126 reviews liked by homeworkatemydog


Like any game tool, Roblox has the potential to create genuinely incredible experiences that can suck you in for hours and hours, but unfortunately, the engines become a shell of its former shelf, being so heavily monetization now with so much copy cats and trash flooding the front page. Such a shame that an engine with so much potential is just treated so badly.

Game for people who tweet “Animation isn’t just for kids” with images of the four most recent children’s movies attached

A good start but I think the sequel can explore more complex mental health issues: heroin addiction, the dissolution of the USSR, killing a spouse and repressing the memory, etc.
The possibilities are truly endless

An interesting take on the "kart racer" type game. Is full of a lot of interesting mechanics that work surprisingly well with each other. And although the game's difficulty is more in the head-hurtingly hard territory, it's so much fun that I will keep coming back to it the next day if I rage quit it, no matter what.

Something unique to this game that I think is interesting is the ring system. Having to use ring's that you've collected on each course to maintain your speed adds a very fun dynamic to the races and can make for some interesting track designs.

Before any of the updates, one of the main problems I had with the game is how many of the courses would require impossibly precise turns that the physics of your kart would just not allow for to pull off smoothly. But after the changes made to certain classes' handling, just getting better at the game, and certain changes to the courses (one cup specifically had all of their tracks sized up by 25% WHICH MADE ME THANK GOD FOR LETTING ME LIVE ANOTHER DAY), the issue has become kinda non-existent at this point.

One day I will become cracked at this game but for now I'm okay with just being mediocre at it skill wise lol.

no review yet but i just played balloon park and i think i might murder someone

I can sympathise with the casual crowd that was alienated by this, I understand SRB2 Kart was largely famous for being a game that people can quickly pick up and stream, and mod to have any character they like, so I understand that brutally difficult Kart racer was probably not something they had any interest in, but man, this pushes all the right buttons for me.

Is it flawed? Undeniably. I'm sure you've already read that the tutorial is dogshit, and the items and CPUs can definitely be a bit much to handle. But in my opinion, it's super compelling. Substantial and fun singleplayer content, countless secrets, incredibly engaging races (NONE of them feel like autopiloting which is what I find a lot of Kart racers fall into) all compliment an incredibly fun to control driving system that, while yes is poorly taught to you, clicks faster than you'd think.

If you are a casual who just wants this game to be Mario Kart but with any character then you've probably already made up your mind and that's fair, I get why that's a desirable experience. For anyone else who has perhaps grown a bit tired of modern kart racing offerings feeling samey I implore you to give this a shot. Try to do at least the first few cups. I honestly kind of wanted to put this down after the first cup but I absolutely got hooked after I tried another cup and things started to click. Also, don't be afraid of the easy mode, it's there for a reason!

Long-winded shitty tutorial for non-gamers makes the game sound more complicated than it actually is while simultaneously not teaching you mechanics you will interact with in your very first race, creating a dangerously fake skill filter and leaving a disastrous first impression.

As an example - the tutorial spends like 10 minutes teaching you about your backup emergency attack that you can use while out of rings, while spending 5 seconds to tell you rings are a boost/health meter akin to F-Zero that you should be spending constantly. Another example - the closest thing to a race track you drive on in the entire tutorial is a drifting track that requires you to hit maximum level drift boosts, when the actual race tracks in the game are designed around drifting for short periods of time outside of extremely wide turns.

Anyways there's a THE iDOLM@STER stage that doubles as Honey the Cat's home stage

Metroid Prime 2: Echoes is a sequel to the first Metroid Prime, developed on its engine in the span of a bit less than two years, though it apparently had to be rushed in a few areas to make that deadline (This caused it to release right after Halo 2 and right before Half-Life 2 which... ouch). Following up on the first game's success, the studio took inspiration from Metroid Fusion, wanting to make a more challenging and narratively-focused experience. The overall plot is still simple, though: Samus Aran follows an emergency message sent by a Federation ship to a planet named Aether, where she discovers the remainders of a war between the peaceful Luminoth and the Ing, a horde of aliens born from another dimension, Dark Aether. That's not to say that intended focus on storytelling doesn't come across, though. The first few hours of the game see you trying to piece together what happened to this Federation group, and the Luminoth's lore is discovered piece by piece through scanning the environment. This may be a wild guess but I feel Half-Life was an inspiration here, and it worked quite well. The Scan Visor (my beloved) returns in full force, firing on all cylinders to flesh out every part of the world, from the wildlife, to the Aether/Dark Aether war, to the fates of humans and space pirates who set foot on it.

Speaking of the worldbuilding, it's a pretty good improvement. The Luminoth are sort of akin to the Chozo, but them not being a franchise stable makes them feel a lot more fresh, and their struggle against the Ing is well fleshed out and detailed, with some interesting turns. That said, the Ing themselves are kind of boring. By this point in the franchise we already had Phazon and the X as all-devouring unknowable horror villains for the franchise, and a third one really feels a bit redundant. They also are just not that interesting compared to the more Lovecraftian Phazon and the more TheThingian X. The return of Space Pirates feels so token that it's kind of out of place, also. I love those goobers but they just don't really matter here. Same for the Metroid. Something that does matter is the art design- Aether is beautifully alien and every corner of it is a delight to look at, and much more interesting than Prime's lush but kind of standard elemental biomes. It does come at the cost, however, of a more generally drab color palette which fits the style super well but does make rooms feel just a bit more samey. As intriguing as the areas are, the fact that they're all yellowy makes entering a new one much less awe-inspiring than it was in MP1. The soundtrack, while still good, is also nowhere near the perfection of the previous game's. At least, Samus' two new suits both look fucking awesome.

Every time I begin to play a new Metroid(vania), there's one big question in my mind: What kind of world design are we dealing with? Metroidvanias come in all shapes and sizes. Some hold your hand pretty firmly (Zero Mission, Ori and the Blind Forest), some cleverly dump you right where you're going to be going next (Dread) and some just rely on you to figure things out (Super Metroid, Hollow Knight). In this case... none of those, sort of? Echoes is divided in three big areas (with a fourth, transitional one in-between), rather than several smaller ones, and instead of asking you to travel between them regularly to get more upgrades, they essentially act as massive Zelda dungeons, containing all the items you need to beat them. In paper, this is actually quite smart. It keeps the spirit of slowly unfolding a massive puzzle box, while limiting the slog of backtracking. In execution this system works really well when in place, but it is broken twice through the game (once in the second area, once in the third), and that is half of MP2's biggest mistake, in my opinion. If a player is conditioned to think all they need is in the area they're in, they will hesitate to look outside of it, wasting a lot of their time. Once they do, this conditioning will be flipped, and they will mistakenly begin to believe that they need to search the entire world for the next piece of the puzzle, despite the fact that all the ones they need are all in the same place. It happened to me, and I wasted some hours in complete confusion.

The central gimmick of Echoes' level design is the ability to travel to Dark Aether's version of the world. These areas are incredibly hostile, damaging you overtime and siccing very powerful enemies on you on the regular. It's used fairly well, getting some good mileage out of the levels while blocking off parts of them that would be unnecessary to this dark version. However this system compounds the issue I've mentioned already, because throughout the world there are several portals to Dark Aether that will be opened to the player as they gain more power-ups. Logically one would expect them to contain either a progression item or at worst some nice side thing, but in truth they contain invisible keys necessary to access the final boss. Metroid Prime's fetch quest was my least favorite aspect of it, but you could at least collect its Artifacts at any point, as long as they were accessible to you. In this game, they're invisible (Revealed only by a mid/late game item), and you have no reason to ever guess they're there before the fetch quest officially starts. What this means is that if you ever get the idea to backtrack, whether because you think finding the next plot item will require it or just because you want to check out a place you just gained access to, these apparent dead ends are likely going to be wasting a lot of your time. It's kind of baffling, honestly, making the keys not invisible would completely remedy this issue. Still, when the time for the fetch quest came around, I did at least have fun this time. The problem of incredibly annoying and tanky enemies jumping you during backtracking remains, but you do get a lot of traversal items in the late game and they let you breeze through early areas fairly swiftly. Another thing I want to praise is how almost every optional item has some very cool puzzle tied to it, rather than just being given to you.

The general discourse around Echoes is that it's much harder than its predecessor. I admittedly can't fully testify to that- I'm playing using PrimeHack, which gives the game modern PC controls. It's very fun and feels amazing, but I would assume it breaks the difficulty design just a bit (though so would the Wii's control scheme, I think). So take this all with a grain of salt, but I didn't find Echoes much harder than MP1, most of the time. Dark Aether's damage over time is punishing at the beginning but eventually becomes more of an annoyance, and almost all of my game overs were to a certain few infamous bosses. The first, the Boost Guardian, I actually thought was a really fun challenge, very frantic and tense, with no way to avoid damage over time and needing to quickly pile damage onto him after making him vulnerable. The second, the Spider Guardian, is truly awful. Essentially just a really hard Pac-Man boss, it takes a lot of time to get to and a lot of time to beat, and forces you to deal with Morph Ball physics at their absolute worst. There's a lot of Morph Ball fights in this game, actually, three bosses are fought entirely with it and about as many feature it prominently. I don't mind, it's kinda cool, just a shame that the worst one is so challenging. Some other bosses are also quite great, and while a lot of the mini-boss fights end up feeling like filler, others are actually very elaborate and on par with "main" bosses, which is always a pleasure to see (here's my tier list of the bosses btw). Well, when they don't kill you. MP2 is very stingy with save rooms.

As you can see, I had a lot to say about this game. There were very high highs and low lows in my playthrough, but I'm happy to say I did really enjoy it by the end. Definitely going to check out Metroid Prime 3 sooner than later, I've heard a few things about it that I'm quite interested to verify, both good and bad.

2.1
They got rid of a lot of the handholding with the tutorial, which is great! You can outright skip it now after a point, and my issues with the challenge race seem to have been addressed. You still gotta do some setup before starting but at the very least it doesn't feel like you're being forced to understand every little thing about the game with exhaustive detail. It's ok to not know every little thing and get lost in a game. You also unlock addons at the same time as online now, which is nice. The "Wi-Fi Warrior" and "McDonalds" passwords will still get them both unlocked if you just want to get things going asap with some friends though.

Overall I've been playing the game some more and a lot of the mechanics I was iffy on are warming on me. As I've said the tumble state still feels extremely punishing but you have a good amount of tools to get back into the race. My biggest issue with the game at this point is how much slopes will slow you down if you don't have any rings to boost up them. Like yeah it makes sense that they would slow you down a bit, but most of the time the amount they can slow you makes it feel like you're going up a much steeper surface than what you're looking at.
Also the rubberbanding in singleplayer is just a little absurd, I could get it on the higher difficulty but even on normal it really feels like you're better off playing from the middle and trying to boost into first at the last minute with how aggressive the AI gets.
If the minutiae of new features and adjustments aren't your cup of tea, SRB2K isn't going anywhere though I don't blame people for feeling divided on all the new stuff, it really does feel like a totally new game at this point, even if previous knowledge of SRB2K will still get you pretty far.

It's also kinda unfortunate that addons from SRB2K aren't forwards compatible at all. I want to play as JP Arle :(