136 reviews liked by goodchicken


Do I only log into my backlogg'd acount to 5 star review niche indie games?
No, I also leave thumbs up on all my friends reviews and enjoy reading them.
But also, the first thing.

Holy shit! Final Profit! I played like, 12 hours over the first 2 days I bought this!
It's a fantastic mix of idle games (I love those. :)) and fun silly RPGmaker stuff. It's a solo dev and it's so creative and unique and.
Moral choices in games usually suck, right? But they're really fun here. If your tismal brain is scratched by all the same good feelings as mine, then you should check this out. :)

And when the 1.3 update comes out I'll do a NG+ run.

This review contains spoilers

Stormblood is a solid expansion but not one that felt like it built upon the foundation of FFXIV as strongly as Heavensward, there's definitely a lot more chores and busywork to be done and the general tone, while I do like it a lot, does feel very steady and one-note in comparison to Heavensward's gripping story filled with twists and turns (at least up until the later patches, which usher in a dramatic jump in overall quality).

I think the biggest success of stormblood is its overall vibe and the beauty of its locales, taking inspiration from middle eastern and far eastern culture with some jaw dropping setpieces and outstanding music. By far my favourite area and my favourite portions of the expansion came in the form of the azim steppe and its native inhabitants with their mongolian influences. The music and tone of this area gets me going, its awesome. Those 'endless fields and boundless skies' as Hien puts it were beautiful and learning about the differences in its tribes and their gods was just really fun and interesting and a nice change of pace for a game very centred around one major theme. That theme is liberation and I think for the most part it handles it quite well. There is a lot of complexity in its different cultures and the nature of how they are surviving under colonial oppression and I was particularly fond of the dissonance between Lyse's headstrong determination to free her people and the reality of the local population's struggle to even survive, let alone fight back. Stormblood is constantly highlighting the different perspectives and ways that people survive and eventually reignite their resolve but also takes time to recognise the lasting damage and consequences of the Garleans' violent conquest. Notably there is a fascinating character study into the mind of Fordola, an incredible character and an Ala Mhigan native abused and spat upon by her comrades for her family's co-operation with their oppresors - labelled a traitor by her neighbours and a savage by the Garleans, Fordola vows to achieve freedom by any means and embraces her brand of 'savage', working with the Garleans in pursuit of both liberation and vengeance for her father who died at the hands of a furious Ala Mhigan mob. Fordola's story is that of the victim of circumstance (and it isn't the only time this comes up) and the question of if or how this could ever justify her actions is one the game isn't afraid to look into, but her story is also one of redemption and I just found it really compelling.

Stormblood is a story with a lot of tragedy and melancholy but there's also a lot of hope to be found and I think for the most part it is great stuff and I was thoroughly invested, but there are times where it falls off or otherwise becomes too unbelievable. For one, there are far too many fakeouts and deaths of main characters begin to feel of little consequence unless said character dies onscreen with absolute certainty. In the patches alone I counted 3 fakeouts where you think a character is straight up dead but then they come back for various reasons, if you're going to do that you had best have a very good reason or you risk playing down everything that came before and setting up a worryingly anticlimatic precedent. Also, I would note the handling of Yotsuyu's abuse and the nonchalant attitudes of those that are supposed to protect her as a negative, as it leads to a sadly predictable outcome that feels like it does Yotsuyu dirty and doesn't properly respect her as a victim of horrific abuse and neglect. It felt like it was at its lowest when Asahi, a very obvious bad guy, cruelly brings her parents back into her life with the sole intention of causing her untold pain and misery - to which the player and their allies do nothing except scowl and call it a 'dirty trick' when it felt like they could have and should have done more. Not to mention Yotsuyu is supposed to be under strict house arrest and yet escapes and puts herself in mortal danger twice, this whole section just felt quite rushed and lazy and like it didn't respect Yotsuyu as a character - the tragic outcome of her story seems only to serve to make Gosetsu sad and ponderous and set up the plot around the Ascians pulling all the strings, which could have been done without bringing back Yotsuyu and Gosetsu, I don't know it just felt inconsequential and I don't think the storyline justifies bringing the two back, it certainly could have done but I don't think it does. But saying this the tsukiyomi trial is absolutely hype and Gosetsu's spirit showing up to protect her was so awesome.

The new dungeons and trials in Stormblood carry on the marked improvments that came with Heavensward and the trials in particular, such as those of Susano and Byakko, go so insanely hard. Stormblood also quickly sheds its one-note and focused themes for extremely nuanced and exciting political turmoil and utter chaos in its final acts, introduced in the later patches. These patches are incredible and are filled with amazing monologues, exciting new mysteries that unfold, experly constructed and dramatic cutscenes and battle sequences and my favourite part by far - the relationship that grows between the warrior of light and alisaie, these final quests made me fall in love with alisaie as a character and I felt genuinely crushed when she succumbed to the same fate as her brother and the other scions. The music in this part of the game, the constantly moving and chaotic nature of the story, the character development, all fantastic and it makes me so excited for shadowbringers so bring it on. Captain has freed Doma and Ala Mhigo but the real battle has only just begun!

Fuck this game and it's Wattpad fanfic-tier meta bullshit. They ruined Aerith's death.

I have finally completed ALL of the Mori Mori Slime games! As I predicted, the tank battles were the key new feature in the DS game, so this game is all on-foot(?) action stuff, but it has by far the best action parts of any of the Mori Mori Slime games. The bosses are silly and challenging, and you might even die once or twice figuring out their patterns. The game is very forgiving though, if you die. You just get sent back to town, and any resources you collected while you were out are sent back with you, so there's never any wasted effort :)

Being that there's no tank/ship battles, collecting monsters and items via the carts and rafts are far less important in this game than the others. They're largely just completionist cosmetic things back in your main town, as the items let you cosmetically fix up the town, and the monsters just hang around town like they do in the other games. There's no tank for them to be able to crew around in, sadly, but that's not really the game's fault of how good its successors were :P . The only big reason to explore and be vigilant are the fact that, very rarely, you can find life-fruit (right out of Dragon Quest) to extend your health bar, as well as all of the other villager slimes that you have to find to progress the game.

The story is very light-hearted and silly, just like the other games. It's just a little bit of a shame that Mihon and Surami (your Healie friend and little sister) are kidnapped for almost the entire game, because they're some of the best and funniest characters :/.

Verdict: Highly recommended. I have to assume there's an English patch for this game out there somewhere, so I can recommend it to a wider audience, as the GBA game itself is fairly difficult to find online (in my experience). This is a fantastic action game for GBA, and definitely one of my favorite adventure games on the system.

Though I thought very highly of Dead or Alive, my attempt to pinpoint when the 3D fighting game genre came into its own (or "got good" if you want me to be less polite) has now taken me a few months back to Soul Edge or Blade or whatever the hell you want to call it.

Soul Calibur and DOA are pretty much neck-and-neck for me, and whichever series I prefer changes with the weather. I was hoping that these initial releases would be different enough in terms of quality that I could easily point to one as being better, but it turns out this is not the case!

Sure, Soul Blade differentiates itself by focusing on weapons and even has a surprisingly robust story in the form of the very funnily named "Edge Master" mode, but I think I prefer the weight of Dead or Alive's characters and how that game paces combat. Soul Blade has a deeper combo system, but Dead or Alive is easier to pick up and play. Dead or Alive has jiggle physics, but Soul Blade has Voldo-- there's a lot to weigh here!

That said, Soul Blade released on consoles first, so for the purposes of my completely pointless experiment, it has DOA beat. I could take this back even further and try Tekken 2, but I've played the demo enough times already and I'm not especially impressed by how it feels. Look, it's a weak excuse, I know. I just need to free up some time so I can figure out how the hell you chain Taki's Critical Edge into an actual combo so Sophitia can stop beating the absolute piss out of me. Google is not being helpful, every old GameFaQs and Reddit thread I find basically just says "do it better." Do what better!? It's not in the manual! OH FUCK SOPHITIA IS RUNNING RIGHT AT M-

i've been thinking about my relationship with art, and my thoughts at the moment are that what i want in a piece is to feel something. it's not only about being entertaining, it's about catharsis. it's about feeling extremely happy or deeply miserable. it's about having the teeth grinding, the foot tapping, the head scratched. it's about going insane over the details. i want to feel alive. maybe it's a sick thought. maybe i should just live my own life, but i can guarantee, i've been living my own life a lot! much more than i would like to, sometimes.

all the games i've finished this year so far (very few) were a good time, some of them were amazing, really thought-provoking like anodyne 2, but none of them hit me like a truck. until GOD HAND.

GOD HAND makes you feel extremely happy, deeply miserable, with your teeth grinding, your foot tapping, your head scratching... pretty much at the same time! it's commonly known as a very difficult game and it's not an impossible one, but it does require you full commitment. starting with learning the controls: when action games were about swords and guns, with fast-paced movement, GOD HAND was about throwing punches while moving in tank controls. it's all about positioning, a 1v1 it's already a difficult task, but a 2v1? a 4v1? does not help when your crowd control movements are slow as hell! but don't be confused: GOD HAND is not a slow game! actually, if you can't keep up, you will pretty much ended up cooked lol, you have to adapt to the rhythm of the fight. it's all about learning and once you learn, it's about going wild.

and it's not a flashy game. you throw punches. real punches. punches that hit, than you can feel when it hits. GOD HAND it's a dudes rock game but every single dude is rocking on you (in a not-homosexual-way (unfortunately)), and you got rock on them instead. GOD HAND it's a videogame that loves action games. it's a videogame that recognizes the masculine archetypes about the action genre in overall media and at the same time it honors it and it also makes fun of it. GOD HAND is very "manly"! i mean, having blackjack and poker and dogs races as a way to make money makes me think that shinji mikami and the team are either the funniest guys ever or the most heteronormative of all time! and it's very funny either way.

what really matters is that GOD HAND is a videogame that made me feel everything, and in a year that is definitely NOT being my year, with a lot of work and study and personal problems as well, making me sometimes lost my interest in my favorite hobby, it reminds me how great videogames can be and how i can always just punch a son of a bitch when it needs to. you better watch out mf!!!

i honestly really hope this game gets a port/remake because there's something very special about it

it's sad that there's no way to play it on modern platforms without emulation

unfortunately this is my least favourite Castlevania Game I have played except for Circle of the Moon :( touch screen stuff absolutely ruins the bosses. I didn't love the way the heavy weapon feels but I still used it because it did the big numbers and I didn't like the castle layout! It relied on the teleporters way too much and I never felt like I got to know my way around the place. The fun toy room area was good thouhgh.

TURN OFF THE CONSOLE

yes sorry. I originally played this a couple years ago and didn't finish it, said it was mgs1 but worse, didn't care. played it again on easy mode and any moment snake showed up I was hyped and loving it. I found the middle of the game fine? But when the rails start coming off I think I sat and played this for a few hours straight and I loved it, it was glorious. and I have thought about it a lot since playing it! Some of the stuff that happens towards the end is absolutely incredible and very relevant now and I just bloody love it mat.e.

I liked the character banter, and the action scenes were animated wonderfully, but the gameplay loop sucks, the open world feels weirdly secondary, and the game is so SLOOOOOOOOOOOW