thats four king grabs in a row, now i'm out in front of your apartment with a baseball bat. come out coward. i will kill you with my bare hands.

nina players, king players, hwoarang players, victor players, azucena players, i will show you the meaning of generational blood feud. dostoyevsky himself would look at the hatred and fury wrought by this game upon the hearts of man and tremble.

harada please bring back a muay thai character.

this game i think was a mess in a lot of ways, but it is good to play with a friend you don't talk to that often. the ending had us howling at how fucking stupid it was. who was that guy? who was the other guy? why is kelvin here, he looks so good in his pink pajamas. why are they fighting? who is this guy's dad?

it was pretty unfortunate too that after the first couple of hours, there was little tension on the game. base building was almost entirely unnecessary, with nothing in the world threating your movement, travel was little but a time suck. the emergent gameplay aspects of a game you'd want to see from a survival game with a lot of systems are almost nonexistent. at no point did it drive home the fantasy of "having to survive in a hostile world". but whatever, thats ok.

why does someone only make a game about an opioid addict with two handguns once every decade?

doing a little prayer tonight every indie developer for being the only people willing to make a game that only does one or two things really well, god bless you. game kicks ass.

wett dog food, the game. a quarter baked slurry of half realized ideas bashed together into a can.

if this game wasn't made by bethesda, if it wasn't able to cash in on the bank of an entire generations warm sedative nostalgia of learning how to play skyrim, it would be an seen as an absolute failure of a game on every front besides "i made star wars airplane :)".

i would have loved to get a full retrospective of what went wrong in development here, became there is no way 90% of this game is intentional design. the 7/10 review scores though suggest we wont be seeing anything of the sort.

i reformatted my SSD not considering that i had my saved game on it

AAA games are really plumbing the depths of homogenous insipid game design huh

garbage fromm my asshole. this story is just junk, its poorly thought through junk. i give it one chance, i give it two chances, i give it three, but then i got to a part where i rebuild a shattered monument accidentally with my "green memory powers" because some ladyt on the sequel to Discord, Discord 2 was telling me about how there used to be a statue there on voice chat.

GARbage from my asshole. why does this city have only 2 people in its army??

YES! YES!!! DREAMCAST IS BACK BABY, LONG LIVE DREAMCAST!

i will devote my life to making a video game with the sole purpose of convincing machine girl to soundtrack it.

im just gonna set this to played so i can keep track of my thoughts.

03-09-2022
the dedicated mounted fights are the worst boss encounters they have ever made. not a single thing about mounted combat feels satisfying to me. i'm also becoming less and less convinced around all the summons. i get that its basically an in game easy mode, and thats fine, but i cant help that nagging feeling that some of these bosses are built specifically with the summons in mind. the act of using them just makes the fights feel less readable and more chaotic, so it feels a bit like a lose lose for me personally.

honestly theres been a whole hell of a lot of feeling like i'm either underpowered or overpowered. its definitely the least satisfying feeling souls game so far as far as combat goes. either i'm fighting like usual using my whole melee toolkit and feeling like i'm underpowered compared to a souls game, or i'm bloody slashing everything into bits feeling like an absolute god. i've had a pretty consistent feeling of being out of place much of the game.

03-06-2022
its so funny i was ever worried this game was going to be easier than any of the other games. by the time i finished stormveil, i thought i was at least nearing the halfway point just based on what i could make out from the map.

03-05-2022
OHHhhhh the rennala intro oh my god, the chorus of children. absolutely beautiful, the gold and blue tones to the arena. completely superb shit, im punching the air, im hollering.

3/3/02, cleared the map all around godrick, just killed godrick.

im unsold on the open world when it comes to really sparking that fire in me that most locations in the souls games do. however, jesus christ did they nail the loop. i rarely find myself playing late into the night, but i keep getting stuck in that "ok i'll just check out one more spot".

-i'm not sure i'm understanding the combat just yet, two handed uchigatana feels less impactful than it ever felt in ds. struggling really hard until i gave up and put a shield on, and guard counter + poise break feels absurdly strong. not sure i like that, but maybe they accounted for the dodge roll two handed builds somewhere in the itemization and i just haven't found it yet. the enemies and bosses are great, i just for the first time am not sold about a combat addition in a FROM game.

you don't have to be afraid, my friend. i'm sure whatever comes next is going to be even more grand and beautiful than whatever we had here.

update: upon playing the legendary campaign after the recommendation of everyone on earth, they got me. im sucked in. whoever designed the new void specs was on fire. the entire game should feel like the legendary campaign.

man you'd think a story about playing witcha worm would be a bit more engaging, but once again the campaign writing team doing as much as possible to tank the beautiful work the world design and lore teams are doing. i guess its an unenviable task though, writing a satisfying introduction and conclusion of a main villain who has been whispered about for nearing in on a decade now while also making clear the motivations of half a dozen factions and the rules of a brand new fantasy world entirely disconnected from our real world solar system when your actual timeframe for narration is only something like half an hour out of a six or seven hour campaign. i guess when you have a neverending story, eventually you have to get ram right through the mystery and wonder that made the world feel so intriguing. oh well, onward to bigger and better things, we've got pixar movie villains to kill.

I guess I will say, I’m not nearly as infatuated with their world design this go around as I have been with their last couple of expansions. The frequent small caves, thick smog covered swamps, and hedge mazes combined with areas smashed together by teleporters ends up leaving the world feeling disjointed and claustrophobic. Like old development picked up off the cutting room floor and bashed together. The major bright spot is the pyramid ship mission, but in this case the mission mostly takes place within the artistic framework of the previous expansion. Like all the most awe inspiring locations in destiny, I crawled through that ship, stopping to check every model, feeling my stomach drop creeping towards the edge of a great expanse with the spiritual vertigo upon the acute realization of scale. This is when destiny is firing on all cylinders, but unfortunately it’s just short lived in WQ. The throne world failed to provoke anything resembling that level of reaction in me. Interesting and technically gorgeous, but hollow when compared to my favorite destiny locations.

its fine though, i've made my peace with the fact that i'll probably always love and hate this game. that bungie will really let their people do some fairly interesting shit at the outliers while constraining the main engagements to the kind of shit that keeps the most people playing. i don't think its going to click with me this time though, which is good I think, when it comes to actually appreciating this game. The more you go through the same motions chasing levels and rare guns, the harder it is to really love the most wonderful parts of what this team has built. i finished the campaign, and having realized on day two that i'm already too late probably to be ready for the day one raid, i've already lost interest in the treadmill. seeing the crafting system play out as forcing you to use weapons you don't care about over and over really just puts me off, game already has far too much of fretting over not maximizing your game time for me. bounties were more than enough.

anwaysy, love you have a good time.

lost ark is like what if we took the minute to minute combat of diablo 3, cut about 75% of it and filled the rest up with fetch quests where you deliver like a basket of eggs to 5 townspeople, took the soulless and entirely embarrassing story and writing from d3 and decided this is actually too profound lets dumb it down somehow, then threw in a bunch of pay to win mechanics in for good measure.

its so aggressively mediocre that i cant help but assume the reason its so popular is amazon is running a covert ad campaign so powerful the likes of which have historically been reserved for when the cia is prepping to coup a small middle south american country, if only to keep the foreboding sense of doom i feel over the popularity of this game at bay.

there is little here to appreciate but a carefully crafted dopamine shotgun intended to leave the player bleeding from a dozen holes in the skull, with a conveniently placed cash shop with whatever you need to plug them. want to make this experience we have stretched out across hundreds of hours less painful? only 20$ per wound.

you spend hours frustrated, feeling helpless against these guys. eventually it clicks, and you spend a few more hours horrified as you single handedly murder completely defenseless animals. fucked up.

4/5 stars. also i know some people seem to hate it, but i love this bite sized version of world where you spend less time running around a huge map doing nothing and more time fighting monsters. the game basically cuts most of the pain points i had with world.

the first few people that ever stumbled across this game probably had a really memorable experience, but i guess the subversion doesn't really hit like that in someone that has 0 attachment or understanding of the genre.

i cant help but imagine if they had made half the game with twice as much freedom in how to interact with it. each mission boils down to little but a narrow corridor, left trigger right trigger, left trigger right trigger. rarely, if ever, being encouraged to engage with the rest of the mechanics besides shooting.

the story is fine, but bogged down by a few dozen hours of gameplay for a grand total of 30 minutes of character development.

the only thing this game brings to the table over any of the best western cinematic and literary works is the enormity of the world this capitalist hyperengine of human misery known as rockstar birthed. i do certainly agree with the thought that these sort of half billion dollar projects are some of the worst things ever to hit gaming,

ill finish this review later, love you.