developers seemed to intentionally leave the state of the world after the climax up to the player's interpretation (that, or they ran out of time). But I really wished that the ending was longer and more drawn out, especially since we spent 30 hours across 3 games building up to this moment. I don't have exact measurements, but the ending of the game probably lasts little more than 5 minutes and all we get is that the world's been saved and the surviving characters will have to work together to rebuild it again (at least in the ending I got). Seeing as the trilogy begins with scrolling text that tells us about the state of the world, it would have been fitting to close it out with text that changes depending on our choices. It really feels like a missed opportunity, because the game's engine could clearly have supported something along the lines of the ending slides of Fallout or Dragon Age.