60 reviews liked by goofeingoff


Be curious on your journey, fellow traveller

Those posts on Twitter and Facebook where British people post pictures of boiled unseasoned chicken and complain that putting ketchup on it makes it "too spicy," but in video game form

This review contains spoilers

Tbh I'm still kinda in the honeymoon phase with this game but god damn i love it to bits so far


We really haven't had a street fighter newcomers hit this hard in a long as time, i pretty much love all of them, and the mechanics they introduce with drive rush and drive impact are super fun to use and really help give this entry an identity. I will agree that the music is pretty Mid-zilla but i believe that the tracks that hit hit like a goddamn freight train ( I'm looking at you Mr. Top Player)

But something that really stuck with me that i really wasn't expecting to hit like it did was the story mode, at least the ending anyway.

I think finally getting away from the "cutscene-FIGHT!-cutscene-FIGHT!" type story modes that gained popularity due to stuff like MK9 and X (no shade to those games btw those story modes are tight) and taking on this cool rpg approach is super neat, although it does kinda drag a bit, but the ending is what i really wanted to talk about

I was really caught off guard by just how melancholy it all was, not just because basically Bosch's sacrifice and death was all for naught and the ending itself just being a real downer , but that the question posed at the beginning.

I think the question of "What is strength?" is not only fit for the context of a Shonen style "I wanna be the strongest guy" type story, but also resonates with the player, as the goal of most fighting game players is to grow and to learn and to become the best of the best.. to become stronger

And for it to end on the realistic answer of "TRUE strength is not known" letting YOU ruminate on what strength is and means to YOU,

Idk as a fighting game player also trying to push myself to be better, trying to find my own strength, shit was just kinda poignant to me

I never expected a damn fighting game story mode to make feel anything but here we are

Lego Elden Ring
Doesn't somehow rise above the stat scaling plateau issue or surface level combat of the previous game, but it sure as hell doesn't need to. Lots of pure joy in this thing.

One time 3 years ago my brother-in-law asked me what my favorite Fallout game was and I said "New Vegas" and he said "ah, I can't play something that old" and now once a week I spend like 5 minutes imagining a version of that day where I ruin my dad's birthday dinner by giving a detailed explanation of why that betrays a deep lack of appreciation for games as a medium. Anyways I feel pretty confident saying that New Vegas is the only consistently fantastic and interesting Bethesda-published RPG that came out after 2003 or maybe ever

A challenge can be anything that’s difficult to achieve, but to be challenged, in the sense of being called to action, carries a much more complicated set of implications. The most distinct is a sense of inescapability, that there are no alternatives but to rise and give your best within a certain set of limitations. The difference between the two is core to what I found lacking in Elden Ring, but it’s also what I think lies at the center of the game’s unprecedented appeal. In a game like Dark Souls, you could find yourself at the bottom of Blighttown with no way to easily boost your weapons, no way to upgrade your flask, no way to try a different weapon, nothing, you had to either press onwards, or do what no player wants to do, climb back out and redo the whole thing when more prepared. For lack of a better term, it was a challenge in both the intransitive and transitive senses; it was difficult, and it also confronted players with that sense of inescapability. Elden Ring’s wide open world with unimpeded access to weapon upgrades, weapon arts, summons, physick flasks, alternative progression paths, and so much more means that the only time the game presents an active challenge is an hour from the end, in the final couple bosses. The rest of the game is a wide open space where you can always go where you’re prepared, and snowball without pressure. The Souls games always let players do this to some extent, but the ease with which this can be achieved in Elden Ring is its unique selling point, and thus why I think it’s so appealing to newcomers. An open space dotted with intransitive challenges allows players of all skill levels to enjoy themselves in the way they want to, and never hit any brick walls. For me though, the most memorable parts of the series were the times like Blighttown and the drop into Anor Londo, when I knew that my only real choice was to press onwards against all odds. Elden Ring is clearly an artistically ambitious game, and I can applaud and respect it for that, but now that I’ve finished it, I’m left without any similar moments to remember. I’ll certainly recall playing it, but that's a lot different from an experience hoping “to be remembered”.

A robot opens up a whole new axis to drunk drive in.

Like every other AAA game, wide and empty. Uninspired with no identity. No Man's Sky, an indie game with years of enhancements, has more and better mechanics. Contentslop.