47 reviews liked by goblindrink


A nice sequel to the events of Silent Hill 1. Heather is a great protagonist. It also may be the best looking game on the PS2. The texture work in this game is insanely good considering the limited amount of memory they had to work with. It's wild that the faces and character models in this game are graphically more impressive than the Silent Hill character models that were made for Dead by Daylight.

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average night stroll in birmingham

This game is an absolute mess but an incredibly charming, glorious mess in all its self-indulgence, bombast, and wild over-ambition. I pretty much always love media that meets these criteria even if that makes it by definition a failure - favorites of mine for those curious are the films Mother and Under the Silverlake (dying to see the original 3 hour cut that got booed at Cannes).

This is a game with a lot of really great ideas and one of the most stylish and creative combat systems I’ve ever seen in a shooter but it’s also a game that’s incredibly frustrating and dull at times - especially as the game weakly stumbles across the finish line with Ada’s campaign. There are so many bullshit and incongruous design choices in this game that it almost seems like it’s trying annoy and confuse the player. The constant QTEs, the linear cover shooting arenas that are totally at odds with the games combat mechanics, the AI partners that can seemingly defeat bosses all by themselves, and that fucking hidden ladder in Leon’s story. All of it makes playing this game a frustrating slog about 50% of the time.

As for the story: RE6 has the most ambitious story in any Resident Evil game and goes full on Fast and Furious in terms of absolutely outrageous action set pieces, indestructible main characters, and unabashed sentimentality. I will fight anyone who compares this to Michael Bay due to the fact that his films are deeply misanthropic, which is the opposite of what this game is. RE6 is relentlessly life affirming and brazenly, at times embarrassingly sentimental. Resident Evil stories have always been dumb fun and I can’t think of a better, more heartening tone for the biggest and dumbest Resident Evil story to take. It’s one of the main reasons I find this game so charming despite being more often than not frustrated and bored while playing.

This is a legitimately mediocre, at times bad game but one where I find its problems so charming and lovable that I’m honestly glad it’s such a mess. Every time I got dragged into another tedious and pace breaking QTE where a character survives multiple unsurvivable injuries in quick succession I felt annoyed but I also had a big dumb smile on my face. I have a great deal of affection for this game but also definitely never want to play it again.

There are no bathrooms anywhere but occasionally you'll find some glass bottles in a crate. 10/10 accurate Amazon warehouse simulator.

taps into the innate human urge to collect trinkets and knickknacks against all survival instinct.

Calling something "good with friends" is often the cruelest thing you can ever say about a multiplayer game. Yeah, you can have fun with friends in basically anything, it turns out friends are good, not Phasmophobia. And it's so easy to see that in Lethal Company, especially from the outside looking in - some bullshit lame horror coop horror game to scream at, acting as the new steam flavour of the month game to merely moisturise the slip and slide of socialisation.

Despite the resemblance, Lethal Company is not that. Flavour of the month, maybe, but versus the thousand souless PC games out there of it's breed it's truly closer to something like Dokapon Kingdom and hell, Dark Souls, for the kinds of emotion and socialisation it brings up.

Because truly, Lethal Company is a game about having a really shit job. There's no real sugarcoating it. It's a game about being explicitly underpaid for dangerous, tedius work salvaging objects from ugly factories, where the corporation you work under and the true majesty of visiting planets and experiencing it's fauna are so stripped back and corporatised that you don't even notice it. This setting and the gameplay really sets out a very clever vibe for the game, as frankly, it on it's own, is almost deliberately not fun, but it is a wonderful way of building up a camraderie between players and really get into the boots of a worker in a bad job slacking and goofing off a bit. On my first playthrough with friends I found some extraodinary catharsis in one of the gang spending some of our quota on a jukebox playing license free music and just having a jam for a while, and likewise, a good haul which takes some of the pressure off others is appreciated, and the "man in the chair" - the guy left behind at the ship to deal with doors, turrets etc, feels both valued as part of the team, but also themselves lonely, tense, awaiting their friend's safe return.

It is also, as a more obvious point, very funny. Basically every run of this game you'll make something funny will happen. A comrade fumbles a wonky jump to their death based on bad information. You walk just inside the range of your comrade's voice to hear them screaming for help for half a second. You watch as the man in the chair as a giant red dot slowly bears down on your comrade, try to warn them and then see the red dot taking delight in eating them, and there's so much more. It's surprising really as a game with so little going on in gameplay and so limited in variety of stuff that it keeps on bringing up new stupid shit to happen.

Its rarely legitimately scary, even in the rare case you're alone amongst monsters with all your friends dead. The stakes established are just set too low, the animations a bit too goofy for the intensity to ever feel too much. And that kinda folds back in on that "shit job" thematic of the whole thing. Being almost indifferent to the surprising variety of monsters, seeing them as much as obstacles as hell demons that want to eat your face, is ultimately part of the job. Yes, the fourth angel from Evangelion wandering around whilst you slowly crouchwalk across the map to your ship is tense, but almost amusingly tense. Gotta roll with it.

It's a delightful experience, really. If you wanted to you could linger on how cobbled together the whole thing feels right now and how limited the actual gameplay really is, but they do nothing to take away from the truly great times Lethal Company sparks. The closest a game will ever get to being on the last day of your christmas contract with debenhams and just slacking with the other temps, giving people discounts on their items for no good reason and occasionally the weeping angels from doctor who come out with a giant spider and they're in the ONE hallway that leads back to the exit and Ernesto is dead, damn.

Knowledge of game design is a curse, akin to having the flavor of steak forever ruined by the awareness of The Matrix programming you to like it, and you can probably count in one hand the games that predate that red pill moment when gaming language forever became familiar and predictable to you. Pokemon Yellow was fortunately one of those games for me, a joyous moment of my childhood where my whole life existed inside a small square screen that could fit inside my pocket and whose 2D 8-bit walls felt as far away from my grasp as my imagination and curiosity were willing to go.

Picking it up nowadays, more than 20 years since that precious moment of my life where I gladly devoted myself to it, the feeling is a bittersweet one. With its secrets, surprises and discoveries now obsolete, the rudimentary gameplay fails to engage, and its combat is one of mindless grind and broken mechanics that are only challenged by the occasional difficulty spike, once a compelling puzzle to be solved as kid, now serving only to expose the game’s more blatant weaknesses.

Its magic wasn’t totally lost on me just yet, however. The sudden color pallet changes when arriving at a new area, the simplest of chiptunes that were instantly recognizable on note one, the kinesthetic pleasure of speeding through its routes with a newly acquired bike and its cheerful theme, and the occasional excitement at the sight of a personal favorite, managed to sustain my interest throughout its primitive JRPG nature, as it quickly took a backseat to the core allure and fun that made this the biggest franchise of all time, one that never fails to leave you in a state of impending suspense as you watch your pokeball twitch its way into a new catch or fill you with excitement as you witness your personalized team finally evolve after your hard effort, regardless if you already know what it will turn into or not.

Reviewing Pokemon Yellow in a vacuum is nonetheless a fruitless endeavor, considering so much of its purpose and qualities are tied to the social aspect that was so crucial to the Pokemon mania of the 90s, leaving the game itself in an incomplete state whose true experience is forever inaccessible to the ones who are unfortunate to not have lived through those magical years. Think of it as trying to relive the early days of your favorite MMO, it’s just not possible, is it? Nostalgia is a double-edged sword, and it’s no truer than in Pokemon Yellow’s case. Still, climbing the ranks through every Gym and surviving the Elite Four gauntlet so you can slap the grin off the face of Blue with your ever trustworthy Pikachu remains a satisfying throwback to a time when I would gladly listen to fake rumors on how to catch Mew from dumb kids at school.

when i was deciding my name i almost named myself heather because of this game

This game feels like they/them pussy